Tuesday, 9 March 2010

Session 29: Days End


We played again last Sunday and the group decided to deal with the issue of Ashura. Ashura is a Primordial, a Lord of Law and one of the Creators of the World. He was killed millennia ago by the recently returned Warlord Reptos. Unfortunately for him it is not normally possible to kill a Primordial. Its body might be destroyed but its spirit lives on. Reptos sacrificed hundreds of his Magi to imprison the spirit of Ashura in the Plaza of Dead Gods.

Thousands of years later our heroes disturbed those bindings in their first ever adventure. His spirit freed, Ashura fled to the Shrouded Oasis where his children, the Kireshi, worked to resurrect him. Unfortunately they lacked the artefacts which held his soul together (the PC’s having made off with them) and the resurrection went wrong. Ashura returned but now as a creature of the void, determined to suck all life out of creation.

However, before dealing with this little wrinkle the group take the opportunity to quiz the Library. They learn a great many things; the origin story of humanity; the reason the Beast pursues them across realities; the status of the Primordials; the nature of places such as the Shrouded Oasis; the nature of the True Dragons; the source of the weapons they wield; the weakness of Reptos as a proto Primordial and the existence of a weapon of mass destruction capable of permanently destroying a Primordial amongst other things. Before the can quiz it further however fate intervenes.
Scene 1: Help me Obi Wan

The images the Library is showing them shimmer and change. They are receiving a sending from the witch Sybelle, a member of Artemis’s clan who he has had little time for in the past. “We are under attack, Ashura moves against us, I am sending you the pattern for our location, help us Artemis, you are our only hope.”

The group acts quickly and the Library is able to dispatch them to the portal location provided. They find themselves in a large cavern in one of the great mountain strongholds of the Pashtun desert people. An explosion rocks the structure and rubble rains down from above. Sybelle is there and explains that Ashura has raised his new Empire and dispatched his child, the Black Sun and the hosts of Kireshi corrupted by his return against them. He plans to sweep across the continent and exterminate all life. The group immediately move to help hold off the attackers while the people flee through the underground tunnels to the Citadel, the strongest of the mountain fortresses.

Azhanti takes to the air leading a wing of Wyvern riders against the elemental spirits enslaved by Ashura. He draws them away from the battle giving the defenders precious time and from his vantage point he can see the oncoming death. Ashura has raised a vast wall of sand which stretches hundreds of feet in the air and crosses from horizon to horizon. The spirits of the desert have been aroused and the wall is death for any enemy of Ashura to attempt to cross. It is also moving towards them. Azhanti tries to gather aid against them calling on the local spirits but they reject his advances, he once worked with them but spurned them some time ago and they have not forgotten.

Morn meanwhile takes his place at the forefront of the battle. He leaps down onto the narrow span of rock leading to the main gates and shatters it with his Hammer, sending Kireshi soldiers crashing to their deaths. Artemis moves through the battle directing their archers and unleashing various traps set up by his people to protect their homes.

However it is not enough. The armies of the Kireshi vastly outnumber them and they are pushed further and further back into the mountain until an avalanche of sand is unleashed against the invaders burying them in the tunnels. Azhanti follows up from behind sending howling winds ripping through the invaders. His armies beaten back the Black Sun takes to the field personally. The ground blackens and crumbles at his approach and the sand melts into glass and shatters.

The Pashtun flee into the tunnels while our heroes wait the coming of a God. As he enters the chamber where they wait the air begins to scorch. The ground breaks open and the burning skeletons of ancient Pashtun pull themselves out of the sand while in the background a huge salamander noble armed with a mighty bow slithers into view.

The Black Sun charges Morn, the impact sends shockwaves through the room and flames erupt all around them. Morn staggers almost overcome by the first charge, only just saved by the strength that runs through his Hammer. Artemis seeks distance but struggles to get out of range of the burning aura and Azhanti’s healing powers are put to the test. The Salamander is quickly dispatched and the skeletons prove to be little hindrance even as they arise again and again. The Black Sun however is another matter. Highly resistant to damage his very presence causes flesh to burn however our heroes are mortals no longer.

They withstand his assault and counterattack. Morn drives him back out of the room and Artemis moves into position. Time seems to slow to a crawl as he draws back the bow and lets arrow after arrow fly, each striking some vulnerable spot and delivering terrible wounds. Overcome the Black Sun slumps, defeated. Standing over him Artemis delivers a final message, “Tell Ashura that I am coming for him” as he ends his life.
Scene 2: You can't choose your family

Their commander defeated the Kirteshi host withdraws behind the great Wall and the group makes its way to the Citadel, the Pashtun fortress where the five great clans have gathered. They quickly learn that not all is well. The people are not united; the Clan Chiefs argue and squabble amongst each other; the young warriors have lost respect for their leaders; the Elders have retreated into the deep caverns for reasons they refuse to disclose; Sybelle is condemned to death for breaking the Clan Chiefs edict not to contact him and his sister is here advocating for an alliance with the Arkhosian Empire.

Leaving Artemis to solve his local problems Azhanti and Morn set off to pursue their own agendas. Morn returns briefly to the City of Kings. Arriving late at night he finds it a hive of activity, the slave army is rebuilding the City and the skies are patrolled by the Taken, Reptos’s flying carpet riding Magi. Morn however has other matters of concern, he has come here to right a very old wrong. He heads towards one of the Cabals towers, one time home of Althea who the group assassinated early on in their career. In that tower they once found an Angel captured by Cabal sorcery. Fearing trickery they left it where it was but now Morn returns to release it, shattering the chains with his Hammer. As it flies into the night sky it gives thanks for its release although what the consequences of this act might be few can say.

Meanwhile Azhanti spends his time with a small group of Kireshi refugees who have been given sanctuary in the Citadel. Not all Kireshi have fallen under Ashura’s influence and many who have resisted him have come here to aid their human allies. They have not been treated well and many among the Pashtun call for them to be expelled or killed as the enemy.

Azhanti moves among them healing their afflictions and bringing them word of a new hope, a new future which he is creating in their lifetime. They flock to hear him speak, a divine Avatar walking among them. After several days of teaching and working he invests some of them as his first non Dragonborn clerics. It seems that the Church of Azhanti will be an all encompassing faith.

While this is going on Artemis spends his time talking to the Clan Leaders. His own clan supports him but the others are reticent. Some favour alliance with the Dragonborn, others just want revenge for the harm they have suffered. He clashes briefly with his sister Kallista but can’t seem to bring himself to simply impose his will on his people. He can see the logic of an alliance with the Dragonborn, his people are threatened on one side by Ashura and the other by Reptos. The only allies they have are him and his friends and several of the Clan Chiefs seem to think they cannot rely on him which annoys him no end. He does however decide to save Sybelle, simply removing her from her cell and informing the Clan Chiefs that she is under his protection.
Scene 3: the Water of Life

Before he can meet the Chiefs in Council however he is called for by the Elders. It is time for the Tournament of the Great Hunt to be concluded. Three challengers have been chosen, Artemis who slew Sopias; Kubolta of the Hashashin, the assassin who slew Shraal the Lord of Entropy and Captain Strom who Artemis killed in the belly of the Kraken but who has returned from death itself.

Artemis is lead into the darkness where the Elders wait for him. Sitting at the head of their circle is the shaman Udun who they met long ago and who pointed them towards the dwarves. He face is familiar and it’s almost as if he has always been in his life somewhere. The challenge he sets is simple, the Hunters must find the last remaining Spirit of Water which took refuge from the Taken in the deepest caverns when Ashura was slain by Reptos. They must return with that spirit and thereby restore the Court of the Spirits of the Desert to equilibrium. Only one of them may return.

The three set off in different directions. It quickly becomes apparent that the tunnels twist and turn on each other in confusing ways but Artemis is prepared for this. He begins to sniff out the scent of water in the air but as he heads further down Kubolta strikes. The two clash and the assassin is left to bleed out on the bare rocks. The tunnels lead to a huge cavern with a narrow bridge across. Below lies a lake of magma and lurking within is the body of an enormous Dragon, hundreds of yards long. A True Dragon, kin to those who created the Dragonborn. He manages to make his way across without disturbing the creature.

Reaching the other side he finds himself trapped in an ancient maze but such obstacles are far beyond him now. He navigates it with ease but finds Strom waiting for him. The Captain remembers their previous encounter and seeks to delay him so that he can win the race but it is not to be. Coming back from death it seems is a onetime thing for him and he will not see the light of day again.

The maze ends at a door forged from silver and covered in intricate runes. A few deft adjustments and the probing of some tools flicks it open with barely a moment’s thought and he finds himself in a vast lightless cavern. Before him is a lake of perfectly still dark water and in the centre sits a pedestal above which floats an orb of water. He slips quietly into the cool dark lake and, making barely a ripple, manages to cross the expanse without troubling the denizens which lurk in its depths. Placing his hand on the orb he finds himself suddenly transported elsewhere.

He is flying above a lush verdant forest. It is night and thick clouds obscure the stars. Four dark figures mounted on flying carpets pursue a watery spirit across the sky as it makes for the looming mountain. Artemis realises he has travelled into the past. Not far away Reptos battles with Ashura waiting for midnight when he will be at his weakest while here the Taken seek to destroy the spirit of water on which the Kirteshi’s forest home depends. He moves quickly to intercept them, arrows flying out of the darkness. First one then two of the Magi tumble from the sky but the others are rapidly closing. If they reach the spirit before it can seek the safety of the mountain then it will be destroyed and the Desert Court will be permanently unbalanced. The third Magi falls to Artemis but the fourth seems much more adept in the air. A black clawed hand reaches out to grasp the creature and put an end to its kind once and for all when Artemis blows him out of the sky. With a brief look back of thanks the spirit dives into the mountain there to wait and heal and grow over the course of millennia.

Artemis wakes up as if from a sudden dream. He is back in the cave but it is filled with sound and light and movement. The Spirits of the Desert are whole once again and, complete, they have thrown off the influence of their corrupted father. In the skies above the Citadel a miracle begins to grow, something which has not happened in the desert for a very long time. Rain clouds boil up out of the mountain and spread southwards across the desert. The parched land is soaked and bursts into life and as the rains reach the wall of sand it collapses. Cheers are heard all through the Citadel as the Pashtun people have reason to hope for the first time in a long while.
Scene 4: Why wont you just die!

Artemis heads quickly to the Council of Clan Chiefs. As he arrives Kallista is there trying to salvage something for her master the Emperor but he cuts her off listing all of the alliances the group has forged. Those combined with his new status of Master of the Hunt ensures the Chiefs fall into line. Kallista makes a break for it recognising that the group is unlikely to respect her personal privacy. Morn tries to stun her with the Hammer but she dances away only to be caught by the backswing. As she hurtles across the floor Artemis snatches the bracelet from her wrist which would have allowed her to teleport away but she is not without resources. She dives out of a window plunging down the face of the mountain but Azhanti follows her. Unfortunately unused to his new wings she slips from his claws and disappears into the night to return later to seek her revenge.

The celebrations go on long into the night and out in the desert Ashura broods. He withdraws his armies into the Shrouded Oasis and spins powerful illusions around it to conceal it from his enemies. His child, the Black Sun, is returned from the Void and set to guard those few paths which remain through his deadly illusions. In the Citadel our heroes are left to think how one kills a Primordial. Sopias died at their hands but he was chained, weakened and perhaps even sought death, Ashura will be a very different prospect.

*cut scene*

In the City of Sarind on the southern coast of the continent of Frigia trumpets begin to blare. Soldiers rush to man the walls as the slave army of Sopias emerges from the many open portals in the fields surrounding the City. The herald appears once more clothed in gold demanding their surrender. She is answered by a hail of arrows which are reduced to cinders before they even come close.

The slave army surges forward but as they do so another horn is raised. All along the walls Arkhosian Sardukar step into position. The lost legion, trapped here when the alliance with the Lokarnos failed have joined forces with the Humans to oppose the Tyrant Reptos. Only time will tell if they can hold or if they will become a footnote in history.

*cut scene*

In the Western Province of the Arkhosian Empire lies the Nightwyrm Fortress. Once the home of a powerful dream dragon of lust and greed it has for many years served as protection for the main pass between the Empires eastern and western provinces. Now it is flooded with refugees escaping the horrors of the advancing army of Amaan, lead by the Lich Lord Dust. Black clouds have blotted out the sun for days, protecting his army of cannibalistic ghouls and vampires from the effects of the sun. They cannot hold out for long and each one that succumbs is yet another soldier raised to fight for the enemy. Anxiously Humans and Dragonborn alike look to the skies hoping to see the arrival of the Dragon Wings which might yet save them.

*cut scene*

In the Palace of Reptos, Warlord, Tyrant and would be Emperor of all the World an emaciated figure is dragged into the Throne room by two of the Taken. “We found him hiding amongst the refuse my Lord. His powers are gone with the death of his God, would you have us slay him?”

“No, I may yet find a use for him, it is a fitting end for Hu’maa, High Priest of Sopias, to join my Taken.”

Monday, 22 February 2010

Session 28: The Library of Ages

Scene 1: The Arrival

As our heroes plummet through the many dimensions of the multiverse a voice calls to them from the darkness reminding them of a promise made long ago and far away. The Master of the Library calls them to protect his creation, the repository of all knowledge, from the forces of Ouroborous, the Worm of Autumn.

Our heroes, now three in number, crash onto a smooth marble plinth. All around them high stained glass windows show shifting visions of different times and places while before them a tall metal humanoid creature regards them with curiosity. “I am the Curator, Keeper of the Library, my Master said that you would come.”

The group quickly determine the problem. An army of chaos has besieged the Library and its automated defence systems are failing. Three breaches have been forced into its defences and they must be sealed before the Curator can transport the Library to safety. The windows show the intruders. At the main gate a trio of Archon mercenaries rampage through the halls; in the Tower of Religion the earth elemental Lord Galrok and his minions undermine the foundations of the building and in the soaring chambers of the Observatory a Spawn of Acamar, the Corpse Star, searches for a way to the Core with its Dreadwraith allies.

Scene 2: Chaos

The group decide to tackle Galrok first and the Curator is able to transport them into the narrow corridors of the Religion stacks. Unfortunately for the group this very much is to the benefit of Galrock who immobilises several of them, sinking them into the earth, while he and his minions try to bring down Azhanti. As the battle rages the forces outside the Library continue their assault and the building shakes violently, at one point a huge crack opening in the floor separating most of the group from Galrok. Elemental shardlings try to swarm the group and more rise as he takes damage but they are unable to slow down our heroes. Azhanti sends lightning death spilling throughout the room and Morns Hammer shatters them with ease. Eventually, alone, unaided, the Elemental Lord falls.

The group makes hate to the Observatory. The Spawn of Acamar are terrible creatures, their very presence rots flesh and shatters bone and their claws leave wounds that refuse to heal. The Dreadwraiths possible exceptional stealth, strike without warning and leave the dead in their wake. Unfortunately for them they have not before confronted the rage of three demigods and they are destroyed before they can cause much trouble.

The forces of Chaos redouble their attacks on the library outside. Explosions rip through the building showering the group with rubble and flame but they make haste to confront the Archons. Realising that they are dealing with mercenaries they decide to try negotiation rather than violence. Morn takes the lead, stressing how easily they have already dispatched their comrades. The Archons are unimpressed, they are powerful nobles amongst their own kind and hard to sway, at least until the group play the “Slayers of Sopias” card. That gets their attention and a bargain is struck. The Archons swiftly change sides, offering their services in the coming war at the End of Time in exchange for riches and wealth.

As the negotiations conclude a siren begins to sounds. The voice of the Curator calls the group back to the Core. The Unfettered God, leader of the attacking army has reached the Library’s heart while the defenders have been distracted and is taking control of its defensive systems. The group turn and sprint towards the Core but not without obstacles.

Scene 3: the Unfettered God Revealed

First he tries to seal the Towers of the Library, leaving the group stranded far from the Core but Morn manages to hold them open long enough to get through. As they make their way across the narrow silver bridges between the towers of the Library an explosion shatters the bridge but Artemis swiftly bypasses it with some handy acrobatics. As they enter the Tower of Sorcery they are confronted by arcane powers gone wild, the presence of so much Chaos has set fire and lightning racing through the chamber. Azhanti steps forward and, as Avatar of the Stormlord, absorbs the energy running through the Tower. The path to the Core is open to them and they can see The Unfettered God stood beneath the ancient stone arch. He brings his power to bear upon them, he can bring release from bondage but he can also chain the will of the weak. Morn struggles under his influence, his mind rebelling at the thought of servitude once again and he casts off the mental influence. Thrown back the Unfettered God seals the doors to the Core so that he can complete his work without interference. Unfortunately he does not account for Artemis and a hail of arrows shatters the ancient bronze doors spewing fragments of molten metal across the room.

Morn is once more face to face with The Unfettered God and his mind drifts back to their first encounter. He could not have been more than 20 years old, a tattooed body slave of a Tiefling Princess. He had learned of a secret cult that could provide freedom for slaves and had followed them to their underground temple. Chained to an altar the face of the God appeared in the smoke and incense which surrounded him. It swore and oath, a bargain was struck between them and he was free.

Now that creature, which had so betrayed him, stood before him in the flesh. “Morn, it has been too long since last we met. It is good to see you again.” Morn is in no mood for pleasantries and charges, straight into a Wall of Force protecting the God and the control panel he is working on. “It saddens me that you would act so. After all, in a very real sense I am your father. If not for my help you would still be slave to a spoiled princess. If not for the hatred my betrayal put into your heart you would not have had the strength to bring yourself to the very brink of Ascension. We might have done great things together. I regret that it has to come to this.” With that he takes from his pocket a small metal cube covered with densely packed silver runes. Placing it on the control panel it begins to flash with a kaleidoscope of colours. “Now I must complete my task, my master requires the information contained in the Library and I cannot permit you to impede me”

The group move to attack but before they can do so two enormous golems emerge from the shadows. Composed of great masses of chains they charge into the midst of the group but prove annoyingly ineffective (they would have been more effective if I had remembered their auto damage aura more than once). However, they do delay things and as the battle continues the Unfettered God puts his mental abilities to work turning friend against friend. First Artemis and then Morn find themselves subject to his compulsions and things look like they may get out of hand. However, Morn is able to shatter the Wall of Force by drawing on the power of the Hammer and then it is open season. The Curator is also able to help, empowering the group with the Libraries defensive systems.

The Unfettered God quickly finds himself assailed and on the back foot but time is ticking away as the cube does its work. Artemis breaks off for a second to try and delay it while Azhanti and Morn corner the desperate Lord of Chaos. A blow from Morn drives him to one knee and he pleads for quarter. None is forthcoming so he does the only thing a Lord of Chaos can do when facing destruction, he runs away grabbing the partially filled cube en route. He almost makes it, reaching the doors to the central Core of the Library before Artemis pins him to it with a trio of magically enhanced arrows.

Defeated the Unfettered God twists in agony as Morn approaches. He grabs the back of his head and twists savagely bringing up the sharpened haft of his Hammer. “When your soul passes into the nether realms of Chaos tell the Beast this, we run no longer” and with that he drives the spike into his throat tearing off his head.

Silence descends on the Library broken only by the clicking and whirring of metal gears as the Curator rights himself. “The armies are retreating, the Library is secure, how may I serve you Masters?”

*cut scene*

In the remnants of an ancient palace, part of a civilisation long since gone, the people of the City of Sarind have made their homes. On the southern coast of Frigia, the northernmost continent, Sarind is the strongest of the coastal city states. Settled long ago by travellers from the south the city states lie far from the home of Morns people. Here the Pontiffs, Dukes, Prelates and Princes have gathered to discuss a grand alliance to meet the war they know is coming. As they argue amongst themselves the room is filled with golden light and a figure appears floating above them. Clothed all in golden mail, with a veil of golden chains the figure bears a staff of office embossed with the symbol of Reptos.

Weapons are drawn and several of those present charge the figure. Their bodies explode into flames as they touch her. “I am the Herald of Reptos, to harm me is death. You have been chosen by the Emperor of the World to serve in his cause. You will tithe one half of your people to my Master’s army. I will return in three days, you will comply or be destroyed!” and with that she fades away.

Saturday, 20 February 2010

Session 28: the Library of Ages

In the aftermath of the death of Sopias our heroes find themselves falling through the many dimensions of the multiverse, the blood of a Primordial burning in their veins.


Out of the darkness and chaos of the tumbling realities a voice comes to them, calling them home to fulfill a promise made long ago and far away. The master of the Library of Ages aided them in the overthrow of The Cabal which ruled the City of Kings. Now his creation is threatened by the minions of Ouroborous, the Worm of Autumn and he has need of powerful heroes to preserve the accumulated knowledge of all time.

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.....

Saturday, 19 December 2009

Session 26: All alone in the night


We played again last Sunday but I have been a bit slack in writing things up but here goes. We were missing Azhanti’s player but Assamber returned so a bit of GM handwavery later and the party was back together. Assamber has been off forging more links between the disparate human communities in preparation for his plans to rule over the free world as an immortal undead LichKing.


Scene 1: The Mists

However, back in dream the group has problems. The Heart of Sopias has fallen into the hands of Carnage, Lord of the Fomori and his host consuming the realm of Dream. The armies of the summer Court are massing and our heroes head off to the Realm of Nightmare to try and bring them into the war.

The journey takes them once again through the mists of the borderlands and there they experience further visions of possible futures.

Assamber witnesses the start of the next realm, one dominated by Mael and the forces of water. The oceans have covered the land and the body of the Kraken rises out of the sea a great throne of bone mounted on its skull.

Artemis returns to the City of Kings just as a horde of Dragonborn warriors march on the last holdout of humanity. At its head rides Azhanti on his last great Crusade but above the City rises a new power and the people begin to chant, Reptos, Reptos, Reptos, the Warlord, and Dominator of the entire World returns to contest the last of the elder races claim to existence.

Chiniko witnesses what will happen if Sopias is overcome by the Demon Lord feeding on his soul. The world is wracked by fire and death, demons wheel in the sky fighting over the torn remains of every living thing.

Morn witnesses the last battle at the end of time, our heroes gathered before the Menbim Stone where one world will end and another begin. Gods, demons and immortals battle for supremacy at the end of time and one by one our heroes fall, their weapons shattered. Morn, the last to fall, looks up as he dies and the sky above shatters allowing the full horror of Chaos once more into the world.

Scene 2: The Palace of Fear

Shaken by their visions our heroes emerge from the mists and above them looms the Palace of Fear, home to the Queen of Air and Darkness, mistress of Sopias and Queen of the Realm of Nightmare. Its gates yawn open but before they can advance they are challenged. Appearing on a ridge above them is Sirius, the doppelganger. He orders them to turn back or be destroyed. There is some witty repartee and then the killing begins. The group find themselves outmatched at first. Clumped up at the start they are a handy target for the sorcery of Sirius and his elemental allies which emerge from the rock and water. Air, earth, fire and water they inflict significant damage and Morn is unable to hold them off, his tiny mind crushed by Sirius’s mental powers or his body dropped, plate armour and all, into a small lake nearby. The tide however is turned when Assamber freezes several of the elementals in place and then drops a Wall of Fire on them. Sirius goes down shortly thereafter and then it’s just mopping up.

Filled with confidence the group heads into the Palace. No guards protect its entrance, all are welcome to enter but few find leaving so simple. The Palace is protected by the Queens magic and it forces those who lack the will to face their greatest fears. It has however been a long time since it has faced such formidable opposition. Chiniko laughs at the petty fears it produces and our heroes throw off the gloomy shadows which linger in the backs of their minds.

Reaching the doors to the Throne room they now face a more difficult challenge. The guardians of the gate, Lackey and Lickspittle, demand a price for entrance. Refuse and they have the power to eject any interloper, be they god, demon or hero. Each demand a memory, Lackey of the first woman one of them ever loved and Lickspittle the moment of greatest happiness. The group deliberate.

Assamber chooses trickery and convinces Lickspittle that the dreams of the black Lotus poppy, which he has been addicted to for some time, produce the greatest happiness known in the mortal realm. Lickspittle agrees and Assamber finds himself free of the poppy’s influence. Morn takes a more direct route offering his love of the Tiefling Kyia Trak’ar, his mistress when he was a slave. Agreeing Lackey takes more than his memory of her, he takes his hatred of the Tieflings as well. It remains to be seen what effect this might have in the future.

Having paid the price they secure entrance to the Queen. The chamber is vast, crafted out of ice with great iron cages hanging from the fog covered ceiling by chains. One has a living occupant, a rather disconsolate dark fey of foxlike aspect. The room is filled with the fey of nightmare, twisted malevolent looking creatures which howl and shriek at the groups approach. The Queen is tall, dark and statuesque, he throne protected by a pair of great armoured bears. She demands to know why they are here.

Chiniko sets out the situation, asking for her to join forces with her sister to oppose Carnage. The Queen is aloof and uninterested so he tries the more direct approach. As Avatar of Sopias he demands that she make herself and her armies available. Unfortunately she is not quite convinced that he possesses such a status, or that he ever will. In the blink of an eye she hurls him across the room, the mark of her hand burned into his neck and cheek.

Morn interjects, perhaps even saving Chiniko’s life from the Queens anger. He slyly suggests that the Queen might be reluctant as the weaker Court of the two. Perhaps the Queen remains here in her fortress out of fear. It’s a bold gamble, but it seems to work. The Queen tells them that, when they need them the forces of Nightmare will be there.

Scene 3: Let slip the dogs of war

The group quickly return to the Summer Court to prepare for War. The forces of Carnage have crawled closer. In the sky the great rift pulses and swells like an angry wound in the sky and across the land the Behemoth spread corruption and filth. A vast track lies behind it, the land there dead, it’s very essence drained and reduced to ash. Around the Behemoth great maggots, twisted giants and all the horrors of the Underdark swell. The armies of the Summer and Winter Courts gather and the Queen of Air and Darkness ascends to aid her sister in containing the rift. Our heroes make their own preparations and then the Horns sound and battle is joined.

The fighting is intense on all sides. In the skies flights of wyvern and griffon cavalry clash with swarming demons, knights of great renown battle giants on the ground and through it all our heroes bring their own peculiar brand of chaos; Morn dives into the thick of the enemy in a lightning strike to rescue the Princess Menandore who has ventured far into the enemies lines; Chiniko flits around the battlefield bringing Azhanti in amongst the hordes of undead blasting them to pieces with his holy powers; Assamber rides in the very van of the army driving great wedges through the enemy lines with his sorcery; Artemis ranges throughout the enemy camp assassinating their commanders and throwing the enemy into disarray. The outer forces of the enemy begin to collapse under the pressure being brought to bear but they are only the beginning. A horn blares out and from the mouth of the Behemoth march a horde of armoured Giants, the elite guard for Lord Carnage, King of the Fomori. They are a formidable force but still no match for our heroes and Chiniko clouds their minds allowing the group and a small force of knights past the Guard and into the Behemoth. The Knights take up guard at the entrance ready to hold off all comers as our heroes enter the skull of the behemoth to face Carnage and his closest allies.

Scene 4: Carnage

The skull chamber is huge and dominated by an enormous throne. Great slabs of onyx are set into the eye sockets but even from here the floating forms of the twin Queens can be seen and felt. Carnage waits for them, his axe cradled across his knees. At his side towers a great mass of malignant elemental energy and off to one side cradling the bones of the dead squats a skeletal Cyclops, fire burning in its chest. Two giant warriors complete the ensemble facing our heroes.

Insults and threat are exchanged and it is quickly clear that no compromise is possible. The elemental surges forward crashing into the front ranks of the group and pinning them in the entranceway. Assamber acts quickly deciding to try and hold off the rest of their enemies and seals them off with a wall of fire. Unfortunately this does not stop the Cyclops from unleashing fiery hell in the cramped quarters and then the giants move into position. Things begin to look even worse as Carnage drives several of the group into their own wall of fire. Artemis manages to get clear of the enemy and Assamber drops a stinking cloud over several of them. Chiniko flits across the battlefield but ranges too close to Carnage who strikes him down. Morn finds himself trapped against the wall of fire between a giant warrior and the elemental monstrosity and its probing tentacles. Things are again looking grim but hope arrives from the Summer Queen who restores some of their strength.

Reinvigorated our heroes strike back. The elemental is destroyed and the Cyclops finds itself constantly trapped in the stinking cloud. Every attempt to pin down Assamber fails against some sorcerous defence or other and Carnage tries, and fails, to banish several group members to the shadow realm. Once the Cyclops and one of the giants fall it is only a matter of time. Carnage, outmatched and outnumbered is the last King of the Fomori. As he dies his army collapses and flees into the surrounding countryside pursued by the twin armies of dream and nightmare.

Scene 5: The Hearts Desire

In the Throne room everything has gone still. The Heart of Sopias is embedded into the chest of the Fomori King and Chiniko stands over his defeated enemy. He can feel the heat of the gem rolling through the room. There is an infection at its centre, an unnaturally heat, the rift to chaos. All he has to do is to claim the stone as his accept the power of Chaos and become the new overlord of Dream. The Twin Queens shall be his slaves and he will become the new Sopias. He rejects the offer and stuffs the Heart into a bag. As the group prepare to leave the Queen of Summer arrives. Her eyes are fixed on the Heart and desire fills her. She advances on Chiniko asking him to give up the stone. Sensing impending disaster he uses the ring which will take them all back to their ship. It does not work. The Queen is closer now, if she takes the Heart she will rise as a new force in Dream, supplanting both her sister and Sopias. Chiniko does the only thing he can; he reaches into the Book of Dreams and Nightmares and throws out two nightmares, one at each of the Twin Queens. In each they see the other in possession of the Heart. The Queen of Nightmares descends to contest with her sister and all around them the Behemoth begins to tear apart. In the nick of time the group are rescued by the Princess Menandore and a wing of griffon cavalry.

Free from the attention of the Twin Queens the group makes hasty preparations to leave Dream as quickly as possible. They have now recovered all five of the Hearts of the Primordial’s and their power is growing. They must reach the City of Kings as soon as possible. They take their leave of the Princess and beat a hasty retreat back to their own reality.

As they step through the gap in the wall they find things are not as they left them. Their ship lies on the ground a strange crystalline golem stood on the deck. Above them flies a second, larger, ship displaying the crest of the Imperial Arkhosian Fleet. A figure appears at the railing, one Artemis recognises. It is his sister, Kallista, who ran off to join the Order of Transcendental Enquiry. “Welcome back brother. The Emperor congratulates you on having recovered all of the five Hearts. Now please place them on the ground and move away. I would hate to have to order my lightning cannons to fire upon you.”

*cut scene*

In the City of Kings a storm has blown in from the ocean. Rain lashes down and lightning splits the sky striking at the Spire, the crystal tower at the centre of the city. Forces begin to converge on the City, ancient powers, dangerous and cunning. Power will be spent in this city soon and immortal blood will be spilled. Such conjunctions occur only infrequently but whenever they do there exists opportunity, for advancement, for battle and, most importantly, for revenge.

Monday, 16 November 2009

Session 25: Dreams and Nightmares

We played again last night and started the last stage of the groups quest to reforge the key to the prison of Sopias. The final piece of the puzzle lies somewhere lost in the land of dreams and nightmare. To enter the realm the group returns to Chiniko's homeland in the ice fields of the far south.

Scene 1: Home is where the Heart is

While Chiniko renews his bonds with his wife and children, fearing he will not see them again, the rest of the group explore the rather primitive city of the worshippers of Sopias. The people are a fanatical group worshipping Sopias and infected, to a degree, by his madness. Azhanti finds himself repulsed by the rotting Temple of Sopias while Morn wows the locals by wrestling a bear!

Meanwhile Chiniko appraises the council of elder warlocks of his journey to date and the task before him. They give him their blessing but warn him, dreams is disturbed and all attempts to learn why have so far met with failure.

Fortified by strong alcohol to resist the predations of dream eating fey the group head to the Barrier, a simple stone wall crumbling in parts. It was here, eons ago, that Sopias led the hosts of dream against arrogant Magi intent on overthrowing the Primordials and in doing so he left behind a tear in reality which has been used by his faithful ever since.

Scene 2: A Warm Welcome

Plunging through the group feel a twisting distortion around them. Instead of arriving in the Courtyard of the Summer palace, home of the Queen of Dreams and wife of Sopias they instead find themselves on a blasted moor of scrubby gorse. The Borderlands, the region between the realm of dream and nightmare and cresting a hill a fey Knight and her pack of hunting werewolves.

Seeing the intruders she gives forth a blast on her hunting horn and they surge to attack. The first wave is brutal and several of the group find themselves stunned by the impact and sorely pressed. Only some frantic aid from Azhanti keeps him and Morn on their feet. The Knight demands to know where they have hidden the Heart and before Chiniko can try to explain he finds himself stunned. Artemis does what bow rangers do best and dances away from his enemies while Morn tries to hold most of them near the centre. This proves tactically unwise as he quickly finds himself blinded and poisoned by the knight who seems to be able to manipulate the stuff of dream itself.

As Chiniko recovers from the werewolf assault he manages to prevail on the Knight to stay her attacks. The group discover that she is in fact Menandore, daughter of the Queen of Summer and she is patrolling the Borderlands looking for thieves. Chiniko convinces her to permit them to travel dream and seek an audience with her mother. Menandore gives him her favour and warns them to beware the mists of dream as mortals can easily become lost within them.

Scene 3: That which is, that which was and that which might yet come to pass

Heading deeper into dream Chiniko sets his mind to locating the golden gates of the Summer Palace. Dream however has different ideas and soon the group becomes lost, separated in time and space. Dream shows them visions of the past and future, of possible lives which, if only they make the choice they might yet live.

Morn finds himself in the body of a young man in a city of the future. He is at school and his elder tutor tells him of the history of humanity, of how they have fled from world to world ever pursued by the forces of chaos, always seeking out a new home. "But how do the people survive" the boy asks? "Each time we must flee a warrior comes, one who will stand against the darkness. A hero who bears the secret markings of the eternal defender." Wrapped up in the old man’s words the boy does not notice the small tear forming in the sky or the brief shimmer of the markings on his arms.

The scene fades and Morn finds himself entering a plain stone cottage. Fresh baked bread cools on a simple table and a pretty woman stands at a sink washing dishes. "Husband, you have come home"she cries throwing herself into his arms. "The children will be pleased" Outside he can hear the sound of children laughing and playing. "Lay down your Hammer husband, your battles have been fought and there are no more monsters to slay." With a start Morn realises that this is the life he could have had if he had not been kidnapped by the Tieflings and sold into slavery in the City of Kings. All he has to do is to lay down his Hammer and it is a life he can have now, free from the memories of pain and fear and violence...

Artemis finds himself tracking across the great wastes of the desert south of the City of Kings. He endures hardships and the terrors of the desert and all the dangers it can throw at him. He tames a great riding lizard and rides it to its death and crosses the mountains on the back of a giant eagle.

In the distance a storm rises and he dives down into the very heart of the cyclone. As he crashes down he finds himself in a huge cave, gently glowing fungi light the darkness and a group of Kireshi live in simple huts and fish the great underground lake. He learns that they are the last few members of their race in the world. Those who chose to remain behind when the Primordials and Gods were banished by the actions of the Hero Artemis. With the Primordials gone magic left the land and they took mortal form but as mortals they were capable of knowing both joy and pain...

Azhanti finds himself in the Temple of his youth prostrate on the cold stone floor as a brand new initiate. It is his time of testing, when the newly consecrated and left to fast in the temple and listen to the words of Vulcan. As he leaves his ancient mentor Nihlil asks him what he heard. "Nothing" he replies, "Yes, and that is our greatest secret".

As he emerges from the Temple in the courtyard he finds himself confronted by five of his oldest friends and enemies. They surround him asking him questions. He remains silent. In a confusing conversation he learns that they are the spirits of the five original dragons, creatures of chaos, unbound by time but trapped in physical form when the Primordials forged the world. They desire a release back to the stars and seek his aid to do so. He demands their obedience and servitude in this cycle in return. Angered they leave him but ponder on his demands...

Chiniko finds his soul drawn to the Court of Summer. Normally a place of light, laughter and indulgence instead it is filled with a sense of ennui, autumn has come to the summer palace and the leaves are falling. A poison has entered the palace but its source remains hidden. As he descends into the palace he finds himself entering the ancient temple of Sopias.

Shadows and cobwebs fill its corners and the halls are filled with the whispers of long dead ghosts and spirits. At the altar a figure joins him. It is Hu'Maa, Vampire Lord and last remaining Cleric and true High Priest of Sopias. He welcomes Chiniko and brings with him a warning. Sopias has been long confined and his link to Chaos has formed a third aspect. No longer just the Lord of Dreams and Nightmares now he encompasses Madness as well. As they talk a demon of shadow and flame emerges from the darkness. It has fed on the power of their God and now seeks to replace him. As his dream fades he is left with its lust to consume his soul.

Scene 4: The Palace of Summer

As the group emerge from the mists of dream they find themselves at the gates of the Palace of Summer. Normally they would be staunchly guarded but now they stand open. The beautiful orchards which once surrounded the palace have decayed and the people themselves seem filled with sadness and loss. The favour of Menandore grants them entry and they are greeted by Sirius, Seneschal to the Queen and Court Archmage. He regrets that the Queen is accepting no visitors but offers them the hospitality of the Court until Menandore returns and can perhaps prevail upon her mother to meet them.

They agree and are escorted to beautiful quarters molded to meet their particular needs. Chiniko warns the group of the risks of wandering around but the warnings seem to go unheeded.

Azhanti heads to the library seeking more knowledge about the elemental powers he wields and is lost in the books for the rest of the day (he picks up the Control Weather ritual). Artemis and Morn do likewise looking for knowledge of the Magi who challenged the Primoridals (and hoping perhaps to use it agains them). Unfortunately between them they have the combined brain power of a stump and they are quickly distracted. Morn finds himself invited to dine with the General Orwaine, a most untypical fey. His dining hall is a riot of noise and smells and ravenous uncouth feasting with both humanoids and unicorn on the menu. Something is very wrong here.

Meanwhile Artemis spots Lord Sirius making his way into an abandoned part of the Palace. Stalking him he avoids detection and overhears a conversation placing the Lord in a compromising position. Apparently it is he who has stolen the Heart from the Summer Court and sent it to his unidentified “master.” He has also distracted the patrols of the Summer Court seeking the thieves in the Borderlands.

As Artemis makes his way back through the winding corridors of the palace Chiniko finds himself meeting with Lord Sirius. He is most interested in the Warlock, describing him as possessing great potential. He stresses the importance of freeing Sopias as without the Primordials free and in the world all is likely to fall into chaos.

On returning to their Chambers the group gather to discuss their findings. Doubt is immediately cast upon Sirius and everything he has said and there are concerns about the General too. As the group discuss what to do they are interrupted by the sound of hooves outside, Menandore has returned.

Greeting her the group tell her of their findings. She remains unconvinced until Artemis offers to let her search his memories. She drains him like a cup of wine and he sags to the floor. Menandore demands an audience with her mother, Sirius tries to prevent it but he cannot oppose her. The gates of Summer are opened and the entire Court pours inside.

The Queen of Summer sits drooped over her Throne, her glory faded and Sirius stands at her side whispering in her ear. Menandore presents her accusations but the Queen will not believe them. Sirius has been her trusted advisor for a thousand years and no mortal claim can disturb that bond. She orders Menandore confined and turns to deal with the mortals who have so disturbed her Court.

At this time Chiniko steps forward to establish himself as a power within the Court. He is a Fey Pact Warlock, a Divine Oracle of Sopias and he wields the Book of Dreams and Nightmares which contains all hopes and fears. With the Book he says he can banish all nightmares from the Court. Sirius interposes to protect his Queen from the false prophet and the contest is on. Guards come pushing in from outside but Artemis holds them off. Sirius sends his sorcery rolling against Chiniko but Morn is there to shield him. The two lock wills but Chiniko is victorious, with a scream of rage Sirius is flung away and crashes limply against the wall. In the distance a bell peals and the Queen of Summer comes alive. Purged of the poisons which Sirius has whispered in her ears over many years she rises from her Throne like the dawning of a new day and at her awakening the Court bursts into full bloom. She turns her radiant face on the young warlock and peace descends on her realm.

That peace is broken by harsh guttural laughter. Sirius rises from the floor and reveals his true form, a slick, grey skinned creature with bulging luminous eyes. A doppelganger, but one with two faces, front and back.

“You are too late, already the Heart has reached my master. He has broken his ancient bindings laid by the false god Sopias. Now at last the Fomori are unbound and chaos is free once more in your realm.”

As he speaks a scream rips through Dream like the deathknell of all hope and desire. In the distance a great bruise appears in the sky, a rift into Chaos. Rising into the air the Queen faces the rift. She turns to her daughter and to the mortals who have aided her “I must hold back the rift, raise the armies of Dream and Nightmare and stop this madness. Take the Heart from the Fomori and leave dream as quickly as you can or its power might overwhelm us all…”

With that a column of sunlight descends on her too bright to look at and she ascends to hover over the Palace.

*cut scene*

Far away in a forgotten corner of Dream sits a ring of standing stones, the last marker of the Kingdom of the Fomori, cast into underground exile eons ago by Sopias. Now they have breached those bindings. With a groan the ground heaves and buckles, ancient stones topple and an enormous pale white hand reaches out of the earth. Long filthy fingers dig deep into the earth blackening it at their touch and the arm flexes. Sinews bunch as the creature pulls itself out of the ground. Slowly at first, but faster as more earth is dislodged Behemoth rises out of the depths. Once it was a Titan and at its arrival whole civilizations collapsed. But time claims all things and in time it died and was forgotten and, as with such forgotten things, it fell into Dream where it was found by Carnage, King of the Fomori.

He has claimed the mile long crawling monstrosity as his new Palace and animated it as a vehicle of utter destruction. From the tunnel created by its passing all the filth of the underworld crawls to do war upon Dream and in the skies above demons drawn through the rift circle and scream. Within its cavernous skull Carnage plots his revenge on the Fey and the joy he experiences as his golem begins to consume Dream. But his ambitions are greater than that. Amaan, one time Emperor of the Giants has released him from his bondage but he does not know the power he now wields. Once he has subdued Dream he will bring his monstrosity into creation and all of the world will tremble at its approach…