24/03/2011

Stormreach

Mol 16th Lharvion, 998 Y.K.
7.00 p.m.
Six days of peaceful journeying pass before they reach STORMREACH.
Having put ashore they bid a fond farewell to Captain Nose-Chewer, he is going to head into town and see about selling the 'Siren's Teat' and will meet them in 'The Rusty Nail' tavern later this evening. Lorric immediately heads to the nearest pub, 'The Leaky Dinghy' where he manages to get challenged to a fight by a Scrag and his mates (within two minutes of entering the bar, a new record !). Lorric is most disappointed when the Scrag, known as Graak, noticing Lorric's blithe confidence, even when he pulles out a battleaxe, bottles it and backs down.
After a few well deserved drinks the Crimson Fist take Sparky's body to the Temple of the Sovereign Host in the hope of having him returned to them. They speak with the High Priest who agrees to speak with Sparky in the after life. Sparky informs them he definitely wants to live again.
The Priest agrees to try to return Sparky (for suitable recompense of course) tomorrow, at dawn.
The group then makes its way to the “Rusty Nail”, where they meet up with Captain Nose-chewer. Here they unwind, with plenty of drink and good company.

However, they do not allow themselves to fully drop their guard, and a watch schedule is set up for the night. Lorric’s watch is disturbed at one point by Ajax, as the shifter slips out to spend some time with one of the ladies he met earlier in the evening, but otherwise the night is uneventful.

Zol 17th Lharvion, 998 Y.K.
6.00 a.m.
In the morning the group, except for Ajax who is still out, head to the Temple of the Sovereign Host to be present for Sparky’s return from the grave. The ceremony is long and complex, involving many priests, but it changes part-way through into something much more sinister.

Entering the temple you see the corpse of Sparky laid on the main altar, incense burns and offerings lie about his cold body.
The circles are drawn and the spell is cast before a small congregation of adepts, you watch as the High Priest intones the ancient words and implores the Gods for the return of Sparky’s spirit. As the spell draws to a conclusion the room temperature seems to drop and the shadows seem to deepen. The Priest’s words echo through the large stone building, the recitation of Sparky’s true name resonates with unnatural timbre, “Phirius Oberson” repeats and fades as both the Priest and Sparky begin to sparkle and shine with magical energy.
The priest and the corpse are bathed in a glow of holy light which brightens to blinding intensity before suddenly seeming to devour itself like a lantern burning oil too quickly. With a screaming roar the temple is thrust into thick tenebrous shadow which seems to roll and swirl like mist.
Distant voices chant like celestial choirs but their holy words do little to alleviate the foreboding in the still dark air.
Looking around the room you see that the doors and windows have gone, leaving only stone walls in their place, gone too are the priest and his congregation.
A blazing fire of dim flame ignites upon the altar, within you can see the still and shadowy, incorporeal form of Sparky, a superimposed second projection of his image writhes and struggles as if trying to free itself of some unseen bonds.
Around the room several secondary fires erupt into life, burning with cold blue flames you can see silhouetted forms within, charging from a further perspective than possible.

Voor
Canoloth
The chanting priests disappear, as do the doors, and the light changes. Where the doors once were, shimmering blue energy fields appear through which strange creatures can be seen approaching from what looks like some distance. Another glow has formed over Sparky’s recumbent form, with strange unearthly fires dancing around him. The Crimson Fist prepare for battle.
Mirra establishes that the fields around the room are indeed portals, with a strong negative energy component, while in contrast the field over Sparky resonates with positive energy. She then dives under one of the pews as the creatures emerge into the room.
Most of them are squirming abominations with tentacular hands, but from an alcove high up on the back wall the battle is overseen by a huge demonic figure that Mirra identifies as a Nycoloth, member of a quasi-demonic species known as the Yugoloth that often act as mercenaries.

The first wave is dealt with swiftly, Lorric’s flashing fists and Oz’s deadly bow taking their toll of the invaders, while Kapek flings a hail of boomerangs against the Nycoloth. This provokes the Nycoloth into several flyby strikes against Kapek, its huge axes carving into him. From under the pew, Mirra assists with her stirring speech and the occasional healing spell.
A second wave of strange creatures pours into the room, this time insectoids wielding tridents. These seem to be making a run for the helpless Sparky, and the first one to reach him jumps onto the altar and into the flame. Lorric follows it, stunning it then grabbing it and throwing it from the dais. It is dead before it hits the floor. The other insectoids begin to emit a noxious gas, which takes Oz out of the fight for the time being, as he staggers, choking, to a corner of the room.
By this time a third wave has entered, twisted bipedal dog-like creatures. The group is hard-pressed now, even Mirra coming under attack. Fortunately, the Nycoloth seems to have withdrawn back into the portal from which it emerged, there is certainly no sign of it. Lorric is feeling invigorated by the flame surrounding him, as he throws back the creatures trying to pass through the portal above Sparky.
As fast the Crimson Fist despatch their foes, they are replaced by fresh foes from the portals – this time more of the tentacular and insectoid creatures, accompanied by huge muscular humanoids wielding massive swords. Several attack Kapek, while the others head to the altar. Globes of darkness blanket the room, adding to the confusion.
Kapek is badly injured by another of the muscular humanoids who appears from nowhere behind him, but Oz recovers and drops one of them with a deadly shot. More gas appears, but poorly aimed it fails to reach anyone. The tide is clearly turning as the portals fail to disgorge any further attackers. With the death of the final insectoid at the hands of Lorric atop the altar, the lights change and the portals fade, to be replaced by the familiar doors.
Mezzoloth
Corruptor of Fate
Nycaloth
Shocked looks greet the Crimson Fist on their return as the priests take in their bloody and gore-spattered appearance. Sparky sits up with some difficulty, alive but clearly very weakened. He explains that he could feel his life force draining away through the flames, that the creatures upon the altar were absorbing it. Lorric, too, was inadvertently bolstering himself at Sparky’s expense, and there was little left when the fight ended.
After regaining his composure, the high priest tells the group that this sort of incident is not unknown in Stormreach. Sometimes evil creatures from elsewhere try to come back with the spirits of the departed.

The group then get cleaned up at the temple and retire to the “Anvilfire Inn”. Here they meet a young boy carrying a message for them, a message indicating that Ajax is being held prisoner and the Crimson Fist should go to 7 Galley Terrace if they wish to see him again. It is signed with a symbol, one they recognise from the sewers under Sharn.

“Your companion is being held captive. Meet with us to discuss this further. 7 Galley Terrace, do not involve any other parties.”


The boy, who gives his name as Galion, offers his services as guide and information broker. Lorric accepts the offer, and pays him extra to not give out any information regarding the group. Galion seems to be worth the money, as he provides a lot of interesting information:
  1. Graak, a scrag enforcer claims that he is owed money by the party. He has called in a few favours and it is said that the Bilge Rats have taken out a contract on the Crimson Fist.
  2. A scholar that came in on a ship named the ‘Eyes of Malsheem’ has been asking about the ‘Southern Sun’ for the past week or so.
  3. The Brelish Consulate wishes to speak with the party.
  4. Representatives of House Sivis have been watching the harbour for the ‘Southern Sun’ for the last week.
  5. The “Storm’s Fury” stable, a gladiatorial company in the Red Ring, is interested in Lorric. Its leader, Malketh Zolark, is influential in the Blood Council, the group that runs the Red Ring.
  6. Several captains swiftly left with their vessels when they heard news of the ‘Sirens Teat’s’ arrival in Stormreach.
The stable that Lorric formerly worked for, the “Basilisk’s Stare”, seems to have collapsed shortly after Lorric left Stormreach, possibly as a result of the gambling scam that he scuppered. Another participant in the scam was the Storm’s Fury.

The group take their leave of Galion, who lets them know that he can be found at the “Ship’s Cat” in the Southwatch, and head for 7 Galley Terrace.

7 Galley Terrace, The Harbour
This derelict building is built into the side of ancient ruins, thickly overgrown its entrance is practically obscured by vines and the front is heavily daubed with sea-bird guano. The door is boarded but closer investigation reveals that it has recently been forced.
Pulling back the boards and entering the house draws little attention from the bustling crowds of the Harbour, as you enter your eyes adjust to the dim light in the room. It appears to have once been a reasonably nice house, but now the windows are cracked and overgrown with mosses, the smell of stale urine permeates the dusty air. Vandalism is present in the form of graffiti daubed on the walls and it looks as though at some point there has been a fire set in the centre of the room. Close by there are dark patches and sprays of viscous liquid that you assume is blood.
Across the main room are three doorways, a quick glance tells you that one leads to what could have been a kitchen, one a bedroom and the third appears to lead down a set of stairs into darkness.

This turns out to be a dilapidated old house and after a brief scout by Lorric and Oz, who discover that the boarded up door has been recently forced, the Fist make their way inside. The ground floor is deserted, so they head down to the basement. Kapek notices strange tracks on the ground, and from behind an old bookcase can be heard odd scratching sounds. Lorric sneaks round to take a look and sees a horrific-looking creature. It is composed of a mass of demonic clawed arms, each with an eye in the palm. In view of the fact that the group are here to negotiate for Ajax’s release, it is decided to try to talk with the creature. Mirra and the still weakened Sparky choose to lurk in the stairway, and both Lorric and Oz take up hidden positions, leaving Kapek as amateur diplomat. No sooner has the Halfling called out to the creature though, than it throws the bookcase to the floor and attacks.
Kapek wields the Desert Blade against it, as Lorric dances around it delivering devastating blows and Oz fills it full of arrows. It goes on a rampage, tearing through all of them in one swift charge. Only Lorric stands firm, delivering another devastating blow as Kapek urges Reaver to leap aside and Oz follows suit. They resume attacking the creatures which quickly succumbs to their assault.
On the far wall of the room is another note, marked with the same symbol. It simply says:

“Gert’s Villa, Summerfield, South Watch”.

The group swiftly make their way to the South Watch, calling in first at the “Ship’s Cat” to consult again with Galion.

The boy knows of Gert’s Villa, an ironically named small house in the area. It is owned by an unspectacular elderly couple, Francis and Belina Gert. He knows little more than that.

The title “Villa” is a somewhat sarcastic reference to the hovel that stands before you. Built under an edifice where two pillars have collapsed together the building is not one of the finest you have seen by a good distance.

Lorric makes the approach this time, and the door is answered by an old lady. After some subtle conversation it becomes clear that the group as a whole is expected, and so the others waiting nearby reveal themselves. They are all invited in and offered tea. The couple inside are polite and friendly, but obviously not happy about the situation. They seem to be under some obligation to this sinister organisation.
The Fist are given a map, and warned to stick strictly to the route given. It starts at a mirror in the room, activated by tracing a sigil on its surface. Naturally the group are cautious about going through a teleporter to who-knows-where, but their fears are a little assuaged when Mirra identifies it as merely a phantasm covering a shaft leading underground. Still sceptical, but feeling their obligation to their missing comrade, the Crimson Fist descend.

As you descend the familiar scent of sea-water and sewage fills your nostrils only this time it is tinged with an aroma that is new to you, a sickly-sweet, rancid smell that could be rotting flesh or burning honey.
In the darkness on the periphery of your vision, just out of the reach of the torchlight you see constant motion down the tunnels; an occasional strange white crab-like creature scuttles across the floor and up the walls before scurrying into the darkness. Deeper and deeper you descend, sometimes catching sight of tentacles or some kind of subterranean octopoids, or perhaps slime that drips upwards from floor to ceiling, wails and howls echo from down distant tunnels adding to the feeling of unease this place grants. Eventually you reach a dead end, a dull and dirty mirror stands before you.

The trip is unsettling, strange noises and dimly glimpsed distorted figures haunting their every step. Passing through the mirror at the other end, which the gnome is bale to identify as an actual teleporter this time, takes them to another nightmare world. Here they are met by a mind flayer, who cautions them to act with respect as they are entering a holy place. His words are backed up by strangely tentacled beholders, who escort them through to meet their host.

The Temple of Thoon
Tracing the sigil upon the glass once again causes the mirror to slowly fade from view leaving an open doorway before you, an impenetrable darkness beyond.
Stepping through the darkness clears and you find yourselves in a large and strangely cathedral-like hall. Your ears pop as though the pressure has just risen drastically. Dim runes crawl over the surface of numerous pillars that become ornate arches some eighty feet above illuminate the hall with a slight blue glow.
Beyond the pillars to the sides you see humanoid forms moving amongst strange tentacled creatures, several large floating orbs can be seen slowly moving between the pillars some fifty feet up, their huge eyes all intently gazing upon you.

A pair of humanoid figures step out of the darkness, moving towards you. You hear a voice in your heads that you can only assume emanates from the squid headed being that faces you, its tentacles twitch as though tasting the air around you.
“You have arrived in the most sacred temple of Thoon, there is no escape so any acts of violence would be utterly futile. You have been brought here to speak with the council of the Shadowed Star, they have many questions to ask. Please follow me.”

With that the Mindflayer takes several steps backward before turning and walking through the great hall.

As you follow you realise that in this place there is life everywhere, just on the periphery of your senses you can detect movements, breathing, pulsating, writhing. You are thankful that you can not see these things to their fullest degree lest your mind become permanently scarred by the sheer madness of their forms.
As you reach the far end of the great hall you see a large symbol glowing with a faint purple hue that rests over a huge doorway. The Symbol that you have seen many times before seems to carry with it a new menace, this is the mark of the Shadowed Star.

As you approach the doorway the mindflayer that leads you stops and turns, once more you hear its voice in your head. “You may enter the Chamber of Seven, act with respect and you shall walk free of this place.”
With that the aberration steps to one side and gestures that you enter.

The Chamber of Seven
This chamber is much smaller than the hall that you have just left, the alien, organic-looking architecture continues in here with sinuous pillars and no clear margin where walls floor and ceilings meet, glancing behind you see that two of the floating orbs have followed you in here, similar to the beholder that you met previously, only these have the same mouth tentacles of the mindflayers and their eye-stalks are much more tentacular.

Walking forward  into the darkness ahead you see seven forms at the end of the room. Getting closer you can see, almost with relief, that these are human, one stands in the centre of the far wall with three flanking him on the side walls. As you approach you see them twitch occasionally, something is not right. A gem flares to a dim illumination on the ceiling above them giving you the opportunity to take in the full horror of what stands before you. Each of the figures hangs like a marionette from a thick maggot-like pseudopod that emerges from the fleshy wall behind them. The pale white pseudopods pulse gently attached to the human figures on the top of their skulls by a ring of sharp hooked teeth.
The figures twitch into life as you approach, the central figure rises into the air by a foot and drifts towards you carried by the great fleshy arm that holds it.
A voice that does not belong to the body speaks through it.
“Welcome, I am glad that you accepted our invitation. Please introduce yourselves.”

The conversation is superficially polite, the group trying to hide their disgust for their host, and it in turn failing to hide its disdain for the group. Like the other factions they have met, it seems to know a great deal about the Prophecy and the group’s role in awakening significant players. It congratulates them for their victory in keeping what it refers to the “abomination”, the child, from them but assures them it holds no ill will. What it wants is information. It is working for Thoon, and is concerned about the recent events surrounding Holashner and the Aboleths. Cautiously the two factions exchange information.
The following questions are asked:

1. Where is Scuttlecove?
2. What happened to captain Cresta of the Siren's Teat?
3. What do they know of Golismorga?
4. What do they know of Shadow Pearls?
5. What are the aboleth’s plans?
6. What was the Siren’s Teat shipping, and where to?
7. What do they know of the ‘King Beneath the Waves’?
8. What do they know of Obyzouth or the Atropal Lachryma?
9. Who is Zaphkiel and where is he imprisoned?
10. What is the Bleakspire?
11. Where is Kraa’T Ymraag Draal? (goblin for, “The City Beneath the Spire”)

The following information is gleaned from these discussions:
Thoon is the servant of Obyzouth, a stillborn god who is even now approaching Eberron and who may be the new thirteenth moon. He represents the power of death, and his role is to bring death to all of Eberron. The Bleak General works towards the same ends as Thoon, and the Clockwork Fortress, recently fighting against Thoon in Droaam, has been defeated. Zlortharkis is apparently allied with Thoon. As for the Librarian, he is an enigma to all sides, but it is rumoured he is descended from ancient rajahs, possibly making him a Rakshasa. He was last seen entering Haka'Torvhak. The group suspects that this may be Yshtamar.
In addition to information about the city of Golismorga and the events there, it wishes to know about Zaphkiel’s Prison, a place called Kraa’T Ymraag Draal. Somewhat imprudently, Mirra blurts out that this was a former Dhakaani outpost somewhere in the Skyraker Mountains of modern Breland, rumoured to be guarding something sleeping. The creature is pleased with this new knowledge and Mirra is left with the feeling that she has rather put her foot in it.
Finally, and most annoyingly to the Crimson Fist, the creature reveals that Ajax is not being held by them but is in fact with the prostitute he met last night. A rather embarrassed Crimson Fist is then teleported to Gert's Villa.

Return to Daylight
Back at the “Ship’s Cat”, they ask Galion about the girl that Ajax was seen with. He recognises her, and cautions them that Ajax should probably see a doctor.

The group return to 'The Rusty Nail' to find Ajax having a hearty breakfast. The recent events are quickly explained to him, to his amusement. Lorric then suggests that they head down to the docks to find the Scrag, Grak, who has put out a contract on them.

As they head through the city it becomes obvious to the more observant members of the group that they seem to be an object of great interest to everybody they pass. Lorric quietly slips away from the group and begins to shadow them, looking for people who are also trailing his comrades. He quickly spots one and sneaking up behind the man he grabs him and hauls him into a quiet alley.Under threats the man admits to being a member of the 'Bilge Rats' but claims that they didn't accept the contract on the Crimson Fist as Grak couldn't afford them. The Bilge Rats are watching the Crimson Fist because they are interested in the sale of 'The Siren's Teat' (and in them getting their cut). Lorric is convinced of the man's story and apologises, then knocks him out and slips away.

Grak isn't in his usual pub so Ajax bribes the bartender and discovers Grak usually spends his days underwater and won't be in the pub until after sundown. The Bartender also reveals 'The Eye of Malsheem' is a very strange ship berthed on the other side of the harbour. This turns out to be true, the ship is of a type none of the Fists have ever seen before, flying a flag of a clawed hand grasping a skull. The ship appears to be deserted so Lorric leaves a note asking for the scholar to contact them at 'The Rusty Nail'.

Then the Fist head back to 'The Ships Cat' tavern to meet with Gallion. They ask him for directions to the Brellish ambassador and then head over to the Brellish Consulate, which turns out to be a rather disappointing building, small and drab.
They get to meet Rusila Ir'Clarn, the ambassador, and offer to sell her the maps to Scuttlecove, the pirate island. She is very interested in them but feels she must contact her superiors first. Lorric points out that other people might be interested in the map and she implores them not to sell the maps ( even playing on their patriotism which is a bit of a non starter as only half the group are actually Brellish). The Crimson Fist agree to return tomorrow when she has had chance to receive word from her superiors.

Lorric then takes the Fists loot to sell at the market while the rest of the group take the maps to Captain Nose Chewer at 'The Southern Sun' to get a copy made. While the rest of the Fists watch over the map Lorric retires to 'The Rusty Nail' for a drink. There he meets Sszyl Zszton, the scholar that came in on 'The Eye of Malsheem', who turns out to be a Tiefling. He is also interested in purchasing the maps to Scuttlecove because, he claims, it is home to creatures he opposes, although he refuses to reveal who he serves.

Lorric brings him to the rest of the Fists to discuss the matter. They discuss the prophecy and exchange information. Sszyl claims the Librarian arrived with them on their ship, which fits with their suspicion that the Librarian is Ysthamar (the Rakshasha the Crimson Fists freed in Sharn) as Rakshasha's can shapeshift themselves into human form. Sszyl also offers 40,000 for a copy of the maps. The Fists ask for privacy and time to discuss his offer and he agrees and then teleports away.

Sszyl returns an hour later and is informed that the Fists must consider other offers but if none of them match his they will sell to him. He departs and the Fists set a very paranoid watch on the map.

As night falls Grak and five other Scrags haul themselves out of the water onto the docks near 'The Southern Sun' and start to head towards 'The Eye of Malsheem'. Lorric sneaks off 'The Southern Sun' and with one mad charge dives straight into the middle of them striking at Grak with a flurry of deadly blows and dropping him. Grak's five comrades quickly form a ring around Lorric and proceed to batter him. Having dropped Grak, Lorric belligerently growls a warning not to be putting any contracts on them, nimbly tumbles away from the throng, and then runs like hell.
The other Scrags grab Grak and drag him back into the water. Lorric returns to his comrades in triumph, although this is slightly dented when its pointed out that Grak, as a Scrag, will regenerate his wounds.

*Lorric comments
This feeling quickly turns to relief however, when Lorric realises he has not killed Grak, but has probably sent just the necessary warning message to the Scrags.

Hours pass peacefully then during Sparky and Ajax's watch a shamanic looking Scrag pulls itself out of the water and approaches 'The Southern Sun'. In a loud voice he declares that the feud between his and Grak's tribe and the Crimson Fists is now over. The Fists agree with this and the lone Scrag returns to the water.

The rest of the night passes peacefully. Dawn arrives and as usual Sparky prays to the Storm for spells. He is especially fervent this morning, giving thanks for his resurrection and in answer the sky darkens and rain pours down on a exultant Sparky, a blessing from his God.

In the morning while everybody else guards the map Lorric returns to the Brellish ambassador. She offers him 10,000 in cash and a letter of credit redeemable in Sharn for another 50,000 but insists she must be the only person they sell the map to. Lorric returns and the group discuss the matter. Eventually motivated by money, their patriotism and the feeling that the Brellish navy will make the best job of destroying whatever evil lurks on the island it is decided to accept her offer. She is pleased but can't raise the cash immediately and ask the Fists to return tomorrow morning.
At a loose end the Fists agree to Lorric's suggestion that they visit 'The Red Ring' gladiatorial company and watch the contests while he renews old friendships, or perhaps enemies considering the betting scam he had ruined when he was last here.

Lorric soon runs into a battered old dwarf, one Berlick Headslammer, a friend from his gladiatorial days. They learn that the master of 'The Storms Fury' (a name that Sparky strongly approves of) Malketh remembers Lorric from the old days, and not in a good way.

Berlick arranges an introduction and soon the Fists are in the presence of Malketh and his supercilious assistant. Malketh offers Lorric a fight against his new Champion so he can help re-coup the losses he caused. Lorric is offered 5,000 and the location of his mother (whom Lorric has never met) and is threatened very unsubtly if he turns down the offer. Malketh also offers to arrange a fight for Ajax, but only agrees to pay him 2,000 much to Ajax's disgust.

*Ajax comments
Ajax is still very tempted by the offer playing as it does to his three primary desires : money, glory and the chance to impress beautiful women. Only the fact that Malketh is self-evidently less trustworthy than a rabid weasel stops him from agreeing on the spot.

The Crimson Fist are then escorted to seats in the arena to watch the contests. They get to see the Champion in action, she appears to be some sort of infernal half-breed and is very skilled. They observe her acrobatic fighting style as he defeats an opponent and feel Lorric will have his work cut out to defeat her.

*Kapek comments
Kapek disapproves of the arena, in his opinion there can be many reasons to fight but a spectator sport is not one of them.

05/03/2011

Beyond the Cerulean Curtain

Far, 6th Lharvion 998 Y.K.
The Crimson Fists pass through the curtain then pause briefly at the turn to the town of Barnabus, the dwelling place of the mongrel folk, but decide not to bother them and press on. After two miles Irgzid tells them that the next turning leads to a cavern where it is said a god rests. The group are unable to resist the temptation to see what a god looks like and head down the tunnel.

Cavern of the Sleeping God
On the far side of this cavern, a shimmering blue wall extends all the way to the sixty-foot high ceiling. Across its surface, ghostly tribal warriors shimmer and flicker. Just beyond it, the occasional bubble or flash of scales reveals the presence of thousands of gallons of water, their awesome weight held at bay by the shell of energy. On the floor in the centre of the cave is a strange looking mound of stone shaped like an enormous fish. 

A close examination of this shows the stone to in fact be some form of organic shell. Kapek identifies this as an Aboleth in some form of hibernation. Lorric pokes the hibernating Aboleth and tries to persuade the rest of the group to kill it. However his arguments fail to convince and they move on (though with Lorric still trying to persuade them).

*Ajax comments
During this argument the small fact that during lean times in the Fallen Ajax had eaten some of a member of a rival gang he had slain comes up. To his astomishment this seems to bother Lorric, although Kapek seems much more reasonable about it, to the extent that he keeps bringing it up during the argument although Ajax really can't see its connection to the matter they're discussing.


*Kapek comments
Kapek is not much more reasonable about it, cannibalism is an abominable crime. Sometimes Reaver tucks into a fallen foe, that's not quite the same.

As they get closer to the spot where Irgzid tells them they will meet with the ghost of the priest he becomes more and more excited. Suspicious the Crimson Fist question him and become convinced he is holding something back. Despite intense questioning Irgzid maintains he is telling them everything. Unconvinced the group decide to send Lorric ahead to scout the meeting place. Lorric stealthily approaches the room and examines it, he thinks he can see a strange shadow in the water but cannot make out any clear threat so his comrades join him.

Temple of the Ancient Ones
The tunnel walls here change suddenly from rough natural stone to an intricately carved corridor bearing glyphs and mosaics of tribal design, just before they open into an immense flooded chamber. The walls of the square chamber rise up in steps, forming an inverted ziggurat with its ceiling some forty feet above the dark waters that flood the room to just below the entrance. The floor is a ruin of smashed pillars and small islands constructed in roughly the same pyramidal fashion. In the centre, a line of destroyed columns and altars protrudes a few feet above the surface, creating a makeshift bridge that dips briefly into he water before reaching the passage on the far side.

As soon as they reach the entrance to the temple the ghost of the troglodyte priest appears. The Crimson Fist converse with him at length, he asks them to destroy the artifact, called the 'Tear of Tlaloc', that maintains the Cerulean Veil (the Crimson Fist realise this is also the artifact the demoness Pale Night wished them to destroy). This will free his people from the Lords of Dread who have corrupted the worship of the troglodyte god, Laogzed. Lorric inquires of Sparky if he knows what kind of god Laogzed is. When informed that one of Laogzed's portfolio's is Evil Lorric immediately attacks the ghost. However despite his Ghost Touch weapon Lorric's attack passes harmlessly through the ghost.

Sparky yells that it could be an illusion and Lorric immediately tries to disbelieve in the truth of the image before him and indeed to Lorrics eyes the ghost suddenly becomes less real. Mirra casts 'Detect Magic' and confirms the ghost is in fact a magical illusion, she also realises there is another source of magic in the water. She immediately casts 'Glitter Dust' at the hidden aura in the water and the figure of a aquatic humanoid is briefly illuminated by the spell before it dives into the murky depths of the water and out of sight.

The image of the ghost admits to its deception but claims that he was afraid if he appeared in person he might be attacked, he also maintains that Irgzid was unaware of the deception truly believing he was dealing with a ghost. The illusion claims that if the Crimson Fist want to permanently drive off the Lords of Dread and end the trade in Shadow Pearls they need to destroy the Tear and free the Aboleths who would remain to prevent the Lords of Dread returning.

This sparks a heated debate, Lorric argues they shouldn't destroy the Tear as they cannot do what a Demon has asked. Ajax argues they should, saying it is the only way to stop the trade in Shadow Pearls resuming after they have left. Eventually Kapek is asked to decide the matter, unsure he sides with Lorric as recently so many of Lorrics requests have been rejected.

They march on for a few more miles before stopping and camping for the night.

Sar, 7th Lharvion 998 Y.K. In the morning Sparky casts 'Commune' to ask advice from the Storm on their problems. His questions are:
  1. Was Pale Night being honest when she said if released Holashner will attack Thoon? - Yes
  2. Is releasing Holashner good for the world? - Good for existence
  3. Did Pale Night tell the truth when she said she was trying to prevent the destruction of existence? - Yes
  4. Will releasing Holashner prevent the production of more Shadow Pearls? - Unclear
  5. Is Clian, Ajax's lover, still alive? - Yes
  6. Is the Librarian following us? - A Librarian is following you
  7. Is the Librarian evil? - His purpose is unclear
  8. Did the Blood of Vol kidnap Ajax, Kapek and Lorric? - No
Ajax claims that these answers support his opinion but Lorric merely says he will see what happens when they meet the Lords of Dread. Debating the group move on through the tunnels.

Hall of Insects
The passageway opens into a roughly circular cavern. A ten foot wide ledge runs across the northern and southern face of the room, with a passage leading away from each. Graceful arcs of stone bridge the two ledges in three places although the westernmost bridge has collapsed in the centre leaving a five foot wide gap. Above the ceiling rises up to a height of nearly forty feet, while blow the ground drops away an equal distance into a rubble strewn gulf. What appear to be six immense petrified fish lie on the floor of the crevice. The sound of whispering wells up from below, and the ground looks almost like it's moving.

Sparky casts 'Ebon Eyes' on himself and looks down into the crevice where he see's the floor is crawling with a vile carpet of scorpions, spiders and other vermin. Simultaneously all the group notice the horse sized insects clinging to the walls and eyeing them hungrily.
Lorric immediately charges the nearest creature inflicting severe damage but in response it grapples him as does a second creature. Another of the insects charges Ajax but the reach afforded him by his Shifted form enables him to shred it before it can even try to land a blow. A fourth charges Kapek but retreats when Reaver slashes it with his vicious clawed feet but it is soon replaced by yet another.
Oz opens fire with his bow and Mirra chants heroic tales to stir the blood of the Crimson Fist. Sparky rushes forward and casts 'Freedom of Movement' on Lorric, enabling him to effortlessly slip free of the insects which had seized him and slay one of them.
Kapek and Ajax (and Reaver) slay the creature attacking Kapek. Mirra casts 'Haste' as Kapek is grappled by another creature but again he and Ajax (and Reaver) slay it.
Ajax is grappled by two of the creatures but at devastating speed, Sparky slays one with a lightning charged spear, Lorric slays the other and the very last falls to Kapeks force boomerangs.
After catching their breath and healing up, the Crimson Fist moves on. They travel for six more miles before reaching a huge cavern.

Golismorga
The Tunnel opens into a massive three hundred foot high cavern nearly two thousand feet across and over three thousand feet wide, surrounded by numerous adjoining caves.
Within this immense cavern broods a realm of gigantic polyps and intricate fungi so large and elaborate they seem to compliment the twisted towers and temples, the myriad constructions of an insane city.
Ruined citadels of cyclopean grandeur tangle amid spires that look to have been grown rather than built - homes for beings with unspeakable forms. Senseless bridges reach to suicide heights, dropping away into squamous slums and melted ghettoes. Seemingly accidental avenues and inaccessible alleys form an unfathomable maze, a labyrinth that stretches to the subterranean horizon. Across it all bulge images of gnarled tentacled things and red domes that glisten like unblinking, demonic eyes. The already stale air has grown foul and close in this place, as if the smell of rot was somehow trying to crowd out the final gasp of freshness reaching these forsaken depths. Bursting from the demented cityscape, three titanic columns of unearthly violet flame churn silently like the pillars of some gigantic temple, bathing the entire cavern in a nauseating violet light - a light that seems somehow more horrible than the darkness that lurks at the edges of this nightmare grotto.

A rope is quickly knotted and affixed in several places to the wall. Irgzid refuses to go farther and Reaver cannot climb down. So Kapek is forced to leave his beloved mount behind, telling it a fond farewell and instructing it not to eat Irgzid. Minus those two the group climb down to the cavern floor. Upon reaching the floor the Crimson Fist start to pick their way through the strange organic houses towards the centre of the cavern. Even after all they have experienced the cavern disturbs the group and all are on edge, luckily for them as this means when one of the houses collapses they are fast to react. Most get out from under the collapsing structure, merely being pelted by fragments as it hits the ground but Sparky, slowed by his plate mail, is buried under the loathsome stuff and has to be quickly dug out before he suffocates on it. Warier than ever the Crimson Fist wonder what other dangers this place has. The abnormal environment trigger memories previously hidden in the minds of Ajax, Lorric and Kapek. Memories of themselves being experimented on in some strange laboratory. As they discuss the memories they come to the conclusion that they are of the time just after they were kidnapped and they seem to point to House Cannith, not the Blood of Vol, being behind the kidnapping.

Ajax's Memory Searing pain and the smell of burning flesh pull you from the darkness of oblivion. You find yourself bound face down to some sort of workbench, your first instinct is to shift and struggle free, but for some reason you find both impossible. The pain in your lower back is accompanied by the heady scent of blood, as you struggle to turn and see what the cause is; you open your eyes as if for the first time. Dazzled and briefly blinded by the bright white light that surrounds you, you involuntarily wince as your eyes adjust. A voice speaks with calm urgency, “He is regaining consciousness. Apply more serum,” comes a reply, “we have to finish this quickly. We have another fourteen candidates to tag before Merrix returns.” A cold fluid runs through a tube embedded in your neck and as darkness returns you get to glance around the room. Lined along the walls are several cylindrical glass tanks, floating in each amidst a tangle of tubes and wires, are figures that occasionally twitch or spasm, each in some kind of dormant state. One figure that imprints itself into your sleeping mind is the emaciated, alien figure of a creature that you have since come to recognise as an 'Ethergaunt'. The last thing you see before the darkness returns is the white-masked face of a human lifting your eye-lid and watching as your pupils once more dilate, and then dark silence.

Picking their way through the organic buildings they come to a tunnel in a wall of coral, it appears to be the only way forward. Carefully they head into the weird structure. They come to paths leading over a shallow pool to a strange, disturbingly organic crevice in the far wall. Suddenly the exits out of the room are sealed by walls of ice and a spiked tongue emerges from the crevice in the far wall! As if that wasn't bad enough tendrils of what appears to be water burst from the pools and attack the party. Mirra is grabbed and pulled down by the watery tentacles as is Oz, helpless they are wrapped in them and start to drown. Sparky to is attacked but his mastery of Travel magic means the tentacles cannot seize him although they have no trouble pounding him bloody. The tongue also strikes Sparky, its spikes drawing blood. Desperately Sparky quaffs a Healing potion before he falls to this weird attack. Lorric activates his Sandals of the Light Step, giving himself, Mirra and Oz 'Water Walking'. Although both Oz and Mirra are propelled by this magic to the surface of the pool they are still wrapped in the tentacles and drowning. Lorric then jumps onto the water and attacks the tentacles holding Oz. Ajax likewise uses his Sandals to provide 'Water Walking' for himself, Kapek and Mirra and then attacks the tentacles holding Mirra. As Mirra and Oz run short of air, Sparky aims his Staff of Frost at one of the pools and unleashes a 'Cone of Cold' at the tentacles. Mirra is seized by the tongue and dragged to the crevice in the wall (which has now sprouted teeth). It tries to simultaneously swallow her and chew her to pieces. Ajax pursues her and lays viciously into the maw holding her. As Lorric destroys the tentacles holding Oz a mass of tentacles hauls itself out of the pool and Mirra is swallowed whole by the maw. Lorric hurls himself at the mass of tentacles as more of them lash Oz and Sparky. Oz pours arrows into Lorric's opponent and it slumps back into the water, riddled with his arrows. The remaining tentacles lash Sparky and he slumps to the floor a bloody pulp. Lorric charges them and slays them as Ajax and Kapek finally finish the maw and in death it slumps open revealing a still living Mirra, who claims that there are rooms beyond the maw. The group rush to Sparky but it is too late, their cleric has passed on into the embrace of the Storm. There is a moments silence then his battered form is laid out and his eyes closed by his sorrowful comrades. The Crimson Fist discover that beyond the maw lie a series of rooms. Writings on the walls of them speak of the worship of the aboleth's deities.
  • BOLOTHAMOG (Him who Watches from Beyond the Stars)
  • HOLASHNER (The Hunger Below)
  • PISCAETHCES ( The Blood Queen)
  • SHOTHOTUGG (The Eater of Worlds)
  • Y'CHAK (The Violet Flame)
Together these beings are know as the Elder Evils. The Crimson Fist also find a cache of magic items and treasure. Having fully explored this section of the structure the group hack their way through the Ice Wall and move on to explore the rest. They move down the fleshy tunnels of the structure, turning a corner they discover a strange creature blocking the tunnel some forty feet away. The creature, who calls itself Rakis-Ka, doesn't seem hostile and he talks to the group. He claims to be here to gain knowledge and offers to take the group to the statue which holds the Tear. He also tells them of the Brain Collector that dwells there. A creature which the combined knowledge of the group tells them is capable of destroying entire regions when mature. This is not news that fills the group with joy. Rakis-Ka takes them to a huge crater with a floor covered with a layer of foul ichor and water. In the middle of the crater is the statue, the head of a lizard. But there is no sign of the Brain Collector. No-one is sure what to do, Lorric still hasn't decided if he is prepared to destroy the Tear and none are confident of there chances of taking on a Brain Collector, especially now Sparky is no longer there to support them.

A wide crater in the shattered cavern floor has become an abscess for all the pungent fluids that seep and bleed from the alien city. Rent as if by some great impact the cracked depression blossoms with sickly moulds and tumid blue and white mushrooms several heads taller than a full grown man. Languid veins of mucus trickle down the sides of the crater to pool at the basins floor, where lies a ten-foot wide stone head of a reptilian creature with bulging eyes, a forked-tongue, and a head-dress of feathers and spikes. The stone head is cracked and damaged, and as the black sludge pools around the stump of its neck it sizzles and evaporates into swirling blue-green wisps of vapour. Mirra volunteers to explore a little, she ties a rope around herself and hands it to her comrades then she descends a little way into the crater intending to cast 'Detect Magic' but after only a few feet she collapses and her comrades haul her swiftly out of the crater.

When Mirra is pulled out and brought round she explains that she had cast her spell but the magic of the statue was so great it had overwhelmed her. She believes the magic is so powerful the statue can only be an artefact.

As the group debate Lorric spots two bizarre creatures, that can only be Brain Collectors, and throws a flask of Alchemists Fire at one. (Which comes as a bit of a surprise to everyone else who hadn't noticed them). Now aware of them Ajax and Kapek realize neither of these two could have made the tracks they saw. There must a bigger, third one.

Mirra casts 'Haste' and Kapek unleashes a storm of Force Boomerangs at one of the creatures. Suddenly a 'Cone of Cold' blasts the group, coming from a completely empty spot in mid-air. Oz puts an arrow into the wounded Brain Collector and it slumps to the ground, dead. In response the other, visible, creature flies 45 feet up and out over the crater before casting 'Mirror Image' on itself.
Kapek uses an old Talenta hunting trick and looks for the subtle distortion in the air that shows where the invisible Brain Collector is. Having located it, he hurls Boomerangs into the space and is rewarded as they strike home and blood drips from out of empty air. In response a wave of mental energy strikes at the Crimson Fist but all but Oz resist its effects. Oz however is left confused by the attack and opens fire on Lorric by mistake, but either misses or has his arrows deflected by Lorric.
The visible creature and its images shot rays at Lorric but miss him.
Kapek hurls a flask of Alchemist Fire at the visible Brain Collector destroying its images and wounding it. The creature, sorely wounded, retreats rapidly.
Kapek throws off a strange feeling of paralysis in his limbs but then is flung viciously by some unknown force straight into Ajax. Undeterred he springs to his feet and with a flurry of Force Boomerangs finishes off the retreating Brain Collector.
Brain collector
Lorric's keen hearing picks up a whisper of movement where he can see nothing and he launches a Fireball (from his Necklace of Fireballs) at the sound. The invisible Brain Collector is illuminated in the heart of the Fireball and instantly Mirra casts 'Glitter Dust' on the area.
Oz, still confused, attempts to shoot Lorric again and in exasperation Lorric punches him out, stunning him.
Kapek pounds the remaining creature with Force Boomerangs and it swoops down on him, ripping him up badly. With a savage cry Ajax, who has been frustrated by his inability to reach or see his opponents all battle, pounces on the creature. His frustration is expended in a fierce series of blows that rips the Brain Collector to shreds.

*Ajax comments
Ajax is far from happy about his performance in the battle. He couldn't see the invisible creatures and couldn't reach the flying ones. All in all he was useless until one was foolish enough to fly low enough for him to reach. The reason for this failure are obvious to him, he had grown too used to having Anvil around who, with his artificer ways, could always whip up a spell to cover any eventuality. Well Anvil is walking his own journey now and Ajax must be better prepared in the future. In Stormreach he will buy an item that will enable him to fly and he will ask Kapek to teach him the Talenta hunting technique to deal with invisible foes. He has been complacent but no more. Next time he will be ready.

The group debate how to get Mirra through the vile smelling liquid at the bottom of the crater and to the statue. Ajax offers to carry her and she accepts and so together they head over to the statue.

After carefully examining the statue Mirra comes to the conclusion that sheer physical force will be enough to destroy the artifiact. Lorric declares that although he will not destroy the artifact he won't stop others doing it, so the group pulls back to the lip of the crater and Kapek pounds the statue with Force Boomerangs until it cracks apart. Then as the sound of uncountable tonnes of water rushing in fill their ears, they run like hell!
Pausing only to grab Sparky's remains they climb out of the foul city. They meet up with Irgzid and Reaver who are where they left them and continue their rapid retreat. (Although as they pass through the sunken temple they notice the shape of an Aboleth swimming in the waters, and their heads are briefly filled with an insane voice that laughs as the group leave the area). Within a few hours they reach the surface, panting for air and legs burning with exertion, there they bid a friendly goodbye to Irgzid and set sail.

"The Lightless Depths",
Dungeon Magazine 144. Written by F. Wesley Schneider and James Lafond Sutter