Master Clock of Time II: Grindill Unchained

Characters

Roland: Chaos Lord of Oard (Mark van Dyk)
Xalandra: Psychic Warrior of Karzho (Chris Bradley)
Phoebe: Sorceress (Dawn)
Ammrah the Wild: Wild Mage (Barbara Darlage)
Gaspar: Cleric of Wemusa (Allen Myers)
Joriku: Master of Ni-Hyaku Lung Gachan (Vincent Darlage)

            Roland sat in the library of his castle reading many quaint and curious volumes of forgotten lore.  The table in front of him was littered with ancient books, tomes older than Roland cared to think about.  One volume in particular was holding his strongest interest: Dreams and Dream Manipulation by Faughn.  In it, Faughn theorized that the Great Old Ones talked to people in dreams, reaching out to people in their sleep, promising great power and magic for obedience, making those who accept into something more than human.  Faughn theorized that Grindill, using the Nan Curinir and other authorities, managed to walk the dreamscapes of the Old Ones.  Also, in the margins of the tome, were written copious notes in the hand of Grindill himself, notes that indicated that Grindill had taken something powerful from those ancient dreamscapes and used it for power, and ultimately hid it in the dreams of another.  Other notes indicated how the demi-urge of a dead god, the semi-sentient imprint of a god's existence in the world, remains after death, and how loosed divinity, often massed into divinity sparks could be used with godsblood to somehow capture a dead god's power. The notes were cryptic and incomplete, but they gave Roland an idea or two.
            The easiest way to find where Grindill hid the Clock of Time was just to check out his dreams.  Of course, Grindill was dead.  Chronomancy?  Roland flipped through another book that sat beside him.  It was an ancient volume, one that was filled with disinformation and errors, but it did have a curious idea within it.  Flipping through Dream Liches by Hanet he found the passage he sought: "Ideas have power and belief makes power real.  Even when the power of a god fails, its memories linger on - along with the god's dreams."  In the margins, Grindill had written, "The dreams of a god are far more directed and stable than mortal dreams, embodying the nature of the god.  By seizing the symbol of power within a god's dreams, one might be able to usurp that god's portfolio and reality."
            Roland closed the book.  Further answers would not be found here.  Only in Kharzho could he find what he needed.


            Roland, Xalandra, Phoebe, Ammrah, Gaspar, and Joriku all gathered around the psi-gate. Roland, dressed a bit like a peddler or tinkerer, wore an old wide-brimmed hat, a worn and threaded cloak, a loose shirt with wide sleeves, a dusty pair of trousers, and a dirty pair of well-worn work boots.  A crystal on a leather string dangled around his neck.  An ancient aura hung on him like a shroud, one that seemed both boon and bane.   Xalandra, a pretty woman with a bald, tattooed head that sported a single lock of hair, was dressed in loose-fitting clothing and gripped a savage halberd of magical power.  Phoebe had pretty blonde hair and could mesmerize men by her poise and lubricity.  Her dress was modest, but seemed to enhance her beauty.  She was slender, and wonderfully graceful, despite a certain languidness in her movements.  Her complexion was rich and brilliant and her eyes were large, dark, and lustrous.  Her blonde hair was exquisitely fine and soft, and her smile was pretty, but unexplainably melancholy.  Ammrah was also beautiful, her dark blonde hair had four braids in it, and her eyes held a mischievous glint in them and her smile meant trouble.  She dressed simply, wearing a light purple blouse, a rich purple bodice, and a long royal purple skirt. A woolen cloak, dyed purple, hung on her shoulders.  She carried a long staff that was surmounted by a large amethyst.  Gaspar dressed in blackened scale armor and had a gauntness about him that was somewhat unnerving.  Joriku, an oriental, dressed in a simple tunic and a pair of trousers.  He had long wispy hair, and a thin goatee.
            The psi-gate was a large block of stone that stood in the bowls of the castle, surrounded by books of arcane lore.  Somewhere in the room lurked an invisible demon tasked to guard the psi-gate from damage.
            "Where are we going?" asked Xalandra.
            "Kharzho," said Roland.
            "Where is Kharzho?" asked Ammrah.  She waved to no one in particular.
            "Dagam," said Roland. "North of Drychtnoth."
            "Oh, yes," she said, remembering.
            Roland activated the psi-gate.  The stone began to hum, and each of those present could feel a slight vibration in the floor.  The humming grew louder, and a mist swirled out from the stone.  Their bodies began to tremble a little as they each, one by one, stepped into the stone.  They perceived a flash of light, but felt nothing at all, but a strange, cold detachment.  For an instant that lasted a long time they hung in dense blackness, a nothingness that enveloped them.  The nothingness gave way to a point of light, a point of light that expanded, and a shock ran through their bodies.  Suddenly each of them could feel their bodies, feel their flesh encompassing their previously free-floating consciousness, feel the weight of gravity.  They were standing outside a green crystal psi-gate on a yellow crystal landing inside a multi-faceted, multi-hued crystalline building.  They were in Kharzho.
            Behind them, the amethyst dragon that guarded this psi-gate, to prevent intruders from entering the city this way, relaxed.  Unmoving, it looked like a mere crystal statue of a dragon.  The crystal structure of the City of Dreams surprised and pleased Gaspar, who had never been here.  He saw a merchant selling crystal statues of hens and roosters.  Immediately he went down the spiral crystal stairs and bought one.  Detecting magic, he found the whole place radiated with it.
            Roland dismissed the obvious facade of Kharzho, instead leading the party directly to the crystal temple of Byleth Hob to purchase a means into the dreamscape.  As they walked through the crystal city, strange things happened.  Chairs would walk away, dumping those that sat upon them, birds would fly in pretty patterns, and crystal cobblestones would trade places with each other.  With each strange occurrence, Roland muttered a quiet, "Sorry."  His field of Chaos was much stronger and larger when Ammrah walked near him.  He kind of liked it though.  Finally, they reached the Temple of Byleth Hob, the Dreaming God.
            Inside the colossal crystal temple, people milled about on the main floor.  He saw the blue robed priests and priestesses of the temple and approached one.  Her flaxen hair lay long and straight over the light blue of her robes, and her clothing hung in loose folds that somehow managed to emphasize the rounded breasts and limbs of the young woman.
            "We need to enter dreamland," said Roland. "What can you do to help?"
            "Well," said she, "We have blue lotus distillations and dream willow bark.  Which would you prefer?"
            "What's the difference?"
            "Blue lotus allows you to enter the dreamscape, but you can be awakened normally.  Dream willow bark is stronger, and you will not wake up for at least eight hours."
            "The cost of each?  We have six people who need to travel."
            "Fifty gold coins each for the blue lotus potions, and we can get you a strip of dream willow bark for five thousand in gold that will take care of all six of you."
            "I don't fancy being out for eight hours without an option of awakening," said Roland.  The others agreed with him.  "We'll take the blue lotus potions."   The priestess nodded and left to get the potions.  On returning, Roland paid out three hundred gold coins.
            "Can we get a private room?" he asked.  The priestess said that could be arranged.  He asked then if the room could be guarded.  Again she said that such could be arranged.  "Do it," said Roland.   She led them to a private chamber on the third floor of the temple.  It was a dark blue crystal room arranged with soft beds and pillows.  She assigned a priestess to stand watch in the room, and an acolyte to stand guard outside the room.
            Each of them lay down on the beds and took the draught of blue liquid.  Sleep came quickly to each, and with sleep came the dreams.


            They found themselves outside of a large walled city, about a mile out, on a road.  The city was marked by colossal structures and statues, all of which honored Grindill the Arch-mage Sovereign.  The buildings within the wall were all well tended.  Blues, greens, purples, blacks and browns were the predominant colors, but of the darker shades, not the brighter ones.  The city boasted an orderly arrangements of buildings.  Those buildings were large and elaborately decorated, each carefully designed for its purpose.  The hills and low mountains that rose up to the east of the city were also dominated by giant statues.    Roland explained to them all that if they died here, they would hurt a little, but it would probably not kill them in the real world.  The possibility existed, but death was not likely.
            Approaching the city, they were stopped by a group of twelve black armored knights, each bearing a shield emblazoned with a red battleaxe on a black field.  Each of the knights wore black plate armor and rode huge black warhorses, each also decked out in black plate barding.  Their were decorated plates over their heads with horns and more plates on the chest and sides.  The ground thundered as the heavy horses rode up on the party. Although warhorses were nothing new to anyone present, these horses looked bigger and more impressive than any horse they had ever seen before.  The knights and their mounts dominated the scene.  Both were decorated with scalps that hung from their armor, adding to their intimidating presence.    
           The lead knight said, "Who are you, and why are you here, at Catemar?"
           Roland said, "We seek answers.  I am Roland, this is Joriku, Phoebe, Gaspar, Xalandra, and Ammrah."
            "Well met then, Roland.  I am Sir Adilbrand Noblesword, Duke of Kalen.  Cause no problems, and my men and I will not have to slay you."
            "We intend no trouble, sir knight," said Roland.  
            "Good.  There are those who dream to usurp Grindill's dream.  See to it that you are not such a person."  Adilbrand kicked his warhorse back into motion.  The knights thundered on past them.  Roland watched them  circle around the city and noticed that they were following a well trod path.  Apparently these twelve knights did nothing but circle the city repeatedly.  Roland decided they should also circle the city, and see what could be seen.  He was wondering if he was not already within the Master Clock of Time.
            At the head of the city, on the opposite end of the entry gates along the south wall, stood two men in black cloaks and clothing.  They held red rods.  The men stared at each other.  Roland asked them who they were.
            "We guard the secret."
            "What secret?" asked Ammrah.
            "If we told, then it would not be a secret."
            After a few more equally pointless answers, Roland decided to just leave the pair alone.  He noticed a lot of people seemed to be walking in circles around the city, all but one.  He led the party to that one man.  Ammrah waved at the man for no particular reason.
            The man stood there, looking over the wall designs.  He was dressed in white and had no weapons.  He had the dusky skin of a foreigner.  Roland stopped next to him and said, "Greetings, are you native to this city?"
            "No," the stranger replied.  "I got here just a few minutes ago."  He was a dreamwalker like they.
            "Where are you from?"
            "Alisander."
            "I am Roland, this is Joriku, Ammrah, Phoebe, Xalandra, and Gaspar."
            "Why does Ammrah keep waving at me?"
            "Because. What is your name?"
            "That's not important."
            "I guess not," said Roland. "Why are you here?"
            "Not important either.  You wouldn't want to tell me why you are here, would you?"
            "Well, no.  Talking about it here might trigger defenses."
            "There you have it."
            "Perhaps our journey lies along similar paths.  Would you like to accompany us?"
            "Sure," said the man.
            As they journeyed to the entrance, they discovered the man worked for Lord Nadam of Alisander, and was sent here by one of Nadam's advisor's, Ordiss Ool.  Other than that, they uncovered little else.  Arriving at the front gates of the city, they saw a stream of people walking into the city.  No one was leaving, but an unending horde was walking in.  The river of people extended for miles, going up into the mountains.
            "I have heard stories of this city," said Xalandra.  "None of them good. Too bad Spaulding isn't here; He's native to Catemar."
            "I am a little nervous about going in.  Let's see where these people are coming from."

            The scene shifted and the party found themselves on a mountain top.  To one side of the mountain, they could see the city of Catemar.  On the other side of the mountain was a vast nothingness.  Laying on top of this mountain was a huge, nude woman.  Her legs were spread wide, and from the opening in her crotch, the people were walking out.   They walked down the mountain into the city of Catemar.  From their new vantage point, they saw that in the center of the city was a tower, one that was infinitely tall.  The people flowing into the city were walking straight into that tower, and the tower seemed to be growing, raising taller and taller, as the people entered into it.  The tower seemed to be consuming the people.  Ammrah thought the tower must represent the Tower of Magic.
            "Why is there nothingness on the other side of the mountains?" asked Xalandra.
            The stranger answered. "Even though a god's dreams persist after death, eventually even they fade."
Xalandra            "How are we supposed to find the Clock of Time?"
            "I think this whole dream is the Clock of Time," said Roland.
            "What makes you think that?" asked Xalandra.
            "Look at it.  Those knights going clockwise around the city.  Everyone is going clockwise around the city.  At the center, a huge tower.  The city is circular."
            "I am not so sure," said Xalandra.
            "Let's get into that city," said Roland.
            "I don't want to go through the front gates," said Xalandra.  "We might get caught up in that river of people and consumed by that tower."
            "Well, there must be another entrance," said Roland.


            Outside the city gates, Roland stopped Sir Adilbrand again.  "Is there another entrance to the city?"
            "No," said Adilbrand, and he and his eleven warriors thundered on past the party, continuing their circle.
            Roland said, "I think I can make my own door."  He concentrated his focus.  He knew this was a dream, and wasn't reality.  He knew dreams were mutable.  He focused on a door being in the wall, and there it was.
            Ammrah pulled open the door.  Inside was a hallway composed of sharp teeth.  Roland concentrated his mind again, and the hallway became one of stone.  He led the way through the hallway.
            Passing through another door, they walked into the streets of Catemar.  It seemed like a normal city, for the most part.  Perhaps more organized than most, and definitely cleaner. People seemed to mill around, tending to move in circular directions.  Gaspar said, "I will fly up and see what can be seen from above."  Roland nodded.
            Gaspar flew up into the sky.  Unfortunately, he did not realize that Catemar had a long standing rule about flight.  No one was allowed to fly higher than the city walls.  It allowed the archers and other defenders to identify intruders better.  As Gaspar rose up above the walls, one of the city defenders, an elder wyrm, noticed and took wing.
            Roland saw the dragon rise and ushered the rest of the party back into the hallway in the wall.  He didn't want to be attacked by the dragon.
            The dragon was colossal, and dwarfed the city beneath it.  Gaspar saw it immediately.  The dragon pulled in a breath and unleashed a hellish inferno of fire that wrapped around the cleric like a shroud.    Burnt and hurting, Gaspar teleported down to his companions.
            "What are you doing here?" asked Roland, exasperated.  He would lead the dragon right to them.  The wall rumbled with the impact of the dragon.  "Damn it!  Couldn't you have gone somewhere else?"
            "Hey!  I'm hurt!" said Gaspar, crouching against the wall, smoking.  His skin was peeling and blackened from the intense heat of that inferno.  He wasn't even sure how he had survived. The wall started to crumble as the dragon continued to rip it down, stone by stone, layer by layer.
            The door to the outside of the city opened, and Sir Adilbrand Noblesword rode in.  "I thought I told you to stay out of trouble."  The wall continued to shake with the terrific impacts of the dragon.  The black knight said, "You are without horses.  I shall dismount."  He swung down from the horse, and the black steed vanished from the hall.  Sir Adilbrand pulled out his infamous vorpal battle axe.  Roland cocooned the knight in ectoplasm, a blast of light erupting from him as he manifested the power.  Sir Adilbrand struggled, but could not free himself.  The wall shook again and the door splintered down the middle.
            Roland tried to change reality.  If he was going to die here, and be sent back to Kharzho, then he wanted to find out what he needed to know.  The reality of the dream refused to budge.  "Help me!" said Roland.   The whole party concentrated on giving Roland power.  Roland concentrated on only being able to see what he needed to see, to see only the information, the knowledge, he sought.  The walls shook again, and the door smashed inward, spraying splinters into the hallway.  Suddenly Roland could only see a little girl, floating in the air.  The little girl must be in a tower he could no longer see, thought Roland.  The little girl said, "I protect the other secret.  He is trapped.  You must unchain Grindill and release him.  Here are the keys."  Suddenly, in Roland's hand, was an iron key ring with two iron keys on it.
            Then the dragon stuck its snout into the hallway and breathed its fire along the hallway.  Roland, protected by magic, felt the heat, and it hurt, but it was bearable.  However, he saw his companions catch fire and burn away to mere blackened skeletons.  The screams were a little harder to bear.  The scorched skull of Phoebe rolled at his feet, smoke issuing from its empty eye sockets and empty nose.  The hallway crumbled further as the dragon pushed its head into the hallway.  Roland chose to awaken as the teeth closed around him.


            In the crystal room of Kharzho, everyone was sitting up, sweating, terrified.  They felt beaten, bruised.  And they were sunburned, somehow.  Roland opened his eyes and looked in his hands.  There were the keys. 


            After Gaspar had healed them of the strange wounds they had suffered, they asked the guard how long they had slept.  The guard told them they had only laid down moments before.  "We need more of the blue lotus," said Roland.  The guard nodded and left the room.
            Kari, the priestess of Byleth Hob, found the party gathered outside of their private room.  She had brought more potions with her.  She collected the three hundred gold coins from Roland, then she knocked on a door a few rooms away.  The door opened, and the stranger they had met in their dreams stepped out, paying his gold for another draught of blue lotus extract.
            Roland immediately stepped forward once Kari walked away.  He stood in front of the stranger.  "We aren't in Grindill's dream any longer.  Why were you there?"
            "I don't have to tell you.  Would you want to tell me why you were there?"
            Roland considered.  Perhaps information sharing wouldn't be out of the question.  Besides, it would be a good way to find out if this guy needs to be killed.  "Very well.  We are looking for the Master Clock of Time.  Grindill hid it, so we are examining his dreams to find out where."
            "Interesting," said the man.  "But that has no bearing on my mission, so leave me be."
            "I don't think you understand," said Roland.  "You will tell me what you are up to."
            "So be it.  I seek the location of Grindill's death."
            Roland didn't like the sound of that.  The death site of a god would be where divinity sparks and godsblood would be found.  What would Lord Nadam want with that?  What was going on here?  "Why would Lord Nadam want to know where Grindill died?"
            "Mine is not to reason why, nor to ask my lord such things."
            "If he gets this information, he could become the next Grindill!"
            "So?"
            "Surely you could not want such a thing."
            "I must do what I am told, or my family will be put into danger."
            "Were you threatened?"
            "No, I just understand what will happen."
            "Was it Lord Nadam or his counselor?"
            "Does it matter?  Ordiss Ool speaks for Lord Nadam."
            "What is your name?"
            "Does it matter?"
            "What is your name?"
            After a few more minutes of arguing, the man returned to his room.  Roland returned to his party and told them the situation.  Someone was after Grindill's power.  Roland sent his psi-crystal into the room to spy on things.  The man drank his potion and lay down on a soft bed with blue covers.
            Ammrah said the man looked and spoke like he was under some kind of enchantment.  She said, "While you were talking to him, I thought he might be under the influence of evil, like a vampire, but his robes covered his neck and I couldn't see anything."
            "A vampire?" asked Roland.  Of course, he knew Lord Nadam was once a vampire.  Did anyone know for sure that vampirism was really a curable disease?  "We need to check," said Roland.  Joriku stepped forward and said, "I can get into his room."
            "Go," said Roland.  "Check that guy out for wounds."
            Joriku relaxed, then vanished.  He appeared in the man's room.  Roland could see him through the psi-crystal.  Joriku put one fist into his palm and pronounced, "Other-Worldly Door Technique."
            Quickly, Joriku looked the man over.  He did not have bite wounds on his neck.  Joriku pulled back the man's sleeves, and found prominent wounds on the man's right arm.  He displayed the wounds to the psi-crystal so Roland could have a good look. 
            After restoring the man's clothes as they were, Joriku relaxed again, and vanished.  Re-appearing in Roland's room, Joriku put his fist into his other palm and said, "Otherworldly Door Technique."   
            "I have got to learn that," said Xalandra.
            "So what does that mean?" asked Ammrah.
            "He's a vampire is what it means," said Roland.  "Joriku, go get a stake and kill that man."
            Joriku shook his head.  "No.  I cannot stake a living man.  He had a heart beat."
            "You've killed all kinds of people," argued Roland.
            "Not while they slept," said Joriku, a bit hurt that Roland saw him as some sort of assassin.
            "Is he undead?" asked Phoebe.
            "I guess so," said Roland.
            "No," said Ammrah.  "He is just under the power and influence of a vampire, probably Lord Nadam.  If we kill the master vampire before this man dies, then he will be freed."
            Roland said, "I need to speak with myself for a bit.  Give me some time."  They nodded, and let Roland have the room to himself.  Roland concentrated his mind. For a normal sentient being, consciousness and self-awareness is an instantaneous point in the ever-forward-moving present. However, Roland, a Chaos Lord of Oard could expand his awareness beyond and through that point, sending his consciousness through all his possible pasts, presents, and futures. During this moment, Roland could perceive an effect without or before its cause, he could think to all his possible selves, transmitting a message through every point in his existence. It was taxing, but worth the price.  Roland tried to remember the future.  What would happen if this man went forward unimpeded with his plans?  Suddenly Roland knew.  He remembered the future.  Lord Nadam was dead.  Grindill ruled Alisander, gripping all the world with fear.
            Roland summoned in his companions.  "We have to kill that guy."
            "Why?" asked Ammrah.
            "If we let him go on, Grindill will come back.  Lord Nadam will be dead."
            "Dead as in dead, or dead as in an undead vampire?" asked Ammrah.
            "I don't know," said Roland.  "Dead."
            "Something isn't right here.  This guy can't be that important.  Does Lord Nadam live if we kill this guy?"
            "I don't know.  I just remembered what would happen if we let him go.  Obviously we can't let him go.  We have to whack him."
            "I don't like this," said Ammrah.  "What if we just end the enchantment?" 
            "Can you do that?  I sure can't."
            "I can," said Gaspar.  "A restoration spell should work."
            "I don't know.  Let me see if I can remember that," said Roland.  He retreated to the room again.  Joriku said, "I can take you to the man's room, if you wish."
            "Otherworldly door technique?" asked Gaspar.
            "Yes.  Otherworldly door technique."
            "Sounds good.  Let's give it a shot."
            Joriku relaxed, and touched Gaspar.  They vanished.   When they reappeared in the stranger's room, Joriku put his fist into his other palm and announced, "Otherworldly door technique."
            Gaspar knelt next to the sleeping man and said a small prayer to the god of death, Wemusa, asking to spare the man from the ravages of undeath.  Gray energies poured from Gaspar and he pronounced the man clean.  Joriku returned Gaspar to the others.
            Roland came out of his room.  "It won't matter.  The same result, no matter what we do to this man."
            "He's just a small cog then," said Ammrah.
            "Yes.  But if we can do something, we may delay some stuff so we have time to act and take care of the big cogs later."
            Gaspar said, "That stranger is clean now.  I restored him."
            "Good," said Roland. "Let's wake him."


            Awakened and disoriented, the stranger was brought to Roland.  He was shown that the bite marks on his wrist were gone.  The man had a completely different attitude, and even spoke with an eastern accent.  Roland realized the man had been under considerable enchantment before.
            "What is your name?"
            "Azibar," said the man.
            "Where are you from?"
            "Azrael, but for the past year I have lived in Ingara."
            "Where does your family live?"
            "Azrael."
            "You are part of the Saudian forces?"
            "Yes. I was delivering a message to the Ingaran ambassador from General Al-Nasim."
            "What was the message?"
            "I can't tell you that."
            "Do you know what Lord Nadam had ordered you to do?"
            "Find the location of the Grindill's demise.  I don't know why I was chosen."
            "I need to know what your message to the ambassador was."
            The man told him.  Basically some treaty stuff, trade negotiation information, some information about a city called Deenant, and other mundane things that an ambassador would need to know.  Roland told the man to go back home to Ingara.
            "I am not sure what to do now," said Roland.  "I have these keys, but I am not sure what to do with them or where to put them."
            "We are supposed to unchain Grindill," said Xalandra.
            "That is something I don't want to do, either," said Roland.  "We need to go back to Grindill's dream."


            Back in the room, they fell asleep again after taking the blue lotus extract.  They found themselves standing in the mountains, overlooking a triangular castle.  Roland cursed.  He wanted to be back at Catemar.   He summoned up internal power and forced the dream to shift.  Suddenly, they were back at Catemar, again standing outside of it.  The scene was exactly as they saw it before.  As they approached the city, they were stopped by Sir Adilbrand Noblesword and his knights again, just as before.
            Roland created the door and the hallway again, and again made himself see only the little girl.  He shifted the scene at this point so that the party was standing in front of the little girl who gave him the keys earlier.  She was a young girl of such astounding beauty of face that he had never seen or dreamt of.  Masses of bright, wavy, brown hair fell to her waist.  Deep violet eyes looked out from under long, curling lashes, and those eyes seemed to dance with laughter.  
            "Who are you?" asked Roland.
            "I am the second guardian.  I hold the keys.  Grindill hid them here because he figured no one would think to ask me for them, being a child as I am.  Most people ignore children as being unimportant, despite the importance of children in history right now."
            "How many guardians are there?"
            "I don't know," said the child. "But I do know you need to release Grindill's superego."
            "I am not so sure that is a good idea."
            "That is because you don't understand the mind.  The ego, id, and superego all co-exist here.  The superego is the last element of the subconscious to develop.  It governs notions of conscience, ethics, and morality.  In an evil person, the superego is restrained.  In the case of Grindill, he chained up his superego.  Unchain the superego of Grindill, and you can take the first steps toward your goal.  The ego does not know where the Master Clock of Time is.  Those keys will unlock the chains that hold the superego in check."
            Suddenly the dream shifted again, and they found themselves back in the mountains, overlooking a triangular castle.  Roland cursed.  Did Grindill shift the dream back, or was it his chaos field?  When Ammrah was around, his chaos field did some strange things, and was extremely powerful.
            Looking down at the castle, they saw an eight foot tall man walk out of the central tower.  Roland concentrated his efforts to see Grindill's superego.  Suddenly, he could see Grindill, in one of the dungeons beneath the tower.  
            "Alright, we are going to teleport there," said Roland.  He caused the appropriate magic to occur and the party vanished.  
            Pain.  Pain was what each person felt as they were ripped asunder by the anti-teleport magic that surrounded Grindill's keep.

            They woke up again in Kharzho.  Roland slammed his fist down.  He should have anticipated the anti-teleport field.  Everyone was shaking.  Their bodies were black and blue from bruises.  The expulsion from the god's dreams was hard.  Gaspar put his healing magic to good use, and everyone rested as Roland sent the guard for more blue lotus extract.  
            The guard arrived with Kari, and she took the 300 gold pieces from Roland.  Kari left and the party lay back down, drinking the potions.  Sleep came quickly to them.   Again, they began to dream, and Roland directed them to Grindill's dream.
            They found themselves in another city, one they did not recognize.  The streets were cobblestone, and the buildings were of a different design than those in Catemar.  Roland cursed.  How could they find Grindill's superego here?  He gathered his might and forced the dream to shift.  They returned to the mountains outside the triangular castle.
            Watching the castle, they saw the eight foot tall giant walk out of the central tower again.  The giant had a long beard, and looked quite brutish.  He had what looked like a glass or crystal two handed sword strapped to his back.
            "Now what?" asked Xalandra.
            "We go down to the castle," answered Roland.
            "I am going to be invisible," said Gaspar.
            "That would be a good idea for us all," said Roland.  Everyone used what magic or willpower they had to become invisible.  They descended down toward the castle.
            The drawbridge was down, and a single guard lounged carelessly next to the open gates.  Interestingly, he didn't seem to be paying much attention to the few people coming and going across the drawbridge, in and out of the gate.  Xalandra supposed that since the castle was not at war with anyone, there wasn't much of a reason to be particularly alert.
            Invisibly, the party approached the drawbridge.  There wasn't anyone else on the drawbridge when they reached it, and when they started across, the wooden planks sounded with their footfalls.  Footfalls without feet attracted the guard's attention.  He barked a command, and the four heavy iron portcullises dropped like anvils across the entryway.  The guard drew his sword and waved it in front of him, checking for invisible assassins.
            The dropping of the gates brought someone else out of the central tower.  He was tall, regal, and impressive.  He looked similar to the statues outside of Catemar.  Grindill.
            Roland cursed.  He couldn't teleport in, but he needed to do something.  He manifested a power to influence the guard.  The flash of light that accompanied the manifestation ended his invisibility.   Roland winced.  "Greetings!" he said, smiling. 
            The guard, unmoved by the revelation, asked, "Who are you?"
            "I am Roland, and I am not sure why I am here."
            From the central tower, Grindill and the giant man walked toward the portcullises.  He walked right through the iron and said to Roland, "Come with me."
            Following Grindill, Roland found he could pass through the portcullises.  He walked pass the tall man, noting the white irises in his eyes.  The giant looked even more brutish up close.  The others waited, invisible still, on the drawbridge.
            Grindill led Roland into the central tower.  He took an immediate left once inside and walked into a study.  A game of chess was set out.  "Do you play?" asked Grindill.  Roland answered that he did.  Grindill motioned the chaos lord to sit across from him and to choose his color.
            "I see you have the aura of the ancients," said Grindill calmly.  "Is it Pucom?  Ampar?  Oard?  Angust itelf?"
            Roland answered no to each name.  He said, "I am simply lost."
            "I didn't dream you.  The only way you can be here is if you came here by design."
            "No, sometimes strange things happen to me.  I am lost."
            "I think you are the one who changed my dream earlier.  I was dreaming of Latipac City, and some women I knew there.  Suddenly, I was here.  You made the shift, not me.  You are not lost.  You are exactly where you want to be."
            Roland perceived danger.  He willed himself to awaken.
            Outside, one by one, Roland's companions vanished.


            In Kharzho, Roland was wakening his companions one by one.  Awakened, and, for once, not battered and bruised, they sat up.  The guard told them they had been asleep but a few minutes.  Roland asked for more blue lotus extract.  The guard sent for Kari.  She brought in more blue lotus extract, and took the 300 gold pieces from Roland.  The party took the potion and lay back down.  In seconds, they were dreaming, and they appeared in the mountains again.  This time, however, the triangular castle beneath them was incomplete.  It was being built.  Roland cursed again.  He had to search for Grindill's superego again.
            Joriku said, "I don't think so.  I think his superego is trapped in any of Grindill's dreams. Likely in the most fortified place in any particular dreamscape.  I think Grindill is in the tower, as he was before.  The tower is the only part of that castle that is complete, and, thus, is the most fortified."
            "That makes sense," said Roland.  They went down to the castle.  So many workmen were going to and fro, they blended in, passing unchallenged into the castle.  They went right to the completed central tower and walked in.  The floor was dusty with work, and largely unfurnished.  They found the stairwell into the basement easily.
            The dream shifted once they reached the bottom of the stairwell.  They were standing in the middle of what looked to be a giant chessboard.  People sat in coliseum style seats around the board and were cheering.  A gate at the opposite end opened, and glaring eyes stared out from the darkness of the opening.  "Prepare for the Challenges!" proclaimed a disembodied voice with practiced pomposity. 
            Without waiting, Ammrah held out her staff and shot a purple ray into the darkness.  Whatever was in there grunted.  Suddenly, a medusa, dressed in blue plate armor and wielding a long lance, lunged out of the opening, mounted on a blue dragon.  Everyone averted their gaze from the snake-haired horror on top of the dragon.
            Joriku charged the dragon and slammed his fists into its side before retreating.  The dragon snapped at Joriku, drawing blood, very nearly chomping him in half.  The dragon charged Joriku as the monk retreated.  Xalandra stepped in the path of the dragon, setting her polearm for the charge.  Unfortunately, the crystal halberd wasn't set right when the dragon hit it, and it glanced away, sliding along the scales of the dragon.  The dragon tore into the psychic warrior as Phoebe and Ammrah pounded it with magic spells.  Gaspar fought it with everything he had, his mace swinging perfectly, slamming into the side of the dragon as the medusa rode it in circles, poking with her lance.
            Phoebe hit the dragon with a powerful blast of acid, melting its entire head.  The dragon slumped to the ground, the stump of its neck smoking, pumping out reddish-black blood, then rolled to its side.  The medusa struggled to free herself from the confining saddle and was quickly killed by Roland's glowing mind blade.
            The scene shifted again, and they found themselves in a hallway.  Behind them was a strong, iron-bound door.  Ahead of them, on the floor, was an iron grill that extended out fifteen feet.  Beneath the grill was red smoke.  On the other side of the grill was fifteen more feet of cut-stone hallway, terminating at another door.  The ceiling was covered with dangling spikes, all hanging by threads.  The grate made Roland and the others uncomfortable.  They could see the grate was hinged, but it looked like the grate moved upward, not downward.  
            "We could teleport or dimension door across," said Xalandra.
            "No," said Joriku.  "This place is protected.  If you teleport or anything similar, you will be cast out of the dream."
            "I didn't think of that.  Thanks, Joriku."
            Gaspar shattered some of the spikes, but the area was too small.  Roland called up his mind blade and threw it across the hall, cutting all the threads and sending the small spikes tingling down on the grill.
            Gaspar decided to fly across.  Halfway across, smoky tendrils shot up from beneath the grate and grabbed the Wemusan priest.  It began draining blood from him as he struggled to get away.  Ammrah shot the incorporeal smoke with her purple ray from her staff.  Joriku used his will-power to force the dreamscape to accept his desire to strike the incorporeal creature, giving himself the ghost touch power.  He and Xalandra ran across the grill to do battle.  Both of them struck the tendril of red smoke, smoke that carried the blood of Gaspar on its wisps.  It released Gaspar, and the cleric landed safely on the other side of the grill.  Suddenly, the grill slammed upward, pinning Joriku and Xalandra to the wall.
            Xalandra increased her size and tried to push the grate back down.  Ammrah cast a wall of ice on the opening, trapping the crimson death beneath.  Xalandra and Joriku pushed the grate down on top of the ice.  Xalandra, now ten feet tall and weighing seven hundred pounds, held the grate down so everyone could get across.
            Gaspar, in the meantime, had opened the door.  Out stepped a huge shadow of manlike shape with monstrous bat wings.  Power and terror were in it and went before it.  Flames roared up around it and wreathed it with fire, and black smoke swirled into the air around it.  In one hand it held a blade that burned with fire, and in the other it held a burning whip.  It was a balor demon, Gaspar realized as the whip wrapped around him.  
            Gaspar was pulled into the horrific flames.  Ammrah and Phoebe poured their spells into it, but seemingly to no avail.  It had power over magic, and would not be trifled with mere mortal magic.  Roland attacked with his mind blade, and Xalandra pounded at it with her crystal halberd.  Its flaming sword swung about them, filling their limbs with fire when it struck against them, desperately parrying the blade that quested for their souls.
            The battle was intense, and swiftly decided.  The might of the six dream-walkers proved to much for Grindill's final guardian over his superego, and the balor demon was banished from the dream, slain by the six.
            Inside the room was an iron door.  It was locked, but one of Roland's keys opened it easily.  The click echoed loudly in the room, and the door squealed with long years of disuse as Gaspar and Joriku pulled it open.  There, on the floor, dressed in rags, lay Grindill, wrapped in chains.


            It was the work of mere moments to unchain Grindill with Roland's other key.  Grindill stood up and straightened out his rags.  "Thank you," he said.  "Thank you very much.  I've been here a long, long time."
            "I realize," said Roland. "I am hoping you will be willing to help us out."
            "Of course," said Grindill.  "Ask your questions."
            "The Master Clock of Time, where is it?"
            "Ah.  I hid that in the dreams of Groll so that I couldn't find it."
            "You?"
            "Well, the rest of me.  The parts that had taken control.  I had to hide it in the dreams of someone who could live or exist forever.  I had to make sure no one could do what I did."
            "What was that?"
            "Assume the powers of an Old One, essentially.  The Master Clock of Time is a focal charm, which allows one to assume the mantle of a god.  It took dark and vile rituals I found in the Nan Curinir.  Do you realize how many of the gods in our world are actually ancient creations of the Narboneans? Anyway, when I saw the way my ego and id were behaving, I took the initiative and hid the greatest source of power from myself so I couldn't use it again."
            "The splitting of a psi-gate?  What is that all about?"
            "I hid the Master Clock of Time within a psi-gate in Groll's dreams.  You need to split that dreamworld psi-gate apart to get to the Clock."
            "Indeed," said Roland.  He was intrigued, and glad he didn't have to split a real psi-gate.  Good thing he hadn't done it yet.  Who knows what the consequences would have been.  Roland told Grindill what he knew of the plot to gain what was left of Grindill's divinity.  Grindill replied, "I have seen dreams of a lizard man that my other created, as well as the name Ordiss Ool.  I would appreciate it if you would do something about it."
            "We will do what we can."
            The talk continued for a short while longer, and Grindill again thanked Roland and the others.  Roland shook Grindill's hand and said, "I hope we meet again."
            "As do I," said Grindill.  The dream was coming to an end, and Grindill bid them well as they returned to Kharzho.

Kharzho, City of Dreams | Current Adventures in Inzeladun | Chronology of the Write Ups | Inzeladun Updates | Catemar, City of Magic | Adilbrand Noblesword | Grindill the Arch Mage Sovereign

                Dreams and Dream Manipulation by Faughn, book of occult knowledge, a rumination on oneiromancy by a powerful oneiromancer of the late Fourth Age.  The original, written by Faughn, was gifted to an order of oneiromancer bards called the Dream Wanderers before he was assassinated by the Grey Robes.  They copied the tome and disseminated it among their members.  Seventy years later, the order recalled the tomes and had it rewritten, for the bards kept adding to the volume.  Collected from additional notes from the various bards, the rewritten volume was larger and more correct.  A copy of this revised edition found its way to Grindill late in the Fifth Age.  He made additional notes to this particular volume that will not be found in any other copy of this tome.  Grindill believed that the contents of this tome concealed something entirely new, possibly even another artifact, but he could never discover the secret, if it truly concealed something at all.
                The cover is of worn, green leather, inlaid with iron to provide extra security and a means to close and secure the book.  Vellum pages are sewn together and secured to a fine, supple leather spine backing, as well as with leather front and back pieces.  The title is inlayed with gold on both the cover and the spine.  The author's name appears on the frontispiece, as well as an addendum stating that it is a revised edition.  The cover also displays the ancient symbol of the bardic order that had the tome scribed.  Examination Period: 1d12+1 weeks (DC 20 study check [1d20 + character level + Intelligence modifier + number of previous study checks made with this volume], also DC 22 Will Save or go temporarily insane).  Contains the spell dreamwalking (see Atlas Games' Occult Lore).  Lucid Dreaming: +2 enhancement bonus to this skill once the study check is made successfully.  Knowledge Skill Bonus if used as a reference: +5

                Dream Liches by Hanet, book of occult knowledge, a treatise on the powerful and sinister creatures who drift between the dreams of mortals, feeding on fear and nightmares, a creature created by oneiromancers who seek eternal life, abandoning physical existence entirely.  Considered by most to be nothing but the made up of visions experienced by the author, possibly based on one or more nightmares that the author had. They might have been induced by eating hallucinogenic material (mushrooms, cacti, certain types of moulds  etc.) .  The book was written during the Third Age by an unknown oneiromancer named Hanet.  The priesthood of Byleth Hob got a hold of the book after Hanet's death and had 30 copies made by their scribes.  Only three are known to exist to modern scholarship.  One is in the Library of Kharzho, another in the Black Tower in Qadib, and the third in a private library in Alisander.  Roland has found a previously undiscovered fourth copy, one with notes written in by Grindill.  The book is considered to be erroneous on many of its key theorems, but it is also said to have some particularly illuminating insights if one can get past the maddening, rambling method of writing used by Hanet.
                    The covers are made of wood covered in cloth, and the pages are parchment.  Due to poor binding, the book will not stay open unless weighted or held open.  A pentagram is printed on the cloth binding beneath the title.  The author's name appears beneath the pentagram.
Examination Period: 1d4 weeks (DC 15 study check [1d20 + character level + Intelligence modifier + number of previous study checks made with this volume], also DC 25 Will Save or go temporarily insane).  Contains the supposed ritual to become an immortal spirit haunting the dreams of others. Knowledge Skill Bonus if used as a reference: +2

Kari, Priestess of Byleth Hob, Human Expert 9: CR 8, medium human (5'5" tall); HD 9d6+27; hp 59; Initiative: +3 (Dex); Spd 30 ft.; AC 13 (flatfooted 10, touch 13); Melee Attack +7/+2 (1d4 masterwork stiletto) or Ranged Attack +10/+5 (masterwork whip) AL CG; SV Fort +6, Ref +6, Will +7; Str 10, Dex 17, Con 17, Int 14, Wis 16, Cha 14.
      Skills: Alchemy +14, Perform +16, Bluff +18, Tumble +15, Diplomacy +18, Lucid Dreaming +17, Knowledge (Religion) +14,  Search +15, Spot +15 
      Feats: Exotic Weapon (Whip), Skill Focus (Lucid Dreaming), Seduction, Leadership, Alertness
      Equipment: Masterwork whip, Masterwork stiletto