(Cydra) The Final City

the Jester

Legend
Blood dripping from his muzzle, Chewer raises his head long enough to flatten his ears and give a warning growl.

“That's a bad dog,” Flint opines.

“No, he's not a bad dog!” Mad Max protests, advancing cautiously until he can take the far end of the chain that serves as the mastiff's leash. “He just didn't understand...”

“Nolin!” cries one of the lumberjacks, staring aghast at his faceless friend. The other forester turns and flees. Chewer raises his hackles and tenses, as if about to spring.

“Down, boy!” Mad Max commands.

The mastiff jumps, but the chain goes taut, holding him to Mad Max, who swiftly strides up to the dog and clouts it. “Knock that off!” he scolds.

Meanwhile, the final forester turns and runs, sobbing, into the woods.

“We're here to protect you from the owlbear,” Flint yells after him.

For a moment, the only sound is the rumbling growl of the dog. Thennn Dzedz remarks, “That could have gone better.”

***

Flint argues unsuccessfully for putting the dog down, especially now that he has developed a taste for human blood. Failing to win that argument, he suggests at least compromising by cleaning the blood off of Chewer's face. But Chewer doesn't seem too interested in being washed, so Mad Max offers a compromise of his own and packs a bowl of hempflower, following it up with a skin of rice wine.

The foresters are less amenable to Max's apology, but what can they do? The party is heavily armed and armored, and they have that growling, blood-faced beast at hand. So the bravest of the dozen woodsmen that have gathered, nervously clutching their axes, appoints herself their speaker and steps over to the party. “What do you people want?” she asks. “We don't have any money.”

“We're actually here to help you with the owlbear problem,” Hungus answers.

“Yes,” Max interjects, “this hound is specially trained to seek out owlbears! Uh, sorry about your friend.”

The woman stares at him for a moment, then shakes her head. “You've killed as many of us as it has.”

“Oh, uh, whoops.”

She shakes her head. “Well, good luck to you.”

“Any idea where we can find it?” asks Krud.

She shrugs. “Deeper in the woods. We've heard its call from the east.”

East it is, then. The party leaves the traumatized woodsmen behind, watching for any sign of the owlbear. Benthum asks, “What about my wife?”

“We'll get to her, don't worry,” Hungus lies.

The woods get thicker very rapidly. Right along the river is where most of the wood that makes its way to Fandelose is felled, for it can be poled upstream and ultimately carried the shortest possible distance. Some especially bold folk have tried taking it overland by wagon, but this has been less successful, with several such attempts failing and the people involved simply never returning to the city. Presumably, they were eaten by monsters, enslaved by hobgoblins, or worse. Thus, one need go only a few hundred yards east of the foresters to find areas where the woods have grown and thickened, uninterrupted by any humanoid touch, for forty years or more.

Our heroes thus find themselves pushing through significant amounts of underbrush and tangled thickets. It is hard work, and it is taking them further away from the city's influence than most of the party have been before. There are many types of trees and birds that they have never seen before. Strange chirps and hoots sound around them.

Then, a strange sound, unlike anything any of them have heard before, yet somehow impossible not to recognize immediately:

”RRRAAAH-HOOOOOOO!”

“That,” says Dzedz, “has got to be an owlbear.”

The party moves through the brush, heading toward the sound. The call is followed by an ungodly loud squawking and roaring, and by thrashing and crashing noises.

“Maybe it's fighting something,” says Hungus. “That would be perfect! It might even already be wounded!”

“Or maybe we'll have to fight whatever it's fighting, too,” says Krud, but nobody is listening. With a shrug, he moves after them.

But when they burst through the foliage, they find that the owlbear isn't fighting. In fact, it isn't an owlbear at all.

It's two owlbears. And they're mating.

What an embarrassing scene! For a moment, the more naïve members of the group consider giving the owlbears time to finish before engaging them, but Krud dispels any notion of avoiding battle by immediately casting a sacred flame at the female (or at least, the one being mounted by the other). Benthum fires a sling bullet at the same one, while Flint mocks it viciously.

“Get 'em, Chewer!”

Mad Max release the chain, and his mastiff rushes forward, barking wildly, and attacks the male owlbear. The dog sinks his teeth into the owlbear's ankle. The owlbear roars, and Mad Max leaps forward and deals it a mighty blow with his maul.

Then Dzedz steps up and blasts the two owlbears with a thunderwave. If the previous attacks hadn't ruined their moment, this certainly does, blowing them apart and echoing in the surrounding woods.

The owlbears are both enraged. Really, who wouldn't be? They pick themselves up and rumble forward, all claws and teeth. The female rushes forward and snaps at Dzedz; only a timely shield spell saves him. But even that doesn't protect him from a telling swipe from the owlbear's claw.

Meanwhile, the male advances on Chewer, slashes him with a claw, and then literally bites his head off, ending any chance of the “put the dog down” debate revivifying itself.

Carl Hungus leaps to the attack. He brings his maul up and around into the female's side, and there is a dazzling burst of light as he smites it. The monster opens its terrifying beak and lets out that characteristic howl again: “RAAAA-HOOO!”

Mad Max screams, “Chewer! Nooooo!!!” With a sob, he rushes forward and strikes the male owlbear as hard as he can, cracking it in the chest with his massive hammer. The party surges forward, everyone striking resolutely and hard, and in a moment more, both owlbears succumb to their blistering assault.

But it is too late for Chewer.

***

Mad Max grieves in his own way. He drinks deep from his wineskin, finishing it off and tossing it aside before starting a fresh one.

“Well, that's the first thing,” says Dzedz.

“Huh?” Mad Max hasn't been paying a lot of attention.

“We have to do two more favors for the Black Temple before we're square.”

“Oh yeah! What's next?”

“They said something about providing security at a protest.”

“What's the third thing?”

“We have to deliver some kind of message for them.”

“Huh. That's a lot of work.”

“Remember how much that mirror curse sucked?” Hungus says. He shakes his head. “We need to stay on the Black Avengers' good side in case we need help like this again.”

The party crosses the river, again taking the bridge, and turns north along the old roadway.

Mad Max brightens. “Hey, it isn't too late yet. What do you guys say we go back into the megadungeon on the way home?”

Next Time: Heads!
 

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the Jester

Legend
The party once more pays the dwarves guarding the entrance to allow them into the megadungeon. They return to the elevator that they found previously and descend once again, this time throwing the lever all the way down rather than to the middle position. Unlike the first time they took it, nothing guards the first room down.

“We could explore...” Flint suggests.

“Let's go down,” says Mad Max. “We just killed two owlbears! We're bad ass!”

Down they go.

The elevator ends its descent in another room of unnaturally smooth stone. Dzedz shakes his head. “Magic must have been involved in this. This ceiling needs supports, but it doesn't have them.” He scowls.

A single door leads out. When opened, it reveals a 15' wide passageway heading away. The party forms up into a marching order, with Hungus and Max in the lead, and moves out. Unfortunately, neither of them is very observant, and when they reach a four-way intersection after around 60', they are caught entirely off guard by a sudden flock of stirges.

“Not doing this!” says Dzedz. He casts a thunderwave, catching the entire group of stirges, and slays them all with a single spell.

Crud shakes his head. “That's impressive!”

“I have a thing about stirges.”

“Forward?” Flint prompts, and the group advances through the intersection. A short passage ends in a stone door. When they throw it open, they see a chamber that they recognize, with four pillars, each carved with representations of elemental forces.

“We've been here,” says Mad Max.

Dzedz, who has been mapping, digs out his parchments from their previous expeditions into the dungeon. After a moment, he jabs his finger at one of them. “Here. We're actually pretty close to the thoqqua hole.”

“Where to, then?” asks Flint.

Mad Max strides to one of the doors leading out of the chamber and throws it open in answer to the halfling's question. Then his face contorts in disgust, and he steps in. “There's bodies in here.” He wrinkles his nose. “Ugh.” He peers at the closest body. “There's something wrong with his ears.”

The others follow him into the room, but even as they file in, the bodies in the chamber are starting to jerk and move strangely, not rising, but....

“What the hell?” exclaims Crud.

With a wet ripping sound, the heads of the corpses in the chamber detach. Their ears, our heroes belatedly realize, are distended, oversized, and now they begin to flap like the wings of bats. Grotesquely, the heads begin to shriek as they fly towards the adventurers. Benthum seizes up in terror, letting out a low moan.

“Agh!” Hungus cries, and swings his maul at the nearest head, missing it cleanly. It bobs and weaves past him, and Flint manages to score a wound on it as it does. Then it gives Dzedz a horrible kiss, pushing a swollen tongue into his mouth.

The dwarf wizard pushes away, tripping and falling on his back. He gags. Even with the lack of acuity typical of the dwarven sense of taste, he nearly vomits.

Crud calls down the power of his god in a sacred flame, damaging one of the flying heads. Mad Max roars and enters a rage, then smashes another against the wall of the chamber, squishing it and sending blackened brains squirting onto the floor.

Two heads remain- then one, as Hungus strikes down the wounded. The party turns their attention on the final one and slays it in a few moments.

Dzedz is still coughing and spitting, trying to clear the taste from his mouth. He takes a drink of ale and swishes it around his mouth, then spits it out.

“You okay?” asks Mad Max.

“I'll be fine,” the dwarf answers, but he's wrong.

***

The room with the flying heads has no other exits out of it, so the party backtracks to the chamber with the four pillars in it. Two exits that lead from it remain untried- or so it seems, until Dzedz looks again at his other map. “Actually, we've been that way. That passage leads to the thoqqua hole. But we haven't checked out that final door there.”

The door opens onto a chamber full of strange smoke. When our heroes enter, they find themselves starting to fall asleep, so they quickly leave the chamber behind.

“Are we ready to go back to the city yet?” asks Benthum.

Flint smirks. “You know, if we go out through the thoqqua hole, we won't have to pay the dwarves.”

Exeunt, stage right.

***

When the party gets out of the Black Gorge, night has already fallen. The city gates are shut for the night.

“Hey, guys!” Mad Max calls to the guards.

“Hey, Max,” one of them says.

“Any chance you can let us in?”

“Ah, sure.”

It pays to have a soldier from the Army in your party. There will be times aplenty when this group or another won't be so lucky and will have to wait out the night outside the safety of the walls. But Mad Max is a soldier of the Red Battlet, and there is a code amongst the soldiers. They take care of one another. They are brothers are sisters of a special family, one born not of the blood of the womb but of the blood that they spill in defense of one another.

The party disperses into the city, going to the various places that they call home.

Despite his hearty constitution, Dzedz doesn't feel very well. His tongue is swollen. And he still can't get that taste out of his mouth.

***

Speaking of tastes, how about that bean juice? Rich, hearty, hot, and heady. Cafes are all the rage. They are open all over the city, almost as prevalent as taverns. As the fad has taken hold over the last few years, people have experimented with different ways to fix it. Some add the milk of goats or rice; others put in a pad of butter. Some salt it, some put sugar in, a few add a mash of hot peppers.

Right now, the fact that the entire supply that is available, or that is likely to be available, is what is stored away in the city has not become much of a factor in its price. There is yet to be a scarcity. Even so, a cup of bean juice averages around one mark in price.

For now, though it's a bit on the pricy side, bean juice is within almost everyone's reach, at least once in a while.

For now.

***

Dzedz awakens halfway through the night, gagging on the taste of his own tongue. He is sweaty, feverish. He hawks up a massive loogie, and it is as black as firestone and smells of rot.

His head swimming, the dwarf rises, throws on a robe, and stumbles out into the street. He makes his shambling way through the darkness of the nighttime streets of the Lower District up the hill into the lit roads of the Bronze District, and thence to the Black Temple.

Dzedz puts himself further into debt.

***

Anyone remember Hkatha? Hkatha Ilmixie? One of the Heroes of Fandelose during the Fall, who helped save the city and ensure that something survived?

Hkatha Ilmixie, founder of the School for Gifted Youngsters, is a noble of one of Fandelose's old lines. The Ilmixie are a house with a somewhat ambiguous reputation. While, yes, Hkatha was a great hero in his day, it is whispered that his line sometimes spontaneously produces tieflings, and everybody knows what that means.

Well, if you don't, then let me spell it out for you: At some point in the past, the Ilmixies had dealings with fiends. Probably devils. Sure, they're a human family- except for the occasional spawn that shows their true nature. It's not entirely common; not every generation has one, although Tzizz is only two generations removed from Hkatha, and that young fellow is clearly a tiefling.

But we're not talking about Tzizz, not yet. Today, we're talking about Roran- a scion of the house that doesn't have the horns or tail or hooves. No, Roran is full-blooded human, with no taint in him... except that that he might pass down to his descendants, thanks to the dubious choices made by his ancestors.

Roran is a young Ilmixie, skilled with a bow. A noble who has spent little time outside the walls, yet fancies himself a ranger (perhaps an urban one?). Eager to prove his worth to his house, to make his grandfather Hkatha proud, Roran has always been somewhat disappointed in his lack of sorcerous potential. He always wanted to be a gifted youngster- to go to that school, to have the natural talents that earned such intense attention from his grandfather. But then, some of those youngsters found their powers too much to deal with. There are even a few, Roran knows, who had to be sent to Professor Whorl's Institute for Study of the Mind when they went mad after their magical abilities first manifested uncontrollably.

He never had the potential for sorcery. Instead, he trained in more martial pursuits, following his natural sharp eye and steady hand to the center of the target. His arrows land closer to the center than most, and he got better every year. Yet he was not yet blooded. He was too young to have fought in the war against the Hand, or when the city was breached by the Scarlet Fist. He had not yet taken a turn atop the wall while enemies assaulted Fandelose, but the next time they did, he would. And he would show himself a hero.

“Are you listening?” Hkatha asks.

“Huh?” Roran snaps out of his daydreaming.

Hkatha heaves an exasperated sigh. “Damn it, I'm not repeating myself. Go to the Cerulean Tower and see a man named Lazarus. Tell him I sent you. And help him with his problem.”

***

Lazarus' problem, of course, is that his colleague Mileen is still missing, and he's increasingly afraid that she isn't coming back. He introduces Roran to Dzedz, Flint, and Carl Hungus, who explain that they have been searching dilligently, to no avail. Innocent whistling and all that.

“This is Laharl Umbra,” says Lazarus. “He'll be going with you to help.” Though he doesn't say it, everyone in the room understands that Laharl is also there to make sure that the party is actually doing its job.

***

Mad Max, meanwhile, is too busy with his day job for adventuring. But he's been giving it a lot of thought, and he's decided that it is time to switch from chain mail to bare-chested manliness. He redesigns his garb to be more metal in the metaphorical sense, while having far less in the literal sense.

“I've been channeling my anger lately,” he explains happily to one of his co-workers.*

Another pops in. “Hey, did you hear about that new clinic on the edge of town? I hear that the guy who runs it harvests organs from people who die in his care.”

“What for?”

“I have no idea, but the guy's supposed to be really creepy.”

“Ha, sure. What's he gonna do, eat a bunch of livers?”

“I wouldn't put it past him.”

“Huh. Madness.” Mad Max packs a bowl of hempflower in his pipe. “Let's smoke a bowl.”

Next Time: Things go horribly wrong in the megadungeon!


*In other words, Max has gone from being a fighter to a fighter/barbarian.
 




Hey Jester!

Glad to see you were able to post again. I've missed the adventures in Cydra.

Speaking of such, I'd like to get a look at the timeline of your world if possible? I poked around after reading these again, and it seems that Wikispaces is no more. I hope you still have copies of your data about.
 

the Jester

Legend
Hey Jester!

Glad to see you were able to post again. I've missed the adventures in Cydra.

Speaking of such, I'd like to get a look at the timeline of your world if possible? I poked around after reading these again, and it seems that Wikispaces is no more. I hope you still have copies of your data about.

Thanks, it's good to be doing it again! I spent several years with my writing efforts focused on a trilogy of novels (and am at the stage where I am editing/getting others to look them over/etc).

I'm at my girlfriend's house for the next few days, so I don't have all my notes available, especially from earlier editions. However, I'll be happy to post something after I get home. I can probably answer specific questions if you have some, though not in great detail or accuracy regarding the early eras (e.g. the time of the Elder Elves, the Miloxi era, etc).
 

An idle question I had was the rought timeline of "recent" events. The "modern age" of cydra we've been exposed to is from just after the defeat of Fuligin to the times of Fandelose. I'm a bit confused as to how events flowed and where the big time jumps are. There's a couple of millennial time skips there, I believe.
 

the Jester

Legend
An idle question I had was the rought timeline of "recent" events. The "modern age" of cydra we've been exposed to is from just after the defeat of Fuligin to the times of Fandelose. I'm a bit confused as to how events flowed and where the big time jumps are. There's a couple of millennial time skips there, I believe.

Yeah, there's one big jump after the end of the 3e epic stuff- Thrush was installed as the new emperor of (what would become) the Sword Empire, and then we wrapped up. When I started the 4e game, I advanced time an indeterminate amount, but probably no less than several thousand years, given the long lifespans of epic 3e pcs. The whole idea there was to push the setting past the point when the last of the epic characters would no longer be a going concern; everyone is dead/merged with the land/ascended into a heavenly form/whatever. I did not want to have to mess around with converting level 30+ epic pcs into a new edition, especially since the 4e epic rules were, at least initially, pretty thin. (Though I have to say that, by the end, they turned out to be my favorite iteration of epic D&D so far!)

So the timeline that has been written up in the story hours, using the OLG (Our Lord Galador) calendar, is something like this:

c. 100 OLG- Dexter. This includes the Cydra: The Early Years story hour, as well as some of Delilah's Tale.

c. 217 to 225 OLG- Games after I moved to Davis, where the epic stuff (eventually) took place. This started with a party including Lucidemacs, Siglenisten, Maybell Nontrophia, Ruwena Chudstone, and others, which haven't been written up yet. This led to the conflict with Fuligin, which led the party to Darkhold, which led them to time travel back my old campaign setting, pre-apocalypse, in order to gather what was needed to both fight Fuligin and to turn Cydra from a simulation inside Darkhold into a real multiverse. I don't think any of this is written up except as flashbacks and exposition.

c. 320 or 330ish OLG- the pcs leave Darkhold, and find that approximately a century has slipped away. This era includes many groups and most of the story hours.

Later by no less than 3,000 years- we get into the 4e and 5e stuff, including this thread, Adventures in the Eastern Province, and the Fall of Civilzation. (The FoC is about 45 or 50 years before 'game present'.)

One story hour was set further still in the future- the Year 272 Campaign. It was set about 27,000 years ahead of the epic game, but was played long before the epic game finished up. So that's probably anywhere from 10,000 to 23,000 years from the current 'game present'.

I hope that helps clear things up to some extent. One thing I'll note, though, is that a lot of the time skips are purposely somewhat vague, so that I can fill in details later as needed.
 

The whole idea there was to push the setting past the point when the last of the epic characters would no longer be a going concern;
Makes perfect sense, I've done similar things.

...led them to time travel back my old campaign setting, pre-apocalypse, in order to gather what was needed to both fight Fuligin and to turn Cydra from a simulation inside Darkhold into a real multiverse.
Oh... I seem to have missed that tidbit. Interesting.

I hope that helps clear things up to some extent. One thing I'll note, though, is that a lot of the time skips are purposely somewhat vague, so that I can fill in details later as needed.
It does! Thank you.

I have a long standing campaign myself, and lately I've been organizing the DM's view of my timeline. Being vague on certain dates is important and useful to allow foresight!
 

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