(Cydra) Great Conflicts

Great stuff all round.

One of things that really impresses me in this story hour (and the campaign) was how skillfully outside events are worked in, not distracting from the players but adding to it.
 

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Dang, the party is brought low. Despite the usual large number of characters, losing Lester and Orbius was pretty huge, though the group didn't act like it (?). Too bad for Horbin the MFKNG Holy.

There was one inconsistency where they are talking about how they teleported all around one of the levels (and it was therefore largely unexplored), and then numerous times later it is said you can't teleport in Bile (I assume it will be Bile once again) Mountain.

Too bad I missed the pbp call, unfortunately I have been without internet for a very long time. Perhaps I can be on a backup list or something? Anyway, I still have the halfling thread to get caught up on.

Great stuff (as always)!

Technik
 
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Hey, it's great to see you back Technik!

As to the teleporting thing- iirc, the passage you're referring to relates to their original explorations of Bile Mountain, when only the top levels were sealed.

Nowadays the sealing seems to cover a larger area...
 

Good to be back. I'm out of the military (finally) and attending college so I definitely have some time on my hands. I'm also relocated to the West Suburbs of Chicago (Glen Ellyn specifically) although I can't for the life of me remember where you are located :( Anyway, I came up with an interesting character after finding all your Cydra stuff on my computer (prcs, feats, and spells).

I'll email it to you later.

Technik
 

Continuing to look in on npcs and others related to our (deceased) heroes...


In the city of Var, at Horbin’s Halls of Healings, Ten Buck Tom paces back and forth.

He is finally starting to worry about Horbin.

I knew he’d probably be cut off from me in Bile Mountain, the dead cleric’s loyal cohort thinks to himself. But I didn’t expect him to be away so long without any word. I hope he’s all right.

Ten Buck Tom has already tried all his divinations, tried everything he can think of. He can learn nothing about the party’s fate. Of course, it must be because of Bile Mountain’s terrible enchantments. They can neither teleport into nor summon within nor divine anything about the uppermost levels of Bile Mountain.

It’s been so long, Ten Buck Tom muses, and bites his lip.

He could...

He stops the thought. Not yet. Not unless he’s absolutely certain that Horbin’s dead.

Over the weeks Ten Buck Tom agonizes. Sometimes he starts searching through Horbin’s empty chambers as if he is looking for something, but he always stops himself immediately, telling himself that he isn’t sure yet. A terrible fear that his friend is dead falls upon Tom, and he drinks himself into a stupor trying to drive the idea from his head.

Surely not.

Looking in on him from afar when it can’t scry the other members of the party (sadly, they’re all dead), one of the simulacra of Marius sees Ten Buck Tom alone, pacing and obviously worried. Shape changing into a half-elf, this particular Marius teleports to just outside of Var and then proceeds within the town, seeking information. His discrete inquiries rapidly yield success, and the simulacrum ascertains that Ten Buck Tom has been attempting to gather any information that he can about the fate of his friends. A few choice divinations later the simulacrum is filled in on as much as Ten Buck Tom is, and he considers his options.

Clearly, the adventurers are out of reach for now, whether dead or so far beyond our plane that they are impossible to contact. Perhaps this is a golden opportunity.

The Marius pauses, contemplating. It is more ambitious than its originator, more full of arrogance than even the real Marius could ever hope to be. And it wants to be the real one- it wants to ride at the head of the Armies of Law. It wants regiments of devils, backed up by temporal dimensionals and other creatures of Time, at its beck and call. The real Marius- Marius the Chronomancer- stands in its way.

It is time to choose its course, the simulacrum knows.

“I,” it breathes, “am Marius the Worthy.”

Over the next few months it sets Ten Buck Tom up and guides him like a weapon. It drops hints and clues, a trail of bread crumbs that seem at first to offer hope that the party is alive. By plucking an analogue of Horbin from another time frame, Marius the Worthy manages to leave even magical traces of the party. And all the while, the trail leads inexorably to the real Marius. And Ten Buck Tom’s anger grows, as winter turns to spring turns to summer.

Meanwhile, a powerful giant cleric begins a quest. He is twisted and malformed; his arms are not right, and he is far uglier than an average otyugh. His name is Fnogghi Chaos-Hand, and he has found a few scraps of prophecy that he quivers in joy about.

Worms, he thinks with a spasm of dull joy.

At least one good thing comes from the death of our heroes. When Pasha Amhari Ifroobil, would-be new Archomental of Elemental Evil Fire, seeks to hunt them down- he cannot. His planned hunting expedition to the Material Plane is called off for lack of a worthy quarry, and the potential damage that a rampaging hunting party of powerful fire creatures could deal is avoided. The Pasha decides, reluctantly, that his best interests are served by continuing his battle for the title of Elemental Prince of Evil on the plane of Fire.

By early in the year 370 of Our Lord Galador, certain things about the course of the Great War of Ethics have become obvious. While several of our heroes have, in the past, claimed that it is a conflict fundamentally about nothing, Law shows its desire to conquer and overcome the lands held by Chaos. Ironically, by spring, only a few places remain in the hands of Chaos (or out of the hands of Law): Malford’s efforts on Dorhaus have created a rapidly-reforested realm that is almost an expansion of Greater Ketzia, or Faerieland. His hair has developed a faint green tint, and his already-brown skin has grown more woody-looking. He spends less and less time in Var and more and more time wandering in search of some eldritch secret with which to guard his realm.

Is it even really his any more? How much of it does the Elf-King of Ketzia now own?

Forinthia itself, the center of all things, roils in civil war. Until the blade of the last king of the South Kingdom is restored, Chaos will continue to effectively render Forinthia proper useless to Law. They cannot keep troops there without a breakdown of discipline, hundreds of desertions adding forces to the armies of the Three Kings of Forinthia.

Pesh City is overwhelmed with Forinthian and orcish Valonian troops, keeping a firm hand on the mechanisms of trade, but outside of the city open, chaotic rebellions keep springing up. Lawful forces find themselves scavenging and living off the land as much as they find themselves eating fresh grown produce and fresh caught fish. Nobody wants to sell them food, and often the stores close when the troops head towards them. Just as often those stores end up broken into and looted or even burned, but the Peshan state has always been Chaotic; to expect that to change now would be ridiculous.

“Install a governor,” Prayzose orders.

By the middle of spring Ten Buck Tom has forged a coalition of several willing and powerful allies to oppose Marius the Chronomancer, and the simulacrum that directed him is always grinning in the shadows. This all changes, however, when the real Marius sends a (standard) simulacrum before Ten Buck Tom and his allies.

“You’ve been had,” the simulacrum says. “Marius has nothing to do with your friends’ misfortune, whatever happened to them. He doesn’t know either.”

“Why should we believe you?” Ten Buck Tom demands.

“Because it would be stupid of Marius to raise a hand against your friends. We- that is, Marius and your friends- came to an understanding long ago. And Marius is a man of his word.

No matter what else, Tom reflects, that much is true. He spends two sleepless nights debating his planned assault on Marius’ Citadel of Eternity, but calls it off. He has been had, he admits bitterly; and because of it, more than a year has gone by. He returns to the Halls of Healing with the aid of Arion the Archmage.

“Well,” Arion says, sipping at his flask, “let me know if you need anything, Tom.” And he departs.

Ten Buck Tom goes up to Horbin’s room and takes a deep breath.

This time, he thinks, I’m doing it.


Next Time: Yes, there’s still at least one more update left in this thread. Get ready for a big surprise!
 

I'm digging this TPK aftermath stuff almost as much as the story hour. Excellent work as always, J.

Cheers!

KF72

p.s. Time to turn on the TV and watch Making the Cut.
 


The Prophecy of the Worms

The worms will eat at the fabric of orders and old ones shall be overthrown while the changes roil the seas and lands.
Lo, even the greatest ironies will occur, as great adversaries unite against unexpected powers from beyond their ken.
The City will rise from the Sea, and though they are insects they are mighty.
And the cockroaches spit for miles, and the worms must move underground.
Yet still the Eggs hatched and all that entails, yet still the eggs hatched and all that entails.
Young gods die that old gods may die. All is change and uproar, and the worms come to herd it along.
The Ancient Homeland will be reclaimed should they bring the grist to the mill.
Cogs can twist asunder under the weight of their own perfect motion if worms are in the wheels.
The coming of the Great Worm Xurkrischis from across the Great Distance will herald the rebirth of the hive, and they shall spread in a terrible blight.

***

“You’re joking,” Gnulgin Bald-Pate grunts.

“Not at all,” Fnogghi Chaos-Hand answers with a deformed grin. The ear growing from his immense, tree-like neck twitches. “I tell you, there is a prophecy. The time has come. I gather aid for a great calling.”

The two giant clerics stand, staring at each other, in silence that last for nearly ten minutes. Finally, Gnulgin, the chief shaman of the Moon Marrow clan, nods decisively. “You are wise, Fnogghi, and I will listen to what you say.”

The circle of hill giants surrounding the two relax. Fnogghi relaxes too; this could have been the death of him. He needs many assistants if he is to succeed, and there are few who follow his god. But they need not follow his god- though that is ideal- they must merely be sympathetic enough join him. The calling must serve their purposes, as well. Take Gnulgin; he follows Bleak, not Fnogghi’s god. But they may work together; indeed, their gods are allies against Law, and the power that Fnogghi hopes to unleash will aid them all.

Although, Fnogghi admits to himself, the worms unleashed might not necessarily have any fondness for them. They were very likely to be extremely dangerous. Such was the way of Chaos; there were no guarantees. There was no way to be certain, ultimately, of anything. All one had to go on was faith.

“Come,” Gnulgin rumbles. “We will eat together, in my chamber, and we will talk, alone.” Fnogghi nods, and the two giants walk into the great wooden structure that the hill giant clan dwells within. Fnogghi has to squeeze his awkward body through the door, and his short leg, as always, nearly makes him stumble; but Gnulgin is as good as his, and this puts him in good spirits.

What is the city? Fnogghi wonders suddenly, thinking of part of the prophecy.

The two giants, once inside Gnulgin’s chamber, sit on chairs made of sturdy thick tree trunks. The hill giant shaman studies Fnogghi for a long moment, then draws two casks of ale off of a shelf and hands one to Fnogghi. “These come from some humans, in exchange for us not eating or enslaving them all,” he explains, giving a yellow grin. “Drink up.”

The two take long pulls of good beer. They drink together, each gathering his thoughts, for a few moments. Gnulgin likes silence, realizes Fnogghi. He is wise enough to know that his mind is not quick. He needs time to think it over.

“How many do you need?” Gnulgin finally asks, as he finishes his cask.

“Twenty, all strong spellcasters,” Fnogghi replies.

“Why?”

“They contribute power to the calling.”

Gnulgin ponders a few moments more. Then he states, “I have heard tales of spells... beyond normal levels of power. Is this...?”

Fnogghi laughs. “It is based on principles similar to those behind such things, but it is merely a powerful spell in its own right. No, it is not as powerful as that: it is merely an ancient ritual of high, but comprehensible power. But I am flattered that you think me capable of such a feat. I am not that powerful, my friend!”

Not yet, he thinks.

“How many do you have?” asks Gnulgin. “How many have agreed to assist you? And how ‘strong’ must they be? I have an apprentice...”

“You yourself are powerful enough, but he is not.”

“You are certain?”

“Yes.”

Gnulgin ponders for a moment.

“I already have Bjorn Snow-Wolf and Pjeji the Black,” Fnogghi says deliberately, knowing how much Gnulgin hates them. “I have ten, already half.”

Gnulgin frowns. “Why do you tell me this? You know how I feel about them.”

“Will you be left out, Gnulgin? When the glory comes for casting down our enemies, and both of our gods anoint their heroes, where will you be?” Fnogghi places a deformed hand on Gnulgin’s shoulder. “I offer you the chance to be a hero, to be remembered as much as, perhaps more than, Pjeji and the Wolf. Will you come with me? Or will you be left behind?”

Fnogghi knows damn well there is only one possible answer.

Praise Na’Rat, he gloats.

***

Meanwhile, the Delphinate has acquired many new powerful wizards who can help replace the fallen. The have come in bits and pieces until the fall of Tirchond, but since then there has been a river of Silver College-trained wizards of formidable power, most of them grey elves. They have secret lore of their own to share, too; some of them are recruited to work on the Warforged Project, which is beginning to show considerable success. They have almost developed a construct with true sentience, true life.

The empowered simulacra hate it, of course.

It is a poke in the eye, a kick in the groin, a slap in the face to them. Are they not sentient constructs, in a fashion? They are living spells, creatures constructed entirely from magic and inanimate stuff (snow)- and this idea that the warforged will be the ‘first’ true living construct rubs against them like salt against a raw wound.

As the forest on Dorhaus grows ever thicker, and his disputes with his house faeries become meaner and more vicious, Arion the Archmage also relocates to the Delphinate. He sets to work building a prodigious fortress within which he will be invulnerable, combining the Delphinate’s work on magical architecture with his own specialized knowledge of force, using layered planes of force to craft an incredibly well-defended home. He grows more puissant as he recovers from a ruin an ancient libram of magic knowledge. Slowly, Arion feels his way into the types of magic that Gnulgin was talking about. Gradually he becomes more confident, until he finally envisions a spell that will create the ultimate house guardians.

I must become more powerful first, he thinks as he purchases some exceptionally potent and fresh hell weed from a night hag on Avernus.

***

Horbin the MFKG Holy opens his eyes.

“What...” he croaks. The last thing he remembers- Angel, and the Bile Lords, and everyone was-

“Oh, Horbin,” weeps Ten Buck Tom, collapsing into an embrace of his friend. “Thank Dexter.” He shudders and looks Horbin in the eye. “I feared that I would waste the elixir, but I was right- you were dead.”*


*Did anyone else remember that the party found an elixir of true resurrection when they were traipsing through their Return to the Tomb of Horrors? I sure didn’t, and I don’t think many of the players did either, but Bill- who plays Horbin, natch- did, and he mentioned it to me a few days after the tpk. He had left Ten Buck Tom behind because he was ‘only’ 17th (?) level- and with Horbin at epic levels, 17th was just bait. He’d also left the elixir behind in Horbin’s halls of healing in case he ever needed it for Horbin.

I asked him to keep its existence to himself for a while.

We snuck this one up on them. We’d played about 3-4 sessions of the halfling party before this game, and then- wham! Bill’s foresight pays off. I must confess, I was dismayed at the tpk, but I’m always willing to let them stand when they happen. But to have one of the players reverse it on me like that was great!



Next Time: Well, that’s a switch! Now what will Horbin do?
 



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