Seravin's Tales of the Night Below (Two Updates this Week - 07/24/07)

In the Caves of the Svirfneblin

Ice-blue is the commonest eye color amongst the svirfneblin and in the dusty tomes of the deep gnomes it is sometimes referred to as the sapphire inheritance. Legends say that that the First Gnome, Callarduran Deephands was shaped by Tasa from the gems deep within the earth and that he in turn formed the svirfneblin from the purest of sapphires. Those who lack the ice-blue color are thought to have other bloodlines mixed into their heritage, though Carmeneren’s folk had no knowledge of any gnomes formed from emerald, jet, or ruby.

Ice-blue eyes looked upon the two shroud-wrapped corpses laid out about the cold, stone floor. One of the bundles was large and had clanked when laid carefully upon the floor, the other was smaller though still larger than any of the gnomes.

The scouts had preceeded the news of course, but Carmeneren had already known. The earth sang to those who heard and the most recent song was of cleansing and death. The trolls were reduced and the sacred caves were less befouled than before, but the cost had been high. ’Though not as high as I thought it most likely would have been.’ Reflected the aged priestess. The Topknots may have been the smaller group but they were the most dangerous and now they are dead; no doubt feed for the Slaverer’s.’ Given the solemn moment, the priestess did not let her disgust appear upon her face lest she make an unforgiveable offense to the three that stood nearby.

The two…humans (’Such a strange word.’) had borne their companions here within their portable shelter. The smaller one, even smaller than the gnomes, looked anxiously between the corpses and Carmeneren. She was…rather had been soul-linked to the sorceress. Now bereft of the link the cat was hesitant and unsure.

The reward had been good and the sacrifice had been borne by those other than her clan for once. But sure as stone was solid, the gnomes would not be able to enjoy the reward unless they were prepared to make their own sacrifice – and there were still the Slaverer’s to deal with as well as the other creatures.

Carmeneren looked up to the smallest human, the friendly one who had learned the true language so readily. “On behalf of my people and the spirits of the stone, thank you. That you would risk…and pay so much on behalf of my people honors us greatly. True you risked as much for the information we can provide, but even there your trust honors us.”

The little gnome-woman took a deep breath. “I will speak to the stones on your behalf and ask that Callarduran intercede with the Soul-Taker. If the Soul-Taker agrees and if your friends have no pressing duties in the next incarnation, I will use what powers the stones grant to restore their lives.”

At Carmeneren’s words Kestral visibly relaxed and she quietly translated to for Ashimar and Sarah; the cat stopped her nervous pawing of the rock floor.

“Further.” Whispered Carmeneren, then catching herself she spoke louder. “Further, I will sacrifice our clan’s only two sacred sapphires, that your friends will remain undiminished in the journey back to their mortal frames*. I will do the last though only upon the condition that you agree to remove the group of troglodytes that have moved into the caves between the Topknots and the Slaverer’s.”

Kestral translated quickly and then she and Ashimar discussed it. Carmeneren caught the tone. “These are the clan’s only two sapphires and represent our link to Callarduran himself. Understand I only offer them because the troglodytes currently inhabit the most sacred cave in that complex. The troglodytes hide there in fear of the trolls, though the trolls cannot stand their stench and leave them alone. In and of themselves the reptiles are far weaker than the trolls though and my people could drive them out eventually; however we would likely suffer our own costs so I make this sacrifice now.” She looked between the two humans. “What say you?”

Kestral and Ashimar discussed it a bit more and then Kestral knelt down to speak with Carmeneren directly. “We accept.” She said simply.

Carmeneren nodded. “In the morning I will speak to the stones. Presuming they wish to, I will call back the sorceress first and then your warrior-friend on the following day as the magics are taxing.

Three weeks pass on the surface of the earth, though it is hard to tell the passage of days when so far below ground. True to her word Carmeneren speaks to the stones and asks Callarduran to intercede with the Soul-Taker on her behalf. Evidently he does, for first Jallarzi makes the passage back followed by Kellron on the next day.

Neither spoke of their experience while dead, though some folk who have made the journey before say that the Soul-Taker is a pleasant enough woman. Perhaps neither Kellron nor Jallarzi remembered or perhaps the experience was too personal.

Regardless, the four young folk were fore-warned of their foes and their terrible rending strength as well as their weakness to fire. The svirfneblin gladly hosted the foursome while they prepared and aided where they could.

Jallarzi asked for a workshop and was shown to a dusty cave filled with web covered vials and alembics. The former owner, Torvoglen was no more but surely would have allowed her to use his alchemical lab. The svirfneblin gladly provided the young woman with all the supplies she wished to purchase and then she went to work.

Ashimar spent his first few days in mediation and contemplated the events of the recent past. Realization came hard to him as he realized that he had stretched their line until it had been too weak to hold. Showing that he was a true son of Sarath he faced the truth head on and did not flinch. In a meeting with Carmeneren Ashimar sold his precious enchanted boots. In return the gnomes took Ashimar’s armor and added further strengthening enchantments and provided him with a handful of potions. Both sides were satisfied.**

As for Kellron, he spent his time in prayer and fasting, dealing with whatever he had learned while he was dead.

And Kestral? Kestral made a point of being everywhere, doing her level best to meet every gnome and make the entire community her friend. In every sense of the word it could be said Kestral succeeded.
***


-------------------------
*I used power components to turn a resurrection into a true resurrection. Sadly I lost DM points here as I succumbed to guilt at killing Kellron and Jallarzi. Rather than reveling in the kills I focused on the mistaken use of rend damange in place of the troll’s normal claw damage. Still not only did I learn not to make that mistake again but I taught the players that their characters could die in this game. :)

**Let me say here that I was impressed with Wynterwolf’s decision. He called me a few days after the game and we talked about what had happened. He voluntarily offered up the boots. I’d like to say I’d make the same decision, but truth to tell I’m not sure I would even have thought of it.

***It went something like this:
"All right, let's roll to see how the gnomes like you in general. Individuals may view you differently, but this is for general purposes."
"Natural 20! Plus twelve makes 32."
"Hmph."
 
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Seravin said:
I used power components to turn a resurrection into a true resurrection. Sadly I lost DM points here as I succumbed to guilt at killing Kellron and Jallarzi. Rather than reveling in the kills I focused on the mistaken use of rend damange in place of the troll’s normal claw damage. Still not only did I learn not to make that mistake again but I taught the players that their characters could die in this game. :)

Honestly, DM to DM, I don't think you lost any points. That "rend" mistake cost your players two characters. Furthermore, not only would they have died, they would also have had to swallow the penalty for being brought back to life. IMHO, turning this into bargaining chip for the gnome cleric was both decent and inspired. Inspired because it furthered the adventure, decent because you needed to make up for that mistake (at least I would have, had I been in your shoes). The fact that it taught them their characters can die in your campaign is just icing on the cake ;)

Morover, I don't think it ever pays to "revel" in your players' death. It turns the game in a "them vs me" conflict and the story usually ends up paying the bill :(
 
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thoroughly enjoying this

Mostly, I'm posting so I can subscribe to this thread... you'd think there would be some button I could hit to do that, hmm? But also, wanted to tell you that you're doing a great job and although I'm nowhere near the end... I've barely begun, in fact... I'm really enjoying reading this thread. It's inspired me to dust off an old manuscript I'd started of my old Night Below campaign and finish writing it myself. My party never finished it, having petered out close to the end of the second book, but I'm certain I could improvise the story and continue, using their characters to finish this epic quest. Thanks for the inspiration.
 

Mortepierre said:
Honestly, DM to DM, I don't think you lost any points.
That "rend" mistake cost your players two characters. Furthermore, not only would they have died, they would also have had to swallow the penalty for being brought back to life. IMHO, turning this into bargaining chip for the gnome cleric was both decent and inspired. Inspired because it furthered the adventure, decent because you needed to make up for that mistake (at least I would have, had I been in your shoes). The fact that it taught them their characters can die in your campaign is just icing on the cake ;)
Well...that particular note was meant to be funny more than anything else. I'm told my sense of humor is a little dry sometimes. ;)

I remember thinking long and hard what to do about that. It was entirely possible Kellron and Jallarzi would have bought the proverbial farm anyway, but the fact is in this particular case they died because I misinterpreted the rules. My preference was a True Ressurection (no harm, no foul), but I couldn't just give away two of them. So I compromised.

Thank you for the compliment. I like to believe I'm pretty good at modifying the plot when I have to - though I don't do it 'on-the-fly' very well. Given time though, I do pretty well.

Morover, I don't think it ever pays to "revel" in your players' death. It turns the game in a "them vs me" conflict and the story usually ends up paying the bill :(
Absolutely correct! I agree wholeheartedly with this statement. Call it more of my dry humor.

Module Tip: On a more serious note, I have found that the massive combats in the 2nd book can prove distressing to some DM's. Many of the encounters are with lots of low level critters who may or may not have a good tactical position. Frequently these low-level critters also lack magic, so there's no tactical or strategic flexibility.

I found it repetetive and sometimes demoralizing fighting essentially the same combat over and over and over (same dungeon, different stats). The players always won with little or no loss of resources - they weren't even winded.

I eventually got over it - though I did find on occasion that I could become gleeful when the little evil bad guys would score a telling blow. It wasn't their fault they were just fodder after all; but perhaps I empathized too much. :)

What I did to break things up was to introduce a couple side adventures. One of them is coming up shortly - just after the trolls in fact. It was a minor little adventure but it opened up another plot line not too far down the road that the players still remember; and it tied in quite well with the overall plot.
 

maveric28 said:
Mostly, I'm posting so I can subscribe to this thread... you'd think there would be some button I could hit to do that, hmm? But also, wanted to tell you that you're doing a great job and although I'm nowhere near the end... I've barely begun, in fact... I'm really enjoying reading this thread. It's inspired me to dust off an old manuscript I'd started of my old Night Below campaign and finish writing it myself. My party never finished it, having petered out close to the end of the second book, but I'm certain I could improvise the story and continue, using their characters to finish this epic quest. Thanks for the inspiration.

I'm a Muse!
Thank you and welcome to the thread. I haven't been updating as much as I'd like to over the past few months, but I'm hoping to speed up again.
There's a gentleman by name of Leopold who is also doing a NB story hour - I suggest you take a look at his too.

Do you plan on posting what happened to the boards? Or are you writing for its own sake?
 

maveric28 said:
Mostly, I'm posting so I can subscribe to this thread... you'd think there would be some button I could hit to do that, hmm? But also, wanted to tell you that you're doing a great job and although I'm nowhere near the end... I've barely begun, in fact... I'm really enjoying reading this thread. It's inspired me to dust off an old manuscript I'd started of my old Night Below campaign and finish writing it myself. My party never finished it, having petered out close to the end of the second book, but I'm certain I could improvise the story and continue, using their characters to finish this epic quest. Thanks for the inspiration

Oh, I almost missed it. Welcome to the Boards too!
 
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Seravin said:
Well...that particular note was meant to be funny more than anything else. I'm told my sense of humor is a little dry sometimes. ;)

Oops, sorry :p

Seravin said:
I remember thinking long and hard what to do about that. It was entirely possible Kellron and Jallarzi would have bought the proverbial farm anyway, but the fact is in this particular case they died because I misinterpreted the rules. My preference was a True Ressurection (no harm, no foul), but I couldn't just give away two of them. So I compromised.

Thank you for the compliment. I like to believe I'm pretty good at modifying the plot when I have to - though I don't do it 'on-the-fly' very well. Given time though, I do pretty well.

Well earned, if I do say so myself ;)

Seravin said:
Absolutely correct! I agree wholeheartedly with this statement. Call it more of my dry humor.

Module Tip: On a more serious note, I have found that the massive combats in the 2nd book can prove distressing to some DM's. Many of the encounters are with lots of low level critters who may or may not have a good tactical position. Frequently these low-level critters also lack magic, so there's no tactical or strategic flexibility.

I found it repetetive and sometimes demoralizing fighting essentially the same combat over and over and over (same dungeon, different stats). The players always won with little or no loss of resources - they weren't even winded.

I eventually got over it - though I did find on occasion that I could become gleeful when the little evil bad guys would score a telling blow. It wasn't their fault they were just fodder after all; but perhaps I empathized too much. :)

What I did to break things up was to introduce a couple side adventures. One of them is coming up shortly - just after the trolls in fact. It was a minor little adventure but it opened up another plot line not too far down the road that the players still remember; and it tied in quite well with the overall plot.

I know exactly what you mean given my players are currently up to here <shows neck> in Book 2. Fact is, I turned to the old Queen of the Spiders module for inspiration. There were a lot of prospective encounters described p.125-126 in that old accessory, and I used some of them to avoid boring my players to death with dry combats against trolls and other nasties.

Thanks to the updated Book 3 you forwarded me, I was able to spend more time working on Book 2. So, thanks again! :cool:
 

Mortepierre said:
Thanks to the updated Book 3 you forwarded me, I was able to spend more time working on Book 2. So, thanks again! :cool:

My pleasure, and I'm glad it was useful. :)

Sorry for the delays, things got busy again and the post I had written didn't sound quite right, so I'm going to rewrite it. I'll be in a cabin all weekend without internet access or much else, so I should be able to find a couple hours to do some writing.
 

A Council of the Wise

The Library’s Council of Masters meets every third month, when both moons are high and full in sky, illuminating Avia’s Gift, the child-god’s shattered third moon. So on the ninth month of the thirty-second year of Emperor Jaz’aldrin’s reign, the Council of Masters met within the Hall of Laton, a medium sized chamber cut deep within the pale gray rock of the Ercadian Mountains which surrounded the Library Valley.

Usual matters of discussion include helping settle disputes between Library members, how best to utilize the Library’s influence amongst the various governments, and deciding if non-Library wizards needed special ‘handling’. Despite the importance of these meetings most of the attending masters resented their time away from their researches. This prevailing attitude, more than anything else, kept the Library not only isolated but slow to react to change

Still the rumors of disappearing mages was enough to stir even this hide-bound council. The opinions of the many attendees were, like themselves, varied.

From Master Abraylan, an elderly human and the acknowledged master of transmutational magics: “She’s just a child! What does she know or possibly understand?”

“May I remind you that our patron, Avia, is also a child?” Was the gentle rebuttal of Kerress Ryliegha, High Priestess to the Will of Avia.

“With all due respect to the Lady of Chaos, there are histories going back thousands of years that record her name. Hardly a child I think.” This from Shalzerith, a master of no acknowleged specialty, but his sagecraft of the planes was rivaled by only a few other masters.

Kerress Ryliegha smiled and nodded at the retort. “But still a goddess, the source of magic, and the one to discover the first principles of spell casting; all done while she was still a child.”

Master Rodderick, the foremost conjurer of the Library waved his hand to the vaulted ceiling. “Perhaps you noticed our third moon? The shattered one? Made by the child? Children make mistakes, especially when they don’t understand all that around them.”

Kerress Ryliegha’s smile went away and was replaced with a frown. Rodderick was a testy, grumpy man who detested sloppy logic. She favored the graying mage with a hard look. “Your point? Trying or failing in an action does not prove the preceeding knowledge erroroneous; it may just be insufficient. Do you believe that this apprentice Jallarzi is in error or only insufficiently informed?”

Master Rodderick grinned faintly. He had tweaked the priestess, and it was rare enough that he had the chance. “Neither in this case. As you may know, my nephew, Journeyman Param Haakinson lives near the Duchy of Larence. When this news was first imparted to us I dispatched him to find what news he could.”

Master Shalzerith raised a neatly groomed eyebrow. “Is this the nephew that took up with that Nadarani barbarian woman? Who espouses the nonsensical theory that the use of material components weakens a wizard and thus disdains the use? The same journeyman I believe I’ve heard you dress down for using the excuse so as to sleep through is tutelage?”

Now it was Master Rodderick’s turn to frown. “Yes, that’s the one.” He said as he turned to face Master Shalzerith fully. “Though I believe you left out that he is responsible for aiding the Baron in Jeralin against a treasonous plot, discovered Master Carum’s hidden tomb, survived a trip through the Gray Mists to the Realms of Darkness, and aided in the routing of of the were-creatures lairing about Widdenbred Dale. He also developed a unique spell for reading magic without the usual crystal while only an apprentice.*” Rodderick took a deep breath. “Yes. That would be the journeyman I was referring to.”

Shalzerith pursed his lips momentarily and then nodded. “By all means then. Tell us what this amazing young man learned.”

“Not so amazaing.” Disagreed Master Rodderick. “I still disagree with his methods, but the results have been successful so far.” Rodderick paused a moment to take a drink from the blue crystal goblet before him. “More importantly, Journeyman Param has confirmed that some people capable of casting spells have disappeared. Most of those who disappeared were known rogue-mages with no Library affiliation. Most but not all; others who have disappeared include speakers for the various lesser cults who sometime travel about the duchies.”

Master Rodderick turned to survey the assembled masters. “Worse, it only took a little investigation to discover that the disappearances have not been limited to the Duchy of Larence. Merrick, Relk, Telif, and even the heartlands of the empire all boast missing spellcasters. It is my considered opinion we need to discover why.”

Master Abraylan snorted and shook his head. “You’re letting stories worry you Rodderick. Next you’ll be wearing a lead-line cap to keep the witches from influencing your thoughts. The simple facts are that wizards disappear. It happens all the time, whether it’s a master who cares not for the Library’s rules, an overambitious journeymage who bites off more then he can chew, or a stupid apprentice that can’t keep from trying to make the local villagers fear him. It happens and this Council will deal with those events as they come to its attention.”

Rodderick rolled his eyes. “No one is suggesting that you inconvenience yourself Master Abraylan. The Lady of Chaos knows that we don’t want those who cannot see investigating this.”

Shalzerith interrupted and his words surprised all. “That’s quite right Rodderick. I’m not sure if I believe all of this as yet, but I think you have brought enough to this council to warrant further investigation. As I have nothing pressing at the moment, I will volunteer to lead it.”

Kerress Ryleigha nodded. “That is generous of your time Master Shalzerith. Any aide I can give is also at the Council’s disposal.”

Master Rodderick grunted his acceptance. “Hrumph. Very well. I will travel to area around the city of Rennon. It seems central to the disappearances throughout the Empire.”

Master Shalzerith smiled. “Of course, but be sure to bring a few journeymages. I think I will bring Szandur with me. She has just passed her Master’s test but I believe she will be more than willing to join me.

There were more to the discussions of course and even more topics covered, but most decisions were tabled for another time.


-----
*As you might be able to tell, Param is an actual player character. To the point, Kestral’s player ran Param several years ago when I was just starting out with the dm’ing gig. In point of fact the player had picked out every wizard spell without material components and made it Param’s spell list – and this was under 2ed. Param was an interesting character.

<edit - Param's player used a list of spells without material components - not verbal.>
 
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Interval

Many weeks passed before the party of four started out again; but eventually they did start out, better armed and better prepared for the dangers ahead. On the day before Fall Festival, the celebration of the harvest, Ashimar, Kellron, Kestral, and Jallarzi left the small caves of the svirfneblin. Unfortunately these wayward humans had lost track of time and only vaguely knew that it was fall.

The journey back to the troll tunnels was uneventful except for a minor encounter with a grayish colored ooze. As before, the group decided upon an immediate foray into the troll caves before settling down in their own hidden cave. Kellron and Ashimar wished to assess the strength of their foe, Kestral didn’t really care one way or the other, and Jallarzi wanted to try out her new wand of fireballs.

It didn’t take them to long to find their quarry, four trolls scavenging in the cavern with the foul smelling fungus. The fight was brief and not very remarkable anymore. Sadly, four trolls were not much of a challenge to the group when they were prepared and looking for the fight. A fireball from Jallarzi to soften them up before Kellron and Ashimar hacked their way into ravening, monstrous giants. Then Kestral and Jallarzi would take care of those that fell. Dangerous work, but hardly sporting anymore.


That night the group relaxed in their hidden cave and spoke with their svirfneblin guides.

“It’s their damn noses.” Exclaimed Ashimar. “If we could somehow fool them, Jallarzi could sneak us all in invisibly and we wouldn’t have to worry about them tracking us back to the cave.”

Kellron looked at the two little cave gnomes who were eating quietly. He caught Kestral’s eye. “They must have encountered things like the trolls before. Do they have anything that could foul the troll’s noses?”

Kestral shrugged and turned to the gnomes to ask. The conversation went back and forth a bit and Kestral had to pantomime a few things until the svirfneblin scouts told her the words she was looking for. She then looked back to Kellron.
“They say they know of such things. They had an alchemist who figured out how to make anti-scent bags. They apparently used the last of theirs today but could go back and get some more.

Kellron and Ashimar looked at each other. “Can they make the bags here?” Asked Ashimar, who was used to making home-made remedies to throw dogs off.

Kestral shook her head. “No. They said the ingredients include ooze stuff.” She frowned. “It’s kind of dangerous to make too.”

Kellron looked at the others and found agreement. “Ask them if they would go get a few more bags – say ten or so. We can pay for whatever it takes.”

Kestral nodded and turned to the two svirfneblin and passed on the request. The two gnomes looked at each other and spoke quietly, then turned and gave their assent to Kestral, who in turn repeated it back to the others. “They’ll do it.” She then grinned. “It’s not like we can’t afford it after the last haul.”

The svirfneblin were gone the next morning, having bid farewell to Kestral before they left. It didn’t take long for any of the four friends to get bored waiting for the gnomes to get back.

-------------

The next evening the four friends found themselves back in their cave, sitting around their glowing amulets which gave off a welcome light in the deep cave.

“Not a bad day’s work.” Commented Ashimar, full of satisfaction. Five, count them, five trolls and two of the orange jelly-like things.”

Kellron grunted. “We did pretty good.” Agreed Kellron. “But those last three trolls almost turned the tide.”

Ashimar shrugged. There was no argument, but while that fight was more challenging then it should have been, the end hadn’t been in doubt.

Kestral looked at the small flasks they had laid against the wall. “Do you think we got the right sort of ooze-stuff?” She asked.

“I don’t know.” Admitted Jallarzi. “But at least we tried and it gave us something to do today.”

“Speaking of which, what are we going to do tomorrow?” Asked Kestral. “It’ll be another three days before the svirfneblin get back.

“We could deal with the troglodytes.” Suggested Kellron.

“The lizard creatures?” Asked Ashimar.

“That’s them.” Affirmed Jallarzi. “We’re certainly doing the svirfneblin a favor by getting rid of the things. They had an evil reputation.”

Ashimar mulled it over. “Think we can take fifty of them?”

“We might not need to ‘take’ them.” Reminded Kestral. “We might be able to talk them into leaving. They were probably trapped by the trolls.”

Kellron saw a potential disagreement brewing. “We’ll see in the morning then.” He told them. “Maybe we’ll get lucky and this will be easy.”
 

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