Shilsen's Eberron SH (Finished - The Last Word : 9/20/15)

carborundum said:
Okay - that was genius. You are indeed the master of "Give them what they want, then show them why it was a bad idea" - that goes (apparently) without saying.

I'm just generous. I give them what they want - and a little more.

In my defense, I much as I love the Eberron setting, none of my players want to play it so I haven't got the books yet.

What? In that case, you need to get the books just so you can use them to beat some sense into them!

Every time I almost buy the Campaign Setting I see something else to spend 50 euros on :)

It's 50 euros? Ow - that is pretty steep!

Hence I was a bit slow on picking up on the ramifications, not knowing the quori were evil dudes. The ones who 'helped out' seemed perfectly reasonable!

All my evil guys are pretty reasonable! Six's player recently came up with a theory for how good, neutral and evil work in my campaign. I'll have to work it into the campaign writeup sometime.

The fist thing had me wondering if it was a "Shut your pie-hole" or if they'd been spotted.

You'll see soon. Should have another writeup posted in the next 2-3 days.

Rereading in the wake of my new-found quori knowledge, I did indeed experience an overwhelming admiration for your masterful RBDM talents, so much so I said "Woah" out loud and distracted my girlfriend from Dr. Phil.

Better? ;)

Better, even if I had to twist your arm for it ;)

As is usually the case with a lot of my best RB moments, it wasn't planned at all. When I introduced the harnesses, ages ago in-game and out on the island, I hadn't even really planned on the PCs using it. The harnesses were booby-trapped so they couldn't be removed. But Corven, who was then in the group, made a damn good check to defuse the boobytrap and get it off, so I thought I'd roll with it and let them get it off and on Six. I had a vague idea about the possession thing and thought it possible that Six might end up possessed at some point, but then after it started doing weird things (like becoming permanently attached and growing roots into him), he went to House Cannith. It made perfect sense to me that Cannith would want to use the technology if possible, so I had them offer to buy the rights to make them, and he agreed. And then it made sense for them to start putting them on their security, including on the ones going into a really dangerous area like the Mournland. Some of the quori were already interested in the Angels, and especially so recently when the impending invasion from Xoriat became a factor. So naturally they grabbed the opportunity to get involved. It was just a nice, natural progression. And Six having an unintentional role in the screwing of the warforged as a race (well, a large number of them) was just icing on the cake.

And all because Corven's player said, "Can I defuse and get this off? I rolled a X," and I thought "Nice roll," and said, "Sure, you can." This is why I'm such a fan of not doing totally pre-planned plots and of giving the PCs lots of rope. Sometimes I don't even realize it's rope until they start playing with it and I go, "Hey - it looks like a noose!" :]
 

log in or register to remove this ad

I hadn't DM's in about 8 years til I finally found a group in my new home in the Netherlands (and learnt enough Dutch to do it properly.) Most of the words you need aren't in the textbooks!

I always wrote my own stuff, had my own world, cast of hundreds etc - but I didn't want to learn 3e and try and wing it simultaneously - hence we're doing the Savage Tide. It'll be a year before we finish it, so I'll just have to live vicariously til then!

Glad I found your story :)
 

carborundum said:
I hadn't DM's in about 8 years til I finally found a group in my new home in the Netherlands (and learnt enough Dutch to do it properly.) Most of the words you need aren't in the textbooks!

Learning Dutch to DM? That's hardcore - and dedicated!

I always wrote my own stuff, had my own world, cast of hundreds etc - but I didn't want to learn 3e and try and wing it simultaneously - hence we're doing the Savage Tide. It'll be a year before we finish it, so I'll just have to live vicariously til then!

I'm playing in a Savage Tide PbP game, and we just got to Here There Be Monsters. I quite like that AP, and it's better than Age of Worms and Shackled City, in my estimation.

Glad I found your story :)

Glad you're enjoying it. Have some more...

* * * * * * * * * *

Powerful blows from a number of invisible enemies smash Nameless, Six and Gareth off their feet and to the ground. Reacting swiftly, the alienist rolls over and casts a glitterdust in the air above him, the rain of golden particles outlining a huge amorphous figure. Luckily, the spell also blinds the creature, which roars and flails wildly around, while he rolls aside. “Invisible stalkers!” Nameless shouts.

Gareth’s and Six’s attackers continue to hammer into them, but the paladin calls on his newly gained powers and a nimbus of light surrounds him. As a large fist smashes into him, the light erupts in a burst and this attacker too is blinded by the holy energy. Six, conversely, turns to darkness rather than light for protection. His harness springs into life and covers him with an armor of shadows. The warforged immediately activates one of its many abilities, disappearing in a puff of shadow and reappearing fifty feet away.

Luna, though tempted to attain a more powerful shape and jump into physical combat, restrains herself and casts a swift faerie fire, illuminating the two invisible creatures with lavender light. Now that all three enemies are visible, she immediately sends an empowered arc of lightning through all three of the huge creatures. Korm’s own spell follows suit, though each of the druids finds that at least one creature is unaffected, displaying some form of resistance to magic.

Despite their size and resistance, with two of them blinded and their enemies able to see them, the invisible stalkers quickly go down under a hail of spells and weapons. “Well, that was certainly bracing!” grins Korm, cleaning his sword, ignoring the large bruise already purpling on the side of his face, and then looks at Nameless, who is looking all around him. “What’s with you?”

“I just cast a See Invisibility,” explains the alienist, eyes roving all around the area.

“So? Are there more of those things around us?”

“No. But a see invisibility lets me see into the ethereal plane. And it’s crowded. Very crowded.” Nameless looks at the hundreds – perhaps thousands – of translucent figures around them, covering the Mournland as far as he can see. The ghosts do not move, but simply hang motionlessly in mid-air, staring blankly ahead of themselves with expressions of intermingled tiredness, sorrow and ennui. Except for a select group. A thick crowd of ghosts form a hemisphere extending sixty feet away from the Angels, all watching them with intent expressions.

Nameless explains exactly what he sees. “I think we just found the explanation to why no corpse from the Mournland can be raised. If everyone who died here has been turned into a ghost, then neither a raise dead, nor a reincarnate, nor even a resurrection, would be able to bring them back.”

“Can you talk to them?” asks Luna, intrigued at the news.

Nameless addresses the ghosts, but there is no response. “They don’t reply, or show any signs of having heard. But they can see us. That’s why there’s a crowd around us, I’m sure. On the ethereal plane one can see only to a distance of sixty feet, so all those that can see us have gathered around to watch, until there is no space. Fascinating!”

“I’m sure it is,” says Gareth, “But can you put up a rope trick? I need some healing.”

Six, who has moved a little distance away and been studying the portal and the creatures around it, says, “Good idea. I think we attracted some attention. Let’s get healed and pull back.”

Nameless complies and the Angels quickly enter the rope trick and tend to their wounds. As they climb out and prepare to leave, the alienist shouts a warning. “Look out!”

Approximately a hundred feet from the Angels, seven creatures suddenly appear, teleporting in invisibly – or at least invisible to anyone except Nameless’ enhanced sight – and hovering a short distance off the ground.

Four of them are illithids, but they are of two distinct types. Three of them have had most of their facial tentacles amputated, with small gems attached to the ends of what remains, resembling the mind flayer spellcaster that the Angels had faced at Yarkuun Draal. The fourth is a little taller and paler, with an unusual symbol etched into its forehead. The non-illithids are a trio of creatures that look like four-legged spiders with a pair of tentacles each.

The tall mind flayer flies upwards, gesturing at the Angels and shouting in daelkyr, “They are the ones we were warned of. Take them down. The alienist first!”

Great! Fame at last! Nameless swiftly conjures a shield to protect himself and calls forth a field of tentacles to ensnare the attackers. Two of the illithid spellcasters respond immediately, transporting themselves and as many of their allies as they can reach. One of the spider-like creatures is left behind and though it struggles vainly, the tentacles pin it down and begin to crush it.

As soon as they reappear, one of the mind flayers hurls a swift trio of scorching rays at Nameless. In the split second before they hit, the alienist’s contingency activates, bringing a protection from energy into effect. The rays hit harmlessly, as does the maximized fireball which blossoms around him next. His allies, however, are not so lucky, except for Six, who darts out of the way.

While Gareth, Korm and Luna stagger at the searing pain, the two spider-like creatures fly forward to strike at the two druids. As they come within range, their tentacles lash out to touch Korm and Luna, and the targets each cry out in surprise, feeling a fogginess settle over their minds.

“Aaarrgh!” shouts Luna, as the attacking creature appears, growing drastically as she expands into a huge tendriculos. “What the hell is this?!”

“Mindshredders,” snaps Nameless. “They’re a rare kind of aberration. These are zenthals – the most powerful kind. Their touch can sap your will.”

“Tell us something we don’t know!” growls Korm, hacking at the one before him and finding it very difficult to hit.

“They have magical protection?”

“Forget them – focus on the mind flayers!” shouts Gareth, calling on the Endless Blade to fly forward and smite one of the spellcasters with all his might.

Nameless’ attention is on the illithid leader, who is in turn watching him intently as if awaiting an action. Presuming that it is waiting to disrupt his spells, the alienist begins a weaker spell and the illithid says, “You cannot halt Xoriat!” And promptly drops an area of silence around him.

Nameless just grins back as the spell ends and flies upwards, his arcane sight letting him see the smallest distance he has to cover. As soon as he emerges outside the area, he begins the spell he intended to cast all along. “Xoriat? I’ll show you Xoriat!”

The mind flayer’s brow furrows and then it turns, to find itself face-to-face with Kha’tvan’ga. Before it can respond, the eldritch horror’s four tentacles slam down, battering and writhing around it. There is a faint popping sound, and then both horror and its target disappear.

With their leader suddenly gone and the numbers now evened, the Angels quickly turn the tide, but the aberrations put up a desperate fight. More fireballs, sound lances and scorching rays, all maximized for effect, hammer the Angels, and the zenthals continue to drain the druids’ minds. But, while seriously hurt, all of the Angels have an incredible ability to soak up damage, and an even greater ability to inflict it.

Though no longer able to cast his most powerful spells, Korm settles for taking apart one of the zenthals with his sword, its meteoric blade inflicting especial damage to the aberration. As it staggers under the assault, a swift arc of lightning sends it down in a smoking heap.

The other end of the arc of lightning extends to the second zenthal, which is actually sticking out of Luna’s giant maw at this moment. “Yaaargh!” shouts the tendriculos as the arc extends into her mouth, “Watch where you throw that, idiot!” Infuriated, she bites down viciously and swallows, causing the feebly twitching zenthal to disappear from sight. And then spits out a piece of it. “Oh, yuck! How do you eat that crap, Korm?”

Across the battlefield, Six and Gareth make short work of the illithid spellcasters, especially since Nameless feebleminds one and renders it helpless.

By the time Kha’tvan’ga reappears with its prey, the battle is almost over. As soon as it does so, the mind flayer leader shrieks and flees, its mind having been broken by the experience, despite its experience of Xoriat. Before it can get a hundred feet away, a couple more spells cause it literally explode in mid-air.

With the enemies disposed of, Nameless snaps, “Everyone get in the rope trick and get healed – fast. We’re likely to have more company very soon. Six – you don’t need to get in there to repair yourself. Could you check what’s going on there?”

“Sure.”

Despite Nameless’ concerns, another attack does not materialize, though it is clear that there is a certain degree of alarm and excitement among the aberrations at the portal. After a couple of minutes, the Angels see another creature appear through the planar gate, this one a giant more than a dozen feet tall, carrying a proportionately large maul, and borne on leathery wings. It is followed swiftly by a pair of dolgaunts.

“So what do we do now?” asks Luna. “Do we go down there and kill them all?”

Nameless, who has borrowed Six’s spyglass to get a better look, shakes his head. “We don’t have enough firepower. So far, I see two beholders, four gauths, seven mind flayers, over a dozen dolgaunts, two of the big winged giants (including the one we just saw come through), four mindshredder zenthals, three nagas, a five-headed shrieking terror and two dozen runehounds. The runehounds make things even more complicated, since they have blindsight to a distance of 500 feet. And even if they weren’t there and we could surprise them, we couldn’t take them all. Just those mindflayers and zenthals nearly took us out. With beholders present, we’d be dead as soon they got us in their anti-magic cones.” He scratches his chin thoughtfully with his tentacle. “Of course, we could play guerilla and just stay nearby. With all the Mournland monstrosities that we seem to attract, we might be able to lure something to attack their forces.”

Six shakes his head. “That’s too risky. We’re on a scouting mission. Let’s get the rate of arrival of the enemy and the maximum size of creature that can get through, and we can leave.”

“Doesn’t look like there’s a fixed speed,” says Korm. “Nothing came through for a few minutes and then that giant and the dolgaunts in less than a minute of each other. And that gate’s what, 20 feet wide and 30 feet high? Something very big could come through, especially if it can be squeezed through.”

“As usual, good news abounds.” Six turns to Nameless. “Tell me, could a daelkyr lord add any abilities to a creature to make existence in the Mournland viable? If so, how easy do you think it might be? And what could a daelkyr lord do if he got hold of a creation forge? I’m wondering because the warforged camp is only a few miles from here. The forge is far too large to be moved, and even though we’ve hidden it well, I don’t know how safe it is.”

Nameless replies, “I can’t see the forge helping them, since it is built for a specific task and has a unique form of activation. The daelkyr are incredibly good at remaking creatures into new forms, and most of the aberration types are their creation, so with enough effort they could likely come up with creatures that would have an easier time surviving in the Mournland. But even they probably wouldn’t be able to create something which could heal in the Mournland, because that is simply the way this place works. And creating specific species takes time. It would take years, and more likely decades or centuries to create such new species. Incidentally, that’s probably another reason the daelkyr like Eberron. Work done here is ten times as fast as work done on Xoriat.”

“So this is their preferred laboratory?” says Six. “How reassuring! You and Korm know the most about aberrations. Do these look like beachhead troops to you? Do you think they are preparing for scouting, or defense, or anything else? They don’t seem to be putting together another strike team, from what I can see.”

“Beachhead troops?” asks Korm.

“It’s a military term. I’ve been reading more about the Last War while you sleep,” explains Six.

“Definitely ‘beachhead troops,’” says Nameless. “Even the daelkyr armies don’t consist primarily of such powerful creatures. I’m certain these are the ones sent through to hold the area until a larger number of troops can come through.” He smiles thinly. “It looks like there’s a lot of discussion among the mind flayers, beholders and zenthals, so we probably do have them worried since the others didn’t return.”

Six emits a metallic laugh. “You are all low on spells, we are outnumbered, with the enemy able to detect our approach and nullify any magic we do have. Since they’re worried, let’s attack. Either we can draw out some of their forces, by moving in slowly, and then swiftly circle on the stags to attack the remainder. Or do Nameless’ plan for finding some Mournland creatures and send them their way.”

“That sounds like fun,” says Korm, and Luna says, “And I can hit them from a long way away.” Six turns and stares at the two, before saying heavily, “My mistake! I had forgotten that you two do not understand sarcasm well. I. Was. Kidding.”

Nameless nods. “We need to get to the dragons. For a little space we may triumph on the field, but against the power of Xoriat there is no victory. What we see here is not even the smallest nail of a finger of its hand. I still hope for victory, but not simply by force of arms.* Only with the aid of the dragons can we once again sunder Xoriat from Eberron. We need to get to Argonnessen. We can use sendings to stay in contact with the Keeper and teleport back when the conference is to occur.” He waves a hand at the portal. “The mounts do give us an incredible movement advantage over the forces at the gate, but that is all. Dimension locking the gate is pointless, unless we can kill all of the creatures that can dispel magic. Neither can we destroy it. So there is no point of attacking, unless someone has a brilliant plan for wiping out all the forces there. It might be worth destroying the domes, whatever they are, but again we would need to get through the defenders first.”

Luna suggest, “I could go invisible and fly over and dispel the gate so no more stuff comes out of it. Also, maybe we could go in separate groups to the dragons and the Keeper and maybe to Mordain also, since we could use his magic?”

Nameless shakes his head. “With the dolgaunts and hounds present, they would detect you long before you get in range, and you’re not powerful enough to be able to dispel the gate anyway.”

“Hey! How do you know?”

“I do. As for the other things, with my teleportation, it’s actually much faster if we travel together than if we split up. And since Jaela had asked us to investigate the gate and return and tell her what we found, we might as well do so together.”

Gareth says thoughtfully, “Well, we can’t close the hole, but how about blowing it up? We have a couple of bags of holding and we have a portable hole. See what I’m saying?”

After a second, Nameless begins to grin. “Yes, yes – I do!”

Gareth grins too. “We go ethereal and then come out of it, drop the two and then go ethereal again. BAM!”

Korm begins to laugh, followed by Luna. “I like it!”

Six says, more thoughtfully, “Interesting! I would like to speak to some artificers about other such possibilities, but of course we don’t have time for that now.”

After some discussion and argument about the risks involved, the Angels finally decide that Gareth and Six should be the ones to try it. The choice is built around the presence of the hundreds of watching ghosts, since Gareth can best protect himself from them and resist if they are inimical, and Six is the next most likely to do so.

Gareth layers a large number of spells on both Six and himself, running through almost everything remaining in his armament. Then both of them mount their steeds and prepare themselves. “Ready? Go!”

As soon as they appear on the ethereal plane, the ghosts’ expressions of hopelessness and apathy disappear. With shrieks of what seem to be mingled pain, anger and hope, they surge forward. Since they are all solid here, only the front rank can reach Six and Gareth, but they swarm around them – especially since they can move in all dimensions here – trying to attack. Most are unable to do so due to the sanctuary spells Gareth had cast, but some manage to touch them. Those that attempt to drain their energy fail due to more protective spells, but a couple of others hammer at them with their fists, inflicting a little damage.

Other ghosts behind the front line unleash terrifying howls, sending waves of panic washing over the two targets. These have no effect on Gareth and Six resists most, but the volume of the attacks finally overwhelms him. The faces of other ghosts shift strangely, causing more magical effects, some of which penetrate the protective spells, scouring both human flesh and warforged metal. A few of the ghosts also gesture and Gareth and Six feel bands of mental energy seizing them, and while they fight off most they cannot resist them all.

Unfortunately, someone else has even bigger problems. Nameless is watching the entire thing, and all of the gaze attacks and other effects that bounce off Six’s and Gareth’s protections affect him, even though such effects should be unable to affect someone on the material plane. Badly.**

The alienist staggers back, but seeing Six cower in fear and realizing that the warforged has nowhere to flee to and will be overwhelmed in seconds, he casts a greater dispel magic, manipulating the magic so that it functions on the ethereal plane. As Six reappears on the material plane, Nameless quickly closes his eyes and shouts, “I need a death ward! And someone grab Six!”

Not having seen what Nameless has but clearly noting the effects on him, Korm quickly casts a death ward, while Luna wraps her huge tentacles around Six. Gareth reappears a second later, shaking his head. “So much for that attempt! Thank the Flame for all those spells we put up. Nameless, you okay?”

“Yes. Barely.” Nameless dismisses the see invisibility to be on the safe side and then opens his eyes, before quickly casting a break enchantment to end the effect on Six. The warforged climbs to his feet. “That was not pleasant!”

After they explain to the two druids what just occurred, Gareth asks, “Is it possible to force someone into the ethereal? Could one of your stags run up to an aberration, touch him and take him to the ethereal and leave him there?”

“No,” says Nameless, “You can’t force someone to go ethereal. Or at least not using etherealness, which is what the stags use. You can cast plane shift offensively and send someone to the ethereal, but you appear anywhere from five to five hundred miles from your intended destination. Which means using it to get someone mugged by ghosts here might not work, but if they appear anywhere within the borders of the Mournland, they’re probably screwed. So it’s not really an option. No, after what just happened, I think we should leave. Now!”

Luna says, “Wait! Would they want to live at our house and haunt our backyard? It seems like they would help keep out the riff-raff.”

Korm sighs. “Do you feel like turning ethereal and talking to them?”

“Unfortunately I can’t turn into something ghost-proof? But maybe we can talk from a safe distance?”

“Let it go, Luna,” says Nameless. “This is not a good idea.”

“What he said,” nods Six. “This is why we don’t talk to anything in the Mournland. Let’s go.”

After a little arguing, Luna desists, and the Angels mount up and depart. They make a stop at the warforged camp, which the Cannith expedition members are now exploring. Nameless finds Lamaan and explains in short, “A portal to Xoriat has opened up nearby. You need to get out. Right now.”

Lamaan frowns in confusion. “Planar matters are not my forte, but I do know that you can’t get a portal to Xoriat.”

“Right,” says Nameless dryly. “And you can’t get a magical wasteland where one of the Five Nations used to be.” He looks around. “Oh, wait.”

Lamaan reddens, but admits, “Point taken. You’re sure?”

“Absolutely. If you want to live, get out.”

“All right. We’ve got most of what we need to know. Thank you.”

While Lamaan begins to gather the other members of the expedition together, the Angels leave. As soon as they are out of sight of the camp, they circle around so that Six can ride to the warforged, who are watching the camp from some nearby hills. When he reaches them, he quickly explains to Preacher what has occurred and why they need to leave.

Preacher, who seems to know nothing about Xoriat, takes some persuasion but finally agrees to remove his people from the area. “We will not leave the Mournland,” he says, “But we will consider temporarily leaving the camp. I will send scouts to check on what you have said.”

“All right,” says Six, “But tell them to be very careful. And best of luck. I hope to meet you again.” As he rides away, he wonders whether that will actually occur or not.


* Yes, Rackhir is stealing from LotR. Imitation, flattery, and all that jazz.

** At the end of that round, the PCs had taken the following effects – Gareth (50 hp damage, telekinetically grappled by 1), Six (20 hp damage, telekinetically grappled by 1, panicked for 5 rounds and cowering), and Nameless (18 hp damage, 5 pts Cha damage, 5 pts Str damage, 7 pts Con damage, 4 pts Dex damage). If it weren’t for the piles of protections on Gareth and Six, they’d have been dead.
 

A few hours later, the Angels are back in Flamekeep with Jaela Daran. After they explain to the Keeper about the portal and everything that they experienced, she nods gravely and says, “That is worrying, but not surprising. There will be more opening soon, I’m sure.” The little girl sighs. “The war with Xoriat is upon us. Now we must deal with it as best we can. To that end, I have spoken to the monarchs of the remaining nations. We are due to meet five days later. Will you be there?”

“Certainly.”

“Good. You have had much to do with these events, and I would like your voices to be heard there. The meeting will occur at Thronehold.” She indicates a high window to the east. Though the Angels cannot see through it, they recall the first view they had of Flamekeep and the glimpsing of the island castle in the distance, from which the kings and queens of Galifar had ruled before the Last War. “I chose it,” Jaela continues, “Because it is the one truly neutral place in all of Khorvaire, and the signing of the Thronehold Accords there at the end of the Last War makes it the appropriate place. And the rulers would likely not want to meet at any one other place, especially in anyone’s kingdom. Well, perhaps Boranel would, as would I, but not Aurala or Kaius. I also hope to get as many of the others who were involved in the Thronehold Accords involved, and maybe others. Oh, I have been contacted by Sora Teraza, saying that she is interested in sending a delegation from Droaam too. I am not surprised, even though I had not contacted her first or informed her of the meeting.”

“We have met her,” says Gareth, “And I’m not surprised either. We found that she is a very talented seer.”

“Just don’t let her sister show up,” says Korm, “Either of her sisters!”

Jaela smiles slightly, but her mind is clearly not on humor. “There is another reason I want you present. I do not normally leave the Cathedral, since my powers are significantly diminished when I leave here, and there is always the risk of assassination. But at this moment, the risk is certainly worth taking. And if the daelkyr and their minions want to completely destabilize Khorvaire, they would only need to kill the people who will be at this meeting. I will ensure that there is strong security, and the Deneith Throne Wardens, who have guarded Thronehold since the Last War began, will be there. And the leaders will bring their own security too. But your presence would be especially helpful in case of trouble.”

“We will be there,” says Nameless. “We are planning to go to Argonnessen and see if we can learn more about the Dimensional Seals and how to again seal Khorvaire off from Xoriat. It seems only the dragons have that knowledge, so we must go there.”

“That does seem wise. Nobody that I know of has ever returned from the land of the dragons, but then you have done many things that nobody else has. I shall contact you via sending if I need to. May the Flame watch over you.”

* * *

As if the rest of the day had not been busy enough, the Angels find themselves with many more things to do, places to go, and people to meet, once they return to Sharn. When they arrive, Fett informs them that Surr’kal had stopped by to ask them to speak to Gurr’khan, who is at Carosten Park.

They proceed there and do so, informing Gurr’khan (since Surr’kal excuses himself, claiming that he’s probably better off not knowing any more) of all that has occurred and what they have discovered. After the aged Gatekeeper spends a couple of minutes rocking back and forth and muttering to himself, to the dark amusement of Korm and Luna, he wearily asks them to accompany him to the Shadow Marches and speak to Saala. After the requisite sending and reply, Nameless transports the group over a thousand miles to the east, to where the leader of the Gatekeepers awaits.

Saala, as usual, takes things more phlegmatically than Gurr’khan. After being apprised of the situation, she says that she expected something of the kind ever since she saw the giant sign in the sky. She adds some more information of her own, saying that she has received positive replies from the Eldeen Reaches regarding the war that is coming. She has traveled there to speak to the greatpine Oalian himself, who has promised the aid of the Wardens of the Wood. Saala also mentions that though the other druidic sects, such as the Ashbound, the Children of Winter and the Greensingers, are normally not particularly friendly with the Gatekeepers, she is sure they too will take up arms against such an enemy.

Before leaving, the Angels inform her too that they are on their way to Argonnessen, and promise to contact her with whatever they learn, especially what pertains to the Seals.

Once back in Sharn again, the Angels split up to visit and talk to the various people that they need to. Nameless visits Trillia, while Gareth goes to Lalia. Nameless’ former mentor is understandably fascinated and alarmed with the news of the portal and the impending arrival of the hordes of Xoriat. Lalia is similarly interested and concerned, though more about Gareth than anything else. When he explains that he is going to see the dragons, she is more than a little surprised, pointing out that nobody has ever traveled into Argonnessen and returned. Gareth explains that there are few other options at this point, and promises to take care, before leaving her.

Six goes to Morgrave University to obtain whatever information he can about Argonnessen. He learns that the continent of the dragons is four thousand miles away. Off the north-western coast of the continent is the large island of Seren, home to the barbarian tribes of the same name. They claim to be the guardians of Argonnessen and each of the thirty or so tribes pays allegiance to a different dragon founder. The tribes are ruled by warlords, the mightiest warriors, and dragonspeakers, mystics who use wisdom and magic to guide them. While the tribes live individually, often feuding with each other, they do contribute elite warriors as a group to form the Totem Guardians, who are the defenders of Totem Beach, which is the great beach of Argonnessen, hundreds of miles long, that is closest to Seren. The barbarian tribes refuse to treat with any outsiders who do not bear dragonmarks and speak draconic, and slay any others who trespass on their lands. For example, only one Morgrave University professor has survived contact with the Seren, and that was because he had a guide with an aberrant dragonmark. The dragonmarked Houses Lyrandar, Orien and Tharashk have managed to create small trading outposts with the Seren. But while the Seren are willing to trade with those bearing dragonmarks, not even they are allowed to enter Argonnessen. Six attempts to speak to the professor who did survive meeting with the Seren, but discovers that he failed to survive the sea voyage back to Sharn. Nevertheless, he does manage to obtain a crude map of Seren, as well as a detailed enough description of a dragonmarked outpost for Nameless to be able to get them there via greater teleport.

Six and Luna, meanwhile, do what the Angels still joke amongst themselves is their most dangerous task, namely picking up a newspaper in Sharn without getting mugged. Naturally, the Korranberg Chronicle has large articles about some of the things the Angels are involved with. One is about the sign in the sky, which has caused serious concerns among the populace. The article confirms that is was visible from every part of Khorvaire for the few days it was in the sky. Some doomsayers are saying that it means the end of the world. The newspaper also has a report that the rulers of the Four Nations are supposed to be meeting to discuss this, so it must be very serious, though details of what they know about it is not forthcoming. A smaller article focuses on the rumor that dozens of warforged have disappeared in Sharn and in other areas. They are almost exclusively warforged employed by House Cannith. Some people are claiming that House Cannith is kidnapping warforged, but there have been reports of a couple of the warforged being found wandering far from where they were supposed to be. A Chronicle correspondent spoke to two and they claimed to have absolutely no recollection of how and why they ended up there, last remembering being at work and then finding themselves hours or days later somewhere else being questioned. There were no signs of magical charming or manipulation. House Cannith has officially released a statement that they are investigating these disappearances and nobody should be alarmed.

Having collected all of the information that they could, the Angels proceed to get what rest they can. Except for Six, who sits through the lonely hours, trying to keep himself busy with work and worrying about what is going to happen with the warforged.

* * * * * * * * * *

The next morning, Nameless awakes to the discovery that he can now detect seven portals in various directions. As before, he only has a direction, and no idea of distance. Great! That makes eight, since I can’t feel the one in the Mournland from outside it!

Once he has met the others, the alienist informs them about the discovery. After a quick breakfast, the Angels prepare themselves and Nameless transports them away.

* * *

Some four thousand miles away, a small group of people are standing and talking on a picturesque beach. Most of them are humans, half-elves and half-orcs, and many bear dragonmarks that the educated would identify as belonging to Houses Lyrandar, Orien and Tharashk.

A dozen thatched huts on stilts stand near the group, not too far from the water, and four large longboats with carved dragon heads are pulled up near the huts. Only a few hundred feet away is a large wooden stockade, twenty feet tall and stretching nearly four hundred feet in width, made of sharpened stakes with the tops carved with remarkable accuracy to depict various dragon types. The tops of more huts are visible within. Thick jungle grows fairly close to the village, the closest trees extending their boughs over the stockade.

The peaceful scene is suddenly disturbed by startled exclamations as five people appear in mid-air about a hundred feet offshore and plummet into the water. At least four of them do, one – a cloaked and hooded individual carrying a staff – managing to catch himself and float above the water. Seconds later, another bobs to the surface. This one, a disproportionately muscled orc, suddenly extends leathery wings from his back and flaps his way into the air, carrying a third of the strangers, a young female shifter. Or at least tries to, since she smacks him, twists out of his grasp, and splashes back into the water and disappears. A second later, a giant crocodile emerges where she hit the water and begins to swim to shore. The two fliers float forward above her. There is no sign of the other two strangers.

“What the - ?” The watchers exchange worried glances and hurriedly back away from the water, a couple of them rushing to the huts and emerging with weapons.

The three strangers land on the shore, the crocodile clambering out of the water and transforming back into the shifter, who shakes herself vigorously like a dog and begins to berate the hooded man for some reason. The orc simply stands there and grins at the two, before waving cheerfully at the assembled people. After a few seconds, Kamin d’Tharashk steps forward and asks wonderingly, “Who in Dolurrh are you people?”

“Ah!” says the hooded man, pushing it back enough to reveal most of his face, though his forehead remains hooded. He is of indeterminate age, with a face that seems to be in its thirties, but eyes that seem decades older. His complexion is sallow and faintly greenish, but it is those eyes again which are strangest. His gaze seems to focus a few inches behind the eyes of anyone he looks at, as if he were looking into their mind – and, from the expression and tone, was fairly disappointed at what he found. The harsh, rasping, voice doesn’t help matters. “So you don’t get the Korranberg Chronicle here then?”

“Err … what?”

“We’re the Guardian Angels, from Sharn,” says the orc. He turns as the other two new arrivals finally emerge, both having walked out of the water as if they had no need to breathe. Which is understandable for the burly warforged but not the handsome human warrior beside him, whose shining plate-mail armor is covered with symbols of the Silver Flame. “Hey, Gareth!” the orc turns to call to him, “These guys haven’t heard of you!”

“As my companion said,” continues the hooded man, “We teleported here from Sharn and…”

“We’re well beyond range of teleport,” points out Juas d’Orien.

“Not of greater teleport,” says the speaker, with a hint of a smirk. “We’re going to Argonnessen, so if you could give us directions…”

“What? Nobody goes to Argonnessen! You’re dead if you try!”

The man sighs. “Can any of you use a detect magic?”

“What?”

“Someone just cast a detect magic, please!”

One of the artificers present shrugs, does so, and then takes a quick step back, reflexively raising a hand as literally dozens of auras fill his sight. “They’re magical. Very!”

“Yes, we are. And we can handle ourselves. Now if you could just give us …”

At this point, frenzied chanting and ominous drumbeats erupt from beyond the stockade wall. Dozens of wooden pikes appear above the wall, each bearing a human skeleton and being shaken vigorously. “The Seren must have seen you arrive,” explains Kamin. “They’ll be out to talk to you right now.”

As he is speaking, a gate in the stockade opens and about twenty armed barbarians emerge, led by a completely cloaked figure. The leader is hidden from sight beneath a scaled veil that covers its head and trails all the way to the ground, seemingly made of many different dragon scales. Kamin hurriedly adds, “That’s Hartha, the Shroud of Scales. She talks to outsiders. I hope you folks have a dragonmark between you.” Then he and the others quickly back away towards the nearby huts, many of them climbing into them, though they remain at the doors and windows to watch.

As the Seren walk up to the strangers, the warrior with the Silver Flame-marked armor removes his helmet, clearly revealing the partly-hidden dragonmark that climbs up the side of his neck. Hartha stops and begins to speak to the strangers, asking what they want. The hooded man begins to explain that they are travelers and that they have just arrived here and mean no harm, when the shifter interrupts. “Just get the directions and let’s go!”

“Yeah,” says the orc, before grinning broadly at the Seren. “Don’t worry – we’re not here to kill the dragons.”

There is pin-drop silence for a moment, and then every Seren focuses on the orc. “What?” The hooded man sighs and raises a hand to his face. The warforged and the human warrior, evidently not able to understand draconic, ask simultaneously, “What did he say?”

“What he said,” puts in the shifter. “We’re just here to talk to the dragons.”

“Korm! Luna!” grits the hooded man from between clenched teeth, but it is drowned out by the angry growls of the Seren, as they raise their weapons. “Nobody may go to Argonnessen!” Hartha says loudly. “It is forbidden!”

Despite being outnumbered four to one, the strangers seem completely unconcerned. “You don’t really have a choice in the matter,” explains the shifter. “So you might as well tell us how to get there before I get upset.”

Hartha speaks again, her voice a low growl. “It is forbidden!”

“Yeah, yeah – forbidden schmorbidden! We’re going there now. There’s nothing you can do. We’re going to see the dragons.”

That does it. “Kill them all!” shrieks Hartha, and the Seren surge forward, shouting and slashing.

“Damn it!” shouts the hooded man, casting a solid fog around them to keep the bulk of the Seren away. “Everybody touch me!”

The shifter, warforged and human promptly do so, but the orc delays, drawing his sword with a loud cry and hammering one of the onrushing barbarians with a blow that not only sends him flying off his feet but takes down the man behind him. The orc grins and then steps back, fending off six attackers at once and ignoring a battleaxe that gashes his forearm, grumbling loudly, “Awww! I was just having fun!”

He grasps the hooded man’s arm and the latter speak an arcane word. Instantly, the strangers are gone, leaving only an empty beach and twenty confused barbarians.

Kamin looks at the others. “Again – who in Dolurrh were those people?!”

* * *

Some eight hundred feet away, hidden by the curve of the forest, the Angels appear a few feet above the beach and drop to the sand. “Dammit!” Nameless says irritably, “I can’t take you idiots anywhere!

Korm ignores him, fingering the gash in his arm. “That was a good hit. And why’d you make us leave? It could have been a good workout.”

“We are not here to fight random barbarian tribes. We need to get to Argonnessen, and from what little I know of the place, you’re likely to run into enough chances to work out there.”

“Anyway,” persists Korm, “What’s the big deal? You said the damn continent is almost as big as Khorvaire. We fly thataway and we can’t miss it.”

“Even so, that was unnecessary. But fine, let’s mount up and go.”

. . .

Traveling at the fastest speed that Nameless’ steed is capable of, the Angels race across the sky, and soon the continent of Argonnessen rises to fill the horizon before them. As they ride towards Totem Beach, they spot the legendary monoliths of Argonnessen, huge stone dragon heads rising from the water along the length of the beach. Each stretches at least a hundred feet above the water and some thrice that height, with every species of dragon represented and every age from mature adulthood up to the most ancient of great wyrms.

As the Angels near the beach, which stretches hundreds of miles in length along the north-western edge of the continent, they spot smoke from a couple of campfires, each near a large wooden tower. Barbarian warriors pour out of them and run towards the approaching intruders, screaming battle-cries. “Those must be the Totem Guardians,” says Nameless. “No need to get near them.”

“You’re no fun!” says Korm, but he doesn’t argue. The magical mounts swiftly change direction and angle upwards and away.

There is little the Totem Guardians can do, and though one of the shamans hurls an abortive fireball, it explodes far below the Angels. In seconds they are left far behind. A mile beyond the beach is an incredibly thick forest which abuts on steepling cliffs about five thousand feet high, and the Angels reach it in just over a minute.

“This, on the other hand, is!” shouts Korm, as the riders near the cliffs. He sends his stag directly at the cliffs and then, at the last moment, gives a command. The magical mount switches direction instantly and flies directly upwards. “Woohoo!” shouts the Gatekeeper. Luna promptly follows suit, grinning in glee, while the other three make a slightly less precipitous ascent.

Reaching the top of the precipice, the Angels see that the land beyond quickly descends two thousand feet, the cliffs forming a giant wall, which explains why they are called the Great Barrier. Beyond the Great Barrier is a huge expanse of broken, rocky land. Though it is dotted with a few small forests and areas are covered in scrub-like vegetation, it looks significantly inhospitable.

There are few obvious signs of life, the most obvious ones being a series of widely separated towers about a dozen miles away. There are small figures circling in the air above them, clearly identifiable as dragons, and many more tiny figures in the air as far as the eye can see, which are also presumably draconic.

Six calls to the others at this point and says, “We are very visible while flying. I think we should descend and ride along the ground for the towers.” After a little discussion, the Angels agree and proceed to do so, riding along the ground at a much more sedate pace, discussing what they might encounter.

Korm turns and looks at Nameless. “I know nobody’s that well informed about Argonnessen, but you know about the weirdest things. How friendly – or unfriendly – do you think the dragons we meet will be?” He sees Nameless open his mouth to answer and then the alienist’s eyes go wide, focusing on a spot some distance beyond the Gatekeeper.

Korm spins around, realizing a second too late that he hears a giant whooshing sound. The source appears a split second later, but the Gatekeeper has no eyes for the huge body, a full fifty feet from nose to tail-tip, or the great wings, nearly one and a half times that length from tip to tip, even though they fill his entire vision. He does notice the two giant horns sweeping back above its head and the smaller horns at the chin and atop the beaked snout, and even more the little flames dancing in the nostrils and in the eye sockets around the flame-red orbs. But what his gaze is instantly drawn to are the rows of long curved fangs, a second before they snap shut around his torso.

Less than a second later, Six gets a perfect view of exactly the same thing, as a second dragon, just as red and massively huge as the first, snaps him up neatly in mid-flight.
 


carborundum said:
Aaaaaaaaaarrrrrrrrrrrggggggghhhhhhhhhh!!!!!!!!!

As stress and nervous tension are now serious problems in all parts of the galaxy, it will now be revealed that all of the GA will in fact survive this encounter with only a bruised upper arm and that the only fatalities will be a bowl of petunias and a very surprised sperm whale. However in an attempt to preserve a modicum of drama, it will not be revealed who's upper arm is bruised.
 



Atlatl Jones said:
You see Avi? Even when I roll well, I roll badly.
Some things never change.

carborundum said:
You fiend! I can't stand it!

Would it help if I mentioned that what Rackhir (I should get you started on a Hitch-Hiker's Guide to Argonnessen) describes as bruising of an upper arm involved someone taking 120 pts of damage from one full attack? Probably not.

But not to worry. The next update should be here in just a few days. Until then, here are some highlights for you:

* Korm grapples an adult red dragon - and wins!

* Nameless stops the aforementioned red dragon from speeding.

* Gareth discovers a strange fetish for giant, flying lizards.

* Luna attacks a great wyrm - with words.

* Six thinks his companions are idiots. Well, okay - Six thinks his companions are idiots in every session.

Watch this space!
 


Remove ads

Top