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

Shilsen, I hope your players were sufficiently disturbed by some of the things you've populated the Mournland with - I approve, anyway! :D Have you been reading a lot of Clive Barker, by any chance?
 

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That obviosly means it's a daelkyr-bred weregnome* cat.


* Can take the form of a gnome, a 'burrowing mammal', or a HYBRID form. Can be applied to any non-gnome, automatically grants 10 levels in the CLOWN PRC.

Yes, that means that dragon? It's a were-gnome dragon. That ooze? Weregnome. That- Weregnome. :]

Welcome to this place, we call it - AHH! NOT THE WEREGNOME CLOWNS!
 


Bloodcookie said:
Shilsen, I hope your players were sufficiently disturbed by some of the things you've populated the Mournland with - I approve, anyway! :D Have you been reading a lot of Clive Barker, by any chance?


I was exhausted from a skiing expedition from the previous day so i slept through some of the stuff - especially the sex thing. I am pretty sure if I was awake I would have tried to turn undead, dismissal, exorcism, and some other cleric/exorcist abilities - they were just being punished for commingling.
 

The_One_Warlock said:
Well, they don't burrow...so while admittedly disturbing, gnomish badgergirls and gnomish molegirls, more in keeping racially, I find more inherently scary. Now they can tunnel straight to your heart.

javcs said:
That obviosly means it's a daelkyr-bred weregnome* cat.


* Can take the form of a gnome, a 'burrowing mammal', or a HYBRID form. Can be applied to any non-gnome, automatically grants 10 levels in the CLOWN PRC.

Yes, that means that dragon? It's a were-gnome dragon. That ooze? Weregnome. That- Weregnome. :]

Welcome to this place, we call it - AHH! NOT THE WEREGNOME CLOWNS!

I love it :cool:

*runs off to stat stuff up*

Bloodcookie said:
Shilsen, I hope your players were sufficiently disturbed by some of the things you've populated the Mournland with - I approve, anyway! :D Have you been reading a lot of Clive Barker, by any chance?

Sadly, I think I've innoculated them a fair bit already with the things that have shown up in the game, and I think they (not just the PCs, but the players) were running through some of the stuff trying to get past it with as little contact as possible. Plus my players have decided a long time ago that I'm totally twisted, so it's nothing new. But making the most powerful adventurers in Eberron run like hell and giving them a hard time with CR5 enemies (the weird children were mechanically choker Monk2/Rogue3s) was still a lot of fun.

As for Barker, I've read almost nothing of his work. I read one short story over a decade ago, I think, which I vaguely recall liking, but that's it. I gather from what I've heard that he'd suit my tastes fairly well.

AviLazar said:
I was exhausted from a skiing expedition from the previous day so i slept through some of the stuff - especially the sex thing. I am pretty sure if I was awake I would have tried to turn undead, dismissal, exorcism, and some other cleric/exorcist abilities - they were just being punished for commingling.

Actually, there was some other interesting stuff going on, and if the PCs had spoken to them they might have learned some stuff about the creation of the Mournland which basically nobody on the planet knows. I almost threw that info in later anyway, but then I restrained myself. The game's all about PC choices, after all, and this choice means some options for the future are now closed. Of course, the PCs don't know that and may never find out.
 
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shilsen said:
Actually, there was some other interesting stuff going on, and if the PCs had spoken to them they might have learned some stuff about the creation of the Mournland which basically nobody on the planet knows. I almost threw that info in later anyway, but then I restrained myself. The game's all about PC choices, after all, and this choice means some options for the future are now closed. Of course, the PCs don't know that and may never find out.

From an email exchange.

shilsen said:
Six and Gareth turn ethereal. As soon as they appear among the ghosts, 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 on the ethereal plane, 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, but some manage to touch them. A couple attempt to drain their energy but the protective spells keep them safe. A couple of others manage to do a little damage. Others unleash terrifying howls, which have no effect on Gareth, but unfortunately, the volume of the attacks overwhelms Six and panics him. Others take on strange appearances which have a weirdly magical effect, causing some damage even though the spells protect them. Some of the ghosts also gesture and Gareth and Six feel bands of mental energy seizing them, and even though they fight off most they cannot resist them all.

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

Situation by PC:

Gareth - 50 hp damage, telekinetically grappled by 1

Six - 20 hp damage, telekinetically grappled by 1, panicked for 5 rounds (since there's nowhere for Six to go now, he's cowering)

Nameless - 18 hp damage, 5 pts Cha damage, 5 pts Str damage, 7 pts Con damage, 4 pts Dex damage

As Six's player put it. This is why we never talked to anything in the Mournland.
 

Rackhir said:
From an email exchange.
As Six's player put it. This is why we never talked to anything in the Mournland.

Not Exactly - Six would have said "This is why we never talked to anything in Sharn". :lol: Thank the Silver Flame for all the protection spells we threw up. The bit about Nameless getting affected totally caught us by surprise - otherwise we would have protected him too.

In shils campaign putting on horse blinders and running straight by "distractions" is the best course of action. I wouldn't be surprised if that was an encounter Shil planned for us at level 1 - just in case we found a way to go ethereal :D

EDIT: Milestone 100th post :cool:
 

AviLazar said:
In shils campaign putting on horse blinders and running straight by "distractions" is the best course of action. I wouldn't be surprised if that was an encounter Shil planned for us at level 1 - just in case we found a way to go ethereal :D

Not at 1st level, but only because you weren't in the Mournland then. Now if you had gone in there, I would have been happy to oblige :)

* * * * * * * * * *

Luna promptly grabs up the cat and begins to play with her, while the others look around the village. Small but sturdy houses surround them, and a fair-sized main street leads through the place, with smaller streets winding off between the buildings. The place looks like just another prosperous village in Breland or Aundair, except for the fact that it is deserted and the brooding presence of the Dead-Gray Mist above it. The only sound in the area besides that made by the Guardian Angels is the soft ringing of many bells coming from the far end of the village. They sound like hand-bells and ring constantly, though not in any coordinated manner.

“Which way is the seal?” asks Six. Nameless points in the same direction as the source of the bells.

“Fine,” says Gareth, “Let’s just get out of this place. It can’t be any worse than that damn forest.”

Korm looks at the phantom stag that has been waiting for him. “Should Luna and I summon a few more so we can ride through?”

Six says, “No. We don’t know what’s in here and we need the stags to make sure we catch up to the expedition group. Let’s get through the place first and then you can summon them.”

The Angels pass on through the village. As they walk along, they notice a few unusual things, though naturally by this point they expect something or other of the kind. The wall of every building they pass has the word “Why?” written on it in blood, all in the same handwriting.

“I’m tempted to write ‘Because’ beneath one,” Nameless says dryly, “But not tempted enough.”

“Shouldn’t we check a couple of the houses?” asks Luna. “There might be interesting things in them. Like this!” She happily paws at the pearl necklace around her neck.

“What part of ‘Mess with as little of the Mournland as you can’ don’t you understand?” asks Six.

“Listen, I know what you wussies think!” growls Luna. “But look at all the houses! There’s nobody here!” She waves a paw at a nearby building. “That’s a nice big house and it probably has…”

As she is speaking, large sections of the various walls facing the Angels simply fade away and become transparent, allowing them to see what lies within. All of the rooms look like as if their inhabitants just stepped out, with food lying half-eaten on plates, discarded clothes left in the process of dressing, and furniture appearing as if it had just been moved by someone rising from a seat.

One of the rooms the Angels can look into is a sitting room, with a painting over the mantelpiece of several young men, obviously related, happy and smiling as they pose in their Cyran uniforms around an elderly lady. An old rocking chair sits facing the picture, rocking slowly. In another house, a folded wedding dress lies on a bed, ready to be worn. Scattered around the room are various accoutrements that a woman would use while preparing for a wedding. A small painting of a handsome man sits on the table, and a dozen red roses sit in a vase, untouched and still apparently fresh. In the house opposite, a child's music box sits inside a playroom, still playing a merry tune which the Angels can now hear.

“Wow!” Luna promptly walks up to the nearest transparent wall and pushes on it. “Yes, the wall’s still there. Come on – let’s go in!”

“What part of magically transparent walls and houses that seem a little alive makes that seem a good idea?” asks Gareth.

“Hey – there’s a self-rocking chair! When the babies come along, that’ll be very nice.” Luna turns and, after resuming her shifter form, heads into the house. The rest of the Angels exchange glances, sigh and head in behind her.

Entering the room with the continuously rocking chair, Luna notices that drops of water fall constantly from two spots above it, like tears from a pair of invisible eyes. She waves a hand through the area and finds nothing, only getting her hand a little wet. “Sorry, whoever you are,” Luna says, “But I’ll take care of your chair. Okay, Nameless – where’s the portable hole?” After collecting the chair, she proceeds to the room with the wedding garb and collects as much as she can, before finally agreeing to move on. As the group does so, the sound of the child’s music box follows them.

Korm stops suddenly, and so do the others. “Did you feel that?” the Gatekeeper asks. “Movement under our feet, as if something was burrowing under the ground? Something big!”

“Yes,” say the others, readying weapons and spells. When there is no immediate attack, they continue on warily.

They have taken only a few steps when sheets of paper and parchment float out of various nearby windows and fly to them, floating in front of or fluttering gently around the group like the strangest flock of butterflies. Luna reaches up to grab a few, and when she does so they cease all motion. So do the others, floating gently to the ground around the Angels All of them seem to be letters, many unfinished and every one in a different hand. One is from a young woman to her uncle in Sharn, saying how happy she is that the current peace will let her come to visit him. Another is from a young soldier to his girlfriend, saying that he has been granted leave and will see her in two weeks. One is simply a crude picture, evidently drawn by a child, showing a family and signed, ‘For daddy, with love.’ There is one similarity between them all. Each has the same date, the Day of Mourning.

“That’s sad,” says Luna, “Let’s take them. Maybe at some point we’ll find the people they were addressed to and can hand them over.”

And depress them even more than they probably already are. Despite the thought, Korm doesn’t bother arguing but simply puts the letters away.

Continuing on, the Angels find themselves finally nearing the end of the village. As they do so, they realize that the still present ringing sounds emanate from a small graveyard adjoining the village. Nearing it, they see that many of the graves have been fitted with bells, each attached to a rope leading below the ground. Though rare, this is sometimes done in areas with very limited medical resources, to make sure that people in the coffins can pull them for help in case they are buried by error. All of the bells are ringing.

“No,” says Nameless, before Luna can make any suggestions to the contrary, “We are not opening any graves.” He quickly proceeds around the low stone wall that surrounds the cemetery.

“Look!” says Gareth. Following his pointing finger, the others see small movements around the graveyard. The heads of all the small stone figures on the graves are turning to face them. The Angels have faced many theoretically stranger sights, but there is something significantly eerie about being the focus of the inscrutable gaze of dozens of sightless stone eyes.

And then they again feel a movement beneath them. It is slow but certain, as if some giant snake or worm were crawling through the ground under their feet, and that’s all that the Angels need. “Luna! Korm!” Six says sharply, “We need your stags. Now!” Nameless is already casting, and a semi-solid horse appears beside him. The druids quickly comply, summoning phantom stags to join the one already present, and less than a minute later, the Angels are soaring away from the village at tremendous speed on the flying mounts. Behind them, the small stone statues turn their heads further to watch them depart.

The magical stags and steed soar a good sixty feet above the surface of the Mournland, high enough to ignore most of the low hills but a safe distance away from the overhanging Dead-Gray Mist. Traveling at the top speed of the slowest mount, Nameless’ phantom steed, the quasi-real creatures race across the terrain, covering in minutes what it would have taken them a day of hard walking to accomplish.

Only a few minutes after leaving the village behind, the Angels spot a figure standing at the top of a hill half a mile directly ahead of them. In seconds, they can recognize the Phiarlan who had met them shortly after they began traveling into the Mournland. As they near him, he raises a hand and says, “Hello again!” But by the time he finishes the words, they are two hundred feet past him, and they keep on going.

“I wonder what he had to say,” comments Korm, looking back at the dwindling figure. Riding near him and looking ahead, Six says shortly, “I don’t.”

A few minutes later, the Angels spot a depression in the ground, nearly a thousand feet across. It is completely bare of all vegetation and dotted with humanoid shapes buried up to their waists with arms raised to the sky. All of them are immobile and seemingly made of glass. The only thing that moves in the area is in the center, where a large monolith, an obelisk that looks like it is made of basalt, points towards the Mist above. In the center of the obelisk is a huge eye the size of a man’s head, which shifts back and forth constantly. It rolls around to watch the Angels, who quickly turn their mounts to give the area a very wide berth.

A couple of times, the Angels spot living spells, which immediately turn and move in their direction even if they are thousands of feet away, but they are left behind in seconds.

Finally, a little over a dozen miles from the spot where they left, the Angels catch up to the expedition and fly down to speak to them. Lamaan is happy to see them and confirms that the expedition has had little trouble since they left the Angels, only having to dispatch a few living spells along the way. “But there is something very strange. We’re well over a day’s travel closer to our destination than we should be,” he says. Lamaan points at the horizon, where a huge rise of land stretches as far as the eye can see in the Mournland’s limited visibility. “See that? It’s the Glass Plateau. The camp of the Lord of Blades is supposed to be a couple of miles inside its borders, and considering it’s only about five miles away, we should reach it easily before nightfall. But we should still be a good thirty miles or so from this spot, considering how much distance we’ve covered. I know time and distance often work differently in the Mournland, but this is really unusual.” He smiles a little and looks at the Angels. “Strange things really do seem to happen around you.”

“Comes with the territory,” says Nameless. “We’ll be heading on then. If we see anything that you need to know about, we’ll be back. Best of luck.”

The Angels mount up and only a few minutes later, are coming up on the Glass Plateau. This area, one of the strangest creations of the Mournland, is a highland plateau of smooth, glasslike formations. The surface is mostly smooth and flat, though jagged spikes and spires jut up from the ground here and there. The ‘glass’ (actually an unusual crystal) is light and translucent near the edges, and is almost white where it forms short jagged cliffs that descend to the lowlands. The Angels spot a large path carved or hammered out of it, the one which supposedly leads towards the Lord of Blades’ camp. It heads into the plateau, winding between the various rises and depressions. Of course, the Angels simply soar in a straight line above it.

Within a quarter of a mile of the spot where the road begins, they find the shattered remnants of what was apparently a watch tower made of wood and metal. Numerous bodies lie nearby. Flying down, the Angels find them to be of multiple species – warforged, humans, half-elves, and hobgoblins. They have been looted, but otherwise treated with respect, being stacked in neat rows.

Continuing onwards, the Angels find that the plateau’s crystal structure darkens as they go on and takes on an almost stony appearance. There are dim flashes of light in its depths, but they have no intention of stopping to investigate. After having traveled nearly three miles into the plateau, some of them spot movement a few hundred feet ahead. It turns out to be two warforged running away from them. As the Angels flash over their heads, Gareth glances questioningly at Six. The warforged shakes his head. “No, I don’t want to stop. I’d rather see their camp first.” He points ahead, at an area which has just appeared behind a rise ahead. “And that must be it.” The words are punctuated by the sound of exploding thunderstones, as the warforged they left behind stop to detonate them, presumably to warn their friends.

The area ahead contains the ruins of what was, according to the maps of pre-Mourning Cyre that the Angels had studied, a small industrial town which had arisen around a Cannith enclave. Now the place is utterly desolate, consisting only of piles of rubble which barely resemble the original buildings. The only real dwellings are within one large section of the area, which has been separated from the rest of the town by a makeshift wall, and even these ones seem to have taken significant damage. The wall is made of mingled wood, stone and metal, evidently taken from the remnants of the original town. Four warforged are visible on the wall and others can be seen moving within the area. They are clearly expecting trouble, and they point and level weapons at the flying interlopers.

“I’ll handle this,” says Six. “Let’s land and the rest of you wait while I go in.”

While following Six down to the ground, Gareth asks, “Are you sure you don’t want us along? I don’t think they’ll be that friendly.”

Not if I take you along, they won’t. “I think I can get them to talk if just I show up. And if they’re hostile, you’re close enough to reach me in a hurry. Seriously, I should do this alone.”

Having left the mounts and his companions on a rise from which they can see the warforged camp and be seen in turn, Six descends to the path leading to the wall and heads for it. As he nears them, he lifts his hands to show that he carries no weapons. One of the warforged on the wall aims a crossbow at him and shouts, “Stop! Who are you? Why are you here?”

“My name is Mithral Six of Six,” Six explains in his most diplomatic* tone. He pauses for a second, but for once, there is no sign of recognition from his interlocutor. I guess they don’t get the Chronicle here. And that’s probably a good thing. “I wish to speak to your leader. I have important news for him.”

The warforged guards whisper among themselves and then the same one asks, “Who are those people you came with? Why are they waiting there? They are not warforged!” The tone of voice for the last phrase is akin to one saying that someone is a murderer or mentally deficient.

“No, they are not warforged, but they are my companions. They mean you no harm, which is why I left them there. I will come in alone if you allow me. And I think your leader will want to hear me.”

After a little more discussion, one of the guards descends, while the others still watch Six suspiciously. A few seconds later, a large gate swings open, to reveal half a dozen armed warforged. “Come in,” says the guard. “Don’t make any sudden moves or we will have to kill you.”

You can try. “Of course,” says Six in the same tone, before walking in. The other warforged fall in around him and they head deeper into the area at a brisk pace. Hearing raised voices behind him, Six glances back to see the two warforged the Angels had flown over come running up to the gate, where they begin to talk to the guards. Since nobody asks him to stop, Six turns around and continues to follow his escorts.

The area around him, he quickly notes, is a shambles. The buildings seem to have been constructed from the remnants of the earlier town and many of them have then suffered further damage. Many of them are scorched and some have large sections that were broken and never repaired. At least one battle has taken place here. The inhabitants of the camp are all warforged, Six seeing over two dozen, all of whom stop to watch him and his guards pass by. All are heavily armed but lacking any human clothing except for belts, backpacks and pouches. They also seem shabby and disheveled in comparison to Six’s gleaming state. A couple of them turn and shout a warning that there’s a stranger in the camp.

Six’s escort halts in front of a large, flat structure as an oddly dressed warforged steps out. He carries a staff made of what appears to be roughly carved stone and wears a number of gewgaws around his neck and chest, the largest of them being a stylized warforged head. He studies Six silently for a few seconds and then asks, “Who are you? What are you doing here?”

Six introduces himself again and then says, “My companions and I are traveling through the Mournland on some important work, but I am interested in the Lord of Blades and this place, so I stopped here along the way. I also wished to warn you that an expedition from House Cannith, with Deneith mercenaries and warforged soldiers, is coming here.”

The staff-wielding warforged growls angrily, and those around them mutter angrily and some raise their weapons. “Traitors!” snarls the warforged speaking to Six. “We will deal with them when they get here. But what is your interest in this?”

“First, if you don’t mind, would you tell me your name?”

“I am Preacher. Now answer my question.”

“Then, Preacher, this is my intention. I am very interested in the situation and position of the warforged in the world. Thanks to my companions, I have traveled further than most people, including to Xen’drik, and I have seen some interesting things about their origins. I want to find a place where our people can go and where we can build new warforged. And I mean warforged created by ourselves, rather than by others. The five nations,” he glances around at the Mournland, “Or rather, now four, have decided how warforged should be created or not, and that is disturbing to me. I know some warforged – you, for example – have made a home here, but even though this place is not as bad for us as it is for other species, I think we can find a better place to live than the Mournland.”

Preacher’s impassive metal face radiates a certain degree of approval. “That is good to hear,” he says slowly, “But what of these people you travel with? What do they think of the warforged?”

Six thinks of a conversation he once had with Luna – or more precisely, listened to Luna – when she informed him how cool it would be to find a lot of warforged in the Mournland and turn them into pirates because nothing is better than pirates who do not need to breathe or sleep and might float because they are partly made of wood. Yeah! “I do not think they fully understand us and my thoughts about the position of warforged in the world, but they are supportive of me and of the idea that the warforged should be treated as anyone else.”

“Very well,” says Preacher. “What do you wish to do here now?”

“I would have liked to stay and discuss more things with you, but I have some urgent things to do. I also want to keep the expedition away from here if I can.”

Preacher shrugs. “Do so if you can. But if they come here, we will defend ourselves.”

“All right. It was a pleasure to speak to you. I shall return when I can.”

Preacher reaches into a pouch and produces a battered metal badge which looks like the large stylized symbol hanging around his neck. “Bring this with you and you will be allowed in freely.”

Six studies the symbol for a few seconds. I wonder if this is supposed to be the Lord of Blades. But this is not the time to be asking. He pockets it and says “Thank you.”


* This may be the first place in the campaign where a swashbuckling card providing a +10 to Diplomacy got used with great effect.
 
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A few minutes later, the Angels are soaring back towards the expeditionary party. Just over a mile from the boundary of the Glass Plateau, they find six of the warforged from the expedition traveling in the opposite direction. Bringing their mounts down to them, the adventurers discover that Lamaan sent the warforged ahead to scout. Six explains to them that the Plateau is a very dangerous place and they need to not go any further until he and his companions have had a chance to investigate the site further. The warforged reluctantly agree to head back to the expedition.

The Angels fly ahead of them and, within a couple of minutes, are back with the rest of the expeditionary party. There, Six repeats to Lamaan what he has just said to the warforged. Lamaan seems fairly unconvinced, especially since Six is reluctant to go into details. Six does explain, however, that from what they have seen there is great danger there and says that he has confirmed that the Lord of Blades is dead. At least I’m pretty sure he is. “After we return from our excursion, we will do a more thorough investigation of the site and tell you what we find, and you can then travel there with us. As you said, you are already ahead of schedule – right? So you are not losing any time and we’d appreciate it if you gave us a day or two.”

Lamaan nods slowly. “Yes, time is not a problem for us right now. I appreciate all your aid, and I’m sure that your presence will be helpful.” He smiles. “Although not having you around apparently does cut down on the appearance of dangerous monstrosities.”

Korm sighs. “Yeah, we got that. But thanks. See you soon.”

The Angels depart and head back towards the former camp of the Lord of Blades again. This time they do not fly directly over it but make a wide circle so as to avoid being spotted again and alarming Prophet and his followers. Having done so, they follow the direction from which Nameless is still sensing the dimensional seal.

About four miles past the warforged camp, Nameless shouts, “Stop!” The others quickly bring their mounts to a halt, as the alienist points at the area ahead of them. “There’s a strong abjuration aura here, as might be put out by a dimensional seal.”

“Good,” says Luna. “I’d hate to think you brought us all this way for nothing!”

“I’m pleased that your time was well-spent,” Nameless says dryly. “But it’s not all good news. Dimensional seals put out a dimensional lock effect over the area around them, which means no summoning creatures in this area.”

“That cuts down our options,” says Six thoughtfully, “But there’s no real choice in the matter. Let’s go on.”

A little over a mile away from the spot where Nameless detects the edge of the dimensional lock is an area where the Glass Plateau is twice as high as in most of the other areas. The glass-like structures that make up the Plateau slope upwards and then split into jagged cliffs, which stick out towards the Dead-Gray Mist like crystalline daggers. When the Angels reach them, they see that beyond the cliffs the Plateau falls away, descending to create a huge, much flatter space, with the cliffs circling all around it to form a giant bowl. It extends well over a mile and there is something large, dark and roughly hemispherical in the center. It must stretch well over six hundred feet in width, with a height of almost a hundred. The ground immediately around it seems much darker than the surrounding area, and after a few seconds, the Angels realize that there is a huge hole in the Dead-Gray Mist immediately above it, even wider around as the hemisphere is. At their angle, they cannot see whether the hole extends all the way through the Mist.

“Is that the Seed?” asks Gareth.

“I think so,” Nameless replies. “And unfortunately, it looks like my cunning plan to have Korm eat it won’t work.”

The Gatekeeper shakes his head. “I’m fine with eating some aberrations, but yes, that’s a bit much.”

“Pity,” says the alienist. “I would have paid to see Gurr’khan’s face when we told him you ate it. Oh well. Let’s see if we can find out more about it. Especially how we can destroy it.”

“Sounds good,” says Luna. “Let’s go down there and blow the hell out of it!”

“Hold on,” says Six. “Nameless – do you have any spells that can tell you more about it? Especially from here?”

“Yes.” Nameless produces a couple of glass marbles and begins to cast a spell. A minute later, he completes it, and fifteen translucent floating eyeballs appear around him. He commands them to approach the Seed and study it and the surrounding area minutely before returning to him. “This’ll take a while,” he tells the others, as the eyes float away. “Let’s get comfortable and watch the place too.”

The Angels settle down to do so. As they watch the Seed, they can see that the shape and silhouette sometimes seem to vary, as if things were protruding from the surface, but the distance and poor visibility makes details impossible to make out. Even when Six produces a spyglass and uses it, all he can make out is that dark flashes leap out from the surface of the Seed sometimes.

After half an hour, the prying eyes return, though there are a significantly lower number now. They nestle one by one into Nameless’ palm, replaying what they saw directly into his mind, and then disappear. What the alienist sees through them is a giant mass, such a deep purple in hue that it appears to be black. The surface, which has a fleshy quality, glistens wetly and writhes as if it were alive. A dark fluid drips from it, turning the ground around it into a muddy morass. Though the surface seems to have no openings or entrances, unknown fumes are suddenly vented from random parts of the surface. Plumes of what looks like black fire also leap up randomly from the surface. Some of these effects are clearly damaging, since some of the eyes see others disappear as a spray of liquid or a cloud of smoke envelops them.

The eyes also confirm that there really is a huge hole in the Dead-Gray Mist above the Seed. It is in the form of a gigantic cylinder about eight hundred feet wide, and the mist that forms its walls seems to be circling constantly. Looking up the hole – which extends at least half a mile, from the looks of it – one can see all the way to the sky beyond the Dead-Gray Mist. Though there is still some light in the sky, it being early evening outside the Mournland, none of it seems to pass below the Mist. More surprising is the fact that a strange sign hangs in the sky above the hole, a strange squiggle of yellow lines which resembles a dragonmark, but not one Nameless has ever seen. It is impossible to make out the exactly how far off the ground the sign is, but the alienist estimates that it is incredibly huge.

When the last of the eyes have disappeared, Nameless explains what they saw to the others.

“A giant yellow dragonmark-like sign in the sky?” says Gareth. “Oh, that’s got to mean something really good!”

“I know,” nods Korm. “Couldn’t it just say ‘Xoriat is coming?’”

“And shouldn’t it be purple?” asks Luna. “Why yellow? It should be purple!”

“More importantly,” says Six, “What do we do now?”

After some discussion and, as usual, more argument, the Angels finally decide that they should rest for the night and recover their resources before proceeding to investigate the Seed. As usual, Luna ends up in the rope trick with Valthera, while the others are in the mansion.

* * * * * * * * * *

To the minor surprise of the Guardian Angels, they awake and emerge from their extradimensional resting places with no problems and to find no enemies awaiting them. “Somehow,” says Korm, “I find this much less reassuring than a giant living spell waiting for us.” He looks at the Seed, sitting silently in the middle of the giant bowl within the Glass Plateau but somehow managing to give off an aura of brooding menace. “Well, no sense worrying. Let’s go get killed.”

“You know Korm,” Gareth grins, “I always love your optimism.” He raises the Endless Blade in a salute to the sky, invisible above the Dead-Gray Mist. “The Flame shall protect us.”

The Blade laughs crudely. “I don’t know about that, Gareth. I’ll probably be fine, but I’m pretty sure you’re all f*cked!”

“And, on that happy note,” laughs Korm, “Let’s go.”

Not wanting to waste time traveling to the edge of the dimensional lock to summon any stags or steeds, and having prepared protective spells instead, the Angels proceed on foot. As they near the Seed, they can see more and more of its details and the area around it. And the giant hole in the Dead-Gray Mist above it, which looks exactly the same as before. The giant yellow sign is still visible, even though the sky is now bright with the light of morning, which again fails to penetrate beneath the edge of the Mist. Below, the morass created by the fluids leaking from the surface of the Seed is possibly even larger than before, stretching for nearly a hundred feet from its edge.

As Nameless, flying above the others as usual, crosses the edge of the swampy area, a large crack appears in the epidermis of the Seed ahead of him. The edges of the crack thicken and darken, expanding and spreading until a large fleshy valve opens in the side of the Seed, partly resembling the ones the Angels had seen in Yarkuun Draal. It reveals a passageway, over twenty feet tall and wide, leading away into the form’s interior. The inside is pitch black, but those with darkvision can see that the walls, ceiling and floor seem to be made of tough, pallid looking flesh, with thick five-foot long hairs that appear to move and wave of their own volition. A faint groaning sound emanates from somewhere deep inside. Palpable even at this distance, an intense stench emanates from the valve, followed a second later by a spray of purple fluid. The spray continues for a couple of couple of seconds, further muddying the area outside, and then finally diminishes and ends in a thin waterfall which covers the entrance. Then, as the Angels watch, the valve closes.

“Does anyone else think we’re being invited in?” growls Luna. Even as she speaks, she sees the valve close with an attendant grinding sound. “Okay – maybe not.” But then, a couple of seconds later, it slides open again.

Waiting for a few seconds reveals that the valve opens and closes every few seconds. After studying it closely, Six says, “Nameless – it seemed to open when you got close enough. Try backing up a bit.” Sure enough, it emerges that the valve opens once Nameless gets within a hundred feet. Checking various spots around the Seed reveals that there are two more valves in its surface, each of which looks and apparently functions the same way.

“I’d like to do a little checking before we enter,” says Nameless. “Let me send in the prying eyes.”

“What about that spray?” asks Gareth, pointing at the waterfall that covers the entrance. “It looks acidic.”

“Luna, can you put up a resist energy and block off the liquid to led me get the eyes through?”

“Riiight!” grumbles the giant bear. “Somehow I don’t hear fat jokes whenever someone has to do things like this.” She casts a spell and then shambles up to the waterfall, before experimentally sticking a paw into it. The liquid sizzles off the surface of the skin and hair, but inflicts no damage. “Yeah, it’s acid all right. And pretty strong.”

Nameless casts the prying eyes and prepares to send them through the entrance. In preparation, Luna steps under the waterfall of acid. As part of her body extends past the falling stream and into the tunnel beyond, she gasps at the unexpected cold and the attendant feeling akin to pushing her arm into very thick mud, with the air itself seeming to resist her. Then Luna recalls where she has had a similar sensation. “Hey, guys! The inside of this place is like in that manifest zone in our basement.”

“Not surprising,” says Nameless. “That just means the eyes will take a little extra time to return. All right, Luna – cover them.” The eyes float forward towards the opening and even with Luna trying to shield them, the acidic liquid spraying off her huge form strikes a number of them, causing the semi-tangible globes to pop and explode. Nevertheless, nearly a dozen of them manage to make it through. The Angels can see that their movements slow drastically as soon as they enter the fleshy tunnel, perhaps to one-tenth of their normal speed, due to the distortion of time. But they continue slowly through the tunnel and turn the corner at the end.

Having inserted her head a little into the tunnel to watch them, Luna is caught off guard when the edges of the valve slide together again, and with part of her functioning at a different rate of time than the rest, is unable to pull all the way back. The valve grinds shut around her skull with a force that would buckle iron, and even though Luna’s magically enhanced flesh resists it, her skin bruises and purples.

“Gah!” Luna growls her anger and pulls back, placing both huge paws on the now closed valve to gain leverage. But as she touches the outside of the Seed, an impossible combination of heat and cold shoots into her, overlaid with an unholy energy which saps her energy.

With a surprised and anguished cry, Luna throws herself backwards, ripping off skin and hair in her hurry to get free. The giant bear tumbles to the ground in an undignified heap, further befouling herself in the muck outside, and then awkwardly rolls upright. “Son of a bitch! That hurt!”

After Luna explains what happened, Gareth says, “It’s a good thing the Keeper gave us all of those scrolls, isn’t it?” he produces one and uses a restoration on Luna. Then, the valve having opened in the meantime, Luna cautiously sits near it waiting for the eyes to return, grumbling about all the things she has to do for those who can’t do it themselves.

It takes nearly half an hour for the magical orbs to reappear, and with Luna again covering for them, half a dozen survive to return to Nameless’ hands. He explains what he sees as they replay the images for him. “Looks like it’s pitch black in there, since they can only see with the light coming from the entrance. Around the corner the tunnel goes a little distance and then splits up into two. It looks like they both end in more of those valve things. There’s something … actually, make that many things … on the sides of the flesh where they split up. Yes, it really does look like flesh in there. Hmm – looks like large, well, tumors growing out of the walls. Three of them and – oh, this is good – each has what looks like the upper halves of mind flayers growing out of it. And … that’s about it since they can’t get past the valves.”

“This thing is growing mind flayers?” says Korm. “With the things we do, I’m surprised nobody has suggested we move in here yet. And no, Luna – we’re not taking it home either!”

Before Luna can reply, Nameless says, “Let’s discuss this inside, shall we? We’ve got a job to do.”

As the Angels move forward, there is a soft meowing sound. The cat, Valthera, which has happily followed them throughout the Mournland, is standing in one place. Despite Luna’s persuasions, the cat absolutely refuses to enter, and when the druid attempts to pick her up and carry her in, she backflips out of her grasp and runs a little distance off, before stopping and hissing her dissent, with every hair standing on end. Finally, Luna reluctantly agrees to leave it behind.

I’m not sure whether that makes me more relieved or worried, Korm thinks, looking back at the cat, which is now sitting and watching them inscrutably as they enter the Seed.
 


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