Triumph and Tragedy
Before heading out, Toshiro (having had his carpet of flying burnt to a cinder by one of the traps in the chamber of machinery) asks the Seer if he can fix the magic item for him.
“Certainly I can. I will require a favor in return from you.”
Thinking that the favor would be repaid by bring the Seer the hilt of the Saber, Toshiro agrees and the Seer takes the ash from the samurai. Holding it up to his lips, the ancient sage blows gently. As the ash falls to the ground, it swirls and reforms, once again becoming a magical carpet, floating mere inches off of the ground. Toshiro steps aboard the carpet and the party heads out towards Flamesmouth Mountain.
The journey is long and uneventful, and the party whiles away the time experimenting with their spells, to ensure they know how they function in this time period. When Tsura casts confusion on Aust and the paladin attacks Rikus, the warrior begins to give the apparently insane group a wider berth.
Seeing the mountain on the horizon, the party lies down to rest for one more night before heading into the Tower of Terror, whatever that may be. That night they are visited by three old crones riding nightmares. The ladies cackle with glee at the handsome paladin, and lament the loss of such worthy heroes to the tower. One of them seems a bit more optimistic, telling her sisters “If they can avoid the Crimson Sailor’s wrath, and have the sense to leave a cork in a bottle, they may just make it through.” The others snort derisive comments, and before the party can respond, the three crones vanish and the party awakes from their communal dream.
The party finally reaches Flamesmouth mountain, and it is exactly as the Seer described it. However, he apparently didn’t know about, or failed to mention, the two incredibly large red dragons that they see flying directly towards them. The group prepares for battle, and the dragons charge in. One of them snaps out at Farlight and grabs him up in his teeth, while the other one disappears. With concentration broken, the illusionary foe vanishes.
Farlight lashes and cries out, but cannot free himself from the massive beast’s jaws. With only its teeth engaged, it hovers over the party, slamming them with all of its claws and its massive tail. Just as it starts to fly off with the cleric still held in its teeth, Toshiro and Aust drive their blades home, killing the creature before it can enjoy its new meal.
Farlight heals people up, and they continue on. Flying down into the mouth of the great volcano, they find themselves in a colossal central chamber. From deep below a dull red grow breaks the darkness into shadowy light. Several small tunnels lead out from the primary shaft, and the heroes pick one to head down.
The tunnel curves around, leading to rough-hewn steps that drop deeper into the mountain, before returning to the monstrous central chamber. On a giant ledge overlooking the dull red deep below stands the largest fire elemental every seen. The creature roars like a bonfire in agony and attacks, but the party swiftly drives it back, Tsura’s summoned elementals doing a large portion of the work.
The group heads on past the ledge and into another side tunnel. This one leads to a large room with several tunnels leading out, and a metal pole rising from the floor to a hole in the ceiling. Before the group can investigate though, three large bulls seemingly made of metal charge the party, gushing forth noxious vapors from their mouths. As Tsura and Aust touch the vapors, their skin hardens into stone.
The rest of the group rapidly dispatches of the gorgons, but then realize that the only person capable of returning their friends to flesh is currently made of stone herself. Farlight tries several spells short of a Cureall, but none of them work. The party elects to leave the statues here and continue to explore, hoping to return later if need be and try to figure out a way to get them out of the volcano.
Greyhawk steps aboard Aust’s carpet and floats up beside the pole, poking his head through into the large empty chamber above. Returning back down, he scouts out the southern room as well, but it too is large and empty. Finally, the group heads out the last tunnel in the room, and find more rough-hewn stairs leading up into a gleaming rich room.
Red, green, blue and white light spills from a hundred sources in this spectacular, intricately appointed chamber. Suspended from the ceiling a chandelier of carved red and green stones glows with a light that emanates from the stones themselves.
Around the outer wall are 10 statues of stern warriors, eyes glittering like diamonds in sockets of gold. Each statue seems ready to draw its sword from the bejeweled scabbard at its side.
The floor of the room is a mosaic of jewels, placed in an abstract pattern of simple, yet elegant design. The walls too are covered with skillfully rendered mosaics. These tell the story of the saber, advancing from left to right around the room.
Across the room is the most dazzling sight of all. In a triangular alcove directly across from the entrance is a small altar. On this altar, radiating a golden light that overwhelms all other glitter, site the hilt of an ancient saber.
The group steps into the room and a whirling screen of glowing hammers appears across the entrance to the alcove. It doesn’t stop the party for long though, as the cleric simply turns ethereal and moves around it, grabbing the hilt and returning to the room.
The party decides to rest before returning to the Seer, and the next morning Farlight’s Cureall restores the statues to flesh.
When they reach the Seer’s isle, they are again greeted by the beautiful elf. Asking how best to reach the seer, she directs them yet again through the door. Not wanting to brave the machine room again though, Rikus asks if there is a way around it.
“Generally the visitors call out to the Seer to let him know they are here, and he then shuts off his traps.”
Feeling a bit out of sorts that the solution was so simple and polite, the group heads in. As they reach the machinery room, they call out, and slowly all of the gears grind to a halt, letting the party pass through uneventfully.
In the Seer’s chamber, they are asked where the hilt is. When shown it, the Seer says, “You were to return with the hilt, not a hilt.” Although the party tries to tell him that this is the hilt, the Seer assures them that it is not, and that they must return to the Tower of Terror.
Toshiro complains that it isn’t a tower at all, just a mountain, and is chided for his lack of understanding of metaphor.
The assembly of warriors heads out yet again, and this time they decide to completely search the mountain. Their search takes them into a corpse-filled room, where a dread revenant leaps upon the cleric, rending him severely. While Aust fights the fiend, Farlight destroys both it and several of its minions with the holy might of his symbol, exploding them into dust with the channeling of positive energy.
Finding nothing of interest in the room except for a magical ring, the party continues onward, deeper into the volcano. Their journey takes them to the depths of the central shaft, where several humanoid shapes of fire greet them cordially. These Hellions say they are tasked to ensuring that too much of the plane of fire does not seep out of the mountain and into the material world. Unfortunately, their duties keep them quite busy, and they have not explored the cavern. After much light conversation, and impatient Farlight spurs the party onwards, but they have apparently visited every chamber in the place.
When asked, Cutter tells the party that he saw a hidden door but didn’t think to mention it. The party heads through that door and up farther into the mountain. At the end of a long winding tunnel is a medium sized chambers, within which sit three glowing orbs. Ectoplasm begins to seep from the orbs, and they move menacingly towards the party.
Aust leaps into battle bravely as usual, and when he gets near the supernatural goo lashes out and surrounds him, dragging him into the ethereal plane and trapping him within its steely mass.
The remainder of the group fights hard, and one poltergeist is destroyed, but not before its dark touch can caress Rikus’ cheek, sapping his youth and vitality away. Rikus, now appearing to be around 60 years old, continues to fight, knowing that if they touch him again he is most likely dead.
Farlight also charges and is dragged into the Ethereal plane alongside Aust.
Unable to further harm the party once their defenses are up, and coming under heavy fire, the surviving two poltergeists flee through the wall, leaving the group to wonder where the paladin and cleric are. Moments later the two return via the cleric’s travel spell, and decide that perhaps it would be best to use that spell to scout the remainder of the mountain. A previously found potion is identified as granting youth, and Rikus quickly gulps it down. His youth is restored, but the potion is now empty.
They do so, but find no more secret exits, and feel that the true hilt must lie either inside the chamber where the false one was found, or back where the poltergeists were driven off. Electing to face the poltergeists first, the party buffs up as much as they know how to in this strange time, and they head that way.
Being more prepared, they manage to destroy one and chase off the last poltergeist, but not before Aust’s youth is drained as well. He is hit much worse than Rikus was though, and when the fight is over, he looks to be a man of 110 years of age. Collapsing in a heap under his armor, the paladin vows to survive to see the saber restored.
Not knowing what else to do, the party chases the last poltergeist to a secluded room with no exits buried deep in the rock. They slay the thing and collect the acquired treasure of the Mountain from the room, but none of them are potions of longevity.
Returning to the chamber of the false hilt, they completely search the area, even going so far as to destroy every last bit of statuary and take the hilts of the golden warriors as well.
Moving as fast as they can in the hopes that the Seer can save Aust, they travel back to his island. Meeting with the Seer, they pull forth the hilt. The Seer stands over Cutter and says, “Hold forth your hand, Erbas, Son of Korse.” Slowly Cutter extends his right hand. “Grasp the hilt of the sword long lost. Feel its power.” Cutter takes a firm grip on the hilt, and with an evil screech of triumph the Seer calls out an alien word. The hilt explodes in a blinding flash of light and Cutter’s body seems to melt and shrink until at last it is transformed.
A moment later the Seer is holding a whole saber in his hand. The blade crackles with sorcerous blue energy. He waves the blade and shouts, “Death to you all! Now that I have the Saber, the curse shall be fulfilled, and the land remain savage for all eternity! With this saber in my hands I am invincible! It is time to fulfill our oath, knight. Slay them all.” Toshiro, locked in a magical bond of servitude to the seer, turns to attack the party.
In Cutter’s voice the Saber cries out, “Help me!”
Aust, his frail form still stooped by age, nevertheless draws forth his sword, aiming to destroy the Seer or die the hero’s death in the attempt.
Might magics flash and swords cut, but all of them pass harmlessly through the Seer’s body, while his blade flashing out, cutting deep into everyone it hits.
Rikus strikes upon an idea and whips his blade out to disarm the Seer. Seeing fear wash over the Seer’s face, he knows he has struck upon the proper course of action, but before he can grab the sword himself, the personification of the curse snatches it back up.
Meanwhile, Toshiro slams into his friends with his bastard sword, before Tsura disintegrates him into a pile of dust.
Aust, unable to keep up the strain, is forced to move aside and collapse to the floor, his heart trying to pound its way out of his chest and his left arm flaring with the pain of a heart attack. He refuses to die ignominiously though, and through sheer force of will he commands his heart to slow and steady. He is too weakened to participate though, and stays lying on the floor watching helplessly.
Again and again the seer is disarmed, but again and again he grabs the blade back up. It seems as if they’ll never get the blade themselves, but Aust summons forth the last of his strength and kicks it aside, towards where Rikus can grab it. Finally holding the blade himself, Rikus slashes out, and his blow strikes the Seer firmly!
His image grows fluid and with a bloodcurdling scream he begins to dissolve before their very eyes. His body becomes a puddle upon the floor over which a black mist hangs. The mist begins to move, taking on the shape of a skull, and the Seer’s voice says, “Your doom is upon you. You have defeated me here, but I shall return and then shall all the land know my fury!”
The chamber shakes and black water begins to pour through the entryway. Quickly the party flees the chamber and the island, and they watch as the river fills the entryway.
That night, the party rests and tries to figure out if they can save Toshiro. An attempt to raise without the body fails, and they begin to try to figure out how to get in, find, and then take a piece of the samurai’s dust out with them. A plan to get in Ethereally and use Locate Object is formulated, and the group lies down to rest.
The next morning, they find themselves holding a forlorn funeral. Aust’s ancient frame has given out in the middle of the night. He is buried in full regalia, and afforded the honors of a great warrior. His ring and his carpet are taken, to be returned to his lady once they make it back to modern times.
Knowing they can’t let this setback stop their quest, the group heads back into the Seer’s chambers to see if they can’t restore their other fallen comrade. As Rikus appears in the chamber, Cutter in his hand, the black waters around him turn clear and are absorbed by the blade. It takes only a few moments and the chamber and all within it are completely dry. Another few moments and Farlight’s magic has found a few tiny pieces of dust. These prove sufficient to the task, and Toshiro is retired to life.
Cutter tells the party that their work is not done. He can still feel the presence of the curse, and somehow he knows that to finish it he must journey to the heart of the river to destroy the blight at its source.
The group returns to the Duke’s court to inform him of their progress, and then journeys out. This time, the Duke sends his magical advisor as well, seeing that the danger is greater than he knew, and the stakes higher.