Sunday, June 24, 2007

Abyssals

Sometime between the Temple of the Undying Flame and Stony Vale on the Broken Plains of Sarakia

"Barrin."

"Yes, Obegard."

"My knowledge of the Planes is broad but shallow. I'm curious to learn more about the Abyssals to further my studies of the Planes."

"I'm afraid what I can tell you about the Abyssals may not further your understanding of the Planes."

"Why is that?"

"As you already know, a millennium ago when the Dragon was defeated and the It's body fell to the center of the earth, the Abyssals emerged from the World Below. Since the Dwarven nation, which resided on these very plains, was destroyed by the Dragon, Hember, the first King of Dwarves, volunteered my people to venture to the World Below to defend the World Above from the terrors of the Abyssals. We believed that these creatures, which closely resembled demons, where from the Astral Plane. At first we tried banishing them back to their native plane. Our strongest banishment spells did little to affect even the weakest of the Abyssals.

"Intriguing. If you could not banish them, then that means either they were protected by some very powerful magic or that they're native outsiders..."

"We thought as much as well and, until recently, we thought it was still the former. We held to this belief for so long because portals would randomly open and Abyssals would swarm through. We believed that these portals were random rifts between the planes created when the Dragon's body fell through the earth. Unfortunately we just learned that these were not random portals, but powerful Abyssals creating the portals from this plane..."

Abyssal

Information gained so far from Barrin about Abyssal's:

Abyssal's are abberations (Chaotic, Evil, Extraplanar) that exist simultaneously both on the Material Plane and another unknown astral plane.

Traits
A abyssal possesses the following traits (unless otherwise noted in a creature’s entry).
  • A minimum of DR 5/magic and good.
  • SR equal to 10 + HD.
  • Darkvision out to 120 feet.
  • Immune to ability drain, disease, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, and stunning.
  • Resistance to acid 10, cold 10, and electricity 10
  • Telepathy






Open Game License

Addendum: Sorscha's Map

The Map of the Shattered Lands we found in Sorscha's tower roughly locates the following features:
  • The City of Medusa (destroyed by the Medusan Lords, every stone scattered -- probably not terribly interesting except for diligent archaeologists)
  • The City of Corothusa (don't know much about it)
  • The Lost City of Mourn (not originally part of the Medusan civilization, "lost" when the Blood Moon came, many adventurers have sought it, none have returned)
  • "The Pit" (unknown)
  • A cave marked "C.M." (unknown)

judge not, lest ye be judged

This tower is way funky. Fortunately it doesn’t eat magic like the outside does. That would be bad. Well, okay, so maybe it wouldn’t bother me personally that much, but it would certainly de-fang our little group.

The whole thing is some sort of machine and when we killed the first couple of “undesirables” we could here walls sliding around. Given that we were working our way through a maze I was concerned that we might actually cut ourselves off from our target.

I tried to get some sort of agreement that we would try to avoid killing further pests until we knew what was going on. Everyone nodded quite politely but I had to take a fairly firm hand before I got any sort of commitment. And then as soon as we hit the next “obstacle” all that was forgotten. Well, except by Erson who was able to knock the weird critter out before anyone else could finish it off.

We eventually made it to the Medusan’s workroom (I don’t get it—how many workrooms does one person need???) and Ohbygosh rooted around and found some sort of manual for shutting down the tower/machine. This seemed a very popular idea, despite the fact that we had no idea what the whole thing does—for all we knew the thing we were proposing to shut off was something that kept a planar rift under control. But “we” decided to do it anyway.

We lucked out with the monsters camped outside, in that they started fighting each other rather than ravaging the whole area. Although when we made our way back to the cyclopseseseses... they had been fighting off some monsters as well.

We hid out for the night and while I was on watch the door burst open and someone walked in. I figured it was the Medusan, and the first thing she did was say we had to talk and webbed everyone else.

Man, you should have seen the Albrecht worshippers start foaming at the mouth. Ili started calling her something nasty and saying we had to rip her to shreds, and Malakar just kept telling me to create a silence field and attack her so she couldn’t say anything.

I couldn’t believe the way they were carrying on. Given that we’d been through and pillaged the whole place (oh yeah, “we” also pilfered some sort of artifact that had been powering the machine) she seemed quite calm and reasonable, and I certainly wasn’t going to attack her.

And we also found something amongst her notes that indicated that the Medusans were wiped out by the same group that seems to have initiated hostilities in the Accordlands, and that the Accordland leaders probably know all this and have known for some 50 years. So you’d think they’d want to find out what else she knows given that their leaders don’t seem to be telling us everything.

Found: One Medusan. Lost: Control of the Situation.

Well, we did find Sorscha eventually. Or rather, she found us. We did find her pet brain spider and transdimensional doomsday machine, though.

The tower maze was, well, a maze. Mechanically fascinating, sensorily overwhelming, pragmatically rather uneventful. I stayed back as the others fought trolls and chimeras and who knows what else, and only got involved again when there were Medusan plans and plots to decipher and machines to disable. Durthen was devastated by the loss of his beloved warhammer and shiny breastplate to something Erson called a Rust Monster; I hope that the chest of coins Borrow snagged from Sorscha's boudoir will cover it!

Although I still don't understand the ultimate purpose of her tower/machine, we know much more about Sorscha's motivations after searching her third and final lab: among other books and scrolls, we found her journal, a map of the Shattered Lands, and an unsigned note. I understand the history of the Medusan lands much better now. Five hundred years ago, with the coming of Bascaron, the Medusan civilization was wracked and diminished, but not broken. For centuries, they carried on, their military barely sufficing to keep the cities safe from the ravaging monsters of the wasted. Just fifty years ago, a combined army of Nothrog, Deverenians, and Ghouls attacked Medusa (their main city), and razed it to the ground. The night before, Elven assassins had eliminated most of the Medusan leaders (including Sorscha's parents). Over the following months and years, this force hunted down and exterminated any remaining Medusans -- Sorcha's journal details endless schemes she used to elude the assassins.

Shortly after the destruction of Medusa, a group calling themselves "The Medusan Lords" claimed responsibility for the attack in a note sent to the leaders of the remaining Accordlands nations (with the exception of the dwarves): "Our day will come. All the lands of the Accord will grovel at our feet. Until then, look over your shoulder and fear. If you doubt, remember the city of Medusa. We are among you. We are you!"

Everyone found the parallels with the recent Assassin's Strike compelling. It appears that the "day" of the Medusan Lords is close at hand; given their scope and power, it seems as likely as not that they've been involved in every major event of recent days. Although I doubt that they are literally among our party, I have suggested to my colleagues that we begin to play our cards closer to our chest, even among allies. (For one thing, I didn't want news of this emerald artifact to spread prematurely; we don't know what it's for, whom it belongs to, or its value to us).

Sorcha somehow acquired the idea for this machine (there's something fundamentally alien about it, something I wouldn't expect from the mind a mortal humanoid) and patiently gathered the resources to built it. The unsigned note referred of "Cassica's trinket", "filched" and to be delivered in person by the anonymous sender. Perhaps the note refers to the fist-sized emerald gem, clearly Artifact-level in power, we found at the heart of Sorscha's machine.

But I'm getting ahead of myself again: first we had to turn the machine off. Fortunately Erson was able to help me find the right diagram amid the piles on Sorscha's table, and I was able to manipulate the levers in the control room to shut down the tower. We removed the emerald artifact, and I believe that without the artifact and some unknown triggering spell, Sorscha will be unable to restart the machine.

Peeking outside, we found the monsters no longer enthralled, and fighting each other according to their natural instincts. We left via the back route, and returned to the cyclop's village to rejoin our acquaintances there (they were fighting off some minor monsters, who we easily scared away).

Thus far, things were looking good. We entered and left the tower without meeting Sorscha herself (though I have a sneaking suspicious that the brain-spider we slew was involved in its construction -- it might have been informative to interrogate it before killing it -- but I only see that in hindsight), we dispersed her army, and we sabotaged her doomsday (?) device.

Perhaps I should have known that it was too easy. Tonight, sleeping in an unused house in the cyclop's village, we were awoken by Sorscha herself, bursting through the door in fell rage, face glowing green under her hood. She bore a staff, and before we could move most of us were webbed to the floor. I couldn't see her through all the webbing, so I opted to dimension door out into the night and become invisible. My attempt to disable her failed, though, and she has us clearly outmatched (disabling Ili with a single word of power, and seeing me despite my invisibility). Erson, shaped as an Annis Hag, almost kept her grappled, but she ported away.

Now Sorscha is speaking to me, asking why we invaded her tower and stopped her spell, and I lack any good answers.

We are caught with our hands in the cookie jar, and there's no reason for her to keep us alive whether we talk or no. Our motivations are straightforward enough (stop strange and most-likely-evil machinations involving planar rifts and armies of monsters, just in case); they just aren't compatible with a peaceful resolution to our conversation with her. I don't know if we're going to walk away from this one. I still have a spell or two, but I doubt they'll be enough to stop her. Perhaps, like Borka, she will be content to take back her goods, inflict some light punishment, and leave us humiliated. Somehow I doubt it.

halp! I haz been eaten!

A rust monster ate my shit.

ballz.

And now we're being yelled at my a high-level wizardy type bitch -- Duerthy thinks he can find glory elsewhere!

-D.

Saturday, June 23, 2007

The Two Towers

We were ushered away to the tower in the town center, where the commanders told us that the town was likely lost, and that the Nothrog were killing anyone who was resisting. They were getting ready to surrender, and there was nothing left to do except to retreat from the town. In time, we may be able to gather a large enough army to retake the city.

Our own next step was to intercept the Dwarven force approaching, and to have them return home, since the city was lost. We met them the next day, and we returned to our original destination at the new Dwarven Keep.

It was a few days later before we entered into the keep, and explored the rest of the temple. There didn't appear to be anything there. We contemplated what our next steps were. I tried to divine where the Nothrog would attempt to attack next, but it didn't seem like I was able to get a firm answer. Obegard attempted to contact both the Spire and Cassandra. During the conversation, he also received a troubling vision, where he saw that the army of the Dwarves and Humans were surrounded by the Armies of the Nothrog and Elves. Both the spire and Cassandra reported that they'd heard of some buildup of monsters in the mountains far to the west.

Obegard summoned a number of mounts that permitted us to quickly to the mountains. Even though it was hundreds of miles away, it took only a few days for us to reach there. On our way, we encountered a group of Lizardmen who seemed to be starved. I tried to get them to give us some answers in exchange for some food, but as soon as I threw some out, they all began clawing at me in an attempt to get food. I felt that I had given these things enough of a warning, and I had defend myself with my blade. Two of the lizardfolk survived, and we were able to detect the presence of Enchantment magic upon them. Perhaps they were dominated by another eye-tyrant? Obegard had the good idea to brand him with his Arcane Mark, so that we'd be able to track their movements in the future. These beasts might be headed toward whatever master was compelling them.

We kept moving and eventually located a largely abandoned giant's village. The buildings there were large but in ruins. We did manage to find a pair of Cyclops who had remained behind. They told a tale of a Cloud Giant that had attacked, slaying many, before a foul sorceress named Sorcha came along with her Lizardfolk minions. It wasn't long before they had erected a keep of sorts, and whatever dark magic they had practiced caused the river running next to the town to become rancid and foul. We scouted out the keep a bit, and found out that Sorcha had actually recently moved to a newer, even more sinister tower. Perhaps some sort of compulsive magics filled the air around me (I wasn't affected, because I had recently found out that magics that tried to change my thought processes simply didn't work), because Obegard seemed to suddenly grow almost...shall I say...obsessed at the prospect that the ringleader was perhaps a female wizard. He insisted that she must not be evil, and that she had to be the prisoner of these monstrous beasts. Right. Prisoners who built you two towers to stay in, and prisoners who guarded you even to the brink of starvation. Once we are back in more civilized lands, I shall have find out more about the Spire. Perhaps there aren't many women who study in the Spire, which would account for Obegard's odd behavior.

All around the tower, we saw monstrous creatures of sorts, all staring right at the tower as if in some kind of trance. That night, we crept toward the tower under cover of darkness. We used magical means to reach the top of the tower, but got there only to discover that whatever magic we had get absorbed by the tower itself. We weren't able to find a way into the tower, at least not without causing some commotion by hammering away at the trapdoor on the roof. I made a note to Obegard that we should investigate the method by which the tower was so impervious to magic, and perhaps reverse engineer it for our own keep. It would certainly go a long ways to prevent any sort of intrusion.

The next next, we decided to investigate the older keep instead. We were pretty easily able to get to the large gate of the tower without any problems. We entered into the tower and explored what was there. The only occupants of the tower were lizardfolk, and most of them were asleep. We took the time to give each of the sleeping lizardfolk a good whack in the head to ensure that they'd stay asleep through the night.

The tower was well furnished, though the group, especially Obegard, couldn't understand why I began taking several of the wall torches, which apparently were Torches of Continual Flame, a relatively uncommon, and therefore valuable tool that was light and easy to carry. Well, Obegard couldn't understand until he came across a large polished mirror which would work very well as a tool for scrying. Then he suddenly understood the meaning of taking evil creatures' ill-begotten goods, and turning it into your own rightfully-begotten goods. During the exploration, we also found a great deal of art pertaining to Medusans -- creatures with snake-like hair that seemed to be repeatedly depicted in positions of dominance over humans and other races. We surmised that perhaps this Sorcha was a Medusan, and it has pretty much wiped all doubt about whether or not she's evil.

At the top floor of the tower, behind a secret door, we found what appeared to be a teleportation circle -- powerful magic. There was nothing left to explore in the tower, so our only choice was to take the leap and see what was on the other side...

Monday, June 18, 2007

Desperately Seeking Sorscha

With Merrick resigned to Nothrog occupation for the time being, and a score of Dwarves delivered safely to Dragon Keep, we returned to the service of the Free Kingdoms by contacting Duchess Cassandra of Andover.

This time, at least, the vision I received was clearer: four armies arrayed in the field just east of the walls of Merrick, with Sceth Hellbringer overlooking all from the city walls. Grand armies of humans and dwarves are flanked by Elven and Nothrog forces. Strategically, it looked grim. Though we don't know whether to interpret this vision literally (as a premonition of a future battle) or figuratively (it accurately describes the larger military condition of the Free Kingdoms, though the Dwarves don't seem similarly trapped yet), it's far more concrete than our past "revelations".

Cassandra, busy dealing with an Elven advance on Toris Kelt, implored us to investigate the happenings in the mountains far east of Merrick, towards the Shattered Lands. Monsters of all kinds have been seen migrating east into the mountains, and she fears that somebody is raising an army there. Gaston confirmed her observations, and further warned us that all his attempts at scrying were blocked beyond a certain point; at least that gave us a rough area in which to start looking.

From my studies, I knew that the most significant landmark in that area was Black Rock, a long-dormant volcano which dominates the mountain landscape at the edge of the Shattered Lands. Nearby, Blackwater Lake and the Blackwater tribe of Cyclops take their name from the volcano. The Shattered Lands themselves are the stuff of legend: destroyed by the evil moon Bascaron, they are rife with all manner of mad beasts. Only the mad or the powerful (or both!) go there save in direst need. I hope our journey does not take us that far.

Riding our ethereal mounts eastward at unearthly speeds, we reached the region where Gaston's scrying failed on the fourth day. The foliage, and almost all natural life, ended abruptly, as if we passed some invisible curtain between worlds. Only dead trees and bare rock remained. We encountered a group of eight pitiful lizardmen, and were forced to kill most of them when they attacked with a crazed hunger. Malakar and Durthen managed to knock two out for interrogation, and though they didn't say much, we discovered that they were under some kind of compulsion to travel east.

Soon enough we came upon the ruins of Blackwater village; the village appeared abandoned, and some violent event had ruined many structures some months ago. Erson identified a huge skull as that of a Cloud Giant. We were approached by two Cyclops, and Durthen smoothly assured them that we meant them no harm. Sublon and Mogrom explained that everything started to go wrong shortly after the arrival of Sorscha, a wizard. Initially, Sorscha's lizardmen thralls had traded with the village, purchasing supplies and food for their construction of a keep on the lower slopes of Black Rock. Then, over time, the blight appeared and food became scarce. The river and its fish developed a foul taste. Life was already getting hard when the crazed Cloud Giant arrived through in a riot of destruction. A handful of Cyclops managed to band together to slay the giant, and now scrabble out a living nearby.

I admit to some misplaced hope that I might have found a kindred spirit in Sorscha. Indeed, what wizard has not dreamt of retiring to the edge of the world, to found a stronghold worthy of the most important experiments? The zone of death and the adoration of monsters probably should have tipped me off a little earlier (the whole snakes-for-hair thing too, but I'm getting ahead of myself).

Sorscha continued her construction spree with a cylindrical tower, and since then a steady migration of monsters have come to camp on her grounds. Her army is still growing rapidly, as we observed over the single night that we watched -- a varied encampment of monsters fills the gentle slope between keep and tower, with terrible-yet-passive beasts transfixed and unmoving, their eyes locked on the tower itself.

The tower itself is sixty feet in height and constructed of a smooth and featureless obsidian-like substance, yet to be identified. Our first investigative sortie took us to the top of the tower at night, to attempt entry via an iron trapdoor (the only entrance that Erson could see). Frustratingly (but unsurprisingly given Gaston's failure to scry), my attempt at clairvoyance fizzled. Even worse, any spells which came into contact with the tower itself, or the iron door, seemed to be absorbed by the structure itself before having any effect -- my knock failed, and several longer term spells were cancelled too. I can't identify either effect: divinations appear to be prevented over a wide area, and the structure itself (or at least its outer wall) has broader protections. It isn't an anti-magic field, as far as I can tell, but it is an effect of similar or even greater power.

My suggestions to negotiate with the yet-to-appear Sorscha were rebuffed (perhaps wisely, perhaps not), and the group resolved instead to attempt entry to the keep on the following night after spending the day (well, Borrow spending the day) watching for sentries or movement patterns. The keep turned out to be mundane and poorly-defended; my compatriots dispatched or disabled the entire host of lizardmen guards without so much as a peep of alarm.

The decor of the keep was both rich and informative. Tapestries and statues depicted a race of snake-haired humanoids, dominating the other races of the Accordlands. I shared a brief history of the Medusans (for such they were) with my companions: their civilization was powerful and advanced, spanning what is now the Shattered Lands. Their dominance was ended by the coming of the blood moon, Bascaron, and the monstrous transformation of their cities and lands. It seems likely that Sorscha herself is Medusan, given her choice of art, so apparently some Medusans are left.

Aside from some ill-timed and unfocused looting (statues and light fixtures seem to be popular; note to self: shrink item), things didn't get really interesting until we reached the third floor. There we found a magical laboratory, with an bloodstained magical circle inscribed
on the floor, a silver mirror for scrying, a bookshelf, and notes and diagrams layering the walls. The plans were fragmentary and incomplete, but their aim was clear: Sorscha was investigating an unnatural conjunction of many planes in a single multispaciotemporal point. The books were written in Medusan and covered a variety of topics; I gathered a sample of the more interesting ones for further investigation (and to add spice to my collection, soon to be housed in a library of me own).

On the fourth floor we found Sorscha's bedchamber, though whether she's currently in residence is unclear. Borrow found a chest of coins, which led to more squabbling, but at least nobody tried to abscond with the statue this time (probably because it was seven feet tall). Borrow also found a secret door, leading to another, more advanced laboratory. Here the diagrams became even clearer: Sorscha was planning a clockwork engine of some sort, a terrible device that might bring about the planar conjunction. To what end, though?

Malakar speculated that Sorscha wished to revive her race, though I can't see how the planar conjunction would accomplish that. The congregation of monsters, the dead zone, the absorbing tower; it reeks of unearthly power and dire purpose. Most tellingly, the magical circle in this laboratory is clearly a Teleportation Circle: powerful magic far beyond my reach. I now hope that we never meet Sorscha herself -- I fear she might overmatch us completely.

There are so many things which could go wrong at this point it's hard to keep track of them all. The tower could absorb all my magic, leaving me helpless. The army of monsters could smell us and attack en masse. Sorscha could dominate us and turn us into her pawns. The planar conjunction may already have begun. Borrow could keep all the gold for himself.

There seems nothing for it but to try to discern her purpose, and then to stop her machinations by any means possible; it seems unlikely in the extreme that her work is to the good of the Accordlands. So I step now boldly into the teleportation circle, expecting to find myself within the tower proper, but with only nightmarish fragments of knowledge about what we might find there.