30 August 2011

Of Eleves and Dweorgs

When old was new and ancient young, the Elemental Forces collided and the World was made. The World was fertile and rich, vegetation and plants grew. Over ages, one of the plants began to walk and millennia later gained sentience, they called themselves eleves. As these eleves became wise and powerful they sought more knowledge in the depths of the earth. However dependent on the rays of Father Light, the eleves could not delve deep in the earth. They used forbidden sorceries to mold a figure of rock into whose carbon veins they poured magma and the dweorg woke. The dweorg dug deep into the earth and found treasures untold, soon surpassing their creators in the makers craft. The eleves were initially proud of their servitor creations but pride turned to jealousy as the dweorg made more and more beautiful things. Out of pride the eleves turned to more life crafting, trying to make more beautiful things by forming the beasts of the land and the birds of the air. After eons of slavery and haphazard elevish life crafting the dweorg learned to craft themselves and rebellion ensued.


Both sides accuse the other of making the most horrible of weapons during the centuries of war. Foremost among these horrors were the drakes, for which no agreed upon description has ever been made. Many agree that they were great beasts whose scant parts not covered by fangs, claws, horns, and spikes dripping with venomous ichors, instead bore blade-like scales while traveling on silent wings. No one knows for sure, as all who have seen them are either slain or their faculties are so cowed by the drakes fearsome physiology that they recall only fragments of what they think they saw. Both sides deny responsibility for the gobelin-kind, a horror lesser in scale but greater in number, a humanoid plague. Foul and deformed the gobelin can only breed through shedding of its blood which carries its infectious seed. Woe be to the living thing exposed to the gobelins' vital fluid, for they become rapidly infected growing great buboes from which spring more rapacious gobelins. Both sides failed to conquer death, in their wartime experiments crafting instead a solution worse than the problem in the undead magics that brought a half-life back to the fallen. In this way the animate were born, to serve again and again on both sides of every conflict since the dawn of time.


In the end bonds between plant parents and stone sons were broken, the two first races never to align again. The war made free but forever bound both races to paths apart.



15 August 2011

Chapter the Seventh, Part the First: A Throw's Challenge

As the furious white wyrm froze the central core of the orrery, the stones cracked and the heroes breath was stolen in crystalline shards. At the base of the frigid tomb Tyrian and Ulmo rushed through an ornate door which they slammed behind them as the central spire of the orrery froze shut behind them. The brave companions found themselves in a chamber of well fit stone, an ancient but well kept dicing table in its center. Five dice lay spread before a cup on which was written:

Nine warriors made of wind within its core
Earth armed with creatures of half a score
Jesters of water with no mirth
Queens of the Wilds hosts only despair their hearth
Lorded over by the kings of fire
All bow down before death's ire

Roll a hand times three
Obtain as many of each as can be
Get one of three and one of four
A series large of five and series small of four
Find three and two together
Put all five as one to earn the treasure

The six faces of each dice were (1) nine black wavy lines (2) ten small red circles arranged in a circle (3) a blue two-faced jester (4) a green queen with a crown of trees (5) a red king with a crown of flames, and (6) a black leaf.

Tyrian took the first three casts choosing a hand of two aquatic jesters and the duo was transported to a water filled room with three exits. The party swam through the upper exit finding air at the end of the shaft in the room above. As they emerged in the flooded chamber they were attacked by a pack of sahguin who they beat into hasty retreat. As they exited this room, the walls shimmered and they once more found themselves before the dicing cup.

Ulmo's cast resulted in a hand of two wild queens. The pair found themselves transported to a room of similar dimensions as the aquatic maze they had just escaped, but the walls here were hidden by dense vegetation illuminated by a dim light from above. Four shafts exited this room, in the ceiling and floor as well as two opposing walls. Ulmo and Tyrian followed one of the horizontal exits and the next room found a shambling mound which fell before their combined might. This room had three additional exits, in each of the other walls. They chose the one nearest on the right, only to have the vegetation fade and once more be returned to the dicing room.

On Tyrian's next turn, his rolls yielded three burning kings and the duo found themselves in a room of familiar geometry but here the walls and ceiling were wreathed in frame. A painful heat emanated from the walls and the two quickly made their way down on of the shafts. In the hallway between the rooms, they found the flames starting to injure them and they hurried on, only to be trapped by flameskulls. The two companions faced off against three of the burning craniums only to find their way blocked by yet another of the freakish ignited undead. This one was larger and did not attack, apparently a guardian from another version of the dungeon that had been trapped in the wrong part of the constantly changing prison. Ulmo and Tyrian explored two more rooms, the second of which they were attacked by a horde of flameskulls. Facing a pyrotechnic demise they leapt down the tunnel in the floor, landing not in a fourth room of the fiery dungeon, but instead finding themselves back in the dicing room.

Ulmo's throws yielded three black leaves, and they found themselves in a room of similar dimensions with exits in each wall, ceiling, and floor but the walls were made of stacked skulls. Tyrian and Ulmo went from room to room, seemingly without end, and were surprised after the third room not to again find themselves back in the dicing room. Finally Tyrian touched one of the skulls and the hallways erupted with unlife as skeletons stacked high pulled themselves from the walls. The party wisely fled but the geometrically expanding wave of undead finally trapped them in one of the rooms. From the floor arose a three headed skeletal warrior who immediately engaged our puissant pair. The triple crowned undead drove Tyrian back into the frothing mass of skeletons in the shaft behind them while Ulmo attempted to harry the triangular terror. Tyrian smashed pate and limb as he drove his way back into the chamber to face off with the undead champion. Both grievously injured Tyrian and Ulmo nonetheless dispatched the evil and once more found themselves before the dicing cup.

Tyrian's final roll brought them through two chambers of the windswept halls of the Warriors of the Wind, before returning once more to the familiar dicing room. Ulmo's casts brought them to face the terrors of the Knights of the Earth.

After clearing the Upper Scores their next three rolls generated "a series large of five" they found themselves in a room with a single exit in the ceiling. As they surveyed the scene and planned their ascent a whirlwind formed and attacked. What followed was a swarm of windling elementals that fell before our brave bravos. They climbed to the level above finding here two connecting chambers of stone, here they faced a massive stone elemental which shattered under Tyrian's blade and Ulmo's spell. They ascended to a room above, arising onto a central platform that sloped away to two exits mostly hidden underwater. Choosing the righthanded tunnel they travelled under the water and were beset upon by more sahguin, but this time both warriors and a shaman. The two adventurers took horrendous wounds, felling the warriors but were almost finished by the shaman. They were able to escape back to the air after nearly facing a watery grave at the warlock's piscine talons. Back on the platform, they rested and regained their might. They then cut a narrow crevice into the platform and into the tunnel, lowering the water level significantly on the right hand side and flooding the rooms below. Ulmo and Tyrian now on more even breathing terms then dispatched the foul sahguin shaman.

To be continued...

The inspiration behind the of "physics" of this dungeon was the game Yahtzee. The poem above is essentially the rules of the game. For the upper scores the number of die showing the same symbol is the number of rooms before that section of dungeon terminates. Each symbol has a value between 1 and 6, indicating the number of exits, favoring exits in the ceiling and floor for geometrical challenge. Incidentally, I used Royal Flush Poker Dice rather than regular six sided dice, which inspired the poem and led to an addition to the pantheon and numerology of the campaign.

15 March 2011

Chapter the Sixth: Small But Deadly Heavens

From the Cathederalisle of Drouss, Ulmo and Tyrian sailed back to the Mother Enclave of the Roeblini to find passage on to the Monastery of the Masterminds. With Tyrios help they secured passage with a "trade" vessel headed near the forgotten psychic order's retreat. The Monastery proved to be a great sphere of some otherworldly material perched precariously and dwarfing a small island rising from the Forest Sea. In a small bay nestled next to the sphere, a hobgoblin pirate raider lay docked, two landing craft beached on the coarse sand. Rough shod footsteps led up to a crevasse in the cliff face, below the horizon of the alien sphere.


As the doughty adventurers approached, black arrows arched from the darkness of the cave. Tyrian rushed the entrance with Ulmo using his much larger comrade as cover. Inside the cave mouth two hobgoblin archers engaged the adventurers. The fierce humanoids were quickly joined by several more hobgoblins armed with flails and swords. The two adventurers made short work of the hobgoblin raiders, the remaining three surrendering and fleeing in their vessel. From the rough cave, well carved stairs rose to a platform at the equator of the great sphere.


From this platform Ulmo and Tyrian saw a vast orrery shrouded in mist, its heavenly bodies replaced by orbiting ruins and debris. Winged shapes twisted between the many gravitational fields of the flying bodies of the orrery. To the left and right two large flaming bodies representing suns burned in the salty fog. Through a hidden crack in the base of the sphere, a large pool of seawater had gathered, forming a small sea. Tyrian with Ulmo on his back, leapt to the first planetoid, only to find it running near the orrery's twin suns. The suns were revealed to be firelashers imprisoned for the past millennia, as the firelasher reared back to strike it noticed Tyrian's Mark of the Efreet and stayed its hand.


Ulmo and Tyrian lept to the next orbiting ruin, a water scarred and wet mass that plunged into the briny sea at the base of the orrery. However just before they met the dark water, the adventurers lashed themselves to the stalagmites. As they struck the water, a spiked tentacle belonging to an otyugh hidden in the waters struck, dragging Tyrian to the edge of the ruin. However, Tyrian wrestled the foul tentacle from his body before he could be dragged from the rocks and into the beast's diseased maw. As the adventurers' lungs burned for air, a party of sahuagin intercepted the sinking island. As the fish priest attacked with water bolts and spectral shark maw, his Ichthy minions engaged in melee with vicious tridents. Tyrian threw himself into the midst of the blood mad fishmen as Ulmo cast his icy daggers at their foe. The battle raged in murky depths, each blow payed with the strain of sinews or a drop of blood but all taxed by lungs desperate for air. Despite the brave explorers waning strength, more and more of the fish demons fell before the remaining three fled.


As soon as the planetoid burst from the dark waters, the party quickly jumped to the next planetoid, another fragment and its moonling that orbited near the two suns. Here they rested and made the transient acquaintance of a firebat before being attacked by a wandering gargoyle. They jumped again to another orbiting ruin that plunged into the grey green waters below. Here Ulmo was nearly swept away by the otyugh's tentacle. The party leapt to another element of the orrery's collection, a large slab of stone with multiple alcoves housing gargoyles in their hibernation/statue state. Two of the grotesque statues came to life, the gargoyles rushing to attack the party. They were dispatched by the magic and might of the two explorers. They escaped via the planetoid's small moon and debris field, hurtling like asteroids through the orrery.


The party's next planetoid was revealed to be the animate head of a nameless titan, who had explored the planes eons ago. The skull was able to help the party identify their next destination, an invisible planetoid that they marked with dust. They rode the invisible rock until meeting another fragment of a room, again making the daring leap between the heavenly bodies. The next inner orbit held a dirty white rock, resembling a dragon, Ulmo and Tyrian leapt only to discover that this planetoid was indeed a sleeping dragon, named Glacier White Death who was none to amused by the sudden hijinks of two humanoid mortals. As the wyrm woke and flared its wings, Ulmo and Tyrian leapt to a small fragment, nearest the central tower of the orrery. As they tried to calm and influence the irate dragon, they inched toward their final leap. Ulmo and Tyrian crossed the last span and divide into the tower stairs. Glacier White Death sealed the tower with its icy breath and the adventurers scampered down the stairs as the dragon's fury shook the very stones.



21 December 2010

Chapter the Fifth: No Time Like the Past

As the party exited the tunnels of the Lowcitadel of Khavash they came upon a storage area and the voices of a busy harbor. Dock workers speaking in the old S'suman dialect drew closer and the party withdrew back into the tunnels, now strangely lit by torches. The workers spotted the party and ran for the guards who arrived as the group took a fortified position on the beach despite being strangely blinded by the bright yellow sun. The Khavashan harbor guard bore odd spears, more primitive versions of those carried by the Tollmasters. With some deft lies and rapid translation from S'smuliss the party was able to escape eastward toward New Roeblini City along the narrow beach of the Forrest Sea.

Tyrian and Ulmo rapidly realized that the world at the end of the tunnels of the Lowcitadel was not the same as the one they had left behind when they began their escape from Khavash. Given the change in the Southern sun's brightness and the appearance of Godslayers of a different epoch, the two surmised that they had somehow been transported back in time. They carefully made their way along the sandstone cliffs and narrow beach toward New Roeblini City or whatever city they would find at this point in history.

The next day they came upon the wreck of a huge Roeblini Warraider Galley with an unfamiliar clan-faction sigil painted on its four story bow. The broken nose of the ship revealed a huge gash into the galley slaves rowing quarters. Tyrian was pawed at by a rotting hand and quick inspection revealed hundreds of shackled zombies, the galley slaves now sharing an imprisoned undeath just as they had in life. Deciding to avoid the shackled horde, Tyrian threw a hook and line to the deck above and ascended to the deck above. There he was assaulted by a zombie rotter that he quickly dispatched. As he hoisted Ulmo to the deck, S'smuliss engaged with his falchion the next shambling undead. As Ulmo reached the railing he called upon chaotic forces to destroy not only the creature attacking his comrades but the next closest as well. With deliberate precision the party dispatched the remainder of the zombies, lumbering with slow menace.

They made their way to the barred doors of the captain's tower and striking upon the doors they roused the remnant (living) survivors of the Warraider. Behind the doors were five survivors, including a blond stripling who appeared as like to Morgrin as a twin separated by millenia, named Tyrios. They ransacked what little they could and broke down the doors of the captain's quarters. Inside they found an iron chest with many gold imperials and silver fingers as well as eagle eye goggles. The party lit the doomed wreck aflame and fled to the east along the narrow sandy beach.

A few days later they came upon a familiar bay with an unfamiliar city. The S'suman Imperial City lay in grandiose splendor beneath the Griffon Cliffs. Great grey-white walls ringed a city that dwarfed the chancre that would grow on its remains in the future. The architecture was the high art of the peak of the Godslayer Imperium, gray roofs upon white walls. At the gate the party was charged with visas of entry and license to practice magic. With these documents came official escorts, polite but ever present. They directed the group to the docks so that the beleaguered survivors of the Warraider could return to the Mother Enclave. Tyrios asked and received permission to remain with Ulmo and Tyrian. As they walked the streets, trumpets sounded and they were commanded to bow their heads. An eight man litter bearing a masked alien humanoid with a familiar black shako came through the streets. Four paladin guards rode in formation, one strikingly familiar, a living S'smuliss. As the living past locked eyes with the undead future a stark realization occurred and the skeletal warrior evaporated. A shaken S'smuliss dropped a ruby ring into the waiting clutches of Grey. The ring had an ornate glyph for "truth" floating in its center.

Ulmo and Tyrian were escorted to the only inn that served foreign travelers in the Imperial City. The next morning they were met by S'smuliss, who reclaimed his ring, and questioned them regarding his skeletal doppleganger. The two heros related what they knew about his future history and warned him of the ambush by orb worshippers. He invited them as his guests in the city and gave them bands marking them as such. Seeking to know more about the future destruction of the Southern Sun, they sought the temple of Avandra to learn more about the Masters of the Truth, who explained the cult's growing following among the city's elite and their tenants of spurning the gods. They were directed to the makeshift sage and wizard's guild called the Thinker's Corner. There they discussed the theology of killing a god with one S'shadrick. He explained that if the Masters of Truth wished to kill a god they could do it with an arcane, divine, or psychic weapon powerful enough or by diverting most of the deity's followers to another belief. He believed that either method might be used by the Masters if they sought the ultimate goal of their philosophy.

Later Ulmo and Tyrian spoke with S'smuliss regarding the Masters of Truth. He would hear no word against his benefactors, as they had healed both himself and his sister after a terrible riding accident, something that the priests of Pharthas the Southern Sun had refused as part of his destiny, a frivolous injury that did not further the service of their god. Unable to obtain more information regarding the Masters in the city, the heros decided that they needed to learn more about the Masters of Truth and the danger they presented elsewhere. Two avenues presented themselves, with the first they could travel to the front of the war with the Condraconacy, to see if the weapon of the Masters of Truth could be found and stopped. The second was also a long shot, it seemed likely that a god was directing the steps of our heros and as such the most likely one doing that was Drouss, the Northern Sun, the brother and rival of Pharthas.

They travelled north via a small Roeblini trader, along the way becoming fouled in a vile jelly floating on the ocean currents. The band dispatched it with axe and arcane craft. They arrived at the Cathedralisle of Drouss, sailing into port in the vast sea cave at the temple's base. They climbed to the cathedral floor and under the crystal ceiling of the church, Tyrian called upon Drouss for a sign. The god manifested himself in Tyrian's mind's eye as he hovered in the air, searing sunlight emanating from his orifices and steam evaporating from his skin. Drouss, a platinum-haired giant, bearing a solar halberd and a shield cut from the sky, gave audience to the paltry mortal. Ulmo and Tyrian had been chosen by fate as the agents of great change. The gods had long played games with the heroes and kingdoms of the world, but when the Godslayers slew Pharthas, Drouss lost his greatest rival and lost his meaning, starting his slow mortal decline. In order to prevent this he had foreseen that our two heros would fall through a temporal anomaly and go back in time to a moment that would make it possible to stop the Masters of the Truth. The future Drouss left information hidden the crevices of their minds to inform his past self about the fall of Pharthas.

The ordeal of his divine audience bleached Tyrian's hair a platinum hue. Following his recovery, the high priest of Drouss directed them to a scrying pool within a sea cave in order that they might learn what was hidden under the masks of the Masters of Truth. They scryed upon one of these fanatics and witnessed what was under the mask: the horrific tentacled visage of a mind flayer. Armed with this insight into their foe, Ulmo and Tyrian decided that they needed magics for dealing with mind powers of the illithids. The priests of Drouss knew of an abandoned psion monastery some leagues away, that might hold the magics they sought. Tyrian and Ulmo made ready for the next leg of their journey.


09 May 2010

Chapter the Fourth: Escape Through the Lowcitadel of Khavash

The brave party made ready their plans for escaping the city and returning to New Roeblini City with information about the Condraconacy's incursion into Roeblini territory. One-Eye Morgrin provided the doughty companions with the address of a ruined Godslayer Imperium villa, alleged to access the sewers and the Lowcitadel of Khavash, as well as sketches of these tunnels drawn by the eladrin explorer Yslir. The group avoided Condraconacy patrols reaching the broken manse by sunset, as they explored the invaded interior of the villa, they heard the stealthy approach of a large dragonborn patrol, led by the insidious voice of Captain Blackfang.


Ulmo found a set of doors hidden behind the rubble and the party quietly exited the star roofed hall, bracing the doors behind them. They found a twisted corridor in the same antique style of the shattered hall. A single door brought the hallway to stairs leading to dark tunnels below the villa. They explored the narrow corridors coming upon a moonbeam lit well, the guttural voices of the dragonborn echoing from above. As they waited in ambush the dragonborn soldiers were attacked by a hag residing in the pool and the two enemies clashed. The party snuck away in the melee coming to a stout wooden door, but would later return to this pool to find a large clear diamond.

The door had a great iron mask, coarsely painted in red. As they opened the door it spoke, "The key from the Goblin's Gate is three parts greed." These words made little sense until they found a portcullis barricaded gate blocking a bridge stretching to a tower disappearing into the depths. They could not force or open the mystical metal of the bars but looking at the goblin caricature door leading to this chamber they found slots for three gems. The brave band ventured back into the tunnels to find the gems necessary to open the gate. A greater urgency placed upon them after what they had overhead from the dragonborn guards at the well mouth, that more troops would be coming to search the tunnels.

The party backtracked coming upon the villa's familial crypts. In one of the funeral coffers they found a midnight opal. They explored further climbing stairs into the hill next to the razed mansion, finding an ancient temple to the Godslayer's dichotomous practices. The temple was home to a rare demonic shade whose lava-like sinews were only half of its dread arsenal, its shadow too was a fierce assailant. Only the combined mystical and martial of might Ulmo and Tyrian could put down this threat.


The temple's sacrificial altar opened into a pocket dimension caught somewhen between the Planes of Fire and Earth, now used as and Efreeti Rookery. Here they found Izael, an efreet youngling, a child with the undeveloped powers of a god. Floating in one of the miniature volcanos of the Rookery a fiery ruby lay waiting. However Izael was not so willing to relinquish his bauble and only some cajoling with treasure from Tyrian allowed the party to liberate the gem for their purposes.


Tyrian, Ulmo and their companions returned to the Goblin's Gate placing their acquired stones in the gate's receptacles, allowing them passage to the bridge spanning the void to a thin tower stretching into the depths. The tower contained a narrow stairway to an elevated platform, under which a hobgoblin mercenary and his goblin minions waited in ambush. The party engaged the humanoids in melee, only to have the hobgoblin trip a lever bringing the tower down. The collapse buried and slew Mara the Whiteshade while it destroyed the lower half of the undead paladin S'Smuliss. The few remaining goblins scurried down the hall.


The party pursued their escaping foes, catching all but one of them in the twisted tunnels of the Lowcitadel of Khavash. They finally came upon the last goblin clenched in the jaws of the black dragon named Constellation. The dragon told them of its curse, bound here as a guardian until four gems were inserted in its collar. Ulmo noted that one gem already lay clenched in the claws of the dragon, the party travelled back into the depths of the Lowcitadel to find the remainder of the gems necessary to unlock the curse collar. They found them spread through the ruins below the crippled tower as well as having to ascend to the level before the Goblin's Gate.


The gems unlocked Constellation's collar and then they used the chain to scale down to the sea caves below, granting access to the Khavash docks.

16 March 2010

Chapter the Third: An Unexpected Toll and a Less Expected Ambassador

Tyrian and Ulmo wroth at their ill intentioned exile from New Roeblini City rode with their companions along with the lumbering reptiles of the caravan. They climbed the narrow roadway of the Griffon Cliffs to the main thorough fare running to Khavash, carefully winding between the reptile infested jungles and the cliffs overseeing the Forest Sea. The first days travel was uneventful but on the second day an ominous black tower appeared in the distance. The appearance of the tower brought grim mutterings from the animal handlers and caravan drivers, on further questioning the brave companions learned of the legend of the Tollmasters.
To believe the stories told, this mysterious black tower would appear from time to time, its attendants would summon champions to test the towers dark secrets. Sometimes these champions would reappear, sometimes not. In some cases caravans would disappear and the Tollmasters would be thought to blame. Once sighted the tower must be approached, attempts to flee only made it appear closer in the new course. Dravis, the boney caravan master corroborated these tales and then smirked that he was fortunate to have two such champions in his train.
Finally they approached the tower, an alien cigar shape settled inexplicably on a ledge far too thin to support so huge a weight. From it stretched a blood red carpet and awning to an ornate and flimsy toll gate. The gate was guarded by tall inappropriately articulated humanoids wearing coats of the same blood red appointed with black cuffs, caricature masks, and shakos. They bore thin twisted staves which they pointed at a few members of the train causing them to drop dead until Tyrian and Ulmo agreed to the psychic entreaties to enter the tower.
First Level
The doughty pair entered the black tunnel, no so much built as cut from the tower material for it was not stone but some black otherness. About a foot from the floor a sickly light emanated and as the two companions braved the tower they found an intersection, in each direction including the way they came the hallway was mystically obfuscated by haze. Braving this haze in all four directions revealed four rooms each with a separate button: red, blue, green, and white. They pushed the white button located at the end of the hall that had replaced the one they entered from. This opened a trap door in the room above stood five petrified hobgoblins all uniformed in red. Fearing a trap, they returned below and pushed the green button causing six hobgoblins to materialize and attack them, Ulmo and Tyrian dispatched the humanoids.
Second level
They returned to the white room and climbed through the trap door, they slid the five petrified occupants through the trapdoor before investigating the other rooms. The other rooms revealed respectively three, seven, and no petrified hobgoblins. Ulmo and Tyrian chose the room with no hobgoblins and pushed the button in this room, this caused a trap door to open in the ceiling.
Third level
They climbed through the trapdoor to find an empty room with a single lever. The ceiling above was of glass, showing murky water with many predatory shapes. This glass ceiling spread throughout the level and each room as well as the intersection had a single lever. Unable to discern a difference, they pulled the lever at the intersection, revealing a humid, rusty tube with a ladder in the side. The two adventurers scaled the rungs as foul scaly things bumped and wriggled against the outside.
Fourth level
They ascended into the intersection above, here each of the four rooms bore a large button with a red 4, blue 4, green 5, and yellow 6, respectively. When they activated the yellow 6 button a flight of six stirges was released and they fought a retreating action slaying three of them. They faired no better in the green 5 room where more stirges were released. Finally the returned to red 4 room where activating the button produced a small rain of dirt and the trap door opened to the level above.
Fifth level
This room had a floating chalice of earth, and each of the succeeding rooms chalices of wind, water, and fire. At the intersection an empty chalice waited. Ulmo and Tyrian tried placing each element in the central intersections chalice only to arouse belligerent elmentalings which attacked them. In the midst of one such attack two errant stirges found and attacked the Ulmo, nearly costing him his life. Finally the use of earth in the central chalice activated the trapdoor to the level above.
Sixth level
This level had a ceiling of glass with the unpleasant amplified sound of a writhing mass of giant insects scratching on the glass. The four rooms held alternating numbers of skeletons in the double digits, all of them except one holding an odd number. Any interference with the skeletal guardians activated them causing them to attack. Ulmo and Tyrian fled these odds, and when they returned the numbers had reset with one room holding an even number. They selected the lever in this room and climbed the metal tube to the next level, all the time hearing the ravenous clawing of millions of chitinous fangs and appendages.
Seventh level
They entered a tableau that was a horrific mirror image of the level below, a floor of glass barely containing the same hungry writhing mass of giant insects. The four rooms on this have buttons, respectively red 3, blue 5, green 6, and yellow 5. Tyrian selected the yellow 5 and the glass floor vanished sending the brave duo into the ravenous swarm.





Tyrian and Ulmo woke with the same fevered nightmare of being eaten alive by insects. A cursory examination revealed new scars on both the doughty companions and with more careful investigation they found that caravan was a half a days journey further along than anyone expected. When they investigated the Dravis' manifest they found that a full third of the wagons, drovers, and caravan folk had vanished with no recollection amongst any of them that they had ever been there. Dravis swore them to secrecy and presumably doctored the manifest to not reflect the cost of failing the Tollmasters. Tyrian and Ulmo both had a dark premonition that this would not be the last time they would see that tower of trapped terrors.
The remaining three days of travel to Khavash were uneventful, some large dinosauroid herbivores were easily dissuaded and no bandit crew saw the well armed caravan as economically feasible target. They came upon the city as it crawled out of the jungle, a great ivory tower spanning the mighty river Kha before it spilled over the cliffs into the Forest Sea below. The tower base split into four walls that split the city into four quarters. The caravan off-loaded its wares and Dravis paid their wages.
The two heroes went to explore the city as they did they heard deep bellows of "MAKE WAY FOR THE AMBASSADOR, MAKE WAY FOR FLAME OF THE SKY". A thousand strong contingent of dragonborn infantry marched along with a litter for a mature red dragon, bedecked in treasures. The column was cheered by the natives of Khavash, much to the disgust of S'smuliss who had fought in the wars against the Condraconacy centuries ago. Ulmo had the impression they were being watched and shortly after was greeted by an exuberant Fairsal who had traveled to Khavash as a guard for another merchant. His mission had been less than successful as the brainless lizard man was bearing the rotting corpse of his employer around and seemed unclear as to why the merchant had yet to compensate him.
The party went in search of magic items for sale and found Whitemane Alchemy Limited in the Second District. They found the front entrance surrounded by purposefully loitering dragonborn. Their grim mutterings and pointed attachment to their weapons rapidly convinced Tyrian and Ulmo that the Condraconacy envoy had less than peaceful intentions. They decided to seek out the backdoor, which turned out to have a sentient handle which nearly bit off Tyrian's hand at the wrist. The handle's protestations brought the proprietor, Mara the Whitemane, an elderly alchemist with hair turned preternaturally white. She wasted little time in recommending that they all depart the city as quickly as possible. She gathered up her alchemical stock as well as two experimental harnesses and accompanied them to the nearest gate back to New Roeblini City.
At the gate they found the Khavash city guard accompanied by a new contingent of dragonborn officers and troops. A sheepish guard, under the penetrating gaze of a dragonborn soldier, muttered something about internal security and that exit from Khavash was closed for today. The party saw this only as more evidence of the Condraconacy rapidly fastening an iron grip on Khavash. They turned to Mara who mentioned that she had occasional dealings with the Rogue's Collective and believed that her contact worked out of the Last Lizard Man Motel in the Fourth District Fortunately Fairsal had been staying there and new the way exactly.
The Last Lizard Man Motel is the seediest of inns, a glorified flop house that offers boiling mud pits much relished by lizardfolk, it is the most villainous and murderous location in Khavash. At the center of the inn a bar floated gently on the mud pits. Behind the bar stood a familiar figure, that appeared to be Uncle Morgrin only slimmer and wearing an eyepatch. Apparently this was a clone (or the original?) from one of Morgrin's capers when he was younger. He (they?) was caught in a trap which cloned him but due to Morgin's unique opportunism the two did not fall to killing each other but rather working together to try to finish the caper. Morgrin One-eye hinted that there are several more copies out there due to repeated triggering of the trap. He would sell them a map and a guide through the smuggler tunnels beneath Khavash.