Sunday, July 27, 2014

A Surprising Development

From the factories of Amber into the Volcanic Mountains, our intrepid band presses on.  Durim once again gets into the grapes, much to his woe and dismay, but the group is enlarged with 4 men-at-arms, as well as the priests Kylie VanDerWolfe and James Morrigan.  After almost three weeks of travelling through the mountains the party arrives at a set of lava tunnels - the location of another crypt like the one outside Applo, according to Tara's research.  The lava tube itself is enormous - easily 50 feet wide and almost as tall.  Several hundred feet in - thank goodness for everburning torches! - a stream trickles down the tube and out a small passage; following the stream for another half a mile the party comes to a carved tunnel in the side of the tube where the stream flows from.  Walking down the tunnel the party comes to a door, behind which is...

Several men, playing cards at a table.  They are as surprised to see the party as the party is to see them; friends are called, and a somewhat tense conversation is had, where the party reveals themselves as militia, and the men say they are in a philosophical retreat.  It seems a bit fishy in retrospect, doesn't it?  But at the time, it made some good sense, and the party was allowed to search the caves for any secret tombs, with the cave-dwellers' blessings...  at least, until a strange wall was found, with an unusual, magicked region about the size of a doorway.

"You cannot go in there", says the party's guide as he casts a spell, "We serve a higher power than you know."  AOfEk casts a spell, as does the man guiding the party around; Horace sees this as an opportunity to strike from behind at one of the sneaky guards, putting her down.  And combat is afoot!

Which, of course, our bold adventurers handily won.  The mage lay dead, as did one of the mercenary guards; the other three mercenaries, the head mercenary, two sneaky 'scouts' and the enemy priest (who invoked Ixia in his spells!) lay unconscious, or surrendered.  The three mercenaries are quite cooperative, saying what they know about the men who hired them, what the contract was for and how much it paid, and some small information about the people they shared the caves with.

The priest is awakened and questioned, and is not very forthcoming with information:  "We guard an ancient secret which must not be disturbed."  If anything, however, his words make the party even more interested in disturbing ancient secrets, and disturb them they do.  Behind the strange spot in the wall is a statue of a woman in full armor with a spear - the same kind of statue as was in the tomb outside of Applo.  A secret opening in the floor leads to a ladder down, with a strange, ancient complex of rotten and musty odors.  Many corridors are followed and doors are opened - two with wards.  The outside one reads "This is the (bedroom / resting chamber / crypt) of Aelaephixia.  Let (men / creatures) war no longer."  Some interesting and non-rotten items are found - a strange light suit of armor, a handful of gems, and a bundle of arrows - as well as a second warded door, again with runes.

Behind this door is a large chamber - over 100 feet in both directions.  In each corner of the room a pool is set into the floor - one with a roaring fire, another with a stationary dust-devil, a third with loamy compost, and the fourth a pool of serene water.  In the middle of the chamber are daises - each about eight inches high, with the middle platform a good four feet from the floor level.  On the middle platform stands another marble statue of the woman with a spear.

The woman.... changes, somehow, and becomes instead of a statue, something... alive.  Her eyes open and stare at the party, looking through them and inside their souls, smiling as she asks:

IS IT TIME?

The party is rather taken aback at this, but AOfEk has the presence to say, "Who are you?"

I AM AELAEPHIXIA, AND I... OH.  OH, I SEE.

She pauses, and again looks through the party and into the beyond.

THIS IS... FUNNY.  YOU ARE MINE (looking at the Barbarian) AND YOU, IN YOUR WAY (looking at the mage) ARE MINE, BUT YOU (looking at the rogue), WELL - AND OH!  OH, I SEE.  YES (looking at the two priests as she starts to smile.)

She smiles a horrifically and awe-producing smile at each of the party in turn, then says:

YES.  I SEE.  YOU ARE MINE, LITTLE ONES.  GO AND SPREAD THE WORD OF AELAEPHIXIA

And she vanishes from the chamber as if she were never there.  The party, stunned almost beyond belief, realizes they have been touched by a god, and have gained some abilities of the priesthood.

James sits down, stunned, and Kylie races to the middle of the platform, screaming, "NO!  NO!  NO!" at the top of her lungs, smashing her mace hard on the stones.  The rest of the party reels, watching her, as she leaps down and races into the pit of fire, burning herself quite badly.  Were it not for the quick thinking of AOfEk - who grabs the fire-proofing help from the barbarian and pulls Kylie from the fire, screaming for James to heal her - she would be lost. As it is she will have scars and burnt skin, perhaps mirroring the turmoil she feels within.

The curtains close on this act of our drama with our adventurers reeling and confused about what just happened, and how to feel about freeing a goddess and being chosen as the first members of her congregation.

Sunday, July 13, 2014

Making Friends on the job

As Durim recovers from his intestinal discomfort - the grapes are all eaten - the party arrives at the Tomb outside of Applo.  Justian spends several hours investigating, retracing the party's steps.  The guards out front are tasked with building a gate, which will make their jobs easier; they readily agree.

Then - off to Joven!  Milosh asks the party to visit the province capitols and get a sense for what's going on, and (if possible) track down any weird stuff or cultist activity.  The party feels this is a bit too stringent a task but agrees, reluctantly, to do as their Emperor orders.  Horace insists that his underworld contact report unusual activity to the Emperor, and Cimbri and AOfEk have a conversation with High Priest Carlton on the nature of priest spells (and how they are similar and different to/from arcane spells).  Tara shows AOfEk her investigations into the tomb at Applo, and how she has found evidence of another crypt to the far east.  Justian is left to his research, and the party is off to Amber, the capital of Vallea.

Amber is a mining and metalworking town, and a green haze hangs over the dry, dusty city as they approach.  Our band heads to the worst bar they can find, in the middle of the smelting district, where Cimbri shows off his ability to withstand fire.  The priest assigned to the smelting district is being derelect in her duties, and has not been healing the injured smelter workers; Cimbri gives one with a severe burn on his hand a healing potion, and hears the tales of woe about Kylie Rodin, the priest in question.  The party also hears of two cultist attacks nearby - a grain mill several hours outside of town, and a bar and brothel in the warehouse district.

Kylie is defensive and dismissive when the party approaches her; the mayor of Amber (Paige Ovitt) is more polite, but also dismissive.  Peter Wakely, the Colonel of the Militia in Amber, is much more forthcoming, and is entirely on board with the party's task, offering whatever help they need in their investigations.  Joel Northern, the foreman of the Union Carbide smelter in town, is questioned, and, while pleasant and helpful, has no information or help to give.  Investigating the bar reveals the word "SHELOI" written, in blood, under several bottles of spirits in a back corner of the bar.  Uh-oh!

On their way to see Jarred Treen - the priest of Amber - Cimbri stops in at the Artificer's Guild to enchant his sword.  Jarred, though defensive, is understanding of the party's goal, and though he doesn't understand the nature of the problem in the world, is willing to help.  Some of the aid he provides is Kylie Rodin, who is ordered to accompany the party to the Crypt several days ride to the northeast.

As Cimbri waits for his sword to be enchanted, the party questions the patrons who were at the bar during the attacks; no new information is gathered, and the people there seemed more freaked out than anything.  The priest watching the interviews, however, is led to the realization that 'detect evil' might be useful to help ferret out cultists, and promises to disseminate the information.

And then - the party rides off, into the mountains, in search of crypts.  Exciting times!

Saturday, July 12, 2014

The Cabin In The Woods - a translated book

(This book is bound in some sort of skin stretched and riveted over what feels like a thick sheet of hard metal.  The pages are an unknown material.  The title is printed on the front cover, and repeated (with the byline) on the first front page.)

The Cabin in the Woods
Volume II

As Told By Mogen Son of Molag

Late one night a few seasons ago, a soldier was returning home after several bloody battles. He decided he would save some gold and decided to cross the pine forest on foot.

The first day of his journey was rather uneventful, the soldier stuck to the main path and kept a brisk pace. When it started getting dark he setup his bedroll, built a small fire and cooked up some rabbit he had caught. "A fine day indeed" he thought to himself as he fell asleep.

Partway through the evening the soldier was woken up by soft sobbing in the distance. He grabbed his sword assuming it to be a bandit trick, but pretended to sleep so he could get the jump on them. After a few minutes the sobbing started moving away from his camp until he could no longer hear it. For the rest of the night slept with one eye open.

Day two the soldier awoke from what rotten sleep he could catch and started off through the forest at a quicker pace, intending to put distance between himself and whatever he had heard last night. As the day went on it began to rain heavy so the soldier built himself a little shelter for the evening so he could remain dry while he slept.

It took him a little longer to fall asleep with thoughts of the previous night fresh in his mind but he eventually slept.

This time he awoke to sobbing that sounded like it was right outside his shelter. The soldier grabbed his sword and crawled out of the shelter. In front of the fire he saw the back of a ghostly woman sobbing into her hands.

The soldier mustered his courage and asked her what was wrong.  He received no answer.

He began to slowly approach but before he could reach her she turned and screamed at him. The ghostly woman raised an axe and began to run at the soldier, disappearing before she made contact.

The soldier took off into the night with just his sword in hand. He ran until the first light of dawn where he started down the road again, as fast as he could move.

The third day was bright and sunny, but the soldier, rattled and sleepless, didn't even notice. He moved as fast as he could trying to get through the forest before nightfall.

As darkness began to fall he saw a cabin just off the road and thought to himself it would be a good place to hunker down for the night. After arriving at the cabin he spent some time blocking the doors and windows, nothing would get in.

Despite his preparations, he could not sleep. He sat in what used to be the cabin's bedroom staring at the barricaded door shaking. Eventually he could keep his eyes open no longer and fell asleep.

This time he awoke to laughing on the other side of the barricaded door. It sounded like the woman from before, but he refused to believe it was her.

The soldier burst through the barricaded door into the main room to find the ghostly woman from the night before staring at the ground laughing hysterically with axe in hand.

He began to relentlessly attack the ghostly woman but he could feel his strikes were less effective. As the last of his energy faded he uttered a quick prayer to Johrevn, which drew a scream from her and she exploded, disappearing.

The ordeal was over, the ghost was gone.

The soldier slept well that night and the next day made excellent distance through the woods. As the sun began to set he came out on the other side of the forest and looked back, remembering the days before.

As he turned and started walking away from the woods he could swear he heard the sobbing again.


On Aelaephixes - a translated book

On Aelaephixes


(This book is bound in ancient brittle leather that somehow is not cracked.  The pages are skin of some sort, stiff with age but sturdy.  There are four parts to the book. A short first section, with each of the following lines to one page, and a blank page between each section, follows.)

Let this tome be forgotten forever.
Let it be struck from the rolls of history.
Let it never be spoken of by man or mer.
Let its very name be lost to the ages.

Ye who read here, know:
This book was written at great price.
Honor those who perished in its compliation
Close it now, and leave them to their rest.

Or if you must read on, know this
Aelaephixes
Will find you
Will bless you with (trauma / torture / struggles)
Aelaephixes requires only your honor
Only your death
Only your Worship


(The next section of the book is much longer.  Each line is repeated in what appears to be different hands at the top of the left page and bottom of the right.  On each page is an illustration; an abstract figure on the left, and a faded sketch which could, you suppose, represent the scenario described on each page.  Where there are breaks below are two pages with an asterisk as the only writing – a large asterisk, covering most of the page.)


A spirit of the wilds, mercurial in form, sister to gazelles.
A practitioner of law, with her several secretaries.
The seventh wife of a tyrant king, carrying his chief huntsman's child.
The death of the primary heir of a local noblewoman.

A wandering spirit, visible at will, an inflamer of human passions.
A band of goat herders, armed, outraged by an injustice visited upon their clan.
A happy girl, promised in marriage to a gentleman, naive to the danger he represents.
The deathbed curse of a betrayed queen.

A war-sorceress, slender but commanding, with golden hair.
An altar to devils of the waste, stinking with gore.
The human servant of a mighty and unspeakable demiurge.
A great army's marching orders, passwords, and signals, and the unfortunate aide who lost them.

A small room under the foundation, its doorway bricked shut, the prison of a dreadful and malicious spirit.
An ancient stone way marker, indicating an overgrown road, and the ghost of a man buried there.
A market on the crossroads, full of sound and color.
An unsavory treasure-seeker, with an honest map.

The capture of a bandit carrying ancient treasures looted from a previously unknown tomb.
A fishing village with an inn of good quality.
A noble house's signatory ring, left behind in a street brawl.
A practitioner of law, with her several secretaries.
A corrupt guard, turning a blind eye to the illegal businesses that have paid him off.





(The third section of the book contains what appears to be several pages of fictional constellations and anatomical diagrams.  None of the star maps match any part of the sky; none of the animals or structures dissected match creatures in the world.)



(The final section of the book is in a different style from the rest – perhaps a different language all together.  It is the final two pages of the book.)


Look upon the face of Aelaephixes and wonder.
Raise your arms that Aelaephixes may look on them and bestow a blessing.
Know that battle is a blessing.
Know that death is an eventuality.
Know that you are dust in the eyes of Aelaephixes.

Long is the arm of Aelaephixes, and swift is the blade.
Deep is the cut, and subtle is the poison.
Worship, o faithful. Pray your death is short.
Worship, o faithful. Pray your death is quiet.
Worship, o faithful. Worship the glory that is Aelaephixes.


Even more exciting times in York

As Durim begins to feel queasy, our band of valiant adventurers questions the apprentice.  He leads our band, reluctantly, to the shack where he and his master lived, and shows them the precious spellbooks therein.  Huzzah!  But as they leave the swamp and investigate Coriander further, a grizzled old citizen of the Empire approaches the party, and warns them: "You best not stick around here - those men have kin, and they'll come looking for you, now.  Those men there were more swamp than man, and this town's just gonna get more so, over time."  Introducing himself as Garn Pettigrew, he tells the party the rest of his family set off for Penumbria, but he was too stubborn and attached to his land to leave.  Realizing that Garn meant his message as advice, and not a threat - and that they'd likely looted the village of its valuables - the party heads off East, out of town.

A day or so outside of town the party is met by a sky-clad woman flanked by two giant alligators; intrigued, the party starts a conversation with Caratra Millner, who brings a message and asks a favor of our intrepid band.  "I speak for the land," she says, "And the land is troubled.  You are not priests - but you know priests, yes?  We would meet with your priests, if they can discuss, and not dismiss..."  This is almost more than AOfEk can stand, and he angrily questions her ability to 'speak for the land', her need to meet with priests, and whether she truly wishes to help, or just to talk and converse without acting.  She leaves non-plussed, but the party agrees to pass a message along to Tomas - Caratra the Druid says that Tomas will be visited by a raven to arrange a meeting.

Heading to Penumbria the party leaves their prisoner with Tomas, and reports both what they have found in Coriander (the crucified priest, the attack, and the words of Garn) and their meeting with Caratra.  Tomas is disturbed and puzzled, but agrees to a meeting with the druids.

Two days from Tounder the party meets three of the people from Loxley's compound - fleeing the blood and screams of a cultist's attack.  They say that cultists attacked in the night, setting barns on fire and killing everyone they saw - the three were lucky to escape alive.  Investigating, the party finds the compound burned to the ground, with several bodies - mostly burnt, but some identifiable as cultists, sure enough.  Two small bodies - children or midgets - were also found.  The three panicked former soldiers decide to stay and bury their friends.  Durim continues to eat the delicious grapes, even though they cause him so much discomfort he needs to ride on the tart.  I mean, the cart.

The party then continues south to Tounder, and a meeting with Captain Georges.  It goes poorly, and little is resolved.  On to the temple, where Justian is told of his new orders - give up the post to Tounder, and come investigate the demon SHELOI.  Simon reluctantly assumes the mantle of leadership, and Justian - laughing ruefully when told that he was chosen, according to the Emporer, because he was expendable - packs his meager belongings and saddles up with the party.

On the road the party is attacked by cultists!  The party has some little difficulty, but with Father Justian's help the enemies are all dispatched.  One of the cultists cast divine spells, but invoked an entity named IX (or maybe IXIA). and not Joven.

Uh-oh.  That is some strange, bad shit.

Back to Penumbria and a brief hello to Tomas, and then to Applo, where Justian wants to see the tomb where this all might have begun....

The Emperor and Exciting Times

Our party of heroes meets with Tara, the head of the academy, Carlston the High Priest, and Emporer Milosh; a conversation is had regarding the future of the Empire.  The party is invited to dinner at the Emporer's house that evening - very little else of import is discussed.

The party is nervous as they approach the Emporer's house, expecting a palace, but his house is humble and Milosh cooks a delightful pasta dish with a salad from his garden, putting our band of adventurers more at ease.  After dinner, over drinks, an offer is made: the Emporer wants the party to work directly for him, gathering information and stirring up trouble.  The party accepts, and gets a raise both in pay grade and in rank (lieutenants!)

Their first mission is back to York, revisiting several places they've been before; first to Applo, to escort Tara to the tomb; next to Penumbria to meet with Tomas and Salamancar (who, it turns out, is the Regent, the second in line for the throne).  These go about as well as could be expected.  It surprises the party that most of the people they ask are more concerned about father Dumbrow being mentally ill and still able to cast spells; the priests say this is more concerning than the murdering 'cultists'.

On the road to Coriander and the Black Swamp, the party sees the priest sent to replace father Dumbrow crucified by the side of the road.  Prepared for the worst, that's exactly what they find - an ambush by townsfolk!  It's a pitched, heated battle, with a mage and his apprentice backed by several swamp folk...

Until AOfEk uses a wand of fireballs - which might be better called a wand of sort-shit-out.  Shit, as you might imagine, gets well-sorted; the party takes the mage's apprentice prisoner - he is the only survivor.  As the curtain closes briefly, we see Durim the ranger finding a large sack of delicious grapes.