A snippet from before leaving for Orinocco, and the rest after having met with Pilgrim… ending back at the Prime Plane.

….

11. The “Eye and Fist” (the high-priest and high-mystic) of Jaigon relate

some information to Nameless One, Efrim and Carrock:

They meet with them in one of the dilapidated and abandoned (and stinky)

Nagpa huts on Catalon island. After shutting the door, Xiactun (the Eye)

casts a spell. After looking around the room for a good three or four

minutes he at last sits down on the floor, crosses his legs, and begins to

talk:

“I apologize for all the secrecy. What I have to tell you today is of

little import, although I ask you not to relate it to others.

“I think everyone has already pretty much figured out what was going on

long ago with the Rebellion of the Handsome Monkey King. Please don’t

hold the poor behavior of his grandchildren against him. The Great Sage

wanted what was best for all of you and what most terrified all of those

bastards up there (Jaigon excluded, of course). I’m just here to confirm

that most of your hunches about Pilgrim are more or less correct, and you

know exactly what his elite group of researchers were up to.

“So successful were they, in fact, that our hero Pilgrim had established

for himself a miniature pantheon of his own godly followers. If only he

knew there was a traitor among them. Certainly talking to his ghost would

tell you much about the buried past. (At this, Xiactun fixes Carrock with

a stare and then continues)

………

POST PILGRIM – EXIT THE GRAVELANDS:

From: justin tiwald <jtiwald@midway.uchicago.edu>

Date: October 5, 2000 11:34:55 AM EDT

To: Clay Lewis <wussking@yahoo.com>

Cc: Anil Chandra Seth <seth@astro.washington.edu>, David Williams <davidw@ksu.edu>, Joe Hyberger <JWHyber@aol.com>, Eric Sergeant <ens105@psu.edu>, akuso242@hotmail.com, Ray Paulson <raypaulson@aol.com>

Subject: Spoo Update

Congrats on getting a full time job. Enjoy your last few days of freedom. Will you have

internet access from the new office?

Flunk the football player!

A working computer with good modem makes Justin and happy spoo….

Anil, have you so soon forgotten about Catalon’s great investment scheme? The

messenger service in Wynaitin could always use more money, and promises to return that

money at a rate of 10% or more each year. It may be a bit risky (as the messengers are

sometimes pegged as vain magic users), but it seems like Al might want to give it a try.

Unfortunately, Hutaaka knows too little about the End of the World Mountains on the

Prime to say what the Watcher Collosi are. He has heard of them, of course. And he

knows that in his own day it was said the Collosi were created by the gods who ruled

during the age of giants (the gods who allied themselves with elements more than with

spheres of power). He has no certain idea for what purpose they were created. Nothing

like them exists on any plane that he knows of.

Hutaaka exchanges words with the small gathering of mages around him through the night.

He takes his leave just minutes before dawn, and those who stayed up through the night

return to the party’s campsight bleary-eyed and fatigued.

Highlites of the next two days:

A. Al and Shaggy spot a banner

While Al is hiking through deep underbrush he spots a long, red banner whipping in the

wind to the right — roughly seventy feet away. The pole to which the banner is attached

appears to be fixed in the ground. Since the color of the banner contrasts so starkly against

the blue sky, Al concludes that other members of the party must have seen it as well.

Seeing Shaggy fly overhead he hails him and asks him to take a look. Shaggy lands next

to Al staring toward the banner. He shakes his head and asks, ?Now what would that be

doing there?? Meanwhile, Charles stands scratching his head claiming that there’s nothing

there. At this point both Al and Shaggy make a wisdom check (2 and 18) and infer that

they must be the victims of some kind of illusion. Both immediately avert their eyes and

continue trudging forward. As a favor to their comrades, they do not call any attention to

the flag.

B. The Trailman negotiates with caymen

After climbing over the saddled between two hills the party begins to notice more and more

caymen scattering in front of the party or staring at them from treetops. Their numbers

continue to increase during the next several minutes of hiking. Eventually, as the party

passes through a small grove, Al spots a cayman holding a small shield decorated with

autumn leaves in one arm and a bone spear in the other. The tip of the spear drips as

thought it were recently washed or dipped in some liquid. Al warns the other party

members to look out for caymen, and suddenly the Trailman stops. All around the party

hundreds of pixie-sized lizard men drop their leafy camouflage and reveals themselves,

holding various missile weapons aloft. The Trailman tells everyone in the party not to be

alarmed and not to start trouble, ?Would anyone care to give up his iron rations? They’re

practically worthless to us now but these guys love them.? Charles is the first to

volunteer, followed by Lemat, Hebelios, Krysom and Yukihiro. As the party members

bring their iron rations to the Trailman he throws them on the ground before him,

eventually forming a fairly tall and impressive-looking pile. After he throws in Yukihiro’s

lot of food one of the caymen makes a clicking sound and then the whole group lowers its

weapons. The party walks around the pile in silence and proceeds until it has left the grove

and is walking again under the open sky. Al asks the Trailman whether the caymen were

really any threat to the party, and the Trailman answers that it was a cheap bribe to avert

trouble. Needless bloodshed should be avoided when it costs so little. Hebelios expresses

his agreement.

C. Al and Shaggy have the same nightmare

That night, both Al and Shaggy dream that they are fleeing through the underbrush on their

hands and knees from a large group of human ?hunters? wielding crossbows. Both wake

with a start just as their bodies become riddled with crossbow bolts, and both Shaggy and

Al scream at the top of their lungs for help in their separate native languages. At this the

whole party wakes up and some members (such as the Trailman and Blackmoore) even

jump out of their bedrolls with their weapons in hand. Eventually both nightmares are

fully explained, and the Trailman briefly comments on the fact that the dreams were

simultaneous: ?It could mean a lot of things. Perhaps you were both cursed earlier today.

Perhaps the same god meant to send both of you message. Either way I suggest we all

just forget about it.? But the whole even leaves every party member in a very sombre

mood. The rest of the night each and every party member sleeps restlessly, running

through the most frightening events in recent days over and over again in their heads. For

most this is the drowning in the bottomless boat. For Blackmoore, at least, it is the

helpless moments he spent trapped in the jaws of TWLL.

D. Mad Jack has a flashback

As I mentioned before, the Trailman is leading the party (with some reluctance) through an

area of the gravelands that is known to be active in spiritual life. It is called “the Woods of

North Merumon,” among other things, and it once served as a battle ground between the

gods and the forces of the Monster King of the Chevall (a race of intelligent horses that can

turn into centaurs when fully matured). He warns the party to be wary of odics (the type of

undead which is notorious for possessing plants at night and once wrecked great havoc in

New Sun. During the day they are less lethal). The telltale sign that one has decided to

occupy a tree or bush is that the tree or bush will begin to glow with a sphere of green

light — usually growing outward. Lemat suggests that the druids and fanaere of the party

cast anti-plant shell so as to protect themselves from possible attack, and it turns out that

Mad Jack and Krysom both have the spell memorized. With the two of them leading the

way through the woods, then, the party continues. But at one point Mad Jack announces

that he must go relieve himself and takes leave of the party. Hebelios recommends that

Mad Jack either take Hebelios with him or not wander far, and Mad Jack agrees not to

wander far.

But after stepping only ten feet from the party Mad Jack finds himself suddenly alone on

the open planes, with the woods a good mile to the West of him. To the North he sees a

herd of wild horses galloping toward him, and he suddenly begins to panic. Not being able

to use his flying carpet in the gravelands, Mad Jack runs quickly toward the cover of the

woods. By his estimate he might be able to reach cover before the horses reach him. After

three minutes of running he begins to feel very tired. He looks behind him to see if the

horses are following him. What he finds is that the horses in fact have the torsos of

human beings with long uncut hair, thick and wild eyebrows and beards strewn with food

and leaves. Moreover they seem to be galloping at a pace that is unnatural for

creatures of their stature. The pounding of hooves is already too close and he judges that

they will catch up long before he can reach any cover. With some resignation, then, Mad

Jack casts anti-animal shell and turns to face them. As the horses slow and form a circle

around him Jack attempts to cast “speak with animal” on the centaur that appears to be the

leader of the group, hoping to predispose him to think kindly of Jack.

As the centaurs form a circle around Jack they all draw longbows from belts strapped

around their horse-backs. And as Jack begins to address the leader they each notch an arrow

and pull their bows taught. The leader of the centaurs tells him not to move. Then he

says something very puzzling:

“Give us the location of the Daandrites, Peisandros, and tell us where they keep their

chariots. If you can also say in which tent they keep their wares then you will be spared,

although I can’t say the same for your driver and slaves. They will either die defending you

or surrender themselves to us.”

Mad Jack looks around but sees no driver or slaves. He looks at himself and sees just the

rags and bare skin of himself — Mad Jack — not of this mysterious Peisandros fellow.

Accordingly, he asks the leader if he is play-acting. The leader does not seem pleased by

the question and demands his information immediately. The rest of centaurs close in on

Mad Jack by another two steps, their arrows still notched and longbows still taut. At this

point Mad Jack decides that he will do whatever it takes to get rid of the centaurs. He

begins to make things up, telling the leader that everyone is camped out at the biggest

bend in the river, on the West side, and that they keep all their wares in the purple tent.

He even tells them that there is a secret guard posted inside the tent with a horn ready to

blast should someone enter without permission. The leader looks slightly more satisfied,

but still insists binding Mad Jack to a tree and then checking Jack’s information against

the facts. If Jack is wrong, he says, they will return and execute him. Jack declares boldly

that he has told the truth and agrees to the leader’s terms to buy time. At this point many

of the centaurs relax and allow their arrows to hang loose. Two step forward, one holding

a mace and the other a rope made of silk and silver thread. These two begin to lead him

toward a dead stump. As Jack proceeds before them, however, he casts a spell. It takes the

centaurs a few seconds to realize that he is doing it, but when they do the two centaurs

strike out. The one holding the mace swings at Mad Jack but misses (AC 5), and the

other attempts to pick Jack up with the rope, effectively cutting off circulation and

interrupting the spell. But Mad Jack works a duck into his spell just as he finishes it and

the second centaur, too, misses (AC 9). Jack turns to face his opponents with his hands

splayed out, each of his ten fingers pointing toward the ground. Immediately the air fills

with the sound of twittering and buzzing. In the space before him each the centaurs begins

to kick and scream as bugs crawl out of the ground and eat their legs raw in seconds.

Some try to gallop away but the bugs cling to them and continue to chew. In a matter of

rounds the space before him is a wasteland — nothing but bones and bare earth. Jack sends

the insects back into the ground.

After the air is quiet and all the buzzing has died away, Jack takes a more careful look at

the work his insects made of his enemies. To his astonishment he sees that the bones left

behind are not in fact those of centaurs, or even of horses, but those of small furry animals

at best — squirrels and other rodents. He pokes around looking for evidence of the centaurs

but finds no tracks left by horses or any other hooved animals. At long last, Jack

concludes that he has just become the victim of his longest and most vivid delusion ever.

He has indeed just finished a creeping doom spell, but all he has laid waste to are some

grasses and small furry animals. Vowing to cut back on the zzonga for the next few days,

he trudges back into woods and eventually finds the party.

The party is pleased to see him, as he has been gone for more than half an hour. Everyone

begins to ask Jack what happened to him, but the Trailman (businesslike as usual)

interrupts. The party should climb out of these woods first, he says, and there will be time

for telling Jack’s story later.

E. Gathered around their last campfire in the gravelands, the party discusses Important

Things

That night around the campfire the Trailman informs everyone that they will be out of the

gravelands by noon the next day. No doubt everyone will be relieved, he says, but there is

one luxury that they will no longer have there: protection from the eyes of the gods. “Our

last chance to discuss things without fear of the gods looking in on us is here. Now. So I

suggest that we make the best of it.”

If anything needs to be said at this moment (or later, after Yukihiro has gone to sleep), feel

free to say it.

F. The Party acquires an artifact?

The next day at noon the party climbs to the top of a bald hill and the Trailman turns to

face them: “Congratulations. All of you have survived, and I must say I have been

impressed by your collective capacities.” Everyone takes this to mean that they have now

passed from the gravelands. The Trailman makes two final requests of the party: 1) He

wants you to consider paying him more money. He only brings this up because most of

you seemed moved by his cause, and all the money he makes on these trips goes to the

Messengers. You are aware that he cut you a special deal, and you probably realize by now

that his services are very, very valuable. He isn’t demanding more money, of course. He

leaves it up to your own sense of charity. 2) He would like for someone to

teleport/transport him back to Dioso. Perhaps the party will want to stay an Inn there

tonight anyway. He can arrange to find the party a nice, out-of-the-way place where they

can remain as anonymous as possible.

The party briefly discusses these two issues on the bald hill before the Trailman suggests

that they descend to some lowland before they are seen: “This is a fairly well-watched

exit,” he says, pointing up the sky to suggest that the gods might be looking in.

Concerned about this, Hebelios casts truesight and looks around, finding nothing. Al

points out that a falconike is perched on a log about forty feet away, and Lemat

accordingly activates the “detect magic” effect of her glasses. The falconike glows with the

imbuement of spells, and Lemat signals this to the party. Everyone immediately cuts their

conversation short and begins to hike downward. The falconike spreads its wings and takes

to the air, flying off into the Northeast until it fades out of sight. Now under the cover of

sumac trees, the party crouches and continues its discussion. They quickly resolve to take

the Trailman back to Dioso (and I would like to hear whether anyone offers to tip him as

he requested) and the party is making logistical arrangements for the trip (who will teleport

who, etc.) when Al spots a shimmering bird descending apparently from the sun.

Everyone begins to panic and Old Mac suggests teleporting out before anything bad

happens. But with his penetrating vision Hebelios makes out a certain detail of the bird

which should arouse the interest of everyone present: The creature seems to be metallic. It

looks something like a small, iron or even steel golem. Everyone peers into the sun and

watches the creature descend toward the party. As it gets closer, some can even make out

that creature makes grinding noises as it beats its wings. Krysom discerns that it has the

shape of an owl. And as just moments before the creature lands on tall rock just in front

of the party Lemat announces that the creature detects as magic. But not just magic —

immortal magic. With truesight up, Hebelios informs the party that the owl has no hit

dice. It is not a golem, everyone decides, but an artifact. The owl turns away from the

party but keeps its eyes fixed on Hebelios. No one moves. After a few moments of

silence the owl looks away from the party, lifts and wing, and begins to preen itself.

Individual sheets of metal lay over one another to create the effect of feathers, or perhaps

scale mail. The Trailman looks at Hebelios in puzzlement.

So here are the things I’d like to know when you are able:

1. Are there any last minute things to discuss that last night around the fire?

2. Are you tipping the Trailman? And if so, how much?

3. What are you going to do about this damn owl?

Justin

From: Justin Tiwald <jtiwald@midway.uchicago.edu>

Date: August 27, 1956 12:09:48 PM EDT

To: Raypaulson@aol.com

Cc: wussking@yahoo.com, akuso242@hotmail.com, seth@astro.washington.edu, davidw@ksu.edu, ens105@psu.edu, jtiwald@midway.uchicago.edu, jwhyber@aol.com

Subject: Spoo update

Reply-To: jtiwald@midway.uchicago.edu

Spoostuff…

I. The party spends a night in Dioso

Blackmoore proposes that the party take the owl with them and everyone agrees. Hebelios

withdraws a sack which contains some of his iron rations and empties the rations into his

backpack. He approaches the owl, bag in hand, as the owl perches on a decaying log

nearby. When Carrock comes within 20’ of it, the owl leaps into the air, making angry

chirps and hooting noises. After attempting to bag the owl two more times Lemat

proposes just having him return on the shoulders of some party member. Hebelios tries to

get the owl to perch on his shoulders but the owl refuses, behaving as though he were

incensed. Al tries and the owl gladly lands on his shoulder and begins preening himself.

With all of their belongings in hand, then, the party casts teleport spells, transport spells,

grab onto one another and blink back into the home of the Trailman. Tips are paid, books

are ordered, and farewell and exchanged.

The party spends an uneventful night in an inn at the outskirts of town. The innkeeper is

unobtrusive and there is no tavern there, making for little congeniality between the guests.

The inn seems to be a place for those who want to mind their own business, and that’s just

what everyone does for the night while they reflect and meditate on all that has happened in

the past week.

The next morning Blackmoore, sharing a room with Old Mac, wakes to the sound of a

knocking on the door. He leaps out of bed immediately, approaches the door quietly, and

puts his ear to it. In the hallway outside he can hear the sound of footsteps retreating. Old

Mac sits up and asks what’s going on. Blackmoore explains that someone has knocked on

the door and then walked away. Old Mac leaps out of bed and runs to the window, looking

down upon the main entrance to see who might be leaving the inn next. No visible

creature does so. After some deliberation, Blackmoore opens the door into the hallway to

see if anyone is there. What he finds instead is an unmarked package, wrapped in giant

elephant-ear-sized leaves, leaning against the wall just to the right of the door. After

examining the package for traps he opens it and finds the following contents:

1. A book, titled “Kassangiturnok.”

2. Four scrolls:

a) “A Response to Kronos”

b) “A Debate with Koryis”

c) “How to Sustain an Uprising”

d) “The Methods of Clandestine Warfare”

The book, as it turns out, is a very eclectic collection of short stories, anecdotes and

didactic treatises. Sometimes the main character seems to be a mortal woman named

Kassan, a master rogue. Everywhere she goes the banners and flags point away from her,

as though the wind were emanating from her person. If Blackmoore spends a few hours

with this books he’ll finally conclude that the setting for these stories seems to be in

Orinocco, although an Orincco that would seem strange and unfamiliar to anyone working

today. The names of places have changed, the landscape has changed, and the nature of the

government has changed. Orincco is still ruled by a Tser, but he has only recently

conquered an area called “Hylon Lake” at the time, and he is still experiencing tremendous

upheavals in that area (largely at Kassan’s instigation). Let me know if you are

particularly curious about any of these texts.

II. The party returns to Cavell

The next afternoon the party teleports into field of milo just outside the town the Cavell

and enters the town through its north gate. The guards at the gate remember this group of

freaks and weirdos, and so they ask them several detailed questions (“Where have you been

for the past eight days”? “The wicca over there looks slightly different. Did he get a

haircut or something?”). The party eventually finds its way in and then passes through the

city again, headed toward the home of Krysom’s friend (the same place they stayed last

time). On the way there they find themselves crossing in front of a little alcove with a tile

roof built over it. Just inside the alcove and on top of a small dais is another statue of

Tser, and spread at his feet are several bags of coins. Lemat believes for a minute that she

thinks she sees the statue keeling over, just as the wounded soldier did in front of her in the

petrified forest. But she quickly shakes the image and moves on. Having already prepared

a bag of gold coins for such an event, Old Mac removes a small pouch and tosses it at the

feet of the statue as he passes by. No one says a word.

III. Lemat, Old Mac, Blackmoore and Al meet with a representative of the mage’s guild

Lemat receives a message from her host that the mage’s guild member has arranged for a

new meeting place (you might recall that you were originally going to meet in that upper

class inn where you found Krysom’s Messenger-friend). The new meeting place is in pit

of an abandoned latrine in an old tanner’s shop. He assures you that the pit has long since

been cleaned out.

So the next morning the four mages and Al rise early and slip out of their host’s home

before dawn. Dressed in their usual disguises, they walk toward the market square under

the cover of darkness and take liberal looks behind them to make sure that they aren’t being

shadowed. With his long-range infravision Al discerns that they are being followed by a

short, bearded man. So the party agrees to duck into a building and then d-door out the

back side. They force their way into a brewery and d-door from inside just as some old

woman begins to shout for help. From the backside of the building Al looks around and

finds no one watching. From there, then, the party turns invisible and flies down the

streets of the city looking for their meeting-place.

A half hour later Lemat finds herself leading the way into the latrine-pit and entering into a

small, fragrant torchlit room occupied by three middle-aged women and one young man.

The man addresses the party first and asks them who they are, what they’re doing, and why

they’re doing it. By now Lemat and others have gotten their stories down pat and they

give them without batting an eye. The man looks back to one woman — red haired and

wearing (among other things) a large, platinum belt buckle. She nods to the man and then

begins to speak. During the exchange that follows, the party learns the following things:

-The Mage’s Guild is highly illegal and is therefore forced to remain quite secretive.

-Most members of the guild don’t even know one another very well. They try to maintain

some anonymity even from other mages.

-This is because Tser has several spies planted among the group.

-The spell which Lemat wants — called ‘Surrogation.’

Surrogation (Level 8)

Range: touch

Duration: 1d6+6 turns

Effect: produces caster’s own spells from a proxy, up to three miles per level

When this spell is cast upon a live creature with mercury in its bloodstream, the creature

becomes a proxy for that caster. For the duration of the surrogation, any spell of fourth

level or less cast by the master of the proxy and intended for the proxy will emanate from

the proxy instead of the caster. No more than 2d2 spells can be cast in this manner before

the surrogation spell is expired. The caster does not automatically gain control over the

proxy, and surrogation will not work if the proxy goes beyond the maximum range of the

spell (three miles per level of the caster). If the proxy is killed the spell expires.

Although Surrogation is an eight level spell, it may be made into a permanent effect by

means of the magic-user ‘Permanence’ spell or any similar spell-like effect.

Due to the scarcity of living creatures which can survive on a diet of mercury pills, finding

good proxies is often difficult.

-Al and Blackmoore trade for two more unique spells:

Foam (level 1)

Range: 50?

Duration: 1 round/2levels

Effect: causes up to four gallons of liquid to foam

Featherfall (level 2)

Range: 0?

Duration: 1 turn/level

Effect: allows caster to fall at the rate of 10? per round

IV. Into the Mountains

As you might recall, Krysom has befriended a clan of peaceful, semi-nomadic peoples who

live without the watchful eye of Tser over them in the mountains of the South coast.

Civilized people call them “Hyothin” and they live about a day’s flight from Cavell, and

Krysom suggests staying at one of their temporary villages that night. Everyone agrees

and leaves town the next morning, undergoing the usual rigmarole at the gates on the way

out.

During their flight toward to the village the party passes over a large army advancing up a

steep slope. Behind them is an army (of equal size) of mules, all laden with large pieces of

siege equipment or side-saddles of supplies, etc. Krysom suggests that the army must be

about to take a long tour, and he informs the party that this should improve the mood of

the ordinary citizens back in Cavell. With so many soldiers gone so long, everyone will

enjoy along respite from the usual pattern of bullying and harassing. Hebelios peers down

and notices that a small encampment is perched about six miles southwest of the army, and

he wonders aloud whether that might be the encampment of a group of scouts.

V. The Party Spends Two Days with the Hyothin

The days are lazy and relaxed for the party. Krysom recommends that each party member

give some precious item to the clan as a gift, and after everyone picks a gem or

non-magical shield to donate the clan is quite generous to them. Everyone stays with a

separate family and is waited upon hand and foot. Blackmoore wrestles some with the six

boys living in the household that he is given, and Al and Charles play a backwards

arm-wrestling-like game with the father in charge of their household (Charles usually wins

and Al usually loses). The party quickly learns two interesting things about this clan:

First, Lemat is staying with a woman who claims to be the village oracle, and she reads

the future by listening to the talk of birds. By the Hyothin’s reckoning, the birds are able

to climb higher into the sky than any other mortal creature, and as such they have closer

contact with the gods than the Hyothin themselves do. Oftentimes the birds return to the

earth repeating the conversations they overheard while in Heaven, and it is the job of the

oracle to interpret these conversations. The first afternoon, the oracle invites several VIPs

to come and witness her interpretation of the party’s future. All party members except

Shaggy show up in a small grove, and after some conversation the oracle instructs

everyone to shut up. The place turns quiet and oracle puts her hands to her mouth to make

some burbling sounds. She does this for more than ten minutes before a small group of

birds land in a nearby tree to check it out. She stops making her call and listens in. After

a minute or two the bird begin to chirp, and after just a few minutes of listening to them

chirp the oracle throws up her hands and begins to shout. Krysom translates for the party:

“Doom! Doom! Your homeland is being ravaged by snow and ice! Your enemies are

turning the gods against you! Your friends have already deserted you! You must return and

relocate your families in a warmer climate!”

Carrock and Krysom (who speak most forms of ‘bird’), however, hear something quite

different:

“Does that look edible? Yes? You pick it up. The wind is cold. Let’s get out of here.”

Lemat officially thanks the oracle for her interpretation, and promises to move on as soon

as possible to see to her family. Nevertheless the party lingers with the Hyothin for

another day. Shortly after the ceremony the metallic owl chases the birds away.

Second, the Hyothin often have what they call a “golden guest.” Apparently a beautiful

young woman has been visiting them every few years for the last hundred years or more,

and when she arrives she usually stays at the house of Jeruna, one of the most

distinguished families in the clan. She has amber skin and never seems to age and when

the clan is in trouble she goes out to summon a powerful gold dragon to come and rescue

them. The Hyothin think she is the daughter of Hogesh, one of their gods.

VI. The fanaere kill a megatherium

A large sloth-like creature passes nearby on the second day and one of the village runners

returns to the village to make the announcement. Several hunters immediately prepare

their spears and longbows to go and slay it, and Charles asks them if he can come along.

They agree, and soon Al asks if he can come along too. Again they agree, and shortly

thereafter Hebelios, Shaggy and Krysom decide to join the group. Eventually they track

the creature down as it leans against a tree and eats at the leaves — standing about 15’ tall

while upright. The hunters explain to Krysom (who explains to the party) that these

creatures are extremely dangerous because of their size, although this is a young one. They

usually start by crawling as close as possible along the ground and firing a few arrows.

Then the creature usually charges one of the archers and the spear leap out to defend that

archer. The party reluctantly agrees to this tactic, although every one of them would prefer

just to charge up and take a swipe at the creature. After the archers fire a few arrows the

creature drops all four legs to the ground and begins to run — but not in the direction of the

hunters. The fact that the megatherium decides to flee catches the hunters completely off

guard and they immediately begin to argue about what to do. Hebelios tells them not to

worry and he takes the other two fanaere with him to catch up with the creature and slice

him up, which they do quite easily. With only a few minor scratches on their faces and

backs the hunters return triumphant — each with a 60 pound piece of meat on his back.

That night everyone eats well.

VII. Mad Jack discovers a foot-long beetle

After studying it for some time he decides to leave it where he found it. He suspects that

this species of beetle might upset the balance of his own grove if he were to introduce it

there.

VIII. Krysom learns some mythology

One night around the fire pit with his host family, Krysom listens to some tales of the

clan’s past. He hears that they were once closer to the gods, that they were once made up

of hundreds of villages (they occupy only a handful now) and that they once ventured

further out into the plains than they do now. Now they stay under the cover of the

mountains so as to avoid the roving armies of Orinoccans. Krysom learns that the clan

has mastered some of the techniques of appeasing and sometimes even befriending dragons

and that they pilgrimage to various mountain shrines whenever they need a favor from the

gods. Krysom asks for the location of these shrines, but the Hyothin say that they cannot

disclose these locations. In fact, only the village clerics know them, and they won’t say a

word without the permission of Hogesh.

IX. Yukihiro leads the party deeper into the mountains

Yukihiro announces on the third morning that Pflar has spoken to him, and that the friends

of Pflar draw near. Everyone gets their belongings together and thanks their respective

hosts before leaving. After the party leaves the village Lemat suggests casting fly and

saving some time, and everyone does so. After a long day of flying the party lands that

night in a deep valley and pitches camp next to a gushing mountain river. It rains that

night and the sound threatens to mask any noises that an approaching assailant might

make, so Al volunteers to stay up most of the night keeping a lookout with his

infravision.

In return for Al’s sacrifice, Odd Job (Mad Jack) lets Al sleep on his flying carpet as the

party moves the next day. After another wearisome 16 hours of flight Yukihiro leads the

party to the base of a steep slope. Built into that slope is an old, 2-ton stone door that

lays unhinged against an entrance to a tunnel. Somehow someone (a giant?) has managed

to open the door by about one foot, and by the looks of it the door was opened recently.

Yukihiro leads the way inside.

As soon as they enter the tunnel it fills with light. Several yellow light spells centered on

the vaulted ceiling emanate from above, making everyone in the room cast a long shadow

behind him. The tunnel is lined with pillars, and beside each pillar is a rock golem form

of a beastman, each standing about 7’ tall. Hebelios’s truesight detects that these creatures

each have 16 HD. A phalanx of six golems form a wall before the party (shoulder to

shoulder), and behind them 22 more rock golems line up in pairs. There is a rumbling

sound from above, and Lemat looks up to see that the ceiling is shaking (a large holy

symbol of Pflar inscribed just above her). The phalanx of golems begins to advance in

perfect unison. Blackmoore asks Yukihiro what they are supposed to do, and Yukihiro

shouts at everyone: “Put your weapons down! On the ground! That means you have to

let them go, Charles!” Hebelios reluctantly lets go of the hilt of X4 as he sets him on the

floor. Everyone either sheaths their weapons or sets them on the floor. The golems

continue to advance. Blackmoore begins to cast force field but Yukihiro interrupts him:

“Don’t do that, Blackmoore! No spells!” Blackmoore interrupts his own spell and it is

lost for the day. The phalanx then marches within inches of Yukihiro and stops. The

rumbling stops. The room is quiet for the next few seconds.

Then the rumbling begins again with a renewed vigor. Indeed, the clerics in the party are

all immediately convinced that they have become the victims of a full blown earthquake.

The walls and ceiling begin to shake, although no large pieces fall on top of any party

members. The floor cracks open and Lemat and Yukihiro make saves to avoid falling in.

They succeed (11, 14). Shaggy and Charles head for the door, hoping to make an escape

before the whole place collapses. But the door has fallen back into place. Charles demands

of his boss that he use telekinesis on the door, but Al is too busy watching for falling

rocks and trying to keep his footing. Everyone lifts just a few feet off the ground as a

precaution while the ground opens wider in front of them. After several minutes of this

the earthquake stops. The party finds themselves looking down into a deep chasm —

perhaps 100’ deep. Yukihiro suggests that the party fly in. He hops onto Mad Jack’s

carpet and the two of them lead the way.

At the bottom of the pit the ground is covered with rubble. Just underneath a thin slab of

rock Yukihiro spots a small arched doorway. He asks Charles to help him remove the

rock, and after doing so the party sees that the doorway is quite elaborately decorated. It is

carved with numerous runes — some in Ancient Nithian, some in the Ancient Tongue.

Pictures of beastmen line the sides, and at the center is a tall, building-like structure.

Several beastmen scale the building with ropes and hundreds are gathered at its base.

Yukihiro utters a prayer and opens the door. Inside he finds a small meditation room.

Everything in the room is plush and everyone is made for those who are accustomed to

sitting, sleeping, eating and drinking on the floor. There are no chairs or tables and only

pillows. No dust has settled in the room. Against one wall three elegant lanterns hang

from the ceiling. Against another a hole for latrine-related matters fits into the floor, and a

curtain and curtain rod partially cover it over. Against the back wall are two shelves — one

with books and another with fruit and golden goblets filled with clean water. And just

before the party (against the front wall) is a tall statue of Pflar, his eyes literally burning

with fire and his skin gilded with gold. He wears real robes of some kind of shimmering

silken material (again, looking as good as new) and seemingly stares into the distance.

Yukihiro makes an announcement: “We meditate here for a few days, then the others will

meet us.”

X. The party prays and meditates in comfort for two days

Those who know how to honor Pflar spend most of their waking hours doing so.

Everyone else eats the fruit, drinks the water, lounges on the pillows and makes jokes

about bodily functions. The fruit and water replenish themselves three times a day. Old

Mac picks up some of the books and begins to thumb through them. He is disappointed

to discover that they are all written in a language he doesn’t even recognize (much less

understand). Al dons his helmet and peruses them. The titles are as follows:

1. Tales

2. History

3. Ethics

4. Rituals

5. Dream Interpretation

6. Heritage

By Al’s lights, all six books consistent of very drab and dogmatic readings for those

devoted to Pflar. Blackmoore asks Yukihiro during his next break from meditation whether

he can take some of these books with him, and Yukihiro warns him that he should not try

and that it will be no use anyway. The books are meant to stay here for guests.

Let me know if you would like to do anything else during this two day wait.

XI. The beastmen arrive

The party wakes up in the middle of the second night to the sound of thunder. Soon they

learn that it is not thunder that they hear, but rather that of another earthquake. From

within the room the earthquake seems relatively innocuous — causing the cups to vibrate

on their shelves but no major damage. Soon thereafter the door swings open, and a tall

beastman wearing white robes and a single, silver necklace lowers his head and step in.

Seven more step in behind him. He looks out over his long nose at Yukihiro with wide

eyes and says nothing. Then he finds the holy symbol of Pflar under his robe and shows it

to the party. Yukihiro returns the gesture, and Blackmoore and Lemat quickly do the same.

The beastman gently prods Lemat with a stick, and after he does so he begins to speak.

Everyone in the room immediately recognizes the effect of the “communicate” spell, and

the beastman and Lemat begin to hold a conversation.

It turns out that this surviving clan of beastmen is extremely small — just sixteen

survivors total. Their numbers were five times that just ten years ago before they were

wiped out by an attack conducted by Tser personally. Somehow one of Tser’s elite mages

managed to track them down in the mountains and Tser organized an ambush. The

beastmen who stand before you now and the rest who wait for you above ground represent

a combination of the survivors of that attack and the fortunate few who were out gathering

supplies at the time that the attack occurred.

For the past ten years they feel as though they’ve survived only by the skin of their teeth,

so when they heard that Pflar was sending a human mage to take them to a safe haven they

were ecstatic. They have come here not to negotiate an agreement to go back to the Prime,

but merely to put their full faith in you and depart outright. Lemat is relieved to hear that

she will have to do no persuading, and so she asks the leader of the beastmen if he will be

ready to depart as soon as this morning. He answers that he will need one day to clean out

the temple before leaving. The nearest node is just a mile away. Lemat agrees. Then she

asks his name. He introduces himself as “Pine.”

The party remains in the meditation room the next day while the hutaaka walk down the

hallway above (the rock golems sidling aside to make way for them) and clean out some

room deep within which the humans in the party are not allowed to visit. There is one

exception to this — Yukihiro attends the cleaning ceremony with the beastmen and even

helps carry several large bins of burning oil to the out of doors. After 16 hours of work

the beastmen look tired and their clothes look dirty worn. The next morning Lemat rises

from her bed, opens her spell book, and selects her spells for the day. On this particular

day one of those spells is “Gate.” After everyone is prepared they take their leave from the

meditation room and fly back into the light of day. It is dawn outside and 14 of the

temple’s rock golems are lined up in formation. Pine gets Lemat’s attention and points at

them with a clawed thumb, as if to say “we’re taking these along too.” Other than Pine,

the rest of the beastmen are loaded down with relics, small furniture, and their own

supplies. The golems will not carry supplies. Lemat infers (correctly) that moving

everything through the gate in one turn is going to take some coordination, so she makes a

list and lines everyone up in the proper order. After a short countdown she casts the gate

spell. The beastmen are the first to pass through, although they do it very slowly — some

of them dropping belongings on their way out, and then running back through the gate to

retrieve them after they’ve set everything else down on the Prime. Then the party passes

through (the owl on Old Mac’s shoulder), leaving just Pine and Lemat behind. Finally

Pine orders the rock golems to crawl through the gate (they’re too large to walk through

upright). This is a slow and tedious process, and as the minutes tick away Lemat begins

to get worried. But the golems all pass through with about two minutes to spare. Lemat

and Pine take one last look around and jump through.

The party is now standing in the middle of the New Averoigne wilderness, looking like

they and their belongings were dropped off here by a moving truck and then abandoned.

Blackmoore kisses the ground.