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An
Asylum and a Palace
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From
left: Aliya, Canabulum (soon to join the
party),
Serai, Zophas, Shurrin, Sister Mara...
and Udalaag!
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Serai,
Aliya, Shurrin,and
Mara had,
much earlier, learned that a shipment
of chaositech, discovered in something called
the Vaults of the Kython, was coming into the
city through Mahdoth's Asylum. The time had
come for the shipment to arrive, and thus the
group moved to intercept it. It had been Sister
Mara's mission all along to look into and stem
the tide of dangerous chaositech into the city,
and the others agreed with the goal to varying
degrees -- Serai had a slightly new outlook,
and actually wanted some of the chaositech for
himself, to study.
Mahdoth's
was an underground asylum for insane spellcasters,
those afflicted with mental maladies that no
remedy (or spell) seemed to allay. Most of the
place utilized magic-dampening fields, which
made it extremely hard to use spells. The group
didn't know whether those who ran the asylum
were a part of the chaos cult conspiracy or
not, so they went in cautiously. Their plan
was to turn Serai over to the asylum as an inmate
so he could observe things from the inside.
The rest of the group would wait close at hand
in case trouble started.
And
of course it did. Serai spent a strange night
among the inmates and soon found an exit from
the asylum to passages that went much deeper
underground. From there, the cultists were transporting
large gray cubes as well as a variety of weaponry
and devices. Serai attacked and all manner of
chaos broke loose -- so to speak.
Mara,
Aliya, Shurrin, and Zophas
intercepted the chaos agents coming down from
the city to meet with those bringing the shipment
up. In the ensuing battle, which extended down
into the asylum itself, some of the inmates
were freed, including a particularly dangerous
mage whose name was unknown, even to the staff.
He used soul magic to conjure a tyrannosaurus
into the middle of the battle, and then escaped.
The
administrator of the asylum, believed that the
adventurers were attacking the place and did
his best to hold them off with his own guards.
Finally, Mahdoth himself showed up -- a beholder
who had long ago been reformed of his monstrous
ways (by a group called the Brotherhood of Redemption).
Mahdoth would tolerate no one that would threaten
his charges -- the inmates -- and thus began
attacking everyone, both the cultists and the
characters.
Serai
discovered the hard way that the strange gray
cubes were storage containers holding some sort
of liquid power -- the pure essence of chaos
itself. This liquid began to spurt out of a
pair of them after he used a fireball
to attack the cultists transporting them. The
cultists also brought kython with them: horrible
monstrosities from ancient times, when the chaositech
was created. These creatures were amalgams of
both serpents and insects.
Eventually,
the characters defeated the cultists and the
kython, and recovered most of the rest of the
chaositech. Some was turned over to the Church
of Lothian for examination. Some, Serai took.
The asylum returned to normal, although a few
guards had perished in the fight, and the nameless
mage had escaped. Even Mahdoth himself was appeased.
Back
to the Dragon's Lair
But
the group still wanted to explore the
rest of Storamere's lair. After a good long
rest, they returned, with Zophas' new wizard
cohort Ephendus Thal, deep underground to the
strange ethereal island-palace. There, they
encountered one of Storamere's bizarre progeny,
a half-dragon/half-umber hulk named Udalaag.
Rather than fight the pitiful creature (who
had been persecuted by its half-siblings for
hundreds of years due to its slow-wittedness),
they befriended it, particularly Mara. After
much coaxing, Mara even convinced Ephendus to
lend Udalaag his headband of intellect
so that they could be more thoroughly question
him.
They
also found an intelligent elvish dagger named
Shayla. Shayla claimed to have been made by
the wizard-priests of Ni-Gorth almost 16,000
years earlier. These wizard-priests were the
very same ones who helped create the Jewels
of Parnaith, which some of them had heard about
earlier from a magical, intelligent pool found
in the former
abode of Alchestrin. They had learned the
Jewels were vital in their quest to stop the
rise of chaos and the Galchutt's return.
Now,
however, Shayla told them that the jewels were
not objects, but places. Ethereal islands that
could be reached by "color doors"
and the use of a magic item called the illitor.
Eventually, they found the strange illitor
in the dragon's palace (a ring, a bracer, and
a belt made of bronze, all connected by a bronze
chain) and decided to return to the surface
to learn more about all of this.
On
their way back up, shadowdancers and shadowmages
in the employ of House Sadar, one of the noble
houses in Ptolus, ambush them. The servants
of Sadar demanded from Serai the key to the
box of shadows, the very object which
started the whole quest. After a harrowing fight,
the characters escaped -- but now they realize
they are hunted by one of the most powerful
forces in the city. They knew they needed to
find that box -- and quickly!
Next:
The Box of Shadows, Part 2!
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