The Twin Kingdoms

Looting the Sinkhole

It is a truth universally acknowledged that a fearsome monster in possession of a good fortune must be in need of heroic adventurers to relieve it of its material burdens. And so, having slain the spectral menaces, we turned to looting the room, impeded somewhat by the water that was still bucketing down from the ceiling.

We could see the water pouring from a pipe above. Our best guess was that the pipe had cracked at some point, and the resulting leakage had washed out the ceiling, causing a large chunk of the graveyard to collapse into the chamber. This had separated some of the bodies from their effects, which led to a brief and mutually satisfactory exercise in rationalisation on how it wasn’t grave robbing to take said effects.

We found some extremely old swords (Vall kept a hilt; the rest crumbled away) and two breastplates that were rather better preserved, but more valuable as collectors’ items than as practical armour, both with a device that turned out to be the old mon’Valla family crest. We also found some old coins – about eight hundred years old, in fact – also worth more to a collector than their face value.

After this, we decided to investigate the hole in the ceiling. Vall climbed up first, then Faye, and they pulled me and Chrysta up on a rope. Chrysta noticed some very old masonry, and tree roots in the dirt, probably the cause of the damaged pipe.

Chrysta wanted to investigate the pipes, but none of the rest of us were very keen on crawling down a narrow damp space. Instead we made our way to the surface. We found a forested area, badly overgrown – presumably part of the old city, before the town shrank. At this point I still wasn’t sure which phase we might be in, so I cast a flight spell and flew back to the town, confirming that it was as I remembered it. I returned to the group and we walked back to town to rest overnight.

We returned to the sewers the next day, Junior Minions in tow, to check whether the problem had been adequately dealt with. There were a few wandering skeletons, easily dealt with, and nothing more; barring further trouble, I think we can consider this resolved.

Now that we had more time, we checked through the main chamber more thoroughly. There were outflow pipes in the pool, but all were blocked up – well, that’s what water elementals are for. Chrysta and I summoned some little splashy minions, they unclogged one of the pipes, and the water drained out.

In the remaining muck we found several bones – probably about enough to assemble four or five skeletons with a few extra skulls. Chrysta glared at me when I suggested piling the bones up in an aesthetically pleasing pattern – look, not all found-object art is inherently evil, dammit!

We also found some coins (which we shared with Junior Minions) and a couple of nice magic items. There was a ring of invisibility, which no doubt Vall will cherish, and an amulet of punching things really hard. While I daresay it would have come in handy when Faye snores, we decided it would be more useful to Junior Adventurer Ann, the monk. So we have decided to donate it to charity.

(also, Ann is kind of cute, in a stern-and-serious sort of way, but don’t tell her I said that.)

Shiny points: 19 carried over, +1 for summary = 20.

Mist and Shadows

When we returned to the surface, we found the Junior Minions looking very shiny and a little more powerful, and doing their best to convince us that they hadn’t just been fighting lots of undead. Their best was not very good. But said undead had been trying to kill them, so fair enough.

We rested overnight and checked over the injured, then headed back into the sewers. The ghouls we’d killed were still there, some now with fresh toothmarks on their flesh. I suppose ghouls are cannibals? It stands to reason.

Up ahead, the tunnel opened out into a big circular room with several side passages branching off. We could see a pool in the middle, lower than our own level – and yet the water was flowing out, in defiance of physics.

Zakaroth, tracking, found a humanoid trail that cut off at the entrance to that room. He tried holding an arrow across the boundary and we experienced a peculiar optical effect – it appeared to bend, but straightened again when he pulled it back.

We suspected something similar to the boundary that we’d encountered at the Divine City – I think I shall call it a “phase boundary” from here – and Faye stuck her hand through. The air on the other side was more humid (cf. my notes from Divine City) and when we stepped through into the other phase there was an overwhelming sense of malevolence. The ceiling had breached, much of the graveyard had fallen into the chamber, and water was pouring in from above – hence the outflow, and a great deal of mist that made it hard to see.

Considering: these boundaries connect to worlds that parallel our own, but differ to some degree. Are they all connected to the same world, or each to a different one? The other-phase Divine City was also more humid – perhaps that’s a connection?

Of course, the humidity in this one might simply be due to the breached ceiling. But then again, the inflow in turn suggests a considerable rainfall up above, more so than in our own world, which would – again – suggest greater humidity.

Hmm. Now I wonder about the magical school we encountered just before Qurell’drel. Was that also a phase boundary? Chrysta was able to dispel it; perhaps we should have her try on one of these?

But before I could give further thought to such matters, we were attacked by two malevolent entities, some sort of incorporeal undead (wraiths? spectres?) They were hard to damage, and one hurt Zakaroth badly, but I got to try out my new haste spell with very satisfactory results. Eventually they fell before us and the feeling of malevolence dissipated, as did the phase barrier. I’m not sure if incorporeal undead can cross such things; perhaps they were trapped here?

Shiny points: 18 carried over, +1 for summary = 19.

The Goblin on the Rock
a traditional song, author unknown

A favourite of drunk tavern folk across the kingdom. Often the performance becomes faster as the song progresses

On an foggy day I went
To the goblin on the rock
And the goblin on the rock said “Aye” (Aye!)
With a burden on my back
And a sack of gold to share
“I’ve a problem back at home
Could a goblin help me there?”
And the goblin on the rock said “Aye” (Aye!)

“It’s the missus” did I say
To the goblin on the rock
And the goblin on the rock said “Aye” (Aye!)
“Yes the missus has me skint
Has me broken to the bone
Has me drinkin’ with the dullards
And sleeping all alone!”
And the goblin on the rock said “Aye” (Aye!)

“Could you spook her” did I say
To the goblin on the rock
And the goblin on the rock said “Aye” (Aye!)
“If you spooked her outta town
To the forests in the easts
And she never wandered back
I could marry who I please!”
And the goblin on the rock said “Aye” (Aye!)

With a whooping did I leave
From the goblin on the rock
And the goblin on the rock said “*Aye” (*Aye!)
*(sung as if from far away)
But as I went back to town
Found my wife upon a place
With her body on the ground
And a fright upon her face
… And the Goblin on the rock said “Aye” (Aye!)

Well the guardsman came along
To the place I found my wife
“It’s the goblin on the rock!” said I (…Aye?)
“Yes the goblin on the rock
Must have caused my wife’s demise
For I swear I never touched her
Can’t you see it in my eyes?
It’s the goblin on the rock, not I!”

And the guardsman laughed! Ha! Ha! Ha!

Now a foggy night it is
In the jail in the town
And the goblin on the rock says “Aye” (Aye!)
Oh the goblin on the rock
Who has visited this night
And has turned me to a villain
And has killed my wife with fright
Can you see I’ve learned my lesson
Never dabble with the Fae
Now a gallows comes before me
On my last and final day!
… And the goblin on the rock says “Aye. Bye!”

It's Fire, And It's Friendly

We came to a junction in the sewers, and left Zakaroth to guard our exit route while we explored the left-hand corridor. It was heavily littered with spiderwebs, but they all looked to be pretty old. Chrysta wanted to set fire to them, but we overruled her.

This branch of the tunnel ended abruptly at a point where the roof had collapsed, so we headed back to the junction and went on ahead. As we proceeded we began to notice a nasty, rotten sort of smell. Soon we met the cause: a pack of ghouls.

I’ve heard that ghouls sometimes know unspeakable secrets from before the dawn of humanity, which might be interesting just for curiosity’s sake, but if they had any unspeakable secrets they weren’t talking about them. Instead, they charged at us and attempted to eat us all. Not surprising, but disappointing. Anyway, Faye and Chrysta got stuck into them, Chrysta with the hammer that I’ve been enchanting for her, and I summoned up a celestial wolverine. Chrysta took a few hits and was briefly paralysed, but my wolverine killed the last of her assailants and then charged up the corridor to look for more.

We heard sounds of fighting up ahead, and then the spell winked out. Chrysta had a budget version of my Invisibility spell, useful only against undead, but in this case that seemed good enough; she healed the wounded and then cloaked Vall to go scout.

He reported that the wolverine appeared to have killed four more of the undead, but a group of four ghouls and four ghasts remained.

We planned an ambush, but not quite carefully enough. Vall successfully snuck around to the back of the group before realising that if he did break his invisibility by attacking, he would be taking on several attackers alone. I tried to give him some support by summoning a second wolverine to back him up (or perhaps it was the same one again?) but it was mobbed by the nasty smelly critters and didn’t last long to do much.

My flaming sphere proved more successful, and Chrysta was able to rout some of the undead by offering to talk to them about Pharasma. The rest were mobbing Faye and Chrysta so I took advantage of their clustering to cook several of them with a spray of fire. Unfortunately I also caught Chrysta in the flames, and she wasn’t very happy about it, but I figured she’d prefer good clean magical burns to nasty dirty ghoul scratches and bites.

Hmm. Perhaps I should offer her a discount on armour fireproofing?

We clobbered the remaining ghouls while Faye flailed ineffectually, and our heroism was rewarded when we found a good sum of gems among their effects. I’d estimate about six thousand gold’s worth.

And then we decided to withdraw for a night’s rest, since several of my companions were battered and Chrysta and I were low on magic.

Shiny points: 18 carried over, +1 for summary, -1 for a reroll = 18.

Sewers of Vallaise

We were curious about who would own the gold vein in Sanidine. I checked records; it seems the mineral rights had at one point been granted to the local duke, but had reverted to the Crown on his death. We have informed His Southern Majesty-For-Now about the discovery, and he said they’ll work something out with the locals.

(I do hope they are careful; if the basilisks were released by the same subsidence that made the vein visible, what else might they find when they dig?)

Not long after our return, a letter from Billy arrived, having taken some weeks to get to us. He informed us that a few other locals had received the spark of adventure – all well and good – but that Vallaise had recently encountered a “minor undead issue”.

So we agreed to head back to Vallaise to deal with things. We talked about cutting across country, but although a shorter distance it would have taken longer, so we agreed to repeat our previous journey: downriver to the sea, then south, and upstream to Vallaise, activating portal stones along the way. If circumstances allow, we may take the cross-country route on the way back, and see if we can’t activate more portal stones as we go.

We decided to take some of the junior adventurers with us for experience. There was considerable argument about Feryn, a gnome who’s one of Cayden’s devout; Faye of course was all for it, some of the others were rather less enthused about the prospect of drunken gnomish carousing, but in the end we agreed to take her.

We also took Drupatha, a dwarvish musician type; Syldic, a half-elf from the “legitimate businesslady” crowd; and of course Alessandra and Gerard.

Alessandra has acquired a wolf! I am not sure when or how this happened, but if I can be her foster-mother at sixteen then I suppose she can have a wolf, as long as she takes responsibility for it.

It took us five days to Pont’s Cove. While in Kelan, I had stocked up on an assortment of esoteric (and rather expensive) materials: eye of hawk, platinum thread, spider-silk, and so on and so forth. I spent some of my time working on projects for myself and for others.

As a result of this, Chrysta now has a sparkly hammer that glows and ought to hit rather harder than it once did. Vall’s bow does not glow at all, but should be likewise improved, and I have also made him some boots and a cloak to improve his stealth and climbing.

For myself, I have invested mostly in defence. I can’t see myself wearing heavy armour, but I was able to find an old shield of mithral, so light that I barely notice I’m wearing it. (Note to self: do not attempt to scratch nose with shield hand while wearing it.) I have added some protective enchantments to the shield, and also to a set of rather spiffy bracers. It might not stop an axe, but it ought to slow it down a little! Along with that I have enhanced my grandmother’s amulet with some more protections, and I’ve made myself a cloak that should ward off various other kinds of threat.

Perhaps most important of all, apart from the headband: I’ve been able to create a kind of extradimensional space accessed via a portal contained in a light pack, which allows me to carry the makings so I can work on new projects as we travel. I’m now working on a larger version to carry shared equipment for our party as a whole, although I haven’t been able to scale up the utility magic that keeps my own personal pack beautifully organised.

(Note to self: do not, under any circumstances, place one extradimensional storage inside another.)

On arrival in Pont’s Cove we saw lizard men arguing with the locals. Thankfully it was more of a friendly-ish trade negotiation than serious animosity; perhaps we have achieved something good there?

The boatmen wanted to charge us a rather large amount per person to travel upstream. We realised that we didn’t all need to travel on the boat; instead, we just sent Faye and Vall up on the boat to activate stones, while the rest of us occupied ourselves in Frentel.

A couple of weeks later, our advance party had made it to Vallaise, whereupon they ported back to us and we stepped through the portal into town. Billy and his band of junior heroes were there to meet us. He’s looking very comfortable with that old sword now.

It’s a good thing that Billy wrote to us when he did, and that we responded quickly. With travel times, it’s a little over a month since he sent his letter. During that time the undead threat has escalated and become “slightly taxing”.

We pressed him for details. It seems undead emerge from the town sewers every so often, mostly animated skeletons but occasionally some tougher creatures that sound like ghouls from his description.

Before diving in we thought it prudent to pay our respects to “Mother” at the teahouse, and to do some research. She told us that they appear to be coming from an old part of the sewers that the local Legitimate Businessmen don’t bother with, because it runs under the south-east part of the old city, which is now overgrown by forest.

We didn’t want to take the juniors with us into the sewers – too dangerous – and splitting them up to guard at the surface would have spread them dangerously thin, so we left them with Billy and co. and headed down.

Vallaise has quite impressive sewers, high enough to stand in, with raised walkways either side of the central stream. Heading into the older section, we found some suspicious tracks, some made by fleshy feet and others by bone. Eventually the tunnel began to smell bad, dirt and rot, and the torch began to gutter suggesting that we were reaching a pocket of stagnant air. I cast a gust of wind to stir it up, and although the smell worsened, the air became less dead.

Not long after that we heard movement from up ahead. Zakaroth shot a flaming arrow into the darkness, and we saw a throng of skeletons charging towards us. At the time it felt like dozens; from the remains left afterwards, I think it was about twenty in total.

I kept my spells in reserve, confident that my comrades could handle this threat, and indeed they did. The sheer force of numbers caused us some inconvenience but between Faye’s sword, Chrysta’s hammer, and Vall and Zakaroth shooting things, we took them down soon enough. I even stepped into the melee at one point to prevent them from crowding Faye too heavily; one or two of the undead took a swipe at me, but my protections held, and nobody else was too badly hurt.

Shiny points: 17 carried over, +1 for summary = 18.


After tossing around various names for our company, we settled on “The Pathfinders”. I’m not aware of any previous adventuring company of that name, and yet it seems somehow familiar.

I have spent most of the last month immersed in my work. It’s been hard going – securing peculiar ingredients, finding the patterns to lock the magic into permanent form, and not infrequently rinsing soot and sulfur out of my hair.

(Hm. I could undoubtedly afford to hire a maidservant to do the rinsing for me, and that would free up more time for pondering Ye Mysteries of Ye Eldritch. Or perhaps I could BUILD one! Maybe better practice the control mechanisms first.)

I did make time to take the junior wizards to the Celestial City, which is much greener than when we left it. The new temple forming in the central district is nearly complete now.

Faye, inevitably, attempted to make money by selling her transport services to rich sponsors. Zakaroth made himself scarce, presumably doing something or other shady.

Just after midwinter, a messenger came to me with word that the town of Sanidine had been having trouble with people disappearing. It’s one of the ones we passed on the way home, and we had already activated its portal stone – a coincidence that might be considered either “convenient” or “suspicious” depending on how one sees it.

I sent word to the rest of the Pathfinders, and we gathered at the Adventurers’ Guild, then portalled (is that a word?) to Sanidine.

Zakaroth wrote a contract for our investigative services, but I refused to sign it. Not without taking the time to read it first, and very likely not ever, where a disciple of Asmodeus is involved.

We found that six people had disappeared in the past week: a trader, then two farmers, then three other family members who’d gone to search for them.

The country is mostly flat farmland here, but with a hilly patch near where the disappearances had happened. It had recently experienced some subsidence, so obviously we decided to explore that.

Our first stop was a farmhouse where most of the missing people had lived. There was no sign that they’d left deliberately. Chrysta found some rocks containing a little gold, which makes them rather more interesting than normal rocks; they looked rough and dirty, more likely to have been dug from the ground than to have washed up in a river.

From there we went on to the site of the subsidence. The road had been built straight through a hilly section, and we found humanoid tracks leading down to a point below the road. Here we found humanoid tracks leading down to a point below the road, where we saw several people standing absolutely still.

At this point we started to throw around words like “petrifaction” and I sent an air elemental to scout. It reported back that there were statues, and lizardy tracks, which narrowed the options considerably.

We agreed to wait until daylight and Vall nipped back to the big smoke to get mirrors for all. The next day, we returned – rather cautiously – to find that we were indeed dealing with six statues that resembled the missing folk. We also found two sets of large tracks, and several smaller ones, leading to and from a small cave.

I’m happy to say that nobody felt any romantic obligation to principles of “fair play”, so they all assented to my plan of hanging a blanket over the cave mouth and smoking the scaly horrors out, assuming that they were currently inside. And if not, well, Faye had painted a fake face on the back of her head in case they snuck up behind us.

I cast a flight spell and hovered at a comfortable distance above the action, to watch in case the smoke revealed a second exit from the caves, and also in case any of the basilisks should come back from hunting and attack us.

Not long after that, the ground crew heard noises inside the cave, and then a basilisk attempted to burst through the blanket.

To cut a long story short, all the basilisks appear to have been inside the cave. They emerged one at a time, and we killed them very efficiently with no injury on our part. (Yes, the babies too; I would have been curious to try raising one but it seemed unwise.)

Inside the cave we found the remaining statues, and a vein of gold – presumably people had followed it, to their misfortune.

Folklore says that fresh basilisk’s blood can reverse the creature’s petrification ability, and so it was; we were able to bring all six people back to life, although we didn’t have quite enough to do the horse as well.

Some were rather injured, apparently having been nibbled by the basilisks while petrified, but Chrysta did what she could to heal them. Then we headed back to town and collected our reward. Job done!

Shiny points: 16 carried over, +1 for summary = 17.

Back To The Capital

Thanks to our ministrations, things were looking rather better in the Celestial City. Caiden Callean was no longer dying, and by my understanding that means the spark of heroism will no longer ebb. Combined with the reactivation of the portal stones, I suspect this bodes for…interesting times.

The City itself is changing; two of the temples are gradually moving further apart, as if to make room for a new one. I suspect this is Savana, goddess of illusion, and I wonder if that is the explanation for the mysterious fifth guard? When we returned to Iomedae’s temple, I found her presence remote. Perhaps the gods are catching up on hundreds of years of backlogged prayers and the like?

(Apparently Vall’s blade is named “Apology”. Jokes about “a heartfelt Apology” ensued.)

(Some geography, which I should have mentioned before: the capitals of the South and North Kingdoms are Kelan and Egara, respectively. The Divine City is within the city of Mastere, the old capital of the great kingdom Thela’an.)

Zakaroth has suggested forming a proper adventurers’ company; he was once part of the Company of the Brazen Fist. (Not to be confused with the Brazen Fisters, which is a house of moderate repute in Kelan.) Obviously, everybody immediately started suggesting inappropriate names.

(Note to self: check legalities of forming an adventurers’ company. Consider liability ramifications in particular.)

We decided to hasten back home, to let the King know as much as we were permitted of these new developments. On our way we returned to the “chasm”, which was now just a tiny divot, just as Chrysta had seen it before. Very interesting.

When we returned to the boat, we noticed some money changing hands among the guards who’d stayed behind. Apparently somebody had placed bets against us returning – oh well, their money. I asked about taking up a collection for the families of the four guards we lost, but apparently they will be taken care of by the Crowns for whom they worked.

On the way downriver we stopped to activate the portal stones as we passed, and I picked up some materials…I have worked out some tricks for binding magic into items, beginning with a headband that should assist my mental focus.

At the river mouth, we parted company with the Egaran soldiers. They will let their king know that the Celestial City is now open, and that there may well be need for meeting soon between the two kingdoms.

The trip back to Kelan went quickly and without incident. It was chilly, with winter starting to fall, but we were warmly clothed.

On our arrival in Kelan we made straight for the palace. We agreed not to activate the portal stone until we had first given some warning to the King, since we thought he might not appreciate us opening the city up to sudden unwelcome arrivals.

With Captain Bastian and Great-Uncle Andine present, we told the King as much as the gods had permitted, and discussed the plans for reuniting the kingdom. I was pleasantly surprised to discover that this contingency had been anticipated. The older brother (that is, the king in the North) will inherit the rulership of the reunited kingdom, and His Southern Majesty will become a duke of the southern regions. He seemed comfortable with this arrangement, which was another pleasant surprise. Is it too much to hope that perhaps the reunification can be achieved without drama?

(Almost certainly yes, but a girl can hope.)

Apparently there are some complications with the idea of His Majesty-For-Now visiting Mastere; it seems that it does not lie within either the northern or southern kingdoms. One hopes that the two kings can arrange some mutually agreeable compromise.

(Incidentally, it seems a bit peculiar that the capital lay at the very edge of the old kingdom…but I suppose that would be less of an issue with working portal stones.)

I was pleased to see Alessandra and Gerard again, both looking well. Gerard has grown up noticeably in a few short weeks. I daresay they will both be out in the world getting into scrapes before we know it.

We found that many of the junior heroes are now wearing a hexagonal pin with an orb on it, and calling themselves “The New Generation”. I assume somebody is making good money out of this. We experimented surreptitiously with the portal stone and confirmed that they can’t activate it, only us. I expect that will change once they visit the Celestial City?

Re. portal stones: according to the records I’ve seen, there were about 500-600 in existence. About half of them are named; the others are blank or question marks. Hopefully once some of the young ‘uns have been to the City, they will be able to assist in reactivating the network.

I spent most of the next four weeks crafting. The materials are expensive, but luckily I found a rich sponsor. Lady Leandra, the King’s niece, wanted to improve her social skills; I already have a spell that provides confidence and magnetism on a short-term basis, but with a great deal of work I was able to bind it into a headband; the trick is similar to one that I’ve made for myself, but with a different focus. With what she paid, I was able to fund a great deal more work on my own account, and I’ve also been working on a few toys for my companions; more on that in a separate entry.

There is a big celebration scheduled for Midwinter, and I made sure to secure myself some fancy clothes for the occasion. Magical cleaning spells FTW!*

I also talked to the junior wizards. I’ve shared my spells with them (excepting the walking-skeletons one that Chrysta doesn’t need to know about) since research is expensive. If I help them, I hope they’ll be minded to share their own discoveries with me, and hopefully they’ll be a little less likely to blow themselves up re-inventing the Third Circle of Abjuration.

After Midwinter, the plan is to take Lord Andine and some of the old wizards (now Earls and Countesses) to the Celestial City. It must have been tremendously frustrating to reach their plateau so early and then be unable to move further, but I hope we can do something for them, as well as for our younger friends.

*For The Wizard.

Shiny points: 14 carried over, +1 for summary, +1 for the “heartfelt apologies” joke = 16.

Let Slip the Gods of Yore

We continued to jog towards the city limits. Vall scouted ahead and reported back: several of the teeth-eye-things were lying in ambush. Going around would have been time-consuming, so we decided to assault them head-on and thin out the opposition.

There were about a dozen of the kind we’d met before, and two more that seemed different; they still had the many-angled teeth/eyes thing happening, but they were bigger and moved more deliberately, seeming more solid.

Still, they went down quickly enough. Zakaroth shot one of the big ones repeatedly and it went down quickly, Vall killed another. Faye charged in and attracted a crowd of them (of course she did); they scratched her up a bit, but she did all right. I called up a sphere of fire, which might have been effective if they hadn’t kept dodging, and then I shot one with my crossbow.

I had been concerned that using magic might strengthen them (being thaumivores) but I thought it better to test that theory than remain uncertain, and it didn’t seem to be a problem. However, when Chrysta called up an earth elemental, she experienced unexpected pain – perhaps because the city is in another plane, summoning is affected?

Anyway, I moved in to help Faye and knocked out four of the critters with a colour spray. One of them hit me as I was casting, but I kept my concentration, and with that the fight was pretty much over, with my companions having taken care of the rest. As they died, they slipped back out of existence.

Curiously, the guards accompanying us hadn’t moved during the fight. Apparently, from their perspective the fight was over too quickly for them to see.

Moving on, we encountered another ambush. We dealt with it quickly enough, but Val took the opportunity to test the guards; he poked one fellow, who came to and joined the fight. It seems that we’re able to snap them out of it by interacting with them. Very peculiar.

Approaching the gate, we found the party we’d left at base camp, fighting something large and ugly. It was standing on the city side of the boundary, casting spells at them (which fizzled harmlessly at the boundary) and throwing rocks, which were rather more effective. It was an ugly creature: tall, humanoid, with broad shoulders. Zakaroth told us it was radiating strong evil – some kind of demon or devil?

I bolstered Faye’s strength, and we charged in. Faye, Vall, and Zakaroth hit it with a series of well-aimed strikes, and for want of anything better to do I plinked away with magic missiles. It showed surprising resilience and fought back, hitting Faye hard. I smacked it with my staff from a safe distance, and Chrysta woke up our accompanying guards, who finished it off.

We didn’t have to worry about the old “is it really dead?” question because it exploded very convincingly, showering us with corrosive ichor. I cast Prestidigitation, which cleaned it off me, but I felt a flare of pain in my fingers as I cast it; I suggested running past the threshold, and Faye did so; when she did, there was a blinding flash of light, a smell of pork, and the ichor was gone.

(At this point I vaguely noticed that there were five guards on the other side, not the four we had left, but I was still rather distracted and didn’t think to investigate this as I should have.)

Zakaroth rode past the portal, cried havoc, and released the gods. A line of lights linked him to the mountain, there was a loud crack, and things changed: now the air in the city was the same as on the outside, and the magical boundary was gone.

(Meanwhile, Faye was terrified that something was going to hunt her down and eat her. Hmm.)

Returning to the city we found it still abandoned, similar to its previous state, but the atmosphere was much less oppressive. We returned to the temple district, beginning with the temple of Iomedae; Faye called on her, and she responded, much faster than on our previous visit.

The gods told us that the demon had come from another realm, and was trying to take over. Iomedae advised me to go to the temple of Nethys, which I did.

Faye visited Cayden’s temple again. He was doing rather better; still bandaged, but no longer smelling of gangrene. Iomedae told us that his soul had been separated from his body, but now that they were reunited, the spark of heroism will remain in our world and will no longer fade as it had previously done.

(This, I suspect, is going to shake things up.)

Then Cayden challenged Faye to a drinking contest, which went much as you would expect.

Visiting Nethys’ temple, the feeling of presence was still weak; I called on him, and once more Iomedae-acting-for-Nethys appeared. She told me and Chrysta that the blockage resulting from his absence could be circumvented, and touched us lightly. I was overwhelmed by the sensation – as was Chrysta – and it was several hours before we regained consciousness, but I can tell you that it was VERY much worth it. As she had promised, the blockage was gone – no, not gone, but pushed aside, held at bay – and I felt new power coursing through me. Iomedae told me she had placed a permanent part of herself inside me.

(I hope Iomedae is not too easily shocked.)

Zakaroth visited the temple of Asmodeus and, I am informed, found him strengthened like Iomedae. I am not entirely sanguine about this.

Iomedae asked us, and I understand Asmodeus gave similar instructions, not to let the outside world know about the changes that had happened to the gods. If anybody else wants to know, they can come here and find out themselves.

More good news, which will certainly shake things up: the travelling-stones can now be reactivated, though not remotely; we will have to go on a little tour. There is one in the Celestial City and one in the outer city, and we tested them, so that’s a start!

Shiny points: 17 carried over, +1 for summary -4 for rerolling to get decent HP = 14.

The Many-Angled Ones

After finding the two dead guards in the gazebo, Vall and Zakaroth returned to base camp to warn the four we’d left there.

Meanwhile, Chrysta and I went to investigate the boarded-up temple (of Gorum, as it turned out). It had been pretty solidly blocked up, with heavy stone slabs – somebody really didn’t want people getting in, and I think I can guess why. Even standing around it made us both feel increasingly angry; I’m sorry to say that we quite lost control of our tempers. Chrysta went for me and tripped me up; I caught her in a web and backed off, and as I moved away from the temple I found the anger diminishing.

There were some guards nearby, and I warned them to stay away from the temple. Chrysta was shouting obscene things in Dwarvish (something about sedimentary intrusions? idk) and eventually broke out of the web. She came charging towards us, and Vall tripped her, whereupon she bounced down the remainder of the temple steps still yelling. Vall and the guards grabbed her and Vall applied minimal throttling until she passed out. When she woke up she was quite apologetic, and I hugged her to show there were no hard feelings.

From there we went to the gazebo. I hadn’t been there when Vall and Zakaroth first found them, but according to V&Z the slash in one of the guards was bigger than it was, and the non-spattered clear space on the floor was growing. Even as we watched, we saw a drop of blood disappear as it expanded. On experimentation we found that there was no magic within that zone.

At this point I spotted eyes watching me, down at ankle level, near one of the gazebo pillars. A little experimentation showed that casting spells made more of them appear, and we decided that this might be a bad idea. We backed away while Faye made some sort of reassuring speech to the rest of the guards.

This was when we noticed that two more guards were missing. They had been near the back of the group when we were investigating the gazebo, and as best we can tell something had picked them off very very quietly from behind everybody else’s backs.

We instituted a buddy system: guards in groups of three checking in on one another frequently, and groups checking in on other groups, so at least we’d know if it happened again – although I’m happy to say, we didn’t lose any more. Perhaps the increased vigilance deterred these predators.

We searched the adjoining house in hope of finding clues as to what was going on. It showed signs of having been evacuated in a hurry, but beyond that we found nothing of interest. By the time we finished, the troops were very jump. They reported feeling urges to leave the group and go check on things, but only when they were far away from us. Very curious.

At this point we felt a call from the temple district, and we hurried back with all the guards, to the sound of constant buddy-checks. We gathered at the temple of Iomedae. Or perhaps Iomedaes; there was a divine presence over the altar, and a human-sized avatar before it.

We described the problem, and she told us the attackers were creatures from other planes (yeah, we’d kinda figured that) which shouldn’t be able to touch ours. Then she asked us to take her avatar to the city border – but at the temple doorway she stopped, and said, “This is not our world”.

It seems the city has been somehow transported – which would explain why the atmosphere was different, and how the thaumivores were able to reach it.

Very very interesting…

She told us we’d talk further in the morning, and we spent an anxious but uneventful night in the temples. The city is shaded by high mountains to the east, and so in the morning the light appeared first in the west.

We spoke again to Iomedae, who was also channelling the other gods. They told us that they needed somebody to carry the essence of all the gods back to our world. We discussed, and almost unanimously agreed that it wasn’t going to be Faye; I’ll confess I was very tempted, but it also seemed a mite risky so we felt it might be best if it was somebody heavily armoured, and so we settled on Zakaroth.

We formed up around Zakaroth with all the guards and hustled back along the road to the edge of the city. On the way we were ambushed by six things that are hard to describe; the angles were all wrong, but I had an impression of big eyes, teeth, and claws.

I wasn’t sure whether spellcasting would exacerbate the situation, but I tried a low-level grease spell, and that tripped one. Another leapt at me and attempted to give me the haircut to end all haircuts, but I escaped with only minor scratches, and Zakaroth killed it before it could cause more inconvenience. One way and another, the other five went down, and we continued on our way.

To be continued…

Shiny points: 16 carried over, +1 for summary, +1 for “putting the ‘rot’ back in ‘erotica’”, -1 spent = 17.

Your God Is In Another Dimension

Well, it has been… a time.

We made our way east along the cobbled road. All of us felt some sort of presence just out of sight; Vall and the soldiers scouted but found nothing.

After several hours we made it to the ruins of the old city walls, now collapsed and badly overgrown, and here we encountered another curiosity. A little way past the (ex-) gate, the state of the cobblestones abruptly changed from “ancient ruin” to excellent condition, as if they were brand new. Attempting to detect magic, I found nothing – but as I approached, I discovered that my spell’s range cut off abruptly at the point where the cobblestones changed.

Zakaroth walked across the threshold, then Vall, and then myself. As I had suspected, once past the boundary my range returned to normal, but when I turned to face back the way we had came it cut off at the boundary again.

It felt strange on the other side; the air was thicker, humid. (Quite odd – we were a long way from the sea.) On a hunch I experimented with a small fire, and found the smoke did not cross the barrier. Then we noticed something more: a complete absence of life past the threshold, except for us humanoids. No plants, no birds, no insects, nothing.

I ventured back out, caught a small beetle, and brought it back towards the barrier. As I came near it started to panic, and fled. When I caught another and carried it in a box, it began to struggle near the barrier, and did not stop once past the barrier; when I opened the box it scuttled out and flew back to the west.

Zakaroth’s horse was extremely nervous at crossing the boundary, but followed orders. Chrysta’s pony Quicksilver point-blank refused. We decided to leave four of Bastian’s troops behind with Quicksilver, to set up a supply depot outside the city, and then the rest of us proceeded in.

As we walked into the city we confirmed a complete lack of living things, or indeed recently-living. Flowerbeds were empty, stables had no straw in them. Old wooden objects remained – carriages and so forth – but no trees. Indeed, there were some holes in the ground where trees might once have stood. The river that ran through the city was crystal clear, devoid of fish, plants, and scum. At this point I checked my food and was relieved to find it still there and edible.

We made for the temple district, which is arranged according to the alignments of the deities; Nethys, being neutral, was in the middle, with a temple that opened in all four directions. It was very ornate and finely built (note to self: get Chrysta to write an appendix about the architecture) and as I walked in, I felt very comfortable. As if I was where I belonged.

There was a great altar at the middle of the temple. I walked up to it – more than a little nervous – and spoke: “Nethys, I call on you!”

The light did… strange things. A brightness, phasing in, and a form in the light.

Who looked nothing like what I expected of Nethys. Female, armoured, wielding a sword.

Digression: can the gods read what I write here? I cannot assume so – given some other curious gaps in their knowledge, more on that shortly. But I cannot assume not. On the other hand, if they can read my journal, perhaps they can read my mind anyway, in case it doesn’t matter.

So I’ll just say it. I was of course very impressed to meet an actual god, and I don’t mean any insult by this, she seems like a very nice and worthwhile deity, but she wasn’t the God I was hoping for. She was, in fact, Iomedae.

“Nethys cannot answer your call.”

Well, with apologies to any gods eavesdropping: goddamnit.

She told us: “When the Destroyer [Rovagug] was released, Nethys sacrificed himself to destroy it. He put himself on the other side of the divide, from which he cannot return.” Apparently she has attempted to take over his portfolio.

She added: “Nobody has travelled the stones to us in a thousand years.” Apparently the gods weren’t aware that the stones haven’t worked in a thousand years!

She explained that they don’t venture outside the city, because if they were to do so it would risk breaking the foundations of the world; the city is some sort of special reinforced zone. We filled her in on what the world was like from our side, and then she vanished, to go confer with the other gods.

Next stop: temple of Pharasma. Chrysta was also in for something of a shock: the goddess who appeared was not Pharasma but a chimeric god-being named Pharas-Calis’Ir. Apparently Pharasma, Calistria, and Irori had all been badly injured in the war, and merged to form a trinity. Again, it seems very odd that they hadn’t taken more notice of the fact that nobody had come to visit them in a thousand years; apparently they can only hear their worshippers very faintly.

Next stop: the temple of Cayden Cailean, which should have been a cheery place but stank of alcohol, blood, and gangrene. Faye called on him, and he made his appearance, looking worse than I’ve ever seen Faye, even after that time she went on an absinthe bender. He was badly injured, and looked to have been crying hard for a long time. The source of his grief: losing his friend Nethys. Apparently this grief is also why his wounds won’t heal.

Zakaroth mentioned something interesting: the spark of heroism that affects us (but not him) resonates with Cayden’s essence. It seems Cayden has been sleeping for decades at a time, in his grief; our theory is that the outbreaks of heroism coincide with his waking.

Cayden confirmed that Nethys sacrificed himself for “that thing”, and also clarified that the divide isn’t death. So… Nethys is still out there, somewhere? He also told us that the other gods were keeping “that bitch” Lamashtu in check.

Vall tried to touch Cayden to comfort him, and fell unconscious; when he woke, he told us he’d been overwhelmed by the god’s grief.

Then we went on to the temple of Torag, to resolve Chrysta’s increasing worries about her status as a dwarf. The temple was decorated with depictions of dwarves, and I have to say, none of them looked very much like Chrysta.

When Chrysta called at the altar, another hybrid god appeared: Tora-Saren, a female figure carrying a sword and hammer, looking very confused about it. She apologised to Chrysta and explained that both she and Torag had been badly injured, and this had destroyed the bodies of the dwarves; when Torag and Sarenrae merged, they put the souls of the dwarves into construct bodies made from the rock.

To my great relief, Chrysta was delighted by this news. She didn’t care about her body, now that she knew she had a dwarvish soul. Poor thing, she had been so distressed by her doubts of the last few weeks, it’s good to see her happy again.

(Though we still have to solve the bit where she’s likely to explode in a hundred years or so.)

Then Zakaroth made for the temple of Asmodeus, and some of us followed him. (Val went off to attend to business at the temple of Calistria, and since he clearly wanted his privacy, we respected that and left him alone. An excellent example for any gods or Fayes who might be thinking of reading my journal.)

Chrysta was unable to enter; I felt a very intimidating presence, but managed to step inside the temple nevertheless. I kept very quiet as Zakaroth spoke with Asmodeus, who I will not attempt to describe.

Asmodeus appeared very displeased with the state of affairs (by now we’d written down a FAQ to save having to explain the same things to gods every time) and told Zakaroth: “Your charge is to fix this. Without magic, we can’t operate. Do not trust Lamashtu or Urgathoa.”

In passing, we noticed that what must have been the temple of Rovagug now lay in ruins, and another (Gorum, lord of Battle) was boarded up. Curious.

Since we had split up, some of our group sent two of our guards with a message to regroup. The message was not delivered; when we went looking for the missing guards we found their trail led to a gazebo, and in the gazebo the two of them lay viciously disembowelled (I’m not sure if there’s any other way?) with one missing many important body parts altogether. There was a lot of blood, but the splatter went up to a certain point in the gazebo and then abruptly stopped.

(A dimensional portal? Some sort of object blocking its spread? Something else?)

Shiny points: 15 carried over, +1 for summary = 16.


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