The End of the Local 509 Campaign
The Local 509 campaign started over a period of 3 months between
November 1989 and January of 1990. It's been a great way to spend
Saturday nights for 20 years! For the last year I've been working on a
new campaign to take it's place and I can only hope that it finds the
same welcome audience that the current one has. Thank one and all for
your participation and for making it such a fun 20 years. Obviously, it
wouldn't have worked without you!
The High Forest Adventure - 1/17/2009
I just checked and this adventure began on 1/17/2009. Once again, what
I thought was going to be a short adventure of about 6 or 8 months has
become a year and almost a half long adventure! The plot is that
an
evil wizard is trying to turn the High Forest into a private preserve
by driving out all creatures not under his control. Through the various
steps of the adventure, I planted clues that led them deeper and deeper
into the forest and finally led them to Myth Andoufhaur; the Lost
Mythal. The heart of the plot was the great wizard Turaha.
I have long had a character sheet for Turaha and much of his abilities
were documented, but I never felt (and still don't feel) like he was
completed. I think this is because I could never decide on his "end
game". He has tried everything to drive the party away and preserve the
Mythal that he loves. Fear, threats, waves of killing beasts, insects
and monsters have not deterred them. At the end, what will he do? Will
he fight, run away, cower and beg for his life, or what?
Finally, it is the end. The Dread Wraiths are the last creatures
besides Turaha himself that the party must overcome.
It is also the end of the Quest of the Fifteen and the Local 509
campaign.
Saturday Morning 4/10/2010
It just came to me this second! This will be a retrospective and
perspective of the whole campaign as seen through the precognitive
abilities of Turaha!. I have just come from outside where I was
considering this plan and a omen told me I am on the
right track. I heard a sound like a giant bee and turned thinking to
find one of the carpenter bees that live in the horses head. Instead it
was a humming bird sipping from the blossoms of the liman tree. It was
brightly colored with bottle green body and a blood red patch on it's
lower throat beneath a black head. It flitted from blossom to blossom
not more than 6 feet away. It is a good omen!
The play of this encounter is to be almost like the last moments of
King Kong where the destructive beast is cornered and becomes a
sympathetic character in the end. Freed from the madness of his desire
to rule the High Forest, Turaha is revealed as a soul tortured by pain,
wracked with guilt with what he has done.
In the game ...
As the party is fighting the wraiths, a command will come from the
darkened room beyond and the wraiths will flee. The voice will then say
"Parlay please! I swear by Lathander that I will not hurt you or take
action against you".
It is not a loud voice. It almost seems to be the sound of old
parchment being rubbed together; it is soft and sibilant.
Turaha then dispels the darkness spell that covered the room and it is
revealed to the party. He can clearly be seen at the back of the
room covered with the shimmering layers of his Prismatic Sphere spell
and levitating about 2' off the floor.
The room is fabulous! It has obviously been his living quarters for a
long time. It is a large place of 100' by 140'. The area directly in
front of the entrance is open and covered with runes, symbols and signs
of powerful summonings. There are dozens of scorch marks and one area
is stained with the dark rust color of old blood. The whole length of
the eastern wall is covered with book cases that hold thousands of
books and scrolls neatly arraigned and wholly free of dust although
many are in very bad condition. A workbench runs almost the entire
length of the western wall. It is covered with open books, alchemical
and magical equipment of all sorts. Some of the items are obviously
magical. Stacked in neat piles under the workbench are ingots of metal;
many of them obviously gold and silver. There are also 2 chests and a
large wooden box underneath as well. In the NW corner is a huge
canopied bed. The upper frame is draped with dark green silk and the
bed linens are bright yellow. Dozens of books are scatter in front of
it. In the center of the N wall is a giant fireplace that has a roaring
fire that does not consume the wood. The party notices then that the
room is over warm; about 78 degrees. In front of the fireplace is a
huge banquet table 70'x15'. There are a dozen chairs around it. All but
one of the chairs are covered with books, strange items, and the like.
A fortune in antique gold and silver place settings are placed as if in
readiness for a dinner party with a dozen guests. The plates are made
of finely carved ivory, the flatware is gold, there are gem studded
gold goblets and wine glasses made of carved semiprecious stones. The
serving items are made of gold inlaid silver and of incomparable elven
workman ship from a previous millennium. All of these are covered with
scrolls, books, carved items, stuffed animals and many things that can
not easily be identified.
Turaha is standing with his back to the fire and behind the long table.
He still has his Prismatic Sphere up, so it is unlikely the party will
be able to do much to end his speech. He will continue to talk to the
party to convince them to trust him for a time. When they give him a
chance he will say:
"I know you don't trust me and you have reason not to. But I tell you I
am now having what drunkards and mad men like me call a 'moment of
clarity'. The darkness that possessed me has lifted for a time and I
see that I am too old and that it is time to die. My great dream has
broken and this has freed my mind. But I would not die at the hands of
enemies even ones so noble as you. If you will let me, I will take my
own life this very day. This I swear to you by the Mythal I helped
create and still love even more than my life. If you will give me your
word that you will not kill me, I will dispel the protective magics
that surround me and I will put myself at your mercy, for I know you
have this quality in abundance. Odysseus's, you would be wise to keep
your bow to hand and an arrow notched as I fear the madness may take me
again, but I feel it has passed like my dreams of invincibility."
The party will no doubt ready spells and actions at this time in case
his statement is a ruse, but it is not and with any encouragement at
all he will drop the sphere and the ring and rod effects appearing as
the "Slimjim Man".
The party will want to ask questions. He will try to put them off by
saying "we have much to talk about, but if you are patient with an old
man all will be revealed".
At some point he will continue saying
"I see many of you are wounded. They are marks of your nobility!
Cast what spells you will and cure yourself if you like. At the end of
the corner of the workbench you can find a green flask marked with a
lazy 8. It contains a powerful healing drought. You may come forward or
not as you please. If you approach, do not step in the spot marked with
the circled pentagram unless you wish to die horribly. Here, allow me
to clear the table for you. I am going to cast a spell of telekinesis."
If the party doesn't freak out, he will use his telekinetic spell to
lift all the misc. stuff off the table and lower it to a spot in front
of the book case to the E. If the party stays on guard he will shrug
and say "as you wish" with a
disappointed tone. If they agree he will smile and say
"I have not eaten or drunk anything in 900 years and have lost the
ability to do so. Thus I fear I have no food to offer you. However, I
have many bottles of ancient wines that may still be good in the large
wooden box under the workbench" and points to it.
There are 40 bottles inside. 12 of them are vinegar (very fine and
tasty vinegar), but the rest are still good. There are 10 bottles of
Elven Dream wine, 6 bottles of ancient port, 3 bottles of distilled
dandelion vodka (pale yellow colored) 7 bottles of sherry and 2 of an
unknown high proof dark brown booze.
"Please forgive me if I do not sit down. A host should sit down with
his guests, but it is painful for me to touch anything but the silks of
my bed. <Sigh> It is far to painful for me to walk as well so all
my
waking hours are spent as you see me. I can't touch anything without
feeling like I have been burned."
He looks quickly and inquisitively at each of the party members.
"You are one and all heroes of the High Forest and perhaps the most
heroic in all the land. I salute you! For hundreds of years I
considered my little realm and myself as impregnable. You dispelled
that illusion and with it went the mad dream that I could rule the
whole High Forest. It is a painful realization. I have watched you for
many weeks. Long before you came to this place, my minions and spells
watched you. At first I rejoiced in your pain and expected each battle
to be your last. But despite it all you lived and continued to approach
me.
I have tried everything to drive you away. I have threatened you,
menaced you, sent insects, beasts and monsters to bedevil you. I've
threatened those you love, tempted you and bribed you but through it
all, you persevered and were true to your quest and to each other. That
which treated you well, you respected while dealing death to those who
opposed you. And through it all, you acted as one although you
are all as different and individual as any group I've ever known. I
know you call yourself the Local 509. For you, truly, the ancient
phrase 'E ' pluribus unim' is your ideal. You didn't know what lie at
the end of your quest. You sought only to protect the forest from me.
Let me tell you how it will end.
As the sun goes down this day, I shall take my life by drinking the
milk of the poppy. The golden flask by my bed contains enough to let me
sleep forever. Then, all that you see and have seen is yours to do with
as you will. I say now with all the gods hearing that I shall do this
thing without any harm to anyone anymore. When I am gone, Myth
Andoufhaur is your to do with it as you please. You have earned it.
I would ask you not for me, but for the Mythal that you return it to
the elves. I would have it peopled again. In my madness I sought
to people it with my thralls and all who lived here would obey me. But
this will never be and it it best that the trees have families again
and that the great amphitheater host poetry and music again. Still, you
are it's saviour and the responsibility for it passes to you.
When I spoke of a hidden treasure I did not lie. If you walk along a
path due N by NE 1600 paces from the Stone wall, you will find a single
redwood tree within a copse of 8 oak tress that surround it. Dig
beneath the roots of the redwood and you will find gold, gems and
krosnium enough to support all of you like kings into your old age. It
is yours now.
But enough of things. I have never been interested in things. I have
always sought to know more of magic and living things. In my last
hours, I would most like to hear the stories of past glory from the
heros who have restored my sanity."
The Story of the Local 509
You tell him the story of your journeys and quests. <This is a quick
overview of the chronology of the Local 509. The main idea is to be
nostalgic about the end of the campaign and to prove to them how
incredable it is that they have stayed a group for so long and through
so many dangers. They are heros and should know it!>
Zheban and the Condom Tower - Early '90
The local 509 met in the city of Waterdeep with the members finding
each other by chance. One day they were approached by a dapper man with
a foreign (german) accent named Zebhan Strien DeGoosta. He was a down
on his luck noble
that had title to a ruined castle and the lands around it. But it had
been long abandon by his folk and had become a dangerous place with
undead creatures and beastly lairs that no workman would brave. He
hired the Local 509 to go with him and clear the ancient halls so he
could take possession once again. He led them to the place of the ruins
where they found an invisible tower they named Condom Tower from its
blunt roof. All went well for a week or two but then a barbarian by the
name of Waybad killed Zebhan over a disagreement in the division of the
treasure.With his death, they have no
job and no reason to continue clearing the castle. So they left.
The House of Stone - '90 - '91
In going through the possessions of Zheban, they found a map of the
Ruined Kingdoms shows a spot marked in his hand saying "great treasure
lies within the House of Stone". With only this thin clue, the Local
509 decided to go to that place and try to find the great treasure. At
the spot maked on the map the found the tiny town of Katina. It was
little more than a couple of dozen small homes and perhaps a dozen
businesses supported by the farmer folk. On the top of a hill ouside of
town
was a unnatural, unmoving always present shroud of fog that covered the
House. The
folk around there told of occassional monsters and undead creatures
that came out of the fog. They offered the party a bounty for every
monster body part that they brought back to the elders of Katina. Thus
began the Local 509 tradition of collecting parts from everything the
party kills!
The House of Stone turned out to be a sentient dwelling that was made
of living rock. It could open passages, remove doors, shift rooms and
fight back when the stone was attacked. Inside were all kinds of
creatures. They found devils and demons, captive dwarves, humans and
creatures. The encounted wonders of all sorts, bad and good undead and
magics both deadly and helpful. They rescued an alien from a cage named
Dio Mas and she would become a valuable ally and patron for them. But
most importantly, they found treasure! Enough to keep them going back
for more. They were so successful in killing monsters that the Katina
elders ran out of bounty money!
Despite their success in Katina, many of the party longed for
civilization again so they retured to Waterdeep. There they found a
tavern
called "The Yawning Portal" that had an entrance to a vast dungeon.
They paid their gold piece to be lowered into the dungeon where they
sought treasure there like so many others before and since. They found
enough loot to provide them with many rich parties in the most
expensive bars and brothals.
They rescued an alien named Dio Mas from a cage in the House of Stone.
She is from a planet named Greld and she much
desires to return there. She learns of another Greldian named Io Do who
is living in the town of Calimport far down the coast. She meets him
and it is not a good meeting. On the way back to Waterdeep, their ship
is attacked and sunk. They have to find their own way back through the
jungle. After a long and dangerous trip they arrive back in Waterdeep
and go from there to Katina. Dio Mas meets them there and offers each
of the party a KP if they will go with her to find a flying ship that
will travel through wildspace and return her to her home. The party
goes to the Marshes of Celember where the find the ship in ruins and
guarded by dragons. They manage to kill the dragons (Dromar killed one
with arrows all by himself) and take the ship. But it is in very bad
shape so they go up to an island like planet named the Rock of Brall
that lies by itself in the vastness of space. On this asteroid they
find a thriving city full of strange creatures. Once the ship that they
name "Dragons Bane 509" is repaired they journey on to the home
planet of Dio Mas named Greld.
Dia Mas and Local 509 On Greld - Late
'91
Everything is very different there. The whole world is covered in a
gray lawn and all their homes are underground. They're mastery of both
magic and technology confuse the two and meld them into something that
is neighter. The strangest place they find is the Jebble which is a
living machine made out of gigantic crystals that allow them to astral
travel to any time or place they wish.
Isis and Cheesy Hill - Part 1 - '92
The elders of Dio Mas's family tell them of a world named Isis where a
great danger is likely to kill millions of people. A thing called a
"Mubomb" that is left over from the war preceeding the dark millenium
is about to explode accidentally. The 509 agree to travel there with
Dio Mas and prevent the bomb from going off. This planet is different
place their their home world mostly by the strange customs of those how
live there. The people have wierd names,
dress is loud garish colors and are much poorer than they are used to.
After much travel they arrive at a spot where a large hillock rises up
from level ground that is covered with holes. They call it Cheesy
Hill. They fight many creatures in Cheesy Hill but the most deadly are
the Battle Beasts. These are creatures created by genetics to be
weapons in the war before the Dark Time. They also encounter Octapeds
who are monsters with tenticles like an octapus that they use to walk
on the ground. They also encounter a degraded race of humans called
Heurmans. The Heurmans trap them underground, but with the help of a
djinn they find a dungeon room with a magic mirror that teleports them
back to the Undermountian dungeon beneath Waterdeep. Realizing they are
now far from their quest, they seek a way to return. They hear a legend
of a room of Portals in the Undermountain dungeon. After much searching
they find it and return to Isis.
Isis and Cheesy Hill - Part 2
Unfortunately, they come out of the
portal on a different contanant than the one Cheesy Hill is on! They
travel down the mountain they arrived on a meet a tribe of nature
dwelling people called the Yanihogani who are so impressed by their
arrival and martial prowess that they agree to take them to the city of
New Kelshire on the coast which has ship to carry them back. When they
arrive there, they find people freaking out at their appearance and
attcking them for no apparant reason. A kind person conducts them to
the Temple of Saint Edwar where the meet Ziadoo who explains that the
people on this contanent are incurably afrade of people from other
planets. Ziadoo teaches them how to blend in and keep their alien
nature hidden. They book a ship and begin their journey across a wide
sea toward Rivermouton that lies on the coast near Cheesy Hill.
On the way, the see a lonley island with a castle rising above it. They
stop to
try and get fresh supplies. The two mages that lived there wanted the
ship and it's goods for their own. But the Local 509 killed them and
took to themselves their island. It became a retirement home for them!
Finally they reached Rivermouton and traveled overland back to Cheesy
Hill. They found a shaft that led them deep underground. The shaft is
called Deepway and has many levels of dungeon connected to it. The
party hunts for the Mubomb for a long time. On the tenth level they
encounter a giant walrus like Battle Beast that is to powerful for them
to
overcome. They flee to the Etherial plane using a magical cube. Many of
the party are unconsious and all are badly wounded, so they decide to
go to the Postive Material plane hoping they will be healed. This works
to well and those less wounded find they have to injure themselves to
prevent dying from an overdose of positive energy. They return to the
prime plane but soon realize they are lost and are miles from Cheesy
Hill.
Having their asses collectivly kicked and longing for civilization,
they go to the city of Tilden. During their stay they find out about a
magical council that has been known to grant spells for a cost. They
are a haughty bunch and Dromar, enraged by their arrogence, attacks
them and the Local 509 are taken to jail to be tried by the Court of
Nobles.
The Court questions them while a magical truth tell spell ensures they
do not lie. They reveal their off world origin and their quest.
Realizing for the first time the danger from the Mubomb, the nobles
muster an army to go with the Local 509 and ensure the bomb is disposed
of. On their way to the Castle, they are joined by elves who want to
help in the battle.
The castle of the Lich is guarded by hundreds of his minions and a
pitched battle takes place. While brave elves and men fought and died
outside, the Local 509 were able to get into the castle to kill the
Lich. They find him, but he is clever and promices to send them to the
Mubomb if they call off the attacking elves. On their agreement, the
lich teleports the Local 509 to the lowest level of Deepway to a room
where the Mubomb lies. They are immediatly attacked by Battle Beasts in
the form of giant lobstermen. As most of the party fights a failing
battle against the beasts, the mubomb is disarmed. But knowing they
will be killed if they stay in that place any longer, the cube of
travel is used. Alas, it is miss rolled and they end up on a strange
moon that circles their home planet by the name of Selune.It is a damp
and dismal place. The party call the Dragons Bane to come get them and
then return to Kopeta. Dio Mas is on the ship and tells them they
should go to see Elminster in Shadowdale. Once there they learn of Myth
Dranor and decide to go there and get some treasure. They find it a
strange and deadly place and soon decide to return to the House of
Stone. They all felt they would return someday.
The Death of the House of Stone - '93
They are welcomed back by the people of Katina who encourage them to
continue in their efforts to defeat the forces of evil in the House.
After many, many battles, they found the living heart of the House
being guarded by devils. After a pitched battle where 2 of the Local
509 are killed, the party watches as the mortal remains of the heart
stop beating. As soon as it beats it's last, the House of Stone turns
into sand
and is sucked up in a tornado that dissappears into the sky.
Once the house is removed the party can see many openings in the
ground. They find a dungeon that lay under the house that extends deep
into the ground and they spend many days clearing it of monsters and
preparing it for their own uses. Returning to Waterdeep they find their
victory over the evil house has been heard of and recognized. In hopes
that Local 509 will assist in settling the Northern Wilderness they are
deeded the lands around the house of stone and many acres south of it.
They spend many months traveling between Waterdeep and the
Undermountain dungeon and Katina and the Dungeons of the House building
their strength and their wealth. But finding themselves stronger and
desiring more of a challenge (and richer treasure) they return to Myth
Dranor and make a fortune. Back in Waterdeep again, they contract with
builders and archetects to come with them to Katina to begin work on
their grand plan for making it a wilderness outpost of comfort and
schooling.
The House of Stone in Ravenloft - '94
- '95
When they arrive back they find that the fog has returned around the
House of Stone. They Investigate the fog and it turns into a giant hand
that grabs them and pulls them into a dark wet tunnel. They discover it
is a mouth when they are swallowed! They come out in another dimension
where the House of Stone still lives and is occuped by evil creatures
(surprise!). They disguise themselves as the Fantastic Travelling Show
to get into the House without a battle. To everyones surprise, it
works. They find out that Dr. Mordicanin is the keeper of the heart on
this plane. They find him and force him to give up the beating heart.
But it can only be destroyed in a particular room. In that room the
spirit of the house hovers over a glowing fountain. It agrees to send
them back to their own plane if they throw the heart into the fountain.
But it lied and when the heart is in the fountain the spirit turns into
a giant skull that laughing, casts a mighty curse on them "that they
shall never be at peace in one place". It then attacks them. But the
Local 509 stand fast and fearing death, the soul of the heart attempts
to flee to another dimension. Dromar throws
himself through the dimensional opening. The party follows and they all
track the Heart through the Astral plane and into a red whirlpool of
energy. They find that it leads to hell! They use a magic item that
takes them out of hell and into the plane of concordiant opposition. It
is not a happy place and as soon as they are healed, they return to
Katina to find the fog is gone once more.
Isis Again and the Attack on the Dam -
'95
Dio Mas tells them the result of their abandonment of the Elvin army
of the Lich. Although the Mubomb did not go off, the Elves were to weak
to stand before the forces of the Lich and were almost all killed. The
Battle Beasts drove all the way to the coast. The Lich nows rules all
within that land. Dio Mas says she is going to return to Isis to try
and make amends. Feeling guilty, the Local 509 decide to go with her.
On Isis they find that Cheesy Hill is now the center island of a lake
filled with evil creatures. They have built a dam that creates the lake
and increases the watery area they like. It is forcing the good people
out and endangering all the towns between the dam and the sea. Dio Mas
says they must see what the party can do to eliminate the evil that
still remains there. They find all manner of nasty things in the water.
Battle Beasts in the form Lobster Men, Elephant Fish (nicknamed an
Elafish) Octapeds and other monsters are formidable foes and
impossible to overcome once they are in the water, so they decide to
destroy the dam. In a coordinated attack, they begin raining spells
down on the dam from 2 different locations. But they hadn't planned on
what would happen when all that water got loose. One of the 2 groups is
washed away in the tidal wave, while the other group flees, chased into
the
wilderness by a group of monsters to large for them to even consider an
attack. Eventually, each of the groups was dispersed into ones and
twos. But the dam is gone, most of the monsters destroyed and with them
goes a large
threat to the people of Isis. But when they regroup and return to the
towns downriver from
the dam, they see vast destruction with one town almost completely
wiped out in the deluge. They fell more guilty than ever! After some
feeble attempts to rebuild the town, they sail away from Isis and back
to their own world of Kopeta.
Beourn and Ulla Arrive - 11/'95
In Katina again they continue to map and remove the pests from the
dungeon under the House of Stone while the workmen work on the
buildings that will become the frontier fortress of the Local 509 until
their fate is altered one dark and stormy night. They were all in the
Hero's Rest Inn enjoing quiet conversion and after dinner drinks when 2
men came in. One of them is a tall skinny man in plate armor. He is
leading the other by a chain attached around the throat. They clink
forward and it is obvious that they are a madman and his keeper.
Introducing themselves as Beourn and Ullahavgoingin. The thin one
gets them a room and they retire upstairs. Then a blast of magical
power envelops the Inn in a voice that says "All within shall assist in
the reconstruction of the Sundered God Gaga". It was a powerful Geas
spell and with this short sentence, the fortunes of the Local 509
changed forever.
The next morning the strange pair came down and explained that Beourn
was the mortal remains of a god who was "killed" in the war preceeding
the Dark Millenium. Betrayed by other gods, Gaga's physical form was
torn
into 15 pieces and his soul likewise dismembered. Although they could
not be destroyed, the parts were so seperated and guarded that it was
considered impossible to rejoin them. This is the task set for the
Local 509. Find each of the 15 body parts and rejoin them with the 15
soul parts to ressurect the great god Gaga. This became known as the
"Quest of the Fifteen".
The Feet of Gaga and Shou Lung - '96 -
'97
For months, Beourn recovered his strength with Ulla's help until
eventually they spoke of the first body part they had to aquire. The
closest body part was to
be found in the lands to the East called Shou Lung in an abandoned city
named Kou Melian. They loaded the Dragons Bane 509 with a full crew and
food for months then to off always toward the rising sun. After days of
travel and several stops for directions, they find Kou Melian. As they
are flying overhead, the magic helm the keeps the ship aloft stops
working and the ship crashes to the sandy desert that surrounds the
city. Everyone is injured in the crash and many of the crew die. It
takes weeks for them to drag the ship away from the area where magic
doesn't work so they can fly away. The ship is badly in need of repair,
so they slowly and unsteadily fly the ship to the nearest port for
repairs. Realizing they need a guide who knows about things like magic
dead areas, they hire Te Zieah who quickly becomes indespensible if
annoying.
On his advice they buy horses and set off across Shou Lung returning to
Kou Melian leaving their ship behind. On the way they encounter
bandits, monsters and hungry animals, but they all arrive at the ruined
city intact. It is a haunted place. Although most of the vast city is
in ruins that which remains is of an awesome scale. Once they are
inside the city walls, mad Beourn becomes almost uncontrolable and
leads them uneeringly toward ... what?
They travel all day and do not reach beyond the outskirts of the
enormous abandon city. The rest in an abandon home that night and a
spirit comes to them and tells them of what lies along the path they
tred. It is the Impossible Palace of the Silver Domes. For days they
walk through the city and encounter creatures no longer living from the
long past glory days of the city.
From the merpeople living in the pool
before the Palace they learn the proper incantation to open the doors
that have remained closed for hundreds of years. As the doors open
Beourn begins straining at his chains and frothing at the mouth. Like a
bloodhound following a scent, he leads them across huge rooms with
floors made of precious stones, through winding mazes and down to the
vast necropolis under the palace. The plain earthen "soul jars" that
contain the ashes of 3 hundred generations lie on sheves in their
millions. Shelves upon shelffs, level by level, they descend into they
graveyard of an entire civilization. By the time the party reaches
their goal, the realize there
are more dead in this place that are now living in all of Shou Lung.
Undead spirits and
creatures of darkness attacked them and sought to steal their souls,
but they battled through all dangers and arrived at last at the bottom
burrial chamber where the last emperor was interred with his golden
burrial barge and elegant carved statues. Enshrined within the
incredable opulence of the last Emperor of Ancient Shou Lung are a pair
of golden finely carved feet. Beourn rushes forward and begins talking
to them while Ulla lays out chains and a sharp sword. Suddenly, Ulla
chains Beourn so he can't move and cuts off his feet in one quick blow.
He then pushes forward the golden feet toward the stumpxs and the
golden feet (which are the actual bones of the
god encased within a shell of gold). White tendons and red muscles
appear and grow toward the cauterized stumps and dig into the flesh
like
questing worms. The skin then grows toward the feet long and the the
flesh under the new skin seems to
writhe as they the fill out. The look of
madness and fear is removed from Beourn’s face.
The look pain quietly
leaves him, replaced by a look of wonder and
revelation. The years seem to pass in reverse as Beourn’s apparent age
goes from 85 to 70 and althoug he is still infirm, his madness leaves
him and he draws power unto himself and proclames "Too long has this city been denied the people of Chow
and too long has the wealth of this place been hoarded from the people
who are it’s rightful owners.". A psysic shout can be heard saying "Kou
Melan is real and its wonders await". His voice then says "Too long has
the evil festered
therein." Wails of pain and shouts of joy can faintly be heard as the
evil spirits trapped here depart for the outer planes where they
belong. "Gaga has found you worthy of praise. Return to
the place of your ancestors and remember the name of your saviors. Too
long have the family spirits waited for a reunion with the living
members they desire to serve". A bubble seems to burst and triumphant
angelic shout is heard as all the spirits within the remaining houses
is loosed and allowed to seek worth members of the family to serve. One
of them appears in the crypt near Te Ziah. "Too long have the ancestral
dead been bereft of the companionship their living relatives provide
and to long have the living done without the wisdom of their
progenitors". The voices of the millions of souls in the crypts and the
rest of the city crying out "I am the ancestor of your father (or
mother or whatever) and I long to speak with you. Make the pilgrimage
to Kou Melian." "Too long has the magic of this place been unbalanced."
And with these words the very culture of Shou Lung is remade. The souls
of all the "honored dead" and the ancestors are freed to return and
guard their descendants now living.
An exhausted Beorn then tells them they must go to Sigil, the town at
the center of the outer plane where they will find the way to the soul
portion of the feet. While in Sigil they are shown one of the entrances
to the World Serpent Inn and they meet a friend named Bebe Rebozo who
shows them how to get to the plane the soul of the feet are located in
a portion of the plane they are in called Glorium. There they meet a
race of men who live only to sing praises of Odin the Mighty. They
travel across that area of the Outlands to a place called tnhe
Mausoleum of Chronipsis. There they battle the Crystal Dragon guardian
and overcome him. A glowing ball of light streaks toward Beorn and
melds into him removing all signs of the pain and madness that still
remained.
Katina Attacked! - Late '97
Using his newly found power, Beorn returns them to Katina
where they find they have been gone for months. During this time all
has been
well with Katina. The building continues, the people prosper and the
party recovers from the wounds and labors of the adventure. But then
without warning the city of Katina is attacked by maurauding Orks.
Although many townpeople are killed in the attack, the orks are driven
off and the party follows them intending to wipe them out once and for
all. The orks lead them to their lair which
is an underground area known as the Crumbling Stair. The party kills
the Orks even to the little ones and search much of the area beneath
the ruins to make sure no orks remain. When they are sure their task is
complete, the call for the Dragons Bane 509 which takes them to
Waterdeep and many pleasures! But at last they are saited and return to
Katina where Beourn and Ulla
await them. Beorun tells them of their next task which is to recover
his mouth which is on the planet Seker.
The Mouth of Gaga and the Red Planet
Seker - '98 '99
They travel there in their ship and find a world with almost no water
on it. A vast desert planet with only yellow fungus covering the sandy
ground. Beourn feels his mouth part is in the north and they head in
that direction through the desert Their way through desert is blocked
by fighting Tharks, the giant green men with 4 arms. They are captured
by a Thark army to numberous for them to overcome and are imprisoned.
But finding they are warriors, they are released and allowed to live
with the green men for a time. One night the Thark city is
attacked by air vehicles driven by humans with red skin. But the red
men are overcome and the survivors also imprisoned. The next day the
party is taken to an ancient amphitheater where the surviving red men
are ritually tortured and killed by ripping the hearts out of the
ruined bodies. The last of the surviving red men to be brought forth is
actually a woman of rare beauty. On the table of torture her eyes lock
with
Krom's and he goes crazy. He breaks his chains, and darts forward to
the
table and attacks and kills the torturer. The party is then banished
from the city. The beautiful red woman is named Deja Thoris and she
leads them to a spot where one of the abandoned air craft lies. They
kill the
guards and fly the air car away toward the S until Deja locates the
city of Helium.
Arriving in the city of mile high towers and metal buildings they find
that Deja is the princess of a vast
kingdom and the whole city turns out in celebration of her return. The
party is given their own house (a tall thin metal building of great
age). They are also given a guide name Leeana to help them enjoy their
stay until the Mouth of Beourn can be found. Magic is known only as a
legend in this city and the party cooperates with the city university
who study their magical powers. After much training in how to blend
with the population, they are taken to a party. Unfortunately the
strict
rules of genetic purity were not a part of that training and the
digression of one of the party lead to threats of castration and
finally their banishment. The grateful family of Deja Thoris provides
the party with an air car and under Dejas guidance they travel to the
South pole to find a way to return to Helium and prove their innocence
of the crime. They find a city there living within a valley warmed by
volcanic springs. An outpost of Greldians rule here. They have built a
miniature Jebel and the party uses it to discover the plot against
them. They return to helium and gather the evidence needed to cause the
judges there to reverse their opinion. Now cleared of the charges
against them, Dejas father agrees to Krom's' marriage to Deja and
arranges to help them recover the mouth. It is located on the Northern
contanent. The party finds the way
blocked by the dead zone. This is a 50 mile wide area around the
equator which is devoid of moisture and even
atmosphere. Using a combination of technology and magic, they pass
through the dead zone. and into the Northern hemisphere. Here they find
an incredably hostile environment where every creature ruthlessly
defending it's right to live. Beorn leads them across a sandy desert to
a violent city named Tur filled with dangers. In the center of the city
is a pyramid called the Ziggurat and in the lowest levels below that
pyramid is that which they seek.After a long battle through the
underground, they find a shrine of fine carved stone surrounding what
looks like the remains of a statues mouth. Beourn rushes forward and
grabs it while Ulla grimly prepares. Ulla knocked Beourn down then uses
his sword to cut off Beourn's lips and knock out all his teeth. When
this is done Beourn has passed out. Ulla places the statue mouth in
Beourn's and it becomes a part of the body. Beorn assumes his god like
power again and declares that "the sundered planet shall become one". A
great wind rises up and a sand storm starts that lasts for years. Deja
is shocked by the destruction of her world as she knows it and although
she is pregnant with Krom's child, she becomes a priestess and walks
into the desert on a "walkabout" to find her true calling leaving Krom
behind. Years later, the dust has settled and the planet of Seker has
been remade into a more hospitable place.
The party teleports back to Katina for a short rest
before they travel to the outer plane of Celestina to recover the soul
of the mouth. Beourn senses that the mouth's soul lies at the top of a
mountain. They find the way up the mountain and recover the soul of the
mouth without much trouble as they are aided by holy creatures called
Trumpets. They then find an entrance to the World Serpent Inn and from
there find
they way back to Kopeta and Waterdeep. They return to Katina and find
all is well then return to Waterdeep to spend the summer there in a
villa by the sea that is named Stormwatch. While in Waterdeep they
continue to investigate Undermountain. Their villa is robbed one night.
They track the thieves, and discover the underground port named
Skullport. They recover their stolen goods and kill the thieves in
their lair.
The Legs of Gaga, Grawk and the Puzzle
Dungeon of Ralishaz - 2000 - 2001
They alternate between Waterdeep and Katina until Beourn becomes
restless again and says they must now find the Leg on the planet Grawk.
They travel there in the Dragons Bane 509. They arrive in Greyhawk city
and find the location of the Legs from Beourn's sense. The follow his
direction to a spot that leads underground. The god Ralishaz has built
an entire dungeon to protect them that is designed to puzzle and
bedevil the party. To encourage them he has scatted clue coins that
lead them toward the legs, but has stocked the place with power
monsters to kill them if they try. The whole place is made inside a
gigantic geode with the legs being located in the center. The mosters
in this place worship Ralishaz by excreeting everything into his
statues the party calls potty shrines which teleport them into either
the top level where they are eaten by slimes or to the 4th level where
they drop into pools of mushroom farms.
For months they travel down from level to level with the clue coins
leading them on until they reach the 6th level where they find the
silver statue of the legs. Ulla asks the party to hold Beourn down and
while they do, he cuts off the legs and the silver legs attach
themselves and he stands up on them. Using his new god like powers he
casts out the Illithids and frees the humans the giants had imprisoned.
He then plane travels them to recover the soul of the legs in
Pandimonium. This place hurts their brains and tries to drive them
insane. But by sticking together and protecting each other they won
their way through and defeated the legendary Fendris Wolf to recover
the soul of the legs.
Katina, the Dungeon and the Lich - 2002
They were somewhat shaken by their time in Pandimonium and even Beourn
is ready for a break from adventuring. In Katina, the construction is
going well although the severe winter that year shortened the time they
could work. While Ulla and Beourn kept to themselves and spent their
time walking and conversing quietly in the Hero's Rest Inn, Local 509
members alternated between the comforts of home and the more exciting
recreations of Waterdeep where they spend the summer. But cursed as
they are to know no peace, they begin once again to delve into the
dungeons below the foundations of the House of Stone. But like the
legendary Dwarves, they delved to deeply and on entering the 9th level
they discovered the most fearsome enemy they had yet faced. A member of
the Rolmph family who "owned" the House of Stone had retreated into the
dungone to concentrate on his evel magics. The sane members of the
family had walled him off and left powerful guardians at the doors to
the levels below to prevent him from emerging. Ignoring the warnings
and killing the guards the Local 509 released him. To late they realize
what they have done and retreat back to the surface to consider what
they can do to prevent the Lich from destroying all they have worked
for. As they converse in the Hero's Rest Inn, a flying sleigh drawn by
reigndeer flies down and lands in front of the Inn. A man with a great
white beard dressed all in red greets them and introduces himself as
Saint Slacu. He gives them encouragement in this dark time and presents
them with the gift of a scroll of a Limited Wish for each of them. With
a final word of praise and an expression of his admiration, he rises
back into the sky and dissappears.
But the pleasent emotions of this happy meeting are short lived when
the next day, the bodies of several guards around the walled compound
are found horribly rended. The minions of the Lich have come to the
surface! For weeks the people of Katina are subjected to gurilla like
nightly attacks from the creatures summoned by the Lich while 509
sought allies from the Waterdeep Militia and their friends from
Goldenfields. Their combined forces are successful in driving the
Lich's minions back into the dungeon and at last he is forced to
retreat through a gate on the 9th level. But before he leaves he
promices to return and wreak havoc as soon as his strength returns.
Realizing they can't allow this to happen, they go through the gate and
find themselves on Moonshae island. There they find that the Lich has
occupied a castle and is quickly raising undead to rejoin the battle.
They travel across the island looking for allies to storm the castle.
It is difficult, but they finally are able to recruit a force large
enough for them to chance an assult. It is successful in defeating the
forces of the Lich, but are unable to kill him. In the end, the best
they can do is to force the Lich into a mighty oath swearing that he
will not return to Katina.
The Lungs of Gaga and the Water World
Tefnut - 2003 - 2004
When they return to Katina from the Moonshae Isles, they find Beourn
going crazy again. He feels a undeniable pressure to obtain the next
body part specifically the Lungs. His scrying spells have revealed that
they are located on Tefnut the Water World. Only a few scatted islands
break up the sea engulphing this planet. Knowing they will need to be
able to travel unhindered through the watery realms, they set out to
the lands far to the south where legend has it that a magical realm
called Al Sa'adat has discovered a way to make masks allowing the
wearer to breath underwater. After removing the threat of Shaugin from
that island they are gifted with enough of the masks for all the Local
509 to remaine underwater indeffinatly. They travel in the Dragons Bane
509 to the Rock of Brall for a short stay and then on to Tefnut.
Once on the planet, Beourn is able to sense the lungs and takes them to
Tonobonko, the city of the Merpeople. It is a huge city built inside a
massive kelp forest. On the oceans floor is a temple where the lungs
are revered as a holy item they are reluctant to give up. After much
negotiation, the King of the Merpeople agrees to give them the lungs if
they will perform "a few simple tasks". They agree.
The first task is to cap a volcano that is about to erupt and destroy a
underwater settlement nearby. After a underwater investigation they
find a Fireworms areis responsible for this as they attempt to expand
its fiery territory. Realizing they need help to battle them they fly
back to the Rock of Brall in hopes of finding protective magic against
the lava. They pay dearly for a Protection from Energy Heat spell
powerful enough to protect them and return to the nacient volcano.
Inside the volcano the discover the Fireworms are actually Lava
Dragons. Once they have killed the dragons, the volcano cools and
colapses back on itself.
Their next task is to find out why the humans on Kano are fleeing to
the island Hoana and allow them to return if possible. The fly to that
island in the Dragons Bane 509 and find it is one of twin islands. They
soon discover that Hoana is populated with what seem to be intellegent
dinosaurs. It turns out they are not intellegent, but are controlled by
non-magical devices imbedded in their bodies (technology!). They track
the beasts to their point of origin which is an underground city
peopled by strange looking gnomes. They storm the gnome warrens and
corner their leaders. They force an agreement on the Gnomes that if
they will stop their dinosaurs from damaging the human settlements that
the humans will agree to trade with them for the surface goods they
need. In the end, the two parties are surprised to find themselves
becoming fast friends.
The last task is to rid the planet of the Pirates who are raiding both
underwarter and island settlements unhindered. The are far to powerful
for anyone on the planet to oppose them and their numbers are growing
quickly. The Local 509 persue them from island to sea and island again
in a series of pitched battles. The task is now recognized as a war of
attrition. One ship at a time they eliminate the pirates until there is
a final battle on the Pirate Isle where a mighty fortress has been
constructed using slaves taken from all the other islands. A tightly
coordinated attack by the Local 509 destroys the fortress and kills the
leaders of the pirates. The island they turn over to the freed slaves.
They return to the Tonobonko to claim the Lungs. At first the King
refuses to turn over the lugs as he never expected them to succeed. But
finally he agrees and the King relutantly hands over the lungs. At that
moment, Ulla opens up Beourn's chest with a single might stroke of his
sword, cuts out his lungs and shoves the golden lungs of the merpeople
into his chest where they quickly turn into flesh and become part of
Beourn's body.
After a brief return to Katina and a trip to Waterdeep for a bit of
relaxation, Beourn pesters them until they agree to accompany him to
the outer plane of Arcadia to obtain the soul portion of the lungs.
Something happened to them on Arcadia that still remains a mystery.
After recovering the soul of the lungs, they find they have no memories
of what happened. When they return to Katina, they find a number of
strange changes. Old friends look different. For instance,Chickolini
has
a cockney accent and Phantoze has turned into Groucho Marx. Some
members of Local 509 discover they have new abilities and things that
previously were simple have become difficult or impossible. (This was
the time of the conversion from AD&D to 3rd edition).
Back at Katina they are told of an abandoned mine discovered when
townspeople were investigating the lands on the other side of the river
for room to expand their farms and holdings. After several profitable
investigations of the mine, they arise one morning to find a vision of
the House of Stone floating over the original site. When they enter the
area of the vision a voice in their minds tells them the House has one
more incarnation they must destroy. Learning it is on Isis, a
collective groan is heard as they have never faired well on the planet
and the House has ever been their nemisis. But they learn that the
reason they have been persicuted by the house is that the heart of the
house is really the Heart of Gaga! They must travel to Isis and fight
through the House of Stone there and this time capture the heart and
give it to Beourn.
The House of Stone On Isis - 2004 -
2005
But true to their heroic nature, they load up their new Wildspace ship
which they name the "Baracude". It is a larger, fancier one replacing
the Dragonsbane that was badly damaged in the battle with the pirates
on Tefnut. They find the Isis House of Stone on a hillside surrounded
by blasted land
that was once rich farmland that is now occupied by roaming
undead. Some
things never change and the House is again a source of deadly combat
and strange magic. However, a bizzare occurrance interrupts them in the
middle of the battle. Although they are still in the House of Stone,
their senses tells them that months have passed! There is never an
explaination of this gap in their memories.
(Please allow me a partenthetical break here and do a bit of
metagaming. In a fit of pique, while engaging in yet another debate on
the still new 3.5 rules, I stopped the game determined to not to play
D&D again until I had the rules down. I had stopped having fun
DMing. I won't bore you with unnessary explainations or
appologies. I will just say I don't regret this decision at all!)
They did seem to have a collective dream in this pause. They dreamed:
Traveller Adventure - In the Future of
the Future - 2005
They became completely different people in a completly different world
in a completely different time. In this world there was no magic but
manufactured items had almost magical powers. They were all interested
in traveling between the stars. One by one they came together and by
pooling their resources, they managed to lease an old starship. They
intended to trade between planets and carry passengers to allow them to
buy the ship they "owned". But alas! On their first voyage they carried
as a passenger an old man. They didn't know he was a physisist famous
long ago who has developed a device to replace the hyperspace drive
used on every other starship in the known universe. Without their
knowledge or agreement he activated this device. It went badly wrong.
They arrived in the same place in the universe, but there were no signs
of civilization on any of the nearby planets.
They had jumped hundreds, perhaps thousands of years into their future
and something very, very bad had happened in that time. They travelled
from world to empty world gathering clues to what had happened. They
began to beleave that a plague had depopulated entire planets. Most of
the people who remain are either hostile, crazy or completely devoid of
technology. They heard tales that civilization could be found coreward
and they decided to get back there even if it took years. Just as they
were about to enter an area of space where they began receiving
sub-space messages for the first time, their souls were brought back to
the House of Stone again.
(I was really having fun with Traveller, but I felt most people
prefered D&D, so after about 8 months we went back to the adventure
where it had left off. Given the nature of the new campaign, don't be
surprised to find this adventure resumed at some time.)
Back at the Isis House of Stone -
2005-2006
Strange things have always happened in the House of Stone, so
they soon recover their aplomb and redouble their attempts to once
again banish the House from their plane of existance. After many
battles they find the Heart is located in a high tower of the house.
One night as they rested at a safe distance from the House of Stone,
they are surprised by a visit from their friend Saint Slacu. He tells
them that
they are at a critical point in their adventurers. They may continue
their efforts to kill the House of Stone on Isis or abandon the quest.
Saint Slacu gives them visions of their possible futures. They loyaly
decide to continue to quest with Beourn. With a last battle in the
tower they find the heart and Ulla cuts open Beourn's chest to place it
inside him. But the Heart of the House is evil and Beourn's personality
takes a violent turn. Worse still they learn the soul portion of the
Heart is in Hell. Somewhat depressed they climb into the Barracuda
which takes them back to Katina.
Although Beourn is bad off, the Local 509 are tired of the constant
battling and decide to take a break. They want to build up Katina and
learn more about the lands and villages around them. They find a lake
not far to the north of Katina called Lake Watsamata. It is a
beautiful place and they plan on making a hunting lodge there.
Unfortunately they discover a Black Dragon is living in the lake so
they must once again fight for what they want. They drive off the
dragon, but don't kill it. They will regret this before long!
While camping around the lake, they see a flashing light and follow it
to a hollow behind the waterfall that feeds the lake. Here they
encounter a pair of mysterious men who gift them 2 griffin eggs. Zoe
and
Timber agree to raise them and train them as steeds. The party returns
to Katina to allow the pair a chance to care for the eggs and prepare
for
the hatching.
While they wait for the birth they are attacked by the Black Dragon who
has recruited his brother to aid him in his revenge for the loss of his
lake. They do great damage to Katina and the school and then fly away.
Using all their flying spells the party follows them to their new lair.
In a pitched battle in a marshy area hundreds of miles from their
homes they kill the brother of the dragon from the lake and drive off
the other.
When they return to Katina from the marsh they find morale is very low
as the
repairs on the damage done by the dragons take place. They decide to
hold a Wilderness Faire. This goes a long way toward cheering up the
followers and people of Katina. Before long, all the damage to the fort
and the city is repaired. Local 509
makes a lot of funds available so that the whole city can be spruced
up. They journey to all the small villages in the are to announce the
Faire and begin buying tons of supplies for the expected crowds the
Faire will (hopefully) bring. But once again, the black dragon returns.
This time they are prepared and drive him off before he can
do any damage. A golden man appears that they recognize as the human
form of Drachole, a Gold Dragon they befriended long ago. He tells them
that he
approves of what they are doing in Katina and promise to help them with
the Faire. He brings some fellow dragons to Katina to provide
protection from any other dragons that may try to upset the festivities.
The Faire is an enormous hit and attracts people from hundreds of miles
around. Those who come all vow to return anytime another Faire is held.
The
dragons are satisfied that Katina has succeeded in becoming a focal
point
for the frontier area of the Forgotten Kingdoms that far surpasses even
Goldenfields in it's influence.
Local 509 In Hell - 2007
During this time Beourn has been traveling all over Kopeta trying to
find a plan that will let the party obtain the soul of the heart in
hell. He decides on using the Styx as the easiest way to get around in
hell. The problem is, the waters of the river will cause anyone
ingesting it to lose all their memories. Beourn hears of a wondrous
craft that will allow the whole party (albeit with some shrunken
members) underwater and be protected. It is called The Apparatus
of the Crab, but is refereed to by the Local 509 as The Crabaratus.
This fabulous device
is located in the waters off the Island of Nimbral.
The people of Nimbral have been battle ready for decades because of
regular attacks from Shaughn who come up from their huge city off shore
and attack anyone trying to use the land around their waters. The
people of Nimbral have
heard of the item and confirm that the legends of it's location are
correct.
They tell the party it is located in the Underwater Palace of the
Sahuagin. Hearing the party plans to retrieve the item and that they
have magic that will allow them to stay underwater the War Council of
Nimbral offer their help. In
a bid to force the water lizards to allow development of the lands to
the south, they step up their war plans timetable and work with Local
509 to attack on the surface at the same time the party attacks the
Palace.
For once, their strategy works! The Shaughn army is drawn to the
surface by the Nimbral combined air and sea attack. The party is able
to fight their way through the few guards and monsters that remain
behind
to guard the item. Once inside the device they are able to return to
the Barracuda with the Crabaratus. The Sahuagin are put down and the
Elders of Nimbral begin to make plans on how best to use the new lands
to the south.
Local 509 returns to Katina and make their final preparations for their
trip
into Hell. Beourn continues to act strangely (more strange than usual)
and Ulla is worried about him. When all is ready, they go to the World
Serpent Inn and Bebe Rebozo sells them the location of a doorway that
will take them to a spot near the river Styx. They know they are in
trouble the minute they open the door when a furnace blast of heat
strikes them.
Walking through a city in ruins, they find the River Styx and launch
the Crabaratus. It isn't easy floating down the Styx and they are
challenged and attacked by underwater devils. When they surface to get
their bearings, they are again attacked by flying devils. Beourn is
able to lead them to the spot where the soul of the heart is
located. The path leads them to the city Dis and to an
underground area that is home to the Great Devil Hextor. They are
discovered by him and quickly find they are over matched, but it is too
late. They are overcome and fall one by one.
But it's not the end.
Local 509 in the Weird West - 2007 -
2008
They come to clawing they way up out of total darkness from their
shallow graves in a
high desert. Lead bullet are pushed out of their bodies and death
dealing wounds are healed within moments. They are naked and remember
nothing. They don't even know their own names, much less remember each
other. Unknown to them, a god (who wishes to remain anonymous) rescued
the party the only way possible. They were sent to a different part of
the multiverse so they would not be perused by Hextor who now believes
the Local 509 are dead. Naturally, they were sent to a part of the
multiverse where a body part is located.
This part of the multi-verse is very much like Earth during the year
1882. Although the United States is still in power, the Civil War has
not ended. The diversion of this reality from the one the players know
occurred when the means to perform magic become known. Once this became
possible all sorts of Good and Evil also became possible. Creatures
previously unknown only in legend are seen within the United States.
The common
people still don't believe in magic and often refuse to even recognize
it when it's used!
Without so much as a scrap of clothing to shield them the party travels
across the
desert. Almost dead they find a ghost town with a real ghost that
provides them with clothing and things to carry water in. This allows
them to make it to a small village and civilization. Along they way
they are all subjected to strange waking dreams. Often these give them
glimpses of events that occurred before their "death" or bring back
confusing messages. As they
pass by any mirror they see not the reflection as they appear, but an
image of a strange looking person often not even a race known on earth!
No one else sees this strange effect.
Beourn tells them to travel west as he feels a body part is located
there. With nothing else to do, the party begins walking that way. They
are soon approached in subtle ways by people who seem to know them.
Revelation by revelation they begin to peace together some of their
past. Before their death (everyone they meet say "I though you were
dead!") they were an elite force of people with special magical
abilities. They were used as "troubleshooters" for the Union Army.
During a covert operation against a Rebel force
conspiring to take over Nevada their cover was blown, they were
identified as spy's and ambushed. They were stripped of
everything so their identities couldn't be determined then buried in
shallow graves where they fell.
The westward road is long and the party seems to attract difficulty. In
one tiny town there is a fight and one of the Local 509 kills a towns
person or two. When they enter Yuma they are identified, arrested and
thrown into prison. While in court they are recognized
by an agent of Section 509; a secret service under direct orders from
the President of the United States. The Section 509 agent gives them a
"Hobbs choice". They can
reenlist in the army or rot in jail.
They are quickly given a task to prove they are still able to perform
the wonders as they had done before. A Rebel force thought to be small
has
taken over the Town of Tempi, Arizona. They are to meet the remainder
of the
Union force driven out of the city and help them retake the town.
Everything goes wrong from the start. The Rebels have been reinforced
and have further fortified the city. The Union force is small and
hiding in a cave near the city. They find that evil priests have been
terrorizing the remaining citizens and raising undead to bolster the
Rebel numbers.
They adopt guerrilla tactics and fight many battles. Alternating
between the cave where they rest and heal then finding a way to strike
against the larger force, they succeed in stopping the Rebel plan to
use Tempi as a jumping off point for further expansion of the war for
Arizona.
After a particularly deadly battle, an apparition appears to them in
the cave. It is an alien looking creature. She is tall, unnaturally
thin with metal nipples. Introducing herself as Dio Mas, she tells them
they are needed "back at their
real home". They agree to accompany her to this other place and she
opens a dimensional door then leads them toward a sound that leads into
bright whiteness.
The High Forest Adventure - 2009 - 2010
They arrive back at Katina! They are their old selves again, but they
find that 5 years have past and they are all thought long dead. There
is a huge party to welcome them back. They discover the growth
of the village has been surprisingly good. They spend weeks just
getting familiar with the changes and trying to clear the confusing
thoughts about a place where they used short metal clubs with fires
that shoot sling bullets.
Beourn and Ulla leave Katina to continue their investigation of how
they soul
of the Heart of Gaga can be obtained.
Visiting her mother in the forest near Longsaddle Galranwyn hears about
terrible attacks on elf cities in the High Forest. The party decides to
investigate and they travel to the largest elf city in the forest
called Nordhaerel. They find their old
friend Bilibong being cared for as he is insane. After being healed he
tells them of a great evil in the High Forest that is spreading a
plague of killing creatures spreading through the west of the forest.
Although Bilibong remembers little of what happened to him, he leads
them to the general area and they follow what he remembers of his path
north toward where they think the problem is coming from. The soon find
towns and settlements destroyed by swarms of pests and other monstrous
creatures. They follow the path of destruction and finally reach the
legendary city of Myth Andofhaur. This is the site of the first Mythal
ever created whose location was lost when the city was abandoned for
reasons unknown.
Inside the walls of Myth Andoufhaur they find a beautiful park where
everything is artistically laid out and magic abounds. There are
fabulously huge trees here that are sentient and guard the homes they
contain. Among them are set conventional buildings of rare and
stunning design. Although the buildings here are in ruins, they are
still
marvels of architecture. Unfortunately, the magic has become fractured
as it has in Myth Dranor resulting in Wild Magic and magic dead areas.
They search the park looking for the source of the evil and are
constantly attacked by controlled monsters and animals. Nightly, they
shelter in the Home Trees or in a standing stone temple. Turaha
destroys the places they
have rested in to prevent them from being used again.
After much searching the find a spot where the controlled creatures
seemed to return to. It is a large, dead tree home. They stand off at a
distance and use their spells to blow the tree to hell. Not content
with
that, an earthquake is summoned and huge cracks appear in the ground
revealing an underground system of tunnels. Investigating these tunnels
they find the Redoubt of the creature they seek. He is an ancient mage
named Turaha. The dungeon is guarded by dozens of construct creatures
and deadly traps, but the Local 509 perseveres and at last find their
way through the final maze. When the party reaches the room where
Turaha has holed up, something strange happens to him.
Faced with his inevitable capture or death, the madness that has held
him for hunderads of years clears and he becomes lucid again. He talks
calmly with the party and apologies for all the evil he has done. He
promises to kill himself to eliminate himself as a threat for he is
unsure that his moment of clarity will last. Turaha heaps praise on the
Local 509 and names them Heros and Saviour's of the High Forest.
He gives them Myth Andoufhaur and tells them where they can find a vast
treasure looted from the city when the inhabitants were driven from it
by Turaha. He then asks the party to recount their adventures as he
would hear the adventurous tales of the most able adventurers he has
ever heard of."
After the tale of your adventures is completed, the sun is going down.
He floats over to the bottle next to his bed then sits down with
obvious discomfort. Facing the party he says sadly
"You have done great and terrible things. But always you have tried to
do the right thing and to help people. In my early life this was my
goal too. I helped create this Mythal to make a paradise in the forest.
And it was for centuries! But then my mind began to turn and in the end
I ruined what I had created and drove away all those who I had intended
to share it with. Now, at the end, it is me that is ruined. Take care
of Myth Andoufhaur."
With tears running down his leathery cheeks he drinks the deadly
drought.
"Good by my saviors. Tell the elves I love them still".
His eyelids flutter and he lies down on the bed. He looks at the
Local 509 with an unreadable expression, waves goodbye and within
seconds he stops breathing without another word.