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Turn 83: Varachan
Chapter
4: A Deeper Darkness
Turn
83: Varachan
| Date: |
21 Kolovoz (Goodmonth), 592 |
| Location: |
The Temple of All Consumption Outer Fane |
| Players: |
Danton Verbrugge (Rogue 10) |
| |
Luger Gregorus (Cleric 10) |
| |
Sylfaen Trebuchet (Sorcerer 8) |
| |
Sir Peter Sparhawk (Paladin 8) |
| Associates: |
Tenaris Glimmerdawn (Fighter 8) |
“I
see little choice other than to
follow this man,” said Luger to the others. “I cannot
discern if he is evil or not, but I do not doubt his warning about
Hedrack. We know little about Hedrack, but it is apparent that he is
powerful and we are in no shape to confront him.”
The cleric motioned
first towards Syll and then towards Sparhawk’s body. “Danton,
help Syll. He doesn't look too good. Tenaris, please give me a hand
with Peter's body and grab his sword. Let us follow this man to
safety... or to death if that is our fate.”
Before he bent to
pick up Sparhawk by his shoulders, Luger quickly cast a protective
spell on his chainmail (Cast
Magic Vestment: +3 to Luger’s AC for 10 hours).
“Verily, this
... this is too much for me to fathom,” moaned Danton, leaning
against Tenaris. “By mine own hand .... O Rat's
Tail, treasured needle, why
strike true on this dark day? And how many men wilt die on mine
account before this quest is at an end?”
Making
a visible effort to control himself and wiping tears out of his eyes,
Danton stood upright. “Luger
... Luger speaks correctly. We must place all our destinies in the
hand of Fate and go with this man. What practical choice is there?
May Fate lead us to safety -- at least temporarily -- or, if not, let
us sell our lives as dearly as we can.”
Ignoring Luger’s
direction that he aid Syll, Danton sheathed his rapier and bended to
help the cleric lift Sparhawk. As he did so, he called out to the
stranger at the top of the stairs:
”We
wilt follow you where'er you lead us. But know this, stranger: if
‘fair proves foul,’ as our fallen comrade might have put
it, I wilt personally
avenge mineself upon you ... and hold you accountable for all the
collective miseries we hath suffered in this vile place. Yet, if
‘fair proves fair,’ you shall have mine gratitude ... and
more. Either way, lead on, for time fails us!”
Danton and Luger
hoisted Sparhawk off the floor, while Tenaris gathered up Caladbolg
and then moved to help Syll, who was still unsteady on his feet, to
follow the others.
As he and Luger
moved towards the stairs, Danton nodded back towards the gem at the
center of the room and asked, “Luger, do you think we should
destroy yon gem before we scuttle out the door? Methinks 'tis a
source of malignancy and magic -- a bad combination, that. I would
not steal it for fear of what it might do to us. But p'raps a
shattering spell or a crushing blow with a mace? What think you?”
“I had
thought of that,” answered the cleric, “but I feared what
might happen. Will destroying it destroy us all or will it send us
spiraling to a random layer of the Abyss? Would touching it do no
less, or could simply carrying it draw our enemies to us? I've
learned to fear that which we do not understand in this hellish
mountain.” Looking up at the scarred man and raising his voice,
Luger called out, “What of this evil gem? Do we take it,
destroy it or leave it be?”
“Yeah and
what about all the rest of those, uh, things on the wall?”
asked Syll before the armored man could answer Luger’s
question. “Are they all like that one? I can torch them as we
leave. Any opinions on that?”
It appeared that
the armored man had turned his attention to the hall outside and he
did not immediately answer any of these questions.
“Methinks we
ought not
molest them,” mused Danton as he backed up to the bottom of the
stairs. “The last time that happened, that she-devil wast
released. That might happen again, but with the end result that the
she-devil wilt be alive and functional this time around. P'raps that
is another reason why we ought not bother with that gem, either. What
if it releases these fiends and we have to deal with them, right here
and now, in our sapped state? Methinks we must flee straightaways
with Sparhawk, particularly before more of our rump group is killed.
Anyway, those art mine two cents.”
Danton fell silent
as he began to struggle backward up the stairs hauling Sparhawk’s
feet.
“I’m
inclined to agree with Syll,” grunted Luger as he too began
moving up the stairs hoisting Sparhawk’s head and shoulders. “I
do not think the rest of these things are the same as the demoness,
but they are evil and I see no reason to allow them to continue to
exist regardless of their purpose. I think a nice fiery parting shot
is definitely in order.”
“If you two,
ugh, believe that a ‘parting shot’ is in order,”
puffed Danton, “I wilt not, euh, stand in the way of it --
either literally or metaphorically. But I, hrmmm, repeat mine
concerns. We art in no way ready to tangle with more villains. If
there is…urk…further combat, methinks 'twill not just
be Sparhawk's corpse that wilt need carrying.”
With this, Danton
reached the top of the stairs and found himself standing very close
to the armored man, who had finally turned his attention back to the
party and away from the hall outside.
”What
do you suggest we do with the gem?” repeated Luger when he saw
the armored man looking down at him. “I would prefer it not be
left to be used for whatever purpose it is intended since Peter
detected an evil aura within it. As for the cocoons... I do not see
much risk in shooting off a fireball as we flee the room. If nothing
else, it will make Syll feel better.”
“Leave the
gem!” said the man firmly. “It may be useful later. Now,
get moving!"
“Danton, why
did you attack Sparhawk and then me?” asked Tenaris as she and
Syll stood at the bottom of the stairs waiting for Luger and Danton
to finish their climb. “I realize your will was not your own,
but what exactly happened?”
“Mine Lady,”
said Danton with a grunt, “I cannot say why I did what I did. I
know not if 'twas some bewitchment of the nauseating, black cloud or
if the she-devil or some other fiend cast a spell o'er me. P'raps
'tis this very room that exerts evil domination o'er those who enter
it. Maybe the cocoons or gem art to blame. I cannot go farther than
speculate.”
Luger finally
reached the top of the stairs and he and Danton began to move out the
door and into the hall outside.
”I
suppose even a long-distance enchantment by Hedrack or the
Doomdreamers could be to blame,” added Danton. “'Tis pure
speculation.”
”But
as sorrowful as I am at killing our paladin,” said the scout,
“methinks I could not live with mineself if mine sword had cut
you. 'Twould be far too much guilt and anguish for this mere Velunese
to manage. Mine stomach quails even to consider it.”
“So am I
taking this shot, or what?” called out Syll from the bottom of
the stairs.
”Hold
off on the fireball,” replied Danton. “Fear not, good
Syll: 'twill be plenty and to spare of villains against whom to cast
it soon enough!”
Tenaris
began helping Syll up the stairs, calling out to Danton at the same
time, “I just hope you
didn't kill Sparhawk and
try to kill me because of the charms of some demonic bimbo!”
“A grand
jest, Lady Death, truly,” laughed Danton. “Even were she
not
cloven-hoofed -- a major detraction by most any standard -- that
she-bitch would hardly be worthy to fasten the even the least buckle
of your armor. Still,” he added with a wink, “I'm
flattered by any
hint of jealousy I can manage from you, Dominatrix of Dread.”
<<He’s
truly insufferable,>> muttered Tenaris to Syll in elven.
Not having heard
Tenaris’ comment, Danton smirked at his own cleverness and
looked at the armored man. “Tell
me one thing before we flee: Art these cocooned fiends the
‘Doomdreamers’ about which we've heard? If so, art they
the only
Doomdreamers in the Outer or Inner Fane? And can we kill them -- as
we apparently did with these others -- with magic, fire and
violence?”
“No!”
hissed the man, looking both ways down the still-empty hall. “Now
move, damn it!" he said, pointing west down the corridor.
“Let us go,
comrades, before we talk ourselves to death ... literally!”
said Danton as he began backing down the hall as quickly as he could
go carrying half of Sparhawk’s massive weight.
Once the whole
party was in the corridor and moving west, the armored man moved
ahead of Danton and rounded the corner. After confirming that the way
south was clear, he motioned for the surviving party members to
follow him around the corner. He walked past the first door on the
western wall and then straight up to the second one—just south
of the corner. The man already had a key in his hand and he quickly
opened the door and motioned for Danton and Luger to bring Sparhawk’s
body inside. They did so, followed closely by Tenaris and Syll. Once
all were inside, the man hissed, “Wait here and touch nothing!
I must now seek to create a false trail for Hedrack and his lackeys
to follow elsewhere. I shall return as quickly as I can!”
And with that, the
man went back out into the hall, where he shut and locked the door
from the outside, his footsteps then heading rapidly off to the
northeast.
Once Danton
withdrew and lit his green everburning
torch, the party members
could see that they were in a large bedroom or living chamber—almost
forty feet from east to west and nearly fifty feet from north to
south. There were two dressers, a huge mirror, a large bed, a table,
four chairs, a ceramic bathing tub with a wooden towel rack next to
it, a couch, a wardrobe, and a large chest. All the wood of the
furnishings was carved with elaborate patterns. Two short purple rugs
were on the floor, one near the door and the other near the bed.
Danton and Luger
set Sparhawk’s body down on the floor and then the pair
collapsed onto the couch. Tenaris and Syll pulled up chairs from the
table and sat down heavily as well. Before long, Syll slumped over
the table and fell into sleep or meditation. When he saw this, Danton
motioned to Tenaris and she helped him to move the badly wounded elf
to the massive bed.
Once Syll was in
the bed, and with Luger still sitting quietly on the couch on the
other side of the room, Danton whispered to the elf woman:
“Tenaris, I
wish to apologize again for the incident where I took certain …
er, liberties with your person. What I hath said before wast not
true, as you said. I do not slap Sparhawk or Luger or the others, but
I did
slap you. Believe me, I did so out of affection, however foolishly it
may seem to you and however foolishly it indeed was.”
Tenaris folded her
arms over her armored chest and stared back at Danton, but said
nothing.
“The truth
is,” he continued, “I am rather new to caring about a
woman as I care about you. I wilt not lie to you, Tenaris: I hath had
mine share of one-night stands o’er the course of so many
years. While I ne’er hurt a woman, I wast also not especially
concerned about not
hurting her, if you take mine meaning. Supposedly, ‘twas all
fun and games, or so I thought. I am not proud of these moments, but
I wast weak-kneed and stupid. You deserve better than that. And I
intend to give you better, if you’ll let me.”
“Permit me to
be blunt,” he pressed on. “Whene’er I meet a
beautiful woman, I generally desire nothing more than to bed her. And
in the past, that wast indeed what I did, if I could manage it. But
things art different with you. Wholly different. You art the most
breathtaking woman I hath e’er met—and I hath met many a
beautiful woman—and I wilt not lie about mine burning desire
for you. Yet this desire differs dramatically from mine past follies,
for mine wish with you is to know you—genuinely
know you—as a person, friend and comrade before I fully know
you as a lover. These art not mere words, though words often come
easily to me. After all, I hath been a cheat and a spy and a rogue
and a cassanova, and one must be an accomplished liar to do these
things.”
“Words do
slip far too easily—far too smoothly—off your tongue,”
said Tenaris. “But I am beginning to learn how to tell when you
are lying—and I will not
tolerate it.”
“But I am not
lying to you now!” pressed Danton. “Indeed, I would
happily permit Luger or Syll to use their magicks to put me to the
test. Believe me: if this temple were filled to the brim with
gorgeous would-be one-night conquests, I would not even notice them.
Your fire burns so brightly in mine eyes, that all else art mere
flickers in the darkness. Give me a chance in the days beyond this
wretched temple. Give me a chance despite mineself and mine
foolishness. Give me a chance, and you won’t regret it.”
“I…I
don’t know,” replied Tenaris. “You are much more
complicated than I first realized. I will need time to think about
all of this. Sometimes your arrogance and your presumption is such
that I want nothing more than to strike you, but other times…”
Suddenly the door
to the room opened with a rush of air and then closed just as
quickly. Standing there was the armored man, who looked about the
room as if to ensure that all was as he had left it.
“I did what I
could to make it appear that you fled the Outer Fane via the Air
Door,” said the man. “The ruse should hold long enough to
give you time to rest and time for us to talk.”
Danton and Tenaris
moved back to stand near the table.
“First,”
he said, “let me introduce myself. I am Varachan,
second-in-command here in the Outer Fane and former
cleric of the one who shall never be free.”
“And you are
Luger,” he said, shaking the cleric’s hand when he stood
up briefly from the couch. “And Danton and Tenaris. It is
difficult for me to believe that you are all here at last. I have
been watching you all for a long time now.”
“Start at the
beginning,” said Danton. “Who exactly are you?
What are you doing here, and what is your relation to Hedrack, the
Doomdreamers, and the Tharizdun cultists?”
“Please sit,”
said Varachan, “for mine is a long story and I have much
information to impart. For many years, I was a member of the cult of
Tharizdun. The power the cult offered seduced me, and my anger caused
me to revel in the thought of the destruction of the world. I was
ambitious and strong—I moved up quickly in the ranks of the
cult and before long I was second only to Hedrack here. Soon, I
thought, I would surpass Hedrack and then move into the ranks of the
Doomdreamers—the most powerful clerics of Tharizdun in all the
world. Hedrack knew this; he recognized my ambition and my power as
the threats to him that they were.”
“And then,
one day, something changed,” continued Varachan. “It may
sound strange to you, but somehow the conscience that I had
suppressed for so long in my quest for power reasserted itself, and I
realized that everything that I had done for years was…wrong.
I repented my evil deeds, but found myself unsure what to do next.
Should I flee the Temple of All Consumption, or should I stay and
seek to undermine the cult from within—to work for good from
within the ranks of evil, if you will.”
“I had yet to
resolve this dilemma when you all arrived in the mountain some weeks
ago. When word reached Hedrack that a band of intruders was wreaking
havoc out in the mines, he tasked me with investigating and dealing
with the problem. Using this,” said Varachan, removing a small
crystalline orb from a pocket in his black cloak, “I tracked
you down and began observing you. I had initially assumed that you
must be a band of mercenaries hired by one of the temples to assail
the others, but as I watched you, I realized that you were something
else—a band of warriors and holy men seeking to destroy all
the temples.”
“This
realization gave me a new purpose. Continuing to observe you with the
crystal ball,
I tracked your movements and plans. I then used that information, not
to set Hedrack’s assassins on your trail, as he expected, but
rather to send them the wrong
way and to do whatever else I could to keep them away from you and
ease your passage through the mines.”
Danton sat up
straight in shock as realization dawned on him. “’Twas
you
that ordered Mereclar and others to give free passage to ‘Delchin
the Despicable’, was it not?”
“Yes,”
said Varachan with a tight smile. “I subtly sought to encourage
the idea that you were nothing more than mercenaries and that we in
the Outer Fane need not be bothered with you. But that could only
work for so long. Once you destroyed the Fire Temple, Hedrack
insisted that you must be eliminated—no matter who you were. He
began dispatching his assassins, and I had to struggle mightily to
keep them off your trail—without giving away what I was doing.”
“But we were
hunted and attacked,” protested Tenaris. “Multiple
times!”
“I know,”
said Varachan. “I could only do so much. But I can only say
that it would have been far worse had I not sent Ukemil and his lions
in the wrong direction as many times as I did.”
“The lions?”
asked Danton. “Those green beasts? What type of horrors are
those? How do you kill them? And who is this ‘Ukemil’?”
“Ukemil is an
ambitious troglodyte priest of Tharizdun loyal to Hedrack. Aside
Tharizdun, he loves only those animals—who have something of
the lower planes in them that gives them both total immunity to fire
and scales able to deflect most physical attacks. Ukemil is Hedrack’s
most favored blunt instrument, and a fearsome cleric and warrior in
his own right. Once he was set on your trail, I had to focus all my
energies on ensuring that he was continually sent where you were
not—leaving you to face lesser threats sent by Hedrack.”
“What is the
cult’s interest with the moathouse and the Temple of Elemental
Evil near Homlet?” asked Luger, changing the subject. “Have
the ‘artifacts’ there been recovered and brought to the
Temple of All Consumption? If so, where are they being kept or used?
If not, are there forces there once again? And just who are these
Doomdreamers? How can we get to them and destroy them?”
“As I said,”
replied Varachan. “The Doomdreamers are the most powerful
clerics of Tharizdun in the world. I do not know how many there are,
for they reside in the Inner Fane, and I am not privy to their
secrets. However, Hedrack knows much and I have learned some things I
am not supposed to know by observing him closely. I believe that
there are less than a dozen Doomdreamers all together, and I know
that the three most powerful of them are the Triad—the true
rulers of the entire cult. They are known as the First, the Second,
and the Third. One is a human, another an aboleth, and the third a
half-elemental. I do not know which is which.”
“Hedrack
ordered the mission to the moathouse when he learned of the ancient
shrine to the dark one located underneath the old keep. He dispatched
a cleric named Dunrat on the mission months ago, but Dunrat has never
returned. Given the fact that Hedrack has not sent anyone to see what
happened to Dunrat, I believe the moathouse was never more than a
sideshow to Hedrack. The real focus of his attention—and the
Doomdreamers’ attention—is the place has always
been at the center of the cult’s activities: the old Temple of
Elemental Evil north and east of Hommlet.”
“But how can
that be?” protested Luger. “We were there ourselves back
in the early summer. We found the place abandoned—save for a
tribe of hobgoblins that we routed.”
“And so it
was—at the time,” said Varachan. “But since then
the Doomdreamers have dispatched significant forces to excavate the
catacombs underneath
the temple—in an effort to uncover the four elemental nodes
that were buried years ago when the temple was brought low for the
second time. Hedrack has sought to keep me in the dark on all of
this—part of his effort to prevent me from usurping his
position, and I do not know the precise purpose for uncovering the
four nodes, but it is clear to me that he and the Doomdreamers have
some plan to use the nodes…to free Tharizdun from his prison.
Somehow the nodes are the key to everything.”
Danton, Tenaris,
and Luger looked at one another in silence as the enormity of
Varachan’s words sank in.
“How much
time is left to deal with this plot?” asked Danton. “How
can we thwart it?
“I don’t
know,” admitted Varachan. “I understand that the
excavation under the temple is proceeding rapidly, but for a long
time Hedrack still seemed frustrated, as if some other piece of the
plan was not falling into place. But that seems to have changed
recently. Given sudden changes in his demeanor, I believe he has had
some sort of breakthrough, but I do not know what it is.”
“What were
those men in the cocoons and what is their purpose?” asked
Luger. “How do they relate to all this?”
“Those are
clones of a powerful priest called Unariq,” replied Varachan.
He tried to free Tharizdun years ago and was drawn into the oblivion
that is the dark one’s prison, but not before the cult made the
clones of him. Unariq’s evil was so powerful that even these
mindless clones radiate it. Those ‘cocoons’ as you call
them, absorb the evil and hatred of the clones and then focus it into
the gem you saw. Clerics of the cult can use the gem—and the
evil it continually absorbs—to increase their own power.”
“Then why
didn’t you let us destroy it?” asked Luger angrily.
“Because the
gem has one other power,” said Varachan. “It can open one
of the two ways that I know of from the Outer Fane to the Inner Fane.
In the great Hall of Priests, just down the corridor from where we
sit right now, is a series of secret doors on the east wall that lead
down and into the blasted wasteland in the middle of the Outer Fane.
If you touch the gem to each of the walls in turn, the hidden doors
will make themselves known—and will open for you.”
“If the gem
is that useful, why didn’t you tell us to take it?”
complained Tenaris.
“Because
Hedrack can track it,” said Varachan. “If you ultimately
choose that route into the Inner Fane, you should only seize the gem
after
Hedrack has been eliminated and immediately before you mean to enter
the Inner Fane.”
“Hmm, good
point,” conceded Danton. “So what’s the other
entrance to the Inner Fane?”
“On the
far—eastern—side of the Outer Fane is a place called the
‘Greater Temple’,” said Varachan. “This is
the single most powerful shrine to Tharizdun outside of the Inner
Fane. In the vestibule to the temple itself, there is a long hallway
running west. It is blocked by a series of six translucent walls. In
front of each of the translucent walls is a black pedestal topped
with a small statue of a demon. This hallway is the second path to
the Inner Fane, but it is not easily traversed—unless one knows
its secrets.”
“As you
approach each demon statue, it will ask you a question. If you answer
the question correctly, the translucent wall behind that statue will
disappear and you can move forward to the next statue and the next
wall.”
Hearing this and
sensing that crucial information was about to be imparted, it
occurred to Danton to whip out one of his books and begin taking
notes.
“The
questions are: Who? What? Where? Why? When? Who?” said
Varachan. “They are actually shorthand for six longer
questions: Who are you? What do you bring before me? Where are you
now? Why have you come here? When shall I be free? Who am I?”
“In order to
pass through the six walls, you must answer the first question with
your real name, the second question with something that you are
holding in your hands—or ‘nothing’ if you are not
carrying anything, the third question with either ‘the Outer
Fane’ or ‘the Temple of Tharizdun’, and the fourth
question with whatever your true purpose in coming to this place is.
As for when Tharizdun will be free, that is open to interpretation,
but you should answer it with whatever you believe to be true. For my
part, I would say, ‘never.’ And by now you can probably
guess the answer to the last question: ‘Tharizdun’.”
“Once you
pass the last translucent wall, you will come to a door that leads to
the blasted area between the fanes. From there you can cross to the
Inner Fane.”
“Very useful
information,” said Luger. “Can you help us in other ways?
Are there more people willing to go against Hedrack and his minions?
Can you use your power to raise Peter from the dead?”
“I fear that
I am a conspiracy of one,” said Varachan with a shake of his
head. “With the power of Tharizdun comes true madness—from
which one does not return. I do not know how or why I was different,
but I know of no other similar case. I am also afraid that I cannot
help your friend—at least not directly, for on the same day
that I had my epiphany and repented my sins, I lost all the powers
that had come with my worship of Tharizdun. I am now a priest without
a deity. But I can
help you with certain things.”
Varachan got up and
moved over to the chest. Saying, “Tharizdun shall never be
free,” he opened the container and then began removing items.
Gathering up the objects he had removed, Varachan set them on the
table and then sat down once again. He handed Luger two scrolls,
explaining that one contained three Cure
Serious Wounds spells, one
Neutralize Poison
spell, one Remove Disease
spell, and one Remove Curse
spell. The second scroll
contained one each of the following spells: Resurrection,
Greater Dispelling, Heal,
and Restoration.
Next Varachan
handed three potions to Tenaris: haste,
bull’s strength, and
heroism.
He then gave Danton three black arrows, explaining that they were
Greater Slaying Arrows
keyed to humans. A good shot with such an arrow had a chance of
killing virtually any human, although the more powerful the human in
question, the greater the chance he might resist the effect. Finally,
Varachan distributed four long, narrow black sticks, one each to
Luger, Danton, Tenaris, and Syll.
“These are
refuge sticks,”
he said. “If you break one of them and say the word ‘darkness’,
you will be teleported here—to this very room, no matter where
you may be at the time. These should be used as a last resort if you
find yourselves in great danger with no way out. Unfortunately, I
only have the four of them. Divide all these items as you see most
appropriate and use them well.”
“Thanks,”
said Luger. “You know, there’s something that I’ve
been wondering about for a long time. Just what is the purpose of the
elemental temples in the tunnels beyond the lake? All they seem to do
is fight each other.”
“Aside from
being an homage to the four elemental forces,” replied
Varachan, “they are essentially a proving ground for those
aspiring to join the ranks of the Doomdreamers. The four temples are
encouraged to fight and compete with one another, with the idea that
this constant struggle ensures that only the strong will survive and
prove their worthiness to the Doomdreamers. For example, I rose
through the ranks of the Fire Temple before earning my position
here.”
“How would
you suggest we proceed from here?” asked Danton. “What
else can you tell us about the Outer Fane in terms of useful
things of value, enemies, traps, and the like? Can we come and go
from the Outer Fane? Is there anywhere safe to hide or rest within
it? And now that we know how to get into the Inner Fane, what can you
tell us about it?”
“Yes,”
said Luger, “what other defenses or guardians can we expect to
encounter in the Outer Fane and the Inner Fane?”
Varachan sat in
silence for several moments before replying. “Before you brave
the Inner Fane, I strongly suggest that you deal with Hedrack. If you
can eliminate him, it would mean the death of a great danger to you
and it would allow me to take control of the Outer Fane. My ability
to subtly aid your efforts would be greatly increased. Hedrack also
keeps a journal. I have never been able to get a look at it, but if
you were to seize it, I have no doubt that it would provide a wealth
of information to guide your subsequent efforts. Hedrack’s
chamber is on the eastern side of the Outer Fane—north and east
from the Greater Temple.”
“In the
northeastern part of the Outer Fane, there is also a prison, where
Hedrack keeps the more powerful—and dangerous—creatures
that fall into his clutches. The prison is run by a horrible hag with
arcane powers. If you were to storm the prison—or sneak in or
whatever—you might
be able to find powerful allies there—although there could also
be dangers of which I am not aware. Hedrack has gone to considerable
effort to keep me away from the prison. Be aware that south of the
prison—between that area and the Greater Temple—is the
lair of a powerful vampire that does Hedrack’s bidding.”
“In the
vestibule to the Greater Temple are areas of unnatural darkness,
where terrible cold prevails and no light penetrates. If you can find
a set of purple robes—I believe Hedrack has some in his
quarters—they will protect you when you pass through the cold.
On the north wall of the vestibule, hidden behind a black screen, are
three switches that can only be seen in the light of a torch
of revealing. You need to
flip the first switch—the one farthest to your left when you
face the wall, then blow on the horn you will find on a table in the
center of the vestibule. But you should only blow the horn after
touching it with a Master
Key—that is your
Earth and Fire temple keys all combined together. If you do all of
this, a black column will appear on the southern side of the room.
Then flip the second switch and blow the horn again. Now a second
black column will appear. Finally, flip the third switch and blow the
horn one more time. This will cause the area between the two black
columns to shimmer—creating a veil of energy.”
“Someone must
walk through the field of energy—taking a torch
of revealing with him. He
who does so will find himself in another place. In that place he will
find an object that looks like an egg resting atop a black block.
Kneel before the block, speak the word ‘Tharizdun’ and
take the egg. Be aware that taking up the egg is a difficult burden.
Once you have the egg, you should also take any other items stored in
a hidden compartment on the side of the black block. Once you have
everything, fill a black
thurible with incense and
twirl it around you. Doing so will bring you back to the center of
the Greater Temple. Once there, you should leave as quickly as
possible, for there are creatures of darkness there that can sense
goodness and will attack it without hesitation.”
“What is this
‘egg’ that one must go to such effort to obtain?”
asked Luger when Varachan finally paused.
“It is an
artifact known to the cult as the Orb
of Silvery Death,”
replied Varachan. It is one of the two greatest treasures of the Cult
of Tharizdun. The other is known as the Orb
of Oblivion, but I have not
been able to learn its location. The Orb
of Silvery Death grants the
power to discern the nature of others and the truth of their words.
It can poison an individual or cause him to flee in terror. It can
also protect he who carries it against any magic used by a cleric of
Tharizdun. It can be used to command evil men and creatures, although
this power comes with a cost—he who uses it becomes more like
those he commands. It is an item of great evil, and carrying it will
wear on one’s soul over time. Be advised as well, that it is
said that if someone else carries the Orb
of Oblivion, which is the
greater of the two orbs, he will always know the location of the Orb
of Silvery Death. Both orbs
carry some of the essence of Tharizdun in them and should ultimately
be destroyed, but I do not know how this can be done, for their power
is great.”
Danton continued
writing furiously as Varachan spoke.
“I thus
advise you to slay Hedrack, seize his journal, free any allies that
may be held in the prison, and obtain the Orb
of Silvery Death,”
summed up Varachan. “With all of that accomplished, I believe
you will be ready to exit the Outer Fane by one of the two methods I
have described—there may be other ways as well, but these are
the only two I know. You must then cross the blasted area between the
fanes, where I am told that powerful wights reside, and approach the
door of the Inner Fane. The Inner Fane is a great black spike driven
into the ground in the very center of the ring formed by the Outer
Fane. I have never set foot there and I do not know what dangers you
will face there—other than the Triad and the other
Doomdreamers, of course.”
“I have heard
Hedrack say that the Inner Fane extends both skyward—up the
spike—and down into the ground. And I also heard him tell one
of his trusted underlings of an ongoing experiment in what he
described as the ‘fourth’ underground level of the Inner
Fane. Hedrack apparently recovered an artifact of powerful goodness,
known as a Talisman of Pure
Good, and delivered it to
the Doomdreamers in an effort to transform the object into a Talisman
of Ultimate Evil. If this
effort has not yet succeeded, you may yet be able to seize the
artifact of good and use it against the Doomdreamers.”
“Beyond this,
I know nothing of the Inner Fane. As for other dangers in the Outer
Fane, you already know of Ukemil and his lions. You will likely have
to deal with them at some point, for otherwise Hedrack will have them
at your heels everywhere you go. Ukemil’s chambers are just to
the north of my own, as is the kennel for his pets. They have been
out in the mines of late—hunting you, but now that you have
penetrated the Outer Fane, Hedrack is likely to recall them here, if
he has not done so already. There is also a woman called Naquent that
you should avoid or eliminate. If Ukemil is Hedrack’s blunt
instrument, Naquent is his scalpel.
She is crafty and has been plotting for some time to usurp my
place—and likely then Hedrack’s—on her way into the
ranks of the Doomdreamers. Her chamber is not far from the prison.”
“There are
other dangers in the Outer Fane, such as the dragon you encountered,
a pair of drow visitors recruited by Hedrack, and a handful of demons
and other creatures,” said Varachan, “but these are
peripheral to your goals and best avoided.”
“What about
other ways in or out of the Outer Fane?” asked Luger.
“The Earth
Door is in the southeastern part of the fane, and the Water Door is
not far south and west from there,” said Varachan. “But I
advise you to avoid going back out if you can avoid it. The whole
mountain is alert to your presence now, and getting in and out will
only grow more difficult. If you need to rest, you may do so here—as
long as you are careful in the extreme not to be seen entering my
chamber or otherwise allow yourselves to be tracked here. That would
spell the end for all of us.”
“Why don’t
you simply join us?” asked Luger. “Why should you stay
here any longer?”
“Until the
cult has been brought low and Hedrack and the Doomdreamers all slain,
I believe I can do more to aid you by retaining my current position
than by joining you in your fight,” said Varachan. “As I
said, my clerical powers are a thing of the past. I have a strong arm
and can use a mace well, but I can do far more by assisting you
behind the scenes and providing you refuge here should you need it.”
“A lot of
this all seems to come down to Hedrack,” said Tenaris. “Just
what is he and how powerful is he?”
“Hedrack is
an old man,” said Varchan. “He was once the leader of the
cult of the Elemental Eye when it controlled the old Temple of
Elemental Evil years ago. But do not let his age fool you. He is very
powerful—the single most powerful cleric of Tharizdun outside
the ranks of the Doomdreamers. When you fight him, as I believe you
must eventually, you should seek to take him alone and by surprise.
Surprise and greater numbers are likely your best assets against him.
I would not wish to face him in a ‘fair’ fight—even
if I still had all of my former powers.”
***
After his long
conversation with Luger, Danton, and Tenaris, Varachan left once
again to deal with his duties in the Outer Fane, leaving the group
alone to try to absorb all the information that he had imparted. When
Syll woke up some time later, the others brought him up to speed
using the extensive notes Danton had taken on the earlier
conversation.
The four party
members began trying to formulate both a course of action and
additional questions for Varachan.
“Do not mourn
for Peter just yet,” said Luger at one point, “for even
though Varachan cannot aid him, I
do not intend to let his spirit escape his obligations. For now, he
can frolic in the Elysian Fields. Tomorrow morning, I will pull his
soul back and he will live again to avenge his own death.”
“Hopefully he
won’t try to avenge it, well, directly,” said Syll with a
smirk and a slap on Danton’s back. “With any luck, you
can persuade him to take a more ‘constructive’ approach.”
“Although it
would seem the moathouse remains secure,” said Luger, “I
am deeply concerned about this excavation under the Temple of
Elemental Evil. In the morning I believe I shall send Elmo a message
to alert him to the danger.”
“Too
bad I still haven’t figured out how to use my dragon blood to
turn into a dragon,” said Syll. “Or at least take on some dragonish
characteristics—then I could just fly to Hommlet and warn
people. It makes sense if you think about it. After all, dragons can
usually take on humanoid forms, so what if I’m really a dragon
in elven form and just forgot how to change back?”
“Methinks
someone hath taken one too many hits on the head of late,” said
Danton with a questioning glance at the sorcerer.
Most of Syll’s questions had
been answered by Varachan while he was resting, but when the cleric
returned many hours later, the elf raised a handful of matters that
continued to trouble him and that none of the others had broached
earlier.
“Who is Lareth the Beautiful
and how does that person fit into all of this?” asked Syll.
“And just where is the horrid machine that trashed Erky? I want
to wreck that before we move on.”
The term ‘Lareth the
Beautiful’ meant nothing to Varachan, but as soon as Syll
mentioned the word ‘machine’, Varachan knew exactly what
he was talking about.
“Hedrack calls it the
‘Infernal Device’,” said the former Tharizdun
cultist. “It tears a person apart and, if he survives the
experience, replaces parts of his body with demonic essence. From
what I have observed of Hedrack’s experiments with the thing,
having this essence fused onto one’s body is enough to drive
anyone but those of purest evil into insanity. The device was
constructed in a large room at the bottom of a set of spiral stairs
in the northeastern corner of the Outer Fane, not far from the
prison, which is convenient from Hedrack’s perspective, since
it places the device in close proximity to those used as its
experimental and sacrificial victims.”
“Can you fix someone who’s
been through it?” asked Syll.
“I don’t know,”
conceded Varachan. “At a minimum you would have to remove all
of the demonic essence and then somehow replace—or
regenerate—the original body parts taken by the machine. But
whether that would be enough to restore sanity, I do not know.”
“It hath seemed to work with
Erky,” said Danton with a shrug.
“I suspect
you could destroy the device with magic,” said Varachan. “But
do so from a safe distance. If you draw too close to the machine, it
can draw you in of its own volition. One of Hedrack’s greatest
pleasures is to force hapless prisoners to approach the machine and
then to watch it seize and consume them.”
“What a
sicko,” said Syll. “We gotta ice that guy—and
soon.”
***
Somewhere else, far
from the Temple of All Consumption, Sparhawk awoke from an abyss of
darkness with an infinite gasp in which he attempted to draw breath
but could not. He tried desperately to breathe—again and again,
and yet he could not. Every moment stretched out into an agonizing
eternity as he sought to draw breath.
When his efforts to
breathe finally passed and realization dawned that he apparently had
no need to breathe, Sparhawk looked about and found himself
surrounded by stars. He saw all of the stars in Oerth’s night
sky, and he felt that his sight took him farther still into galaxies
beyond space and time. His mind continued to race outwards and all of
the knowledge of the universe became his for a fleeting second—or
so it seemed. Suddenly, his mind recoiled and drew back again to the
emptiness of the dark. The stars were gone.
For another
eternity, there was only the blackness. Then, suddenly, Sparhawk saw
the smallest, perfectly circular pinpoint of pure, white light. It
seemed to come closer, slowly at first, and then with increasing
speed. Or, was it simply getting bigger? He could not tell.
Suddenly, the
blinding light painfully filled Sparhawk’s entire vision. He
withdrew into himself and felt his body curling up into a fetal
position. Still, the light drilled into his mind, and he emitted a
silent scream.
“Stand up,
Peter,” boomed a voice in his head.
It took several
moments for the paladin to come to his senses. Slowly, he unclenched
his muscles and stretched out. Then, he tried to open his eyes again
but the light was still too bright. It did not hurt anymore but he
still could see nothing else.
Sparhawk pushed his
torso up with both arms—although he did not know what, if
anything, he pushed himself up from. He had never felt such fatigue
and agony. His muscles rebelled with even the slightest movement.
And yet, slowly, he somehow got to his feet, and although the light
was bright enough that he had to shield his eyes, they finally
adjusted enough that he could keep them open.
“Who’s
. . . who’s there?” the paladin inquired.
“It is I,
Peter,” the voice he previously heard responded.
But the paladin
felt another presence as well. He could sense that it was somewhat .
. . he could not really place it . . . smaller. Yet, it was there and
adding to the light.
“But, who are
you?” the paladin asked.
“As I said,
it is I,” the voice repeated.
“But . . .
but . . . it can’t be . . . Heironeous,”
he whispered, and immediately dropped to the ground—if it was
indeed ground on which he stood. It was only when he was lying
prostrate that he noticed he was naked, but that detail seemed
unimportant.
“Arise,
Peter.”
Slowly, the paladin
struggled to his feet again. He still had to shield his eyes from the
brilliant white light. Suddenly a thought dawned on him.
“Am I . . .
dead?”
“Yes, Peter,
you are.”
“Dead . . .”
muttered the paladin. “All that evil that hath endured, all
that suffering. I wast taken prematurely. I had so much to
accomplish, and did so little. I do not even know what happened
there, at the end.”
“You know
that is not true,” replied the voice. “You struggled
valiantly against evil every day of your life until the end.”
“Why did you
let me die then?” complained the paladin. “Why could I
not be allowed to continue the struggle to raze the Temple of All
Consumption?” Almost as an afterthought he asked, “How
did
I die?”
“It is not I
who took you,” said the voice. “Such are the ways of
humans who must follow the Wheel of Fate. Your friend, Danton, was
bewitched by a spell and murdered you. He did not know what he was
doing. The battle against that evil temple will be fought by others,
and they will be successful. Do not worry your mind, for you can do
nothing about it at the moment.”
“There is
another here. I can feel it. Is it a solar?” Peter asked,
changing the subject.
“No, it is
the power of Caladbolg.”
“Caladbolg,”
Peter whispered.
“Caladbolg
is more than just an ancient relic,” said the voice. “When
Corusk forged it in ages long past, “I breathed my spirit into
the blade to send justice and goodness into the world to thwart evil.
It has fallen into the hands of many heroes throughout the ages, but
also many evil ones whose corrupted touch is soon burned by the
exacting price of goodness.”
“Yes, I hath
felt that price several times already,” said Sparhawk ruefully.
“Of course
you have Peter. You are a sinner.”
“But I try to
walk in the light . . .”
With that comment,
Sparhawk’s every sin, including his cursing and rejection of
Heironeous in the Temple burned into his skull and flashed before his
eyes in a moment. The image was soon gone, but the pain in his heart
was overwhelming and he sank to his knees. He was weeping.
“You have
seen the truth of your life, Peter. I could just as easily have shown
you all of the times in which, like a good son of whom I am proud,
you have been faithful to me. You will walk only in the light, Peter.
Shed your prideful claims to fight evil and practice more humility.
You are pure in flesh, Peter, but your spirit is weak. You have free
will, but I ask you to be free from sin. Search your heart, Peter,
and walk down the path of righteousness laid out for you, not that
which you have created in your own mind. You must shed your
preconceptions and arrogance if you are to play your proper part in
the events that are to come.”
“I am sending
you back now, Peter,” continued the voice. “Go now and be
a son of Heironeous as you are called to be . . .”
***
When Luger finished
casting his spell (Raise
Dead), Sparhawk’s
eyes fluttered open and the paladin coughed profusely, gasping for
breath. When he looked up, he could see Syll, Tenaris, Danton, and
Luger standing over him, along with a man he had never seen before.
He appeared to be in someone’s living quarters and he was lying
on a purple carpet. Although Sparhawk did not know how much time had
passed, it was now the morning after the battle in which he had been
felled by Rat’s Tail.
The paladin was still very weak (reduced
to 7th
level by the Raise
Dead spell),
and many of his injuries had not been healed, but those things were
the least of his concerns at the moment.
“Caladbolg!
Where is Caladbolg?”
groaned the paladin.
When Tenaris placed
the hilt of the massive barbed sword into Sparhaw’s right hand,
he grasped hold of the weapon and moaned, “Speak to me,
Caladbolg!
Reveal my destiny and tell me the path I must follow!”
“Well, he’s
back,” muttered Syll, “and apparently nuttier than ever.”
________________________________________________________________
Notes for turn 84:
Please send postings for Turn 84 by
the end of Friday, February 8th.
Among any other items you may wish
to include, please address the following in your postings:
Any healing you wish to do
right away. I have already added the hit points gained by the party
for resting for nearly 24 hours.
Luger’s message to Elmo
(assuming you still want to send it).
Any additional questions you
have for Varachan.
Where you want to go and what
you want to do next.
Any adjustments you want to
make in who carries the items provided by Varachan.
How many of his first level
spells (if any) Syll wants to use to identify unknown magic items
(and which items would be identified) before the party sets out
again.
Current date/time/location: 22
Kolovoz; approximately 0800; The Outer Fane of the Temple of All
Consumption
Items gained this turn: Items
provided by Varachan and listed below
Items
used/lost/destroyed/sold/left behind this turn:
none
Undivided items:
none
FOES DEFEATED:
Active party members listed in
bold.
This Chapter:
| Character |
Foes Defeated |
Percent of Total |
Most Powerful Defeated |
| Syll |
5/20 |
25% |
Arrowhawk (CR5) |
| Luger |
5/20 |
25% |
Succubus (CR9 ) |
| Tenaris |
1/20 |
5% |
Ogre (CR3) |
| Sparhawk |
7/20 |
35% |
Invisible Attacker (CR7) |
| Danton |
2/20 |
10% |
Sparhawk (CR8) |
Entire Campaign:
| Character |
Foes Defeated |
Percent of Total |
Most Powerful Defeated |
| Syll |
118/525 |
22% |
Sonic Reptile (CR7 ) |
| Luger |
78/525 |
15% |
Blade Spirit (CR9) |
| Danton |
34/525 |
6% |
Salamander Blackguard (CR9) |
| Tenaris |
25/525 |
5% |
Ogre Mage (CR10) |
| Sparhawk |
22/525 |
4% |
Elite Fire Temple Fighter (CR8) |
| Nanoc |
112/525 |
21% |
Oamarthis (CR7) |
| Telemachos |
51/525 |
10% |
Spellcaster in Inn (CR7) |
| Aseneth |
34/525 |
6% |
Mind Flayer (CR8) |
| Mauser |
23/525 |
4% |
Shadow (CR3) |
| Karzak |
14/525 |
3% |
Troglodyte Cleric (CR6) |
| Erky |
6/525 |
1% |
Twig Blight (CR1/3) |
| Xaod |
5/525 |
1% |
Chatrilon Unosh (CR6) |
| Spugnoir |
1/525 |
0% |
Grell (CR5) |
Current Status of the Party:
Danton
AC: 17 (18 vs. one opponent)
Hit points: 42/51
New XP: 0
XP total: 51,379
XP needed: 55,000
Equipment:
6 daggers, light crossbow, studded
leather armor
+1,
quiver with 23 bolts, bedroll, backpack, flint & steel, thieves
picks, 3 waterskins, 24 days trail rations, hooded lantern, gold
ring engraved with the name Karakas, 1 sap, 1 metal key from
Yusdrayl, Everburning
Torch,
old
journal, 8 iron triangles with upside down ‘Y’ inside,1
inverted ‘Y” pendant in a brown triangle, new journal,
notebook, pen, ink,
parchment in sealed waterproof box, pipe, tobacco, metal box,
whetstone, six
packets of tinder for lighting fires, gold inlaid dagger, Journal of
Geynor Ton, a
folded piece of parchment with a note addressed to someone named
Festrath, spider pendant, a disguise kit, letter to Master Dunrat,
ochre-colored robe, potion
of love,
a dozen vials of lantern oil, masterwork thieves’ tools, Rat’s
Tail
(Rapier +1), silver
and gold brooches, bracers
of armor +1, potion of hiding,
pouch of unknown dried herbs taken from the home of Tal Chamish,
emerald pendant, a
small ebony troglodyte statuette, a curved dagger, six sticks of
incense, an emerald pendant, boots
of elvenkind, 1/3
of Oamarthis gems, tattered dwarven book, pearl from the Dark Lake,
nine inverted Y pendants with blue-green squares behind them, 3 iron
keys from Fire Temple forces, inverted y pendant with red diamond
background, map of Fire Temple area, letter from Hedrack to Tessimon,
2 vials of unknown liquid #1 and three vials of unknown liquid #2
(Turn 66), healing elixir from the fungal forest man, masterwork
dagger, sack of random bits of metal intended to be used as chess
pieces, 4 bottles cheap red wine, 2
pink pearls, 2 dwarven scrolls found on the balcony over the dark
lake, cloak
of resistance +1,
Fachish’s papers, letter from Hedrack to Terrenygit, potion
of cure light wounds,
Naquent letter to Dunrat, 3
Greater Slaying Arrows (humans), one refuge stick
Gold: 1025
Silver: 430
Luger
AC: 22
Hit Points: 40/91
New XP: 0
XP total: 48,129
XP needed: 55,000
Equipment:
masterwork heavy mace, chainmail
+1, masterwork large steel
shield, light crossbow, 13 bolts, 3 belt pouches, large bag, 50’
rope, flint & steel, 24 days rations, silver holy symbol of
Heironeus, 3 healer’s kits, backpack, cleric’s vestment,
traveler’s clothing, 3 waterskins, bedroll, iron triangle with
upside down ‘Y’ inside, eight cockatrice feathers, scroll
of cure disease, Geistblatt (ghost touch
longsword +1), 5 vials of
Furyondian Fire, cloak of
resistance +1 (+1 to all saves), potions of reduce, nondetection, 2 silver and 2 gold brooches from Woodstock, tattered black cloak
with burning eye emblazoned on it,
note from Master Hedrack to Master Uskathoth (in Draconic), one
large triangular
metal bar and one large diamond shaped metal bar,
2 emerald endants, book on history and worship of Elder Elemental Eye
cult, one inverted Y pendant in brown triangles, scroll
with remove paralysis and protection from elements, Oamarthis note, 3 books: The
Worship of the Elder Elemental Eye, A History of Evil Cults, and The
Temple of Elemental Evil, Aseneth’s
House Torquann dragon ring, ring
of jumping (+30 to jumping checks), 1 iron triangle with inverted ‘Y’, three black cones made of some
unknown substance, a black scepter decorated with a half dozen violet
gems, metal scroll tube, one inverted ziggurat pendant; scrolls
of contagion,
greater magic weapon, bracers of health +2, scroll of bless, hold
person, and dispel magic,
2 pink pearls, large
steel shield +1, scroll with neutralize poison and silence, purple
lamp (everburning torch), unknown magic morningstar, scroll with
three Cure
Serious Wounds spells, one Neutralize
Poison spell, one Remove Disease spell, and one Remove
Curse spell, scroll
with Resurrection,
Greater Dispelling, Heal,
and Restoration,
one refuge stick
Spell Selection
Level 0 (6): Detect
Magic (x3), Light (x3)
Level 1 (5+1):
Detect Evil (x2), Comprehend Languages (x1), Command (x2), Protection
from Evil (Domain)
Level 2 (5+1):
Endurance (x1), Bull’s Strength (x2), Sound Burst (x2), Aid
(Domain)
Level 3 (4+1):
Searing Light (x3), Dispel Magic (x1), Magic Vestment (Domain)
Level 4 (4+1):
Sending (x1), Restoration (x1), Greater Magic Weapon (x1), Divine
Power (x1), Holy Smite (Domain as 11th level)
Level 5 (2+1):
Flame Strike (x1), Flame Strike (Domain)
Syll
AC: 15 (16 versus
one opponent)
Hit Points: 12/50
New XP: 0
XP total: 35,898
XP needed: 36,000
Equipment: Ring of Protection
+1, Cloak of Resistance +1, Urrtarr’s spellbook, Masterwork
Longsword, backpack, 3 water skins, 24 days rations, bedroll,
magnifying glass, 2 flint & steel, 10 candles, map/scroll case,
parchment, ink & pen, mirror, oil flask, 40 arrows, clothing,
longbow, 1 dagger, sack, 50’ rope, chalk, 5 torches, storm
whistle, 5 bells, gold brooch, lamp, black cloak, inverted Y pendant,
rose quartz gem, ring of climbing, bracers of health +2,
1/3 of Oamarthis gems, scrolls of Pyrotechnics,
Protection from Fire, Animal messenger, Summon Monster II, Change
self, Enlarge, Sleep X2, Wand of Monster Summon I (8 charges), potion
of water breathing, potion of lesser restoration, ring of
feather falling, wand of fireballs (12 charges; caster level 6),
potion of protection from elements (fire), potion of cure moderate
wounds, 2 pink pearls, eyes of the eagle (+5 to all spot
checks), gauntlets of Kord (not worn), scrolls of blink and shield,
unknown wand and potion from the battle at the western bridge
complex, one refuge stick
Spells per level
per day:
Level 0: (6)
Level 1: (7)
Level 2: (7)
Level 3: (6)
Level 4: (4)
Gold: 3737
Silver: 42
Sparhawk
AC: 17 (19 when
using longsword/shield combination instead of great sword)
Hit Points: 7/66
New XP: 0
XP total: 22,303
XP needed: 28,000
Equipment:
backpack, water skin, 24 days rations, bedroll, tent, 2 daggers,
masterwork great sword (Justice),
longsword, composite longbow, 1 quiver with 10 arrows, ink &
inkpen, 50’ silk rope, whetstone, 1 vial holy water, masterwork
large steel shield, 2 candles, signet ring and sealing wax, gilded
warhorn, chalk, 2 mirrors, flint & steel, 5 pitons, 20 pieces
parchment, 2 empty sacks, silver holy symbol of Heironeous,
Everburning Torch, black
cloak, inverted Y pendant, gauntlets
of dexterity +2, pearl from
the Dark Lake, gold-inlaid black urn, Tessimon’s jewelry box,
golden orb set with amber, Book of the Dark Eye, Caladbolg
(barbed great sword
+1 with special properties), two
dark vision potions and one strength enhancing wafer from the fungal
forest man, 2
pink pearls, suit of
chainmail +1, cloak of resistance +1, unknown magic club
Spell Selection:
Level 1 (2):
Turn Undead
attempts left on current day: 6 of 6
Lay on Hands
healing points left on current day: 21 of 21
Smite Evil used
today?: No
Gold: 333
Silver: 0
Tenaris
AC: 23
Hit Points: 31/76
New XP: 0
XP total: 29,758
XP needed: 36,000
Equipment: longsword, chitin full
plate mail, large steel shield, masterwork morningstar, 4 javelins, 1
troglodyte spear, inverted Y pendant, 24 days rations, potions
of cat’s grace, spider climb,
1/3 of Oamarthis gems, cloak
of resistance +1, black
robe, Bracers of Kord
(strength) +2, pearl from
the Dark Lake, short sword
+1, large steel shield +1,
two strength enhancing wafers and one healing elixir from the fungal
forest man, Masterwork longsword, Maicarya
(flaming short sword +1), 2
pink pearls, longsword
+1, golden
dagger, golden necklace, 2 vials Furyondian fire oil, slippers
of spider climbing, one refuge stick, potions of haste, bull’s
strength, and heroism
Gold: 507
Silver: 30
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