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:
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
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
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)
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
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
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