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Week 40 - Sure, she’s evil, but do we really care?

This week we say goodbye to Jericho and Hello to Mend, the warfaorged artificer. The party got through the initial bits of this adventure quicker than I had thought they would, and consequently I was not prepared and had to end the session a bit early. Whatever.

Well, after the big party, everyone sleeps off the booze (and the poison). Their appointment with Lashonna is only a couple of days off, and they take it easy. Soon the day comes. What to do? They are aware that she is an evil vampiric silver dragon … but what does that mean? Only one way to find out: prepare all their best anti-undead buffs, and head to Mistwall Manor.

The walls of this spacious, tastefully decorated study are fi lled with shelves of leatherbound tomes on a wide variety of topics. A large desk sits against the far wall, its surface empty save for a stack of tattered pieces of yellowed paper. The carpet is a deep shade of crimson, and arrayed on it in a semicircle before the desk are several high-backed chairs fi tted with velvet cushions.
A coach picks them up, driven by the manservant Kelgorn who, Frith notices, is charmed. But that’s hardly an unexpected development. They head to the lady’s manor and thence ensues a long cutscene.

Lashonna waits here for the PCs, wrapped in a gold-trimmed gown of the very latest fashion and cut to accentuate her near-perfect figure. As the PCs enter, a delighted smile dances upon her scarlet lips before she dismisses her manservant. “You won’t be needed any longer Kelgorn, I’m sure I’ll be quite well attended to, with such pleasing guests to keep me company. Good night.”
She indicates the tattered pages on the table as she says, “Balakarde’s journal, or what’s left of it, in any event. You’ll see he’s quite mad. Obsessed, the poor dear, and with worms no less. Tiresome. But please, look it over, and then we can talk.”

“It seems obvious that Dragotha intends to release Kyuss from his prison, and in so doing, usher in the Age of Worms. The solution seems obvious. A king without his commander is powerless. It’s taken Dragotha nearly 1,500 years to reach this point. Remove him now, and it will certainly be centuries before anything has a chance to release the Wormgod again.

“Of course, one cannot simply waltz into a lich’s lair, kill him, and be done with it. Dragotha may not know where his phylactery is, but that doesn’t mean it’s useless to him. Destroying him before you destroy his phylactery is as good as finding it and handing it over to him.

“So your first order of business should be to find his phylactery and destroy it. And that’s where it gets complicated. I have no idea where it may be hidden. Obviously, neither does Dragotha, and that’s a good thing. Certainly, his doubt to its location is the main reason he hasn’t tried to simply destroy himself as a desperate way to discover its location.

“Balakarde left for the Wormcrawl Fissure - also known as the Goradra Gap of the Mror Holds - against my advice, intending to learn more about Dragotha. He never returned, but at least he had the foresight to leave his journal fragments with me. His journal and his disappearance have become something of a minor obsession of mine, I must confess. I’ve spent the last sixteen years, on and off , studying the lore of Kyuss, of Dragotha, and associated matters. And while I haven’t managed to determine where Dragotha’s phylactery is hidden, I do believe I know where that information might be found.

“As Balakarde mentions in his journal, the Age of Worms and Kyuss’ resurrection were stopped fifteen centuries ago by the Order of the Storm. Historians believe that the Order died out not long aft er this victory, hunted down and destroyed by the last surviving members of the cult of Kyuss. These records are incorrect. The Order instead retreated to their stronghold on a hidden island off the coast of the Lhazaar Principalities.

“On this island there is a library of sorts, a repository of the Order’s lore. It has been sought for centuries by wizards, scholars, and explorers, for it is said to be filled with hundreds of years of history, memories, dreams, and of course secrets. Secrets are so valuable aren’t they, my darlings? Seems the longer they are kept, the more they’re worth. If a written account of the secret of what happened to Dragotha’s phylactery exists, it must certainly be there.

“Of course, there are complications— there always are, right? Before they built this library, the Order of the Storm drove a lasting bargain with primal elemental forces. They sacrifi ced their lives to whisk the island’s interior off the Material Plane. In its place is a barren rock surrounded by an ever-raging storm of such intensity that ships that approach within ten miles are invariably lost. The island itself appears on no maps, but the stories hint that the druids left a way for those in need to reach their secrets while at the same time warding the place away from the prying eyes of Kyuss’ undead fanatics.

“Worse, I’m afraid others have learned this as well, in part as an unfortunate result of my own research. I have a fair amount of competition in the arena of gathering and keeping secrets, and invariably word gets out that I’ve made a discovery. My enemies are always quick to nip at my heals. I speak, in particular, of a simpering dog of a man named Heskin who once served me. I’m afraid Heskin has been wooed from my side with promises of wealth and power, and has taken word of this discovery to a disreputable man indeed, a powerful priest of Vecna named Darl Quethos.”

Lasonna produces a lock of hair from Heskin, commenting about how it’s good to be on good terms with barbers. Oops, think the characters, as they recall having their own hair cut and primped for the party. Anyway, Lashonna suggests they spy on Heskin, and the party agree, introducing yet another long cutscene:

A tumultuous scene fades into view in the middle of the room for all to observe, along with the howling sound of an oceanic tempest. The image clears to show a deathly pale man lashed to a ship’s mast with several coils of rope. Although details beyond a ten-foot-radius around Heskin are hazy and unclear, it’s obvious that the ship is caught in a tremendous storm—the decks are awash in foamy water as both waves and driving sheets of rain torment the terrifi ed man. Sounds of gruff sailors shouting commands and curses in Orc can be heard under the raging tumult of the storm, and now and then, frantic orc sailors move quickly into view and then back into obscurity as they busy themselves at securing the ship. At one point, two lithe, cloaked figures drop to the deck from the rigging on either side of Heskin. They are identically dressed in tightly wrapped silken scarves, small devilish horns sprouting from their heads. The cloaked figures spare condescending glances at Heskin, their eyes glowing faintly with infernal fire before they move out of sight toward the ship’s unseen bow. Soon thereafter, a blazing red-skinned humanoid with an immense, bulging frame strides almost casually through the scene. The rain sizzles into steam as it strikes his burning skin. As he reaches Heskin, he looks down at the man and then looks toward the bow, crying out, “Darl! It looks like your pet might be taking on water!” With that, the creature explodes into a tremendous belly laugh. A few moments later, another two figures step into view.

The smaller of the two is a shifty eyed humanoid bird who wears a hooded cloak and carries a repeating crossbow. The other is a towering man clothed in flowing blue robes trimmed with eye designs. His cowl protects his face from the wind and his hands are obscured by long, rainsoaked sleeves. He squats before Heskin and speaks to him in a low voice, “Only a few hours more, Heskin, and we shall see if you live or die.”

Suddenly, the blue-robed man’s head whips around to look directly into the scrying sensor. His face is pale but commanding, and twists into a snarl as he stands. “It seems we have guests, my friends,” he says. “Perhaps allies of this cur?” He turns back to the bound man, and as he does he pulls back his left sleeve, revealing a rotten, black-nailed appendage that seems to writhe and twitch with its own life. “We can’t have your friends watching us, so it seems your journey comes to an early end, Hesken!” The putrid hand unfurls and reaches out to caress Heskin’s brow. Heskin shrieks in mortal pain as the fingertip freezes the skin it touches into an angry black scar. The blue-robed man then makes a fist and utters a single unintelligible word. As he utters the word, Hesken’s eyes bulge, the cords in his neck throb, and he slumps against his bonds, dead. The scrying link is broken, and the image fades from view.

The party, and Lashonna, are shaken - recognising the Hand of Vecna, a remnant of a mighty Qabalrin necromancer, thought to have been the first humanoid lich on Eberron. The scrying broken, they return to their seats, have a fortifying sip of wine, and the party prepare to question Lashonna a little more closely.

Lashonna explains (again) that the phylactery must be destroyed first. If Dragotha is killed first, he will simply reconstitute a body at his phylactery. He has not already done this, of course, because the gatekeepers would certainly have put the phylactery in some sort of elaborate trap. Lashonna also briefly discusses how Dragotha is a red dragon - the same one they saw in their vision at the Spire of Long Shadows, and so is without question unspeakbly evil and powerful, even without being a lich. The party dance around the other big question for a moment or two, then Flash just comes out and says it: “You’re an evil undead dragon. Why should we trust you?”

“Well,” says Lashnna, “this should be refreshing.”

I invented some of this text myself. I’m so proud.

“You call me evil - perhaps I would have too, before my change. Where once I sought to serve, I now seek to rule. And I do rule. And why should I not? Should this city’s fortunes be left in the hands of that half-mad human living in the castle? Or the succession of madmen and brutes before him?”

With respect to all the political repression, she says:

“This city is the safest and best-run city for hundreds of miles around. All I insist on in return is that the people not engage in sedition. What’s unusual about that? There are always malcontents, and I act as any sensible ruler does. Yes, occasionally I have to step on a few necks (never literally, of course), but consider the alternative: blood in the streets, chaos, and a return to more rulers like Prince Zeech - because no matter how well they start, that’s what power invariably does to humans.”

With respect to the Age of Worms, she says:

“I’ve spent years getting where I am, and I’m not about to see all that washed away by Dragotha, and neither should you. Take care of Dragotha, and if you still feel that I can’t be trusted, you know where to find me.”

As to the Ziggurat, she says:

“Prince Zeech began building that thing about ten years ago. Yes, I know what it is. I don’t know who is influencing him - the entire idea of this whole arrangement is that no-one ought be influencing him but me. As far as I am aware, dreams come to him: perhaps Kyuss himself, perhaps agents of the Ebon Triad hidden in the castle. I have worked to delay its completion, but now it is only a matter of months. If necessary, yes, I will reveal myself and tear it down. But the job is not so easy as it appears - the Ziggurat is made from more than stone, its roots are divine magic and go deep into the earth.”

With respect to, well, the vampirism, she shows a little of her true colours:

“And so? Do you fear for yourselves? Do you fear for the little people of this city? When the blood thirst comes upon me, do you really suppose that it is human blood I crave? I tell you, though I see things a little differently now to before my change, I have not forgotten how much I hate the spawn of Tiamat.

“I let that cow live in my city! I let her grow fat in my city. I even let her raise a little family in my city … although originally there were a dozen eggs - one must be sensible about these things. And for what? For you to kill? Damn you all - what am I going to do for my next meal now?”

But, she composes herself. Finally the party ask - where is this Tilagos Island, and how the heck to we get there?

“Tilagos Island is located east of here. It doesn’t appear on most maps, but I happen to have some that give its location. At least, its approximate location.”
“But as to your transport: if you need help with that, maybe you shouldn’t be tangling with what awaits you there. Take a boat? Fly a dragon? Teleport? I’m sure you’ve got plenty of options available.”

And that essentially concludes the interview with Lashonna. A map, some journal fragments, and perhaps a better understanding of the political realities of the fair town of Alhaster.

— † —

Well, the party figure that although Heskin may be dead, his body lies within the storms surrounding Tilagos Island. So a Discern Location on his body should do the trick. They Shadow Walk, popping put of the plane to get their bearings at intervals (with the aid of Water Walking). Eventually, they come to the Island. The storms have been there for so long that their reality bleeds through to the plane of shadow, and the lone sheltered beach is easy to locate. They pop out of the shadows onto Tilagos Island beach, ready for anything.

— † —

M1. Shipwreck Beach
The beachhead is littered with driftwood and the splintered ruin of well over a hundred ships. These skeletal wrecks crowd the rocky shoreline, a veritable city of barnacle-claimed vessels peopled with dead sailors. Broken skeletons wrapped in threadbare rags hang out of yawning breaches in the ships’ hulls, and tattered sails whip in the fierce winds sweeping the shoreline. One ship stands out from these weathered hulks—a recent victim of the wind and rocks, although a victim nonetheless. This gigantic sailing cog lies broken in two against a jagged rock on the eastern edge of the beach. Beyond the shore, the rocky beach angles up slightly to an ancient maze of ruined walls and standing stones.
There are a lot of Orcish sailors on the beach, but they do not attack immediately. Flash addresses them in orc, and persudes them to hear him out. It transpires that Darl Querthos has moved inland, beyond the maze. The orcs do not belive that he will come and get them or anything. Realists to a man. They are salvaging lumber and rope and building the best raft they can manage, intending to hoist sail once they have rowed beyond the storms. A shitty plan, but the only one possible.

Mend offers to help them: when they have collected the materials and fashioned a rough raft, he will use his powers of artifice to make it seaworthy. The orcs … are hopeful, but don’t really believe it. It’s clear that the party intend to chase Darl, and the orcs don’t think much of their chances should they catch him. They return to what they were doing.

The party sees a maze in fromt of them, and decides to use Find the Path to “the other side of this maze”. The spell works as advertised, and Frith or Flash immediately knows that “this” is the right direction to go. So they go thataway.

M3. The Forest of Stony Teeth
The ruins here are complicated with a new feature; numerous spindly stone stalagmites fi ll the area. The rocky growths are carved with strange slash-like glyphs along vertical lines, but seem to have no other purpose. A small tangle of green glowing crystals grows from the base of a stalagmite near the center of this area.
On the way, they encounter a nest of Ropers. But their standard buffs include a Freedom of Movement all around, so the roper’s main trick is pointless. Gauthakan issues some smackdown, mainly for amusement. Bbelow the big roper in the middle are some green crystals, which they pocket.

M6. Portal of Storms
A circular disc hewn from obsidian lies here, its rim decorated with strange runes. At three points around the disc’s circumference, stylized eyes have been carved, each with a shallow hollow carved within to represent the pupil.
The get through the maze and their spell ends, and before them is a portal. There are words written around it in Druidic, which Gauthakan reads with his Helm of Comprehend Languages: “Return my eyes to me, and I shall gaze through the storm.”

They put a green crystal in one of the eyes, and it lights up and goes ping. But it doesn’t work on the other eyes. Mend determines that each eye needs a different crystal. The party decides “screw that” to the notion of hunting for crystals to fit, and instead Mend takes out his toolkit and soon has the portal activated. The party step through.

The sudden shift in environment is shocking and overwhelming for a moment. The sound of the raging tempest is gone, replaced by a gentle wind carrying birdsongs and the drone of buzzing insects. The sky above is overcast, yet it doesn’t seem ready to storm.

The edge of a sprawling black forest, dense and overgrown, fills the view in one direction. Tall trees sag with branches heavy with moss, their dark eaves dropping to the ground in some places. From within comes a cacophony of insects and singing birds. Now and then, a ghostly green glow appears within, only to fade moments later, as if whatever creature was generating the light was afraid to be seen.

In the other directions grassy hills rise. Opposite the forest, these hills eventually become a range of rocky, barren mountains. A flash of brilliant lightning ignites the sky above the mountains for a moment, and the distant peal of muted thunder echoes down the slopes a few moments after.

And that’s it. That’s as much of the module as I had printed out, so bleh. Where is this library, anyway? A hidden cave? In the sea? The sky? And what fearsome guardians guard it? Never fear! I’m confident that these guys will find out, and not get killed by the thingy. Till next week!

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