Post by Dungeon Master on Oct 23, 2007 23:07:33 GMT -5
Pilgrimage
Jan. 28, 04
Talidaar, it has been two months since you started out on this “Pilgrimage” to the Valley of Chislev. In that time, you have lost two loyal friends and you can’t even remember their names. Victims of the Shadow-Wights that until recently inhabited this perfect realm.
You have also fought a creature called a Chaos Wurm, that is a magnificent draco-like being that was touched by the All Father and altered to a point where it was a mindless beast that was bent on destroying you and your companions and this Valley before it moved on to fight for dominance of Southern Ergoth.
The situation that stands before you now is deciding the fate of the race known collectedly as the Coda. Wurms that have been asleep since before the sundering of the world in the first cataclysm.
The Druid protector called Sverre has stood with you since her arrival five weeks ago in the fight against the Chaos Wurm. She is fanatical, she is Kagonesti and she is a Druid of Habbakuk, the nature god of Good.
The Hierophant Nerise of another age has also appeared, to lend her aid fighting against the minions of Chaos. It was her time to rise into the world again and right now, her consul has been invaluable in deciding what to do next.
The question is to raise the Wurms to wake to a new Age, But at what cost?
Nerise knows more about the Wurms then both you and Sverre, and has counseled restraint in making such a decision without considering the ramifications.
Sverre, in her mad lust to see the Overlords are destroyed has been all for releasing the Coda, so that they could take up the fight against those that would transgress against nature and fight the Evil Dragons.
Nerise does not know why the Coda slumber, but know the Coda was meant to be a Neutral force in the world, the trait between the Dragon Forces of good and evil. Why then were they placed into this magic slumber that has lasted centuries?
There have been other questions that have plagued you in this Valley. Sometimes you are thankful for it takes your mind from deciding such a heavy course of action when it could affect so strongly the world.
Two magical Standing stones with strange, yet familiar markings upon them.
Horace finally arrives with the answer you suspected but now it is confirmed.
Lashia writes:
Do you remember the Arch that sent us to another place and time when we were first together? The markings you wonder of are that of the huldrefolk in origin. They dot Ansalon in strange locals and no one knows anything about them, only that powerful magic stands on the other side. Some theorize they are gates to a realm called the Grey. A Realm that again, none knows anything about.
Please come home safe, I love you beyond words,
Lashia
You walk to these stones and wonder . . .
They are located in small clearings filled with a ring of pillars stabbing into the sky like the fingers of a buried giant. Intricate alien runes cover the rough granite pillars. According to the Elven records found in the deserted villages, the elven wizards felt great power crackling between the pillars. However, those who visit the sites now find only emptiness.
A mystery solved, turns into another mystery.
Later in the night, your old assistant, Liam of Merwellyn comes to you.
Liam has been reading thru the elven records, to find out more information to give to the elves upon their return to the mainland.
In the diary entries of several of the elven settlers, one particular entry mentions a deadly assassin within the Qualinesti court. This assassin is supposed to slay Speaker Gilthas once the elven nation has been stabilized. The date in the entry is forty some years old which means a deadly assassin who has been residing in his royal court for nearly that length of time.
This makes you sit up. Liam says there is no more about the subject but he has found out what happened to the settlers. You already know how, but not the why
Over thirty years ago, during the Chaos War, the three elven settlements within the valley were preparing to go to war. Disputes over the ownership of the valley and the Eternal Springs caused angers and hostilities to flare. In fact, much of the tensions between the Silvanesti and the Qualinesti nations arose over the fate of the valley. The Silvanesti did not wish for the two elven nations to unite under a single Speaker because they would have to share the valley with their hated neighbors. The Qualinesti detested the Silvanesti's arrogance and initial claim on the Valley of Chislev. The Kagonesti, who actually established their village before either of the other villages, were angry at being ignored. They were not even considered in the argument for ownership.
It was during this tense time when Chaos was released from the Greygem and the shadow-wights descended upon the valley. They streamed down from the north and slowly corrupted the enchanted site. The three elven races abandoned their villages and raced out to fight the shadow-wights. The elven sorcerers drew upon the valley's vast pool of sorcery and the elves destroyed many of the chaos minions. However, the elves eventually fell to the overwhelming numbers and sheer power of the shadow-wights. All of the elves from all three villages were wiped out of existence by the awesome power of the shadow-wights. Every memory of the Valley of Chislev and its inhabitants was lost.
If it weren't for the discovery of the elven records in Qualinesti, none would have discovered the continued existence of the Valley of Chislev. It is something you owe to Gilthas and Palin for passing the information onto you.
Your observation of the Valley in the time you have been here has made this trip worth it in the discovery alone of a valley touched by the hand of your goddess.
Liam’s own observations, of which he has recorded for you reads as such:
The valley itself is rather unremarkable in appearance. A little over two miles long and almost one mile wide, the valley is full of lush vegetation and teeming wildlife. The forest grows wild and uninhibited in this valley and the animals roam about without fear. Through some magical enchantment, it is always day, always bright within the confines of the valley. The valley is cast in perpetual day, as if the sun was held forcibly in the sky by some divine hand. Time, however, flows normally within the valley.
The Eternal Springs is actually a series of waterfalls fueled by a large underground geyser. There are three distinct waterfalls in the system; three levels of pools and ponds before the water drains into a large pool at the base of the Eternal Springs and flows down to the Lake of Voices. The entire waterfall is over two hundred feet high and the roar of the water cascading down the sheer slopes and stones can often be deafening. The water in each level has a unique healing property to both the healing of a persons soul, to their body and mind.
You decide Talidaar, that tomorrow you must decide what to do. You must tell Gil that there is an assassin in his mist and you need to return to the mainland to see what the others may have found out in your absence.
Part 2 Decisions
Posted by David
The immortal Hierophant calls the other two to join him in yet another conversation. When Svarre and Nerise have arrived at Talidaar's camp, seated themselves and accepted tea, Talidaar begins
"I have thought long and long about what we are to do about the Coda. And about these standing stones. And, Liam has informed me that there is an assassin posted in the Qualinesti Royal court. " He pulls tobacco from a pouch and begins to roll a cigarette.
"Overriding all of this, in my opinion, is safety and protection of this valley. So, first and foremost, I ask that the two of you remain here to oversee events, while I return to mainland Ansalon. I must take word of the assassin to Gilthas. The Qualinesti teeter on the verge of extermination, and losing Gilthas might tip the balance. I also will speak more with my wife about these standing stones. While we - as priests - may not be able to make use of them, it may be a Sorcerer can. And it may be something the wizards can use against this One God. In any case, I intend to ask that a representative of the Wizards come here and study the stones first hand. As to the Coda..." He puffs on his cigarette, thinking.
"So be it. Let us call them forth from their slumber. If they can be reasoned with, so much the better. We can explain why we've waked them, find out why they've been asleep, point them in the direction of the Overlords. If they cannot be reasoned with....Then I guess we stand back and see what happens. And pray."
Part 3 Awakenings
By the DM
And so you climb to the mount of the statue of the Wurms. The writing is an ancient form of Druid, but you are familiar enough to piece it all together. Your Staff starts crackling with energy as you recite the words . . . You get to the end of the text, it speaks of their reverence to the God Obad-Hai.
You strike the Wurm statue with your staff and the statue crumbles around a draconic form.
It shakes. The ground trembles. An earthquake begins throwing you off balance. There is smoke or dust in the distance at the Lastgaard Mountains.
Standing above you is a Green snake-like draco without wings. It peers down at you then looks upward to the sky and bellows a roar of the ages.
The Earthquake continues for several seconds more then stops.
It moves off its perch and looks around. It eyes come back to you. It is 25 feet long and lies low to the ground. It advances slowly toward you and stops a foot from you.
“You bear the staff of Obad-Hai, yet you are not a god. Speak quickly, where is my mate?”
Part 4 The cold hard facts . . .
By David
He stares into the massive reptilian face impassively. "I assume your mate lived in this valley with you, before your race went into their long slumber?" Talidaar pauses for a response, and getting none continues, "I am afraid I bear sad news. Your mate was awakened by the God Chaos, and He touched your mate. Chaos twisted and corrupted your mate into something...Something never meant for this world. I am sorry."
Part 5 King of the Wurms
By The DM
The green Wurm looks down in solemn despair. It takes steps back and thrashes its head for a few moments and rests itself on the ground. “I am Vorexsanth or Vortex to the plainspeople. My kind abided by the Dragon Oath when Huma drove the Dragon Queen to the Abyss, all of her children had to fall to sleep. Draco Paladin told his children to sleep as well, and for us, The Book Keeper decreeded to Obad-Hai that we must sleep the eternal sleep until such time as we were called upon, to help the balance. My mate was the Matriarch of the Coda . . . she was our leader . . . she was my love thru the ages.”
You regaurd the huge beast, searching for something to say, but you releize that your group is not alone.
Twelve distinct draco creatures stand in the valley.
“They are my brothers and Sisters,”
DM NOTE: Please refer the Files I sent to you. Note: 1 and 2 are switched. 2 is the Forest Wurm, 1 is the Tundra Wurm-Thank you.
“The first is Turuk of the Tundra, there is Jono of the Forests, Kerex of the Northern Wastes, Merek of the Northern Moors, Lol of the central great River, Myra of the Plains, Groll of the eastern hills, Grellhi of the Lords of Doom, Korlan of the Dark Caves of Ridgemark, and Modak of the Cloudseeker expanse. Their mates are yet to have awakened, but these will hear what you say.”
DM further notes:
Turuk-Tundra Wurm 1
Jono-Forest Wurm 2
Kerex-Sand Wurm 3
Merek-Swamp Wurm 5
Lol-River Wurm 6
Myra-Grasslands Wurm 7
Groll-Hill Wurm 8
Grellhi-Lava Wurm 9
Vorex-Storm Wurm 10 King of the Wurms
Korlan-Cave Wurm 11
Modak-Mountain Wurm 12
Part 6 Welcome to the New World Order
By David
2/15/2004
"Great Wurms, I bid you greetings and welcome. I am called Talidaarquith'usaran Arbagon, Hierophant Druid of the Goddess Obad-Hai, Guardian of Merwellyn Wood, south of Xak Tsaroth. These are my Sisters and Brother in Obad-Hai's service, Hierophant Druid Nerise, Druid Svarre of the Fisher King, and Druid Liam of Merwellyn. We have called you forth from your slumber because Krynn is in the greatest crisis it has ever faced." He looks from his druid friends to the assembled Coda.
"The Gods have left the world. Look to the night sky, and you shall see none of the Great Constellations, nor the Moons of the Brothers. In their unceasing folly, some of the People split wide the Grey Gem, and loosed the God called Chaos. He set upon the world, bringing wanton destruction and death to everything, and every race. For the first time since the Dawn Age, Good and Evil stood side by side athwart the Chaos God. Even the Gods were almost helpless to stop Him. In the end, the courage of an Irdian girl and a Kender felled the terrible God at last. Even then, though, he lashed out a final time and decried that if he was to be banished, then all the Gods; Good, Neutral, and Evil, must also withdraw from our world. Peace was regained, at least, for a while."
"With no threat of the Gods, the Dragons decided to lay claim to the lands, and flew openly about. Then, a Great Red, named Malaystrix came, from another world it is whispered, and He had a great and terrible magic. With every dragon she killed, she gained his or her power. She grew in strength and size. She shared this magic with a few other dragons, and together they set about slaying every other dragon they could find, excepting those few the Dragon Overlords - for that is how they are now called - chose to keep as underlings. Many of the Good dragons have been killed or driven off; only a very few remain. These Overlords divided the continent of Ansalon between them, and each now claims a portion as their domain."
"And now... Now Magic is fading from the world again, only this time - or so I am told; so I believe - even the Dragon Overlords are being affected. Wizard Sorceries, Priestly spells, it matters naught, the energy fueling the magics is being drained away. We believe we know why this is so. We, other priests, even the Mages, have conferred and all are in agreement. There is a God that has come, ostensibly to claim Krynn for It's own. It has chosen to remain hidden, not revealing Itself to any - at least that we are aware of - and it would appear to be responsible for draining the energy of Krynn."
"Great and Mighty Coda, Krynn is badly out of Balance. While we scratch our heads and wonder what we can do about this One God, we still have the Overlords to contend with, for they are fanatically greedy for their power, waning though it is, and seek to keep the lands and all the races firmly under their claws. This is the time the Book Keeper and Obad-Hai foresaw for you. Krynn and all her children are in need of your aid. There are no great Nations anymore, no vast resources of magic or arms that we can call upon. Between the Overlords and the One God, Krynn and her children shall perish if no way to challenge them can be found. We beseech you, Fierce Wurms, for your aid and succor. Will you help us?"
Part 7 Plans of the Coda
By the DM
2/15/2004
“Can what this Druid says be true? The All Father awakend and yet we all still live?” The Wurm Grool says.
“Stormshadow is dead. She was corrupted by the All Father and these brave souls had to face her to gain entry into this Vale, their words I trust, though it tears me up inside.” Vorexsanth says.
“Stormshadow is dead?” Kerex whispers askingly . . . he bows his head and the other follow suit.
“What is it that you command Vorexsanth?” Mrya asks.
“We must find out for ourselves what has come to pass in the lands of our birth. We must look to the skies and see if we can see our patrons and we must find homes for ourselves. We must not be seen for it might give away what surprise we might have over these Overlords. When we have found all that we can find then we will find this place called Merwellyn, south of the city called Xak Tsorath and we will present ourselves to this Hierophant.”
The Wurms start to leave and Liam steps forward to say something. “Uh, You are on an Island right now. If you went to sleep in the time of Huma, then you would not know that a great Cataclysim wrought the lands of Ansalon in twain. There is new seas, new moutain ranges and new Swamps that you should know of. Malaystrix lives in the Far East in the lands once known as the Dairy Plains. It is now known as the Desolation. In New Swamp, a Giant Black Dragon has taken over. In the southwest, a great Green Dragon Overlord called Beryllinthranox has taken over the Kharolis Woods and Mountains.-”
“This Berylthronx or whatever has bitten off much . . . –” Modak says, but Vorexsanth cuts him off.
“Listen all of you, we will face these Overlords, but we cannot face them now. We must know what is going on in the world. Do not face the Overlords until I say it is time. Do not cross me, none of you. Beware these places Liam has told you of.”
“Beware the Icewall in the south, and the Blue Overlord of the Northern Wastes.-”
Kerex is incredoulous, “ Ablue has taken the Northen Wastes? I will gut him . . . when you say it is time of course Vorexsanth.”
“I believe I have told you of the Overlords, but now ion the bowls of Taman Busk, A knighthood of the Dark Queen stands ready to fight, be weary of them as well, they are league with the Overlords. Now, can you swim?”
“I hate swimming.” Modak says.
“We can swim Master Liam, do not worry for us. Now Talidaarquith'usaran Arbagon, I wish to see this Merwellyn and see what you see. Jono and his mate will join us if you do not mind.” Vorexsanth asks.
Part 8
Posted by David
2/15/2004
Part 9 The Last One Thousend Years . . .
Posted by the DM
2/15/2004
Vorexsanth bows his head, “Then it settled, we should all leave in the morning.” To his fellow Wurms, “Go and awaken your mates. Bring them here to the valley. When we find our homes, we shall come back for them.”
The Wurms and go to awaken their mates, who have slept so long.
The other and you join Vortex in the at the lake and tell him of what has transpired over the last 1000 years. He has many questions and you find his company to be plesent. It reminds you of another time, when you had your talks with the Death Knight, and the Dark Mage, and even though they wronged you in so many way, you miss those talks that lasted deep into the night. It is fun to see the time warp that Vortex is in, what a culture shock it will be for the Wurms when they reach the mainland. You feel at this point like you have made the right choice in releasing the Wurms for their long slumber.
Across the Straits of Algoni
To the woods of Merwellyn
Part 10
By the DM
2/22/04
Travel above the Lastgaard Mountains and across the northern glacier that Sleet has created to the eastern shores. You cross the Algoni straits in the air in your griffon drawn enclosed chariot. The Wurms enter the lapping sea, and swim the strait and make landfall the next night between Ankatavaka and Zaradene on the western Abanasinia coast.
You make sure everyone gets across and round everyone up to move them east and then come down the Eastgaard Mountains where they become the Forsaken Mountains.
The twenty-three wurms follow you in the night, and in the day, everyone sleeps except for you. You are thinking about these mighty beasts coming into your wood. The next night the group gets up and walks the final leg to Merwellyn.
You reach the wood in the morning and the Treant guardians greet you on your way, and look in awe of the wurms as they pass. Word reaches up to the trees where the chipmunks and birds chirp and go and pass the news of the arrivals. The khercpa come out, along with the dracoons* and the brownies.
It is a festive return for you by the time you reach Dae Dyrnastaerynfalos**. Lashia is out in the yard with her arms open wide. You embrace her tightly and suddenly long to see your new babies and your children.
The wurms look about and are happy to be finally not walking any more. The trip took a lot out on them, but they seem well.
Introductions are made and the Laws of the Wood are laid out so that no one unknowingly trespasses.
A Council of the wood is going to be held later this night that’s for sure. You’ll have to let them know what is up and then a nice a celebration in the wurm’s name should be held to welcome them back to the world.
*Dracoon
Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +4 (+4 Dex)
Speed: 25 ft.,climb 30 ft.,fly 10 ft.,(clumsy)
AC: 22 (+2 size, +4 Dex, +6 natural)
Attacks: 2 Double Swipe -2 melee, bite -2 melee, claw -2 melee, slam -2 melee, Pounce -2 melee, Charm -2 melee
Damage: Double Swipe 1d3+2, bite 1d3-2, claw 1d2-2, slam 1-2, Pounce 2d6-2, Charm 0-2
Face/Reach: 2 1/2 ft. by 2 1/2 ft./5 ft.
Special Attacks: Gaze, haste, psionics
Special Qualities: Camouflage
Saves: Fort +2, Ref +6, Will -4
Abilities: Str 3, Dex 19, Con 11, Int 3, Wis 3, Cha 3
Environment: Temperate land
Organization: Outcast, Mates, Wander Gang (2-5), Wander Gang (5-20), Wander Gang (20-40), Wander Gang (40-60), or Wander Gang (60+)
Challenge Rating: 1/8
Treasure: Standard
Alignment: Mostly neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
The dracoon is a rat-like creature that has 6 arms and arm flaps to glide, usually are found in packs or herds of 50 or more of the creatures, but younger ones have been known to join adventurers...
It has 6 arms and arm flaps to glide, usually are found in packs or herds of 50 or more of the creatures, but younger ones have been known to join adventurers...
Dracoons colorations vary from place to place; if they are in a desert they will have sand colored fur, etc. They basically look like a long ferret with big ears, but when you look closer they have 6 legs, the four back ones are short and stubby. The front 2 are elongated and are connected to the middle ones by skin flaps. They eat any insects they find, a pack of them has been known to attack and kill a giant spider for lunch. There are rumors that deep in rain forests, there is a vicious man-eating variety. They are usually friendly towards humanoids, as long as they are treated with kindness in return. Usually if an adventurer goes into a forest where young dracoons are being raised, he'll usually leave with a couple of companions, as young Dracoons are always looking for adventure.
Combat
Whenever dracoons fight, which isn't often. They'll usually try and ambush creatures and pounce on them to start the fight, after that, the creature is probably open to a face full of slashes and a quick retreat. If the dracoon is actually in danger it will probably use its psionics to charm its way out.
Animals have low-light vision.
**Dae Dyrnastaerynfalos, the home of the Hierophant Druid and the Head of the Order of Solinari. In direct translation to Common tongue, it means The Shelter of Divine of the Woodlands. The more familiar name, the shortened Common name, is The Shelter. It is a large structure, almost the size of a modest castle, at least in square footage. It is a pentagon in shape; each exterior corner is a living Redwood. The exterior walls are formed from the redwoods boots, starting thirty-six feet in the air. They appear to be roots; enormous solid slabs of living wood, with several irregularly shaped holes, through which can be see the glow and warmth of light. It is three stories in height, and is one hundred feet in length per side.
End of this story, please see the Hierophant of Merwellyn
Jan. 28, 04
Talidaar, it has been two months since you started out on this “Pilgrimage” to the Valley of Chislev. In that time, you have lost two loyal friends and you can’t even remember their names. Victims of the Shadow-Wights that until recently inhabited this perfect realm.
You have also fought a creature called a Chaos Wurm, that is a magnificent draco-like being that was touched by the All Father and altered to a point where it was a mindless beast that was bent on destroying you and your companions and this Valley before it moved on to fight for dominance of Southern Ergoth.
The situation that stands before you now is deciding the fate of the race known collectedly as the Coda. Wurms that have been asleep since before the sundering of the world in the first cataclysm.
The Druid protector called Sverre has stood with you since her arrival five weeks ago in the fight against the Chaos Wurm. She is fanatical, she is Kagonesti and she is a Druid of Habbakuk, the nature god of Good.
The Hierophant Nerise of another age has also appeared, to lend her aid fighting against the minions of Chaos. It was her time to rise into the world again and right now, her consul has been invaluable in deciding what to do next.
The question is to raise the Wurms to wake to a new Age, But at what cost?
Nerise knows more about the Wurms then both you and Sverre, and has counseled restraint in making such a decision without considering the ramifications.
Sverre, in her mad lust to see the Overlords are destroyed has been all for releasing the Coda, so that they could take up the fight against those that would transgress against nature and fight the Evil Dragons.
Nerise does not know why the Coda slumber, but know the Coda was meant to be a Neutral force in the world, the trait between the Dragon Forces of good and evil. Why then were they placed into this magic slumber that has lasted centuries?
There have been other questions that have plagued you in this Valley. Sometimes you are thankful for it takes your mind from deciding such a heavy course of action when it could affect so strongly the world.
Two magical Standing stones with strange, yet familiar markings upon them.
Horace finally arrives with the answer you suspected but now it is confirmed.
Lashia writes:
Do you remember the Arch that sent us to another place and time when we were first together? The markings you wonder of are that of the huldrefolk in origin. They dot Ansalon in strange locals and no one knows anything about them, only that powerful magic stands on the other side. Some theorize they are gates to a realm called the Grey. A Realm that again, none knows anything about.
Please come home safe, I love you beyond words,
Lashia
You walk to these stones and wonder . . .
They are located in small clearings filled with a ring of pillars stabbing into the sky like the fingers of a buried giant. Intricate alien runes cover the rough granite pillars. According to the Elven records found in the deserted villages, the elven wizards felt great power crackling between the pillars. However, those who visit the sites now find only emptiness.
A mystery solved, turns into another mystery.
Later in the night, your old assistant, Liam of Merwellyn comes to you.
Liam has been reading thru the elven records, to find out more information to give to the elves upon their return to the mainland.
In the diary entries of several of the elven settlers, one particular entry mentions a deadly assassin within the Qualinesti court. This assassin is supposed to slay Speaker Gilthas once the elven nation has been stabilized. The date in the entry is forty some years old which means a deadly assassin who has been residing in his royal court for nearly that length of time.
This makes you sit up. Liam says there is no more about the subject but he has found out what happened to the settlers. You already know how, but not the why
Over thirty years ago, during the Chaos War, the three elven settlements within the valley were preparing to go to war. Disputes over the ownership of the valley and the Eternal Springs caused angers and hostilities to flare. In fact, much of the tensions between the Silvanesti and the Qualinesti nations arose over the fate of the valley. The Silvanesti did not wish for the two elven nations to unite under a single Speaker because they would have to share the valley with their hated neighbors. The Qualinesti detested the Silvanesti's arrogance and initial claim on the Valley of Chislev. The Kagonesti, who actually established their village before either of the other villages, were angry at being ignored. They were not even considered in the argument for ownership.
It was during this tense time when Chaos was released from the Greygem and the shadow-wights descended upon the valley. They streamed down from the north and slowly corrupted the enchanted site. The three elven races abandoned their villages and raced out to fight the shadow-wights. The elven sorcerers drew upon the valley's vast pool of sorcery and the elves destroyed many of the chaos minions. However, the elves eventually fell to the overwhelming numbers and sheer power of the shadow-wights. All of the elves from all three villages were wiped out of existence by the awesome power of the shadow-wights. Every memory of the Valley of Chislev and its inhabitants was lost.
If it weren't for the discovery of the elven records in Qualinesti, none would have discovered the continued existence of the Valley of Chislev. It is something you owe to Gilthas and Palin for passing the information onto you.
Your observation of the Valley in the time you have been here has made this trip worth it in the discovery alone of a valley touched by the hand of your goddess.
Liam’s own observations, of which he has recorded for you reads as such:
The valley itself is rather unremarkable in appearance. A little over two miles long and almost one mile wide, the valley is full of lush vegetation and teeming wildlife. The forest grows wild and uninhibited in this valley and the animals roam about without fear. Through some magical enchantment, it is always day, always bright within the confines of the valley. The valley is cast in perpetual day, as if the sun was held forcibly in the sky by some divine hand. Time, however, flows normally within the valley.
The Eternal Springs is actually a series of waterfalls fueled by a large underground geyser. There are three distinct waterfalls in the system; three levels of pools and ponds before the water drains into a large pool at the base of the Eternal Springs and flows down to the Lake of Voices. The entire waterfall is over two hundred feet high and the roar of the water cascading down the sheer slopes and stones can often be deafening. The water in each level has a unique healing property to both the healing of a persons soul, to their body and mind.
You decide Talidaar, that tomorrow you must decide what to do. You must tell Gil that there is an assassin in his mist and you need to return to the mainland to see what the others may have found out in your absence.
Part 2 Decisions
Posted by David
The immortal Hierophant calls the other two to join him in yet another conversation. When Svarre and Nerise have arrived at Talidaar's camp, seated themselves and accepted tea, Talidaar begins
"I have thought long and long about what we are to do about the Coda. And about these standing stones. And, Liam has informed me that there is an assassin posted in the Qualinesti Royal court. " He pulls tobacco from a pouch and begins to roll a cigarette.
"Overriding all of this, in my opinion, is safety and protection of this valley. So, first and foremost, I ask that the two of you remain here to oversee events, while I return to mainland Ansalon. I must take word of the assassin to Gilthas. The Qualinesti teeter on the verge of extermination, and losing Gilthas might tip the balance. I also will speak more with my wife about these standing stones. While we - as priests - may not be able to make use of them, it may be a Sorcerer can. And it may be something the wizards can use against this One God. In any case, I intend to ask that a representative of the Wizards come here and study the stones first hand. As to the Coda..." He puffs on his cigarette, thinking.
"So be it. Let us call them forth from their slumber. If they can be reasoned with, so much the better. We can explain why we've waked them, find out why they've been asleep, point them in the direction of the Overlords. If they cannot be reasoned with....Then I guess we stand back and see what happens. And pray."
Part 3 Awakenings
By the DM
And so you climb to the mount of the statue of the Wurms. The writing is an ancient form of Druid, but you are familiar enough to piece it all together. Your Staff starts crackling with energy as you recite the words . . . You get to the end of the text, it speaks of their reverence to the God Obad-Hai.
You strike the Wurm statue with your staff and the statue crumbles around a draconic form.
It shakes. The ground trembles. An earthquake begins throwing you off balance. There is smoke or dust in the distance at the Lastgaard Mountains.
Standing above you is a Green snake-like draco without wings. It peers down at you then looks upward to the sky and bellows a roar of the ages.
The Earthquake continues for several seconds more then stops.
It moves off its perch and looks around. It eyes come back to you. It is 25 feet long and lies low to the ground. It advances slowly toward you and stops a foot from you.
“You bear the staff of Obad-Hai, yet you are not a god. Speak quickly, where is my mate?”
Part 4 The cold hard facts . . .
By David
He stares into the massive reptilian face impassively. "I assume your mate lived in this valley with you, before your race went into their long slumber?" Talidaar pauses for a response, and getting none continues, "I am afraid I bear sad news. Your mate was awakened by the God Chaos, and He touched your mate. Chaos twisted and corrupted your mate into something...Something never meant for this world. I am sorry."
Part 5 King of the Wurms
By The DM
The green Wurm looks down in solemn despair. It takes steps back and thrashes its head for a few moments and rests itself on the ground. “I am Vorexsanth or Vortex to the plainspeople. My kind abided by the Dragon Oath when Huma drove the Dragon Queen to the Abyss, all of her children had to fall to sleep. Draco Paladin told his children to sleep as well, and for us, The Book Keeper decreeded to Obad-Hai that we must sleep the eternal sleep until such time as we were called upon, to help the balance. My mate was the Matriarch of the Coda . . . she was our leader . . . she was my love thru the ages.”
You regaurd the huge beast, searching for something to say, but you releize that your group is not alone.
Twelve distinct draco creatures stand in the valley.
“They are my brothers and Sisters,”
DM NOTE: Please refer the Files I sent to you. Note: 1 and 2 are switched. 2 is the Forest Wurm, 1 is the Tundra Wurm-Thank you.
“The first is Turuk of the Tundra, there is Jono of the Forests, Kerex of the Northern Wastes, Merek of the Northern Moors, Lol of the central great River, Myra of the Plains, Groll of the eastern hills, Grellhi of the Lords of Doom, Korlan of the Dark Caves of Ridgemark, and Modak of the Cloudseeker expanse. Their mates are yet to have awakened, but these will hear what you say.”
DM further notes:
Turuk-Tundra Wurm 1
Jono-Forest Wurm 2
Kerex-Sand Wurm 3
Merek-Swamp Wurm 5
Lol-River Wurm 6
Myra-Grasslands Wurm 7
Groll-Hill Wurm 8
Grellhi-Lava Wurm 9
Vorex-Storm Wurm 10 King of the Wurms
Korlan-Cave Wurm 11
Modak-Mountain Wurm 12
Part 6 Welcome to the New World Order
By David
2/15/2004
"Great Wurms, I bid you greetings and welcome. I am called Talidaarquith'usaran Arbagon, Hierophant Druid of the Goddess Obad-Hai, Guardian of Merwellyn Wood, south of Xak Tsaroth. These are my Sisters and Brother in Obad-Hai's service, Hierophant Druid Nerise, Druid Svarre of the Fisher King, and Druid Liam of Merwellyn. We have called you forth from your slumber because Krynn is in the greatest crisis it has ever faced." He looks from his druid friends to the assembled Coda.
"The Gods have left the world. Look to the night sky, and you shall see none of the Great Constellations, nor the Moons of the Brothers. In their unceasing folly, some of the People split wide the Grey Gem, and loosed the God called Chaos. He set upon the world, bringing wanton destruction and death to everything, and every race. For the first time since the Dawn Age, Good and Evil stood side by side athwart the Chaos God. Even the Gods were almost helpless to stop Him. In the end, the courage of an Irdian girl and a Kender felled the terrible God at last. Even then, though, he lashed out a final time and decried that if he was to be banished, then all the Gods; Good, Neutral, and Evil, must also withdraw from our world. Peace was regained, at least, for a while."
"With no threat of the Gods, the Dragons decided to lay claim to the lands, and flew openly about. Then, a Great Red, named Malaystrix came, from another world it is whispered, and He had a great and terrible magic. With every dragon she killed, she gained his or her power. She grew in strength and size. She shared this magic with a few other dragons, and together they set about slaying every other dragon they could find, excepting those few the Dragon Overlords - for that is how they are now called - chose to keep as underlings. Many of the Good dragons have been killed or driven off; only a very few remain. These Overlords divided the continent of Ansalon between them, and each now claims a portion as their domain."
"And now... Now Magic is fading from the world again, only this time - or so I am told; so I believe - even the Dragon Overlords are being affected. Wizard Sorceries, Priestly spells, it matters naught, the energy fueling the magics is being drained away. We believe we know why this is so. We, other priests, even the Mages, have conferred and all are in agreement. There is a God that has come, ostensibly to claim Krynn for It's own. It has chosen to remain hidden, not revealing Itself to any - at least that we are aware of - and it would appear to be responsible for draining the energy of Krynn."
"Great and Mighty Coda, Krynn is badly out of Balance. While we scratch our heads and wonder what we can do about this One God, we still have the Overlords to contend with, for they are fanatically greedy for their power, waning though it is, and seek to keep the lands and all the races firmly under their claws. This is the time the Book Keeper and Obad-Hai foresaw for you. Krynn and all her children are in need of your aid. There are no great Nations anymore, no vast resources of magic or arms that we can call upon. Between the Overlords and the One God, Krynn and her children shall perish if no way to challenge them can be found. We beseech you, Fierce Wurms, for your aid and succor. Will you help us?"
Part 7 Plans of the Coda
By the DM
2/15/2004
“Can what this Druid says be true? The All Father awakend and yet we all still live?” The Wurm Grool says.
“Stormshadow is dead. She was corrupted by the All Father and these brave souls had to face her to gain entry into this Vale, their words I trust, though it tears me up inside.” Vorexsanth says.
“Stormshadow is dead?” Kerex whispers askingly . . . he bows his head and the other follow suit.
“What is it that you command Vorexsanth?” Mrya asks.
“We must find out for ourselves what has come to pass in the lands of our birth. We must look to the skies and see if we can see our patrons and we must find homes for ourselves. We must not be seen for it might give away what surprise we might have over these Overlords. When we have found all that we can find then we will find this place called Merwellyn, south of the city called Xak Tsorath and we will present ourselves to this Hierophant.”
The Wurms start to leave and Liam steps forward to say something. “Uh, You are on an Island right now. If you went to sleep in the time of Huma, then you would not know that a great Cataclysim wrought the lands of Ansalon in twain. There is new seas, new moutain ranges and new Swamps that you should know of. Malaystrix lives in the Far East in the lands once known as the Dairy Plains. It is now known as the Desolation. In New Swamp, a Giant Black Dragon has taken over. In the southwest, a great Green Dragon Overlord called Beryllinthranox has taken over the Kharolis Woods and Mountains.-”
“This Berylthronx or whatever has bitten off much . . . –” Modak says, but Vorexsanth cuts him off.
“Listen all of you, we will face these Overlords, but we cannot face them now. We must know what is going on in the world. Do not face the Overlords until I say it is time. Do not cross me, none of you. Beware these places Liam has told you of.”
“Beware the Icewall in the south, and the Blue Overlord of the Northern Wastes.-”
Kerex is incredoulous, “ Ablue has taken the Northen Wastes? I will gut him . . . when you say it is time of course Vorexsanth.”
“I believe I have told you of the Overlords, but now ion the bowls of Taman Busk, A knighthood of the Dark Queen stands ready to fight, be weary of them as well, they are league with the Overlords. Now, can you swim?”
“I hate swimming.” Modak says.
“We can swim Master Liam, do not worry for us. Now Talidaarquith'usaran Arbagon, I wish to see this Merwellyn and see what you see. Jono and his mate will join us if you do not mind.” Vorexsanth asks.
Part 8
Posted by David
2/15/2004
Part 9 The Last One Thousend Years . . .
Posted by the DM
2/15/2004
Vorexsanth bows his head, “Then it settled, we should all leave in the morning.” To his fellow Wurms, “Go and awaken your mates. Bring them here to the valley. When we find our homes, we shall come back for them.”
The Wurms and go to awaken their mates, who have slept so long.
The other and you join Vortex in the at the lake and tell him of what has transpired over the last 1000 years. He has many questions and you find his company to be plesent. It reminds you of another time, when you had your talks with the Death Knight, and the Dark Mage, and even though they wronged you in so many way, you miss those talks that lasted deep into the night. It is fun to see the time warp that Vortex is in, what a culture shock it will be for the Wurms when they reach the mainland. You feel at this point like you have made the right choice in releasing the Wurms for their long slumber.
Across the Straits of Algoni
To the woods of Merwellyn
Part 10
By the DM
2/22/04
Travel above the Lastgaard Mountains and across the northern glacier that Sleet has created to the eastern shores. You cross the Algoni straits in the air in your griffon drawn enclosed chariot. The Wurms enter the lapping sea, and swim the strait and make landfall the next night between Ankatavaka and Zaradene on the western Abanasinia coast.
You make sure everyone gets across and round everyone up to move them east and then come down the Eastgaard Mountains where they become the Forsaken Mountains.
The twenty-three wurms follow you in the night, and in the day, everyone sleeps except for you. You are thinking about these mighty beasts coming into your wood. The next night the group gets up and walks the final leg to Merwellyn.
You reach the wood in the morning and the Treant guardians greet you on your way, and look in awe of the wurms as they pass. Word reaches up to the trees where the chipmunks and birds chirp and go and pass the news of the arrivals. The khercpa come out, along with the dracoons* and the brownies.
It is a festive return for you by the time you reach Dae Dyrnastaerynfalos**. Lashia is out in the yard with her arms open wide. You embrace her tightly and suddenly long to see your new babies and your children.
The wurms look about and are happy to be finally not walking any more. The trip took a lot out on them, but they seem well.
Introductions are made and the Laws of the Wood are laid out so that no one unknowingly trespasses.
A Council of the wood is going to be held later this night that’s for sure. You’ll have to let them know what is up and then a nice a celebration in the wurm’s name should be held to welcome them back to the world.
*Dracoon
Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +4 (+4 Dex)
Speed: 25 ft.,climb 30 ft.,fly 10 ft.,(clumsy)
AC: 22 (+2 size, +4 Dex, +6 natural)
Attacks: 2 Double Swipe -2 melee, bite -2 melee, claw -2 melee, slam -2 melee, Pounce -2 melee, Charm -2 melee
Damage: Double Swipe 1d3+2, bite 1d3-2, claw 1d2-2, slam 1-2, Pounce 2d6-2, Charm 0-2
Face/Reach: 2 1/2 ft. by 2 1/2 ft./5 ft.
Special Attacks: Gaze, haste, psionics
Special Qualities: Camouflage
Saves: Fort +2, Ref +6, Will -4
Abilities: Str 3, Dex 19, Con 11, Int 3, Wis 3, Cha 3
Environment: Temperate land
Organization: Outcast, Mates, Wander Gang (2-5), Wander Gang (5-20), Wander Gang (20-40), Wander Gang (40-60), or Wander Gang (60+)
Challenge Rating: 1/8
Treasure: Standard
Alignment: Mostly neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
The dracoon is a rat-like creature that has 6 arms and arm flaps to glide, usually are found in packs or herds of 50 or more of the creatures, but younger ones have been known to join adventurers...
It has 6 arms and arm flaps to glide, usually are found in packs or herds of 50 or more of the creatures, but younger ones have been known to join adventurers...
Dracoons colorations vary from place to place; if they are in a desert they will have sand colored fur, etc. They basically look like a long ferret with big ears, but when you look closer they have 6 legs, the four back ones are short and stubby. The front 2 are elongated and are connected to the middle ones by skin flaps. They eat any insects they find, a pack of them has been known to attack and kill a giant spider for lunch. There are rumors that deep in rain forests, there is a vicious man-eating variety. They are usually friendly towards humanoids, as long as they are treated with kindness in return. Usually if an adventurer goes into a forest where young dracoons are being raised, he'll usually leave with a couple of companions, as young Dracoons are always looking for adventure.
Combat
Whenever dracoons fight, which isn't often. They'll usually try and ambush creatures and pounce on them to start the fight, after that, the creature is probably open to a face full of slashes and a quick retreat. If the dracoon is actually in danger it will probably use its psionics to charm its way out.
Animals have low-light vision.
**Dae Dyrnastaerynfalos, the home of the Hierophant Druid and the Head of the Order of Solinari. In direct translation to Common tongue, it means The Shelter of Divine of the Woodlands. The more familiar name, the shortened Common name, is The Shelter. It is a large structure, almost the size of a modest castle, at least in square footage. It is a pentagon in shape; each exterior corner is a living Redwood. The exterior walls are formed from the redwoods boots, starting thirty-six feet in the air. They appear to be roots; enormous solid slabs of living wood, with several irregularly shaped holes, through which can be see the glow and warmth of light. It is three stories in height, and is one hundred feet in length per side.
End of this story, please see the Hierophant of Merwellyn