Post by Dungeon Master on Apr 14, 2007 10:37:08 GMT -5
From the Calm
In the depths of Sanction, Karnea has fought against the forces of the Shadow Dragon Shaydroverllyx (also known as Shade) and was almost overwhelmed. For a short time, Karnea was sent to the realm of Shadows, but she was able to return and banish Shade away from Krynn. Karnea saved the young boy known as Bryan, but the damage done to this young boy is too much. He did his best to save your secrets, but Shade ripped all the will from him.
His last words to you were: “Beware the messenger of the One God, for she can destroy you, where as you, will not be able to harm her.”
The Aerie has not been opened since before the first Cataclysm. The room is expansive, with many levels around, containing books on all manors of subjects all surrounding this one, large room. You find them to be the earliest observations of life on Krynn, to understanding the flow of Magic, where the lay lines are located. Books full of lore detailing experiments on the Bakali, spell effects on elves ogres, and humans.
A Large granite table, with beakers, bobbles, and vials of all kinds of liquids on top. Large candles are melted into the table, they are still alit when you come in, and seem to brighten as you near.
A long black snake slithers across the table, coils up around a bust, that you recognize as one of the forms taken by Nuitari.
A larger Balance is nearby on the table top, tubing snakes across hangers. A Brazier, an alchemist tool called a Burette, dissection tools, a gift from Reorx. An Entrique craved Hour and minute Glass, carved of Onyx. All the tools of Black Magic are located in this room.
On a Shelf, there are jars of you don’t know what. A pestle and mortar of made of black stone. Another station is the centrifuge; another is the oven and the quern.
All manner of spell components, standard, and some exceptional exotic varieties, from iron pyrite, ox hooves, to baby fat, wasp cocoons, to Wychwood.
There are antechambers off from this one room.
There is a huge astrolabe and armillary celestial Sphere in one large round room that revolves according to the old positioning of Krynn, the planets and Moons of Krynnspace.
The Bedroom has a large round bed, like a Black moon, all of silk. There is a bondage chamber down here, and an Iron Maiden, all of which brings a shudder at the thought, but you move on.
There is a chamber that holds many kinds of daggers, and staves. There is a energy in this room. These were all things that your Master touched, and breathed, and worked . . .
You settle in to the library portion of the laboratory. You read thru a spell book penned by Nuitari.
Scamp shows up a short time later and the two of you make it to the place where he found the Black Moon stone. The Chantry has been busted open by cataclysms and earthquakes. Scamp camps a distance away so that you can begin your investigation of the broken Aerie. Tomes of wondrous magik is found, objects that speak to you and give you knowledge. You spend the next month collecting information but for all of your skill, it is hard to grasp the works of the Black Lord. It will take you decades to unlock all of these spells.
Prelude
From the shadows-
“Who are they?”
“The dark one is known as Dragonbane. She who banished Shaydroverllyx.”
“She did this?”
“She is a human, not to be underestimated. It would seem she is a former Black Robe.”
“No one has ever entered the Black One’s sanctum before, not even a Wizard.”
“It would seem she is favored by the Dark One, she is at ease here.”
“The other one, is that not the thief we led away from here just last spring?”
“He is one and the same. Yet he knows not if he will make it out of this cavern alive. He does not know what to think of her.”
“I sense no ill will from her in his regard. She is . . . pleased.”
“For now Esta. For now.”
The Lords of Doom
January 28, 2004
Inside the Aerie, Scamp readies himself to go on another exploration. The Pair have yet to find a way to the surface, something they both want. What good is the treasure if you can’t go out and enjoy it?
Scamp causelessly approaches Karnea, who is reading from a tome.
He stops many feet from her and waits.
Karnea, you detect his presence and finish the paragraph you are on before acknowledging him.
“Sorry for bothering you, I thought I would try the east passage again. Maybe there’s something I’m missing. Any way, I know you have been studying and did not want to leave you without you knowing you were going to be on your own for a while.”
Part 2
By Adam
Shadow Meeting
Part 3
2 February 2004
The master thief leaves you to your own ends and renews his search for a way out of this death trap.
The battle against the Shadow Dragon was titanic and caused this whole cavern to collapse. It didn’t seem important at the time, what with you fighting for you life at the time.
In your vast library of spells, any number of them could get you out of here, or fail with you half way thru the tons of rock between yourself and the surface.
Then there’s the matter of your daughter. Where the hell is she? If she were dead, you would know. Wouldn’t you?
There is a ringing that filters down the mile below ground to your current position under Sanction.
Karnea, you hear the call of your student and take a moment to ponder the message. Scamp has returned from his scouting mission and has still not found a way out of this area. Karnea, you think for a few minutes before answering.
Two hours later, The Masters of Red and Black gather together on an astral plane, a pocket dimension, powered by the Tower of Wayreth. The Spirits of Karnea, Analis are brought together with, at Karnea’s suggestion, Kalana Hiewind, Caretaker of Dragonbane Tower.
Your essence returns to you body from the meeting at the Tower of Wayreth.
You open your eyes and nothing is around, you are alone.
You want to leave, but there is so much here to touch and learn and yearn.
Dark Master
in Undersanction
Part 4
By Adam
Her spirit returns to her body, and she awakens, a brief moment of disorientation as she regains her bearings. The forgotten catacombs beneath Sanction. Nuitari's Haven. It all returns to her and thirty seconds later it as though she was never away.
Standing up to stretch, she notices that Scamp is off again, searching for a way to the surface. How ironic. This vast treasure of knowledge and power is mine now, and it may also prove to be my tomb.
Reaching into a pouch hidden in the folds of her robes, she retrieves a small glass globe (Crystal Ball). Dusting off a place on one of the work tables, she sets it down and gazes into it. Scamp. Show me the one known as Scamp, she urges to the glass.
The Lost Race
Part 5
BY DM
Taim Selruil aka Scamp is 3 miles away, in a tunnel that is nearly collapsed. The path is slanting upward. You see that Scamp sees several creatures that resemble thin, gangly apes, with a long, stretchable membrane that connects their arms to their flanks. Smooth fur of black or dark brown covers their body.
They have hairy heads with small, flat noses, pointed ears, and sharp fangs - two of which protrude above the upper lip when their mouths are closed. They have green and amber eyes like those of a cat.
Long claws on their hands and feet.
You were wondering when you were going to run in them. They are armed too but they do not seem to be aggressive. Scamp is talking with them, but you don’t see your lips moving.
The Lost Race-
Shadow People.
“Karnea Dragonbane”
This is a loud sound, very crisp and clear in your mind.
“Do not be alarmed, we are here to help. We are trying to help you get out of Undersanction. Please be patient and do not give up hope out of despair.
Questioning
Part 6
By Adam
Karnea almost laughs out loud. Despair, here in the midst of the greatest collection of knowledge surviving on Krynn. Even buried alive miles below the surface, it is more like standing on the face of the sun, exhilarating even while you know you will surely be destroyed.
Guiding her eyes to the apparent leader of the Shadowpeople facing Scamp, she addresses him (her? it's difficult to be sure) directly:
"What purpose do you have in helping us? You obviously know who I am, and of my purpose. What is it that you seek in return for your 'help'?"
The Ancient One
Part 7
By the DM
“I am what my people call me, the Ancient One. We have watched you every moment since you entered Undersanction. I am sorry we have not contacted until now, but we did not know your intentions. The one known as Scamp has been down here before. We guided him away, and wiped everything from his memory of this place. We were not successful it would seem.” We tried to make contact with you thru the youngling Bryan, for it is we that untapped his mind, and allowed him to stretch out with his mind and learn. We knew he would not be long on this earth; we gifted him with the power of the mind for the time he was here.
You ask why we would help you? That is an understandable sentiment for uplander, one who walks in the light. We do not ask for anything. We do not need anything from you. Perhaps we even help you understand more fully why we are doing this for you. You see, I have scoured the ancient texts to find where we came from, for we the Shadowpeople have existed long before the Gray Gem of Gargath. We believe our origins lie here, in Undersanction, and our creator is none other then the God of Dark Magic.
He gave our people choice and free will and never asked us once to submit to his dark wishes. He taught us how to survive and established our society. He is our maker, yet he did not make us call him god. We have always watched this place of his, always diverting those that would come her and desecrate his home, but then the Shadow Dragon came, along with his minions, and culled the Shadowpeople with mass pogroms. We were driven away, deeper into the darkness. So you see Mistress Karnea, you are welcome here, as we know you are his chosen here on this plane, and should you wish to leave, we will make that possible.”
Mistress Karnea and the Ancient One
Part 8
By Adam
"That is what I wish, to bring the knowledge and power of this place to bear against the threats on the surface, to oppose those who would call themselves gods in the place of the true gods.
"I wish to know the path to and from this place, to able to visit it at my discretion, that I may study the truths contained here. I will honor my Lord's directive that you, his children, shall remain free of will to continue your society. My power will protect and conceal you from those who would do you harm. Already I have vanquished the Shadow Dragon; there can be no doubt about my power.
"As for the thief, you need not fear his intrusions any longer. I shall take care to prevent him from coming here again. Now, let us leave this place to bring Nuitari's will to the false gods above."
Undersanction
Part 9
By the DM
It has been two days since you have spoken with the Ancient one of the Shadowpeople. Scamp is now in your camp and supposedly, your new friends, the Shadowpeople are out there finding a way for you to get out, which has been the story of your life recently. Great Phenomenal Power, itty-bitty living space---not funny.
Scamp had fallen and broke his arm while on his mission to find a way out, before the Shadowpwople found him and brought him back here. Bizarre to think, after the texts you have read of this lost race, that your God created them in his early experiments to make life. A convergence of fate to be sure, you wonder what will come from this relationship.
You go back to the Chantry and see what you are going to bring back to the world with you. You also wonder if you will leave this Chantry down here for future use, or transport the whole of the contents to another location when you get out of here. There is this One God Business to look into, and not least of which to find your daughter Aravis, and exact total vengeance on this coven of Muri.
DM Note: What are you going to bring with you?
Unknown name
Part 10
By Adam
Chantry of Darkness
Part 11
By the DM
“Thank you for healing my arm.” Scamp says. You get up and walk away, “Did you find what you were looking for down here?”
You reenter the Chantry and look for these notes on these items of power.
After an hour of searching, you find a writing book, with sketches of and information of the Staff of the Necromancer.
The staff seems to be a series of finger bones fused together with a demon Skull as the headpiece.
Its Powers-
Circe of Death-
Create greater Undead
Finger of Death-Costs two charges
Soul bind-Can Trap Souls as 16h level spell.
27th Level Staff
On a table in a hallway, you see a brass key. It changes before your eyes to take another form. During your examinations of Nuitari’s books, you remember a key mentioned that would open any lock. Longshot would love that, you muse. A terror beset onto the world.
You collect your books on the Leylines of Krynn, and a book of understanding the Gray. A Book on the Planes
You find the items that appear as thick black bracelets of bone. They confer an armor class of 4 to the wearer. The bracers also confer three other abilities. The first is the thief ability of Hide in Shadows at 35%. Any thief wearing them gains an adjustment of +20%. The second ability is that of Negative Plane Protection. The wearer gains a save against paralyzation at +2 verses the draining affects of undead. The final ability allows the wearer to cast a ray of cold at one opponent doing the wearers maximum hit points in damage. The affected creature gets a save versus Breath Weapon for half damage. This is a charged ability. The bracers will have 1d100 charges. This ability has a drawback though, when the cold ray is used, the wearer must save versus spell at -4 or be stunned for 2d4 rounds. When the last charge is used the bracers crumble to dust.
In yet another room you come across a black hand walking toward you on a dresser. It is the same size and appearance of a black human hand made of highly polished ebony.
You look into the books and files of your master and find a description of The Helping Hand
If the owner shakes the hand, speaking aloud the command word, the hand is activated, and will function once per day, lasting up to six hours. The hand is then commanded by voice, the language usually being the native language of the creator (unless made for someone else), and will obey to the best of its ability.
Helping Hands are not intelligent, and it must be instructed to carry out immediate orders, not orders which incorporate time delays. The hand can levitate itself and up to 250 lb, and can move slowly in any direction at only 10' per round. Some of the useful things a Helping Hand might be used for are; lifting owner out of a pit, float to a high shelf and grab an item, open a door, and generally do many things a hand can do. It can also use a punching attack with a THAC0 of 17, and doing 1-3 points of damage. The hand itself is Armour Class 5 and takes only 10 hit points to destroy. Damage is not repairable.
The hand cannot operate more than 60 feet from its commander
And another room holds these 7 small hand-sized mirrors called Mirrors of Communication
Two mirrors of the finest quality are required for the creation of this magical means of visual and voice communication. The mirrors can be of any size, from small and portable to extremely large, and the linked pair need not be of the same size. After successful enchantment the mirrors can be used to communicate with each other (only) over any distance, but not on separate planes or a different crystal sphere. Unlike a crystal ball the user does not have to be a wizard.
A command word is used to activate a mirror, which will set some kind of alarm off at the other mirror (the sound is decided during the enchantment), which can be almost any sound, from a hiss to a loud gong. The mirror user at the receiving end must then use the command word to activate his/her mirror, only then will the mirrors function. The mirror cannot be used for scrying, nor can spells be cast through it. Attempts at linking more than one mirror have thus far failed.
The information on the daggers are being elusive, and irritating you.
Before you leave the chantry, you enter the chamber where the huge astrolabe and armillary celestial Sphere in one large round room that revolves according to the old positioning of Krynn, the planets and Moons of Krynnspace. Only, it does not revolve anymore. Krynn still spin on its axis, but the moons, the planets do not.
There is much to do when you get back.
The large black snake slithers out before you as you leave the Chantry. It looks up at you. It is the snake from Nuitari’s bedroom.
Karnea
Part 12
By Adam
Karnea puts on the Bracers, packs the brass key and helping hand away in a belt pouch, and carefully wraps the mirrors in pieces of old cloth to protect them, placing them in her pack. Ahe absentmindedly drapes the snake about her shoulders, stroking it's head and whispering to it. The staff she grips, hefts, and gives an approving nod. Putting her Staff of Life and Death into the sling on her pack, she shoulders the load, takes the Staff of the Necromancer and walks from the Chantry with Scamp in close pusuit.
"Have you discovered the way? Is it written in one of those old books?" he asks her.
Stopping, wheeling on him, she looks the thief straight in the eyes. "No. The way out remains hidden. But we cannot stay here any longer. Things transpire on the surface of this world that I must look into. You will renew your search for the passage out of here. I will follow you until I am certain that you do not know what you are doing. And then you will die, Taim Selruil, and you will serve me still. Find the way out, or stay here forevermore. It is up to you."
The Way Out
Part 13
By the DM
“Um, okay, look, I have just been lonely for conversation, and-.”
Three shadowpeople come into your camp and stand there.
We have found the way. Follow us.
They turn and move to the north.
Scamp hurries to follow them.
Moving on up.
Part 14
By the DM
Moving quietly down the corridors of Undersanction, Karnea concentrates on the path. Every twist, turn, rise, and decline in the passage is committed to memory. Every alcove and antechamber, and every turn the party doesn't take is counted.
I suppose first thing's first. When we get back to Sanction I'm going to have to make a map, she thinks to herself. I only hope there are no more cave-ins that change the way in or seal off the Haven before I can return.
The Plunge
Part 15
By The DM
You ascend and hope comes to you that you will finally be able to leave this hell. If this had turned out to be a waste of time, you can’t fathom what you’d do, that’s how pissed off you would be.
You continue on up, you can feel it, freedom here you come.
The ground falls out from under you.
You fall down into the empty black.
SWISH
Suddenly in cold water, and you can’t breathe. You are suddenly smacked by a big black rock that drags you deeper to your death.
There is a current here that you can notice, pulling you along.
You feel the blackness come on, but you are trying to figure out what to do, when somebody grabs your leg and pulls you what you think is up.
Cold Dark Water
Part 16
By the DM
There is three million gallons of water that is pumped thru this spring everyday. The unknown savior that grabbed you leg has brought you to the surface and you find yourself pulled along in a strong current. It is dark down here, and you can’t see anything. You hear the rushing of water and the distant sounds of rock crumbling and splashing down into the water.
“Karnea, It’s Scamp, I think we lost the Shadowpeople, I’m here.
The water pulls you along.
In the depths of Sanction, Karnea has fought against the forces of the Shadow Dragon Shaydroverllyx (also known as Shade) and was almost overwhelmed. For a short time, Karnea was sent to the realm of Shadows, but she was able to return and banish Shade away from Krynn. Karnea saved the young boy known as Bryan, but the damage done to this young boy is too much. He did his best to save your secrets, but Shade ripped all the will from him.
His last words to you were: “Beware the messenger of the One God, for she can destroy you, where as you, will not be able to harm her.”
The Aerie has not been opened since before the first Cataclysm. The room is expansive, with many levels around, containing books on all manors of subjects all surrounding this one, large room. You find them to be the earliest observations of life on Krynn, to understanding the flow of Magic, where the lay lines are located. Books full of lore detailing experiments on the Bakali, spell effects on elves ogres, and humans.
A Large granite table, with beakers, bobbles, and vials of all kinds of liquids on top. Large candles are melted into the table, they are still alit when you come in, and seem to brighten as you near.
A long black snake slithers across the table, coils up around a bust, that you recognize as one of the forms taken by Nuitari.
A larger Balance is nearby on the table top, tubing snakes across hangers. A Brazier, an alchemist tool called a Burette, dissection tools, a gift from Reorx. An Entrique craved Hour and minute Glass, carved of Onyx. All the tools of Black Magic are located in this room.
On a Shelf, there are jars of you don’t know what. A pestle and mortar of made of black stone. Another station is the centrifuge; another is the oven and the quern.
All manner of spell components, standard, and some exceptional exotic varieties, from iron pyrite, ox hooves, to baby fat, wasp cocoons, to Wychwood.
There are antechambers off from this one room.
There is a huge astrolabe and armillary celestial Sphere in one large round room that revolves according to the old positioning of Krynn, the planets and Moons of Krynnspace.
The Bedroom has a large round bed, like a Black moon, all of silk. There is a bondage chamber down here, and an Iron Maiden, all of which brings a shudder at the thought, but you move on.
There is a chamber that holds many kinds of daggers, and staves. There is a energy in this room. These were all things that your Master touched, and breathed, and worked . . .
You settle in to the library portion of the laboratory. You read thru a spell book penned by Nuitari.
Scamp shows up a short time later and the two of you make it to the place where he found the Black Moon stone. The Chantry has been busted open by cataclysms and earthquakes. Scamp camps a distance away so that you can begin your investigation of the broken Aerie. Tomes of wondrous magik is found, objects that speak to you and give you knowledge. You spend the next month collecting information but for all of your skill, it is hard to grasp the works of the Black Lord. It will take you decades to unlock all of these spells.
Prelude
From the shadows-
“Who are they?”
“The dark one is known as Dragonbane. She who banished Shaydroverllyx.”
“She did this?”
“She is a human, not to be underestimated. It would seem she is a former Black Robe.”
“No one has ever entered the Black One’s sanctum before, not even a Wizard.”
“It would seem she is favored by the Dark One, she is at ease here.”
“The other one, is that not the thief we led away from here just last spring?”
“He is one and the same. Yet he knows not if he will make it out of this cavern alive. He does not know what to think of her.”
“I sense no ill will from her in his regard. She is . . . pleased.”
“For now Esta. For now.”
The Lords of Doom
January 28, 2004
Inside the Aerie, Scamp readies himself to go on another exploration. The Pair have yet to find a way to the surface, something they both want. What good is the treasure if you can’t go out and enjoy it?
Scamp causelessly approaches Karnea, who is reading from a tome.
He stops many feet from her and waits.
Karnea, you detect his presence and finish the paragraph you are on before acknowledging him.
“Sorry for bothering you, I thought I would try the east passage again. Maybe there’s something I’m missing. Any way, I know you have been studying and did not want to leave you without you knowing you were going to be on your own for a while.”
Part 2
By Adam
Shadow Meeting
Part 3
2 February 2004
The master thief leaves you to your own ends and renews his search for a way out of this death trap.
The battle against the Shadow Dragon was titanic and caused this whole cavern to collapse. It didn’t seem important at the time, what with you fighting for you life at the time.
In your vast library of spells, any number of them could get you out of here, or fail with you half way thru the tons of rock between yourself and the surface.
Then there’s the matter of your daughter. Where the hell is she? If she were dead, you would know. Wouldn’t you?
There is a ringing that filters down the mile below ground to your current position under Sanction.
Karnea, you hear the call of your student and take a moment to ponder the message. Scamp has returned from his scouting mission and has still not found a way out of this area. Karnea, you think for a few minutes before answering.
Two hours later, The Masters of Red and Black gather together on an astral plane, a pocket dimension, powered by the Tower of Wayreth. The Spirits of Karnea, Analis are brought together with, at Karnea’s suggestion, Kalana Hiewind, Caretaker of Dragonbane Tower.
Your essence returns to you body from the meeting at the Tower of Wayreth.
You open your eyes and nothing is around, you are alone.
You want to leave, but there is so much here to touch and learn and yearn.
Dark Master
in Undersanction
Part 4
By Adam
Her spirit returns to her body, and she awakens, a brief moment of disorientation as she regains her bearings. The forgotten catacombs beneath Sanction. Nuitari's Haven. It all returns to her and thirty seconds later it as though she was never away.
Standing up to stretch, she notices that Scamp is off again, searching for a way to the surface. How ironic. This vast treasure of knowledge and power is mine now, and it may also prove to be my tomb.
Reaching into a pouch hidden in the folds of her robes, she retrieves a small glass globe (Crystal Ball). Dusting off a place on one of the work tables, she sets it down and gazes into it. Scamp. Show me the one known as Scamp, she urges to the glass.
The Lost Race
Part 5
BY DM
Taim Selruil aka Scamp is 3 miles away, in a tunnel that is nearly collapsed. The path is slanting upward. You see that Scamp sees several creatures that resemble thin, gangly apes, with a long, stretchable membrane that connects their arms to their flanks. Smooth fur of black or dark brown covers their body.
They have hairy heads with small, flat noses, pointed ears, and sharp fangs - two of which protrude above the upper lip when their mouths are closed. They have green and amber eyes like those of a cat.
Long claws on their hands and feet.
You were wondering when you were going to run in them. They are armed too but they do not seem to be aggressive. Scamp is talking with them, but you don’t see your lips moving.
The Lost Race-
Shadow People.
“Karnea Dragonbane”
This is a loud sound, very crisp and clear in your mind.
“Do not be alarmed, we are here to help. We are trying to help you get out of Undersanction. Please be patient and do not give up hope out of despair.
Questioning
Part 6
By Adam
Karnea almost laughs out loud. Despair, here in the midst of the greatest collection of knowledge surviving on Krynn. Even buried alive miles below the surface, it is more like standing on the face of the sun, exhilarating even while you know you will surely be destroyed.
Guiding her eyes to the apparent leader of the Shadowpeople facing Scamp, she addresses him (her? it's difficult to be sure) directly:
"What purpose do you have in helping us? You obviously know who I am, and of my purpose. What is it that you seek in return for your 'help'?"
The Ancient One
Part 7
By the DM
“I am what my people call me, the Ancient One. We have watched you every moment since you entered Undersanction. I am sorry we have not contacted until now, but we did not know your intentions. The one known as Scamp has been down here before. We guided him away, and wiped everything from his memory of this place. We were not successful it would seem.” We tried to make contact with you thru the youngling Bryan, for it is we that untapped his mind, and allowed him to stretch out with his mind and learn. We knew he would not be long on this earth; we gifted him with the power of the mind for the time he was here.
You ask why we would help you? That is an understandable sentiment for uplander, one who walks in the light. We do not ask for anything. We do not need anything from you. Perhaps we even help you understand more fully why we are doing this for you. You see, I have scoured the ancient texts to find where we came from, for we the Shadowpeople have existed long before the Gray Gem of Gargath. We believe our origins lie here, in Undersanction, and our creator is none other then the God of Dark Magic.
He gave our people choice and free will and never asked us once to submit to his dark wishes. He taught us how to survive and established our society. He is our maker, yet he did not make us call him god. We have always watched this place of his, always diverting those that would come her and desecrate his home, but then the Shadow Dragon came, along with his minions, and culled the Shadowpeople with mass pogroms. We were driven away, deeper into the darkness. So you see Mistress Karnea, you are welcome here, as we know you are his chosen here on this plane, and should you wish to leave, we will make that possible.”
Mistress Karnea and the Ancient One
Part 8
By Adam
"That is what I wish, to bring the knowledge and power of this place to bear against the threats on the surface, to oppose those who would call themselves gods in the place of the true gods.
"I wish to know the path to and from this place, to able to visit it at my discretion, that I may study the truths contained here. I will honor my Lord's directive that you, his children, shall remain free of will to continue your society. My power will protect and conceal you from those who would do you harm. Already I have vanquished the Shadow Dragon; there can be no doubt about my power.
"As for the thief, you need not fear his intrusions any longer. I shall take care to prevent him from coming here again. Now, let us leave this place to bring Nuitari's will to the false gods above."
Undersanction
Part 9
By the DM
It has been two days since you have spoken with the Ancient one of the Shadowpeople. Scamp is now in your camp and supposedly, your new friends, the Shadowpeople are out there finding a way for you to get out, which has been the story of your life recently. Great Phenomenal Power, itty-bitty living space---not funny.
Scamp had fallen and broke his arm while on his mission to find a way out, before the Shadowpwople found him and brought him back here. Bizarre to think, after the texts you have read of this lost race, that your God created them in his early experiments to make life. A convergence of fate to be sure, you wonder what will come from this relationship.
You go back to the Chantry and see what you are going to bring back to the world with you. You also wonder if you will leave this Chantry down here for future use, or transport the whole of the contents to another location when you get out of here. There is this One God Business to look into, and not least of which to find your daughter Aravis, and exact total vengeance on this coven of Muri.
DM Note: What are you going to bring with you?
Unknown name
Part 10
By Adam
Chantry of Darkness
Part 11
By the DM
“Thank you for healing my arm.” Scamp says. You get up and walk away, “Did you find what you were looking for down here?”
You reenter the Chantry and look for these notes on these items of power.
After an hour of searching, you find a writing book, with sketches of and information of the Staff of the Necromancer.
The staff seems to be a series of finger bones fused together with a demon Skull as the headpiece.
Its Powers-
Circe of Death-
Create greater Undead
Finger of Death-Costs two charges
Soul bind-Can Trap Souls as 16h level spell.
27th Level Staff
On a table in a hallway, you see a brass key. It changes before your eyes to take another form. During your examinations of Nuitari’s books, you remember a key mentioned that would open any lock. Longshot would love that, you muse. A terror beset onto the world.
You collect your books on the Leylines of Krynn, and a book of understanding the Gray. A Book on the Planes
You find the items that appear as thick black bracelets of bone. They confer an armor class of 4 to the wearer. The bracers also confer three other abilities. The first is the thief ability of Hide in Shadows at 35%. Any thief wearing them gains an adjustment of +20%. The second ability is that of Negative Plane Protection. The wearer gains a save against paralyzation at +2 verses the draining affects of undead. The final ability allows the wearer to cast a ray of cold at one opponent doing the wearers maximum hit points in damage. The affected creature gets a save versus Breath Weapon for half damage. This is a charged ability. The bracers will have 1d100 charges. This ability has a drawback though, when the cold ray is used, the wearer must save versus spell at -4 or be stunned for 2d4 rounds. When the last charge is used the bracers crumble to dust.
In yet another room you come across a black hand walking toward you on a dresser. It is the same size and appearance of a black human hand made of highly polished ebony.
You look into the books and files of your master and find a description of The Helping Hand
If the owner shakes the hand, speaking aloud the command word, the hand is activated, and will function once per day, lasting up to six hours. The hand is then commanded by voice, the language usually being the native language of the creator (unless made for someone else), and will obey to the best of its ability.
Helping Hands are not intelligent, and it must be instructed to carry out immediate orders, not orders which incorporate time delays. The hand can levitate itself and up to 250 lb, and can move slowly in any direction at only 10' per round. Some of the useful things a Helping Hand might be used for are; lifting owner out of a pit, float to a high shelf and grab an item, open a door, and generally do many things a hand can do. It can also use a punching attack with a THAC0 of 17, and doing 1-3 points of damage. The hand itself is Armour Class 5 and takes only 10 hit points to destroy. Damage is not repairable.
The hand cannot operate more than 60 feet from its commander
And another room holds these 7 small hand-sized mirrors called Mirrors of Communication
Two mirrors of the finest quality are required for the creation of this magical means of visual and voice communication. The mirrors can be of any size, from small and portable to extremely large, and the linked pair need not be of the same size. After successful enchantment the mirrors can be used to communicate with each other (only) over any distance, but not on separate planes or a different crystal sphere. Unlike a crystal ball the user does not have to be a wizard.
A command word is used to activate a mirror, which will set some kind of alarm off at the other mirror (the sound is decided during the enchantment), which can be almost any sound, from a hiss to a loud gong. The mirror user at the receiving end must then use the command word to activate his/her mirror, only then will the mirrors function. The mirror cannot be used for scrying, nor can spells be cast through it. Attempts at linking more than one mirror have thus far failed.
The information on the daggers are being elusive, and irritating you.
Before you leave the chantry, you enter the chamber where the huge astrolabe and armillary celestial Sphere in one large round room that revolves according to the old positioning of Krynn, the planets and Moons of Krynnspace. Only, it does not revolve anymore. Krynn still spin on its axis, but the moons, the planets do not.
There is much to do when you get back.
The large black snake slithers out before you as you leave the Chantry. It looks up at you. It is the snake from Nuitari’s bedroom.
Karnea
Part 12
By Adam
Karnea puts on the Bracers, packs the brass key and helping hand away in a belt pouch, and carefully wraps the mirrors in pieces of old cloth to protect them, placing them in her pack. Ahe absentmindedly drapes the snake about her shoulders, stroking it's head and whispering to it. The staff she grips, hefts, and gives an approving nod. Putting her Staff of Life and Death into the sling on her pack, she shoulders the load, takes the Staff of the Necromancer and walks from the Chantry with Scamp in close pusuit.
"Have you discovered the way? Is it written in one of those old books?" he asks her.
Stopping, wheeling on him, she looks the thief straight in the eyes. "No. The way out remains hidden. But we cannot stay here any longer. Things transpire on the surface of this world that I must look into. You will renew your search for the passage out of here. I will follow you until I am certain that you do not know what you are doing. And then you will die, Taim Selruil, and you will serve me still. Find the way out, or stay here forevermore. It is up to you."
The Way Out
Part 13
By the DM
“Um, okay, look, I have just been lonely for conversation, and-.”
Three shadowpeople come into your camp and stand there.
We have found the way. Follow us.
They turn and move to the north.
Scamp hurries to follow them.
Moving on up.
Part 14
By the DM
Moving quietly down the corridors of Undersanction, Karnea concentrates on the path. Every twist, turn, rise, and decline in the passage is committed to memory. Every alcove and antechamber, and every turn the party doesn't take is counted.
I suppose first thing's first. When we get back to Sanction I'm going to have to make a map, she thinks to herself. I only hope there are no more cave-ins that change the way in or seal off the Haven before I can return.
The Plunge
Part 15
By The DM
You ascend and hope comes to you that you will finally be able to leave this hell. If this had turned out to be a waste of time, you can’t fathom what you’d do, that’s how pissed off you would be.
You continue on up, you can feel it, freedom here you come.
The ground falls out from under you.
You fall down into the empty black.
SWISH
Suddenly in cold water, and you can’t breathe. You are suddenly smacked by a big black rock that drags you deeper to your death.
There is a current here that you can notice, pulling you along.
You feel the blackness come on, but you are trying to figure out what to do, when somebody grabs your leg and pulls you what you think is up.
Cold Dark Water
Part 16
By the DM
There is three million gallons of water that is pumped thru this spring everyday. The unknown savior that grabbed you leg has brought you to the surface and you find yourself pulled along in a strong current. It is dark down here, and you can’t see anything. You hear the rushing of water and the distant sounds of rock crumbling and splashing down into the water.
“Karnea, It’s Scamp, I think we lost the Shadowpeople, I’m here.
The water pulls you along.