Session the Third

The party spent the night in the ruins of Ix's keep, and discussed their next move. Martin was sullen and withdrawn, knowing not the significance of the ring which the perfidious Edulf had absconded with. Surely it must have been an item of great import since some foe had dispatched a thrall to intercept it. Cruum, Baraldur and Fray made up their minds to use the rainbow-key on the door in the northwestern tower and explore what lay beyond in hopes of finding fame and fortune. The next day, they made their way to the tower and prepared for a journey into the aether. Martin begged off from joining them, saying that he would wait for a day after their departure, then leave himself to pursue whatever leads he could pertaining to the stolen ring. He invited the party to seek him out at some future date, if they had interest in continuing to work with him.



Setting the key into the golden lock and turning it, Cruum saw and felt the word dissolve around him. Suddenly he found himself and his companions in a small mossy grotto which smelled of water and earth. Nearby a stairway led up into sunlight. The party emerged from the cavern via a secret entrance ensconced between two great mossy boulders. They found themselves in a sun-dappled forest meadow in the midst of which were two women, one a lovely peasant girl with golden hair and the other a statue of a nude harpist carved of mysterious blue stone. The young lady greeted the heroes warmly, identifying herself as Beatrice and the environs as part of the island of Corsinia. Cruum spoke first to the young lady, identifying himself and his companions and saying that they sought fortune and adventure. Amused by the dwarf's stuttering and accent, she plucked upon the beamlike multicolored harp strings of the statue, turning his beard and equipment various strange colors. She was quite happy to meet some foreigners, as she had never met anyone from beyond the island, and was particularly keen to hear of wizardry. She offered to guide the motley crew of outlanders to her home village of Zilia, and from there to the garden of Jacques Le Vert, a holy man she said could better answer questions about the island.



The eccentric young woman led her new friends to her village, where they passed a pleasant evening and heard some rumors of the island. In the course of this, they learned that Corsinia had not experienced visitors in hundreds of years owing to the depredations of the Great Sea Worms, foul serpentine creatures which destroyed any ships which came near the island. Heading south from Zilia the party came to the verdant garden and humble cottage of Jacques Le Vert, a holy man and member of the island's resident order of Hospitaliers, the Order of St. Michel of the White Cross. He was a small, shrunken man clad in rough slops, with wild white hair, a sun-browned face and intense green eyes. He offered that if the dwarf and his friends sought fortune and knowledge of the island, he might guide them to the tower of Médard the Loremaster, a fellow who lived in high in the mountains. The three rogues took the priest at his offer and set off toward the peaks.



En route, as they passed through the forest, the group happened upon a glade filled with mushrooms, including one particularly great specimen. The group trod carelessly upon the fungi until the great mushroom suddenly spoke, identifying itself as the Mushroom King and remonstrating the interlopers for their harsh treatment of his subjects. Cruum retorted that he himself was lord of many and underground cavern filled with fungi and that he acknowledged not the authority of any simpering toadstool. This enraged the Mushroom King, who said that Cruum would atone for his insolence by thralldom. Cruum failed to resist the magical compulsion laid upon him and was therefore laid under a Quest spell which diverted the party to a sea-cave on the northern shore of the isle where they were tasked with destroying a creature hateful to the Mushroom King. This creature was a great tortoise whose shell continually shed water and whose maw was filled with great spikes. The beast was overcome and its shell was brought back before the king, who in a gesture of absolution transformed part of it into a magical shield which he gifted to Cruum.



The part continued onward to Médard's home. The tower itself was a humble pile of stones with a bright red door, situated above a mountain valley. The hoary Loremaster proved to be tight-lipped about the island's secrets, but said he would gladly add to his guests' knowledge if they would do the same for him. He directed them to the ruins of the Hypatia Temple on the southern coast of the island, where he asked for any scrolls from the Terrene Library therein which his guests could bring back. In exchange for that, he would answer any of their questions. The party acquiesced to these terms and set off at once. After a week's journey to the south of the island, they came to the temple ruins, carved of white and purple marble. Fallen columns covered in moss and prowled by fat chameleons lay strewn about, and six crumbling statues of the great Goddesses of antiquity stood watch over the entrance to the temple's undercroft. Jacques stood watch above, Baraldur lit his lantern, and the brave adventurers descended into the depths.



Exploring a set of chambers, the party came upon a gorgeous mosaic of gold and gems which was being slowly devoured by a bizarre froglike monstrosity with three arms. Cruum was incensed at this Philistine's obvious belief that all art must serve a purpose, and attempted to slay the creature. It proved and overwhelming opponent, and the dwarf and his companions were forced to flee and leave the art gourmand to his feast. In other chambers they found a pit of flame which Fray identified as having an aura of mystical purity, and another room in which a hippopotamus made of rose quartz meandered aimlessly. Exploring further, they found a great domed chamber the ceiling of which depicted the night sky and a zodiac with 13 houses. At the far end of this chamber stood two graceful carayatid statues which animated and menaced the intruders with wicked curved blades when they approached. The adventurers chose not to antagonize the statues and chose another route. They found another domed chamber filled with vegetation and with a hole in the ceiling which permitted sunlight in. At the center of the chamber was a tree laden with blossoms and bizarre fruits the likes of which none had seen before. The tree was surrounded by three statues, one of a crystal mermaid, one of an iron hoplite, and the third being an obsidian Southron warrior. When Cruum attempted to gather some of the fruits, the three statues animated and attacked. The obsidian man fired bolts of lava from his hands, though fortunately Cruum's shield, which constantly dripped water, negated the blasts. The other two statues employed more conventional attacks, and the battle was joined. At length, all three statues were destroyed and the tree was harvested, yielding mauve banana-like spirals, yellow cubes, green pentacle cylinders, and blood red balls with spikelike protrusions situated around the circumference. The adventurers withdrew to rest and sample their harvest.



On the surface, Baraldur ate a mauve spiral and found his already considerable olfactory sense amplified such that he could smell precious metals. Fray tasted of the yellow cube and found his first level spells restored. Fatefully, Cruum ate the red sun-fruit, which stained his beard with a gorelike smear and enraged him deeply, instilling in him a desire to reave and slay regardless of ties of companionship. He first approached Jacques and raised his axe, but suddenly found the shabby little man miraculously clad in shining mail, sword in hand, and adorned with a red surcoat with a white cross. Jacques called two great cinnamon bears from the forest to aid him. Cruum's initial attack was forestalled by a command issued by Fray which had behind it the authority of Heaven. Unfortunately, this magical command functioned only momentarily, and the dwarf resumed his attack, enlisting his hirelings to help him strike down the priest. Fray and Baraldur attempted to subdue the bears and cast a net over Cruum, but the latter came to no avail. By the end of the melee, Cruum had been incapacitated by a bear's claw, one bear had been slain, and Jacques had been laid low by Cruum's sword, though the priest yet lived. Dermot, one of Cruum's hirelings and the wielder of the enchanted black sword once belonging to Edulf, had been slain.



When Cruum came to, he was most distraught to find out what he had done, and to find Dermot so cruelly killed. He immediately built a bonfire into which he cast an offering of silver and the pentacle fruit, chanting ancient dwarven songs to his gods. He called upon Freya to restore his dead hireling to life, and the heard and granted his plea, although she would call upon him for a return service in the future. Cruum also apologized deeply to Jacques for the slaying of his bear, and offered a bear-guild of one hundred electrum pieces. These Jacques refused, but pardoned the dwarf for his sins and assured him that he bore no ill-will for that which was done under the effects of the devil-fruit. After spending a few days resting and healing, the party descended into the ruins once more.



In a great hall covered in frescoes depicting the es, they encountered a crystalline beast somewhat resembling a scorpion, which fired its tail at Baraldur when he waved at it. The party decided to give this creature a wide berth. Continuing on, they found a grand octagonal chamber with many empty shelves in the wall- clearly the remains of the Terrene Library! In the center of the chamber was a circle of stones set into the floor, at the very center of which lay a faint pool of emerald light. From this rift in nature arose a beautiful female figure seemingly made of liquid emerald. She identified herself as the Oracle of Earth, the library's guardian. When asked about the library's collection of scrolls, she offered to give some to the party if they would perform a service for her. She explained that the circle of stones had once contained a stable portal to the Elemental Plane of Earth, and had allowed her to exist in the library in order to answer questions put to her and issue prophecies. In recent times, a foul creature named Cretis had attempted to subvert the power of the portal to her own ends but had only succeeded in corrupting the portal, cracking the keystone, destabilizing the planar connection and trapping not only the Oracle on this plane but a number of earth-plane beings. The party correctly surmised that this included several of the creatures they had encountered so far. They volunteered to repair the keystone and bring it back to the Oracle. She informed them that doing so must consist of placing the keystone upon the altars of the six es of the temple and receiving their blessing.



The party returned to the star-dome chamber and holding the keystone aloft, begged the carayatids to let them pass, citing their holy purpose. The statues allowed them to pass unmolested, and the party continued into the altar chamber of Pallas Athene. The Goddess asked them for a living sacrifice for her blessing, but declined to specify what kind, saying only that they should make the sacrifice and she would judge it. Against Jacques' wishes, the party fetched a doe from the nearby woods and slit its throat upon the altar. The Goddess was mollified, and the cracks in the keystone began to close. One of Fray's hirelings took him aside and asked whether or not it was really right that they should be taking part in these bloody and obviously pagan practices. Fray reassured his man that this was all part of Christ's plan and that all would soon be made clear. The party then began to speculate as to the location of the other altars, and how they might entreat those deities for their blessings...

Session the Second

When the party emerged from the caverns beneath the Tor, they were greeted with a welcome sight: Toly, who had been lost in an enchanted pool guarded by malevolent dire corbies, had materialized not far from the entrance and found his way back to the surface. Spike was laid under the earth to await judgment day. After several days of resting healing, the adventurers and their men-at-arms descended again into the caverns, intent upon discovering what had happened to the waters of Piledup. Exploring further in the caves, they encountered and slew a band of warbling batrachians, though they sustained losses in doing so- Milo and Toly were struck down by the creatures claws and jaws. Milo being a particularly valuable and pious hireling, Fray decided to pray to Saint Martin of Tours to resurrect him. The saint heard Fray's pleas and was merciful. A column of angelic light shone upon Milo's body amidst the darkness and dripping stalactites of the caverns, and he was returned to life. The group pressed on through the winding caves and came upon an underground river. They followed it upriver and found a great cavern of crystals and strange fungi. Among the latter were large violet pulsating toadstools which emitted a shrieking sound when exposed to torchlight.

A voice from nearby implored the explorers to douse their flame, lest the toadstool's shrieks should attract the unwanted attention of creatures dwelling in the dark places of the world. The source of the admonition proved to be a xvart boatman named Gog who plied the underground river, overseeing the fungus beds of the Wizard of the Tor, Alarbus. Cruum informed the creature that the wizard had died by his hand, and that the dwarf was now the Tor's new master. He further inquired as to the river's source and origin. Gog responded that xvarts had dug a tunnel northward to siphon off the waters from Piledup's aquifer in order to irrigate the beds of fungus which Alarbus had been cultivating for his experiments. The adventurers bid Gog farewell and decided to leave the caverns and report their findings to the master of Piledup.

After returning to the town and receiving their reward from the master, the party was approached in the local tavern by a man named Martin. He identified himself as an agent of the Iron Tower, the oldest and most prominent magical school in all of Aglarron. His mission, he claimed, had been to locate the slayers of Alarbus and mete out the Tower's justice, but he confessed that he had other goals and felt that these brash wizard-slayers could be of more use to him alive than dead. He related to the party that of late he had been part of a company of Tower agents decimated by a powerful entity which had long been suspected dormant- one Ix, a powerful sorcerer and child of the great sorceress, Rionach Dihada. Desiring to uncover why Ix once more walked abroad, Martin proposed an exploration of the mage's old demesne, a crumbling keep which lay deep within the Forest Caladon. After mulling it over briefly, the adventurers pledged their swords to Martin's cause in the hopes of gleaning some treasure from the ruins. Cruum hired three men of Piledup, burly mining folk who wished to put aside their picks and seek adventure and glorious death.

They trekked forth over the plains and into the great forest, a journey of just over two weeks. On the fifteenth day of their quest, they heard a commotion ahead in the forest. They took cover beneath the roots of a great tree, narrowly avoiding a patrol of hobgoblins, marching off to some godless purpose. Ambushing the creatures was discussed but decided against. That night, as camp was made, Martin went off alone into the forest, instructing that no one follow him. Later in the evening, the camp was visited by Angbor McKenzie, an elderly druid of bitter disposition who resented the intrusion of Christians into his forest. Fray attempted to convert the aged pagan, who met the suggestion of abandoning the Old Ways with scorn and derision. He slouched back into the dark of the wood, muttering curses against Christians.

The next morning, Martin returned and the party made for the keep. They found it to be tumbledown affair, uninhabited for 108 years, ever since the combined might of the Iron Tower and Phillip II's armies
had driven its master out. It consisted of three walls and three towers arranged in a southward-pointing triangle enclosing the keep. As they approached the keep, the party was halooed by a woodsman who identified himself as Edulf. He bore a great two-handed sword with a black blade, and implored the adventurers to abjure the keep altogether or to let him aid them in its purification. The party agreeably welcomed him into their midst. After crossing the fallen drawbridge into the gatehouse, the party was ambushed a horrible creature with a body like a serpent and two great, bony claws. Strange vibrations emitted from the beast, causing intense discomfort in the spinal columns of spellcasters, causing them great grief and rendering them unable to cast spells. Fray was brought low by the creature's claws before it could be slain by the combined might of Cruum's blade and arrows launched by Fray's hirelings. Martin attempted to administer a healing draught to Fray, but after this failed, he enlisted Cruum's help in porting the deathly wounded cleric to a nearby hut. Here dwelt a beautiful witch named Phoebe, Martin's lover. She was able to heal Fray, who immediately attempted to convert her. She was quite upset with Martin for having brought anyone, much less a cleric, to her hut. His attempts to impress the necessity of doing so upon her were in vain.

Returning to the keep, the party ascended the first tower over the gatehouse. At the top they found a laboratory, and within in a small devil-like creature imprisoned within a ring of salt. It promised to lead them to great treasure if they were only to free it, but they ignored its cajolings, reasoning that nothing with such an appearance could have anything but mayhem on its mind. Descending the tower and entering the bailey, the troupe discovered the main keep, a ruined workshop, and another outbuilding. Exploring the outbuilding first, they found only an abandoned dining hall, an empty stables, and a kitchen infested with some kind of olive colored slime which dripped down from the ceiling upon them. Exploring the main keep, the party found within the great hall a fountain in the shape of three gargoyles. Within the fountain was a gelid ochre substance which suddenly reared up and attacked. Fray was nearly struck down once more, but he successfully propositioned St. Vitus to intercede and cure his wounds before they could lay him low. After the jelly was destroyed, a large iron key was found within the fountain bed.

Finding nothing else within the keep, the party resolved to explore the towers. The north-west tower was first addressed. Within it were two olwbears, creatures of the wood who made their home here. The adventurers surprised the monsters, and Martin revealed his training in the killing arts, slaying one of ursine beasts instantly. The other was brought low by the combined might of Cruum and his companions. Also in the tower were found a magic mirror which none dared to peer into, and a library in which roosted a clutch of firebats. In the highest chamber of the tower was found a beautiful door attached to a freestanding wall. It looked to have been transported from another building. The door was hewn of wood, painted deep blue, and banded with gold etched with wiry intricate runes of obscure meaning. Martin worked a bit of his magic upon the runes and informed the others that the door served as a means to "walk to many places and times, the earth in many colors, and innumerable spheres." This was intriguing, but none in the company had a key which would function upon the door. It was resolved to explore the last tower.

The first floor of the north-eastern tower was given over to the storing of arms and armor. Within was found a suit of exquisite plate mail with shield and shining sword, all of which animated and attacked. After the three items were destroyed, the armor was searched and within was found a large key of unknown, rainbow colored metal. At the top of the tower was discovered Ix's former quarters, which had been despoiled by time and the elements. Fray noticed something shining with a bird's nest, an iron ring set with a shining ruby. After he announced his observation to all present, Edulf gave a loud whistle, grabbed the ring, and leapt from a nearby window. Cruum ran to the window in time to see the perfidious woodsman born aloft in the claws of a beast with the body of a great eagle and the head of a stag. Cruum ordered his hirelings to fire arrows at the beast. Two pierced its body, upsetting its flight and causing its charge to drop his great two-handed sword into the forest below. Martin was incredibly distraught at having lost an important clue to an apparent agent of the enemy. When Cruum dared to mock the magician-assassin for his failure, Martin cast sleep upon the dwarf, though he immediately apologized to the others for his rash behavior. When Cruum awoke, he tormented the magician further, insinuating that perhaps the blackguard had already found his way to Phoebe's hut. Martin immediately traveled thence, and Fray went along. Phoebe turned out to be fine, much to Martin's relief, and the two shared a kiss, doing much to dispel Fray's initial apprehension that the two were siblings. As Martin and Fray walked back to the keep, Fray questioned the magician about his personal beliefs and his love of a witch. Martin affirmed his devotion to God, but owed that he believed that such women as Phoebe were not the evil that the Iron Tower or the church made them out to be. He asked that Fray be discreet about what he had witnessed. Meanwhile, Cruum and his hirelings made a thorough search of the forest where the sword fell, turning up the black blade, which had pierced the loamy floor of the wood after its fall.