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[ Ptolus ]
DATE: May 6, 2004

Once More, Against Chaos!

The Runewardens

The Runewardens

The Runewardens arrived back in Ptolus with an idea of what needed to be done. They needed to reach Dreta Phantas, the Dreaming City, and stop the forces of the Galchutt from bringing the Night of Dissolution. They met up with the Company of the Black Lantern at Rosegate House and discussed what they had discovered in the Seven Jewels of Parnaith.

No magic functioned in Ptolus, and the city was degenerating into chaos. Some of the members of either group did what they could to help. Rumors spread of monstrous creatures rising up from beneath the streets, and ratmen armed with terrifying, functional weapons (probably chaositech) appearing in places throughout the city where no ratman would have dared to go before.

And the barbarian army was still outside the gates, waiting to attack. To a lesser degree, they may have been experiencing the same surprise and disorientation that occurred within the city, as their priests and shamans were unable to call upon magic to aid them.

It seemed that the end of the world -- the Night of Dissolution -- was already here.

Then Zophas was contacted by his superior in the Knights of the Pale, Dierna Hillerchaun. She explained that she had learned (in her position as one of the Twelve Commanders of the city) that the chaos cults seemingly had all joined together. The cultists believed that magic would soon return and, when it did, they would conduct a ritual that would spell disaster for the city. Putting two and two together, Dierna and Zophas realized that this was it. With the barbarians ready to attack at any moment, the Commissar and the Twelve Commanders couldn't afford to divert any attention away, but she knew that someone had to do something.

Dierna further explained that this ritual of chaos was being masterminded by Shigmaa Wuntad, who apparently had some important prisoners to sacrifice as part of the ceremony. The group already knew where Shigmaa Wuntad was: under the Temple of the Fifty-Three Gods of Chance, a church devoted to luck, fortune and chaos. Until now, they had thought the place harmless.

Fifty-Three Gods of Chance

Company of the Black Lantern

The Company of the Black Lantern

Both groups assembled and went to the Temple District. By the time they arrived at the Temple of the Fifty-Three Gods of Chance, magic had once again returned. The hidden underground chambers beneath the temple were guarded by a powerful demon -- a glabrezu. But this demon was one that some of them had encountered before. Tellian had made a deal with the demon when the Company of the Black Lantern encountered him in the Dark Elf fortress of Ul-Drakkan. The glabrezu called in Tellian's debt, but the cleric refused to pay up. A fierce battle ensued, and the heroes emerged victorious.

Proceeding farther into the temple, they found a huge sacrificial chamber with an elaborate altar. Wuntad stood atop what looked like a huge, bloody claw. It was the dismembered claw of an actual Galchutt. It turned out that long ago, in the distant, misty past, the Galchutt turned on one of their own and slaughtered him. They left the remnants of his blood and flesh for their servants to consume, so that when they did, the act would awaken and invigorate the rest of the near-godlike beings.

Without hesitation, the group attacked. To get closer, they fought through a line of ratman musketeers and a number of rabid clerics and their flesh golem creations. Then more clerics used a massive magical/chaositech contraption to draw power from a few humans and elves held in some kind of stasis (some of the group recognized these captives as sorcerers formerly held within Mahdoth's Asylum). The energy siphoned from the prisoners was focused into the altar, where four young children waited in chains to be sacrificed. While some of the group struggled with a half-demon warrior and a massive kython warmaster, Aliya and Zophas used a dimension door to get at the hideous, mutated abomination that was Wuntad. Meanwhile, Canabulum and Serai made their way to the altar. Canabulum destroyed the chaositech energy machine, and Serai teleported each of the children, one by one, back to his house in the Noble's Quarter.

Dazlo the dwarf fell to the power of the kython, but was avenged by Tellian, Vexander, and Gaerioth. Mara and Sercian dealt with the remaining clerics, and Zophas and Aliya, covered in the godsblood of the dead Galchutt, defeated Wuntad himself.

But the surprises were not over. Once they had recovered from the battle, a quick search of the nearby rooms uncovered a prison where the "important" prisoners held by the chaos cult waited. The characters had believed that the prisoners Dierna's informants mentioned were the captive sorcerers and children. However, the "important" prisoners were none other than King Olgas of the eastern barbarian tribes, his shaman, and two bodyguards. The cultists had engineered the whole barbarian invasion! The amassed army outside the gate was here not for conquest, but to ensure the return of their captive king.

Olgas was angry, but grateful to the heroes, believing that they had come here intending to free him. He wanted to go to his people, and the group could fulfill that request with greater speed than even he had thought. Serai and Zophas teleported with the king and his men to the front rank of the barbarian horde.

It took a great deal of diplomacy and well-crafted words -- mostly on Zophas' part -- to convince the barbarians that not only was this actually their king (and not a "city-wizard's trick") but that the perpetrators of the crime were not acting on behalf of the city at all. Eventually, the barbarians were satisfied, and Olgas commanded them to withdraw.

The city was saved, and -- with the ceremony interrupted -- so was the world. But the blow to the forces of chaos was only a setback, not a permanent defeat. To stop (not merely postpone) the Night of Dissolution, the heroes still needed to reach Dreta Phantas. And to do so, they would have to locate the enigmatic race known as the Urthon Aedar. They also had to find a mysterious diadem that would help protect against the forces of chaos. Splitting up once again, the Runewardens went off in search of the Urthon Aedar, and the Company of the Black Lantern resigned themselves to seeking the diadem in the dreaded Banewarrens.

Next: The Runewardens find the means of reaching the Urthon Aedar with the help of none other than the Iron Mage.

(Side Note: It was the final battle in the temple, involving 10 PCs and their NPC allies [Udalaag and Krang the automaton], about 12 powerful individual NPC foes, 10 lesser NPC foes, and nine NPC "victims," that inspired the two-part "Dungeoncraft" article on running large encounters that appeared in issues 301 and 302 of Dragon magazine. In the examples I used in those issues, I just changed some names and details -- the ratmen with rifles became archers, for example.)


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