A Dire Call
A Diary by Sister Mara von Witten
0Bringing Us Up to Date...
In the three years since
we left the Runechildren, Aliya and Zophas spent some time clearing out the
Dark Reliquary. Gaerioth took off on a quest for the Word That Began Creation.
Serai led a team down to the Banewarrens to recover and raise the Company of
the Black Lantern. Later, he and the recovered Sercian went off on a voyage
in their new ship. The restored Tellian went off looking for the birthplace
of Navashtrom but recently returned to protect Urlenius. Canabulum remained
in the city researching more arcane secrets in his underground laboratory. Sister
Mara spent a good deal of time in Dreta Phantas helping repair the Dreaming
City and studying its magical nature. Now restored to its proper place in the
world, north of Ptolus, it has become home to elder elves and modern elves alike.
Shurrin is married to Tellith, hostess at the Ghostly Minstrel; today the happily
domesticated former adventurer lives a quiet family life in Ptolus.
Now it is the end of
the month of Moons....
-- Monte
Warning! Contains spoilers for Ptolus Chapter 25: Jabel Shammar!
Session
#1
After almost three years
of experiencing none of my "sending dreams," blessed Lothian suddenly
grants me one: I dream of Calista, Aliya's cousin, reaching out to all of us
in urgent need. Symbols in the dream suggest to me that Serai's presence is
particularly vital. I manage to get in touch with the rest of my old adventuring
companions and pass along the urgent call. We gather at our old haunt, the Ghostly
Minstrel in Ptolus, and catch up with each other a bit after being apart for
so long.
It's wonderful to see everyone
again, despite the looming threat of the circumstances that brought us to the
city. We head over to the Pale Tower, where Calista still lives, to find what
has been going on. She recounts for us a tale of a
curious Dragonscales game in which an ancient elf spelled out "Something
stirs once again in Jabel Shammar" with the playing pieces, then died.
Jabel Shammar, the fortress
atop the Spire, was built by the Dread One, Eslathagos Malkith, some twenty
thousand years ago. He wanted to corrupt the world and created countless evil
creatures and aberrations in pursuit of this goal. After his defeat (an effort
that took the combined work of the gods and powerful heroes), the elder gods
sealed Jabel Shammar for good. No one has been there in untold millennia. And
now something stirs there?
Ghul, thousands of years
later, claimed to be the son of Malkith. Whether or not that was true, he was
very powerful and built his own evil fortress, Goth Gulgamel, halfway up the
Spire. Ghul conquered much of the world and created the Utterdark, which covered
Palastan and other realms in darkness. But the dwarves, elves, and humans all
joined together for the first time ever and defeated Ghul, slaying him in the
Jewels of Parnaith.
We ask Falstef, the legendary
angel rescued from the Dark Reliquary, for more details about the history of
this wretched place. He tells us that after the good priest Danar built his
citadel called Mosul Pearl, three envoys of the elder elves went there to treat
with him; along the way, they received a gift to give to him. That gift was
The Book of Inverted Darkness, and it was disguised agents of the Vested
of the Galchutt who presented it to the envoys. The book corrupted Danar and
caused him to fall. Falstef points out that this evil tome is still there atop
the Spire. That could be what is causing the unrest in that wicked place --
perhaps it seeks someone new to corrupt.
We adjourn to House Lorenci
to discuss matters further. A divination implies that the Galchutt are involved
in what is stirring in Jabel Shammar but only tangentially -- their reach is
not infinite, and they are far away from us now, thank Lothian.
Communing with a holy agent
of Lothian tells me that The Book of Inverted Darkness appears to be
in Jabel Shammar -- at least, it appears to be nowhere else. I'm warned that
touching the tome brings corruption and reminded that Serai has a magical key
that will let us inside the foul fortress. The place is still sealed, I learn.
But when I ask whether the Dread One is truly dead, the response is, "I
don't know." That last is troubling, to say the least.
The next day, the elves
in our group visit Iridithyl's Home and meet with Doraedian Mythlord, hoping
to speak with the spirit of the deceased elf, Naelyn Blueflight. Doraedian says
the old elf died of natural causes during the Dragonscales game, but that he
was poisoned too -- he just died before this virulent (dark elven?) toxin could
take effect.
It seems Naelyn was an expert
in ancient history. His summoned spirit says the ghosts of three elves (the
Dread One's ancient envoys?) visited him to tell him the tale of The Book
of Inverted Darkness -- a last attempt at goodness reaching out through
a shroud of evil. The spirit says this evil could get out if left unchecked.
It doesn't think it's a trap for us. The elf couldn't reveal the threat openly
during his life because the knowledge was a danger. The spirit thinks that when
the fortress was sealed, Jabel Shammar still held a very few relatively minor
servants of the Dread One. But it has long been speculated that the Dread One
may have had long-term magical contingencies in the event of his death. There
also may be remnants of Mosul Pearl (the name of the place when it was good
Danar's home) and its inhabitants still hidden somehow within Jabel Shammar.
Two Company of the Black
Lantern members, Tellian and Gaerioth, recall that Shayla (our old intelligent
dagger) used to be part of the staff of shards, which was wielded by
a hero named Maethra Moonrise and sundered to finally kill the Dread One. The
Company was defeated near Jabel Shammar three years ago by dark elves, so it
stands to reason that the staff of shards (including Shayla) is now in
the hands of the dark elves. (Tellian tells us that Shayla had been under a
compulsion to do the will of the Pactlords of the Quann, a group of aberrations
out for the death of all humanoids.) Zophas notes that the poison given to Naelyn
Blueflight might have been dark elven in origin. Hmmm...
So Tellian communicates
with Shayla via a sending spell and Canabulum's scrying determines
that she is in a niche in a dark hallway among dark elves. I am able to learn
that the dagger currently lies beneath Palastan in a city called Nluguran in
the Grand Hall of Dark Victories. We decide to go there immediately.
When we teleport into the
hallway, we set off an alarm and horrify passersby. At first the dark elves
think we're mind flayers attacking "again." We battle a number of
dark elves as well as a drider before we teleport out again with Shayla (and
a magical belt on display next to her).
Session
#2
That evening, Canabulum
receives a visit from emissaries of the four great dwarven gods. These dwarves
know from longstanding spells cast by their ancestors that we intend to visit
Jabel Shammar. One explains that long ago the Dread One captured Queen Doral
the Elder, mistress of all the Earthsinger overclan. (Earthsingers formed an
overclan just as the Stonelost and Grailwarden dwarves do now.) Their spell
was designed to alert them in the hopes that visitors could find out whether
she still lived in that magical place. Legends speak of a secret prison in the
dungeons beneath Jabel Shammar. He offers Canabulum a magical chisel to inscribe
a wish on natural stone, and the inscription shall become reality.
When I relate our mission
to Fr. Rol Heinren, my old mentor, he is eager to inform the Church Elders and
the Prince of the Church. I try to dissuade him, at least until we return with
more information about the situation. Shayla, meanwhile, gives us some information
about Jabel Shammar: its towers, main levels, and so forth. We prepare to leave
on the morrow.
The next morning, we fortify
ourselves with a hero's feast at the Ghostly Minstrel. Then we activate
Serai's key -- really an intelligent spell, it seems -- and appear in the fortress.
A massive central tower rises up before us, flanked by several smaller towers.
Two of the towers have bridges that extend to the central Tower of Malice. We
find ourselves upon one of them.
We advance toward one of
the smaller towers and come up against a wraithlike gigantic serpent. It seems
to recoil from the sunlight of the Eye of Ardaen, but a combination of
spellpower and monkpower ultimately lays it low.
In a room above, beyond
a barrier of impenetrable darkness, lies an obelisk flanked by two iron cauldrons
filled with darkness. The writing on the obelisk seems to be inscribed in shadow.
This inscription is a curse against light and nature -- we must be in the Tower
of Blasphemy. We continue up the stairs to a room with black and white chequered
flooring and a table holding a lance. It appears to be another sunslayer
(like the one we encountered in a confrontation with dark elves years ago),
not entirely finished. Zophas gleefully destroys it.
In the next room up we observe
a well rendered mural depicting all manner of depravity and horrible, sacrilegious
bestial activities. Fonts here are labeled "lies," injustice,"
and "immorality." We continue on our way up, unfortunately, through
six symbols of pain. The next room contains six reliefs of large faces,
each with a shaft of blue light emitted from the faces. Ten niches each hold
mummylike creatures, with six more on the balcony above: They are undead creatures
in armor and jewels. Death knights? Whatever they are, they cast a silence
effect across the whole room. With a quiet cry, I realize that I am no longer
in contact with Lothian in this unholy place.
To read the earlier adventures of the Runewardens, check out the first Ptolus Campaign Journal.
Related Products
Dark Tidings Dark Tidings is a short dungeon adventure for characters of 6th or 7th level. It is set in Ptolus but utilizes the feat rules, magical disciplines, and spell progression system from The Books of Experimental Might. |
Secrets of the Delver's Guild At last, the Secrets of the Delver's Guild are revealed! Discover new gods, locales, NPCs, monsters, items, treasures, and more in this PDF exclusive release. |
The Night of Dissolution The adventures in The Night of Dissolution cover an arc that
pits PCs against the darkest foes the city of Ptolus has ever
faced. |
Ptolus: Monte Cook's City by the Spire Announcing the long-awaited release of
Monte's super-deluxe campaign: Ptolus! |
Related Articles
A Grand Finale Up in the Balacazar box,
Aliya attacks the mage Arkhall Vaugn another six times, dealing him a nasty
blow even as he was attempting to ensorcel her with a suggestion. Menon
looks over at this and tut-tuts, shaking his head. Zophas seizes the opportunity
to slice at the cord holding the pearl and little Destor around Balacazar's
neck.... |
A God, a Curse, and a Wish The Sorn sorcerers complete
a spell and there's a great rumbling as -- Holy Mother Teun! -- two enormous
purple worms burst up through the floor of the theater. Where did they come
from? Each of them seems to have been fitted with an artificial tooth. One of
them is emanating a yellow glow. One hits Feruch, who just barely manages to
wriggle out of its grasp. |
And Now Back to Our Story... Although the Runewardens had been through a lot in their careers, the experiences in Jabel Shammar were among the most harrowing, the most trying, and -- as it turned out -- the most scarring. After exploring much of the fortress, the group confronted the Malignancy, a semi-sentient force of utter corruption growing out of the Book of Inverted Darkness, as well as some sliver of a shadow of the spirit of the Dread One himself.... |
To Meet With Evil Up the stairs we march to
the next level, which holds many, many tall bookshelves filled with books. A
9-foot-tall winged humanoid figure approaches us, clanging as though made of
metal. Its fiery sword causes awful harm to Sercian before the elf's twin brother
manages to wall it off with a wall of force; then the monks take it down.
But it seems we are not out of the woods yet -- two metallic creatures who exude
lightning approach from the other direction.... |
Sanctuary The door seems to hold, so we begin exploring the rest of the chamber here in the Tower of Malice. We can find no mechanism to turn off the wheeled bladed trap, but Serai and Sercian evaluate it, proclaiming it a difficult trap to disable. We find a number of bedchambers here but not much else. While we discuss various options for disabling the wheeled and bladed trap, Sercian shoots the works with viscous globs from his brother's chaositech gun to jam it. We rush in. |
Welcome to the Tower of Malice We have rested a while in
a Mord's magnificent mansion at the lowest level of the Tower of the
Misbegotten -- Canabulum sets it up in the crevice we found earlier. We think
we hear occasional strange sounds scraping along the walls outside the mansion,
but our wizard friend tells us that shouldn't be possible. Still, we think something
is trying to get in. |
Misbegotten Exploration It takes us a long time
and quite a few terrible injuries before all our undead foes have fallen at
our feet here in the Tower of Blasphemy. Coating the floor is a layer of mummy
dust -- all that is left of our recent enemies. It seems that these mummies
were the defenders of impiety as a concept. They are the very opposite of religious.
Investigating the blues shafts of light here, we learn that they are magical
rays of intense cold. We experiment in disrupting all the raylike columns, but
it has no effect that we can see. |
A Dire Call In the three years since
we left the Runechildren, Aliya and Zophas spent some time clearing out the
Dark Reliquary. Gaerioth took off on a quest for the Word That Began Creation.
Serai led a team down to the Banewarrens to recover and raise the Company of
the Black Lantern. Later, he and the recovered Sercian went off on a voyage
in their new ship. The restored Tellian went off looking for the birthplace
of Navashtrom but recently returned to protect Urlenius. Canabulum remained
in the city researching more arcane secrets in his underground laboratory. Sister
Mara spent a good deal of time in Dreta Phantas helping repair the Dreaming
City and studying its magical nature. Now restored to its proper place in the
world, north of Ptolus, it has become home to elder elves and modern elves alike.
Shurrin is married to Tellith, hostess at the Ghostly Minstrel; today the happily
domesticated former adventurer lives a quiet family life in Ptolus. |
Bashing Heads Next to the chill room where
we fought the obese ogre-mage and the ice demons lies a chamber with a big pentagram
inscribed on the floor. The pentagram and a full-length mirror seem to be magic;
Sir Feruch says the pentagram is evil, too. The mirror seems to have a mesmerizing
effect.... |
Slavers, Beware! Sir Feruch drops a stone
down the passage beside the Pit of Insanity. It falls into magical blackness.
Then we hear a crunch emanating from the passage that sounds like something
just pulverized the stone. We wonder whether there's something incredibly heavy
down there that one could handle only with telekinesis and magic-impervious
materials. After another test, the knight declares that there seems to be a
great force at the bottom of the passage that pulls strenuously on anything
that enters the passage.... |
An Old Friend Found It's been five days since
we teleported out of the Vault of the Elder Brain, which now serves as its sepulcher.
It took us three days to recover from the ordeal, and we spent the last two
seeking information and tidying up loose ends.... |
Going Hunting for Brain Shilukar has a weapon that will kill an Elder Brain?!? "Would you mind giving
it to us?" asks Diethan of our dark elf guest, "since we're going
to try to kill it and all? Shilukar reminds us that
this Elder Brain has become so powerful from steeping in the godsblood of a
dead Galchutt deep underground. The Galchutt, though, were a paranoid lot and
wanted a means to neutralize a resulting Vested. So they created a device that
will divest someone of godlike aspects it has absorbed. "I happen to have
that chaositech item." |
The Enemy of My Enemy Is My . . . Shilukar We collect the possessions
of the Cinderpriest and his warrior associate. Among them is a book praising
decay, entropy, and strength through disintegration. We decide to explore further.
Voices are talking down one hallway, and we run smack into a group of foes including
the Balacazar mage Arkhall Vaugn and a beholder ally! |
To Aid and Avenge Bright and early we go down
to the rubble where the Siege Tower once stood to help out following the devastating
explosion. No one has been able to locate Phadian's body, but the knights want
to try to get her raised once they find her. Sir Othun is missing, too, but
Sir Mirauch is alive and trying to organize the search and rescue mission. |
And Things Were Going So Well... Down in the Generator Room
of the Tower of Science, Barbatos, Feruch, and the Cobbledman ably disable the
generators, but the small blue dragon is still all trussed up. The wizard tries
to speak to him in Draconic, but all he can make out in response is a small
voice that whimpers, "Mother..." Barbatos tries to teleport out again
with the dragon and the others, but the spell fails. And then they hear banging
at the door.... |
Time for Some Tactics Later in the day, we decide
to pursue various threads of our investigation into the Shuul and their secret
project beneath the Foundry. Diethan tries to get some info from a dwarf contact.
She recommended talking to Frima Copperlace in the Foundry to get the lowdown
on what's going on there. |
A Trio of Ambushes Today the Killraven
troglodyte Durant sends us a message. He wants to come visit us at Pythoness
House tomorrow. I guess his boss really wants that information
we have from our visit to the future.... |
All This Because of a Cat Just as we're about to venture
after the vampire(s) that Calista senses, Sir Feruch arrives at the house to
join us. Barbatos opens a magically sealed door to a large room where we see
two cages, one containing two writhing, tormented, emaciated vampires and the
other containing two underfed, poorly treated teens. While I release the children,
Feruch uses his undead bane sword, Final Peace, to put an end to the
vampiric creatures; his strikes reduce then to tormented mist. Prevented as
they are from reaching their sanctums, surely they will die soon. |
A Tale of Two Chellasters Diethan goes out to search
for the location of the two Chellasters while we get to work on the house. He
learns that the homeless Chellaster always wears black-and-tan armor and a helm.
No one knows his face. However, after a day or so of Diethan's asking around,
this Chellaster finds our friend and approaches him in a seedy area of the Guildsman
District. Chellaster tells Diethan that the wealthy Chellaster is an imposter
-- he is, in fact, Chellaster, bane of vampires. Diethan thinks the rogue in
the Nobles' Quarter has taken this fellow's identity. |
What Have We Done Now? We ascend back up out
of the shaft and inspect our vampire-gotten goods. We have quite a pile
of goods -plus what's in the chests! (We find lots of gold, various scrolls
and vials, magical books -- and a few traps. We even locate Falstef's old
mace, a beautiful gold weapon with peal inlay. What a tragedy that he was
banished... Somehow, we'll find a way to get him back!) |
The Most Powerful Vampire in Ptolus We recover from our ordeal
a bit while waiting for the backup knights to arrive. Diethan and Lunas take
our fallen cleric friend back up to the surface. Our next move is to make our
way through the secret door that Archinemus' find the path spell has
outlined for us. We still need to find Medre's resting place. |
No Place Like Home We decide to pick up some
back issues of the Imperial Gazette and we capture some images of the
city (and the Killraven wanted poster) in our image crystals to show people
upon our return what a horror the city has become at the hands of the Shuul.
All this wonderful technology... it just goes to show, you can have too much
of a good thing. |
Strange New World We decide that our best
course of action is to go through the Dresden Door and collect evidence
that Shilukar is in fact working with Nicodemus against Castle Shard. That way,
we can bring back the evidence and let Zavere and Rill take care of the traitorous
dark elf. We also buy image crystals to capture the scenes we encounter in this
place, as further proof of Shilukar's collusion. |
Moving In Following the departure
of the Hussar, we seem to have Pythoness House mostly to ourselves. There are
still a few unwelcome spirits that we need to oust if anyone other than the
Cobbled Man is ever going to live here. |
Staff of Shadow, Goddess of Blades We're battling frantically
at the top of the Shade Tower: Charnoth and I facing off against the shadow
dragon Nostromac (with Calista backing us up with her healing power) and Diethan
and Archinemus battling Lord Sadar and his shadowstaff and the shadow
demon he called with it. Meanwhile, Barbatos is whispering something foul into
the ear of the giant statue of Maleskari. I'm not sure, but the statue's head
appears to be turning toward Barbatos... |
The Temple of Maleskari Bright and early, we arrive
at the old bell tower behind the temple to the Goddess of the Nine Holy Stars.
We're here to put an end to this foul cult of Maleskari and to get back our
kidnapped friend Tharn. We cast our preparatory spells and kick in the door
to face a spellcasting purple-robed figure in a horned helm and several undead
and Forsaken. They jeer that they knew we were coming -- ahh, the folly of the
overconfident! |
Angering the God of Shadows Together with our dwarf friend Thogmun, the last of our Keepers of the Veil allies, we destroy Lilith's Womb and collect any magical treasure we find. When we leave this place, it is no longer habitable for any straggling Forsaken cult members that may still be at large. That evening, we spend some time reading The Book of Days Forsaken, a history book we found in the underground temple.... |
Two Shigmaas We take heavy losses from
the ghoul spellcasters and giant undead creature before the battle below Oldtown
ends. We're only just able to catch our breath when we come face to face with
a grave earth elemental -- or a spawn of hell, if you ask Sir Othun of the Keepers
of the Veil. Dispatching it, we race down a hall to a large chamber with a sizable
patch of freshly turned earth and a horrid-looking gaunt fellow with a scythe
tilling it. "I am Sepac, eldest of all ghouls," it says. "It
is time to harvest you." |
Against the Forsaken Back at the house of the
Tolling Bell cult, Calista and I realize that the tentacles of the creature
in the well have done us some harm. Archinemus is unconscious and I have a nasty
burn. We need to find out what we can about the Temple of Maleskari from these
cultists, as we know they were invited to join. But we need to do it fast. |
A Middle-Man, a Litorian, and the Shuul As we explore the rest of
the levels beneath the orphanage, we toss the room Karee shared with Nostravant.
There we find a note that says, "Contact Ged Morrowlost regarding Lilith's
Womb." We previously found a letter referring to Lilith's Womb as a hangout
of Forsaken. Does this imply that the Covenant of Blood is in league with them?
They are undead... |
Bloodthirst The devil that just appeared
as we invade the false orphanage is thin and gangly yet muscular. He's seven
feet tall and wields a large sword. He appears in a flash that stinks of brimstone
and immediately presents himself as a formidable foe. He wears a medallion that
glows red when it magically inflicts damage on us. After three such attacks,
he licks his amulet and says, "This will feed the dragon well." Then
he disappears before our eyes. The coward! |
Vampires in the Shadows While I was off helping
my Aunt Silvia and Uncle Kren put up a new barn on their farm north of the city,
the rest of the group went on a mission on behalf of Celdore, in thanks for
the help he gave us in finding out more about the Hu-Charad. I feel bad that
I couldn't help, considering all I learned about my heritage thanks to Celdore,
but there's no arguing with dad when he puts his foot down about family matters. |
Print Shops and Dragonscales We have had a good month
at the shop, Archinemus tells us. That's good news -- maybe we can get started
on building on an addition. I'd love to have some space to use as a workshop.
The more I learn about the crafting of machines, the more I enjoy tinkering
on my own. |
Strange Allies As we search the bodies
of the fallen, we are horrified at the demonic flesh etchings of the red-cloaked
wizard. He was a follower of Demogorgon, just as the letter we found mentioned.
We are going to have to figure out how to divide up the loot between us and
our harr "allies." |
The Legacy at Last! Our foes all slain here
in the Halls of Cordaris, we emerge into a broad chamber lit from below with
bluish illumination. A wide ledge hugs the walls; the center of the room is
a vast pit. There is a light mist swirling around a gigantic statue of a blue
angel. The statue is so large, the walls of the room bump out to accommodate
her outstretched wings. Surrounding the edges of the room are more orcs, siege
engines, whitish humanoid forms, and the naga we were warned about. The whitish,
shimmering figures are absorbing energy from the statue, gaining solidity as
they do. The naga directs the other creatures against us.... |
The Orcs of Cordaris We notice some strange things
on the bodies of the slain orcs down in the Halls of Cordaris. For instance,
one fallen orc carried a coil of rope fused together with a bag, all made of
glass. Another was wearing some sort of stiff blue sandpaper-pants, and a third
carried a pouch filled with mysterious and smelly grey goo. Could all this be
evidence of the Chaos Well at work? |
Full Circle It's good to be home! While
Seanus walks Archinemus through the books for the shop (and from the expression
on the sibeccai's face, they're not in good shape), the rest of us head over
to Castle Shard to get down to the bottom of what we learned in Ar-Nampur: that
someone named Nicodemus was after the Nemesis Stone, the purple shard central
to Castle Shard's power. |
Compiled Ptolus Campaign Journal 2 Your narrator, Benris Hu-Charad,
is a young giant woman who was found as a baby by adventurers twenty years ago,
abandoned in a level of the Dungeon. Her rescuers left her with the Delvers
Guild, whose chief librarian adopted her. Giants being nonexistent in Ptolus,
everyoneincluding Benris herselfhas always considered her a human
girl, though rather large boned. The only personal item found with her was a
bronze brooch bearing the cryptic word Hu-Charad. These days she
works at the Delvers Guild and has just embarked with new friends on her
own life of adventure.... |
Cast of Characters Get to know the player characters in my new Ptolus campaign! |
Compiled Ptolus Campaign Journal 1 Ptolus is the name of a
city with ancient origins and a convoluted past. It's also the name of the campaign
that I have set there. |
|