Immortals

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Cast

CharacterTitlePlayer
BowerThe Knave of ShadowsEd Douglas
SuhoiMaster of the WatersDenis Matveev
RobinThe Lady of ForestsHeather
DominoThe Master of RiddlesJason Stevens

Contents


Overview

Employer

Mark, Death's Champion.

Mission

The Angels of the Seal have returned to the Known Realms at the speed of death, and have much to reveal of what they have seen.

Session 1 - An Answer to the World Riddle

Domino writes...

The World Riddle

We meet in Alusia. A tinker outside Novadom is waiting for us and gives us directions to Sumaldi, where Mark is. We travel there without incident to find some seriously hard-working goblins rebuilding the place. A Death wanders out to meet us, who seems to inspire the goblins, and in a bone-dry voice says, FOLLOW ME.

Death

Death

He leads us to an audience chamber where Mark is seated. The pleasantries are brief and we learn that the Seal Angels have returned and are currently resurrecting. Mark said he spoke with them and tells us the much anticipated news: what it was these staunch Immortals encountered in the Outer Darkness and what was it that killed them so swiftly. What they found is that the World Riddle is about to be answered. This, Mark explains, is not good. The question, "Is there a God?" will be answered which will complete the universe, ending change. It will be like ice-crystals seeding in sub-zero water - the universe will cease.

We discus some options:

  • Go to House Kerberoth, speak with Lord Tirwh and try to increase the uncertainty there.
  • Go to the Library of Leng and speak with the Elder Ones.
  • Go to Ys in Hell, an outcome of which might require the release of the Devil.
  • Get some Time Flies from the Pit.
  • Attack Berith, who is currently travelling through the Abyss as a little girl.

Mark is particularly keen for us to attack Berith, so we wittingly agree. So the first stop is the Abyss; via House Kerberoth and any other place we might venture before hand.

As we leave, we find an odd house nearby. It's like the House of Many Rooms but a younger horror. We poke around and discover it has five connections, two of which are unreal:


The house is drawing madness from Bedlum. The guardian of the house is a Cenobite - a tough creature with a tetrahedral torso.

Road to Kerberoth

Mark lets us travel through the Valley of Death to Jiroth in the Lands of Chaos. We visit Theothrastis for some supplies. During conversation he mentions that there are some singing bees that produce some unusual honey. I'm curious so I head off there and meet with Kreyten nel Vethra, keeper of the singing bees. He starts explaining that their honey and wax have magical properties when I notice a hidden rune of control on his forehead. I suggest that he might want to have that looked at, and he quickly agrees while cursing Blackrod. I remove it for him and we trade. Of particular interest to me is the wax, which can be used to create seals - to hold onto Substance without Form, for example.

Griphon

Griphon

We head off over the mountains where the griffons are. The prides see us, take to the skies in v-formation and accelerate to attack speed.

Now, it's well known that "griffon" stems from the Latin griphos meaning riddle, so I briefly consider charming them. But I quickly decide that griffons probably don't care about their etymology so much as lunch. So instead I raise my defences.

Three griffins peel off and come in fast on Robin. She drops one immediately with a well placed arrow and dodges the other two as they scream past. Two target Bower, who jumps to one side and wings one with a good swing. Suhoi cuts one clean in half, while three fall to my spells.

Then Suhoi summons devastating ice shards, centred on us. He's been trained well. Bower sees this and leaps off the cliff. The rest of us brace for impact behind a wall of thorns that Robin thankfully casts. The ice shards hit and kill all the griffons in the area of effect. We finish off most of the stragglers and check that Bower's okay.

We find that the griffons also have control runes on them. Bower casts Shadow Play to reveal who's involved in this, and he sees a beautiful black man with oiled skin, wearing armour with tubes in it.

We harvest the griffins for body parts and track down their nests. Their nests are spun gold, so we walk away richer.

Notes

Fable

  • Un/certain shores - coherent and white water
  • Some interesting forests

House Tintagel

  • Borders on the Sands of Time, which has Invisible Water
  • The Klepsydra is the House Artifact
  • May have information on the Calculus of Change
  • May have the Gift Box

Black Figure from the Shadow Play

There is a set of orichalcum scale that was commissioned by the Death Knight Kamuel, that had tubing running through it. Apparently it is used to supply the wearer with Iophiel's blood, presumably making the wearer beautiful as a side effect. Blackrod held Iophiel captive and also took his eyes. Blackrod's a cambian at the moment so may look different now - black skinned? The figure could be a Dark Titan perhaps, one of Berith's minions.

House Tintagel

  • Borders on the Sands of Time, which has Invisible Water
  • The Klepsydra is the House Artifact
  • May have the Gift Box

 Immortals is a role-playing game developed and run by Jim Arona.
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