Immortals

Page History: The Perfidy of Albion


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Page Revision: 08/01/2013 00:59


Cast

Uriah - Lord of Circles(played by George)
Nereus - Caster of Bones (played by Ed)
Endgame - Walker in Shadow (cameo at some point)
Suhoi - Master of the Waters (played by Denis)
Puck - The Goblin King (played by Jason)


Session 1

Background

Suhoi the Master of Water was contacted by one of Aquilon's (Mistress of Winds) swanmays and directed to the Twilight Gardens in Edwardia, to there meet with other doughty immortals. From there they would be required to complete a duty impressed upon Aquilon by Serifin, the Lord of Patterns.

Once there, Suhoi was greeted by three other immortals. Puck, a weasely fellow who proclaimed himself to be the Goblin King(which no one had any problems believing, except for the king part), Uriah the Lord of Circles and Nereus the Caster of Bones. The swanmay then proceeded to outline the mission objectives. The Twilight Gardens is home to the Sir Jerome Hasdrubal Barca - Master of Gardens.

A recent Alusian adventure set on the plane of Tanuel had run across a number of agents of various evil immortals. Given the combination of these immortals and the events which followed, Serafin determined to know more. Nereus was partially involved in the latter parts of the aforementioned events and so was able to shed some light on the situation. The scribe notes for the events can be found at:

DQ Scribe Notes: The Middle Way

The Sybarites mentioned in the notes were agents of the Lord of Minds, who has always seemed to have a penchant for triangles (of which there were a few mentioned in the notes). The Eye of Discord was also mentioned, more in relation to one of his agents though. A number of Devils (of the 72) were also mentioned. And last but not least were the references to Unlight and therefore the big spider from the Silmarillion who is more commonly know of as "the Big U".

Are we there yet?

The group bid farewell to the Master of Gardens and pass on their well-wishes via the Swan Maid to Aquillon and depart via the astral gate. Once in the astral we notice geometric shapes (angular/lines - no curves) that seem to be watching/following us. Upon confronting them they flee. We decide not to pursue but rather to continue on our way (very unusual for us not to get distracted). The shapes return, but keep their distance and finally disperse as we near the edge of the plane.

Everyone but Uriah fly down to the abyss. Uriah seems somewhat hesitant to use his magic carpet and instead chooses to jump and use his Ring of Feather falling. Once this kicks in, he realises it will take him many hours to get to the bottom and notices some flying demons about. Rather than wait to acertain the demons intentions, he removes the ring and attempts to speed his decent by removing the ring for some time and then putting it back on. Unfortunately he is unable to see very well in the darkness that is the Abyss and misjudges the distance to the bottom, resulting in an entertaining landing in which he breaks both of his legs.

The rest of the party has a good laugh at this and in typical Immortals fashion put their own interests in self-preservation (hoarding power just in case) before Uriah's healing. Instead we bundle him up in as uncomfortable position as we can and carry him along, making sure to walk over the roughest terrain along the way. As we all know, it is important to learn from your mistakes, and we felt that the more he suffered, the more he would learn. I'm sure he learnt a great deal from the experience.

House Kerberoth

Eventually, Nereus teleported the party to a bone-circle near House Kerberoth and we were admitted. After talking to Henry the Toy maker, we discovered there were two ways to get to Tanuel from House Kerberoth - both involved travelling through the Lands of Chaos; by Caravan or by via a skilled ranger. Puck, eventually, accidentally let slip that he was a ranger of some skill so we decided to head out immediately, as the next Caravan was not for two weeks.

You can imagine the party's amazement when Puck turned out to be as good as his word and managed to guide us through to Tanuel unscathed. Someones miracle-pool must have kicked in methinks.

Tanuel

See DQ Wiki: Tanuel for information about Tanuel.

The party crossed a pass from the Lands of Chaos into Tanuel and moved down to the city of Jiroth. After introducing themselves to the local priesthood, Nereus teleported them all to his House.

Clues

Puck did a bit of divining and discovered that the big U had somehow woven unlight through a point with Nereus's house (before it had been built) and could see the main thread heading off to the east. The party moved to Makhatu and decided to head to the east to investigate. Puck was visited by a vision, in which he saw a woman with a witches hat talking to a couple of Sepent folk, in the desert to the east. This reaffirmed the party's commitment to investigate.

Travelling at night and resting during the day in a portable abode, the party headed into the desert for 5 days, and eventually found the spot that Puck had seen in his vision. It was a small hollow next to an ancient, apparently untravelled road. Nereus divined it, and discovered the road leads to Hell. After some investigation we have determined that this is a part of the Path of Sheol.

Being the non-evil sort that we are, we decided that heading to Hell right now was not a useful plan and instead chose to track the road back, AWAY from Hell. After a few days travel, we sighted a circular stone tower with a peaked roof. What we first took to be arrow slits were discovered to be curved windows. I suspect these are curved to maintain the circular nature of the tower as I have heard mention of a mage "Shireth of Darktree Tower" whose signature is circles who apprently is a lich currently bound in service to a Midiante Sorceress.

Session 2



The party decided to investigate the tower, after hearing a commotion coming from it. As we neared, we could hear an alarm and thus decided we had better take a quick look in case anyone was in trouble or the like. Nothing seemed to be amiss so we waited for a bit to see if anyone would turn up. After some time a a group of charioteers turned up to investigate whereup we introduced ourselves. After some discussion we decided we should continue with our investigation, whilst the charioteers returned from whence they came (Cynthrax).

The first level of the tower was quite spartan, with a fire blackened area in the middle and 4 windows at cardinal points. Out of the north window we could see a Savannah, East the sea, South a red desert and west an arctic environment. The party moved on to the next floor which contained a carpet with geometric designs. The next floor held a corridor with 3 small doors on either side along the corridor. On the top of the tower was 4 dimentional rotating cuboid. We didn't fiddle with it and decided to leave and head to Cynthax.

From Cynthax we took a week long passage on a boat heading south to Lathoria and from there an 11 day ride to Karthary where we met with Anathel. After a number of fruitless discussions we decided to investigate the remnants of the Serpent folk who were defeated by a group of Allusians. We found the remnants of their settlements in cresent shaped clearings in an unnaturally think jungle. A stream flowed through the clearings and was determined to be a portal to another realm. Someone (Puck - of course) mentioned the name of a horror after which we were attacked by a Beyaki. It proved troublesome but was not an overly difficult challenge.

After we defeat the Beyaki, Endgame turned up to lend a helping hand. We determined a few key facts regarding the portal and with Anathels help were able to figure out the key for opening the portal.

About this time, Endgame noticed that there were threads of unlight attached to Puck. It seems that everytime he was letting others draw from the gift-box, that he was attracting a twilight point in an unsual way. Instead of the twilight point adhering to him, it was strengthening a labyrinth made of unlight that was attached to him. This seemed to have been some sort of plot by Ungoliant to allow her access to the known realms. Puck decided that maybe the pattern ghost of Artemis might help him detach the labyrinth so we decided to seek his help. Not wanting to put him in danger by taking Puck to his house, we agreed to meet him outside House Kerberoth.

This was not such a good idea, as we were ambushed by Grimes who wanted Artemis. A long fight ensued and we managed to drive him off (he ran like the coward he is), but as a by-product of the fight, the Labyrinth became physically manifest in the abyss! Puck dispatched a number of goblins to look after it and we convinced the Chaos Lord (Knight) Tepaclese to keep an eye on them for us.

About this time, the party needed to rest, recuperate and research a number of things and we agreed to meet back at Nereus's house in Tanuel in a years time.

Session 3

From Nereus's house, we decided to go talk with Lady Suneth (House Kerberoth). After Puck caused a heap of trouble for himself we finally got back on track and met with Lady Suneth, who directed us to search in Perfidious Albion for answers (specifically the Greater Londra Metroplex).

We headed back to Jiroth, with a short flying adventure and griffon killing. From there we went north to Sura where we met the Alchemist Theophrastus and did a bit of trading, headed north through the pass and are currentling heading north to Jezurea.
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