Session 106

Session 106

Journal entry for the 13th of Jourelden (dawn)

After our night-time encounter with the spider apes our morning is busy and uneventful as we load our equipment and carts onto the barge.

Gifforde would love our company on the rest of his journey, but Thorfus makes it clear that we have pressing business elsewhere.

The barge master, Whyschardus tells me that we’ll make Vargen just after nightfall – should give me plenty of time to work on my ship plans. Better feed Boris and myself.

A few hours have passed since my last entry. It seems that we had a shadow, a pair of dwarven riders were spotted by Thorfus questioning Gifforde and then pointing towards us as we made the first bend of the river, about two hours later we see them on one of the other barges – their intent was to follow us and keep us under watch.

How do we know this? Devilfish (see rough sketch). It seems they inhabit the river and extort a fee from passing barges, or rather they’re offered money for a promise of safe passage, a promise not always kept by the sounds of our barge master. They’re intelligent and have prodigious mental abilities – luckily one of their number, Gronsk, knows Thorfus and the Company- save for myself and Cannis our newest travelling companion.

He (it?) warned Thorfus and all of us using group telepathy (prodigious indeed!) that our barge’s offering wasn’t as large as that of the barge following and we’d be sunk unless Thorfus was able provide him information about Araquelle – a former member who left with Derrich’s group and Prix’ body through the permanently open gate inside the Bioforge facility.To my surpise, Araquelle was actually a Devilfish who’s essense was transfered to a human’s body.

Thorfus agreed only after Gronsk would delve the minds of the pursuing dwarves and let him know their intentions. Gronsk did so and then asked for an update before letting Thorfus know.

Now – Lord Thorfus is capable of many things, but he often times can be be over cautious. He danced around Araquelle’s fate – likely worried that should he reveal too much the devilfish may just sink us. This went on for a little while, clearly Gornsk wasn’t impressed with what he was being told about Araquelle’s current location – so I stepped in and explained that Araquelle stepped through a portal and is now on the other side of the island. That seemed to do the trick – though I’m not sure Thorfus was too happy to have me jump in like that.

That done – we found out that the riders were tasked with following us and reporting back to Marchmain about our whereabouts and doings.

With that Gronsk made to leave, but Thorfus asked it if he would help with find Grel. Gronsk laughed (or I think it laughed) and cryptically said that if we survive our welcome to meet him in the harbour where he’ll do what he can to help.

He then promptly left to destroy the other barge – leaving us to wonder about what awaits in Varden. Needless to say, that made concentrating on my work difficult, mind you watching Boris try to steal fish from Thorfus and Chuck’s fishing while chatting with the crew to glean information about Vargen was quite entertaining. No useful information came from the questioning.

Night has fallen I best get ready for what comes next. They say we’ll be mooring at the East Harbour and off load there. Shame that we arrived after nightfall – I wonder how large the city is.

EV.

Late evening – about an hour after our arrival.

I scrawl this quickly as we wait for news regarding Thorell – the local bargeman guild leader.

Gronsk was right – we did indeed have a welcome waiting for us – though not us specifically.

Grell, a pirate who has a grudge against the company and is likely working for the Empire, launched a flaming captured warship toward another docked warship – likely causing two large explosions. There was someone alive strapped to the bow of the ship on fire – someone Thorfus knows.

We intervened. Chuck, Thorfus, Cannis and I shadow walked to the docked warship (Bitter Horse – odd name) and while they spoke with the ship’s captain I rushed to the aft of the ship facing the flaming warship bearing down on us. There I used a scroll to summon a water elemental dowsing us with water. While Thorfus and Chuck “stepped” to the ship in an attempt to save the admiral. I commanded the elemental to push the flaming ship back into the bay and try to put out the fire.

Thorfus and chuck managed to save the Admiral, but the ship exploded.

They “stepped” to where they left me on the other ship and explained to us and the other admiral that they spotted the culprits heading up river – if we hurried we could catch them.

We took two longboats of men and caught them with the help of the water elemental.

Cannis easily destroyed one ship and it’s occupants with lightning, but was almost immediately felled by a salvo of arrows from the remaining ships.  

Battle ensued and we found that there were two leaders – both “dervishes” (cit. Chuck) – agents of the Empire apparently. They too were able to step into shadow and got away.

We captured three and found that they were working for Grell and missioned to kill Thorell by setting up diversions while the agents did the deed.

We send the wounded (incl. Cannis) and captives back to the Bitter horse, while we sped to Thorell’s base further up river with help from the water elemental T’Suna (can’t pronounce real name) to warn him about the attempt.

That’s where we are now, waiting to find out if we arrived in time.

IEV.

SESSION 105

SESSION 105

20 April, 2016

While Edan trains, the rest of the party loads up the wagon with the stored gear from the raptor tunnel.

Thorfus retrieves a monkey to bring the total with the party back to 8.

Thorfus and the new member, Canis, visit Cvelnid and learn that she plans to pack up and move to Vargen in a couple of weeks. The time it will take her to pack up, after the Militia and most of her business leaves.

Cvelnid also tells us that her boys overheard some of the Silver throne guards building the gate lamenting that they can’t go after Alain Grell and the reward for his head. A big reward if they take it to Lonely Isle.

Next Thorfus marks an estate on the peak near the former temple to claim for his own. He picks one that is in relatively good shape and has a great view of the lower city, around the peak..

They then visit Edony and invite her to joint them, but she wants roots, and doesn’t want to face constant danger. She agrees to keep this quiet.

We also learn the location of her former master’s tower about 8 miles from a landing on the headwaters of the Vargewater.

His tower is located in a circular ring of hills with a gate and off the road lots of his experiments that he let loose.

He likes adventurers for experimenting on, they never leave.

The firegiant is straight north of there.

Edony has also seen the flying copper colored dragon to the north, Usually it does not come this far south.

Thorfus then goes down to talk to Marchmain and Marchmain says that since an active archaeological site that until things are settled due to success, such things can’t be guaranteed. If we are successful, there isn’t anything that isn’t possible.

Marchmain also shares that they found the gear room, which he referred to as the lair of the naga, and the less valuable gear that we left there.

Thorfus indicated that he was wanting to get more men for our reduced numbers and Marchmain offered his men. Thorfus didn’t want to reduce his force guarding all the walls and gates, since the militias were leaving.

During his training Edan learns that haberdashers are independent thieves in addition to being skilled hat makers. He advised Edan to look for haberdashers in other towns if he needed help dealing with their thieves guilds.The famous elven hat maker, Himart/Highmark is also one of the best elven thieves.

We ask Marchmain about Ryker and learn he has been staying at the Sleeping Colossus. We go speak to him and learn that the undead were normal undead, the ones with flesh cause paralysis at a touch and were under the control of the female elf. There seemed to be thousands of them. He plans to go to Midmark and travel to Vargen with Cvelnid.

On the 10th the Militia finishes the gate. Thorfus buys a round for everybody.

On the morning of the 11th the Militias leave and Edan finishes his training that evening.

On the morning of the 12th Chuq shadow steps down past the gate and the rest take the wagon and cart. It is raining. We are denied exit until Marchmain comes and lets us leave. Thorfus apologizes for not making it clear that he intended to leave and get more men. We are finally let to leave and Thorfus gets assurances that we won’t have trouble getting back in.

We meet up with Chuq and make our way down the mountain. We pass a wagon with some merchants and a few Silver Throne guards. the ST guards watch us closely.

We overtake two wagons ahead of us, and they let us pass. they have dwarven merchants and ST guards.

We reach the clearing where the barges dock and find a human caravan ahead of us. Before dark the ST caravan camps between us and the jungle.

During second watch the jungle goes quiet and Chuq gets Starchy to bark and howl because it is giant spider gorillas.

Four of the ST guards start coming our way when the four-armed gorillas attack the ST caravan. Quickly some of those dwarves are shredded.

We move up and use ranged weapons on one that is not in melee. The four dwarves that came towards us move to engage it. 

More of our party move up with torches and our new druid Canis cast faerie fire giving a bonus to hit. Thorfus charges up and removes its head. More ST people are rended.

The dwarves charge the other gorillas and are doing damage. Chuq charges one and it soon falls, Canis charges the other with his lucern hammer and stirikes a critical blow, but does not drop it. The last one tries to flee, but Canis strikes another critical blow breaking its neck.

Two guards and two merchants from ST are killed. Thorfus suggests accompanying them to Xenilum Khel, which they appreciate, but we decide to stick with our plan to float down to Vargen.

18 gorilla hands are sent up to Xen Khel in card of the ranger who hired our former ranger.

We use the writ from Peter Thorell to pay our passage down to Vargen, saving 10 GP each.

Session 104

Session 104

3rd Jourilden

After the dramatic series of events that took place in the party resettles in the Engineering Facility, looking to finally sit down and rest. Derich’s body is stripped of useful materials, and the group returns to one of the lounges, now well settled after the long expeditions.

Whilst they rest, they discover that they still have access to the Special Area, as it was a standard key that was broken, not the Special Area key. He proposes taking care of the cure and the sphere, and negotiating with Kottar and the remaining Ancients. He also comes to the epiphany of simply moving the items to the Pathogen Facility and detonating the area, thus taking care of two birds with one stone, and circumventing the need for a password.

Edan is concerned about the self-destruct not doing the trick, and the idea of utilising the power cores within Engineering is brought up again.

Watches are set and the night passes without incident. Realising that as they’d turned off the power, this would mean that the de-synched Manticores would have been released onto the beleagured men in the Special Area. A monkey is almost sent through, but realising that the key they possess is the only means of entrance and exit, Thorfus belays the idea of risking it.

Edan is quite set on ensuring the contents of Pathogen never see the light of day, and would also like to at least destroy the administrator’s cube.

They eventually decide to have Thorfus stand at the portal pedestal in order to protect the key whilst he sends a monkey through to reconnoitre for Chuq, who stands on guard with the dwarf.

When the gate opens, the image of Kottar appears. He sits up and waves, indicating his backpack and weapons are to the side, and then mimes a request to come through. Chuq wants to make sure the man-turned-Devilfish is gagged. Thorfus tries to communicate via monkey sign language, with some difficulty.

Eventually, the monkey is sent through with a gag. It sees the Ancients stood to the side, with Prix’s body wrapped in cloaks. Kottar tells the monkey it would be hard to negotiate if he his gagged, and starts relaying his intentions through the monkey at Thorfus’ gesture.

Kottar and the Ancients agree with the destruction of the Special Area, but believe there is a traitor in the midst. The Ancients were told by Derich that he thought Chuq to be under the influence of XenoTel, and would rather Chuq stay well away from them for a time, very much convinced that the monk has been coerced. Kottar himself believes Chuq is mostly just suffering from stress, and Guarinus apologises for attacking Edan.

Either way, they merely want to leave the group, possibly through the Bioforge’s portal to the jungle. Kottar himself will either remain with the party if asked or chaperone the Ancients. They decide to allow Kottar to come through to talk more easily.

As soon as Kottar appears, the portal is closed. Thorfus and the hireling talk, unsure what to make about Chuq’s actions, but willing to believe that he is ok, despite his actions being a litle odd against the members of the Rebellion.

The rest of the negotiation goes smoothly, and Thorfus agrees to facilitate thier exit to the jungle. Chuq agrees as well, as long as it’s made sure they are escorted out without hidden surprises. They agree to leave them with the items they carry, except for the Lie Detection Box and all but one length of rope, and then portal is reopened in order to relay everything to the others.

All that is asked is if they can bring Prix’s body through for burial. Chuq voices an objection, though Thorfus seems willing. Kottar hands over the Box, and returns, Thorfus confirming the burial intentions and the identity of the body. The portal is switched to Bioforge, and under supervision, Kottar and the Ancients leave.

Once done, the Edan, Chuq and a monkey head through the portal. They retrieve the reliquary and head to the office for the other. After a bit of confusion as to the plan, in which Edan is leery as to opening the chamber holding the sphere due to the gas, though Chuq was sure they’d agreed to retrieve and destroy it via Pathogen. Another issue would be if the defences activate as they did when the dragon was removed from the north area.

They head south to see what option the Platinum-X key grants them. The area appears undisturbed, and Edan approaches a pedestal and swipes, revealing three commands:  ‘Load Antivirus Simulation’, ‘Vent Chlorine Gas’ and ‘Emergency Protocol’. They quickly vent the gas, revealing the Sphere more clearly.

Utilising an environmental suit, Chuq enters the room, as Edan doesn’t trust Kalgunn near the sphere. His ESP helm reads as much as it did previously, a large unfathomable presence. The supporting arms seem easy enough to move, so Chuq pulls one aside with his multi-tool. Once all are released, the sphere actually rises to hover several feet above the ground. The sphere itself is completely smooth and unblemished. Switching to his spears, Chuq begins guiding the object out of the room, which floats along without issue.

Under Edan’s watchful eye, Chuq guides it all the way out, heading north with it. Once it appears safe, Edan hits the simulation command. A hologram shows the sphere, which opens up to reveal internal components with accompanying coding, then closes again.

Edan is able to tap at components, which enlarges them for view, although he doesn’t understand much of it. All he can really tell is that there appears to be an empty space in the centre for something, surrounded by venting, and tapping this reveals a huge amount of coding. Unable to learn anything more, he follows Chuq after gathering the four cubes from the room and they return to Engineering.

As they leave, a message hologram appears above the portal; Ancient Dwarven reading ‘Good Luck’.

The portal is switched to Pathogen, and the Sphere is pushed through, alongside pretty much all the cubes from Area X, especially the ones the cure and Prix’s dreams. The Platinum-X is also tossed in. Once done, they close the portal and move over to the overload controls, and enter the command.

After a 5 second countdown, the party feels a small rumble. The power now reads zero, and the portal doesn’t open, so they assume that the facility is gone.

There is some discussion about what to do about the baby, but the party decides against it to avoid complications and the fact that the baby is as safe as it has been for the past millenia. Whilst Edan quickly sketches out the locations of other Ancient Dwarven settlements, Thorfus scrys the Upper City. It is quiet, and much as it is always is, with guards at the entrance. Dwarves still work on the fortification down the mountain. They prepare to leave, handing Chuq the ESP-blocking circlet. The monkeys are told to stay quiet and are bundled up in sacks and placed into the cart.

In the temple, there is a message written in Ancient Dwarven on parchment sitting on the throne. It reads:

(Insert message here)

The PS’s are written in modern Dwarven.

The Starchy Boyz walk out openly, only Chuq keeping to the shadows to avoid Marchmain’s attention. The fortification is almost finished, and several Silver Throne employees look up as they approach and greet them. They are ushered through to Hall of Pillars, told where Marchmain is and generally given the run of the place.

Chuq departs via the shadows, and Marchmain appears, rushing over to the party. He seems happy to see the group, though notes some instability in the area. Thorfus feeds him the story of a cave-in and the loss of Axel and tell him that the party plans to take a break. He leads the party to his new office, which appears to be laid out much as the one on the surface. The situation is fully explained to Marchmain. Letters are exchanged, and Marchmain expresses disappointment in the party taking a break, doing a lot to convince a return trip or even temporarily use the key we have to continue the expedition and retrieve the bodies of the fallen.

Thorfus changes the subject towards trading the gemstones, and once complete, the party leaves to the surface, making it non-commital of a time for our return. At the top, the guard leader, previously of the Xenilum’Khel militia is now bearing the Silver Throne insignia. He explains that he was nearing retirement and needed quieter work, intending to later move off to the new Khel on the Lonely Isle. Thorfus is of course asked about attending the Inn in the meantime.

Upon entering the Adventurer’s encampment, the area is instantly and noticeably busier than it had been previously, with the Xenilum’Khel militia all present and in temporary housing, but they reach the estate unfettered where Rienold is on guard and enjoying a meal. He reveals that the militia is due to leave the mountain within the week. Chuq had already arrived in the mean time, and grabbed a pair of longswords from the tunnel-stash enroute.

Deciding to wait until night to empty the stash, the party takes Axel’s old battleaxe and heads off to find his brother. Drexam is sat around with several other dwarves and a human drinking. When Thorfus approaches with Face-Cleaver, Drexam drops his drink in shock. The dwarf is pretty shaken with grief, and reveals that they family was going to ask Axel to return, thanks to the new fortune the family had come into with the Silver Throne’s business. He takes the axe to return it home.

The man with them introduces themself after noticing Thorfus’ Starchy Boyz badge as Canis Mallory. His contract to guide Drexam Rhom’khul to Xen’Khel was up, and he was free to travel elsewhere, desiring to expand his horizon’s in looking for his brother and missing wife. He joins them for a drink at the Sleeping Collossus where they toast to Axel’s memory and decide on the next course of action.

#103: Emergency Protocols: 6:34 PM 3D Jourelden

#103: Emergency Protocols: 6:34 PM 3D Jourelden

Journal Entry – 3d of Jourelden – late evening.

We’ve returned from the Special Research Area, normally we’d be in high spirits – but tonight is different.

Since my last brief entry about our failed attempts to wake Prix, The Dragon Consort, much has happened to our company – not all of it good.

It began after Derich attempted to remove Prix from the confines of her chair and prison. Almost immediately alarms sounded, and the platform on which she sat fell into the de synchronization field below – trapping both Derich and Prix.

Knowing that the facility’s defenses were deadly (see sketches 4 through 8, and my last few entries). Chuq and I quickly reasoned that our best option was to our combined talents to return to the administration office with Lord Thorfus’s administration key in order to de-activate the emergency protocols before the facility destroyed – or worse – itself.

As we began our mission, a flash of light quickly followed by an explosion rocked the facility reminded us of the severity of the situation. With a monkey-automaton in tow, we immediately “shadow-stepped” to a visible “canon” room in order to avoid the now activated silver-domed automaton (see sketch 4) – while the monkey scampered across the ceiling allowing Thorfus to “see” our progress. From there we were able to see into the Portal Room where we left Blaze and Pons to watch over it.

Sadly we saw Blaze sprawled on the floor and Pons cowering behind the portal trying to shield himself from the now active defense cannon on the other side of the portal room. I now can note that the canons seem to fire lightning at their targets with unnerving accuracy.

With little hesitation Chuq and I stepped once more, appearing in front of the automaton defending the room leading into the Administrator’s Office. Thankfully, we went unnoticed by the machine as we were cloaked by our magical garments.

Moments later, I successfully disabled the Emergency Protocols – saving Pons from electrocution.

With the facility no longer against us I decided to collect the remnants of the “micro-automat on” Kalgunn the Younger created and the discarded flying suit – even without a power source I may be able to learn more about it.

I returned to the portal room to find that Chuq had successfully reopened the portal to Engineering securing our escape route. As I approached I noticed that the Derich’s ancient compatriots had collected the ropes we used earlier upon our arrival to help pull up Prix and Derich from the trap below.

What happened next – changed everything.

Thorfus, Chuq and I huddled together against the howling winds in order to listen the Chuq’s plan to strand the Ancients and Prix here – seal the facility and destroy them and XenoTel – forever ridding Currabel of any further risks from a resurgent XenoTel.

I was stunned and instinctively placed my hand on the Portal Key. Prompting a look from Chuq I will not soon forget. Although I agreed with destroying the facility, I argued that Prix and Derich were heros, and that she was too valuable an asset, not just for my own research, but to all Currabel against the Emperor. Thorfus was of a similar mind set – yet Chuq was unrelenting in his argument.

He reminded Thorfus about a Dragon Control Orb – something I was not aware of- was still in the hands of unscrupulous forces and could be used on Prix – rendering her a threat. He then argued that Prix was the cure, that if we brought her out shed could be “made” to undo what she did – thus restoring XenoTel. I disagreed, stating that the cure was pieced together by the researchers here, that they probably only watched her memory of her orchestration of the fall in order to make a remedy – he countered – and I retorted for a while, but I felt myself wavering in my conviction.

While we argued, Prix and Derich were successfully pulled out of their trap – she was still unconscious and were making their way back to us in the portal room.

There’s no hiding the fact that Chuq disliked Derich and did not trust the other Ancients. I could see the Thorfus was not pleased with their independent actions and I assume even he was having second thoughts about them.

I was – am – tired… and I’m not proud of what happened next.

I contemplated murder. Planned it. I would wait till they began their crossing and cut the rope, having them fall to their doom. I was ready – sword already in hand.

But I hesitated – Prix lay before us and I walked away to the other side of the portal – my mind screaming.

Chuq, however, did not. He plunged his dagger in the base of the skull of the prone Prix – likely killing her instantly. Panic ensued.

I don’t remember much after that, Gorianus – one of the more convivial ancients, tried to tackle me after, as I was told later, smashing the stone portal disk.

In the confusion I managed to fling myself through the portal back to engineering before the portal closed – not everyone was so lucky. The ancients remained behind with their Dragon – except for Derich – he managed to get through. Enraged, he swung at Chuq who deftly dodged the blow and then proceeded to break Derich’s arm, then neck with a series of well placed blows. I doubt many would have survived such an attack.

After everything settled, we discussed destroying the facility – but found we could not due to a missing password.Though thankfully we’ll be able to destroy that fiendish Pathogen facility.

Our thoughts morbidly swung towards whether or not we should rescue the baby dwarf, and if so how to get him (or her) past Marchmain convincingly. I even consulted with Kalgunn regarding the rescue – though I’m too tired to listen to its attempts to convince me to return to that place.  

I plead for rest and Thorfus agreed – so as I sit and write this – Thorfus sits lost in thought, his silence deafening. Chuq seems unfazed and the rest are bunking down in silence.

I for one am conflicted – did we do the right thing? I feel that my time exploring these ruins are coming to an end – I have learned much and acquired items that will take me years to decipher and understand. Was it worth it? Were the Eders right? What’s next?

History, my kin and my ancestors will be my judge.

Session 102

Session 102

3rd Jourilden

The party continues the fight against the mysterious flying shard after Blaise was viciously wounded to feed it’s multiplication. The two shards reverse direction and stab at Blaise again, one hitting and subsequently splitting again, making a total of three shards now flying around.

The party lashes out as best they can to try and bring all the shards down simultaneously, whilst Derich prepares a Chant to assist the group. However, several Magic Missiles from Edan shattered all the shards without issue.

With the combat dealt with, Thorfus returns to the Administrator’s desk to continue cycling through the options, beginning with the coding at the Analyst’s stations. We seem to get more strange mixings of Ancient Dwarven letters and numbers that we can’t really make much of. Testing the ‘X’ Platinum key on one of the pedestals doesn’t garner much of a reaction either.

Edan manages to bring the odd sequences to thier end, which literally just says, ‘End’, and presents a flashing block. Reaching for it, Edan prompts the line ‘Insert information reliquary to download code’ to appear.

We discuss which of our cubes to use and sacrifice, and believing we have a duplicate of the geographical survey, Edan utilises that one, causing the display to show “Anti-Virus Code*”.

Poking at the asterisk, tells us that the cube cannot be removed from Area X whilst it contains the code.

The party plays with the various stations for a while, without much success other than discovering that an anti-virus of some kind is complete. We then check the desk drawer, discovering a drive that potentially covers all of the stations.

Figuring we have all the information we can get, we decide to head towards the prison area with the hopes of finding the Dragon Consort. The northern section seems much as the other have done, and the monkey sent manages to get over and extend the bridge. Unfortunately, the bridge sticks half way.

We mess around with ropes for a while, trying to work out a way to pass over the gap safely, whilst Thorfus sends an Automonkey to open final door and confirm it to b the same as all the others. He then has it open the northern door, which opens into a room with a bridge over a pit, guarded by arrow slits.

Mental probes are unable to pick up anything in range, so Derich heads over the rope to the north side, joining the monkey. After an all-clear call, the rest of the party heads over, leaving Pons and Blaise to guard the rope.

Further Automonkey scouting across the bridge in the far north room reveals another room with four doors that holds a corpse. It is wearing robes with vines and leaves in gold as a pattern, and is holding several items in it’s hands. There is a pedestal, and a window on the north wall reveals a room with a blue tint to it. The monkey approaches the corpse, seeing that it holds a reliquary and an odd disc with words on it, made from the gate material.

Thorfus has the automonkey reach for the disc and pick it up, without garnering a reaction. The party then starts heading across the bridge, Chuq taking the lead. When we reach the monkey, we can read the disc, which reads ‘Never Forget’ in Ancient Dwarven along the edge. It also activates and starts playing a hologram.

The hologram displays a sphere, zooming in on the sphere until appears we are flying swiftly across an ocean, passing islands until we reach a large island with a large crystal tower. The view swoops up the tower, which appears as interconnected vines eventually disappearing into a large cylinder high up above it. The cylinder spins slowly, and a number of spikes jut out from it. The whole thing is surrounded by a gigantic ring, as big as the original sphere.

A pulse of red light emanates, followed by a view of the tower falling in pieces down to the surface of the sphere that cause tidal waves and shockwaves as they impact.

As we looked at the cylinder, we realise that words are emblazoned across it’s side in Ancient Dwarven, reading Xeno Telerobotics/Telergy. With that revelation, and the limitless possibilities it could reveal, Derich nevertheless moves on, looking through the window.

It opens out into a hexagonal room on a lower level. There is a pedestal and a floating platform. On the platform there is a seat holds a naked human female, strapped down, with red hair and a dragon tattoo. Floating around her head is a circlet attached to the ceiling. Banging on the glass garners no reaction, expected as there is a blue haze to the room.

Thorfus checks the pedestal, which already holds a number of options, most notably for Derich being the ‘Adjust Prisoner Synchronistion’ option, amongst door controls. Slapping his hands away, Thorfus decides to check the other cube as well.

The other cube presents a different option, seemingly just a single a memo. Activating it reveals a holographic, older female dwarf who introduces herself as the Chief Botanist.

” I, Chief Botanist Nola Davodorn, sit here looking at conclusive evidence that we have succeeded – the rebellion is finished and XenoTel restored … or it would be, if there were any way to leave this prison and deliver our cure. There has been no contact from the other administrators of Xen’Khel in days and I must assume that facility has been breached by the enemy. The fail-safes that keep us protected sealed our fate.”

ii. “My only choice is to retire the researchers here, including myself, and enable the first level defenses in case the rebels find some way into this facility. I will be storing my key in the administrative safe under the protection of a particularly nasty toy manufactured by Kalgunn. Assuming anyone capable of accessing this record is here to recover our work, please be aware that the pass phrase to deactivate the guardian is Nazron’Ethol (Last Hope).”

iii. “I will now retire to the prisoner observation chamber to spend my last moments in the presence of our vanquished enemy – gloating before that creature, who is both symbol and means of our delayed victory, will bring me some peace before I sleep. May XenoTel preserve me to see the day of his vengeance. “

In anger, Derich kicks the corpse across the room, and Edan pockets the cube for later. Thorfus also pockets the disc. Derich begs to have Prix released, and waits by the door to let be through once they synchronisation has been dropped. Chuq wants to make sure Thorfus is ready to resynch the moment it happens.

The Starchy Boyz are put off by the Cleric’s eagerness, and push to finish exploring the area to ensure everything is safe and we have full knowledge of the situation. Thorfus decides to send monkeys to scout east and west, via the doors marked green.

The east opens into a long corridor that goes along behind the arrow slits we previously saw, and houses a number of floating orbs crackling with electricity. West appears to be it’s mirror image. Both corridors have shutters over the arrow slits, and we send the monkeys to close them all.

Whilst they do so, the party quizzes Derich on his involvement with Prix and history as a rebel, to garner better knowledge on how to deal with the dragon. They also turn on Araquiel, who reveals that the Dragon Emperor wasn’t as convinced of the need to overthrow XenoTel, but also had some skill with the transpatial energy. The Devilfish also notes that he sided with the consort, despite the rest of his people being against the final destruction of XenoTel, as that would mean the loss of magic across all of Meidia.

We next try the Analyst’s doors at Edan’s behest. We get access to a small room with doors leading off without obvious means of opening them. A segmented shape all rolled up lies in the centre. The doors seemingly function in an airlock pattern as we’ve previously seen, so a monkey and Edan head through to scout it out. The southwest door opens into a large room that twists around to the north and holds a pair of pedestals. A large window looks over the prison chamber.

Chuq joins them with a key when the pedestals fail to activate, and it gives them a number of options regarding the prisoner’s dreams, such as inducing and capturing. They get a fractured series of numbers and words as we previously saw. The other pedestal shows the same options, so they remove the cubes. Heading over other to the east, it seems to be much the same, including cubes with the same functionality. Edan also collects those.

Eventually, Thorfus begins slowly reducing the desynchronisation to 0%, and though Prix begins to breath, she gives no reaction, and Chuq picks up nothing via ESP but the fact a powerful, calm conciousness exists there. Derich, Edan and a monkey enter the room, heading for the pedestal.

After retrieving the silver key, Edan tests that with the pedestal in the prison cell, but garners no reaction. Eventually, Thorfus enters the room as well with the X-Platinum Key and passes that over, which gives options to extend a bridge or release the restraints.

Derich instantly pushes to access the bridge and runs over, and once Thorfus releases the restraints, picks her up and carries her across. A Detect Charm and a Heal do nothing to awaken her, so it’s theorised she’s still in a dream state, so we return her to the chair and attempt to deactivate it.

Edan manages to access some information on the dream, which was reportedly built from interrogation of the Dragon, and a holograph shows her dreaming of building a ritual spell as  a dragon.

After trying several ways to find new options, the party gives up and simply carries Prix out of the room, which activates an alarm. As the automatons activate, the pedestal reveals the alarm can be shut off from within the administrator’s office.

The human-form dragon in arm, Derich tries to make a run for it, only for the bridge to begin tilting. Unable to keep his footing, he falls, dropping himself and Prix into the desynch field some 200 hundred feet below…

Session 100 :

Session 100 :

Journal Entry – 2nd of Jourelden – 8PM

We’ve spent the better part of the last 30 or 40 hours slaughtering the infected and “exploring” the residential quarters of those unfortunate that worked in the dwarven “Pathogen” facility. It is days like this that I question if Kalgunn was right to call us grave-robbers.

Still, if I learned anything about this “Pathogen” area is that it must be eradicated from existence – erased. Worse than the horrors of the BioForge – the diseases that were cultured here would be devastating to all life on the surface. The fact that the dwarves of that age would have even considered unleashing this in order to save themselves makes me sick. Maybe not all lost dwarven knowledge is worth saving – but that’s a discussion for another entry – or book.

Moving on – I sit here with Kalgunn sheathed with Mind Circlet on my head waiting for Thorfus and Chuck to sit and discuss our next moves. With Axel gone I believe they’ve accepted me as an official member of their company. Why the circlet? As much as I want to, I cannot bring myself to fully trust Kalgunn, it is a product of its age and likely conspiring against me in some way – especially after Lupa confirmed my suspicions that it can “see & hear” more than he admits to. I think it more prudent to keep it sheathed and my mind clear of any possible suggestion for now.

Ah – here they come… I’ll report later.

A lively debate to say the least – what follows is a summary of the main points of each.

Chuck started by asking the obvious question – likely tainted by the recent loss of Axel which he did not take well : Do we continue exploring and clearing the labs, or do we stop return to the surface, inform Axel’s family of their loss and deal with Grel and the other surface issues. Suffice to say that Chuck was adamant that we destroy the key, preventing the Silver Throne and this so called Dark King from gaining anymore dwarven technology. To focus our attention to those we left suffering on the surface. He reminded them that the only the reason they were looking for the keys was to find the sphere and prevent anyone from getting it. Destroying a key or all keys would prevent that.

As you can imagine, I explained that I had no interest in leaving – the potential good from recovering and sharing this technology and the amount of lost history that could be restored cannot be ignored. Besides – this Grell person means nothing to me. I voted that we stay and continue exploring – even attempt to return to the BioForge with a greater force in order to retrieve the final key allowing us to unlock all the secrets of this place.

Chuck reminded me that I had Kalgunn, that with him I had everything I needed to recreate that lost technology. A valid point, but I reminded him that destroying the keys would not stop the Silver Throne or the Dark King from gaining access to these facilities. Kalgunn confirmed that heavily trapped tunnels linking the facilities to the Undercity and even the surface exist. Destroying the keys would only delay the inevitable.

Thorfus pondered – if anyone’s word had any real weight it would be his – and at first agreed with Chuck – that we need to tell Axel’s family. Then Derrich – the ancient human hero – interjected, warning us all about the perils of a potential return of XenoTel – the very being he and likely my ancestors fought to destroy. He has a mission to complete and he has every intention to make sure that XenoTel and the dwarven empire will never return. He even accused Chuck and Thorfus of having been affected by the technology on their heads. He questioned even myself – rightly so I might add. I do not trust it and I have begun to question weather I should continue carrying it at my side.

Chuck objected to Derrich’s interjection – that he had no say in the decisions of the group. To which Derrich obviously took exception to. Back and forth they went – point and counterpoint. Eventually even Thorfus began to sway towards continuing. Which is is the greater evil? Slavers on the surface, or the potential rising of a new dwarven empire or worse – the accidental release of the horrors of the Pathogen facility. We need that final key – even if only to destroy the Pathogen Facility once and for all.

But retrieving the final key was an issue – that is until we stumbled upon a plan during our arguments. With Kalgunn’s help in understanding how Engineering powered the other facilities – we figured we could circumvent any possibility of escape by the Dark King’s forces while preventing the use of the de-synchronization technology against us in the BioForge installation as they had done in the Botanical area trapping Axel.

Even Chuck couldn’t disagree with an attempt to save his friend – or at least retrieve his body.

So we’re off to try it. Wish us luck.

By my ancestors! Axel is ALIVE!

Our plan worked – we entered the BioForge facility without issue. As the portal opened we could see Axel’s message written on the walls – he was alive and did not reproach us for leaving him to his fate. That he was going to make his way to the surface and that the key we needed was “sacrificed.” We feared the key was lost.

It seems that our preparations were not necessary, Thorfus and Derrich faced no opposition or traps as they quickly explored the immediate surroundings. Derrich tells me that as they explored both he and Thorfus suddenly understood that Axel had not destroyed the key at all but had hidden it in the primitive shrine near the lair of giant lizards I first saw when I arrived to explore the ruins.

So we now have the key we need to give us full control over all the facilities and gain axes the mysterious Section X where Derrich believes his commander – the Dragon Consort is imprisoned or where XenoTel is imprisoned or both. We won’t know until we get there.

But we need supplies and some items we left with Lupa. So Chuck and I will attempt a quick trip to retrieve what we need and return. I’ll be leaving Kalgunn behind – I’d rather not upset a 2,000 year old legendary creature. I’ll continue when I return.

I now understand why the company distrusts Marchmain so much. In order to avoid being spotted by any dwarven patrols that may still be exploring the Undercity, Chuck and I used our combined talents to quickly move undetected towards Lupa’s hiding place. On our way – in the great hall of pillars we found two teams of dwarves building fortifications each blocking the main corridors leading to the Undercity – the left towards the temple and the portal from which we came, the other towards the city itself – and Lupa. Chuck and I knew immediately – that game board had changed and we had to make haste.

Thankfully they were busy and did notice our passing. We made as quickly as possible to Lupa’s hiding place at the base of the Colossi. After telling Lupa what had happened, Chuck unsuccessfully tried to convince Lupa to join us in going to Section X- but she refused – stating that she’d rather not,that she’d rather go somewhere to wait to witness the result. After a 2,500 year vigil we both understood that there would be no convincing her otherwise.

We had another problem, with the dwarves setting fortifications it would only be a matter of time before they would find our company’s trove of equipment and artifacts. Hastily Chuck and I took what we needed and any other items we would not dare let fall into the hands of the Silver Throne and packed them on our persons – including a rather nice piece of armour for myself, something I had noticed amoung the company’s belongings but never had considered requesting the use of- silly me I guess, I could have avoided much pain. Then we gathered whatever else we could manage and hid them in our hidden access tunnel Chuck called the Raptor tunnel – hopefully we’d be back to recover it all.

After a quick double check (and a good 2 hours of packing and moving – I’m so sore) we made our way back to the portal.

The dwarven fortification hadn’t progressed much since we last passed, but there were many more dwarves and this time Marchmain himself. Knowing that Marchmain and Chuck had a disagreeable encounter – I gave him my circlet to shield his mind while I guided his shadow step – hoping that Marchmain would not sense him or I for that matter.

He did not – and we made our way back to the portal and had Thorfus shut it immediately.

Chuck is recounting our experience while I rest my sore body – Boris is welcome company as we all contemplate our next move and I contemplate Kalgunn’s fate – should we go to this mysterious Section X – do I dare bring a sword that I may or may not fully control that according to Lupa will likely betray us or do I simply leave it here in it’s beloved engineering assuming I’ll be able to return to retrieve him? Maybe in a box …Safjiwer … Boris is insisting that I rest – he’s constantly trying to sit on this book as a write… I’ll resume another time.

SESSION 97 : 9AM 1st of Jourelden

SESSION 97 : 9AM 1st of Jourelden

We left off trying to come up with a plan to save Axel.

After some option discussion with Kalgunn, the remain Starchy Boys decide to write their counter-offer and show it to Axel’s captors:

“To the foolishly ignorant and arrogant blunderer in command of the forces currently holding hostage the Starchie Boy known as Axel Rhomkel ; we have within our power not only to keep you entombed in darkness forever but to irrevocably destroy the ancient dwarven power source for all the ancient dwarven weapon research facilities. This one act would not only seal your doom, it will also render the portal transport network useless forever. It is now your task to understand that if any further harm to Axel Rhomkhul be it further aging, physical assault, mental manipulation or death, will force our hand. We will destroy the ancient dwarven power source leaving you and yours entombed where you are. There is no version of the future where you leave your prison without our largesse. Here is your only option : surrender all Paskeys and Portal Stones to Axel Rhomkhul along with one magical item from each of your lieutenants and your most preferred personal magical items. You will also turn over all control circlets to Axel. Lastly, you will dismantle all desynch devices under your control and stage the entire mechanisms in the Botany portal chamber. Once Axel and all required items are collected in the Botany portal chamber, you and only you will stand in attendance in the room directly north of the portal room with the door propped open. You will be interviewed at this time, be it known that we have an ancient artifact that will alert us if you dissemble, and will have an opportunity to present your case for mercy. Of you at found lacking in sincerity, veracity or faithfulness the fate already outlined is yours. If however, you are better than our established opinion of you, your group will find freedom to return to the eastern jungle at a time of our choosing. Signed with all sincerity, the Starchie Boys.”

Upon opening the portal,an undying was waiting with a sign telling us that, “Negotiations will recommence in one hour at the BioForge. To indicate good faith, your comrade will be returned at that time.”

Which prompted us to shut down the portal and check the other engineering portal for fear of being flanked.

Luckily – we were not and that portal had not been used for years (according to the repair automaton.)

With heavy hearts we decide not to comply their demands, and retry the Botany Facility an hour where a message confirms that we’ve hit an impasse – powering the Bioforge would give them an avenue of escape which we could not risk.

After some drinks in memory of Axel – we move to clean out the rest of Pathogen lab.

Edan, Thorfus and Chuck head into the Pathogen lab leaving the rest of the hirelings behind in order to limit the chance of mass infections.

Upon entering they notice that the “grabber bots” aren’t responding to Thorfus’ commands – not just the 7 de-charged – but we assume the other remaining ones.

Although the mechanical monkey Thorfus brought along were able move the “grabber bots” but were unable to lower the elevator. So the team decides then to go to the pathologist’s office to see if they can get the elevator to work remotely.

They manage to get the elevator work, but discover that the remaining infected have destroyed the remaining bots, and when the unpowered ones were lowered they were summarily destroyed. So Thorfus decides to lock down the lower levels until further notice.

After some deliberation – it’s decided to try to clear the lower area by using a combination of spells and creative monkey use. But before that Edan has to rest for some time in order to cast the correct spells.

So Thorfus has the mechanical monkey to lure the more “intelligent” infected away so that Edan can cast his WEB to block them from swarming back.

With the webs in place, after Chuck and Edan “shadow step” into range and back. With Edan manning the elevator, Thorfus and the mechanical monkees manage to get the Grabber Bots back to their charging bays.

After the web dissipate – they use the “grabber bots” to help them eliminate the remaining infected – Boney first – then the necronic – again – and again – and again (for hours) until Edan mentions that they’ve been regenerating. After a collective face palm, the necronic and remaning spore infected are left below so that the can be dispatched later.

Bonus is that Thorfus has mastered box axe and sword thanks to the repetative slaughter of the necronic infected.

Session 96     February 17, 2016

Session 96     February 17, 2016

29th of Faurilden, 3:55pm.

Our Impunity Team Building exercise proceeds as planned. Thorfus has the grapplers retrieve the rubbery infected first. We are concerned that the other varieties of infected are more infectious. Chuq’s mental scans show the patients are fearful as they see two dwarves helmeted with hazmat suits when the grapplers bring them up the lift. It doesn’t help that grapplers are staking the corpses in a corner.

The attendant auto monkey is tasked with guarding the hallways to our back. As if by a fluke, about a half hour into our team building, we notice motion to the west. A gaggle of shapes are approaching the door with purpose. They are fungal infected! Edan drops one with a quickly loosed arrow. Chuq moves quickly and closes the intervening door expecting to lock the foes on the other side.

Curses! Despite repeatedly pressing the control panel, the door opens letting the Shit Tackies through. Behind them is an infected dwarf in power armor. A furious melee follows with the dwarves holding the line felling one after another. Edan and Chuq tandem shadow step to viciously back stab the armored dwarf. Up close,  we see that this dwarf looks like one of the Silver Throne Mercs viewed in a security recording. His weapons and shield look top shelf, him not so much. The pair step away and back, the second stab misses.

Thorfus instructs the auto monkey to take swipes at the dwarf’s armor release. Success! The power armor unfurls off the dwarf. It flees to the west followed by Chuq and Axel.

As each Shit Tackie died, it belched a cloud of spores. The air gets so thick with spores that Chuq and Edan are stranded on one side of the accumulated cloud because they couldn’t see beyond it. Similarly, when the power armor poped off the dwarf, a cloud of spores erupted from within. Edan was caught in this cloud, we fear he has contracted the dwarf’s ailment since he had a brief coughing fit.

Chuq and Axel confront the fleeing dwarf at the top of a flight of stairs to the north. He was banging on the door pleading to be let in. The chase continues as some unseen agent remotely opens the door for the dwarf. We all converge on him within the decrepit lounge/foyer we explored earlier (last session). His flight and life end at a pair of doors to the north.

To the north, Chuq detects anger and worry with his ESP skull cap. The thoughts are in ancient dwarven. Axel is rearing for another fight. He and Thorfus refresh with Healing potions. Edan hears metallic noises beyond the door. We reassess and decide to enlist auto monkeys to cleanse the vacant power armor via the antiseptic sprayers.

Thorfus determines the failsafe would incinerate the power armor by tossing an exposed spike within an airlock. New plan, the auto monkeys will widen some door ways so that we can enlist them and the grapplers against the unknowns to the north (especially any wearing power armor).

Once summoned, the auto monkeys fail to arrive. The dwarves stumble into an occupied observation room, where they hoped to review security footage to determine what happened to the auto monkeys. Boney infected charge our heroes! The young buck gets slapped around before he can close and lock the door. Thorfus soothes Axel’s boo boos. When in the clear, they read a log and can see that the auto monkeys were DISINTEGRATED! We’re on our own and done with dawdling about.

Assembled at the double door, we are trapped as the northern door refuses to unlock and the other three doors slam shut and are now locked. The dwarves can’t lift the door. Edan suggests we hot wire the door controls. He whispers advice in Chuq’s ears as the monk fiddles with the wires. The doors open! Our protagonist and his cronies lurk beyond.

The cronies are three power armored dwarves. The protagonist looks like an amalgam of all the infected types. We launch our surprise attack. Tora Tora Tora!

Chuq and the probability sword (with Thorfus in tow) shadow step next to Amalgamdwarf while Axel and Edan dance with the cronies. Thorfus commands the last surviving auto monkey to strip power armor. Edan magic missiles a crony. Amalgamdwarf utters “Lightning” in modern dwarven. Chuq and Thorfus are lanced by an arc of lightning. In response, Thorfus activates his probability sword slaying Amalgamdwarf. His cronies put up a good fight but the day is ours. That is until we see Axel skewered by both of his dance partners. It’s a miracle! As brutal as his demise appeared, he is still breathing when Chuq rushes to his aid.

When it’s just us left alive and Axel’s life is no longer about to end, we turn our attention to our surroundings. Like the other chief administrator offices, the desk here interacts with Thorfus. He reads the following options in ancient dwarven:

1. Reset the emergency shutdown of the outbound portal – blinking because the shut down is in effect

2. Pathogen Facility Map and Controls

3. Controls for the disinfection chamber

4. Memos

Funny, we spend a while examining the map yet just a few minutes later, we are fumbling about. Must be the loss of blood…The map tells us the Amalgamdwarf was once known as the Chief pathologist. To be safe, Thorfus locks all the doors.

The only memo tells a tale of how all the staff here were infected which is why the Chief Pathologist shut down the outbound portal to protect the outside world despite the rebels.

Edan researches the various information pedestals. The ancient dwarven demands a silver paskey to override the power reservation protocals. The different pedestals give details of the four infected types we have seen here. The prognosis for our own infected is good, we have days to find a cure. Hopefully Luppa can help us….

Session 97

Session 97

7:19pm, 29th Faurilden

We return to a bloody and diseased party, currently discussing the idea of utilising the facility’s showers, and also escape. Thorfus posits the idea of subverting the disinfection rooms, jamming the doors and breaking into the tanks of cleaning solution to attempt to remove the disease. They also discuss bringing the suits of power armour along.

With time to look, Thorfus inspects the axe he had won, discovering a triangular etching at the base of the grip. There is a small blinking light, flashing in groups of two. We also now have a whole bunch of magical weapons lying around.

The priority seems to be to escape, have Derich patch up the wounds of those still walking as best as possible, then make for the nearest Cleric or Paladin who can cure diseases. Luckily, now the party has access to the administrator’s desk, they should be able to override the counter-measures and allow escape.

For now, they attempt to go and fetch Derich to get everybody walking. Thorfus remains behind to deactivate the scanning whilst Chuq heads through, the reasoning being that in a pinch, Chuq can use shadowstep to escape. He makes it through safely however, and pokes his head through the portal.

A quick telepathic exchange, and Derich joins Chuq, following him through to the Pathogen Labs, and then directly to the dwarves. Thorfus asks him to rescue Axel first, and with a quick spell, the younger dwarf’s breathing returns to normal, though Derich remarks that he has a fever. Derich then heals up Thorfus, restoring much vigor to his veins, and finishes off my tending to Chuq.

After a few moments of working out the logistics of moving Axel and any other equipment, Edan eventually whips out a Levitation spell. Casting it on one of the tables in the lounge area, the party uses it to carry Axel and the magical weapons. Chuq, being immune to the infectant, takes the time to clear everybody out and extricate the rotting bodies from the unopened suits of armour. One of the occupants seems to be succumbing to the plastinous infection, and the other two calcite. They pile the two calcite-owned suits onto the table also.

Whilst removing the helmets, the monk notices that there are some more differences internally to what he remembers of Axel’s suit. Namely, the internal viewpoint of the helmet, but also the presence of a number of lights in the collar. Each suit has two red lights and three clear.

As the party heads for the showers, Thorfus tries raise the Grappler Automatons, but they are non-responsive. Checking them visually shows the lights on their bodies are now dead. The party makes it way into the showers, taking the time to wash off one by one, then dragging in Axel, and also the armour and weapons. We also loot the room for gold and jewels.

Once they’re sure they won’t accidently infect anybody, Thorfus deactivates the scanners again and the party heads through the portal back to the Engineering facility. After reuniting with our hirelings, we reset the portal and return to the Temple in the Lower City with the destination of Lupaa, who Derich says can cure the diseases we may have picked up.

Axel awakens sometime in passing through the Hall of Pillars, very much thinking they are still in combat. He lies back down in the cart, which he had been placed in when Edan’s spell ended, feeling very ill. During the journey, he offers his own suggestions as to various issues as the party fills him in. One of interest is the potential that the Grapplers work off of a charge, going by the stations they were in, and their inactivity was caused by being out of them for two long.

Chuq wonders if Kalgunn could help us merge the recharging stations and the power armour in some fashion, though Edan has confined the sword to a chest for now, whilst we see Lupaa.

Lupaa realises something is off by the taste in the air when we arrive, and after filling her in on the situation, she asks us to rest whilst she prepares her magic. We set a watch and bed down exhausted. Chuq takes the time to look out over the valley between the peaks, inspecting the edges of the city.

It takes some time, but Derich and Lupaa are able to begin healing up the party. We inspect the new equipment in the mean-time. The axes we found for example, are made out of what appears to be a similar material to the cubes we found. On further investigation of the Administrator’s axe, the blinking section at the bottom of comes off completely, appearing to be a different type of power unit.

Axel checks out the power armour, revealing them to be an obviously more primitive design, lacking voice-activated features and the intelligence from his other suit. Inspecting the battery reveals the receptacle to be triangular instead of rectangular, and is similarly locked in. The monkeys are also unable to deactivate the suits. Sometime in the time since Chuq checked the collar, another of the ten lights has switched off, leaving two clear and two red. Axel sits down to watch and time the lights.

Edan decides to cast his Identify spell, testing it on the power armour. He has some difficulty, as it seems the majority of the armour is mundane. The battery however seems to have some magical component to it, in terms of raw power, and would be able to power the suit for 12 more days. Additionally, the battery would be removeable in just two days.

We also learn that the armour is constructed from a special alloy of several metals and the same stone-like material used to constuct a lot of the Ancient Dwarven technology, such as the portals and information reliquaries.

After almost a day of rest and healing, Lupaa announces Edan finally cleansed, and ponder our next move, which would logically be the Botany facility. Chuq asks Lupaa for a Divination of the facility, and she tells us that she senses a dark presence waiting for us. It wants something from us, and may give something in return.

Realising we’re low on Healing Potions, Chuq shadowsteps up to the Upper City with Thorfus to visit Ancelm Mordale. He only has the two unfortunately, apparently the leader of the guard had been buying a bunch up recently, and despite the best efforts of Pouchmaker and Belroar to procure ingredients, he’s having trouble keeping up. They cost 800 gold each.

They also look to buy some disease-curing potions, which he reckons he can mix up a purgative, but nothing proper.  Ancelm also offers an infatuation potion for 400 gold, which is turned down. They do buy all his oil however.

Edan takes the time to speak to Kalgunn about the Administrator’s axe, and they realise that by the language of the command word, the axe is a modern creation of the Silver Throne. It was likely built from Marchmain’s knowledge, though he probably lacks the materials and factories of the past. The elf also continues discussing his idea of a flying ship, and puts forward several ideas that Kalgunn very much approves of. He also is impressed by Edan’s casting of magic, and praises Edan’s reply of ‘tapping into an otherworldly source’ when questioning his use of it.

Kalgunn also offers his opinion on the newer armour suits, which proves his hypothesis that they lack the manufactories. It makes us wonder where they are building such things however. He also calls the strange stone-like material ‘nano-carbon’.

The next day, which is now the beginning of Jourilden, Socrates alights on Chuq’s shoulder and warns him of Finkleworm’s impending arrival at the Pathogen Labs, so we have him halt his advance.

Unsure of whether to head back to Pathogen to loot, or move on to Botany, we head back to the portal, Thorfus bringing along a fresh batch of monkeys. We return to our base in Engineering, and use the portal there to begin scouting the Botany facility after some contention.

Chuq’s helm picks up a single, watchful presence somewhere on the other side. Afterwards, a monkey is sent through, entering the room with the softly glowing blue pillars. After a moment, it runs to the side and Thorfus loses contact as it is obviously hijacked by something. We decide to send the chicken Toni through, and Chuq is able to communicate with her, though the hen is fixated on the scent of food somewhere beyond one of the doors and has to be yanked back.

Starchy is asked to sniff the other side of the portal, and can only say it’s fairly clean, but people have passed through. After some questioning, we work out that there have been injured Undying in the room.

We decide to head through, though with perhaps a little more force this time, inviting Derich and Kottar to join us. Axel steps through first, noticing that there are shapes floating within the pillars. Thorfus follows, unceremoniously roped and held by Chuq, and when we pass through, it appears to the monk that we freeze.

They pull hard, and pull Thorfus back through, giving Axel a momentary movement. When they look again, the door Toni was drawn to is open, and a native islander is standing there holding a sign with a message that reads:

To Thorfus of the Ironhand Clan: Ilsske, War Leader of the Lord Marshal’s Western Forces, proposes a trade. In exchange for your comrade and the platinum key you seek, close the gate and return power to the BioForge facility for one day. At the end of the day, reopen the gate and collect your prizes. Refuse, and your comrade will age to dust in a moment’s time and the key will be destroyed. Answer by written message visible through the portal in one hour with a simple yes or no.

Thorfus himself noticed no passage of time at all. They try to lasso Axel, but naturally the rope also slows in time. Checking with Kalgunn reveals that shutting down the power would also shut down the portal, so once again the party is left trying to rescue Axel.

The party hatches a plan involving cycling the power to disrupt the power to the stasis field and portal, then quickly reopening the portal, lassoing Axel and hopefully dragging him back through. Unfortunately, when they enact the plan, all it seems to do is move time forward another instant. Axel moves slightly, and the door is now closed. Even trying to simply reach through is like trying to push through rock.

They decide the best chance I have is to deactivate the power for ten minutes and hope I can work out what to do.

Axel comes too in the now dark room. The portal and none of the doors work at all, and he can’t force them open. The tubes have nothing of use that he can see, being something to do with ‘scrubbing oxygen’. Axel then breaks out his pickaxe and starts trying to break through the door, pausing only to break a few power conduits in the wall.

When he finally breaks through, he is face to face with a whole group of Undying on a balcony. Within the group are two clerics, one eyeless and one earless. After a short conversation where they surprisingly do not kill him, he realises some of the situation he is in, and writes a message on his shield asking them to turn the power to the Bioforge.

After several stop-motion exchanges, Axel has been aged 27 years, and the clerics have proved the ownership of the final platinum key. Axel talks to the eyeless cleric a little more, trying to think of a way to bargain his way out, but comes up with nothing, so writes a final pleading message to his friends to free him.

The power is cycled for a final exchange to see the party’s response.