Much has been achieved today
- You visited Methos’ treasure trove and learnt it had been plundered by adventurers. Then you managed to breach the inner chamber to find the real treasure trove (I will give out treasure just before next game, but if you want to send me five percentile rolls I can let you in on your big prize for the haul!) minus a staff of the psion. Will Methos hunt it down and wrest it from the hands of the God who thought it would better serve him? Perhaps he will invest in better defence and concealment of his cult artefacts… or perhaps… he did… perhaps… there is more in Methos tower than has currently been revealed…
- You visited the time shine and saved it from the assassin. Then you used the time chamber to get a vision of the arrival of the Tris (scholars for millennia will debate your account of this): a bright light like a shattering crystal streaks across a deserted land, and thousands of Tris arrive, battling aberrations. They quickly are victorious and set about building a civilisation. They have advanced crystallomancy (Methos was taking heavy notes here)
- You slew the assassin. Twice. But he’s not going to give up yet, and he seems to have a near endless supply of abyssal umberhulks, doesn’t he…
- You sent an embassy off to the beastmen, skylings and warlords to warn them off the future events, but have not yet had the chance to see them in person.
- Gerry finds out her pirates are bunkering down while the rest of the pirate lords begin a giant civil war. Things could get very much out of hand in a matter of only weeks.
- You met three of Lukats ‘daughters’ who offered her the first of seven pieces of a powerful artefact of the Mystic theurge. She may like to hunt it down or focus her attention on other options, it is up to her - such as a device to force the enemy to waste his attacks so you have a chance to cut him up. On the other hand, she may like to research the headband of the mystic theurge to see what it can do. ON the other hand, it may do just that…
- You, the first of your people EVER, have travelled and survived in the realm of light and seen the great City of Light when it once stood. Now you are legend.
- You met the current Emperor of the Tris as a young boy of extraordinary sorcerer talents.
- You learnt that if you can get a shrine of light set up somewhere in the time of the Tris, you can probably get Ikendri powered up to artefact level and pick him up 1000 years later in the present.
- You all receive one time smite attack (+cha to hit, +level to damage) as a blessing from being in the realm of light.
- There you met a being revered as a hero God – the mind flayer sorcerer Ka Sha Kahaknah. He blessed you with certain powers: Oma learnt how to speak with mind flayer larva, Methos gained the ability to imbdue weapons with psion bane ability (+2 hit, 2d6 extra damage) for a number of rounds equal to his charisma (these weapons can be taken from Methos and used against him). Others have yet to announce whether they have accepted the his gift – Ebon to have +2d6 v’s aberrations, Lukat to gain limited telepathy (can eavesdrop telepathic conversations, but cannot send or receive messages), and Gerry to become immune to mind blast. Karuch was not given any options, neither was the tiger or Scooby or C’ari. She’s still around.
- In three years time, Ka Sha Kahaknah will rise to lesser divinity by slaying the gods (and still no one tells you their names!) Yet he seems like a pretty good guy for now. (of course, that’s three years time in the far past, to you, it all happened a little under 10,000 years ago from your present time).
- Did I miss anything… what will you do now?
The place you enter in is perfectly bright, and yet your eyes can take in every detail with comfort. It seems you are in some kind of platform, surrounded by blue Sodalite pillars perfect for welcoming plane shifting travellers.
The majestic towers of gold and white light seem to stretch off infinitely into the distance. But at the centre of the city a pure while column of light pieces the city and extends unending above and below the city of light. It is the veil, through which only Gods may pass, and to pass though is to become a God - as did Great Enemy once, and may perhaps do again. The veil is as gossamer as a thin sheet of fabric, and feels just the same. Within, beings appear to be moving softly about, and occasionally their voices can be heard. It is a sacred place, an eternal place where all the past, present, and future is present as one eternal now. To dwell there would be to be able to travel to any moment in time in the universe, and thus to hold unimaginable power…
All around you in the City of light an overwhelming presence of peace, majesty and love overwhelms you. Never before have you felt more like you are in a place you belong – you are home. Whatever else happens to you, you know you will never be the same again…
Saturday, December 11, 2010
Monday, December 6, 2010
The aincient Tris join the fight
It didn't take much convincing, not much at all. In essence, you simply told them the Enemy was comming from the future, not the Sultancy, and they said "Sit down while we check it out."
So in the meantime Gerry runs off with Horns to contine the Beastmen independance movement (or something), making herself a legend in the process, even speaking to the Emporer on their behalf. In the meantime, you manage to intercept a plot to seduce a young mother to demonic sorcery, and destroy the leader of the cult. With his charismatic leadership gone, sources say his lutenants will fight it out for years, possibly destroying themselves and their cult in the process. Another potential threat to the great Tris empire has been thwarted.
So after a week the Tris officals return with "Oh, yes, seems you were right. We'll sit down here while we get our armies nice and warmed up!" By try as you might, there seems to be no way the Tris can be saved - if not the Sultancy, or the sorcerers, or a Beastmen uprising, then by who? In three years they will no longer be a people. The Emporer knows this. Their Wizards know this. The people, however, do not, and though there are rumours, it is only mad men and prophets who speak of the impossibility of any force bringing the Tris low - they are mocked, and scorned. The Tris, who slew their own Gods! Destroyed? Bah!
Where will the Hero's travel to now?
So in the meantime Gerry runs off with Horns to contine the Beastmen independance movement (or something), making herself a legend in the process, even speaking to the Emporer on their behalf. In the meantime, you manage to intercept a plot to seduce a young mother to demonic sorcery, and destroy the leader of the cult. With his charismatic leadership gone, sources say his lutenants will fight it out for years, possibly destroying themselves and their cult in the process. Another potential threat to the great Tris empire has been thwarted.
So after a week the Tris officals return with "Oh, yes, seems you were right. We'll sit down here while we get our armies nice and warmed up!" By try as you might, there seems to be no way the Tris can be saved - if not the Sultancy, or the sorcerers, or a Beastmen uprising, then by who? In three years they will no longer be a people. The Emporer knows this. Their Wizards know this. The people, however, do not, and though there are rumours, it is only mad men and prophets who speak of the impossibility of any force bringing the Tris low - they are mocked, and scorned. The Tris, who slew their own Gods! Destroyed? Bah!
Where will the Hero's travel to now?
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