The Gatekeeper

2. Dust and Fire

Delving an ancient, ruined city of madness and a world of fire

The heroes found themselves in a deep well of dark water.

Fumbling and flailing for the surface, they reconnoitered and determined they were in a far removed world from where they began that day. Surrounding them were the walls of a dusty crypt, a place that hadn’t been touched in centuries.

They spent a few moments conversing, though not to much effect, due mostly to their conflicting interests as regards Ysabelle. Vayne spoke on behalf of herself and J’Div: they’d been hired to “rescue” the girl, and she meant to hold up her end of the bargain. Tristan countered this, saying they would only take Ysabelle over his senseless or dead body, and Vayne replied with “a girl likes a challenge.” Brandis defused the situation before it could get any worse, saying that they had to work together to find a way out of that dead place, and a tentative agreement was reached. The look between Vayne and Tristan made it clear more than words would be exchanged.
As would become a pattern of behavior with him, Razor triggered an ancient defensive ward in attempting to find his way out of the crypt, summoning rock-like guardians that seemed loath to attack Ysabelle (but happily mauled the rest of the heroes). When she connected with their minds briefly, Ysabelle had the sense whatever was controlling them thought it could connect with her in some way. The heroes vanquished their foes, but the unease lingered. Rest did not come easily in that place, and the heroes’ sleep was shattered with dark and violent visions, particularly for Ysabelle, who woke screaming every few hours.

After a bad night (or day, there was no way to tell), the heroes pressed on into what turned out to be a vast, uninhabited subterranean city. There was no sign of anything alive in that place, though the heroes had the constant sense they were being watched. Ysabelle’s mental connection grew, until she became aware of a mental presence in the city that sought to draw her to it. It began to speak with her, asking her to join it in a central temple. The crystal was vague about the origins of the city, saying its inhabitants had gone silent long ago, and that “the world above” was a fiery horror.

In a basement, the heroes discovered a set of ancient books, including (in an unbreakable magic box) a tome that appeared to be bound in human (or something like it) flesh. Entering this chamber invited an attack from shadowy creatures (remnants of the city’s former inhabitants) but the heroes handily chased them off. Called the “One True Vision” (or something the like, Deep Speech doesn’t translate well into Common), the book was a treatise on all things aberrant and the Far Realm. Within its pages lay secrets to drawing upon the power of madness. The heroes took turns reading the book, but for Ysabelle, who wanted nothing to do with it. The hero it most affected was Brandis, who had received his training at a githzerai monastery and was used to mental discipline. This intrigued the heroes, particularly Vayne who speculated that she would have tagged him as a thief at first glance. This proved truer than anyone suspected.

Shortly after locating the book, the heroes found a temple with a gleaming gold disk embedded in the floor. The temple appeared to be to some sort of aberrant deity, as the great statue in the center depicted a squid-headed creature all of us could identify but didn’t dare name. Ysabelle did the honors, though none could say where she came by the knowledge: Mind Flayer.

The room had an odd effect on Tristan, who got a feverish gleam in his eye and searched his pack for a short rod of steel that looked like a piece of a staff. None knew its purpose, but it appeared clearly magical. He fell into communion with the rod and it pointed toward the disk, where he insisted ‘the next piece’ lay waiting. The heroes worked to remove the golden disk, only to trigger a trap that landed them in a 3-dimensional fight with a gibbering mouther. When they defeated the creature and found their way out of the trap (mostly thanks to Brandis, whose disciplined mind solved the puzzle quickly), they found themselves back in the temple, where another battle ensued, which they also won. The disk removed, they found another length of rod, which Tristan promptly set to his first piece, making them bond instantly. He stated his desire to find the next piece—that is his quest, it seems.

The heroes spent that “night” under the vigilance of their mental companion: a massive, intelligent crystal that glowed at the heart of the underground city. Though the entity was clearly not to be trusted, the heroes made peace with it long enough to rest from their battles. That was until Razor provoked it by attempting to smite it with his sword, causing it to summon a frost beholder and four foulspawn hulks. A mighty battle ensued, wherein the betrayed crystal sought to take over Ysabelle by replacing her mind with its own. The heroes barely defeated the creature, only to open a rift to the Far Realm beneath it. Promptly, the portal began to suck anything and everything nearby into it, including all the shadows of the city’s former inhabitants. The heroes waded out through the stream of shadow, their vitality draining away as they went. Vayne, who had a strong resistance to shadow thanks to her shadar-kai blood, protected Ysabelle as best she could, sacrificing some of her vitality to help her (and the others) escape.

When it was over, the city lay in ruins, but at least the awful menace that had attempted to steal Ysabelle’s mind and soul was defeated. With nowhere else to go, the heroes discerned the location of the nearest portal off the world (thanks to Brandis’ planar astrolabe), which lay upon the surface, and set out in that direction. They hadn’t gone up through more than a couple tunnels before the air about them started to heat up. A colony of bats that were as much fire as flesh attacked them, but the heroes valiantly fought them off. Vayne’s swordmagic proved especially useful in paralyzing the firebats long enough for the others to kill them, lest they take advantage of their superior mobility.

When they arrived on the surface, the heroes found themselves in a hellish world indeed. The Elemental Chaos was bleeding into the world—mostly forces of fire and earth—and it left the surface a burnt cinder. The heroes pressed on toward the portal, though they knew they would need help to make it through this harsh landscape.

Help soon arrived in the form of a volcanic dragon—a terrifying beast whose insides coursed with super-heated magma—which at first attacked, then opted to bargain with the heroes. Its egg, it claimed, had been stolen, and if the heroes retrieved said treasure, the dragon would take them to the portal it knew of. This the heroes did—and the dragon kept up its end of the bargain—only to discover the truth of the dragon’s claim: the egg did not belong to that wyrm, but rather to a bigger, older, and more powerful volcanic dragon who soon enough was on their trail. They laid an ambush for the elder wyrm and fought it to a standstill, at which point they made a new bargain: they would return the egg if the older dragon carried them to the portal, and (of course) if the older dragon would kill the younger, treacherous one. The dragon agreed, slew the thieving dragon, and (pleased with the heroes’ ruthlessness) carried them to their goal: a volcano filled with fire giants and elemental archons.

Fortunately, the heroes had planned a distraction: they secreted the egg among the giants and archons, prompting the dragon to rampage through their ranks and kill as many as got in its way. In the confusion, the heroes were able to slip through, find the portal, and take it away from that awful place.

To Be Continued!



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