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Objectives and Key Information.

Posted by HeathFor group 0
Heath
GM, 893 posts
Tue 4 Aug 2009
at 18:42
  • msg #5

TEMPLE OF ASHMERE

PRIMARY OBJECTIVES:

From AILAMERE'S QUEST

1) Find the Temple of Ashmere and report back to the dragon Ailamere within 3 months.  (The Xren Codex in the temple tells where to find Augmantium.)

2) Find the dragon Augmantium (which was pulled from a rift 1000 years ago into a mountain tunnel deep inside an ancient crater).

3) Free Augmantium and send him to Ailamere within the 3 months so Ailamere can leave this world, and all she has will become yours.

PRIMARY OBJECTIVES:

From TEMPLE OF ASHMERE

1)  Find the Temple of Ashmere's hidden location

2)  (pending)
This message was last edited by the GM at 21:19, Tue 04 Aug 2009.
Heath
GM, 1067 posts
Fri 8 Jan 2010
at 17:33
  • msg #6

Re: TEMPLE OF ASHMERE

AZARON:

Azaron is a wizard in his twenties with dark hair and an eye patch.  His lack of depth perception doesn't make him very good in battle, but he is a very capable wizard with a lot of knowledge and has many scrolls, potions, and things which he uses sparingly.

"I only want one thing from Ashmere," he says, "and that's the knowledge I find there and the potions.  Agreed?"  He repeats this; it is not really a question.

Borimer said: "What is this information, and  what are these potions?"

Azaron said, "Not to be rude, but that is my business.  They are health related.  Magic takes its toll on the user, you see, and I need them to sustain myself.  The Temple is rumored to have these potions to help mages cope.  The information is whatever lore we find.  I can only guess what secrets await.  I simply do not want to be rushed through by those eager to take the Temple's vast piles of gold."

Azaron says, "I'm not asking for sole right to the information.  All I'm asking is that you make sure to give me the time I need to look at all the information I want to when we get there.  I don't want it hidden for another thousand years."

When told Tim from the wizard's guild wanted to talk to him, he said, "As for Tim," and he says this name like it's poison to him, "I will not be returning to see him under any conditions.  Besides, last I heard, he was looking for Ashe, not me."

An evil wizard named Tarimar seems to be stalking Azaron (see below).

ZHOU (or AZHOU):

Zhou is one of the few people who can translate ancient Allevian written language.  You need him to help translate the writings on the wall at the Temple of Ashmere.

Zhou only trusts Azaron, and Zhou was placed in Azaron's care by the wizard Ashe.  Azaron is needed to help interpret the translations by Zhou.

Azaron said, "I know where Azhou is.  But he is blind and has no hands or tongue.  They were taken from him by the derro many years ago.  The only way for him to translate now is for me to write the figures on his forearm one at a time.  It is slow, but it is all I have."

INFORMATION FROM AZARON:

Azaron lights a pipe and blows smoke rings like an old pro.  He smiles at Oak's question.

"Well, that is a good question, isn't it?  You probably know the rumors about Ashe, but I'll let you in on a few things.  Before the orcs, Ashe was commissioned by the King, and paid for out of Baron Faulbane's coffers, to build a tower in the Valley of Mist.  That's a place where the lines of magic are strongest, and they cross in the center of the valley.  Magic is not as strong here as it is on Allevia."

He looks up at the sky, trying to find the sister planet Allevia.

"His commission from the king was to perform magical experiments to further the kingdom and protect it from outside threats.  His real specialty was teleportation, though, and he figured the best way to channel magic was to open a doorway to Allevia itself, a doorway which had been closed for a thousand years.  There are many magical items in the kingdom that bear Ashe's touch -- chests that open onto a desert, a bathtub, a wardrobe, an enchanted mirror, and many more created as he experimented."

You remember your journey and encounters at the inn, traveling through the bathtub and chest and wardrobe to Allevia, where you saw a dragon flying overhead from the island.  Now you know the source of these objects, and they are not from the ghost of Nashkaelebod.

"The tower itself," Azaron continues, "is a marvel of magic.  In its center was the ultimate in teleportation experiments.  For Ashe conjured up a great red dragon, ancient and evil, but not by choice.  It was an accident, and that opened up this world to stronger magics and to many of the evils that are here today.  This is why Ashe is reviled so much today.  He was old.  The magic had taken its toll on him, and he rued his great mistake.  He disappeared into obscurity or, even more likely, death."

Azaron takes a puff on the pipe.  "A wizard named Gathbael found Zhou after his maiming.  He brought Zhou to Ashe, and Ashe turned his care over to me.  I was a young yet powerful wizard not too interconnected or well known.  In fact, no one knew of me until Zhou came into my care.  Then it seems as if I've been on the run ever since."

He watches a circlet of smoke rise.  "Well, as you know, Ashe's opening of the portal between worlds created a sort of chain reaction.  Dragons appeared and magics appeared to reinflate ancient items and artifacts.  The orcs soon overtook our kingdom, assassinated the king, and sent Lord Faulbane off into bondage.  Who knows how many of our nobles still live.  You have the Shadow Regime and certain groups trying to strike up coups or rebellions, but the orc armies are strong and merciless.  I prefer to live outside them all.  One day, hopefully, my magic will restore all that Ashe caused to go asunder."

After the attack by the invisible stalker:
"That," Azaron says, his hands shaking, "was what we call an 'invisible stalker.'  It is summoned from the plane of air to do some task for its master on earth.  Only a very powerful wizard can summon such a being.  Once destroyed, it returns to its plane of existence."

He steps over to Zhou and helps him to his feet.  "This means two things.  First, the wizard can summon the invisible stalker probably once each day.  It may be the same one, maybe another one.  Probably, we will face the same one again.  The wizard will want it to use its accumulated knowledge.  What were its goals, I wonder?  To get Zhou?  To get to the Codex first?  To follow us?  There are many questions here."

Once Zhou settles back into the cart, Azaron says, "The second is more disturbing.  The type of wizard who can summon an invisible stalker is extremely powerful and dangerous.  And ruthless too, because the stalker is an unwilling servant -- a slave to the wizard.  So what wizard is so powerful he can conjure the stalker?  There is only one I know who is so powerful and hates me so much, one who desires knowledge, but more importantly, the power that comes with it.  I thought he was dead, but he held the Staff of the Magi, so maybe...  But it has been many years."

Azaron seems to drift off in thought, still trying to digest what he is beginning to understand.

"Who is this wizard?" Adaran asks Azaron when he mentions the one who held the Staff of the Magi.

Azaron says, "His name is Tarimar.  Last I saw him, he was escaping to Tienna through an open portal.  However, I managed to close the portal as he was escaping, which cut off both his legs.  I assumed him dead these past 12 years, but rumors have abounded, which is one reason I have kept in hiding with Zhou.  Could I take him?  How can I say?  I don't know what his level of power is after all these years, nor what magical assistance he carries.  With his staff, he was very powerful indeed.  If he can conjure up these invisible stalkers, he is quite powerful."
Heath
GM, 1093 posts
Tue 19 Jan 2010
at 18:34
  • msg #7

Re: TEMPLE OF ASHMERE

The journey from Faulbane to Ailamere is 10-13 days (7 days from Faulbane to Primsen, 1-2 days to Weedwater, and 2-3 days from Weedwater to the dragon's lair).
Heath
GM, 1516 posts
Thu 13 May 2010
at 20:16
  • msg #8

Re: TEMPLE OF ASHMERE

Bump.
Heath
GM, 1649 posts
Tue 29 Jun 2010
at 17:20
  • msg #9

Re: TEMPLE OF ASHMERE

Since we have new players, I wanted to refresh everyone's memories about the goals here.  There are several goals and ongoing missions, some critical and some not so much.

AILAMERE
quote:
The dragon, obviously angry, says, "I am no male.  Call me not 'sir.'"  The reference to her as a male seems to have disturbed her.  "I am Ailamere, brought here against my will from my island perhaps 15 years ago." *RIFT IN SPACE. PORTAL*  "We are prismatic dragons, and my mating time has come."  She snorts.  "If return do I not, I must expand my territory here."  *UNCLEAN LAND.  FILTH NOT ALLEVIA.*  You notice her Common has been getting better the more she speaks.

"My domain is limited, but there is one who can help me return."  *ANOTHER DRAGON SENT HERE AGAINST HIS WILL*  "Augmantium.  He was pulled into a rift a thousand years ago, entombed in a mountain tunnel, down a crater.  I cannot find him myself.  But the Xren Codex in the Temple of Ashmere tells where he is.  Free him, send him to me, and all that I have from this planet is yours when I leave."  *FILTHY LOOT. NOT WORTHY OF ME.*


You were given 3 months to send Augmantium to Ailamere or Ailamere will be forced to expand her territory, leading to the deaths of many innocents.

If you do this, Ailamere will relinquish what she has to you (i.e. the hoard she is not taking back to Allevia) and return to Allevia, thus saving the area she had been ravaging.


Guantano was a strange gnome who claimed he could time travel.  He told you before dying to "Go see the dragon."

<purple>
AZARON AND THE TEMPLE:
1) Azaron must live (optional objective): he will help you and guide you as much as he can and translate the Xren Codex through Zhou.  All he asks for in return is the knowledge of the Xren Codex from the temple and the potions there.

2) Zhou must live (mandatory): Zhou must live at least until translating the Xren Codex and giving you the information you need about Augmantium.

3) Treasure: The Temple of Ashmere is rumored to contain piles and piles of gold (which was recently confirmed by the dwarves who made it into the temple about 6 months back, though only one made it back out).

4) Defeat Tarimar (optional):  Tarimar is an evil wizard who previously hunted a great wizard named Ashe and who now hunts Azaron, primarily through summoning an invisible stalker, but also with his dwarf minions with the strange tattoos.

KRUGOTH

Krugoth: Krugoth is a dwarven tribal chief.  He gave you a portable hole and the use of the flying creatures called Earthrocs and the following commissions:

1) Fill the portable hole with all the gold it can hold from the Temple.  He said: "Give me only the weapons you find and half the gold, and I will give you each 2000 gold in Orc Drakma and let you use our earthrocs."  The gold you give him will be used to fight the orcs (a cause you all support).  "Normally, I would not make such a beggar's request, but the war is nigh at hand.  We need weapons and wealth to hold out against the orcs. You may have seen their subtle march against humans.  They will not be so subtle with the dwarves.  Even now, their armies are amassing at the borders.  Taking the human lands gave them prime strategic real estate to bide their time and then slaughter the dwarves.  That time is now." (THE PARTY NEGOTIATED WITH KRUGOTH TO KEEP THEIR FIRST PICK OF ANY WEAPONS FOUND.)

2) Krugoth received word that the orcs plan to attack his compound in 5 days.  Therefore, the Earthrocs he sent you on must be returned by that time (or you lose your ride and your guide, and your only way to make sure you get to Ailamere on time).  THIS GIVES YOU ONLY 3 TOTAL DAYS INSIDE THE MOUNTAIN BEFORE YOU MUST BE BACK TO THE EARTHROCS, AFTER ACCOUNTING FOR TRAVEL.

3) Assist the Dwarves (optional):  Likely, a battle between the orcs and dwarves will take place soon after you return.  You have the feeling that you will be forced to help the dwarves (whether you want to or not) because you will be surrounded by the orc armies...but that is for another day.


Did I miss anything?

RUMORS:
You have also heard rumors.

Krugoth told you:
"Rumors abound about other things as well.  Some say the human king is actually alive and being held captive.  Others say that Lord Faulbane still lives and will be returning to Faulbane to show his alliance with the orcs.  None of this sits right with me.  But one thing is certain:  many lives will be lost in the coming months." "The rumors have been mixed when it comes to the human king.  Some swear they saw him die in battle.  Others claim that was all a ruse so he could bring the kingdom out of ashes later on.  Still others claim powerful clerics healed or resurrected the king.  I cannot say for certain what is true, but my scouts have reported a secret amassing of a human army of loyalists, and the only thing that can really make them so bold is the idea that the kingdom might live on."

"I have also heard that the Shadow Regime is collaborating with the loyalists to sabotage orc infrastructure.  It is all being planned and will happen soon, probably in one fell swoop like a flash of lightning from the sky.  If we are to help, we must get the weapons and gold from the temple as soon as possible.  We plan to hire mercenary armies from the north, from the dwarven clans that care little about the orcs or the dealings down south.  There are also giants up north who owe us goodwill and will aid us for payment in gold."

 "And then there's Faulbane.  The Lord of Faulbane Manor was thought to be poisoned by orc sympathizers who infiltrated his court.  Faulbane is an ideal staging ground and is of great military significance.  So now they say he yet lives.  Few liked the man, but I cannot believe he would align himself with the orcs.  That would be a huge impact on morale, hurting or helping depending on whether he joined the orcs or resisted them."

At the THIEVES GUILD, Oak and Adaran heard the following rumors from Silverpalm:

"Temple of Ashmere, you say?  I haven't heard that name in ages.  It is not a holy place at all," he says.  "The legends say the Temple of Ashmere is where King Mahumat stored his treasure.  That would have been over a thousand years ago.  Piles upon piles of gold and silver coin.  Well guarded, I've heard.  But that was ages ago.  During the Great Apocalypse a thousand years ago, the temple was buried by a mountain, and its location was lost.  Even the greatest thieves don't know where it's at." (As you've found out, Silverpalm's information may not be 100% accurate.)

"They say its location can be found in the Xren Codex, for one who knows how to read the language.  But there are only three living today -- or rumored to be living -- who know how to read the Xren Codex.  One is Zhou Fanding.  He was a close acquaintance of the wizard Ashe.  You probably know about the Valley of Mist and all Ashe did, that son of beardless mother!  Anyway, Zhou was kidnapped by the Derro about 20 years ago and forced to translate a portion of the Zren Codex.  When they were done with him, they cut out his eyes and severed his hands so he could do no more translation.  The other two are gnome brothers, Jark and Sark Gurlek.  They went into hiding after the war and haven't been seen in almost two decades.  Zhou also hasn't been seen since his maiming."


Silverpalm gave Oak and Adaran a map of secret tunnels into Faulbane to avoid the orc checkpoints.
This message was last edited by the GM at 19:18, Tue 29 June 2010.
Heath
GM, 1872 posts
Tue 10 Aug 2010
at 19:34
  • msg #10

Re: TEMPLE OF ASHMERE

To avoid needless repetition and aggravation, and for the newcomers, here is how the three Allevian Words of Power separated out during the first puzzle:

ALLEGART
ALLEGALA
AREGALLA

ARIGALM

AZUR
ALMA
AZUGALMA
AZURALLA
BALLEGART
BALLEGALA
BAREGALLA

BARTIGALM

BARTIZUR
BARALMA
BARZUGALMA
BAZURALLA

MALLEGART
MALLEGALA
MAREGALLA

MARIGALM

MARTIZUR
MARALMA
MARZUGAL
MAMAZURALLA
ยค
Heath
GM, 1945 posts
Fri 20 Aug 2010
at 15:44
  • msg #11

Re: TEMPLE OF ASHMERE

In the treasure room of the Temple of Ashmere, the party found an ornate dagger and ornate sceptre:

The sceptre is ornate, clearly of great value.  It almost seems to hum with some internal magic, and it radiates a soft glow.  There is something written on its side, and jewels adorn it.

The dagger is similarly ornate, with jewels running up the center of either side and a hilt made of gold.  It appears ceremonial in nature, rather than utilitarian.  Writing is on its blade.

The writing on the sceptre says, "IKISHI." (Meaning Life from Death.)

The writing on the dagger says, "SHISHIKI." (Meaning Ceremony of the Dead.)

Iki-Shi ("eek-shee") translated is, "life from death."

Shi-Shiki ("sheesh-key") translated is, "ceremony of the dead."
This message was last edited by the GM at 21:50, Wed 29 Sept 2010.
Heath
GM, 1953 posts
Fri 20 Aug 2010
at 22:57
  • msg #12

Re: TEMPLE OF ASHMERE

OOC: For those new to the game, your group was essentially "employed" by the orcs to carry out missions for them.  Here's a brief history of interaction:

1- In Rathyl's Treasure, you saved Rathyl's daughter Pearl and met the orcs who were at her father's estate.  An orc official gave you a coin meaning you came into their favor.  This coin was used at Town Hall to signify you becoming a "Guardian of the Peace," essentially a non-orc police officer in the orc kingdom.

You were given medallions signifying your position. This gives you special treatment among the orcs, fairly free passage, and freedom from being molested.  It also demonstrates to others you are "in with" the orcs...think of (Hitler's Youth).

2- In Murder in Oakbridge, an orc captain took in your services to secure the Oakbridge district and investigate murders.  Since they were non-orc murders, the orcs couldn't be bothered.  The people were essentially locked into their district until you finished your investigation.  This brought you into the public eye as orc conspirators (to some).  An orc sergeant accompanied you, making it look even more like you were with the orcs.

After completing your investigation:
quote:
As you collect your reward at the orc station and breath a sigh of relief that this is all over, you hear a ruckus outside.  Through the door of the office bursts several very large orc soldiers dragging a human between them.  The human has been beaten, and his hair has fallen over his face.  He has been stripped of nearly all his clothes, and his feet are dragging behind his weakened body.  When he looks up, you recognize him.  It is Lucian, the crazy man who thought you had come to take him to the orcs for his heroism on the field of battle during the Orc Wars.

He looks up, recognizes you, and says, "You!  You did this to me!  I will never forgive you.  I will make sure every human knows what a traitor you are.  To turn in your own kind--"  An orc slaps him in the back of the head, and he drops it in his weakness.


Thanks to you, the orc sergeant got a promotion.

(In truth, of course, most or all of you despise the orcs too.)

3- In Metamorphologically Speaking, the orcs sent you to investigate a secret magic research facility.  Of course, loud enough so everyone could hear, an orc official at Town Hall chased after you to make sure you signed the non-disclosure form, the waiver of liability form, and the receipt of acknowledgment of a license to kill.  You ended up discovering the lab was intended to create the perfect warrior orc through improving orc anatomy so they could become the perfect killing machine.

4- In Time Bandit, you were hired by the orcs to investigate Guantano about a magical artifact that can stop time, one the orcs could use in battle.  A dam was burst by derro while you were in the sewers, and flooding almost killed you.  Of course, it nearly caused an insurrection in town and the orcs (i.e., you) were to blame.

At that point, you came into the good graces of the orc Chamber of Commerce, as well as the orc military, and your continued good graces with the orc Town Hall.

5- In Bloodsucker Proxy, the local farmers were worried about a vampire in the local hills.  The orcs, to maintain the good graces of the farmers who "provide" them with so much farming product, hired you to fix the problem.  Of course, unlike any other non-orcs, you don't have to pay the high orc taxes.  The orcs had a good laugh at "humans and their superstituions", and you once again were "at the top of our list" among the orc military.

They were so happy with you they asked if your name has a group.  Va'a jokingly called you "The Jesters," and Borimer laughed and agreed.  Now your group is considered orc "heavies" who do their bidding.

6- Bump in the Night was your first mission not at the behest of the orcs.  However, it put you in very good with the owner of the Crusader's Lounge, which is a neutral establishment.

7- Rondelle's Dragonwatch also was not at the request of the orcs.  However, you were able to move around freely only by showing off your medallions demonstrating your status among the orcs as "Guardians of the Peace."

Heath
GM, 2489 posts
Tue 9 Nov 2010
at 21:57
  • msg #13

Re: TEMPLE OF ASHMERE

This is probably the most important thread to read.
Heath
GM, 2501 posts
Thu 11 Nov 2010
at 18:33
  • msg #14

Re: TEMPLE OF ASHMERE

Back adventures:

In "Bump in the Night," the party found two strange portals that were unstable but led to an island Atoll on Allevia (the sister world with abundant magic; also the most distant of the "moons" you see in the night sky).  Unlike Tienna, the sun sets to the east on Allevia.

One portal was through a bathtub, and the other was in a chest (with password "Grindstaff").  Both these items are still at the Inn where Pearl is at. (Pearl is the girl you saved--thinking you were getting a valuable treasure that was a pearl, not a girl--who now works at the Inn and whom your group has "adopted" since her father is dead.)  These items are in the room where N'Bod stayed and where you hold a standing reservation.  (N'Bod is the pirate who got these items created by Ashe, or perhaps stole them from him.  You met his ghost and buries his remains.) These magically enchanted items are considered haunted and therefore people do not rent this room in the inn and don't want anything to do with the items.

You also recovered the Leviathan Dagger (+2) in that adventure.  The Leviathan Dagger is +2, but +4 against sea creatures.  Magical sea creatures can sense the dagger's presence and will crave it.  Its pommel is a "pearl of the sirines."

You also have the rights to Rathyl's armor for saving his daughter.  It apparently has something special related to dragons.  It is either somewhere at the Inn, on Atoll Island, or in the Valley of Mist.
This message was last edited by the GM at 00:18, Sat 16 Apr 2011.
Heath
GM, 3203 posts
Fri 15 Apr 2011
at 17:57
  • msg #15

Re: TEMPLE OF ASHMERE

Bump for the new guys.  The most important information is kept here.
Heath
GM, 3592 posts
Tue 9 Aug 2011
at 16:33
  • msg #16

Re: TEMPLE OF ASHMERE

The Dwarven Compound is called Klau Dhurin:



For more on the compound, see Temple of Ashmere 6.

The tattoo of Tarimar's followers is of an axe crossing a chalice.
This message was last edited by the GM at 16:35, Tue 09 Aug 2011.
Heath
GM, 3593 posts
Tue 9 Aug 2011
at 16:38
  • msg #17

Re: TEMPLE OF ASHMERE

In the compound:

1- Anlisade has a home in the far north touching up against the wall of the rock in the crater.

2- Polyanthar has an establishment in the center (just north of center) area with the open air training facility.

3- The main palace areas (where Krugoth and Pamaran are at) are in the center west, southwest.

4- Nimith's temporary visitor's residence is in the far southeast area.
Heath
GM, 3596 posts
Tue 9 Aug 2011
at 17:06
  • msg #18

Re: TEMPLE OF ASHMERE

Here is what the tattoo bearing Tarimar's symbol looks like, an axe crossing a chalice:


Heath
GM, 3700 posts
Wed 7 Sep 2011
at 00:29
  • msg #19

Re: TEMPLE OF ASHMERE

A reminder from Azaron's translations:

Azaron stops in his translation and turns to you.  "Here are some interesting prophecies," he says, pointing at the wall.  He quotes:

And in the final days,
The Eye of the World will loose
Augmantium from his demesne.
The gold dragon's influence will cover the world.

The land will be filled with the dead.
Fire, Earth and Water will cover the world,
Bringing an end to our rule.

The man king will return,
As if from the grave,
To rule over the ashes of our rule.


"Now, this is interesting," Azaron says, "because throughout the Xren Codex 'Our Rule' has referred specifically to the rule of the orcs repressing the other nations.  Releasing Augmantium apparently will take the orcs out of power once and for all.  You've probably heard rumors that the human king still lives.  If this prophecy is to be believed, he will be returned to power once Augmantium is loosed."

Azaron smiles.  "This is the key.  I was afraid the Eye of the World would destroy the actual world, but I see I was mistaken.  It will only destroy the world of the orcs.  That makes sense.  Remember what gods this temple was dedicated to?  The orc gods!  The orc gods fear the destruction of their people."

Azaron is walking toward the center altar now, stepping up on the bridge.

"All this destruction," he says, "is not our destruction at all.  It is the destruction of the orcs and their world."  He shakes his head and laughs as though ridiculing himself for his own stupidity.

Azaron steps up to the altar and lifts up the eyepatch on his left eye. He reaches in and pulls something out.  You see that it is a jewel, much like a diamond.

"As you probably have guessed," he says, "this is the Eye of the World -- the gem Tarimar seeks.  Maybe Tarimar was right.  If Tarimar understood the gem would destroy the orc rule, maybe he was right to seek it since he seeks utter destruction of the orcs."

Azaron replaces his eyepatch and sets the gem into the slot in the center of the altar.

There is sudden movement at the altar.  Clasps wrap around the gem and spin it.  Then a portion of the altar raises, showing a boxed area about two feet cubed.

In each of the eight corners of the cube are small slots, as if to insert something.  Two of the slots are about twice as large as the rest.

(Imagine a two foot square box.  Sitting atop it is the stone "lid" of the altar with the Eye of the World clasped on top of that.  At the top and bottom of each of the four corners is a slot to insert something.)

Azaron steps down.  "I suppose from here, the rest is up to you.  I do not know what to do from here."

He walks back over to see if his translation will help him further.
Heath
GM, 3960 posts
Thu 29 Dec 2011
at 19:42
  • msg #20

Re: TEMPLE OF ASHMERE

NEW KNOWLEDGE:

Tarimar is supposedly somewhere in the Dwarven compound, or was there when the orc king's spies reported back to him.  It is obvious that the king considers Tarimar the greatest threat to his power.
Heath
GM, 3970 posts
Tue 3 Jan 2012
at 19:17
  • msg #21

Kuvla Tah

From the thread "Kuvla Tah and the Five Pillars"
quote:
Kruinn sets an ancient, leather bound tome on the table.  "Dire news I must deliver," he says.  He opens the pages of the tome to a marked location.  Among the Dwarvish words, you see a picture of a planet or moon.  It is hard to tell which because it is completely black and lifeless, but a deeper black than any moon you have seen.  Kruinn says, "This is the result of the Kuvlah Tah."

Rimm explains, "Our planet Tienna is held together by a dull magic.  It is this same magic that causes items to fall to the ground when dropped and the rainbows to form in the sky.  Though dull, when spread over the entire world, it is quite strong.  We call it the Kish-Gilah."

Krugoth waves his hand.  "Ancient wives tales."

Kruinn ignores the comment.  "You have used an ancient artifact which brings forth the Kuvlah Tah.  This magic destructive force spreads as a ripple spreads across water.  Its anti-magic aura, having been held in so long, exploded out on the world and disrupted the Kish-Gilah.  Now, the world is crumbling and will look like this."  He stabs a finger at the picture.

Rimm says, "If these writings are correct, we have less than thirty days until all life on this world comes to an end.  Tienna itself may explode into a ball of gas."

Krugoth says, "How many times has the end of the world been predicted?  And it's never come to an end, right?"

They both stare at him but do not comment.  Then Rimm says, "Over the next thirty days, we expect disasters of proportions never seen in the world.  Earthquakes, volcanoes.  You already saw one such volcano erupt right after the anti-magic aura was released, did you not?"

Kruinn says, "Destruction on a massive scale.  Death.  The release of demons.  Cataclysmic disaster. They will get worse and worse until the whole world is consumed."


Krugoth says, "Then what can we do?"

Kruinn shakes his head.  "A quick and painless death is all we can hope for."

Rimm presses forward.  "The last time the anti-magic aura of Augmantium was released it was on a smaller scale about one thousand years ago.  It rendered the world sparse of magic, unlike the vast magic of Allevia."  He looks up, though the sister planet Allevia cannot be seen through the ceiling of the compound.

quote:
Krugoth frowns.  "Interesting," he says and drops the subject.  "I wonder if Tarimar even knew what he was doing."

Kruinn says to you, "But you hold Augmantium in your possession still."

Primm says, "What does it matter who unleashed the Kuvlah Tah?"

Kruinn shrugs.  "The prophecy says the ancient ones will unleash the Kuvlah Tah.  These are not the ancient ones, are they?"  He seems almost disappointed by the thought.  "In that case, Tarimar must be the one spoken of."

"What about the Five Pillars?" Primm says.  "Tarimar must be connected to them as well."

"Yes," Kruinn responds.  "That is what I fear the most."

Heath
GM, 3971 posts
Tue 3 Jan 2012
at 19:19
  • msg #22

The Five Pillars

About the 5 pillars:

quote:
Kruinn says, "There is an old tale of the Ancient Ones seeking out the signs of the Five Pillars of the Gods.  Five pillars of power are said to exist, and to each is afforded an incarnation of that power set in an item -- an artifact, if you will.  In all, there are ten such artifacts, one reflecting the light and one reflecting the dark."

Rimm says, "The Five Pillars of the Gods are as follows:

The first is power over life and death.
The second is strength and magic greater than mortal flesh.
The third is power over time and space.
The fourth is cunning and wisdom of the gods.
The fifth is persuasion and power over will.

It is said that there are always two living who seek total domination over one of the pillars, one for good and one for evil.  We had believed Tarimar to be the dark one seeking domination over the third pillar."

Kruinn says, "But it is said that one of the Ancient Ones will seek domination over all the five pillars.  This man would essentially be a god -- immortal, strong and powerful, capable of moving through space and time, infinitely wise, and able to bend the will of others.  We had hoped to never see such a time.  But if this is the Kuvlah Tah and Tarimar is an Ancient One, he may just be the one in the prophecy."

Rimm interrupts, "The thing is -- the prophecy does not say if this one will be good or evil.  A good god is not to be feared, but an evil one..."  He trails off.

quote:
Kruinn says, "The pillar is just an aspect.  The "Incarnation" or "Sign" of each Pillar is instilled in a physical object.  The dark aspect of the pillar is usually called the "Incarnation" and the light aspect is usually called the "Sign."  Ashe would have been searching for the Incarnation, I suspect.  He already had the Sign of the Pillar, which some call the 'Eye of the World.'  Tarimar has sought him out for many years searching for that.  It is an artifact of great power in the right...or wrong...hands."

Rimm says, "There is an ancient saying:  The Eye of the World is the Doom of the World.  In fact, Ashe must have used it to unleash Augmantium and the Kuvlah Tah."

Kruinn raises an eyebrow.  "Perhaps Adaran is right.  Perhaps he is the Ancient One."

Rimm says, "But what happened to the Eye of the World?"  He looks around at all of you for an answer.

quote:
Kruinn nods gravely at Adaran's admission.  "Ashe was a wise wizard, but perhaps he believes Augmantium would also take away the magic of the Eye.  I am not convinced of that.  If he knew so much about the Eye, why was he so keen on obtaining information about it from the Xren Codex?  Perhaps in this case Tarimar knew more than Ashe.  Perhaps not.  If the gods infused the Signs or Incarnations with power, then the artifact must retain its power unless the gods themselves disburse it."

"In any case," Rimm adds, "Tarimar will certainly hunt you down for the Eye."

Kruinn scratches at his white beard.  "Perhaps Ashe thought the Eye was useless because the world was coming to an end and it would be destroyed."

"If we are to die within the month," Rimm says, "it matters not.  The afterlife will bring us answers."

"We take our knowledge with us to the afterlife," Kruinn says curtly to Rimm, obviously frustrated by his fatalistic view.

Krugoth suggests, "Why don't you let Kruinn take a look at the Eye, and those other items you got from Anlisade and Polyanthar?  Kruinn might be able to tell if they are artifacts or what they are."

Kruinn says, "Possibly.  I would certainly be interested to try.  But it is a long process and will take all night.  Still," he says, contemplating, "if I can determine how they work, perhaps they can help us fight the orcs or give us other answers to the Kuvlah Tah problem."

"And I will continue searching our tomes," Rimm says.  "There must be some way to reverse or stop the Kuvlah Tah."

Heath
GM, 3995 posts
Wed 11 Jan 2012
at 22:00
  • msg #23

Augmantium's Box

To keep Augmantium's anti-magic power at bay, there is a box constructed (12 inches x 8 inches x 6 inches), as follows:
quote:
The nondescript chest seems rather ordinary until Grizz opens it up.  Within it you find another box, about 12 inches long, 8 inches wide, and 6 inches deep.  It is finely engraved on every visible surface.  The lid presents the image of a two-headed dragon roaring to either side, with tiny diamonds for eyes.

A small but easily legible script follows along the line o the two-headed dragon's necks:  "All must someday face their prey."

The sides and back present an intricate pattern of scales that seems almost to ripple as Grizz removes the box.  The front shows a line of men with swords and shields facing the heads of five dragons.  The hinges on the back are in the shape of claws whose ends blend into the scale pattern.  The draongs' heads on the front are the five clasps.

The box has five legs, one at each corner and one in the center of the otherwise undecorated bottom.  Each leg is in the image of a different metallic dragon crounced on its hind legs with its wings and forelegs stretching upward to support the weight above it.  A fine, crawling script can be discerned along the edges of the wings of each dragon.  The dragons are placed as follows:

On the left, rear corner is the brass dragon, whose wings show the phrase:  "I am hunted by a dragon not of Water."

At the rear, right hand side is the bronze:  "To seek my prey I must fly to freezing fate."

On the right front corner is the copper:  "When my hunter comes, I do not wake."

The silver dragon holds the last corner:  "My prey dwells on lofty heights."

Lastly, in the center is the gold dragon, which is slightly wider than the others:  "None dare seek the gold of Augmantium, though I may hunt any who do not share my home."

The legs of the box can be twisted so that each of the dragons on the corners may face the adjacent corners or across the box to the opposite corner.  The gold dragon in the center may face any of the dragons on the corners.


The party figured out which dragons to turn to make it open.  It can now be used to direct the antimagic power of Augmantium by opening one end, or can be opened all the way to let Augmantium destroy all magic within its radius of power.
Heath
GM, 3998 posts
Thu 12 Jan 2012
at 22:41
  • msg #24

Re: Objectives and Key Information

AILAMERE'S QUEST

1) Find the Temple of Ashmere and report back to the dragon Ailamere within 3 months.  (The Xren Codex in the temple tells where to find Augmantium.)[COMPLETE]

2) Find the dragon Augmantium (which was pulled from a rift 1000 years ago into a mountain tunnel deep inside an ancient crater).  [COMPLETE]

3) Free Augmantium and send him to Ailamere within the 3 months so Ailamere can leave this world, and all she has will become yours. [COMPLETE]

You know from your history that the dragons were sent to the planet Allevia about a thousand years back, along with all the magic that was banished from Tienna (your planet).  Allevia and Tienna are sister planets orbiting the same sun.

Heath
GM, 4000 posts
Fri 13 Jan 2012
at 00:47
  • msg #25

Re: Objectives and Key Information

Heath:
Guantano:  Guantano is a very bizarre gnome.  In "The Time Bandit," he gave you a necklaceg:

He urged you, "Go see the dragon."

You now realize Guantano was probably referring to Augmantium, if not Ailamere.

[COMPLETE]
Heath
GM, 4001 posts
Fri 13 Jan 2012
at 00:53
  • msg #26

Re: TEMPLE OF ASHMERE

Heath:
PRIMARY OBJECTIVES:

From TEMPLE OF ASHMERE

1)  Find the Temple of Ashmere's hidden location

2)  (pending)

From TEMPLE OF ASHMERE

1)  Find the Temple of Ashmere's hidden location

[COMPLETE]

2) Get Augmantium and defeat Tarimar

[COMPLETE]

3) Escape the Temple

[COMPLETE]

Orc Invasion

1) Find the Traitor  [COMPLETE]

2) Identify the artifacts [FAILED]

3) Fight the Orcs  [COMPLETE]




DRAAZ MELON

SECRET OBJECTIVE:

1)  Bring Azaron to Tim at the wizard's guild after going to the Temple of Ashmere.  Azaron must be alive to face questioning, but apparently not about a crime or anything he's done wrong.

[FAILED]
DM Heath
GM, 4005 posts
Fri 13 Jan 2012
at 20:03
  • msg #27

Re: TEMPLE OF ASHMERE

NEW OBJECTIVES:

1) Talk to Syrissa (as requested by Azaron) [COMPLETED]

2) Stop or Escape the Effects of the Kuvlah Tah in destroying the world.  [FAILED]


OPTIONAL:

1) Discover more about the identity of the artifacts representing the Five Pillars.  [IN PROGRESS...SOME SUCCESS.]
This message was last edited by the GM at 17:44, Tue 28 Aug 2012.
DM Heath
GM, 4171 posts
Wed 18 Apr 2012
at 20:22
  • msg #28

Re: TEMPLE OF ASHMERE

Group Goals

1) Escape from or destroy pursuing demons and death knight (pending)

Private/Secret Objectives
This message was last edited by the GM at 20:23, Wed 18 Apr 2012.
DM Heath
GM, 5199 posts
Thu 5 Jun 2014
at 16:03
  • msg #29

Re: TEMPLE OF ASHMERE

Bump.  Your previously obtained knowledge about the Kuvlah Tah and the Five Pillars starts in message 1 above.  I think there is another post somewhere that tells which of them you currently have collected.  I'll have to find it.
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