Session 19

In which our heroes ...

Orhan 3 Day 17 TE 6051

Tired, but filled with treasure, we decide to head to the Isle of Nomikos in order to figure out where the Isle of the Dead is.

Orhan 3 Day 42 TE 6051

We arrive at the shore across from the isle. We take a little ferry over to the library. The library is quite impressive. There a large gate leading to the well tended grounds. There a large statue watching all who enter. Prince Kier says the statue is Andrax. They search us as we go in. There's an elf at the front desk. He doesn't like us because Kier is a jerk. The elf tells us about the rules of the library. Violators are to be ejected. 1 gold per person per day, no exceptions. (Plus surcharges.) There's a garden outside, and dormitories and stuff, for people who aren't really research people, but all the taverns and stuff are down by the port. There's a huge globe with only the western hemisphere detailed.

The two elves go back to the tavern, and everyone else goes to at least try and research. The reference seems to indicate, says Oathar, that there were a number of islands in this area that were used as tombs. One of them might be the right one. Some kings, but one seems to stand out. On an island to the south of this is the tomb of Andrax. Imre scribes a copy of the record.

Having found that, we spend some time doing independent research. At least, Oathar and Imre do...

We retreive our elves. We prepare to head of to the island with the tomb of Andrax. Kier points out that Andrax helped make the crowns and stuff. We spend the night at the Inn (in the library for some) and leave in the morning. Imre wants to join the staff, but we make him come with us instead.

Orhan 3 Day 43 TE 6051

We hire a ship. Well, we try to, but we end up buying a small 30-40 footer instead. Oathar gets to be captain, D., Haeraan, and Kyrik are the crew.

Orhan 3 Day 44 TE 6051

We leave with the tide....Vallandra ties down everything in sight, having learned from our last boating trip. Oathar makes some rolls, then the crew makes some rolls. Kyrik doesn't quite get it. But Vallandra gives him a tether. Oathar casts a bunch of spells. We arrive at the island.

We secure the boat. Then we have to climb up a rocky cliff. D. and Kyrik use scaling and ascend the cliff. Then they lower ropes for us. There appears to be a small temple on top. We climb up the ropes. Once on top, we approach the temple. There's a statue of Andrax there too, so we're probably at the right place. He's still got that whole one hand out thing going on. On the statue, the hood of hsi robes are pulled back, and the statues is wearing some sort of metal amulet. It's like a rectangular flat plate. D. finds a thin seam around the doorway.

We go in, but don't know what to do with it really. Jack determines that the plate has the function of a keyhole. Jack thinks about touching his pendant to the plate. That definitely provokes a reaction. Vallandra uses her destiny sense and determines that this is what we should be doing. So we prepare, and then we do it.

The entrance seals instantly, and all goes dark and we feel everything falling like an express elevator. It opens again into a large hexagonal room.There are doors on all sides of the hexagon. There are pillars at the corners. In the middle is a small black object the size and shape of a cigarette lighter. Jack thinks that if he picks it up he will have a conversation with an odd youth who speaks in a language Jack doesn't understand.

Jack picks it up. The Jack stops and stares out at nothing. He does this for quite some time. Then he wanders around a bit, and keep stalking to himself. He spent a lot of time interrogating the air about the sword of the sea drake. But sadly, after about half an hour of interrogation, he learned nothing. The illusion or golem or whatever in the little metal thing.

The first door on the left opens as D. walks up to it. Just beyond it are more doors. She tries the other doors in this room. All of them open as you appraoch and have a set of doors behind them. We decide they are some sort of "airlock", but only two people fit. Jack and Kyrik go in. They get scanned by blue lights, and leave. Imre and Vallandra do it next. Jack and Kyrik get three dings. Oathar goes next. Single ding. Jack ferries people over for some weird reason. Haeraan and Oather decide the dings mean Petunia is real.

We follow the corridor down and find a huge lit chamber. In the middle is a short black pillar in a star shaped cross section. Around it in the floor is a little solar system. We investigate the symbol for Kulthea. From there the stars look familiar, but some of them are out of place. Jack's new friend calls it the hall of the worlds. Jack determines that the little thing in the middle is a power switch and the planet disks are power switch. He figures out that he can turn it on with his pendant. Oathar sits in the chair. It has six buttons. Three buttons on left are forward, back and stop for the planets. The right buttons move the chair clockwise and counterclockwise.The sixth button is mysterious. We can't figure out what it does.

Something happens when we do planet number 3. A vault rises up and Jack pulls out a rod of clear blue crystal. Oathar thinks it's the Lord Staff. It was made by Andrax. It's an artifact of great power made by Andrax in teh second age and can only be used by someone who can master its will. It laughs at Jack when he tries to analyze it. Imre attunes to it and makes a big will roll. Imre is enveloped in blue light and sparks. He starts phasing in and out. It zaps him and demands to be put back.

We try the other planets, and finally get to the last planet, which opens a door instead of a vault. We head down that corridor, and find a spherical chamber that we cross on a walkway. In the middle of the sphere is a black metallic sphere. In the center is a black orb with rods pulsing with power that go right into the wall. We are scared so we pass it by. It goes to a big rectangular room about 60 by 50. In there are three sarcophagi. Left: slab of dark green marble, with a sword in the surface. Middle: black stone, biggest, on top is a box of transparent crystal containing a body: Andrax. Right: slab of white marble, with a stylized eye on the surface.

Kier pulls the sea drake sword from the thing, and hands it to Vallandra. It has scallopped edges with silver tracery. The hilt is mad eof bluegreen fish fins of laen. Vallandra and Jack get infinite range mental contact from the sword and pendant.

Oathar suggests we leave. We do so.

Orhan 3 Day 44 TE 6051

We head back to the library. We research the isle of fire. We find a picture that Derrick will scan in. It is the Jamill Targ, the Uronthis Kalthul (Claw of the Dragon), home of the Dragon Lord, Sulthon Ni'Shaang. A volcanic land surrounded by a river of lava. We sell back the sailboat.