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.
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