A DUNGEON
& DRAGON ADVENTURE
ABOARD THE STARSHIP WARDEN
by Gary Gygax
Dragon | - | - | - | Dragon 17 |
When last winter's tedium was broken
by the fun
and games at WINTER FANTASY, I was scheduled
for DMing continual adventures in Greyhawk
Castle, and that is exactly what they
turned out to be
? continual. Not having the heart to
cut them short,
I ended up eating meals while play went
on, and the
games lasted from morning into the late
hours of
Saturday night, from early Sunday morning
straight
through until evening, and fatigue made
me a bit
silly. When the last party, which included
several
regulars in the campaign (Mark Ratner
and Jim
Ward each playing one of their player
character
henchmen, and Ernie Gygax playing the
character
another participant had abandoned when
he or she
had to leave for home), beat up a body
of gnolls and
slew their master, there was a scroll
amidst the heap
of booty. It was, of course, a curse
scroll, and it was
a curse which whisked all creatures
off to another
world. Jokingly, I said that there was
a I in 10
chance that the curse would teleport
them all to
Jim?s starship, and when the die was
tossed out what
should come up but the stark single
line of a 1! imagine
the surprise which struck my weary countenance
with a look of wonder. . . imagine the
groans from
the regulars! They didn?t want to be
stuck aboard
Warden, not with precious henchmen aboard
that
deathtrap. But all six characters, along
with three
gnoll prisoners, were, in fact, exactly
that. The
whole party was gone from the ken of
D&D-kind
and off amongst the horrors of METAMORPHOSIS
ALPHA.
That took place in January, and the affair
was not
resolved until Jim Ward?s next visit
to Lake Geneva
in late March. Frantic letters and telephone
calls
from Mark Ratner were to no avail; determination
of the fate of the nine intrepid creatures
from Greyhawk
could be resolved no sooner. Mark, being
headquartered in New Jersey, was unavailable
for
play, so we had Brian Blume fill in
for him. And instead
of refereeing, yours truly was now a
player, a
pawn of the remorseless ShipMaster,
James M.
Ward. The cast of characters for the
game that followed
was:
9th level assassin (human) SCRAG FLATCHET
(party)
9th level cleric (human) THURIBLE of
ROAKY
(G Gygax)
9th level fighter (human) dorag (L.
Gygax)
8th level fighter (human) NIVELL (party)
8th level magic-user (human) NEB RENTAR
(B. Blume)
6th/5th levels fighter/magic-user (half-elf)
HODKIN AP-A WRD (E. Gygax)
3 hapless gnolls (party)
The names given for the characters have
been
changed in order to protect the innocent
. . .
* * *
There was a moment of darkness and vertigo,
shot
with flashes of purple, and then the group
felt the
ground come up to jar their soles. All
had the sinking
feeling which normally accompanies the
realization
of real trouble. That was a curse scroll
which
had been read, and a cursory examination
of their
surroundings confirmed their worst fears.
To the left
— where the sun burned in the sky — was
an unrelieved
landscape of flat grasslands, seeming to
go on
endlessly; but to the right was a wall
of incredibly
hard metal, running ahead and behind and
stretching
upwards as far as the eye could see. It
was unbroken
by door or window, unpierced by arrow slit,
unrelieved by battlement or bartizan. Immediately
upon arrival the warlock Neb Rentar had
attempted
to use a wish to escape, while the wily
Ap-Awrd the
half-elf called upon his enchanted blade
to teleport
him from the place. Neither was to any
avail, so the
group held council, the two would-be escapees
a bit
chagrined and most willing to make amends
now
that they were unable to make off. It was
decided
that hereafter it would be a “one-for-all,
all-forone”
affair. The material possessions of the
party
were pooled. In addition to a good selection
of the
usual gear typical of members of a dungeon
expedition,
there were the following noteworthy items:
1 gem of seeing, 1 fireball wand (97 charges),
1 strange gem with 2 wishes contained within,
1 snake staff 3 magic swords ( +3, +2 teleporting
— with some other minor abilities,
+1), a +2 hammer, a +2 dagger, 2 suits
of
magic plate mail (+2, +l), 2 magic shields
( +2, +1), a scroll of 6 sixth level magic-user
spells (none too useful!), a scroll of
4 fourth
level cleric spells, 3 potions of healing.
There was also an assortment of normal
armor
and arms, including 2 bows — one carried
by a
fighter, one being amongst the arms taken
from the
gnoll prisoners. Fortunately, there were
also packages
of iron rations and skins of water, for
the group
spent much time in areas where there was
no game,
but I am getting ahead of the story.
The sun was growing dim — not setting,
simply
growing dim, so the consensus of opinion
was to call
its position west, proceed north, and keep
near to
the unrelieved expanse of stark metal bounding
the
“world” they had been thrown into. The
evening
and night passed uneventfully, and next
day the
party continued treking northwards over
seemingly
unalterable terrain until finally, late
in the afternoon
they came upon a colossal cube of metal,
in titansized
fortress from the look of it, and none
liked its
look.
Scrutiny revealed numbers of small things
—
mostly insects — strewn about the perimeter
of the
place, all quite dead. All members were
pleased they
had looked before laying hands upon those
metal
sides. Concluding that some very powerful
magic
protected the place, Scrag Flatchet and
Hodkin led
the group in a wide flanking movement which
allowed
observation without coming too close to
possible
danger. A door of proportion equal to the
rest
of the place was observed when the north
face of the
place came into view. The party came close,
found
no way they could easily open the huge
valves, and
fearing to actually lay hands upon the
gate, left.
Water was already running short, so it
was decided
that a westward track might prove more
fruitful, for
near the wall they had seen neither game
nor water
of any sort. When the sun darkened into
another
night lit only by strangely bright stars,
sans moon,
there were several leagues between them
and the tremendous
metal fortress, occupants (if any) unknown.
A swamp turned their path to the north
again
around midday. Just before they had shot
a smallish
deer with pink horns and legs. An incautious
touch
of the pinkish flakes which fell from those
parts of
the deer quickly taught the adventurers
that death in
this place came in at least as many forms
as were to
be found in the dungeons of Greyhawk Castle.
The
animal’s flesh was tasty nonetheless .
. . That night
a huge walking plant attempted to creep
up to the
camp and devour the party while it slept.
Infravision
of half-elf and gnoll noted the monster’s
intent, and
a fireball sent it to a fiery death without ado.
Afternoon of the following day found the
party in
a better frame of mind. Rain had fallen,
so swamp
water was replaced by freshly caught rain.
Game was
fairly plentiful and easily brought down,
as none of
the creatures seemed to have any fear of
man. Then
they saw the pillars and the box of shifting
colors
which they fenced. The cube of colors attracted
attention
first, as its scintillating, running hues
blended and reformed into all of colors
of the spectrum
-- and some that were not. It seemed to
crouch
against the metal wall stretching to the
sky, seeking
shelter there with its fence of pillars.
And what pillars!
The assassin crept near them to observe
the
cube, but beat a hasty retreat when they
moved towards
him when he attempted to pass between them!
After consultation, the cleric, Thurible,
strode forward,
slowing as he drew near the columns. They
were
seemingly of layered wet sand, massive,
and
quite motionless. When Thurible touched
one some
of the sand came off on his gauntlet, and
when this
was rubbed off on the nearby grass the
vegetation
blackened and died. Not easily daunted,
the cleric
stepped between the towering piles of sand;
he rued
it immediately, as one snaked down with
lightning
SPEED and smote him for 34 HP of damage
at
one blow. He reeled back and away with
alacrity.
A fireball discharged
at one of these 100' monsters
caused it to MOVE and squirt forth water.
Another
such missile was tried upon the colored
box,
and the pillars all moved inwards toward
the great
box, dousing it with water, while the many-colored
cube spewed forth a bluish aura about itself.
A
flame strike spell from Thurible,
and several more
fireballs from the wand wielded
by Ap-Awrd drove
the halo of light away and shrunk the cube
smaller
and smaller. Another flaming explosion
and the box
was nothing but a haze of dust -- spore
dust thought
the clever half-elf, and discharged a final
fireball
into its midst. The last vestige of the
strange thing
disappeared, and a normal-sized portal
in the wall
was revealed. Of more immed. interest was
a pile
of material where the cube had been --
a mound of
reddish goo, a strange wand-like thing,
a crystal egg,
and a bracelet.
Ap-Awrd's former master
had once had a wand
similar to that they found, he said it
was called a
pistol. Neb Rentar agreed, for he had seen
a mage in
Greyhawk with one. The egg-thing was possibly
some sort of poison, flame, or acid missile
-- similar
to the oil-, holy water-, and like bombs
hurled by adventurers
in the known world from whence they had
come.
It was stowed away for later inspection.
The
cleric was given the bracelet for use for
whatever
purpose could be determined. The dark pink
gel stunk,
and it was left where it was smeared. Time
to go on
to the door, armed now with the hoped-for
extra
powers of the pistol-want, the adventurers
agreed.
The warlock inspected
the area of the metal gate
with the aid of the gem of seeing,
and much of the interest
was noted thereby. The man-sized door was
not
provided with any sort of handle or visible,
or invisible,
means of manipulation, but neither was
it trapped.
A small area of white material, a rectangle
about the same size as the colored area
of the bracelet
held by Thurible, was ignored in favor
of a most
intriguing discovery. The walls were milky
on either
side of the portal, as hard as the metal
surrounding
them, but the gem of seeing showed
what was behind
these translucent panels. There was a large
room
there, one whose size was indeterminable,
but whose
occupants could -- in part -- be seen.
Standing rigidly
beside strange bed-like things were faceless
men
with pistol wands strapped about their
waists! No
fewer than 10 could be seen, and there
was certainly
more. An augury spell cast by the cleric
boded
death and destruction if the party could
manage to
cause the mysterious door to open.
Neb Rentar was under geas not to engage
in magical combat for a sennight and a day. He had cast a
legend lore divination to learn what could
be learned
of the place they had been cursed to, and
for a full
eleven days the warlock needed to refrain
from such
activity if he were to gain the benefit
of the magic.
When the group determined to open the door
of
metal at any cost, the magic-user was ordered
well
away. After various and sundry ploys failed
to affect
the portal, Dorag suggested that the red
rectangle of
the bracelet be placed against the white
one by the
door, for possibly it was some magical
key. It
worked.
As the door slid aside, the faceless creatures
inside
drew their weapons and leaped for the door.
Thurible was prepared, and a spell to hold persons froze
four of the things as they stepped forth.
Black rays
shot from the entrance as their fellow
things attempted to slay the party outside. In desperation, the
warlock uttered a wish with the enchanted
gem, stating that the faceless things must slay each other instead of his
comrades. The noises from the chamber
indicated success, and no further rays
darted forth.
A dull gonging sound was issuing from inside,
possibly an alarm, so the group sprang into action. The
gnolls and Rentar watched the rear. The
cleric
stripped weapons and bracelets from the
motionless
creatures before the doorway, then dispatched
the
things to whatever hell spawned them. Scrag,
Dorag
Nivell, and Hodkin leaped into the chamber
to
gather up weapons and any other available
items of
likely use. They had managed to gain six
of the pistols
when an unnoticed door at the far end of
the
place slid open, and a metal monster with
a long and
menacing snout of iron ground into the
room. When
the gate had begun opening the looters
had beaten a
hasty retreat, but two were too slow. Scrag,
the assassin
and the superhero, Nivell, were hit by
a
sparkling ray of coruscating blue light
and flung
into the air to land motionless a score
or more feet
outside. The clockwork monster trundled
up to the
door to the outside, but its bult <bulk?>
was too great to pass
through the frame, so only its questing
metal snout
thrust forth, poking this way and that
and seeking a victim,
but all were outside its arc and safe.
Thurible
cast a continual darkness spell squarely
upon this
great probocis, and the M-U ordered one
of the gnolls
to run over and recover the two still forms
before the door. As the creature dashed
out to accomplish
this task a strange pinging came from the
blackness surrounding the portal; yet another
blue
ray flicked forth, and the gnoll was sent
rolling —
shaken but unhurt. Luckily for him, the
weapon evidently had full effect only upon humankind, but
what to do? More noise from the darkened
doorway
settled the question quickly.
The area of black was retreating from sight,
which
indicated that the automaton was either
dispelling
the magic or retreating from the gate to
allow something smaller to issue out.
Sounds indicated the latter, and the wiley
Hodkin wasted no time in launching a fireball from the wand he held. A
flash, thuds
of falling bodies, and the slam of a heavy
metal door
closing told the adventurers that they
had won at
least a temporary victory. Recognizing
that it was
probable that the full force of the opposition
had
not yet been arrayed for battle, the party
took the
opportunity to themselves withdraw, going
a short
distance due westwards and then hurrying
south and
east to the familar endless wall once more.
The
bodies of the assassin and fighter were
carried only
part of the way, for it was discovered
that they were
abraded, bruised, and unconscious, but
not dead.
Cure light wounds spells placed upon each
in turn,
plus a bit of water and a helping hand,
served to enable them to move under their own volition, if a bit
slowly. The delay turned out to be most
fortuitous,
for when the group arrived at the wall,
they found
that a wide swath of the tall grass had
been crushed
flat by the passage of nobody knew — or
wanted to
learn — what! The path ran from the north
where
the faceless men had been fought to the
south where
the titan fortress was. The six men and
three gnolls
followed the flattened track through the
gathering
dusk.
When they came to the huge place it was
brightly
illuminated by some magical lights; faceless
men and
more of the strangely fashioned clockwork
machines
were active round it. The adventurers stayed
well out
of the light and decided to turn west and
travel
through the night and decided to turn west
and
travel through the night as long as their
strength permitted, for they were now in great fear for their
lives. Before long another great swath
was revealed,
running westwards along the same route
they had
traveled just a day or two before. Now
they were certain that some device could sniff out their trail, a
horrid metal golem bloodhound. To confuse
it they
stayed in its path until the night was
old, then rested.
They were just settling down when one of
the gnolls
gave a cry. A huge flying thing was coming
at them
from behind! It too seemed to be able to
follow their
tracks, and there was no alternative now
but to take
quick offensive action. Hodkin Ap-Awrd
aimed the
fireball wand with care, and his
missile burst just
above the on-rushing creature. It stopped
still in its
progress and floated gently downward. Three
things
separated from the bulk as it touched the
ground,
and the tzinging sounds which accompanied
this action
indicated that they were probably faceless
men
armed with the pistol wands which shot black,
killing rays. Thurible held one with a spell, but the other
two rushed in and slew Flatchet and Nivell
(both already weakened from their previous encounter with
the ray from the metal monster). Blows
were struck,
with most of the party sustained wounds
before the
two faceless men — and then their frozen
companion —were dispatched. From them were taken
yet three more of the pistol wands and
three more of
the metal wrist bands with rectangles of
an unidentifiable brown substance. When this was done the survivors went
to examine the device which had flown
so swiftly and carried the creatures to
battle so unerringly. A thick disc of metal, many feet across and
topped by a railing, was revealed. A metal
flying
carpet!
Upon mounting upon its surface and attempting
command words, a strange voice-like sound
came
forth from a grill set into the device’s
deck. The
cleric then cast a tongues spell, and conversed
with
the creature — if indeed it could be called
that, for it
also was a clockwork monster, albeit benign
and
most useful as it proved shortly. The spell
revealed
that it could take all members, alive and
dead, upon
its back, and carry them at many leagues
an hour
away from all pursuit, although the damage
caused
to the device by the well-aimed fireball
prevented it
from flying in the air like a normal magic
carpet.
The group boarded, the machine lifted itself
a few
hands off the ground, and then it rapidly
gained
speed and carried them across the black
waters of
the marsh to a place of relative safety
on the opposite side.
Hidden amidst the tall grass, the adventurers
rested and recuperated for two days. Nivell’s
constitution could not stand the shock of being raised, but
Scrag Flatchet was made of hardier stock.
Wounds
were also cured by the ministrations of
the cleric.
The party was beginning to feel confident
by the
third night when they were attacked by
surprise.
Three more of the face creatures, this
time armed
with triangular metal shields and swords
of incredible sharpness, leaped from hiding in the tall grass
and fell upon the unsuspecting members
of the
group. A frenzied melee ensued in which
the assassin
was run through and slain again, and one
of the now
trusted gnolls died too. All of the monstrous
opponents were dispatched, and like their better-armed
fellows, they immediately turned into quaking
mounds of noisome red jelly. But the adventurers
welcomed the addition of their shields
and swords,
and the next day a raise dead casting managed
to revive poor Scrag once again. There was general agreement that still
more leagues must be put between the
party and the relentless foes without faces
if they
were to survive to escape this world and
return to the
safety of the devils they knew . . .
***
At last the geas was lifted from the warlock,
and
Neb related what had come to him in a dream.
They
were in a vessel of unbelievable size.
A vessel which
was floating in nothing. Could that be possible?
All
had grave doubts, especially when the magic-user
went on to relate that the spell had also
informed
him there was no magic on the vessel —
other than
that they possessed. This was scoffed at,
for all had
magic wand pistols and had seen the various
enchanted monsters, and there was their own metal
carpet. How could they escape the place
and return
to their own place? Only by leaving the
vessel and
enter nothing? Still more doubtful, but
this at least
gave some small hope. Lastly it was related
that
somewhere in the vast ship of metal there
were humans. The party was encouraged, for if they could
find men they would surely aid their fellows
— even
at a price. They had a small store of gold
pieces,
some choice gems, and a few pieces of rich
jewelry
with which to bribe the hesitant. Should
only a bit of
the information learned prove useful, let
it be the bit
on how to escape, and then allow them to
find other
men.
Exploring to the westwards, the party eventually
came to another metal wall, and the bounds
of the
“world” were known. Time had been taken
from
adventuring to rest and hunt, otherwise
they could
have traveled on their flying carpet from
one side of
the place to the other in less than a day.
When the
small size of the place was commented on,
Rentar
mentioned that his vision had shown that
there were
layers of land within the vessel, many
layers like the
one they were on. They would have to find
a way to
get to these other plateaus in all likelihood,
for on
one would be a doorway to the outside.
By means of
another tongues spell Thurible of Roaky
put questions to the metal circle, but it was stupid and could
answer very little. Finally it did relate
something useful to the group. It was running out of energy and
needed to be fed. When the cleric asked
if it ate meat
or vegetation, the automaton related that
it needed
to be fed a special substance which was
available at a
place nearby. Assured that survival was
next to impossible without the benefits of the machine, it was
agreed that the food for the flying metal
carpet must
be found before anything else was attempted.
The disc traveled quickly to another of
the tremendous-sized houses built into the wall of the vessle. Before the
vast doors of this metal box rested
two strange idols of metal — or were they
statues?
golems? Too late! One being came to animated
mo
tion before anything further could be done
to prepare. The clockwork monster lashed forth its tentacles and grabbed
the half-elf. At first it seemed as if
it would tear Hodkin to pieces on the spot,
but
something made it hesitate and examine
the struggling figure more closely. Other snakey metal arms
shot forth and began to strip off the half-elf’s
armor. Thurible, unable to use another tongues spell,
cast a hasty augury to learn what this
examination
boded for the prisoner, and it was ill
indeed. Unless
stopped, the automaton would surely slay
Ap-Awrd
when stripped of armor. In desperation,
and hating
greatly to do so, Neb Rentar voiced the
last wish allowed by the magic gem, asking that the mighty machine be prevented
from harming his associates and
himself because of its love and loyalty
to them — it
being an obedient servant.
Now this world was filled with strange
and powerful things which were unknown to the adventurers,
but magic was most potent, for nothing
in the place
seemed to be able to resist it. The party
had been
most grateful for the cleric’s spells which
were renewed divinely each day. How much happier they
were at the potency of wishes is hard to
tell. That the
clockwork creature immediately ceased its
fell actions respecting Hodkins and obeyed the party
heartened them beyond measure, for such
a servant
would certainly mean that their chances
of escape
were greater now than any had thought possible.
Better still, the creature was useful in
many ways.
First a means of communication had to be
established, for the device seemed to understand the
tongue spoken to it but could make no intelligible
reply. It was ordered to raise one of its
metal
tentacles whenever a “yes” answer was indicated
and the whole group then set to questioning
their
new servant.
It was quickly discovered that the device
was a mechanical physician, churigeon, and barber in one. It
could heal the still infirm members of
the party. It
could go inside the metal buidling; it
could take the
members of the party with it, for there
were no other
creatures or machines inside. It could
converse with
the flying carpet and instruct it what
to do. This was
the first order, for the party did not
desire to lose the
services of this transport, and it must
be fed. When
the two devices held conversation, the
new servant
went into its huge house immediately and
came forth
as quickly with a blue brick. This is placed
into a
heretofore unseen compartment in the disc,
withdrawing first a pale brick of the same color but no
longer bright. Eventually direct intercourse
with the
device by tongues spell revealed that it
normally was
fed a liquid (invisible?) form of food,
but not being
able to fly to heights, it was unable to
go to the
places where the tubes for this food were
placed.
Therefore, the blue bricks must be fed
to it every
time it had operated for 24 hours. The
other machine was meanwhile ordered to bring forth as many
of the blue bricks as it had, for the party
wished to
have a supply of food for the metal carpet.
The new automaton continued to serve its
masters
as well. It healed them, and the group
then proceeded into the building where all sorts of arcane apparatus was
observed. Little was of value to them
however, although there was a supply of
small strips
of blue which recharged their wand pistols,
and
these were happily gained. Dorag inquired
about
gems and money. The machine went to a flat
crystal
area, manipulated several knobs, spoke
it its gibberish, and a container of gems and another of
strange coins were produced. While the
jewels
turned out to be nothing but imitation
gemstones
(which the gnolls were most happy to receive)
the
party learned that the “domar” pieces were
the
medium of exchange in this cosmos. When
more
questions were put to the automaton, it
trundled
again to the wall which bore the strange
scrying de-
vice —the flat crystal ball — and after
several minutes finding various information for the party, a
series of operations by the machine brought
an
image of a faceless man to the screen.
Snarling, the
adventurers ordered the clockwork servant
to shut
the device off immediately, and the party
then left
the place in considerable haste, for they
all felt that
the thing which appeared could see without
eyes,
could sense their presence even through
a scrying device. With the automaton riding aboard their metal
carpet of flying, the adventurers set forth
once more
determined to find a place where the magic
forces of
the strange world they were marooned upon
were
weak, a place where teleportation and plane
shift
would enable them to return home.
Traveling along the metal wall which confined
the
boundary of this world on the west, the
party saw
nothing more of threat or interest to them,
and by
the end of the day had put many leagues
between the
automaton’s building and themselves. Early
the next
morning, the wall turned northeast, and
following
this turn soon brought them to a place
where there
were many large and small metal doors.
Beside each
was a strip of colored material — while
not the same
color as the brown and red of the bracelets
taken,
still of the same unknown composition.
As the adventurers were well acquainted with the mysterious
method of door-opening which prevailed
in the
metal vessel, it was no problem to cause
a set of the
great valves to part. A very large metal
room was
thus revealed. In the place was another
strip of the
colored material which showed rectangles
of blue
and red stripes, brown, green, gray, and
brilliant red
which exactly matched the color of the
first wrist
band the group had discovered in the remains
of the
faceless thing which lurked within the
cube of
colors. Also scribed on the walls were
strange glyphs
and symbols. Warily these marks were first
perused,
then deciphered. They told of a people
who allied
themselves with men of any kind — evidentally
halfling, elf, dwarf, whatever were attacked by the weird
monsters of the place and banded together
to seek
protection and revenge upon giant plants
which ate
men and werewolves which slew with weapons.
The
device of this league was an open eye.
This information was carefully noted for future reference, as the
group thought that these people would be
likely to
aid them.
Thereafter, when all of the strips of pure
red color
were touched with the matching part of
the bracelet,
there would be a delay, and then the huge
portal
would slide open to reveal first one weird
place, then
another. None suited the party, and when
the last
disclosed egg-shaped automatons which spewed
forth streams of leather-like missiles,
the red layers
of the world were written off as not suitable
places
27
for the adventurers to seek escape — especially
since
the missiles of the automatons had knocked
the hapless Flatchet and the warlock Rentar unconscious.
Fortunately, the machine which served the
party
could quickly revive the pair, and the
search for a
place to escape continued. The group decided
that
they would try brown and green areas, and
after six
different layers of the ship had been revealed
by application of the red wrist band to different rectangles, an inviting
vista of low mountains and trees in
the far distance drew them from the metal
room into
the reaches of the layered world again.
That night they made camp near the edge
of a
large forest. Alert as ever they must be
in this place,
a formation of werewolves brought the whole
party
to wakefulness not long after they had
laid themselves down to sleep. These creatures were marching
like men-at-arms and carried weapons too.
The
watch had spotted them at some distance,
so it was
not difficult to blast them at long range
with a carefully aimed fireball from the wand. The creatures
died easily, and examination of the corpses
for loot
disclosed a metal cone. The automaton was
instructed to demonstrate the use of the device — at a
fair distance — to the party, so it flew
(or levitated
perhaps) into the air. A bright beam of
light sprang
from the cone, swept through the sky, and
then
glared down upon the adventurers. Angry
shouts
brought the machine back to earth, and
the group
moved hurriedly to a location several miles
distant,
for they were certain that unwelcome visitors
would
be attracted to the spot where the beacon
had shone.
It proved true, for later that night still
another company of the werewolves was sighted marching towards the locale
of the first camp. These too were
taken by surprise at a distance and wiped
out in a
single stroke by a fireball. These beasts
had nothing
of value save a contraption of thin metal
rods which
the leader wore to brace its legs. Rentar
put them on.
his own limbs, fastened the device’s belt
about his
waist, and attempted to set them in motion.
There
were numerous dials, switches, and levers
to operate, however, and even with the aid of an augury
spell the attempt came to a bad end. After
several
operations of various knobs and switches,
the thing
gave off an odd humming and tiny lights
began to
wink madly along the belt. Without much
urging
from the others, the warlock hurriedly
divested himself of the contraption, and it was tossed onto the
deck of the disc for possible use at a
later time.
The next day the party traveled through
a countryside which consisted of forests occasionally broken
by meadowland. Moving southwards still,
they
eventually came to a wall which prevented
any further travel in that direction, so the course was turned
to the west for a few leagues, and as dusk
approached the carpet was steered back northwards in
order to insure a relatively safe campsite
amongst
the shelter of a woodland there. But night
time is
dangerous anywhere, particularly so on
the world of
layers, and the party spent an active rather
than restful night.
When full darkness fell the guards noted
a strange
glowing a few furlongs distant. As the
metal carpet
could see as well in darkness as in daylight,
it was no
trouble for it to transport the group to
the source of
the eerie light. Caution was used, but
all that threatened was a primitive hut, covered over with skulls of
animals and humans, but shedding a glowing
light
nonetheless. Thurible immediately identified
it as
the place of some evil cleric. The party
did not approach too closely, but camped nearby and watched
both the hut and for unwelcome intruders
until the
sun of the world glowed softly in its strange
"dawn".
The gem of seeing was employed after the
cleric’s
spell for detecting traps revealed that
there were
many on the hut. Nothing moved about the
place,
but a watchful eye was kept on the path
which
snaked northwards from the hut to some
unknown
istance in the surrounding woods. Meanwhile
the
magical gem showed that the supposedly
crude hut
was a metal building masked by branch and
thatch.
The place glowed because of deadly lightning
coursing through it, and any unwary creature touching the
place would be done to death. When no means
of
dispelling this magic could be located
near the entrance to the place, a wider search was begun, and
this soon discovered a lever hidden in
a nearby bush.
A simply movement of this switch caused
the magic
to desert the hut, and the doorway to change
from
the dead black. of a force wall of some.
sort to normality. Luckily, Neb Rentar did look further for
some other small trap, for what looked
like a red
blanket was noted to be rolled up above
the door.
When this blanket was poked with a stick,
the limb
was torn from Dorag’s grasp and disappeared
into
the creature — for there could be no doubt
that
some monster which appeared to be a blanket
lurked
above. Poisoned sticks and flaming branches
were
subsequently poked at and consumed without
noticable harm by the creature. Black rays from the pistol
wands did not harm it. Rentar paced back
carefully
and aimed a fireball so as to just lap
into the hut’s
doorway. The thing had dropped down tentacles,
evidentally feeding and growing upon the
material
we had thrust at it, and if they were to
gain entrance
to the hut and loot it, the party would
have to destroy the guardian —or at worst keep it from getting
large enough to be able to reach tentacles
into any
place within the hut, if some other means
of ingress
to the place should somehow be discovered.
he blast of the missile caused the creature
to
drop several of its scarlet appendages
and to curl up
and a bit away from the opening. Success!
Seeing
this; the warlock decided to use one of
his few
precious spells remaining to him, so a
wall of fire
was conjured up. Just as it began to roar
into full effect, a buzzing occurred, and down from the heavens shot a
broad beam of deep blue. When this ray
met the wall of fire a flickering aura
sprung up, and
a moment later the magical flames were
completely
extinguished. Additional fireballs could
be cast, but
each such attack ran the risk of being miscast
and
destroying part or all of the contents
of the hut.
There was another solution, risky or otherwise,
teleporting into the place by means of Hodkin ApAwrd’s sword. The half-elf
was urged to do this, for
it seemed unlikely that the guardian’s
tentacles commanded more than the doorway. With a somewhat
desperate air, Hodkin winked out of existence
where
he had stood before the metal hut and simultaneously
appeared on the section of the hut’s floor
which had been carefully scanned under
the bright
light of one of the magical cones.
The half-elf discovered a wealth of interesting
objects in the interior of the building. He quickly
scooped up numbers of the large and small
cubes
upon which automatons and wands alike fed.
A
metal club topped off the pile, and he
was out and in
again, leaving those outside to sort through
the haul.
Back inside Hodkin examined several suits
meant to
disguise the wearer as some plant monster,
a fourarmed human, and so on. Being cautious, he noted
that a number of green smears discolored
these
skins. Taking a small orange disc from
a pile on a
nearby shelf, the half-elf scraped some
of the greenish sap onto the disc. The stuff sizzled as it contacted
the disc, and Hodkin quickly dropped it,
for the
potent goo completely destroyed the disc
with corrosive action. There was also one of the odd flat
scrying devices on the wall, with a bench
full of
strange openings standing before it. Ap-Awrd
ignored both, fearing to call attention of the faceless
men upon his activity. All that remained
within the
hut was an unusual back pack and a rod.
Hodkin
grabbed these and left the hut for the
last time.
Being rather satisfied with the results
of their activity, the party decided to follow the path which led
northwards from the hut, as they felt confident
they
could overcome any additional opposition
from the
hut’s owner and perhaps gain yet more. If,
by
chance, the owner of the place was one
of the people
of the eye, they could make amends if their
reception
called for it. With the new loot piled
aboard their
flying disc, the adventurers went on to
find where
the path led. After a short time they came
to a small
village, and it was populated with the
strangest conglomeration of creatures the bold adventurers had
yet seen.
A number of crude huts of various sizes
surrounded an open area in which the party brought
their craft to rest. They were immediately
surrounded by a throngof humans, distorted humans
with multiple appendages orsimilar freak
nature,
animals, and mobile vine-likeplants which
gave out
a pleasanthummingsound. An imposing figure
in
garb whichindicated his position as a shaman
strode
forth. As the obvious questions he was
uttering were
unintelligible to the party, Thurible cast
a tongues
spell, and attempted to engage in a cleric-to-cleric
discussion; something about this shaman
immediately rang false. Thurible inquired about the god of
the shaman, if they were people of the
eye symbol,
and what theycalled themselves. The shaman
replied
that their god was ametal being which rested
inside
the largest (his own, of course) building,
that they
were most certainly-not people who had
anything to
do with the eye, and the trespassers were
amidst the
people of the “Tribe of Thirdlev”. He then
spoke of
the tribe as being hostile to all humans
who did not
welcome god-changed (he used the term “mutated”)
animals and plants. After a few additional
remarks,
the shaman then ordered the party to disarm
themselves and submit to examination and questioning by
himself and the tribal leaders. As he spoke
the
throng of creatures and freaks about the
metal flying
carpet upon which the group stood ready
increased
dramatically. Armed and threatening men
and monsters pressed closer. Some of the humans and human-things glowed
or created mirror images of
themselves. As Thurible refused, and suggested
that
the sham<an?> and his charges might
better acknowledge
the adventurers as their new leaders, the
vine creatures began to hum and sing a most soothing and
pleasant song. “Beguiling!” shouted some
of the
adventurers; “beware of charming!” said
the cleric,
as he began the incantation and passes
which moments
later brought down a curtain of silence
around them all.
The shaman was obviously very angry and
intent
upon calling down the wrath of the entire
tribe upon
the party. A fireball from Hodkin and black
rays
from the weapons of Flatchet, Thurible,
Dorag, and
Rentar slew the pseudo-cleric on the spot,
and as his
corpse toppled it turned into reddish jelly.
Horror
spread over the visages of all of those
onlookers who
had recognizable faces. The shock was in
part at the
death of their shaman, but primarily it
was caused
from what his death proved him to have
been — a
faceless thing masquerading as a human!
Most of
the Third-levers turned and fled in shame
and shock.
Several of the small huts were aflame,
and fearing
that the fire would spread to the large
central structure which was the most likely repository for treasure, Thurible
urgently motioned Neb towards the
dark entrance of the place. The warlock
complied
hurriedly, unfortunately for him. A flash
of released
energy greeted his attempt to pass through
the
portal, and Rentar fell stone dead before
the trapped
doorway. While Scrag the assassin and Dorag
kept
their wand pistols trained on the few remaining
tribesmen, Hodkin went to the magic-user’s
body
and removed the still intact gem of seeing.
Meanwhile, the cleric cast a successful raise dead upon the
body of Neb Rentar, and the mechanical
churigeon
proceeded to restore him to full vigor.
Gazing
through this device revealed the shaman’s
dwelling
to be criss-crossed with a mesh of fine
wire. Thurible
took forth a coil of strange silvery wire
that had been
acquired during the course of their sojourn
on the
vessel of layers. He thrust one end into
the ground,
and tossed the other onto the mesh which
guarded
the hut. Power flowed through the thick
strand, but
the gem of seeing still showed an aura
around the
building. If anyone entering the place
would be
killed, it was obvious that not even the
shaman
would be able to go into it in its current
trapped
state. Therefore the shaman must have a
way to shut
down the field. While the others searched
for a lever,
the cleric examined the remains of the
pseudoshaman. A small black box with a switch protruding
from it was found.
Fearing further traps, everyone in the party
got
aboard the disc and drew well-off while
Thurible
screwed up his courage and stood before
the building’s entrance and moved the switch. A faint click
sounded. The doorway of the place grew
light, and
the interior of the building could be seen.
Hodkin
and the cleric went in, but they found
nothing of any
possible value save a ring of blue and
red upon a
square of cloth which rested before one
of the clockwork automatons common to this world. They
picked it up and came forth with obvious
disappointment. Three of the tribesmen were awaiting
them, and these three glowed.
“You have brought ruin upon our tribe. You
have
defiled our God’s sanctuary and taken out
the sacred
artifact. You must replace it and make
amends!” So
speaking the three creatures threatened
the adventurers. They did not seem fearful, but confident.
“We can slay you all if you do not comply
now,”
one said, “for we have great powers.” This
seemed
possible, as the words came to each member
of the
group by telepathy.
“Surrender yourselves, or die!” shouted
Thurible. Then the battle was on.
One of the glowing figures gazed at the
warlock,
and Rentar gasped and clutched his head.
All of his
spells — all knowledge of magic — were
gone! The
other party members felt a tug as if their
strength
was flowing away. The cleric cast a hold
person spell
to stop these fell magics, and one of the
creatures
stopped glowing and stood immobile and
helpless.
The two remaining ones drew more strength
from
the adventurers, but a criss-crossing pattern
of black
rays struck them as all of the individuals
of the party
used their deadly pistols to effect. In
but a few
seconds the combat was finished and the
tribesmen
dead; the rays coupled with a fireball
slew them most
easily. “Let us leave this miserable place
far behind,” urged Hodkin. Picking up the stunned Rentar, gathering their
silvery wire, the party boarded
the traveling device and went away, not
certain if
they had won or lost, for the magic-user
had become
quite unable to comprehend anything connected
with dweomer and knew not a spell from
a spigot.
Returning from whence they had come upon
this
tier of their exile world, the adventurers
were prepared to go into the gates of the room of levels again
when Dorag spotted an arrow pointing to
the southeast. Closer inspection also showed the glyphs of the
eye. All agreed that they might as well
follow this
pointer as go elsewhere. They needed friends
and
allies badly, and perhaps the people who
showed
friendship for all humans with their signs
would actually practice what they scribed. Only Neb Rentar
was not a bit cheered by the prospect,
having grown
morose and gloomy after the magical loss
of his
powers. The carpet moved them speedily
in the direction desired, but almost immediately they met
trouble.
A cloud of miniature men came out upon the
party, tiny men mounted upon giant dragonflys.
These atomies were armed with bows, and
looked
threatening despite their size although
they did not attack.
Before the other members of the group
could do anything, the vituperative Rentar
ordered the <>
automaton to slay the sprite-like creatures.
The
automaton complied, but as the little men
died, they
showered forth a cloud of arrows which
struck down
the ex-warlock and one of the two remaining
gnolls.
The group went on with regrets, for they
suspected
that the tiny creatures had been sentinals
for the people <>
of the eye, and slaying them would not
favorably
impress their hoped-for allies. Again,
the former
magic-user had to be raised and then revived
by the
cleric and the automaton's ministrations.
A short
time later, still proceeding to the southeast
along the
track marked by the eye symbols, the party
was attacked
by a flying automaton. This thing was upon
them immediately,
and it would have done great execution
had not the alert Thurible pressed the
two-colored
ring upon it, presenting the device boldly
as if it
were a holy symbol. At this the device
stopped
short, and the party's own automaton was
instructed
to speak to the machine and ask if it obeyed
the ring.
The thing related that indeed it did and
would continue to do so.
It was ordered to follow and guard the
adventurers, and that it did most dociley.
Yet another automaton sallied forth to
attack the party within a league,
but now that the adventurers were warded
by
two of their own machines, it was quickly
subdued and enlisted, and now a large train
of clock-work
monsters and adventurers followed the road
to
the people of the eye. They were to meet
them in
but a few minutes.
When this meeting occurred the adventurers
were
greeted in a friendly, if not warm, manner.
Two very
muscular men, bristling with weapons, strode
forth.
Both were amazed to see the machines obeying
the
party — even more surprised to note the
blue and
red ring which the cleric displayed upon
his hand.
The leaders of the people called for a
telepath, and
soon the two groups were deep in conversation.
Yes.
The people of the eye were friendly towards
all humans of good will. Yes. They would happily welcome the adventurers
to the sanctuary of their village, and they would help them to leave this
world,
for they knew how to get outside its magical
fields.
Yes. There would be a price for such services,
for the
Vigilists (as they named their conglomerate
tribe)
were locked in a struggle of life and death
against
faceless men, wolfoids (the werewolves),
and even a
group of evilly disposed human merchants
bent on
revenge against them for acts which the
Vigilists
committed in order to improve the lot of
all humans
in this world. The price required of the
party was the
two-hued ring and the pistol wands, called
protein
disruptors, by the Vigilist leaders.
The parlay grew into a detailed conversation.
When the adventurers related the whole
of their tale,
how they had destroyed well over a score
of faceless
men and nearly a score of werewolves (and
had
numbers of charred pelts to prove it!)
their hosts
were visibly pleased, and a great feast
was ordered.
The Vigilists told more of their adventures
and activities,
their plans and purposes, and the adventurers
were in turn impressed. "Here," exclaimed
Hodkin
"is a place a bold adventurer could stay
for a time
and do great deeds!" Flatchet, Dorag, and
Thurible
agreed heartily -- although the cleric
reserved agreement
pending his appointment as the chief priest
of the Vigilists.
After a few days only, an amicable
agreement was reached: the Vigilists would
escort
the adventurers to a place where Thurible
could
employ his plane shift magic to send both
Neb Rentar
and the Gnoll back to their own world.
The other four adventurers would stay in
this world of weird layers,
to seek wealth and aid the Vigilists. The
Vigilists
would receive the special ring and all
the excess
goods which the party had taken as spoils,
and they
would give the adventurers positions of
importance
in the organization, as well as whatever
protective
devices and weaponry they needed. Thurible
would
be shaman, Flatchet would teach his skills
to promising
young tribesmen, Dorag would train warriors,
and Hodkin would set to work to scribe
a new (albeit
slim and very sketchy) book of spells.
The half-elf
could thereafter see if any of the Vigilists
could learn
magic-use as apprentices. The Vigilist
lords, Xorax
and Al-Neen were most agreeable to this
arrangement,
welcoming the fellowship of the adventurers
as trusted lieutenants and councilors.
All could see
the benefits of a forceful cleric urging
on all the
members to be more zealous in the slaying
of androids
(faceless men), wolfoids, and those in
opposition
to the Manifest Destiny of the Vigilists.
Within a few days Neb Rentar and the Gnoll
were
sent upon their journey home, all of the
gold and
jewels going with them. The adventurers
now had
two more red bracelets, healing devices,
weapons
which paralyzed and burned, a machine to
restore
the magic to the cubes which powered their
weapons, and other good items in addition to their own
magical arms, armor, and devices. They
talked of
the intaking of the place where the aged
werewolves
were housed, or retribution upon the metal
fortress
of the faceless men, of humbling the puffed-up
merchants who dared to place a price on the lives of
Vigilists, and of serving “Angels” by destroying
monsters of pure energy (could these be
cousins of
will-o-wisps?) in order to gain divine
aid. They were
now Vigilists, heart and soul. Their names
were
scribed at the bottom of a broadside which
was to be
spread far and wide on the layers of the
world, a
tract which touted the Vigilist cause and
offered a
rich reward for each merchant brought before
the
Council of Vigil, each captive to be bound
in thongs
of wolfoid skin or smeared with red gel.
After all,
faceless men and clockwork monsters were
nothing
more than creatures to be met and slain
in the course
of adventuring, and did not the vista of
wonderful
adventures lie just ahead?!
--The Beginning--