Tsr09189 - IM2 The Wrath of Olympus
Tsr09189 - IM2 The Wrath of Olympus
Tsr09189 - IM2 The Wrath of Olympus
by Robert J. Blake
Table of Contents
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
11
15
.19-30
34
, . . . 42
TSR, Inc.
POB 756
Lake Geneva,
WI 53147
TSR, Inc.
PROOUCTS OF YOUR IMAGINATIONm
ISBN 0-88038-387-9
9189
PROLOGUE
The overriding goal of all Immortals is the
preservation of the Prime Material Plane, a
tenet that is not subject to interpretation or
negotiation.
But there are some Immortals who choose
not to heed such dictates, regardless of the
logic involved. Seven such descended to the
Prime and declared themselves the Olympians, patterning themselves after the Pantheon of ancient Greece. Immortals
impersonating gods? Unheard of and, as will
be seen, the dangerous consequences of their
deed caused turmoil throughout the multiverse.
The day the impostors arrived on the
Prime, they appeared before the bewildered
populace of Corunglain, in the Republic of
Darokin. They demanded worship and tribute, claiming it as their due right. And who
could deny them, these god-like beings encased in dazzling white light and speaking
with ringing voices?
So worship was made and tribute offered.
In keeping with the roles they were assuming,
the Immortals ascended a mountain in the
Broken Lands, dubbed it Mount Olympus, and set about making it a permanent
home. The summit was sheathed in rolling
thunder and billowing clouds, through which
Zeus would occasionally hurl a thunderbolt at some hapless mortal. An enterprising
cleric was always handy to rationalize this divine retribution against the sins of the victim,
no matter how trivial or insignificant those
sins were.
The ruler of Darokin made obeisance to
the gods and consulted the oracles, seeking a
reason for this calamity and guidance as to
the best course of action. The gods remained
silent. Sure in his heart he was being tested by
his deities, he dispatched his army to drive off
the intruders. Fully 3,000 armored elite
marched off to do battle with the Gods of
Mount Olympus.
Incensed by the effrontery of these mortals, the fraudulent gods blasted the host with
all their Immortal might. The flanks of the
mountain were covered with slain warriors,
like dead leaves drifted by wintry winds. Few
lived to spread the news of the crushing defeat.
But the use of so much power on the Prime
attracted the attention of other Immortals.
Night, Hierarch of Entropy, and three Eternals of Entropy (Masauwu, Orcus, and Talitha) had long desired to hasten the
advancement of their sponsored mortals to
Immortality. To make room in the ranks of
Immortals, they sought the removal of at
least seven Immortals.
Their new Initiates would be brought
Player Background
Having answered Terras summons, it is
puzzling that she now ignores your presence.
The Hierarch of the Sphere of Matter
restlessly scans the void for.. .what? Fear
not, she murmurs. In the troubles that
have befallen you. I will lend what aid is
possible. I sense you now realize the enormity of your actions, and I will protect
you if you are sincere in your repentance.
But I must know your refuge.
And then, ever so briefly, like a vague
thought, a pinpoint of light flares in the
vast expanse of blackness. Terra smiles,
then turns to you. Her features reflect the
solidity of Earth, the bloom of health, and
the lack of any expression of apology for
keeping low-ranked Immortals waiting on
her doorstep.
I desire that you put aside your personal projects for a time. An Empyreal
calling herself Athena has been chased
across the emptiness by someone or something. Though incredibly drained, she
was able to send a plea, a call for help.
Whatever pursues her is strong, totally
shielded from my probes.
Be aware that her flight is part of
strange and ultimately dangerous occurrences on the Prime. Her claim that she is
Athena is false, but she is at least showing
some repentance for her actions by making her whereabouts known to me with a
Last burst of power.
The errant Empyreal has sought sanctuary on the planet Coriopt in the Outer
Plane of Kryla. However, Kryla cannot be
reached astrally. It is necessary to first go
to the adjoining plane of Rylum to seek
the boundary with Kryla. Find this pretender and bring her to me for censure.
Prologue
Travel
The PCs will probably travel in their normal forms (physical forms are necessary to
complete all phases of the adventure) and remain visible (to keep their Anti-Magic in effect). The walking rate is 120 (40) and the
nonmagical flying rate 360 (120). Your players may choose other means, and you may
have to adjust the details of some encounters,
reactions, etc. to account for the characters
actions.
Getting Started
Travel to Rylum
Terra provides complete directions for astral travel to Rylum. Once there, the characters are on their own.
Consult the Astral Random Encounter Table for possible encounters en route. Make
three checks (at start of travel, near the middle, and at the end).
The Isiidi
Rylum is tetraspacial, thus only memorized magic functions here. This means that
characters who were capable of using magic
as mortals may do so in the standard way of
memorizing spells. The players of these characters should refer to the sheet that lists the
mortal characters last level and statistics before becoming an Initiate.
As stated earlier, planar access spells do not
work here, as the characters will discover if
they cast gate. Access points to planes that
bound with Rylum are physical portals created by the magic of this place.
Check every other turn for a random encounter. The PCs need information about
this place, so it is to be expected they will interact with the beings they meet.
The Situation
Terra was correct in that Athena used a
gate between Rylum and her chosen sanctuary, the planet Coriopt in the Plane of Kryla.
However, Athena did not cast the spell
gate. The normal planar travel spells (other
than to the Astral Plane) simply do not work
on Rylum. Having visited here before, she
knew exactly where a portal to Kryla existed.
Unfortunately for Athena, Orcus also
knew of this gate. H e is aware of another
plane adjacent to both Rylum and Kryla, a
very nasty place called Pyts. Orcus found the
door to Kryla and concealed it by piling an
entire volcano on top of it. Then he opened
one to Pyts in the same location. Orcus is trying to force anyone going to Kryla to pass
through Pyts first. Thus Orcuss followers
have ample time to enter Kryla and remove
Athena to the Prime for Nights brand of Immortal Justice.
Book
D20 Creatures
Roll
1-6
7-12
13-17
18-19
20
Encountered
Merchant Party
l d 4 Red Dragons
l d 4 + 1 Isiidi Adventurers
l d 4 Helions
l d 6 Fire Elementals
and
Page
B28
C 40
C 40
Simoom Encounters
Salamanders of a Different Color
Shortly after passing the path junction, 10
flame salamanders are seen approaching
from the northwest.
The flame salamanders of Simoom are
quite different from their counterparts on
other planes in that they can be highly intelligent. All speak the common tongue of this
planet and use first- through third-level
magic-user spells, though none that are
water-based.
Because they are intelligent, the salamanders will not attack unless the PCs attack
first. They act very much like learned men
and are very curious about where the characters came from and what they are doing on
Simoom. If asked where a magic-user could
be found, they mention Wotan by name and
give his location (see below), grossly exaggerating his prowess as a magic-user and savant.
If asked about a portal on Simoom that
might allow passage to another plane, the salamanders become more guarded. It is obvious they know something of this, but are
reluctant to reveal its location. These portals
are the exclusive province of the intelligent
salamanders on this planet and they guard
the portal locations jealously.
The PCs may want to explain that they are
on a mission of mercy in an effort to persuade
the salamanders. Aura use (Awe) will not
-Chapter 1:
Athenas Refuge
II
wraiths per round on the average, thus eliminating each wave as it attacks.
Protean: AC 8; H D 30 (hp 240); M V 120
(30); AT 1; D 3d6; Save F7; M L 10; Int 2;
AL N
Two screaming demons: SP Entropy; R K
Temporal A-M 50%; AC 0; H D 20 (hp 100);
M V 120 (40) Flying 180 (60); AT 2 claws/2
talons/l bite; D ld4 each/ld8 each/ld6; Save
as Novice; M L special; AL C
200 wraiths: AC 3; H D 4; M V 120 (40)
Flying 240 (80); AT 1 ; D ld6 + energy
drain; Save F4; M L 11; Int 7; AL C
The 1
If Kryla
Arrival
Regardless of the gate used (from Pyts or
the Road of Flame), the characters arrive on
the surface of the planet Coriopt on a narrow
stretch of beach bordering a lake. Though it
is night, the twin moons provide ample light
(slightly brighter than the full moon the players are familiar with). Whatever creatures
populate this area, none are to be seen now.
If they entered from Pyts, the PCs face a dilemma. They should be very much aware
that certain unsavory creatures may follow
them through the gate. Unfortunately, they
have no way of closing it now that they are in
Kryla.
But suddenly the problem disappears. A
protean pops through the magical portal in a
slithering charge. The gate snaps shut (closed
by one of the screaming demons) and disappears, stranding them in a place where magic
is ineffectual.
If the characters walked the Road of
Flame, that portal still exists. However, the
screaming demons on Pyts, peeking through
the gate, see the characters and prod the protean through, closing the gate behind it.
To battle the protean, the characters must
use physical means or Power attacks.
Athena
Athena has taken shelter in a small cave
near the gates. She is a handsome lady,
though obviously a warrior. Her dented armor and torn raiment indicate that her flight
from the Prime to Rylum was not without
peril and even her sanctuary isnt safe. At her
feet lies the lifeless form of a whispering demon.
She prides herself in her warrior abilities,
winged fury, to provide torment and entertainment while the Immortals died.
Athena was not within the area compassed
by the barrier when it was erected. Hiding
amongst the remnants of the palace, she witnessed the events described above, trying to
decide if she should flee or fight. The appearance of Orcus decided the question, and off
she flew through the planes. She had a reasonable lead, and as the chase progressed
through many planes, Orcus and another
Immortal named Talitha gave up and left her
in peace.
This explains the intentions of the maverick Immortals and the strange events on the
Prime that Terra alluded to, but it certainly
does not account for Entropys behavior.
Why has Night taken matters into his own
hands, when a crime of this magnitude is
surely a matter for all the Hierarchs?
Talithas Arrogance
When the characters are through questioning Athena, a chuckle is heard from the direction of the gate. A tall brunette strides
purposefully towards the cave mouth, and,
though carrying a double-bitted axe, shows
no intention of using it. From Athenas blanched features it is apparent that she knows
this being. Addressing the PCs she says:
I am known as Talitha. Ive no quarrel
with you, though your interests and mine
are doubtless different. I have come for
the whimpering girl, so step aside.
Thats right, Lokena. Hide behind
your friends! Tis a wonder you ever
slipped your diapers, let alone attained
the rank you have. What a fool your sponsor was. What poor taste! Come now with
me. Your shackles await, as ordered by
your Hierarch, Terra.
Return to Rylum
The PCs must return to Rylum first in any
event. If the Road of Flame was used, that portal still exists. If they entered from Pyts, there is
no apparent way out. Lokena can lead them to
the portal through which they entered, but it is
blocked by much stone, as if a whole mountain
10
Where to Go?
The characters know they are seeking new,
untrodden earth, but do not know where to
find such stuff; it certainly isnt here! A wish
would be appropriate at this point to locate a
likely starting point. The wish is granted.
They should be encouraged to teleport to
their destination, as other means require
greater expenditures of power than need be,
as well as several years of travel time, which
cannot be spared. Incorporeal travel is not a
viable alternative; the PCs need their forms
to complete this task. The distance is 71,672
Random Encounters
Check every two turns for a random encounter by rolling ld6; a 1 indicates an encounter. Then roll ld20 on the following table
to determine the creature encountered.
D20
Roll
1-8
9-12
12-15
16-18
19-20
Creatures
Encountered
ld20 Elementals
lOdlO Hordes
ld20 Krjsts
id4 Medusae
Id8 Diaboli
Book
and
Page
C40
C41
C42
C42
I37
11
Earth Elementals
#APP
10
AC
2
HD
8
MV
360
(120)
AT
1
D
ld8
Save
F8
ML
10
Int
9
AL
N
5
-1
14
360
(120)
1
2d10
F14
11
9
N
1
4d8
F20
11
10
1
-8
27
360
(120)
1
8d8
F27
12
11
4
-4
20
360
(120)
13
-________
-___l_l_______
----
---
--
DZO
Creatures
Roll Encountered
1-11 i d 6 Elementals
12
ld6 Basilisks
13-14 l d 4 Medusae
15
id6 Cockatrices
16-18 ld6 Krysts
10-20 i d 4 Giant Plasms
Book
and
Page
C40
X46
B34
x47
C42
C42
counter Explanations
Slemental: AC 5 to - 10; H D 1 to 32; M V
1 (120); AT 1 blow; D by H D (ld2 to
18); Save F1 to F32 (as HD); M L 9; Int
8; AL N
3asilisk: AC 4; H D 6 + 1; M V 60 (20);
1 bite/l gaze; D id10 + petrification;
re F6; M L 9; Int 2; AL N
kledusa: AC 8; H D 4; M V 90 (30); AT 1
kebite + special; D id6 + poison; Save
( + 2 vs. Spells); M L 8; Int 9; AL C
2ockatrice: AC 6; H D 5; M V 90 (30)
ing 180(60); AT 1 beak; D ld6 + petrifiion; Save F5; M L 7; Int 2; AL N
Cryst: AC 2; H D 9; M V 240 (80); AT 3
ces; D ld12/ld12/ld12; Save Elf9; M L 9 ;
10; AL L
lasm, Giant: AC -4; H D 12; M V 120
); AT 2 claws; D 3d6/3d6; Save F12; M L
Int 8; AL C
lasms enter the wormholes from the
ter, so they always have initiative on the
t round as they pop through the wall of the
rmhole.
nds Gift
Yhen the characters return to the ElemenPlane, Land is in a jovial mood. He freely
nowledges that the PCs indeed closed the
rex, but is so very pleased with himself bese they had to expend Power to open it
i n . The gathered elementals titter appre:ively at the jest, a sound like gravel clatng down a slope.
14
Arrival
Creatures
Encountered
ld6 Elementals
1 Hydrax
ld20 Sea Giants
1d4 Waterdrakes
1 Dragon Turtle
ld4 Great White Sharks
Book
and
Page
C40
C41
M30
M29
C31
C36
Island
D8
Roll
1-4
5-6
7
8
Book
and
Page
I42
I48
Creatures
Encountered
ld8 Jumpers
ld4S00
1 Decade
1 Century
15
16
Epochs Holt
Epoch
The Gate
17
The Isle of
Fugit-on-Tempus
The Island Beneath
Travel to this point in the ocean must be by
flying or gaseous form, unless the characters
choose to take a dip.
Fugits Island rises majestically from the
green waves. It is quite different from Epochs in that it consists of an island above an
island. That is, there is a normal cloud island
on the surface of the ocean, but levitated 200
feet above it is another island. The space between the two is dark, as if a heavy rain is always falling there.
It must be real rain, or something that
looks like it, because many rivers and waterfalls pour off the margins of the lower cloud
into the surrounding sea. The run-off is the
same dark blue color as the area between the
I I
,?I
\ I \
Immortal
Time
Temporal 1
600
50
0
21
I10
TJniversal
Any
As attack mode
Temporal 1
Neutral
Damage
id6
2d4 + 4
H : - 3AC/3
P:3d4 S:d8 + 2
H: - 3AW3
Stun (s/m)
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
15
(16)
(18)
11
16
14
18/+3
171+ 2
20/+4
131 + 1
17/+2
17/R + l/A-1
Immortal
Thought
Temporal 1
600
50
0
21
110
Universal
Any
As attack mode
Temporal 1
Chaotic
Weapon (Skill)
Nrml sword (B)
Bljack (S: + 2vP)
Defense
Damage
Id8
ld3 + 1
Knockout
(Save - 1)
Sht swrd (E: + 4) l d 6 + 4
H: - 2ACl2
Defense
Special
Deflect (2) Disarm
(Save + 2 )
Dagger (E: + 4) 2d4
H: - 2ACl2 Dbl dam
Defense
(19-20)
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
12
(14)
(12)
18
15
10
13/+1
161+ 2
15/+1
201 + 4
161+ 2
111R + OIA + 0
Arnelee
Immortal
Thought
Temporal 1
600
50
Mortal
Sphere
Status
Power Points
Anti-Magic
Class
Armor Class
HD o r Level
H i t Points
Move
Attack
Damage
Save as
Align
Fighter
9
36
112
120 (40)
u p to 4
See below
Fighter 36
Neutral
Weapon (Skill)
Bst swd (E: + 4vP)
Defense
Special
Spear (M: + 6vP)
Btl axe (E: + 4vP)
Defense
Special
Hnd axe (S: + 2vP)
Defense
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
0
21
110
Universal
Any
As attack mode
Temporal 1
Neutral
Damage
ld6+5
H: - 2ACl2
Deflect (1)
2d4 + 4
ld8+4
M: - 3ACl2
Delay
ld6+2
M: - 1AC11
18
(14)
(14)
14
10
10
20
18/+3
161+ 2
16/+2
161 + 2
11/+0
121R + OIA + 0
# of Encounters
1-5
Time of Encounters
Midpoint of astral travel
As 10-11, b u t a second encounter occurs while the party
Astral Encounters
DlOO Roll
01-09
Type of Encounter
Immortals
Number App
1 d6
Encounter Range
360'
24 miles
I38
Number App
1
Encounter Range
60'
2d4
1LU
CL 2
Ethereal Encounters
D20 Roll
01-04
I
i5
13
Type of Encounter
Party, Diaboli
t',asm, biant
Plasm Normal
21
Immortals
Set up any Immortals you desire, definitely including any NPCs who may already
be operating in your campaign. This would
be an ideal place to tell the players of some
project that needs attention (some idea for an
adventure that you have in mind).
22
Athena
Brissard
Sphert
Status
hwer
Anti-h
Armor Class
Hit Dice
11 4
-2
-5
-4
Croaking
Demons
Entropy
Temporal 3
Winged
Fury
Entropy
Temporal 2
-1
Ability Scores/Modifiers
Str
Int
141 + 1
231 + 5
351 + 8
281 + 7
201 + 4
21/+5
201 + 4
231 + 5
191 + 4
201 + 4
Con
Char
171+2
171+ 1
251 + 3
19!+4
181 + 2
231 +5
91+0
17/+2
71-1
Zeus
Hera
Phpollo
Aphrodite
Ares
Time
EmDvred 5
Energy
Empyreal 4
Thought
Celestial 3
Energy
Temporal 4
Energy
Temporal 4
-8
-4
-1
-5
Any
1Od6
Any
7d6
Any
3d6
4d6
511 + 10
721 + 13
301 + 7
431 + 9
18/+3
241 + 6
191+4
241 + 6
33/+11
321 + IU
451 + Y
501 + 10
701 + 12
661 + 6
701 + 6
351 + 8
381 + 4
251 + 6
231 + 3
251 + 6
221+3
Sphere
Status
Armor Clar
Attacks
Damage
Con
Char
Any
12d6
23
AC
Balthac
9
Sinan
9
Ascalon
9
Aurum
Special
Special
-6
SDecial
2d8 + 2
Plus Special
Str
18
17
12
NA
Con
Char
17
16
17
16
14
16
NA
NA
First
Second
NA
NA
5
4
8
7
5
5
Fifth
Sixth
Seventh
NA
NA
NA
1
NA
NA
6
5
5
NA
NA
NA
Spells
26
Ethereal Encounters
'arty, Diaboli or Normal
A normal party is composed of adventurers
-om the Prime Plane and includes humans
nd demi-humans. While laborious, you
hould construct a typical party and invent
3me reason why they are adventuring in the
:thereal Plane (just exploring, journeying to
n Elemental Plane, etc.). If at all possible,
lake this group up from mortal NPCs in
our own campaign to tie this adventure and
ie characters into your world.
Diaboli are handled in much the same way.
nember that they are just as Chaotic as
st player characters are Lawful, and will
ke rude, perhaps coarse, jests if the PCs
ak of duty, mission, honor, etc. They
i n no disrespect, it's just that they cannot
Ierstand the need for rules and regulaIS, and duty and honor are virtues for
leone else.
n u u l d s : AC -2; H D 5; M V
+ special; Save F5;
M L 112; Int 2; AL C ; X P 250 each
upecrra
__."
". _-"
150' (50'); AT 1; D 2d6
X.
1 way for the character to preting; a magic-using nightmare
cast dimension door on the
ich stops the shifts immediately.
1 that if any character is bitten,
introauce an Immortal diabolus into the
counter to fix things up. Then you need to
lain this new wonder to the characters.
1
_-._
Weapons
Character Name:
Game Date Character Began Adventuring:
Weapon (Skill)
Damage
Sphere:
Status:
Power Points:
Anti- Magic:
Mortal
Immortal
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Armor Class
H D or Level
Hit Points
Move
Attacks
Base T H A C O
Damage
Save as
Alignment
Saving Throws
Death Ray/Poison:
Magic Wands:
ParalydStone :
Mortal
Sphere
Status
Power Points Anti-Magic Class
Magic-user
Armor Class 9
HDorLevel 32
Hit Points
69
Move
120 (40)
Attack
1
Damage
ld4
Save as
MU32
Align
Chaotic
Universal
Any
As attack mode
Temporal 2
Chaotic
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
12/+0
21/+5
1:3/+ 1
131 + 1
1!3/ + 4
20/R + 2/A - 4
9
(18)
(10)
11
16
17
0
22
1:20
one.
Settling down, he opened a school of magic
and attracted many bright students. For all
his faults, Iliric was a brilliant magic-user. H e
pock-marked the land around his castle with
lakes placed as if on a grid. In the center of
each was an island, and on each island grew a
different tree. His collection included a specimen of every known variety of tree, some of
which should not have been able to grow in
this climate.
And then came the endless duels, for Iliric
lusted after Immortality at the expense of all
who stood in his way. All other magic-users
within a 1,500-mile radius were destroyed,
including many of Ilirics former students. So
Immortality came to Iliric.
Personality: Grasping and insensitive, 11iric is a man to be reckoned with. Nothing
stands in his way, and any who call him friend
are badly mistaken or deluded. Iliric can be
charming if it serves his purpose, but he is
prone to lying and has a reputation for reneging on his word. Honor seems a silly notion to
him.
Immortal
Energy
Temporal 2
700
50
0
22
120
Universal
Any
As attack mode
Temporal 2
Neutral
Weapon (Skill)
Lg bow
(GM: +8vP)
Defense
Special
Nrm swd
(M: + 6vP)
Defense
Special
Disarm(Save + 2)
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Damage
P:4d4+2
S:ld10+6
H : - 2AC12
Delay(s1m)
P:2d8 + 4 S:2d6 + 4
H: - 3AC13
Deflect(2)
17
( 1 8)
(11)
12
15
17
18/+3
201 + 4
13/+1
151+ 1
19/+4
201 + 4
had no difficulty finding young elves to apprentice under her. She imparted to them her
love of the forest and all living things as well
as her knowledge of magic.
The ointment had already transformed her
forest into a garden spot, a place of perfection
that Lornasen was loathe to change. In the
end she decided to appeal to her sponsor, and
the Empyreal answered that the perfection
she had created satisfied this requirement of
the Paragons path.
As for being acknowledged the superior
magic-user of the land, this was easy. The duels were fought, of course, but her fellow
mages lost gladly and Lornasen accepted
their homage with good grace.
Personality: Lornasens behavior is the epitome of goodness, as can be seen from her
actions on the path to Immortality. This does
not mean she is Lawful. To the contrary, while a
mortal she was considered most Chaotic, a free
spirit of the earth not to be bounded in any way.
O n becoming Immortal, her views changed.
She is avid to learn all she can, drinking in new
experiences like fine wine and acknowledging
and supporting the rights of all creatures who
inhabit the Multiverse.
Paarkum
Mortal
Sphere
Status
Power Points Anti-Magic Class
Fighter
Armor Class 9
H D o r Level 36
Hit Points
120
Move
120 (40)
Attack
u p to 4
Damage
See below
Save as
Fighter 36
Align
Lawful
Immortal
Matter
Temporal 2
700
50
0
22
120
Universal
Any
As attack mode
Temporal 2
Lawful
30
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
18
(1 1)
(11)
17
17
16
211 + 5
131+ 1
14/+1
201 + 4
201 + 4
181R + 21A-3
Description: Paarkums mortal and Immortal forms are that of a human male of approximately 60 years of age. At 6 6 tall and 250
pounds, it is apparent he has taken good care of
himself over the years. His hair is still jet black,
as are his eyes. His skin is weathered to a nutbrown from years in the sun and wind.
Paarkum has accepted age gracefully and
refuses to succumb to the vanity of youth.
Background: Paarkum looked upon Immortality as a duty, as a way of furthering his
work for Law. His sincerity of purpose
greatly impressed his sponsor, and he set
Paarkum on the Polymaths Path.
Starting a new life as a 1st-level cleric,
Paarkum found he enjoyed the service of the
church he chose. As he advanced in power, he
was quested to find the Ivory Plume of Maat.
The Plume was recovered after a search of two
years, and none of his companions were lost.
As a thief, Paarkum was exposed to a differing point of view and way of life. The skills
of a thief came easily enough, but Paarkum
did not enjoy the work at all. This time the
quest took four years, and one of his companions had to be resurrected. Paarkum paid all
expenses, which greztly enhanced his reputation with his followers.
As a magic-user, Iaarkum was amazed at
the power and knowledge of mages. H e studied hard, but the academic aspect of magic
use always troubled him. The Plume proved
an even greater task this time, for it was well
hidden and well guarded. The Plume was finally obtained, and this time Paarkum was
allowed to keep it. In the country of his birth
Paarkum erected a simple obelisk. The base
was engraved with scenes of his battles and
listings of the lawful deeds he had done and
places where he had replaced chaos with order.
Then Paarkum set out alone into the wilderness, in a final trst of his mastery of the
skills of all classes. He experienced many adventures in his wanderings, and he mused
long on the order of things and the balance of
the Multiverse.
Personality: Paarkum is unable to understand how anyone can live without laws or regulations, or how anyone can be indifferent to
such things. He cannot tolerate injustice, taking
it upon himself to right any wrong he finds.
31
32
Dittos Key
This is potentially the most dangerous part
of the mission on Tempus. You may want to
remind the players to consider taking precautions if they seem to be getting careless.
The purpose is not to destroy the characters forms; similarly, they should not be allowed to kill the repeater. Some damage
should be inflicted, the characters should get
what they came for, then they should escape
by a hairs breadth. It should be tense and exciting, but not deadly.
Fugit directed the characters to yet another
cloud island. While Eon is pretty to look at,
the terrain is very monotonous. This island
has many valleys and hills, but one cloudmountain dominates the island. It is obvious
that the repeater should be found somewhere
in the vicinity.
Redux lairs in a cave in the mountain. H e
is aware of the characters arrival on his island. He is invisible, for the moment. He
probes each of the characters in turn, if possible.
If a probe is countered with a shield, Redux is very irritated. This is his island, after
all, and he expects all visitors to be open, not
sneaking around or hiding information from
him.
If the probes are allowed, Redux uses ESP
on a PC of the Sphere of Time or Thought,
attempting to ascertain their intentions. Assuming these are not hostile (they shouldnt
be), he drops the invisibility and flies towards
them. The PCs see a six-winged creature
shimmering like a rainbow. If for some reason the characters are purposefully thinking
hostile thoughts, he attacks immediately. Be
very careful with this; you might want to give
the players a chance to reconsider.
Redux is a magnificent creature and is
proud of his Immortal stature. The characters should compliment him on his appearance and rank and abilities, more or less
paying homage to a being far mightier than
they are. If they cater to his vanity, they are
well on their way to getting what they want.
The repeater, on the other hand, is very
abrasive and condescending in his speech and
manner. Where Fugit congratulated the PCs
on attaining Immortality, Redux belittles the
achievement. As far as he is concerned, Temporals are little better than bugs.
:r 3: Tempus Fugit
After
the char
hand, e s p w a l y b i m e rneir presence ooviously annoys the repeater.
There being no practical way to trick a repeater into snorting, the characters must ask
for it. Surprisingly, Redux readily agrees, but
only if the PCs can offer him some remuneration for the trouble. The price is Power. The
characters may protest, saying they do not
have the ability to give him Power, but Redux
just smiles and says he has faith, that they do.
Redux is treacherous. If the characters
think about it, they might realize that the repeater means to slay them for the Power
Points he can gain-and he gets a satisfying
meal to boot!
Redux tells the characters to make whatever preparations they desire. Since the Net
is naturally invisible, he does not notice its
presence, unless the owner makes a great
show of readying it to cast. If Redux suspects
something, he can use detect invisible to see
the object. It doesnt frighten him, but rather
makes him angry.
Redux: SP Time; R K Empyreal 5; PP
5,000; A-M 75%; AC -13; HI) 25 (hp 400);
M V Flying 360 (120); AT 6 clawdl bite + 1
snort; D 2d10 each/8dl0 + special; M L 11;
Ability Scores all 75; AL L
Redux attacks; the Net poses no physical
threat as far as he can determine. Launching
himself into melee, he also makes a slam attack at a random character (preferably someone of the Sphere of Energy or Matter). His
seven melee attacks are divided equally
among all characters. At the end of the round
he obligingly snorts.
If the characters are going to do it, now is
the time! When the Net is thrown, no Hit roll
need be made. The caster of the net should
invoke the force field power. This effectively
closes the mesh, containing anything within.
It is also portable, unlike a normal force field.
It is possible the PCs may not need the
Net. Through a combination of force field,
permanence, and wish they could duplicate
the effect, but they simply do not have the
time, even on Tempus.
As soon as the snort is obtained, it is time
to leave. Redux can make mincemeat of the
characters if they stay more than two rounds.
Escape can be effected in a number of
ways. Wish, the old standby, can whisk the
party off to some other place on Eon. Teleport
would be equally effective. A gate is not a
good choice, since Redux will definitely follow. Simple movement is likewise unsatisfactory, since a repeater can fly as fast as the
characters.
Redux will not enter the ocean, however,
Conclusion
Once the characters have escaped from
DittosKey, their business on Eon is finished.
They may go to the Elemental Plane of Earth
(if they have not done so already), or to the
Home Plane of one of the PCs to combine
their two treasures into an artifact.
If Terror Aura was used on any giant, Epoch communicated this fact telepathically to
Fugit. Fugit is highly respected by the Hierarchs and he passed the information on to Father Time (Hierarch of the Sphere of Time).
If the characters treated the giants badly, they
got a stern admonition from Fugit for such
shoddy behavior and, in addition, any PC
from the Sphere of Time will be castigated by
his Hierarch, resulting in no PP gains from
this adventure in Tempus.
33
A Hierarch Speaks
After the artifact is made, one of the four
Hierarchs (DMs choice, from any of the
PCs spheres) contacts a random character.
~
~_______
..
34
Sinan
The Legend: Sinan the Anointed was a
great leader of the elven peoples, a gifted
woman wise in the ways of people and attuned to the rhythms of the earth. As Balthacs companion she helped rid the land of
evil, though she was never comfortable in the
company of other humans, feeling most were
too shallow of mind and too hasty in their
actions.
Though not desirous of Immortality herself, she understood Balthacs need and remained his steadfast companion on his
quests. Sinan journeyed to Calors lair with
Balthac and witnessed his heroic death. It
was she who struck Calors death blow and
raised a cairn for her fallen friend. She then
retired to the vastness of Canolbarth Forest,
living in solitude amongst the great trees,
away from the affairs of men and elves.
Sinan last appears in elven legend as a person called the Anointed. A host of orcs lead
by an evil human wizard named Kazad swept
into Canolbarth, their intent to destroy the
forest and enslave the elves. At the bleakest
moment, Sinan rode to battle in a lightship,
challenging Kazad to single combat, the outcome to decide the fate of Alfheim.
Aurum
The Legend: T h e wisdom of lawful
dragons is born of the rocks of the Earth itself,
or so it seems. The winged reptiles seem out
of touch in the world of men. Their actions,
perhaps misunderstood at the time, more often than not prove judicious and a benison to
men.
Such is the legend of Aurum, a huge gold
dragon who befriended the race of men that
sailed northward into the rivers of Malpheggi
Swamp: the founders of Darokin.
Aurum lived at that time in the hills west of
the Streel River, west of what is now the city
of Darokin. Glad for the company of men, he
appeared one day in the guise of a fighter,
striding alone from the hills across the river
with two long spears resting casually on his
shoulder. Very knowledgeable of these lands,
he counseled the colonists and helped them
found the city, then but a smalll collection of
huts with few permanent buildings.
Mysteriously, Aurum would disappear at
times, seemingly when his help or advice was
needed most. It was then that a huge gold
35
Ascalon
The Legend: Generations ago on the
northern shore of Lake Amsorak lived a man
of peace, a healer called Ascalon. Those in
need of aid were never refused, and the door
of his house was always open to those stricken
in body or spirit. The touch of his staff
brought a magical healing to the ill and lame.
Far to the east lay the village of Corunglain, drowsing peacefully between the forks
of the Streel. But the idyll was not to continue. From the north came a pestilence born
on a bitter wind. The healers did what they
could, but the wind blew relentlessly, darkening the sky and undoing in a n instant their
work of hours.
A plea for aid went out across the land,
reaching Ascalon on the shores of the lake.
Heedless of the warnings of those about him,
he shouldered his pack and, staff in hand,
strode off to the aid of Corunglain so many
miles away
A full month of walking brought Ascalon
into the practically dead town. The north
wind still blew, the disease it carried a palpable thing. Doing what he could to help the beleaguered clerics, Ascalon soon saw it was a
losing battle. Whatever was causing the illwind must be stopped.
Taking nothing but his staff, he struck off
Getting Started
Entering the Prime Plane
The PCs must assume their mortal forms
when they revisit the Prime. A gate spell
places the characters about 20 miles above
the surface of the planet. From here they may
easily see all the area that concerns the adventure (see the map on the inside cover).
The Identities were selected because their
saviour images blend so well with the history
of Darokin and the crisis at hand. They may
be attained in any order, though it is suggested that the PCs start with Balthac and
work their way counterclockwise around the
map, picking up Sinan, Aurum, and Ascalon
along the way. Thus all four Identities may
make a triumphal entry into what is left of
Corunglain.
Describe the terrain the PCs arrive in as
befits the situation. If they choose to descend
into a city you should strongly discourage it:
trauma to the natives, etc. There is no one
about when they come to Earth.
36
ened rocks. The cairn is majestic in its loneliness, in its mute tribute to a fallen champion.
The mountaintop affords a panoramic view
west and south across Darokin and Alfheim, east toward distant Rockhome, and
north to the steppes of the Ethengar Khanate.
The air is thin and clear as new ice, the sunlight harsh. It is quiet, the silence of a place
that has seen and heard the contest of heroes
and cannot now brook the intrusion of mundane sound.
The peak is scattered with blackened rocks
of all sizes, remnants of a mighty battle. A
huge, reptilian skeleton lies prone on the
granite, a sword protruding from between its
ribs.
The sword should spark some interest if the
players paid attention to the legends. The
blade belonged, of course, to Sinan. After
slaying the dragon, she left her sword, in tribute not only to the fallen Balthac but to the
mighty Calor as well. It is a normal sword + 4
(Weapon Class C). It may be taken without
penalty (Calor will not rise from the dead),
and it will be a useful addition for the P C who
will portray Sinan.
If the players ask if the cairn has been recently disturbed, tell them that one of the
characters must make an average Wisdom
check ( + 30 modifier). If successful, the characters learn that none of the stones appear to
have been recently moved.
A whispering demon has already occupied
Balthacs form. The Immortals of Entropy
are aware of the legends of this land. They
chose to lie in wait to see if any meddlers
would show up.
The form may be occupied without dismantling the cairn. X-ray vision or some
other magical vision enhancement reveals the
form within the cairn. But when a character
attempts to occupy it. his life force is repulsed
by the resident demons. The character must
remain incorporeal or spend 50 PP to reinhabit his own form.
The cairn may be partially dismantled, an
easy enough task using either Strength or
magic. In short order the form of Balthac is
revealed, lying supine in its rocky cradle. It is
the figure of a man 6 6 tall, well muscled
and showing the scar3 of many battles-truly
a fighters fighter. The face has strong, angular features and is wreathed with a full, auburn beard. The great sword Camb lies along
the length of the body, from Balthacs chin to
the toes of his boots.
When a P C makes the attempt to change
forms, the whispering demon attacks. Balthac rises from the rocks and swings Camb at
the nearest target, using one of the swords
powers (suggest cause serious wounds, triple
Sinans Oak
Sinans Identity lies some 70 miles southeast of Calors Hump. The mountains here
are somewhat shorter, some with tops below
the tree line. In accordance with the legend,
one mountain is crowned with a large oak,
the only such landmark to be seen.
The summit is mostly flat and covers a
roughly circular area 500 feet in radius. The
oak somehow grows from the solid rock close
to the center of the platea.u.
When the characters i2pproach to withir1
100 feet of the tree, it disappears and then re
.
appears one to four rounds later in a random
position at least 100 feet from the nearest
character. The tree persists in this evasive
action regardless of what physical moves
(leaping, etc.) or positions they take.
This protection was devised by the creator
of Sinans form to prevent any mortal adventurer from finding it. Adventurers gave up on
the problem long ago; even wishes do not
seem to work here.
The solution is to realize that the tree travels to the Ethereal Plane when it disappears.
If the players do not come up with this on
their own, they may get a clue by making a
difficult Intelligence check ( - 5 modifier). If
successful you may tell them that. the tree
does not become invisible but rather travels
elsewhere for a short time.
One or more characters may enter the
Ethereal Plane while another character forces
the tree to move. If the tree can be caught
while ethereal, the character(s) may ride it
back. Catching it can be a real problem because the oak can appear anywhere from 100
to 1,000 feet away (ld100 times lo), but it remains in the Ether for one to four rounds.
When one PC is in the Ether, check how far
from him the tree appears and how long it remains. If the character cannot reach it in
time, it blinks back to the Prime.
If more than one character enters the
Ether, plot their positions relative to each
other on a sheet of hex paper. Select one character as a point of reference for the appearance of the oak (it appears 100 to 1,000 feet
from him); roll ld6 to determine in which direction. Now it is apparent how far each of
the characters is from this strange tree. It is a
simple matter to determine if any character
can reach it before it blinks again.
As soon as anyone comes out of the Ethereal Plane in contact with the tree, it stops its
skittish movement and does not blink out
again. Now to find the form. The oaks trunk
seems quite sound and solid, but any magical
detection aid reveals a clever latch and lock
mechanism concealed in the rough bark.
..
37
Silently, in a ring surround ing the characters, undead rise like mist fr om the muck.
Aurum is well known to undead as a menci*r
who practically destroyed all Mal1jheggian
undead. Centuries ago the more iritelligent
undead discovered the form. It looked alive,
yet did not move. They could not Ll oa,.a-l l l l :+
Puzzled, these creatures have been gathering
ever since out of a stranee and fearful fascination with this dragon who slew so many undead. Now that someone is tamDerine. with it.
they are angry. They want to keep Aurum foi
themselves.
45 wights: AC 5; H D 3 (14
90 (30); AT 1; D energy drain
12; Int 5; AL C
35 wraiths: AC 3; H D 4 (18
120 (40) Flying 240 (80); A
energy drain; Save F4; M L 11I ; Int 7; AL C
20 spectres: AC 2; HD 6 (27 hp each);
MV 150 (50) Flying 300 (100); AT 1; D
Id8 + double energy drain; Sav e F 6 ; M L d l ;
Int 8; AL C
This should be a tense, but n ot deadly, situation for the characters. The undead attack
before Aurum is freed from the quicksand. At
least one character must face tlhem, probably
trying to turn them, while the Jrest struggle to
save the form from sinking. Atirum is not capable of movement on his own until he is out
of the muck.
There are many clever wa ys the players
could get Aurum: teleport an)I object, occupying the form and teleportingI, plane travel,
etc. Most anything should WOI-k. You, as the
D M , should keep pressure (in them with
wave after wave of undead. TIle character(s)
opposing the attackers should
to keep them at bay.
Once the dragon is free, the
cupying the form can pretty rnuch have his
way with the remaining undea
paralyzed with terror when Au
first attack, then flee the area a s fast as possible .
The player taking the role of Aurum may
wish to consider assumins h m a n tnrm when
near human habitations
ory of Aurum is revered,
eting to see a great winsred lizard or to heat
the rush of its passage. [f speed is of the essence, Aurum is capable
three characters with no movement penalty.
_---_*I.-_~.l
,I.
Hover
Crush
(20 r.)
Form Damage
Claw 4d4
Claw 4d4
Bite 6d6 + 8
Claw 4d4
Claw 4d4
Bite 6d6 + 8
Kick 4d4
Kick 4d4
Tail 4d4
6d6 + 8
Ascalon Reborn
The area purported to be the resting place
of Ascalon lies in extreme northern Darokin,
ountains that form the boundary
with Glantri. The vast reach of Lake Amthe plain to the south.
he site is well off the beaten path, located
it is high on a mountain peak. The Immorplaced the form here must have
trusted that the tomb would remain undisturbed, as it is not hidden in any way. A stone
doorway is plainly visible. Upon inspection
.
.
. .
.
. _---- wax
t h e &nor I C c p i l l r r l i n t h P iilmh with
-_-_three
. All are intact, and the threshold is covwith wind-blown debris.
Orcus, whom Night (the Hierarch c)f Enpy) has placed in charge of the elimiriation
e Immortals on Olympus, foresavv that
any Immortals who sought to inte rvene
would assume Identities. H e dispatche:d the
hispering demon to Balthacs cairn, and a
uman Celestial of Entropy named B rissard
Ascalons tomb.
Brissard entered the tomb and took the
taffnfhpnlinu
renlic:
u . _He
_ _ rnnctnirted
____________a-.
-r..-~
of it,
complete with shattered foot and sprouting
top, and gave iIt one power: life trapping. The
1
. .
--__I
___
L.
-.-__
__
38
Movement
Universal movement is still possible while
posing as the Identities because it is a property of the Immortal life force, not the form.
Obviously, flying and gaseous form should be
used only in extreme emergencies. Movement should be. generally governed by the
forms of the Identities. Since three of them
are human, the walking rate is 120 (40).
39
Traveling Between
Identity Locations
The players may choose whatever routes
they want, of course, but they may have to
visit a city (Selenica or Darokin are likely possibilities) to pick up some necessary equipment. In light of the previous discussion, the
characters should be played openly; any
equipment desired will be freely given, saving the Power required to create the items.
If not all the Identities have been acquired
yet, those characters still in their mortal
forms who are strangers should act subservient to any Identity. Otherwise mortal witnesses will have a difficult time believing that
their legendary heroes have really returned,
instead tending to be believe they are the victims of a cruel joke.
to Life
The chimerae attack in defense of their territory, viewing the PCs as interlopers. They
are unaffected by Aura.
Cleric: AC 2; H D 9 (40 hp); M V 120
(40); AT 1; D ld6; AP 1; Save C9; M L 12;
Int 14; AL L
Acolytes: AC 6 ; H D 1 ; M V 120 (40); AT
1; D ld6; AP 2d10; Save C1; M L 9; Int 11;
AL L
Any group of clerics encountered are en
route to Darokin, Selenica, or Corunglain.
They are well aware of the situation in and
around Corunglain, and bemoan the fate
that the gods have visited upon their country.
The head cleric definitely recognizes any of
the Identities. He wants to spread the news
that there is reason to hope the crisis is at an
end. The PCs may wish to dissuade him of
this if they feel their presence should not be
revealed as yet. The cleric agrees, but appears troubled and starts asking questions.
The characters must give him satisfying answers without revealing their true natures.
Cockatrice: AC 6 ; H D 5; M V 90 (30)
Flying 180 (60); AT 1; D ld6 + petrification; AP 2d4; Save F5; M L 7; Int 2; AL N;
XP 425 each; Book X47
These dumb creatures can be frightened
off by killing half the number appearing. Remember that the characters may choose any
saving throw number they wish if they must
save vs. Petrification, but a 1 always fails.
Black Dragon: AC 0; H D 10 + 3 (large);
M V 120 (40) Flying 300 (100); AT any except wing; D Bite or Crush 2d10 + 4, all others l d 6 + 2 each; AP ld3; Save F21; M L 9;
Int 12; AL C ; XP 3,000 each; Book C29
Red Dragon: AC - 3; H D 15 (large); M V
120 (40) Flying 300 (100); AT any except
wing; D Bite or Crush 4d8 + 4 , all others
ldlO + 1 each; AP ld3; Save F30; M L 10; Int
12; AL C ; X P 4,200 each; Book C29
Any dragon encountered can talk but may
or may not use spells (your option). These are
meant as role-playing encounters, though either type of dragon can be goaded into attacking if insulted. Both types are aware that
many creatures of death are abroad, though
they have no specific knowledge of what is
happening on Mount Olympus-even
dragons are afraid to fly near there.
Elf leader: AC 2; H D 8; M V 120 (40);
AT 1; D ld6; AP 1; Save Elf 8; M L 16; Int
14; AL N; X P 1,200; Book B30
Elf followers: AC 6 ; H D 2; M V 120
(40); AT 1; D ld6; AP 2d12; Save Elf2; M L
12; Int 12; AL N; XP 25 each; Book B30
Elves immediately recognize Sinan, if that
Identity is present, and are worshipful of her.
They pester the character portraying her with
questions about what happened in the epic
40
frien
Nome: AL 4; nu 1 ; iviv I L U (4u I; A L I;
D ld8; AP 2d2; Save Class = to HD; M L
10; Int 10 or more; AL any
The nobles encountered can range from
mean and petty to truly noble and concerned
for their subjects. They recognize the Identities, and their reactions can range from exploitation or a sincere desire to aid in
whatever way they can.
Nuckalavee: AC 4; H D 11; M V 120 (40)
Swimming 360 (120); AT 2 claws; D 3d8 +
death (each); AP 1; Save F11; M L 10; Int 9;
AL C ; X P 3,500; Book M37
This creature assumes the characters are
easy victims and it attacks. It tries to flee
when it realizes its error.
Odic: AC -4; H D 16; M V 0; AT 1; D
ld12 + poison; AP 1; Save F16; M L 12; Int
12; AL C; X P 5,150; Book C37
The initial encounter is with leaves animated by the odic. The characters are immune to the charm effect, but they may wish
to locate the odic and destroy it to prevent it
from snaring others.
Ogre: AC 5; H D 4 + 1; M V 90 (30); AT
1; D id10 + 2 ; AP 2d6; Save F4; M L 10; Int
6; AL C ; X P 125 each; Book B35
Snow ape: AC 6; H D 3 + 1; M V 90 (30);
AT 1 club/l hug; D ld6/2d6; AP 2d10; Save
F3; M L 10; Int 5; AL C ; X P 50 each; Book
C36
Ogres and snow apes are very territorial
and challenge the characters but do not actually attack. If the characters ask for information, the ogres tell them anything just to get
them to leave. The ogres and apes may follow
and attack if the characters travel through a
likely ambush spot.
Thief: AC 4; H D 5 or more; M V 120
(40); AT 1; D ld6; AP 2d10; Save Thief =
Level; M L 9; Int 9-14; AL C
Thieves may either try to steal from the
characters or engage in friendly conversation. If the characters use ESE: they discover
that the thieves are employed by an evil mage
with the express mission to discover if any
strange beings have made an appearance in
Darokin. The characters can also learn that
the thieves recognize the Identities, even
though they show no outward sign of recognition and deny it if directly questioned. The
thieves should not be allowed to report to
their employer.
Trader: AC 6; H D 1; M V 120 (40); AT
l;Dld6;AP3dlO;SaveFl;ML9;1nt9;AL
any
Treat traders as merchants for the most
part, except they are not as worried about the
crisis as they serve other lands as well.
41
Corunglain
Once all the Identities are assumed, the
characters are ready to face their final challenge. It is strongly urged that they pass
through Corunglain on their way to the Broken Lands. Recall that this city figured prominently in the Legend of Ascalon, and the
characters should be eager to show themselves to the populace. It is permissible for
Aurum to appear in dragon form as they approach the city.
Corunglain looks disheveled. The streets
are clogged with refuse, most businesses are
boarded up, and few people are on the
streets. The mayor and other important government officials have taken refuge in a fortification ringed by heavily armed guards.
Away to the north, the black bulk of Olympus squats in the Broken Lands. The roiling
black cloud around its summit spreads far
across the northern sky, great bolts of lightning striking fitfully from it to the land below.
It is no wonder Corunglain looks as it does;
surely this is the end of the world.
When the characters enter the city, few
people are abroad to notice them. But, little
by little, a crowd forms. Staring in disbelief,
murmurs of Ascalon, Aurum, Sinan,
and Balthac can be heard. A holy man,
more courageous than most, bravely confronts the characters. You come to us in the
guise of legends. Are you whom you appear
to be, or are you demons sent to destroy us?
The characters should answer firmly that
they are the legends.
The citizens of the city, especially the clerics, act as if affected by Immortal Aura. A
great meeting is called where the two
branches of the Streel join below the city. The
characters are asked to address the assembly.
Here is an excellent opportunity for the players to role play their assumed Identities;
make note ofwhat they say and how they conduct themselves for use in rewarding PP at
the end of the adventure.
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43
7-8
9
The Summit
of Olympus
A Matter of Perspective
After the duels are completed, the characters may continue on to the mountain. The
Corunglains follow no further, being quite astounded and stupefied by the titanic struggles
they just witnessed.
The mountainside is steep and dark, a tortuous trail over great blocks of rock and
worked stone. Apparently the palaces constructed by the gods have been destroyed
and
flung from the summit. An arm pro..._
trudes from beneath one such stone, mutely
telling of the demise of an unlucky mortal
who ventured too close to Olympus.
. . .
Ascending the mountain, the characters
are continually confronted by jeering demons
and the stern, lifeless stares of hordes of undead. But the PCs are not attacked, even
0
44
46
Aftereffects
The barrier disintegrates with a hollow
pop. Air rushes upward with the force of a
gale, and the loosened Time gibbers away
with the sound of a billion conversations.
The top of the mountain cracks open at the
center of the area recently bounded by the
Barrier. Floating slowly upward from the
crumbled rock is a jumper, a huge specimen
of that species. Whipping its tentacles in a
frenzy of anticipation, it dives to the attack.
Jumper: S P Time; Status Mortal; PP 150;
A-M 100% (0% vs. Time magic); AC - 7
(body) or - 2 (arms); H D 30 (135 hp); MV
450(150); AT 12 (max 5/target); D 2d6 each
+ special; Save as Initiate; ML 8; Int 20; AL
N
As was mentioned previously, this is a bonus payoff for the jumper-dl the Time he
can sted from any Immortal in the area not of
the Sphere of Entropy. H e is a very formidable opponent for the characters alone, as a hit
causes a character to lose ldlO PP, plus make
him or her leave the Identity for five rounds.
The character must then expend 50 P P to
reinhabit the form.
But help is available. The Olympians
should be freed as quickly as possible. Zeus,
Hera, and Apollo join in the fight, bombarding the jumper with Power attacks as large as
practical considering their drained state (no
more than 20% of their available power per
attack).
The jumper will wrap defensively in response to these attacks, but this defense is not
a panacea. Consider that five power attacks
against the jumper causes it to lose 50 PP, or
one third of its power. After the second round
of such attacks, or if the jumper is reduced to
50 PP by any means, it gives up and flees.
After the jumper leaves, the Olympians
and the characters face Brissard, four croaking demons, and hordes of undead. Brissards visage is contorted in rage at the
48
Concluding the
Adventure
If the Olympians are freed, they are to be
taken before the Hierarchs of their respective
Spheres. In the meantime, Night is summoned into the presence of a High Council of
the remaining four Hierarchs.
The upshot is that the Council censures
Night for his potentially dangerous exploit,
penalizing him with a permanent loss of
4,000 PF, the cost of the wishes required to
erase the memory of the events from the
minds of mortal witnesses.
The severe penalty causes an uproar in the
ranks of Entropy. Night has been effectively
demoted to a 1st-Level Hierarch, stimulating
a High Eternal and another 1st-Level Hierarch to vie for Full Hierarch status. Night is
kept very busy defending his position, putting him out of action for sometime.
The result on the Prime is a Golden Age.
Without the stimulus of Entropy, mortals turn
from warfare to the arts and greatly expand and
nurture their culture. But this greater level of
learning also results in mortal man questioning
the existence of their gods, thus causing a decline in their worship and replacing them with
other deities. Thus Night, in some measure,
has a victory, though the ranks of the Immortals
have been preserved.
And in the Broken Lands, just north of
Corunglain, a block of basalt rises like an accusing finger from the blasted remains of
Mount Olympus. Rather than reconstructing the mountain, the Hierarchs chose to let
the black tower remain forever as a reminder
to all Immortals of the time when Immortals
tampered with the Prime Plane, and the consequences of their actions.
S'inan
Balthac
Aurum
Ascalon