*Season
1, Module 10* -- “Crossroads of Time” (Eleint 22, 1358 DR)
[Featuring:
Clamus, Elron, Fury, Kaliban, Kohira, Napftor & Maxolt]
The seven prisoners are led to a blue tent outside the South
Gate. A tall Oriental steps out, flanked
by guards. He is dressed in white
and gold-trimmed finery and his eyes shine with intense blue. An impressive looking katana hangs at his left
side.
“Emperor Tirij-kol,” announces a red-garbed guard. “Ruler of the Sword Coast and Master of a Thousand Destinies.” The self-proclaimed Emperor looks over the party and lists their professions- “Well, well, so we’ve finally let out the jolly elven duo and the poor priest. Now they’ve got some troublesome company. A thief who thinks he’s a wizard, a misled priest of Hoar and, well, one of our own. No doubt part of the ambitious resistance. So who sent you? Twelyn? Gorshek? Ah, I know- Pang. You’ve got the appropriate weapon. When I trained under Pang, I thought he was the greatest warrior in the land. Now he is just an old fool and I am the greatest.” (DM’s Note: Kohira was indeed taught by Grandmaster Pang and his signature weapon is a katana. It was Pang who sent the ninja westward to help stop the Krie’lat.)
Before Tirij-kol continues, a brown robed figure appears
in the air above them. His transparent
form is unmistakable to Maxolt’s group as Ardrist- “Azoun’s Dragons, besides
our vigilance for Krie’lat statuettes, the problem of Thayan organization
has peaked. The Red Wizards have begun
an invasion that is headed west. We estimate that their forces will reach our area in four weeks.
If you can stop the Krie’lat’s chalcedony supply, return to Cormyr
as quickly as possible. Your experience against the Runts and the githyanki
could prove invaluable to the war effort.” The image then fades to nothing.
Tirij-kol is pleased by the news. “Well, that was inspiring! Now it is time for your richly deserved rewards.
You will enter Waterdeep, City of the Damned, and will be given a ten-minute
head start before I send my guards in after you.
Fair enough? It is a big city. You might even survive for a while. But one thing is certain: It is the last city you will ever be in.
Now, if you’ll excuse me, I have the Realms to conquer.”
The party is shoved through the gates and begins their gauntlet.
The city itself looks like it’s been through a war.
The last time Kaliban and Elron saw it, the races were congregating
among their own in different sections of the city.
Most of the buildings are damaged in some way and more than one dead
body lies in the street. The occasional
dragon glides menacingly far overhead as the two groups compare their notes
on the chalcedony caves, their position, and what they have to do to stop
the Krie’lat’s hold on the land.
It doesn’t take long for the Emperor’s guards (six warriors
and a wu-jen) to find the group. Battle
is briefly joined, as the Orientals are more than a match for the weakened
adventurers. They manage to evade
the forces and hide in the Brokengulf villa. Three charred corpses lie on the front steps and the left side of
the villa is burnt. Two more burnt
bodies lie in the main foyer. The
secret wall-door is open, but the inner door with the handprint mold remains
closed.
Napftor laments, “We’re never going to escape and we can’t
beat them. In the first encounter
we’ve had we were sorely outmatched and half of our party [Cyric and Antinoa]
was killed. The only reason we’re
still alive is so they can crush the hope from us before bringing a slow painful
death.”
The party then encounters a ragged Morus Brokengulf hiding
in the study. After an abortive attack,
he recognizes the three Waterdhavian adventurers and says, “Thank Tymora!
Am I happy to see someone sane.” He
has survived for weeks without knowing what’s really going on.
When the party brings him up to speed, he says he may have something
that can help- “What I am about to show you can never be revealed, for it
makes too tempting a treasure for even the most honest of men.” Taking them to the secret door, Morus places
his hand in the mold and the brick door swivels open. A large chamber, taking up most of the east ground floor of the
villa, is within. The walls glow softly
with magical blue light.
In the center stands a device that looks very much like
a full-length mirror, except that no glass is inside it. The base of the object bears odd dials capable
of spinning. There are 4 number rolls
on the left and a word with 2 other number rolls on the right side. “This,” says Morus, “is a time traveling device.
Those left numbers indicate the year and the right dials are for which
month and day you want to travel to. By
setting them and saying the command word, anyone passing through the frame
is transported to the set date at whatever time of day they left.
At least, that is what I was told.
My father showed it to me when I was younger and I have never known
anyone to use it. Too many horrible
things could happen. Or, again, so
I was told.”
Some healing potions are also found in this chamber and
the PC’s decide to go back in time to a time after the mage battle that supposedly
created psionics (and thus the statuette stones’ power). They set the device for late summer, 1308,
for the battle occurred in late spring of that year. This jump brings them into the home of Morus’ father, whom imparts
the appropriate date of the battle (a big occurrence at the time). He eagerly helps the party, believing that
anyone coming out of the time device must have the family’s blessing. While here, a squad of githyanki strikes at
the PC’s, having followed them unseen from the future. The monsters are dealt with and the party reenters
the device.
Arriving on the morning of Mirtul 3, 1308, the party discovers
the time of the battle is high noon. Many
noble families are packing lunches to eat while they watch the battle.
The reigning Brokengulf, Heiron, agrees to let the party return after
their mission so long as they disturb nothing and speak to no one in the villa. Napftor is utterly amazed at the device and its applications and
shares the following un-Lathander-like words with the rest of the group:
“This device is so incredible. The infinite ways to use this beneficially are mind-boggling.
We can travel to dungeons we’ve already been in and bypass the traps
we didn’t know about before. We can
defeat our foes before they become powerful.
As adventurers, this device brings us to a crossroads.
Immediate wealth and power are literally at our fingertips. And, really, aren’t those the dream of every
man?”
The party arrives at the designated battleground south of
the city to find a disappointed crowd. It
seems the mages, Gluchesse and Narlek, have gone into some nearby caves and
prohibited the citizens from following for their own safety. As the crowds disperse, the party enters the
caves. Descending through familiar
territory, Kaliban recognizes the cubicle he had been held captive in for
the last 3 months. On the wall had
been written the words “NEVER GIVE UP” in elvish, but they were not here now. Kaliban guessed it was probably he, now in
the past, that carved those words, so he carved them again.
Entering an underground junction of caverns, the party finds
two men with luminescent globes on their shoulders. “So much for warnings, Narleck,” says the tall
hairless man to his stout companion. Both
men wear lavish robes with dark blue sashes. They are down here studying some old inscriptions
and the mage battle was just a ruse to keep out others while they worked.
Narlek says to the PC’s, “Don’t you know there’s about to be an epic
struggle of magickry down here? Get out while you still can.”
These words prove prophetic as a mind flayer group attacks
them all, subduing them and taking everyone to their lair. The flayers’ stuns wear off before the procession
enters a huge cavern filled with more of the octopus-headed humanoids and
their many slaves. The group is led
up a staircase and around a briny pool of fluid and brains. On the outskirts of the plateau holding the
pool are many hollows wherein illithids lie unmoving. Numerous waiting cages stand on the other side and the party and
mages are thrown into one, their weapons into another.
Other disgusting prisoners are in their cage, one a human
(the last chalcedony miner) waiting to have his brain eaten, another a black
furred creature with deep green eyes, leathery skin and large pointed ears.
This creature tells them that they are in a food pen.
He also describes what the mind flayers are doing climbing into stone
cubicles:
“They are preparing for the most important rite in the mind
flayer community- the Convergence. That
pool of brains you passed is collectively known as the elder brain of this
community. The brains are all that’s
left of dead illithid bodies but these minds continue to function as one.
Illithid young are also raised in that pool.
But this elder brain is dying and the Convergence will pass its knowledge
and mental powers to the brains of one hundred of the most worthy illithids,
which will greatly enhance them.”
When asked how it knows all this, it explains that it was
an illithid until it went against the elder brain’s dictums and they graced
another ancient rite upon its form. Both
Gluchesse and Narlek agree that this Convergence has to be stopped.
And they think they have a way to do it.
“If we can get to our staves,” says Narlek, “we can stop these a**holes
cold. But we need someone to decoy the flayers while
we’re performing what we have in mind. The
outcome will more than likely kill us and the decoys but the resulting cave
in will surely destroy the elder brain.”
Maxolt knows that the mages’ staves are actually staves of power and he thinks they’re going
to break them and cause a massive magical explosion. Through some discussion, the PC’s decide that
they can’t allow that to happen because who knows what residual effects would
come from two retributive strikes among so much mental energies. They agree that this is what they’ve come back
in time to stop. A breakout is planned
with everyone in the cage. The drow
guard is grappled through the bars, his keys taken, and the escape is made.
The other prisoners rush toward the mind flayers tending
the elder brain as the mages and PC’s go for the cage with their equipment.
When the party moves to stop the mages from breaking their staves,
Napftor says, “It’s foolhardy to allow these independent, mobile mind flayers
gain so much mental power. We don’t know for sure that the staff energy
is the cause of the psionic statuettes or not!
I say we just save ourselves and let the past be the past.” When the party ignores him, Napftor lunges
at his nearest friend at begins to strike him barehanded.
Meanwhile, the slaves are being overpowered by the mind
flayers and a few of the monsters head toward the cage area. Maxolt assumes his true draconic form and one
of the mages is knocked out. Kaliban
retrieves this one’s staff while the rest of the group slays Napftor (actually
a doppleganger sent by the Krie’lat) and climbs aboard Furnok/Max.
The remaining mage performs a retributive strike as the party soars
across the great cavern and escapes to the surface.
Hoping they’ve done what needed to be done, the party returns
through the time device to the present. Emerging from the time device room, they find Morus being arrested
by the Watch and their missing and dead friends returned- Connor Blackthorn,
Cyric, Antinoa (now only a fighter) and Napftor. An angry Morus says, “Well, I hope you’re satisfied.
Our family’s most prized secret revealed because of the Lord’s decree.
You won’t hear the last of this. This
villa is mine and I don’t care what Piergeiron says about it.”
Their fellow adventurers bring them up to speed on the changed
timeline:
*
it’s been 3 months since the group ousted the Krie’lat and their plot to smuggle
monsters into Waterdeep for a surprise attack.
*
Morus Brokengulf, already a procurer of odd beasts, was unknowingly harboring
the oriental group’s forces. Unfortunately
for him, he is still liable under the “monster contraband” laws. In the course of the party’s official acceptance of the property,
Morus had to reveal the time device chamber to them (exiting the chamber is
where they entered the current timeline)
*
wild magic is still around but everything is returning to normal following
the battle with Myrkul’s avatar last week.
The time traveling group brings their restored companions
up to date on what has transpired and the group finally has a chance to relax.
DM’s Note: This was my best module to date (at least in my mind). Time traveling, joining the old PC’s with the new, everything that I wanted to accomplish had been done. Previous modules that involved psionics or the Krie’lat were easily explained: In “No Regrets”, the dart that caused the party to enter Napftor’s mind was caused by magical means, “Sightseeing” was the same except the party had to walk back to Waterdeep because Trinaso was not there to teleport them.
The reason that the new party did not return to their own locales when the timeline was changed will be investigated in the next season. (Kohira is really the only one to be fully reasoned.) It was a joy to weave time travel into a D&D module and it would not be the last time. But now, the party had a base to work from and, as Drew and Ryan would return soon to school, I could account for their absence in play by saying their characters were either at the villa or out on the town.
As my Dm-ing skills grew, I wanted to reward each player by investing a module or two in their backgrounds. In Season 2, more focus would be given to the individuals and the grandiose plot would wait until the end of the season. But first the group needed unification (i.e. a name) and this was at the top of my agenda.
Module Rating: ****