The Hunt for Malkar
Cy 4822, 23rd day of Maruk
Illeum & Valadain turn back, leaving Ledgor to lead the sorcerers to safety. Since Illeum was ruler here (the Steward) for 7 years he knows the palace inside out, as well as the sewer system which runs through it. Armed with two Rootvile arrows both men sneak back into the darkness, their hearts pounding.
A thought suddenly occurs to Illeum; “I have protective spells, should you wish them.”
1: Mage Armour
2: Shadow Shield (protection against all spiritual attacks – vampire touch etc)
3: Fox’s Cunning (Int +2)
4: Invisibility
Illeum takes time to cast upon himself several other spells…he offers Valadain any or all of the above (please choose).
Next the Necromancer sheepishly pulls out a small dagger from a belt, a dagger that has a sleek black blade and seems to change size in his hands. “This is my creation,” Illeum says, “It is called Chameleon, after the Devil’s heart that powers it. It is intrinsically evil, which is why I am not sure this is a good idea giving it you, but you will need something in the hours to come. It will mould itself into any shape you wish – merely grab the hilt and think of a weapon! It is a cruel implement, though, and will cause great harm to any you strike…it is yours if you wish it.”
(Again choose it or not)
Illeum then moves to a junction in the sewers. There are three ways to go…
1: Through the kitchens – he explains that this is the longest route but will take you around the barracks and up through the guest wings of the palace. Theoretically you should encounter less guards using this route.
2: Into the Main Hall – the most direct route but this is the most obvious. You will pass the offices of the Templars, the small shrines but will avoid the barracks altogether as normal soldiers are not allowed inside Malkar’s palace.
3: The Secret Passage – Sarrik Ramadius II built a secret passageway that acts as an escape route or a secret entrance. Illeum is not sure whether Malkar is aware of it – it offers a direct route to the Chancellor’s office, which sits next to the Throneroom on the top floor.
(Just let me know which way…”
The Hunt for Malkar (2)
Into the palace
The palace of Gran Breton has changed drastically since Valadain and Illeum Runesabre were last in it. Their chosen route to infiltrate it is via the kitchens…as they start their journey they encounter few restrictions to their movements. Kitchen and palace staff are everywhere, all too wrapped up in their own self-importance to notice the two invisible men moving past.
Illeum takes the lead, a cruel-looking curved dagger in his hand. The initial steps are cautious as both men suspect sorcery. From the kitchens they encounter a couple of itinerant palace guards, but slip past unnoticed and continue upwards.
The Templars are conspicuous in their absence and Illeum becomes nervous. “This is too easy,” he says. The Necromancer casts a spell so subtly that there is barely a ripple in the magical layers. “It is a trap…there is something evil in the throne room, a creature from the lower planes. Not from Hell…a demon!” Again Illeum concentrates hard, “There are no guards close…Malkar has cleared our path to it.”
Illeum suggests some options:
1) Ignore the demon and bypass the throne…he knows a way to the topmost level where the emperor’s bedchambers are.
2) Abandon the quest altogether and leave now whilst you still have a soul.
3) Confront the demon head on in the hope that it guards Malkar.
The Hunt for Malkar (3)
Illeum takes a few shortcuts to avoid the demonic presence in the throneroom. These include servant corridors and walkways normally associated with palace guardians. All are deserted and allow unrestricted access to the topmost level of the palace of Gran Breton…Malkar’s personal chambers.
With faces stricken with horror Illeum and yourself stand at the beginning of the main arterial corridor that separates the bedchambers, offices and quarters of the emperor’s retinue. Every two yards a figure is secured to the wall, their blood in pools at their feet, the groaning terror in their faces as you walk by. They are priests, sorcerers, palace staff, or anyone else that has displeased Malkar…each one begs for release. Hands and feet nailed into the wall like horrific paintings adorning a great hall. Over two hundred of these individuals moan in perpetual agony.
Illeum moves on…and then stops to stare at one of the victims. It is Ollis!
“Go back,” the bishop groans in agony, “go back, my lords, it is a trap…the room on the right contains a horror unimaginable. Malkar has gone to Limbo…to slay the staffwielders.”
Illeum concentrates. “He is right, I cannot sense the god…but the priest is correct. There is something close, something with awesome power.”
The choices:
1) Ignore Ollis and search every room…including the room with the awesome power in.
2) Heed his advice and escape (with or without Ollis – it’s up to you)
3) Take the Astral Plane to Limbo (Illeum has an Astral Spell).
4) Choose your own option not listed above…
The Hunt for Malkar (4)
Whoa whoa whoa
Just a tick
If Malkar's in Limbo he won't have a clue what we're doing including
spellcasting. He'll regret leaving me weapons!
Freeing Ollis and the ten most capable-looking. Then casting Healing
Circle, and once they're reasonably OK sending each of them to free
five and bring them into the circle. Keeping this up until they're all healed.
Ollis collapses into your arms as Illeum selects and frees the most capable. All know who you are and are in awe of your achievement…some of them ask, “you are his Disciple…how can you do this?”
Incidentally, your spell fails…
Sorting them into two lots, civvies and combatants, sending the
civvies back out the way we came in with instructions to make a break
out of the city (not through the sewers in case of spies) and to make
for Van Saul.
Ok, this is done…still no sign of any guards.
Taking the useful ones and going off mob-handed to look at the Big
Wumpus.
See below…
With ten able warriors at your side you and Illeum take a deep breath before hurtling into the room. Illeum screams: “Don’t look!” as the guardians turn to glass and shatter into a million pieces. Valadain averts his eyes and stares instead at Illeum, who prepares a spell himself. Your brother’s eyes are furtive and he is struggling to get the spell out before the anticipated attack from the (Big Wumpus?)…
Your options:
1) Buy your brother time and turn to face the Wumpus
2) Prey that Illeum casts the spell in time.
3) An option of your choice.
Pray?! To whom?
No, I shall trust in Nature; my own bloody-mindedness plus the
Bracelet and Gloves of Protection to boost my saving throw.
Valadain will turn and face his fate, as he always has, and smack a
Reaper's Breath-dipped shortbow arrow into its' face!
The Hunt for Malkar (5)
Valadain turns, bow in hand, a poisoned arrow nocked as he stares at the enemy…then wishes he hadn’t. A dark figure that resembles a dark robed palace guard with his arms folded…but then the terrible realisation hits Valadain. A thought unbidden as he aims for the eyes.
The creature is not from Grayhawk; neither is it from the Abyss. Two dark pits instead of eyes, not soulless, just the dark nothingness of the Void. The creature’s gaze has already unmade the ten warriors that entered earlier, now Valadain feels time slow to a crawl – seconds become hours, as the full force of the Void is unleashed upon him.
My time he thinks as he prepares for the ultimate death. The shattering starts like the smashing of a mirror, as though a pane of glass was before him. The sound is clear to his ears, clear and awful…but t is not Valadain that shatters…and the pane before him was real! Illeum Runesabre’s unseen spell placed a barrier between the creature and Valadain…the gaze was reflected back on the creature and that is the shattering of his form as it is unmade.
Illeum breathes heavily. “That was close…what other traps has Malkar laid? Perhaps, my brother, it is time we went into Limbo…to the Gate. We could ambush him there just as he ambushed yourself and the Glaennyn.”
Other options:
1) Do as Illeum says and go to Limbo.
2) Burn the palace to the ground whilst there is no-one in it. That way Malkar will have no home to return to.
3) None of the above.
The Hunt for Malkar (6)
Illeum Runesabre takes Valadain into the Astral Plane, from there he moves them swiftly, without stopping. The journey is long, driven by the acute intelligence of the Necromancer. Days, perhaps weeks pass until Illeum slows their flight, his face wracked with fear…he holds a hand to silence his brother.
“We are close,” he says, “and I can hear voices…two voices. By all the power in the universe it is Malakar…and he is at the Gate…with Muziel.” Illeum touches Valadain and in doing so bestows the augmented senses that the young mage possesses. Valadain and Illeum eavesdrop…
“Just destroy the gate,” Muziel says, “what use are the staffs if they are entombed forever?”
“No power in the universe, save the Maelstrom, is capable of that feat,” Malkar replies.
“What are they doing in there?”
“Learning,” the god replies.
“Then we must act!”
“Patience, Muziel, your impetuosity is surprising considering your journey to reach Grayhawk.”
“I have no stomach for this, Malkar, you know that! Let us return if we cannot flush them out…this plane sends shivers down my spine. I am just not dressed for it! And what of that damned disciple of yours? I knew that one would be trouble.”
“I have no disciple.”
Illeum throws a thought into your head. “What is it to be, my brother? Death or glory?”
“Two arrows, two vile betrayers. There’s a certain elegance to this. Let’s do it!”