Dragonlance: Dragons of Truth
From the journal of Trevor
We start at Kalaman after leaving Sancrist. We are in a chamber being flattered by the wise and good of the city, including Lord Gunther. We are to be tasked to go to Neraka to destroy the evil forces. There are a number of ways to get there and we consider the options (such as fly on the back of good dragons disguised as evil ones). We opt to go as merchants taking wine (daft idea, but out voted) in three wagons. We are escorted to the front lines and are then teleported behind the lines by a number of mages. We pass through the remains of battle lines, another caravan is in the distance (1/2 a day ahead).
A group of draconians approach. We try to bluff when asked for the pass to get through. They don't believe us and start to get hostile. We start to cast defensive spells and the draconians attack. Abrysea the new cleric surrounds a bear, which attacks the draconians, but Giuseppe takes two hits. Karanon casts haste and Trevor lands 7 huge blows on his draconian which looks very injured. The combat with everyone else continues. Draconians start to drop, but Giuseppe takes a huge amount of damage and just stays on his feet, but eventually they all die.
It's now early evening and we debate about what to do with the caravan in the distance. We decide to ride up to the caravan and ask how to get a pass, but on approach find out it's a slave caravan. There are a lot of draconians around the caravan - 30+. Abort!! We head back to our caravan and decide to go to the next town to try and obtain a pass.
We approach the town and can see four black dragons and a large army encampment. We bluff our way past the guards. Some laughter erupts from some nearby tents, it looks like drunk soldiers returned from the front line. There are three wagons with beer like ours. We meet up with them and start to share some of the beer (which is laced with sleeping poison). All of the soldiers have passes to enter the inner area of Neraka. Th all fall asleep and we debate what to do with them. Karanon kills all the sleeping soldiers and we steal enough uniforms to enter Neraka in disguise.
From the journal of Trevor
We walk along the road to Neraka and after 5 miles or so we come across a small building in the middle of no where. Ahrssa doesn't detect any evil from the building, but the building radiates magic. The door opens and there is a bright white light inside. Giuseppe volunteers to go in we tie a rope to him as he walks in and suddenly the rope goes limp, he's gone. Maudred steps in to see where he's gone. Eventually we all decide to go in, it must be some sort of teleporter. A crystal vault hall appears. We have been transported. Two huge platinum doors are at the far end and we are stood on a small platform.
A voice can be heard in our heads telling us about a test and gems. The doors open to reveal a huge circular room, steps lead to a dais with a throne. We head up to the dais and a door shimmers into existance in the wall. We decide to go through the doorway. We appear in shallow water each of us in a different cell. There appears to be a gnome in one of the cells called Gnip who appears to be busy. Giuseppe manages to pick his lock and get out and eventually gets everyone out. The gnome appears more interested in redesigning the cells for his own pleasure than escaping even when we free him.
We move into another room, still full of water, but with lots of gnomish style weapons. Not much in here so we head south into another room. There are two raised platforms on the side with 3 large statues and still the water on the floor. In a niche on the wall is one gem. Karanon uses a telekinesis spell to take the gem. We head back the other way. There are circular stairs heading down covered in moss and water cascading down. Giuseppe heads down carefully attached to the rope again and struggles against the rushing water. Maudred on the way down almost drowns and then slips and falls down the stairs. Everyone else manages it ok. There is a throne in the room that is possibly gnome sized. We head through a door on the right. There are lots of touches and there is a 50ft statue of a gnome that looks platinum in colour.
There is a table in a gap laden with food which we ignore. We head through a passage into an empty room.. We hear voices approaching at least 2 that appear to be arguing. So he head the other way finally to a large room with huge gnomish tapestries and chandeliers. Another room, lots of books. Another room contains a chest in the centre. There are small holes in the wall and hair line cracks on the floor and ceiling. We think it's trap and ignore the room for the time being.
Another room has an elvish painting with a sign do not touch. We don't. Another door with a box on a raised plinth. The box opens and music starts to play as Giuseppe steps into the room by himself. He begins to dance. After it wears off we leave. We turn round and head back coming towards the voices which appear to be Giant. Two large giants come into view as hill giants. Combat starts and Giuseppe takes a hit followed by Maudred. Finally one giant goes down, but Giuseppe is suffering from the blows. At last they are both down.
We can't find any way out so we go back to the gnome. He doesnt really want to answer any questions so Trevor grabs him and marches him to see the giant gnome statue and then to the books. A secret door is spotted. Giuseppe goes to the picture room as the rest of us try and look behind the books for a door mechanism. Ahyressa goes to the chest room and looks at the chest. We lasoo the chest from outside the room and drag it out. Giuseppe opens the chest a shoot of cold gas rushes out. There is an old cloak in the chest that isn't magical and is gnome size. There is a false bottom and four pairs of gnomish socks.
We head to the painting room and Mordred takes the painting down and is suddenly attacked by a Spectre which is quickly despatched. Back to the book room and we soon discover the mechanism for the secret door. A staircase leads up a white light and we're back at the 1st platform. We rest up for a bit. We put the gem in the throne and another door opens. Another throne through the door. A boy sits on the throne. He says his name is Sturm Brightblade. There is a window and there are thousands of draconians outside. We are in a castle keep. A secret door opens behind the throne and there is a shoot, which we all shoot down. Weeeeee.
There is stonework down there, three tunnels and several tombs. Head down the right tunnel. We hear a howling moan and there is a fissure in the tunnel. We head back and go down another tunnel. There are lots of stalectights and we find a great mausoleum. Two statues stand before it. There is a howling wind.
We try another route and as a door opens wraith like figures emerge from tombs and speaks to Karanon, 'are you the one?' 'Yes' says Karanon'. They attack, wrong answer.
From the journal of Trevor
The combat continues. Some of us start taking hits and energy drain results. It's getting painful. Trevor repeatedly seems to hit the spectres, but his blades just seem to pass harmlessly through. Some of the spectres start to go down, some are turned by Ahryssa. Finally, with a lot of lost levels (Windrush and Mordred have lost 6 levels each), we manage to beat the spectres with Trevor taking a few down himself.
We head through to the tombs of the Brightblades. We decide not to disturb the tombs and head down the narrow passage in single file. The passage leads to a chasm through which a strong wind is blowing. Not sure what's on the other side, but there appears to be a passage leading off. Karanon flies across the chasm to explore and finds another chasm. Karanon turns into a hypogriff to ferry everyone across. There is a big room with huge columns and bells. There are thick steel doors leading off. Giuseppe heads off to open one of the doors. Through the room are huge crypts and at the far end are steps leading to a platform. We can see a large gem with two figures either side. We walk forward, as we walk past each crypt spectres emerge, eight from each. We head to the two figures which are spectral forms, one male and one female. The male repeatedly asks us 'are you the one?'. Learning this time we say no. 'But who are we then? Should we treat you as guilty?' The male tells the spectres to go and fight the evil and presents the gems and he points to a door which we head through. It opens to a great chamber and as we go across, it suddenly goes dark and evil. A five headed dragon form appears that looks like Taketis. Sturm steps forward and magically has a dragonlance. He pushes Takhetis into the portal and steps through the portal saying one of us has to step through and close the portal from the other side when we face the dark queen for real. Then we're back into the platform.
We start to recover the lost levels, but Restoration spells are needed for some of us. We rest up whilst the spells are being learnt. Finally as we're all recovered we place the gems in the slot and a new door opens with a bright light. Great moors appear and the city of Kalaman is on the horizon. Skeleton bodies of mixed races are scattered about.
We can see a figure lurking in one direction who disappears and we head towards it. A slab of stone is on a platform. Giuseppe steps upto the slab and touches the face of the Kender that is carved on the slab. Ahyrssa touches the other side and disappears. What fools! The rest of us decide to head after the figure who may have some information. We find a passage with a dodgy looking bridge, trying another route we come across a bog in which we start to sink. We have to head back and cross the bridge. We can see a pavilion and as we head towards it we see dark shapes which seem to say 'join us, join us.' Maudred and Windrush start to head towards the figures. Windrush snaps out of it but Maud carryies on. We try and stop him but he hits Trevor, finally Trevor disarms him and Maud snaps out of it.
We continue on. Then we see Giuseppe just seems to be standing there. This time Windrush and Trevor start towards the shapes. Finally we come out of it and head for Giuseppe. He won't move but finally snaps out of it. We carry on. There is another chasm to cross before the pavilion. Karanon turns into a griffin and carries everyone across. On a pedastal is a red gem. Giuseppe takes the gem and we're back in the platform room.
A mist decends and we pass out and then wake up. We are spoken to by the gods. They give us some blessings and a dragonlance appears.