Lock Up the Dungeon

When I first read about it, it seemed so far away… in a few months, the last print issue of Dungeon magazine would ship. Where the time went, I know not, but this afternoon, for the last time, I opened the mailbox to find that final issue waiting. I have enjoyed the pages of Dungeon since I was about 11. Every issue has brought excitement and anticipation as I flip through the pages reading the adventure ideas of some of the most creative people to ever play Dungeons & Dragons. Soon, the “online model” of Dungeon will premiere, but the nostolgia is gone.

And so tonight, as the last page was read, and the cover closed, I could hear the lock and key click as the Dungeon locked for the final time. Our near twenty years of adventure come, as all things must, to an end.

Age of Worms Adventure Path – Game Session 47

Game summary for August 2, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Frank Urthadar (human evoker/sorcerer/ultimate magus), Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger/ranger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Syvarius Strongbow (moon elf archer-ranger), Taravin Truesilver (human gray guard/paladin of honor), and Thoril Songsteel (human thug).

While awaiting the return of Malchor Harpell, the party relaxed in the Gilded Horseshoe. Cymria came by and informed them that Malchor would see them that night in his Twilight Tower. Frank, Aridarye and Morak engaged in a day of heavy drinking in the meantime. The Mercenaries headed out of town toward the tower when night fell.

Not far from town, a group of two barbed devils and four bone devils accosted the party demanding they turn over their fragment of the Shattered Scepter of Calim. Naturally, the Mercenaries refused and drove the devils back into Hell with a brutal fight. Several of the party members were badly weakened by the bone devil poison, but there were no casualties among the Mercenaries.

When the party spoke to Malchor about the attack, he asked to see the fragment. After verifying the authenticity of the item, the archmage retrieved a number of power magic items from his vaults. He offered to trade the Mercenaries these items of power in return for the fragment. They agreed after deciding the fragment would be safer locked away in the vault of an archmage.

The powerful Harpell went on to talk about the origins of Kyuss in the far-off city of Kuluth-Mar in the jungles of Chult. His one-time companion, Balakarde made several trips years ago to the ruins of the city and found it still contained the Spire of Long Shadows where he believed Kyuss ascended to godhood. Kyuss’ power seems to have receeded from the city, although it still teems with the remnants of his followers. Balakarde was unable to penetrate into the Spire and disappeared after leaving some of his notes with Malchor.

It is Malchor’s belief that there are important secrets to find in Kuluth-Mar, perhaps in the Spire of Long Shadows. The party now prepares for an expedition to the ancient city. Before they set out, Malchor has offered them the opportunity to drink from the Fountain of Fortune’s Folly, a powerful relic that grants both a permanent boon and bane. Will any of the Mercenaries partake? Will the choice really result in fortune, or is the use of the device pure folly?