Bard's Tale II:
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Aaron squinted, trying to see through the heat waves rippling off the scorched dunes. He lay in the strips of shade provided by a tattered awning attached to an ancient pavilion. Far out on the desert a party of people was approaching, their wavy images alternately crowning the dunes then disappearing out of sight. There was little doubt concerning their destination. Aaron and his Master inhabited the sole tiny patch of green in the midst of the Tangramayne desert. The nearest city, of the same name, was thirty leagues to the north. When his Master was plagued by company, the visitors were usually parched husks of humankind, always overjoyed to discover that the oasis they had stumbled upon had substance, and remained within their desperate grasp instead of dancing upon the rippling heat just beyond their reach. There was one other kind of visitor, and Aaron was convinced that this was the type that now approached.
Customers.
He ducked under the sagging, stiff canvas, and stood for a moment to allow his eyes to adjust to the darkness. It was stuffy in the pavilion, prodigious snoring having propelled his Master's stale breath into every hidden corner. Aaron decided that he would make his stay brief. But before he spoke, he was struck as always by his Master's face, so very different in the repose of sleep than when his Master was awake. Asleep, his Master's face appeared to be that of a man who had not seen more than thirty winters. True, the cultivated grime made it difficult to really be sure, but Aaron was puzzled. When awake, his Master would walk hunched as if carrying the burden of many years. His hands would shake in counterpoint to the trembling of his voice. But the hands were strong, and his Master's words were often sharp enough to pierce sun-hardened camel hide, after having passed the whetstone of his Master's wit. Aaron grimaced, and softly spoke.
"Master. Master."
The man opened one sleep-crusty eyelid, and peered at the young man. "This had better be of catastrophic importance, boy."
Aaron swallowed. "Customers."
The wizard suddenly sat upright. "Paying customers?" he queried. Aaron shrugged. "That qualifies," the wizard said and made a grand sweeping gesture with his right hand. "I suppose I'll let you live. Now, depart!"
Aaron didn't need to be told twice. The Master smiled fondly at his assistant's rapidly retreating back, and as the flap fell closed he murmured, "A good lad. One more good haul and I'll be ready to pass this little business along to him." He threaded his fingers through matted hair and scratched his head contentedly. "I hope these ignorant ruffians have brought plenty of gold!"
Aaron eyed the visitors suspiciously. There were six of them, and the leader was boisterous, rude, and overconfident. His name was Meric, a warrior, outfitted with helm, sword and little else. He introduced the rest of the party. Selinar. a hunter, was in every way nearly identical to Meric. This was explained by shared experiences: violence, harsh living and a common grandfather. Bresian was a hard, a gaunt, leather-skinned man whose permanent smile lines were criss-crossed by myriad blade scars. Aaron kept a particularly watchful eye on Arku, a hobbit rogue (Rogue, Aaron thought. Cal1 it what you wi11, a thief is a thief) clothed in black robes and a peculiar close fitting mask that covered his entire head, with small holes for ears and eyes. There was a threadbare Conjurer named S'imr-li, and a Magician named Gethsah, in even worse condition, whose face remained hidden beneath a grease-stained gray hood. Putting on airs, Aaron sniffed silently to himself, and them having mere apprentice standing. They held themselves aloof, staring haughtily into the desert. Envious of my Master's special ability, that's what they are. Aaron thought. The group needed help in deciding which of two quests to take on, searching for a sheep's skin made of gold, or the rescue and re-forging of something called the "Destiny Wand". The wand seemed to intrigue Aaron's Master. The old wizard discussed his talent, and his price, with the warriors.
"My talent is unique, my lords." "My lords!" Aaron grimaced. Great heaving gods, is my Master sick, or blind? The Master continued, oblivious to the embarrassment of his apprentice. "My magic can send you on a journey; a journey of the mind. Tell me what quest you wish to attempt. I will place you in a deep trance, and you will forget that you have come here. In the trance you will live your future, exactly as it will be if you attempt that quest. This will aid you in deciding which course of action you may wish to take in your real lives. Time passes much more quickly in the trance state; many days pass in a single hour. And if you see something in your vision quest that you would not wish to come to pass, choose a different quest and you can avoid it."
"Why a different quest? Why not just change a few things. Enough to ensure a different outcome?" asked the moth-eaten magician.
Aaron raised one eyebrow. The magician threw back the uttered hood to reveal the face of a pretty young woman.
"Ah, my lady," the Master said, glancing briefly at Aaron. "There comes a time in every trance when, for a brief instant, a brilliant light bursts forth upon you. That is the moment beyond which the final outcome of the vision quest cannot be altered by any action. The chain of events that has been started will be completed in the way you will observe. The interwoven lives of mortals causes this to be true; I have no other explanation. Now, my lords and lady," Aaron's Master spoke briskly. "You know my price, to be paid in advance of your vision. Will you take advantage of my talents?"
The group drew away to make a decision, but Aaron knew what the answer would be. He saw it in their eyes. Curiosity alone wou1d make them show their gold.
"Aaron!" the old wizard hissed. Obediently Aaron attended his Master. "Look lad, this time I'm sending you along in the vision. You'll observe silently, and without being seen. I want you to take this with you," and he pressed a bound book of fresh, blank vellum pages into Aaron's hand. "As you concentrate, your thoughts will appear on the pages as you think them. Record everything. If what I fear has come to pass, a great evil has been loosed in this world, and must be stopped. The Destiny Wand must be re-forged, and if this assemblage of gutter swine proves unable to accomplish this quest, then someone else must attempt it. A journal of this vision will prove an invaluable aid to other adventurers. Hide the book lad. Here come the customers."
Aaron fumbled the book under his robes.
"Well, have you decided?" the Master asked.
Meric glowered. "We'll take yer journey, wizard. But we all find the price too stiff. We offer ye..."
"Pity," Aaron's Master interrupted. "Come Aaron." The wizard strode towards the pavilion. "Hold!" The woman magician, Gethsah, stood facing the old wizard, right hand weighing a heavy pouch. Her lips were curved into a grin that held no malice, and her eyes held admiration. "I warned you, Meric. Here, you old pirate!" The pouch bridged the gap between them and disappeared as if by magic beneath the old man's robes.
"Thank you, my dear." A secret wink to Aaron, then a wide sweep of his hand to indicate the pavilion.
"Would you please enter?"
Aaron knelt on the worn carpet in the corner. All the adventurers sat in a circle with his Master. The old wizard placed his hand on his chest and began to chant, and as he did so the pavilion became charged with crackling power. One by one the adventurers toppled and lay still. The old man turned his head and regarded his apprentice. Aaron fought against overwhelming weariness, then slumped to the floor.
Will this really work? It does! My words appear even as I think them! I'm flying, floating in the air over the motley group that is involved in this trance quest. What's this? A ball of white light has exploded all around them. I know what it is! It's the moment beyond which the final outcome of the vision quest cannot be altered. They don't know that, though! They're dancing around waving their weapons! Let me see, where are we? We're outside a city...it's Tangramayne! Oh, I haven't been here since....I wonder if the Inns are open? I d love an icy cold mug of Marduk's Whiskers! I'm invisible! I can't be heard! I can't order any ale! And I've lost the party! They can't be far.
It's been several hours now. I discovered that by concentrating I was able to cause a map of the city to appear on the facing page in the journal. Since no one dares to defy Marduk the Dragon God, all castles and dungeons, fortresses and complexes must be built according to his Law; eighty-eight paces by eighty-eight paces. This knowledge will make it easier to map any complex the party enters. I will divide the maps into sections four paces square; that should be easily understood. I found the group outside a small building on Claymore Street. They are entering the building...and are met inside by a magician who tells them this:
I have a noble quest for you, if you'd hear the tale. The story is a tragic one. The daughter of Endor the Mighty. King of all the Land, has been kidnapped by the Dark Lord, whose domain lies just under this chamber. I would rescue her myself, but the Dark Lord has laid a mighty spell upon his domain and I am barred from ever entering. You, however, can make it in. If the Princess is found and brought back to me, I will grant each of you some additional experience points. And, of course, the King will be most pleased. Take care, and be sure to map every inch of the Dark One's lair. I'll be waiting here for you to return.
Well I must admit that they have courage. Meric charges forward down the stairs as if a Goddess waited below with open arms to greet him. The others follow, as do I.
By concentrating, I was able to cause a map of this evil place to appear on the facing page in the journal. When we encounter something of interest, I will number the encounter, both in my words and on the map. If this party does not succeed in re-forging the Destiny Wand, the next group to take on this quest can hardly fail, if armed with my journal! I will not record any battles. The pages in the book are limited, and any adventurer to use this book will surely be familiar with fighting.
1. The party came upon a magic mouth that warned, "Turn back, adventurers- you are not the first and you won't be the last to attempt to save the Princess." Of course the party ignored the foul thing and proceeded forward. 2. In the SE corner of the dungeon was a message, "Beware the creature that lies in the middle of darkness." 3. Nearby, scribbled on the wall, was the faded message, "The princess lives..." I hope the content of the message is more current than the message itself! The party continued on, and soon came to a small room. 4. When the party entered this small room, a message appeared: "In areas unpassable, seek entrance by Phase Door to learn the secret of the double doors" They continue to explore.... 5. In the NB section the party discovered an area of darkness, where no light spells or torches would work. Beyond that was a room with doors along each wall. 6. In one room Gethsah the magician, remembering the clue about areas unpassable, cast a Phase Door spell. 7. As the party passed through the misty wall, an old man appeared. "Below you now, thrice count the floors, play the last for the double doors." He then vanished. There was nothing else of interest here. 8. When they entered the room directly across from the entrance, they found stairs, leading down. The party descends...
There are many traps here, and beasts that attack the party at every turn. The group has done well, slaying many. 1. The party came upon a large room filled with darkness that could not be pierced by torch or spell. In the center of this room was a dangerous creature that attacked the party. This must be the same creature warned of in the level above. After a fierce battle, the two warriors and the bard managed to kill it. The party is gaining much experience, and will have welcome business with the Review Board if they manage to survive. 2. A large winged creature wanted to join the party here. After some discussion, the group decided to allow it to join them. It seems quite friendly, and looks to be a good fighter. 3. A strange message: "One level down, Map wall and door. Look toward the corners, And read the four.." Perhaps the meaning will become clear in the next level down. 4. In the NE corner the party found a portal. S'Imr-li, the Conjurer, cast a levitation spell. The party descends once more...
1. At first, it appeared that the party was in a rectangular room with no way out but the way in which they entered. But there was a teleport trap here, which Selinar discovered. 2. The party was teleported to another location in the dungeon, into the middle of a large room, three squares long and three squares wide The mages sensed the presence of traps, and so the party proceeded cautiously, moving straight forward until stopped by a wall. The middle square of the room became magically walled off. The party faced south, and moved again. As they approached the wall, all light was extinguished. The party continued in darkness until reaching the wall, then turned to the east. They moved east until stopped by another wall, and then S'Imr-li cast a light spell. 3. A wall had closed behind the party, and a door was visible. They went through the door. 4. At the end of a short corridor there appeared this message: "Seek the four cornered letters." I am not the only scribe here; Gethsah also records faithfully all messages that may prove helpful to the party.
As the party moved north, they encountered a very large area of spell darkness. 5. They continued north until, according to the dimensions of my map on the facing page, they should have been stopped by the confines of the dungeon walls. But they continued north! At first I was shocked, thinking that whoever built this place ignored the Law of Marduk. I was uneasy that my map seemed to have failed. But upon closer inspection of the map, I realized that it was just an aspect of magic to provide an easier way of travelling within the dungeon. One steps out of the northern boundary, and steps into the southernmost section of the dungeon. Saves having to go the long way, through the length of the dungeon. The dungeon magically wraps around itself. Wraps around. I call this "wraparound" magic.
There are traps in this section of the dungeon that drain the energy away from all spells that have been cast, including the songs of Bards. 6. The party encountered some of these, and was presented with a riddle: "Look at the spells of Sorcerous kind, Who's the Master of the Mind?" When Bresian said, "Mangar," the