| Previous Next | Contents Maps Cover |
|
The Seventh Facet
He who does not fill his world with
phantoms remains alone. - Antonio Porchia, Voces
This facet, like the first and twelfth, is not
drawn from Chardath's psyche, instead,
it forms the nexus of the crystal's many
lines of force. It is also the only place
outside of the Eleventh Facet (where he currently
resides) that the characters will be able to have a
full conversation with the mysterious Maleffluent. This place looks much like the First Facet, consisting primarily of a great plain of ruby stretched out beneath an ebon sky. As with the facet where the heroes began their exploration of Aggarath, a continual torrent of crimson lightning streaks across the sky. A great forest of ruby monoliths rises in neat rows from the surface of the plane, however, making the place look like a vast cemetery. Trapped inside each monolith is the spirit of someone whose life has been absorbed by the gemstone universe. These imprisoned essences are visible to those who gaze upon the monoliths. The Dungeon Master should read the following text aloud upon the heroes' arrival:
A great plain of ruby-red crystal spread out beneath your feet, seeming to stretch toinfinity. Overhead, the dome of an empty black sky looms from horizon to horizon. Scarlet lightning rips its way across the blackless continualy, filling the air with a deafing cacophony of thunder. A veritable forest of crystal monoliths rises from the ground around you. Each of these stands high as a man, spans roughly a yard across, and is perhaps a foot thick. They appear to have emerged from the ruby surface itself, for no seams mark where the two meet. Trapped inside each monolith is the ghostly image of a man or woman. The figures' clothing ranges from an armor of a knight to the robes of a monk, and from the proper dress of the gentry to the filthy rags of beggars. The only thing these peple appear to have in common is the look of undiluted terror frozen on their faces. Is this your fate as well?
Mood and Atmosphere Like the first facet, this is a strange and alien place. That impression above all else should be conveyed to the heroes. However, the Dungeon Master should also emphasize the monoliths throughout this part of the adventure. As they explore the Seventh Facet, the heroes never lose sight of the ghostly tombs holding those whose spirits have been consumed by the domain of Aggarath. They form, to say the least, an unsettling gallery of agony, torment, and fear - an effect that should not be lost on the heroes or the players themselves.
A number of events happen in this place. However, none of them poses an immediate threat to the heroes. In that regard, they can look upon the Seventh Facet as a place of relative peace, a safe haven from the horrors of the gemstone universe.
If any of the adventurers (whether player characters or nonplayer characters) have died during the party's exploration of Aggarath, the surviving heroes discover the monoliths that house their spirits. The Dungeon Master should use the characters' shepherd rings to guide them to the correct tombs. Seeing the spirit of a departed comrade can be a most unsettling event. If possible, the Dungeon Master should set up the encounter in such a way as to spring the vision suddenly on a character. For example, someone might turn the corner and suddenly find himself face to face with the tormented spirit of his best friend. Depending upon the situation, the Dungeon Master may well require a horror check. The characters may try to communicate with one or more of the spirits trapped inside a monolith. They might use a speak with dead or similar spell in the attempt. Although such a spell works, the results may not be all that the heroes hoped for. Any spirit contacted by the heroes does nothing but scream in agony. If the heroes are not ready for this, the shock and pathos could break the nerve of one or more characters (thus requiring fear checks). A solid blow to the ground summons the image of Marble, just as in the First Facet. Here, however, her image remains for several minutes. During that time, the characters may attempt to converse with her through various means. A speak with dead spell will do the trick, as will a divination or similar enchantment. Conversing with Marble proves difficult, for she is quite insane. She has no idea what has happened to her, only that she is encased in some crimson crystal. This experience has shattered her mind and left her frantic to escape. Any conversation with Marble runs along the lines indicated in her character description at the back of this book. If she has reason to recognize the characters, she flies into a wild rage, blaming them for what has happened to her. About the only useful information the heroes get from her is a sobbing, "Chardath... release me... please, Chardath." Even if she thinks the heroes are responsible for her imprisonment, she knows that Chardath is the master of this place. She assumes (wrongly) that he can free her. After the characters have explored the Seventh Facet for a while, they come face to face with another traveler in this strange land. The following description can be read aloud to initiate this encounter:
Suddenly, you become aware that you are not alone in this place. A dark shape stands silhouetted againist the glow of the red crystal landscape. At first, the image looks like a man in a flowing black hooded robe. A second glance, however, reveals that this is not the case. The dark shaoe before you appars to have no physical subtance at all. It looks almost as if a ma-shaped hole has been punched in the air itself. Al the light around it seems to flow into this darkness, distorting the edges of the image and making it seems indistinct.
One or more of the characters might assume that this is some version of shadow. Attempts to turn, attack, or otherwise affect this darkness fail. There is, in fact, no visitor here, only an image created by Maleffluent in order to make his contact with the heroes easier on them. One round after the image appears, it speaks. The characters should have no problem recognizing the shallow, whispering voice that they have heard at least twice before.
"Welcome, my friends. You have reached what amounts to the center of this realm. Here, where the lines of force focus, we can at last converse."
The Dungeon Master can use this conversation to tell the heroes a number of things. If they have gotten off (or never gotten on) track, Maleffluent can set them straight. Among the information he may impart is:
There are also a few things Maleffluent will not say or reveal:
After conversing with the players for a few minutes, Maleffluent closes the conversation. He announces that they are in danger of Chardath discovering his actions and that their dialogue must end. In order to add credence to his story, he allows the characters to "overhear" him as he calls out, "Nothing, master... I am doing nothing. Please don't be angry with me." This is all staged, of course, a ploy meant to win the sympathy of the party. Even as Maleffluent's final words are spoken, the shadowy image fades away and the heroes are left alone again. Where the darkness stood, however, a glowing ruby hangs in the air. It is oddly cut, having seven sides. This, of course, is the enchanted ruby for this area. As soon as one of the heroes claims the gem, five glowing shapes rise from the ground around them. These look exactly like the monoliths, save that they appear to be made of nothing but white light. These are the conduits out of the Seventh Facet. The following table indicates the facets to which these conduits lead:
| ||||||||||||||||||||
| Previous Next | Up |