Saga : The Acropolis Of Eternity Campaign : Session 2 Back to The Acropolis Of Eternity Campaign

Session/Game: Acropolis 3e #2        Date:11/7/01

Campaign Date: Vey 12, MD 1,322 to Zan 2, MD 1,323 (MD = Magius Domini)

Characters:
Nebuchenezzar of the Unnamed One, human sorcerer-10, NE Justin Fernandez
Cedric the Disturbed, human barbarian-10, CN Andrew Smith
Jack the Tongue Collector, human monk-10, LE Toby Miller
Arkbar the Damned, human pal-6 blackguard-4, CE Shaun Sipple
Corian Doomweaver, human cleric-10, CE Chuck Tillinghast
   The Shrew, human rogue-4 sorcerer-2, CE cohort

Log:

Nebuchenezzar, Cedric, and Jack all awaken to find a younger Falcor. Apparently, the three companions have been transported into the past and teleported to a different place in Caedes. They are now in the capitol city of Vetulet, the seat of knowledge and power of the Empire of Acherousia. Falcor leads them to a darkened hall with a throne and thirteen half-naked monks sitting in a circle. A man with completely darkened eyeballs sits on the throne. He identifies himself as "The Master". Arkbar, Corian, and The Shrew are both led into the darkened hall by Falcor as well. Apparently, they were stolen from the future to serve "The Master" in the past just as the others were. "The Master" has the time travellers read a portion of Ambitrax's Visions, the diary of the mad elven wizard who polluted the six original races. In his diary entries, Ambitrax shows many signs of decaying sanity. He identifies his son as Ur-Maxus, a mate named Marissa, another unnamed son, and an unnamed daughter. He tells of eight dreams or portences that he has had and of seven creations that will enable the users to enter a place "where time has no meaning". In a fit of insanity, Ambitrax apparently scattered the seven artifacts. He eventually threw this diary out into the sea, only to be recovered presumably by "The Master".

"The Master" tells the six time travellers have ten years to collect all seven creations and return them to him. He gives the travellers the deed to Belinor Keep and its surrounding county. He lends them the aid of a tall, vaguely lupine advisor named Alexander.

The heroes take the deed and set forth to spend one day celebrating and getting to know one another in the capitol city before setting off for their county. Falcor directs them to a brothel named "Missey's". There the companions are mostly treated with respect and service until a singing act "The Amazing Jenny" comes to the stage. Jenny charms many in the crowd of the tavern below the brothel into throwing all their valuables onto the stage. Cedric, Jack, and Nebuchenezzar do just that until Corian casts hold person on them all. Corian then breaks the spell cast by the bard Jenny. A fight ensues. Jenny turns invisible and begins to beat upon the time travellers handily. Only through sharp eyes and the intervention of the advisor Alexander are the six able to best Jenny. Jenny has in her posession one of the seven great artifacts of Ambitrax. It is the Harp of Persuasion. The harp points the heroes toward The Empire of Learning for the second artifact.

The heroes visit Belinor Keep to show their mastery of the place before setting out for the Empire of Learning. They meet Grandall the healer who leads them to the shrine of the "Unnamed One" in the village of Belinor. The trip to the Empire of Learning, based on the island of Bronas. The island nation was created by one woman with a dream for a place where all ideas could be coordinated into libraries. Any who was a citizen in the Empire of Learning would be cared for by a lower caste of farmers as long as all their ideas were not hoarded. Any new invention or concept was to be shared with all other citizens immediately. The Empire of Learning had a series of cities called "spheres" each with a group of colleges. Each city was based on a school of thought. It takes the heroes almost six months to reach the island by boat from Vetulet.

Upon reaching the Empire of Learning, the six travellers are directed South to the Sphere of the Mind in order to learn where they might find any artifacts created by the mad elf Ambitrax. They eventually make their way to Iscariot, the keeper of the Mind Trap. Iscariot explains that great magic is locked within the trap, but those who wish to enter must answer ten questions correctly in order to do so. The answers to the questions are the numbers 0-9. After several frustrating tries, the heroes manage to get the mind trap open without killing Iscariot or one another. Inside is another artifact of Ambitrax, the Lyre of Summoning.


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