When last winters tedium was broken by the fun and games at WINTER FANTASY, I was scheduled for DMing continual adventures in Greyhawk Castle, and that is exactly what they turned out to be continual. Not having the heart to cut them short, I ended up eating meals while play went on, and the games lasted from morning into the late hours of Saturday night, from early Sunday morning straight through until evening, and fatigue made me a bit silly. When the last party, which included several regulars in the campaign (Mark Ratner and Jim Ward each playing one of their player character henchmen, and Ernie Gygax playing the character another participant had abandoned when he or she had to leave for home), beat up a body of gnolls and slew their master, there was a scroll amidst the heap of booty. It was, of course, a curse scroll, and it was a curse which whisked all creatures off to another world. Jokingly, I said that there was a I in 10 chance that the curse would teleport them all to Jims starship, and when the die was tossed out what should come up but the stark single line of a 1! Imagine the surprise which struck my weary countenance with a look of wonder. . . imagine the groans from the regulars! They didn’t want to be stuck aboard Warden, not with precious henchmen aboard that deathtrap. But all six characters, along with three gnoll prisoners, were, in fact, exactly that. The whole party was gone from the ken of D&D-kind and off amongst the horrors of METAMORPHOSIS ALPHA.
That took place in January, and the affair was not resolved until Jim Wards next visit to Lake Geneva in late March. Frantic letters and telephone calls from Mark Ratner were to no avail; determination of the fate of the nine intrepid creatures from Greyhawk could be resolved no sooner. Mark, being headquartered in New Jersey, was unavailable for play, so we had Brian Blume fill in for him. And instead of refereeing, yours truly was now a player, a pawn of the remorseless ShipMaster, James M. Ward. The cast of characters for the game that followed was:
9th level assassin (human) SCRAG FLATCHET (party)
9th level cleric (human) THURIBLE of ROAKY (G Gygax)
9th level fighter (human) DORAG (L. Gygax)
8th level fighter (human) NIVELL (party)
8th level magic-user (human) NEB RENTAR (B. Blume)
6th/5th levels fighter/magic-user (half-elf)
HODKIN AP-A WRD (E. Gygax)
3 hapless gnolls (party)
The names given for the characters have been changed in order to protect the innocent . . .
There was a moment of darkness and vertigo, shot with flashes of purple, and then the group felt the ground come up to jar their soles. All had the sinking feeling which normally accompanies the realization of real trouble. That was a curse scroll which had been read, and a cursory examination of their surroundings confirmed their worst fears. To the left - where the sun burned in the sky - was an unrelieved landscape of flat grasslands, seeming to go on endlessly; but to the right was a wall of incredibly hard metal, running ahead and behind and stretching upwards as far as the eye could see. It was unbroken by door or window, unpierced by arrow slit, unrelieved by battlement or bartizan. Immediately upon arrival the warlock Neb Rentar had attempted to use a wish to escape, while the wily Ap-Awrd the half-elf called upon his enchanted blade to teleport him from the place. Neither was to any avail, so the group held council, the two would-be escapees a bit chagrined and most willing to make amends now that they were unable to make off. It was decided that hereafter it would be a “one-for-all, all-for-one” affair. The material possessions of the party were pooled. In addition to a good selection of the usual gear typical of members of a dungeon expedition, there were the following noteworthy items:
There was also an assortment of normal armor and arms, including 2 bows - one carried by a fighter, one being amongst the arms taken from the gnoll prisoners. Fortunately, there were also packages of iron rations and skins of water, for the group spent much time in areas where there was no game, but I am getting ahead of the story.
The sun was growing dim - not setting, simply growing dim, so the consensus of opinion was to call its position west, proceed north, and keep near to the unrelieved expanse of stark metal bounding the “world” they had been thrown into. The evening and night passed uneventfully, and next day the party continued trekking northwards over seemingly unalterable terrain until finally, late in the afternoon they came upon a colossal cube of metal, in titan sized fortress from the look of it, and none liked its look.
Scrutiny revealed numbers of small things - mostly insects - strewn about the perimeter of the place, all quite dead. All members were pleased they had looked before laying hands upon those metal sides. Concluding that some very powerful magic protected the place, Scrag Flatchet and Hodkin led the group in a wide flanking movement which allowed observation without coming too close to possible danger. A door of proportion equal to the rest of the place was observed when the north face of the place came into view. The party came close, found no way they could easily open the huge valves, and fearing to actually lay hands upon the gate, left. Water was already running short, so it was decided that a westward track might prove more fruitful, for near the wall they had seen neither game nor water of any sort. When the sun darkened into another night lit only by strangely bright stars, sans moon, there were several leagues between them and the tremendous metal fortress, occupants (if any) unknown.
A swamp turned their path to the north again around midday. Just before they had shot a smallish deer with pink horns and legs. An incautious touch of the pinkish flakes which fell from those parts of the deer quickly taught the adventurers that death in this place came in at least as many forms as were to be found in the dungeons of Greyhawk Castle. The animal’s flesh was tasty nonetheless . . . That night a huge walking plant attempted to creep up to the camp and devour the party while it slept. Infravision of half-elf and gnoll noted the monster’s intent, and a fireball sent it to a fiery death without further ado.
Afternoon of the following day found the party in a better frame of mind. Rain had fallen, so swamp water was replaced by freshly caught rain. Game was fairly plentiful and easily brought down, as none of the creatures seemed to have any fear of man. Then they saw the pillars and the box of shifting colors which they fenced. The cube of colors attracted attention first, as its scintillating, running hues blended and reformed into all the colors of the spectrum - and some that were not. It seemed to crouch against the metal wall stretching to the sky, seeking shelter there with its fence of pillars. And what pillars! The assassin crept near them to observe the cube, but beat a hasty retreat when they moved towards him when he attempted to pass between them! After consultation, the cleric, Thurible, strode foreword, slowing as he drew near the columns. They were seemingly of layered wet sand, massive, and quite motionless. When Thurible touched one some of the sand came off on his gauntlet, and when this was rubbed off on the nearby grass the vegetation blackened and died. Not easily daunted, the cleric stepped between the towering piles of sand; he rued it immediately, as one snaked down with lightning speed and smote him for 34 hit points of damage at one blow. He reeled back and away with alacrity. Neb Rentar agreed, for he had seen a mage in Greyhawk with one. The egg-thing was possibly some sort of poison, flame, or acid missile - similar to the oil-, holy water-, and like bombs hurled by adventurers in the known world from whence they had come. It was stowed away for later inspection. The cleric was given the bracelet to use for whatever purpose could be determined. The dark pink gel stunk, and it was left where it was smeared. Time to go on to the door, armed now with the hoped-for extra powers of the pistol-want, the adventurers agreed.
The warlock inspected the area of the metal gate with the aid of the gem of seeing, and much of interest was noted
thereby. The man-sized door was not provided with any sort of handle or visible, or invisible, means of manipulation, but
neither was it trapped. A small area of white material, a rectangle about the same size as the colored area of the bracelet
held by Thurible, was ignored in favor of a most intriguing discovery. The walls were milky on either side of the portal,
as hard as the metal surrounding them, but the gem of seeing showed what was behind these translucent panels. There
was a large room there, one whose size was indeterminable, but whose occupants could - in part - be seen. Standing
rigidly beside strange bed-like things were faceless men with pistol wands strapped about their waists! No fewer than 10
could be seen, and there were certainly more. An augury spell cast by the cleric boded death and destruction if the party
could manage to cause the mysterious door to open.
The area of black was retreating from sight, which indicated that the automaton was either dispelling the magic or
retreating from the gate to allow something smaller to issue out. Sounds indicated the latter, and the wily Hodkin wasted
no time in launching a fireball from the wand he held. A flash, thuds of falling bodies, and the slam of a heavy metal door
closing told the adventurers that they had won at least a temporary victory. Recognizing that it was probable that the full
force of the opposition had not yet been arrayed for battle, the party took the opportunity to themselves withdraw, going a
short distance due westwards and then hurrying south and east to the familiar endless wall once more. The bodies of the
assassin and fighter were carried only part of the way, for it was discovered that they were abraded, bruised, and
unconscious, but not dead. Cure light wounds spells placed upon each in turn, plus a bit of water and a helping hand,
served to enable them to move under their own volition, if a bit slowly. The delay turned out to be most fortuitous, for
when the group arrived at the wall, they found that a wide swath of the tall grass had been crushed flat by the passage of
nobody knew - or wanted to learn - what! The path ran from the north where the faceless men had been fought to the
south where the titan fortress was. The six men and three gnolls followed the flattened track through the gathering dusk.
Hidden amidst the tall grass, the adventurers rested and recuperated for two days. Nivell’s constitution could not stand
the shock of being raised, but Scrag Flatchet was made of hardier stock. Wounds were also cured by the ministrations of
the cleric. The party was beginning to feel confident by the third night when they were attacked by surprise. Three more
of the face creatures, this time armed with triangular metal shields and swords of incredible sharpness, leaped from hiding
in the tall grass and fell upon the unsuspecting members of the group. A frenzied melee ensued in which the assassin was
run through and slain again, and one of the now trusted gnolls died too. All of the monstrous opponents were dispatched,
and like their better-armed fellows, they immediately turned into quaking mounds of noisome red jelly. But the
adventurers welcomed the addition of their shields and swords, and the next day a raise dead casting managed to revive
poor Scrag once again. There was general agreement that still more leagues must be put between the party and the
relentless foes without faces if they were to survive to escape this world and return to the safety of the devils they knew ...
At last the geas was lifted from the warlock, and Neb related what had come to him in a dream. They were in a vessel of unbelievable size. A vessel which was floating in nothing. Could that be possible? All had grave doubts; especially when the magic-user went on to relate that the spell had also informed him there was no magic on the vessel - other than that they possessed. This was scoffed at, for all had magic wand pistols and had seen the various enchanted monsters, and there was their own metal carpet. How could they escape the place and return to their own place? Only by leaving the vessel and enter nothing? Still more doubtful, but this at least gave some small hope. Lastly it was related that somewhere in the vast ship of metal there were humans. The party was encouraged, for if they could find men they would surely aid their fellows - even at a price. They had a small store of gold pieces, some choice gems, and a few pieces of rich jewelry with which to bribe the hesitant. Should only a bit of the information learned prove useful, let it be the bit on how to escape, and then allow them to find other men.
Exploring to the westwards, the party eventually came to another metal wall, and the bounds of the “world” were known. Time had been taken from adventuring to rest and hunt, otherwise they could have traveled on their flying carpet from one side of the place to the other in less than a day. When the small size of the place was commented on, Rentar mentioned that his vision had shown that there were layers of land within the vessel, many layers like the one they were on. They would have to find a way to get to these other plateaus in all likelihood, for on one would be a doorway to the outside. By means of another tongues spell Thurible of Roaky put questions to the metal circle, but it was stupid and could answer very little. Finally it did relate something useful to the group. It was running out of energy and needed to be fed. When the cleric asked if it ate meat or vegetation, the automaton related that it needed to be fed a special substance which was available at a place nearby. Assured that survival was next to impossible without the benefits of the machine, it was agreed that the food for the flying metal carpet must be found before anything else was attempted.
The disc traveled quickly to another of the tremendous- sized houses built into the wall of the vessel. Before the vast doors of this metal box rested two strange idols of metal - or were they statues? Golems? Too late! One being came to animated motion before anything further could be done to prepare. The clockwork monster lashed forth its tentacles and grabbed the half-elf. At first it seemed as if it would tear Hodkin to pieces on the spot, but something made it hesitate and examine the struggling figure more closely. Other snakey metal arms shot forth and began to strip off the half-elf’s armor. Thurible, unable to use another tongues spell, cast a hasty augury to learn what this examination boded for the prisoner, and it was ill indeed. Unless stopped, the automaton would surely slay Ap-Awrd when stripped of armor. In desperation, and hating greatly to do so, Neb Rentar voiced the last wish allowed by the magic gem, asking that the mighty machine be prevented from harming his associates and himself because of its love and loyalty to them - it being an obedient servant.
Now this world was filled with strange and powerful things which were unknown to the adventurers, but magic was most potent, for nothing in the place seemed to be able to resist it. The party had been most grateful for the cleric’s spells which were renewed divinely each day. How much happier they were at the potency of wishes is hard to tell. That the clockwork creature immediately ceased its fell actions respecting Hodkins and obeyed the party heartened them beyond measure, for such a servant would certainly mean that their chances of escape were greater now than any had thought possible. Better still; the creature was useful in many ways. First a means of communication had to be established, for the device seemed to understand the tongue spoken to it but could make no intelligible reply. It was ordered to raise one of its metal tentacles whenever a “yes” answer was indicated, and the whole group then set to questioning their new servant.
It was quickly discovered that the device was a mechanical physician, churigeon, and barber in one. It could heal the still infirm members of the party. It could go inside the metal building; it could take the members of the party with it, for there were no other creatures or machines inside. It could converse with the flying carpet and instruct it what to do. This was the first order, for the party did not desire to lose the services of this transport, and it must be fed. When the two devices held conversation, the new servant went into its huge house immediately and came forth as quickly with a blue brick. This is placed into a heretofore unseen compartment in the disc, withdrawing first a pale brick of the same color but no longer bright. Eventually direct intercourse with the device by tongues spell revealed that it normally was fed a liquid (invisible?) form of food, but not being able to fly to heights, it was unable to go to the places where the tubes for this food were placed. Therefore, the blue bricks must be fed to it every time it had operated for 24 hours. The other machine was meanwhile ordered to bring forth as many of the blue bricks as it had, for the party wished to have a supply of food for the metal carpet.
The new automaton continued to serve its masters as well. It healed them, and the group then proceeded into the building where all sorts of arcane apparatus were observed. Little was of value to them however, although there was a supply of small strips of blue which recharged their wand pistols, and these were happily gained. Dorag inquired about gems and money. The machine went to a flat crystal area, manipulated several knobs, spoke it its gibberish, and a container of gems and another of strange coins were produced. While the jewels turned out to be nothing but imitation gemstones (which the gnolls were most happy to receive) the party learned that the “domar” pieces were the medium of exchange in this cosmos. When more questions were put to the automaton, it trundled again to the wall which bore the strange scrying device - the flat crystal ball - and after several minutes finding various information for the party, a series of operations by the machine brought an image of a faceless man to the screen. Snarling, the adventurers ordered the clockwork servant to shut the device off immediately, and the party then left the place in considerable haste, for they all felt that the thing which appeared could see without eyes, could sense their presence even through a scrying device. With the automaton riding aboard their metal carpet of flying, the adventurers set forth once more determined to find a place where the magic forces of the strange world they were marooned upon were weak, a place where teleportation and plane shift would enable them to return home.
Traveling along the metal wall which confined the boundary of this world on the west, the party saw nothing more of
threat or interest to them and by the end of the day had put many leagues between the automaton’s building and
themselves. Early the next morning, the wall turned northeast, and following this turn soon brought them to a place where
there were many large and small metal doors. Beside each was a strip of colored material - while not the same color as
the brown and red of the bracelets taken, still of the same unknown composition. As the adventurers were well acquainted
with the mysterious method of door-opening which prevailed in the metal vessel, it was no problem to cause a set of the
great valves to part. A very large metal room was thus revealed. In the place was another strip of the colored material
which showed rectangles of blue and red stripes, brown, green, gray, and brilliant red which exactly matched the color of
the first wrist band the group had discovered in the remains of the faceless thing which lurked within the cube of colors.
Also scribed on the walls were strange glyphs and symbols. Warily these marks were first perused, then deciphered. They
told of a people who allied themselves with men of any kind - evidently halfling, elf, dwarf, whatever were attacked by
the weird monsters of the place and banded together to seek protection and revenge upon giant plants which ate men and
werewolves which slew with weapons. The device of this league was an open eye. This information was carefully noted
for future reference, as the group thought that these people would be likely to aid them.
A number of crude huts of various sizes surrounded an open area in which the party brought their craft to rest. They were
immediately surrounded by a throng of humans, distorted humans with multiple appendages or similar freak nature,
animals, and mobile vine-like plants which gave out a pleasant humming sound. An imposing figure in garb which
indicated his position as a shaman strode forth. As the obvious questions he was uttering were unintelligible to the party,
Thurible cast a tongues spell, and attempted to engage in a cleric-to-cleric discussion; something about this shaman
immediately rang false. Thurible inquired about the god of the shaman, if they were people of the eye symbol, and what
they called themselves. The shaman replied that their god was a metal being which rested inside the largest (his own, of
course) building, that they were most certainly-not people who had anything to do with the eye, and the trespassers were
amidst the people of the “Tribe of Thirdlev”. He then spoke of the tribe as being hostile to all humans who did not
welcome god-changed (he used the term “mutated”) animals and plants. After a few additional remarks, the shaman then
ordered the party to disarm themselves and submit to examination and questioning by himself and the tribal leaders. As
he spoke the throng of creatures and freaks about the metal flying carpet upon which the group stood ready increased
dramatically. Armed and threatening men and monsters pressed closer. Some of the humans and human- things glowed or
created mirror images of themselves. As Thurible refused, and suggested that the sham and his charges might better
acknowledge the adventurers as their new leaders, the vine creatures began to hum and sing a most soothing and pleasant
song. “Beguiling!” shouted some of the adventurers; “beware of charming!” said the cleric, as he began the incantation
and passes which moments later brought down a curtain of silence around them all.
A cloud of miniature men came out upon the party, tiny men mounted upon giant dragonflies. These atomies were armed
with bows, and looked threatening despite their size although they did not attack. Before the other members of the group
could do anything, the vituperative Rentar ordered the automaton to slay the sprite-like creatures. The automaton
complied, but as the little men died, they showered forth a cloud of arrows which struck down the ex-warlock and one of
the two remaining gnolls. The group went on with regrets, for they suspected that the tiny creatures had been sentinels for
the people of the eye, and slaying them would not favorably impress their hoped-for allies. Again, the former magic-user
had to be raised and then revived by the cleric and the automaton’s ministrations. A short time later, still proceeding to
the southeast along the track marked by the eye symbols, the party was attacked by a flying automaton. This thing was
upon them immediately, and it would have done great execution had not the alert Thurible pressed the two-colored ring
upon it, presenting the device boldly as if it were a holy symbol. At this the device stopped short, and the party’s own
automaton was instructed to speak to the machine and ask if it obeyed the ring. The thing related that indeed it did and
would continue to do so. It was ordered to follow and guard the adventurers, and that it did most docilely. Yet another
automaton sallied forth to attack the party within a league, but now that the adventurers were warded by two of their own
machines, it was quickly subdued and enlisted, and now a large train of clockwork monsters and adventurers followed the
road to the people of the eye. They were to meet them in but a few minutes.
- The Beginning -