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 magic mouth told the party that their way was now open, and then it disappeared. The party continued exploring. 7. In a group of spinner traps the party found the following message: "The answer to the double doors lies hidden above." 8. After wandering around the southern section of the dungeon, the party followed a wraparound corridor. 9. This led to a door, beyond which appeared another magic mouth that spoke these words: "Speak the word to pass by." The answer was obvious! But it seemed an eternity to me before Gethsah said "Pass," and descending stairs appeared. It is also obvious to me that these stairs would not have appeared to the party if they had not first solved the riddle MANGAR above. The party marched down the stairs...
Traps! The party has wandered through these deadly corridors and mazes for what seems to be an eternity. 1. Finally they discovered a door that promised to lead them into the other main section of the dungeon. But the entire area was blanketed in wizard darkness. Meric has decided to explore the area as thoroughly as possible. "Why else," he asked, "would someone go to the trouble of maintaining a huge spell of this nature unless it was to conceal something important?" 2. They found a door that led to a square of magic regeneration, an important find in these dim halls! But the fighters were disappointed at having found nothing to benefit them directly, and so Meric had the party continue to explore. I thought it was indeed a childish whim, but it is fortunate that his word as leader of the party prevailed. 3. They discovered another teleport square, that brought them to an area of the dungeon inaccessible by any other means (4), and began to explore this new area. 5. Travelling north, they came to the edge of a deep chasm, and their winged companion offered to transport them across. The party proceeded north, avoiding traps and other obstacles, until at last they came to a set of double doors. 6. Bresian remembers a clue found above. He brings his horn to his lips, and plays the Watchwood Melody. The party is then able to pass through the double doors to find...
The Dark Lord! 7. In a raging battle, the party defeated the Dark Lord and his minions! The victorious party continued onward. 8. In a small room they found a frightened princess, and in a room beyond that they located a teleport square (9). This took them to a location very near the stairs (10). With the princess, they are making their way back out of the dungeons and to the building guarded by the King's wizard.
He was very glad to see them, and of course overjoyed to see the princess. He cast a spell upon them and thanked them for their bravery. When the party made its way to the Review Board and entered, they were gratified by the increases in rank and spell casting ability they received. Although they were sorry to see him go, the winged creature left the group. The party will depart on the morrow for the wilderness.
I am again astonished by the incredible spell that makes possible the creation of this magic book. The party slept, and rose at dawn to continue their quest. The instant we passed the gates of Tangramayne, a map of the surrounding wilderness and nearby cities and isolated structures appeared on the page facing my words. I am convinced that I made the correct decision when I decided to become my Master's apprentice!
The party is proceeding through the wilderness, seeking an old man venerated for his wisdom. He is known only as the Sage, and lives alone. I can see on the wilderness map many small buildings or huts. One of them will most probably belong to the Sage. The party searches...
After locating and identifying the cities of, 1. Tangramayne ('twas not difficult!), 2. Ephesus, 3. Philippi, 4. Colosse, 5. Corinth, and 6. Thessalonica, the party found the Sage (7). In addition to those cities the adventurers have located, other Structures appear to be represented on the wilderness map, including:
8. Fanskar's Castle, 9.The Grey Crypt, 10. Kazdek, and 11. The Temple of Narn.
Meric paid the Sage MUCH gold, and questioned him about the Tombs. The old man replied that the Tombs were to be located in Ephesus, at the city's center. "Seek the entrance at the Temple of Darkness." The party departs for Ephesus...
After reaching Ephesus and locating the entrance to The Tombs, the party descends into a realm unfit for the living. 1. Proceeding north down a dank corridor, the party was soon deposited into a large room fi1led with spinner traps. 2. The party barely kept their bearings by hugging the western and southern walls of the spinner-filled room. After what seemed an eternity, the adventurers came to a door in the southeastern corner of the spinner room, which led them into a long switchback corridor. At the end of the corridor, the party found a door in the northern wall that opened into a larger chamber. Giving the chamber a perfunctory search, S'imr-li detected some sort of teleportation trap in the northeaster corner (3). S'imr-li is of the Krphnir, a strange race of desert people endowed with unusual mystic power. He claims to be the last of his people, and from what my master has told me, this could he true. 4. Teleported to a smaller chamber, the party exited through a door in the northeast corner only to enter another chamber approximately the same size. Down a long corridor of doors the party traveled, with Meric grumbling complaints the whole way, until at last they entered a large chamber of darkness (5).
Once again using his strange powers of perception, S'imr-li detected the presence of many traps. He led the party along the wall down the east wall, halfway along the south wall, then led the group out into the center of the chamber and south again to a door in the south western corner. The adventures were overjoyed as they left the room of traps and entered a smaller chamber. S'imr-li received a hearty clap on the back from Arku the hobbit (who received a glowering sneer in return). The party continued east, then south through three more chambers until they emerged at the junction of two corridors. Heading down the southern corridor, the party came to a dead end, but found a poem etched into the wall. 6. "The snare of death spins right in whole," "As fire-ones feast on the dead man's soul," "Yet savage words can cut the rock, "'And feathers split the headman's block." Gethsah records all of these cryptic messages as faithfully as does my magic journal. She is quite beautiful....
The party returned to the westerly corridor and came upon two doors. After some debate over which way to go, Gethsah finally persuaded Meric to let the party continue west. Down another corridor of doors, with Meric cursing Gethsah the entire journey, until at last they reached the end, and traveled south through two chambers and into another corridor.
The party explored to the east and soon discovered a large chamber that contained six smaller rooms. 7. One of the rooms they did not enter since S'imr-li detected the presence of a teleport trap. 8. The party entered one of the other small rooms. Once inside, a voice whispered, "After the toxic one, check yourselves for a special thing that appears common." Not only was the party bewildered as to the source of the whisper, the content of the message remains a mystery.
More exploring, until the mages decide to return to the teleportation room (7). There was no way out save a spell of this nature. and the magic users wanted to conserve their spell energy. 9. The party is teleported to another small room. It was difficult at first to determine that they were in a different location. The party explored the area thoroughly avoiding many traps. 10. One room contained teleportation magic, and the following message: "Things change unnoticed. and not always for the better." Suspicious, Gethsah cast a Scry Site spell, and it was revealed that the party had descended a level.
1. A deadly room of traps. And nothing of value within! If it becomes necessary to traverse this area again, I pray that the party has the good sense to utilize their magic! 2. More wraparound magic, then explorations to the north. 3, Here the party found a magic mouth with the message. "The test of time has laid waste the power of the true wand Only the one can save it, yet at a cost of losing his old self." At last a clue about the Destiny Wand! The party is elated, as am I.
Meric decided to explore the area to the south. 4, Here the party discovered a message scratched onto the wall of a small room within a room, "The great T had at the end of things, to beg, with a kind word." Hmm. More searching uncovered a teleport (5) that sent the party to another room that contained a smaller room (6). Again, the small room (7) contained a message: "He was told to burn, and in that paradox knew a multitude of solutions." 8. Teleport to 9. The room here contained a trap. The party moved on, 10. Teleport to 11. Another trap within the room here. The party moves on. 12. Teleport to 13. Another message on the wall of the small room, 14. "The great one knew success at all points. Defeat was never etched on his destiny." 15. Teleport to 16. 17. Another room, another message. "Trachaem's task was always reversed. This is the paradox." I hope Gethsah's wisdom can make sense of these cryptic messages:. I am lost in confusion!
Leaving the last room through a door in the north wall, the party explored north through a series of small rooms and winding passages. 18. The party came across an old man who called himself the Keymaster. He wanted to sell the party an item for 50,000 gold pieces! Meric was ready to lease the old man with a sword wound and a memory; but Gethsah overruled him and pooled the company's gold to buy the item. It was a key, and as soon as the money crossed the Keymaster's palm he vanished. Meric was outraced that Gethsah had squandered the party's gold on so insignificant an item. Gethsah tucked the key inside her tunic and said nothing.
The party backtracked through familiar ground to explore the northernmost portion of the dungeon. 19. The party found another scrawled message in a small room. "The strange mage wants two words: What Tracheam did, an answer to the paradox and what word he said at the end of things." . 20. They also found a portal leading up. but that is not the direction desired by the party.
21 The party has located descending stairs. After a rest, they will continue into the next level of the Tombs...
The battles now are truly fierce. Often the party chooses to avoid conflicts. 1 On the wall here were etched the words: "Age before all others when the time is short. For the last must be first." 2. Etched here were the words, "The won flame in ancient grip. might cause the cloudy one to slip" 3, Another message. "A party of sick people might escape where the healthy fail." How could this be? 4. Teleported to 5. 6. Someone has been busy here. A message on the wall: "The staff of old, once lost, once sold, Name it to be of purest gold." I am concerned for the party. Gethsah records these messages, but are they of value? Or are they here to lead adventurers to their deaths? I wish I could be seen and heard! I wish I could be of some aid!
7. A mysterious whisper spoke: "And the old shall lead the way." Some of these messages do seem to be related. Perhaps...
Meric has decided to throw a tantrum again, and demanded that the party travel north, back to the maze. "Why else," he shouts, "would anyone bother to build a maze other than to hide something valuable?" He led the unwilling party north, back into the maze. After many hours of wandering and dead ends, they found nothing valuable. 8. At last they found a single portal of wraparound magic! Gratefully, the party stepped through. 9. Here they found an old man, wearing a heavy garment of pure gold thread, and performing a dangerous magic trick with fireballs. Even my Master cannot perform this trick as well! He asked the party, "The name of it is the staff of..." He waited. Oh Gethsah, can you not see? The clue! Name it to he of purest gold. This must be the one! And the staff. The staff of old! Gethsah...
She did it! "Old," she cried, "old" The old man smiled and said, "Correct. 1 will say this then. Go to the sage in the wilderness and ask him of "Fanskar". He will charge you a price, but the information will be valuable." And the remarkable old man vanished! The magician must wish the party to ask the Sage about Fanskar when they have finished with the Tombs. I will no longer malign scrawled messages on the walls of tombs!
10 Teleported to 11, and proceeded on through numerous chambers until the party discovered another wraparound portal. 12. Through the wraparound portal the party found itself in another series of rooms that led to a number of switchback corridors. At the end of the winding passages, the party came upon another small room. 13. Within the room the party discovered another teleport square, but before using it Gethsah and S'imr-li studied Gethsah's notes. After teleporting, (14) a cloudy face appeared and said, "Your time draws to a close, mortals. Show the answer to me, or perish." Bresian the Bard told the others he had heard of this kind of trap, in which no magic would function. If the puzzle was not solved in the amount of time given, all the party would die and their bodies would be magically transported to Tangramayne. Quickly the party explored the area. 15. An old man offered to join the party'. Gethsah insisted he be allowed to join. and even insisted he lead the party's marching order. Meric was furious! 16. Here the party found a pool of foul water, and Bresian insisted everyone drink of it. Gethsah agreed, and said the clues seemed to tell her that the party would soon be encountering a foe who could Only be defeated by those who had drank from the pool. The party drank. 17. The party avoided a spinner trap. and then encountered a toxic giant (18). They were able to best him in battle, and after healing themselves of the poison from the pool, discovered a torch that appeared among the party's gear. Remembering the clues, Gethsah gave the torch to the old man to hold. 14. The party raced back to the place where the cloudy face had appeared. Again it spoke. "Very impressive," it said. "Your way lies clear for the time being. But my time will come." It vanished. 19. The party explored further, and found a section of the broken Destiny Wand! S'imr-li said that the section has magical properties, and can be used to cast the Wizard Wall spell. An elated party made its way' back to Tangramayne!
The old man elected to remain in Tangramayne. The party departed for the Sage's hut in the wilderness. When questioned (and well paid), the Sage told the party that Fanskar's castle was located in the wilderness (8, wilderness map). The party traveled to the castle, and because Gethsah had the Master Key, they were allowed to enter. Meric seems unwilling to accept Gethsah as the new leader of the party. Perhaps it is true, that to be a good warrior you must also be a barbarian! The party enters Fanskar's Castle...
The party has discovered that this castle has much wraparound magic. 1. Following one such magical path, the party came upon the message, "Ask the wise of Dargoth." Gethsah thinks this might be a clue about which to ask the Sage. 2. Here, scrawled on the wall, was another message: "Far right and left is hazardous, when time runs short, yet in the far corners is knowledge." 3. Here the party came upon a magic mouth. "Ponder this," it said. "The white shall lie, and this knowledge reflects your only answer."
4. Deciding to explore north, the party came into a room where a bodiless voice said, "Fanskar guards the death snare with his very life." A subdued and thoughtful party continues. 5. Close by, the party discovered and used a teleport square. 6. They found themselves in an L-shaped room, the door of which led to a larger room that drained the magic users' energy levels before they were able to leave it. 7. A corridor of traps led to a series of rooms, and beyond that the party came upon the great Fanskar himself. He was not pleased to see them, and the party had the most difficult battle of their lives before finally slaying the evil one. 8. In the room beyond Fanskar's was a teleportation square. The party stepped upon it, and were teleported to another location (9). A voice said, "Welcome, mortals, to the second snare. Choose one of three doors, but only one leads to the segment. The other two bring instant death." Another of the deadly timed traps Bresian told about! 10. In one corner of this room was an old man in a white cloak. "The black cloaked one speaks the truth," he said, and vanished. "Ah," said Gethsah, "but the clue said that the white shall lie!" 11. The party raced to the opposite corner, and there an old man in a black cloak told them, "The door on the right leads to safety." The man then vanished. 12. Considering quickly all the clues, the party opened the correct door and were teleported to another location (13). Nearby was the second segment to the Destiny Wand (14). Laying his hands upon