“That is not dead which can eternal lie.” – HP Lovecraft, The Nameless City
Iroioah, 1108 Week 38
The Macavity is associated with Clan Iuwoi, which is a vassal of Clan Ahroay’if, and the latter clan thinks of its crew as trustworthy after the incident at Torpol, so when they ask Macavity to deliver some despatches and minor cargo to Iroioah, one jump away, the crew sense opportunities to gain honour and cash, so they agree. Kharrash signs on as Mazun’s bodyguard, which is both practical and a sign of growing status in Clan Iuwoi. He’s not the sharpest tool in the box, but Rex tests his mettle and declares him competent enough.
The delivery itself goes off without a hitch, but that night everyone except Kharrash has the same nightmare: Being buried alive out in the deep desert. On learning everyone had the same nightmare, Vila draws his psionic shield helmet from the ship’s locker and starts sleeping in it.
The following night, the nightmare returns, with a psionic message from the self-styled Most Valuable Thing; it gives Dr Matauranga rough directions to its location, a temple in the deep desert, and asks that he re-open the temple so that it can drive the meddling aslan from the tombs of Iroioah.
Asking around the starport reveals that the 80 or so inhabitants of Iroioah mostly work at the starport, which serves as a transport hub linking Tyokh to Vorito, Hleakhayes and points rimward. However, there are a couple of small archaeological teams working on two of the three closest ruins.
Officially intent on trading with the archaeologists, and unofficially trying to find out what they are meddling with, the crew visits them in turn.
The first team is happy to order some comforts from home and show the crew around the dig. They explain that these are tombs of the Kursae people, who once ruled a large empire colonised with slower-than-light ships. They have left remarkably little evidence of their presence, and no depictions of them have been found to date.
Dr Matauranga knows that theories about the Kursae are questionable, and better suited to action-adventure holodramas than serious scientific research. Inside his skull, the Second and Third Most Valuable Things (sulking, presumably because they now have to cede precedence to the Most Valuable Thing) explain that this is a memorial to a politician who has exaggerated their own importance and wasted resources on a cenotaph which could have been better used in expanding the empire.
Vila, the team’s aslan expert, advances the theory that just as human archaeologists tend to assume anything they don’t understand has a religious purpose, aslan – who venerate their ancestors but have no religion in the human sense – tend to assume anything they don’t understand is a memorial.
The second team is somewhat more brusque; the good Doctor thinks they believe they have found something and don’t want to share it, as the teams must compete for research funding. Matauranga returns to the first group and they spend a happy hour or two gossiping and complaining about their academic rivals.
Having gleaned what they can locally, the team sets off towards the Most Valuable Thing’s temple, concealed in a valley some hours’ flight away. This proves to be psionically concealed, with Dr Matauranga able to see it clearly through his MVT goggles, Kharrash unimpressed but recognising it as some sort of building, and the others unsure whether it is a building or just a hill.
Rex is left guarding the ship, while Kharrash is ordered to keep watch outside the temple, mostly in case the rest of the crew needs to do something dishonourable inside. Mazun and Vila don their psionic shield helmets, but Dr Matauranga wants to be able to hear the MVT clearly so leaves his off – not that it would fit over the goggles, anyway.
The temple has six hexagonal towers or entrances, evenly spaced at ground level around the outside. Each seems to have a ramp down to a lower level, and the six are connected by a ring corridor running around the inside of the building.
Dr Matauranga, convinced that the MVT has asked them here (true) and will therefore guide them inside and protect them from any dangers (debatable), marches firmly up to the closest entrance, where an electrical discharge shows something is shorting out. Vila points out this is the power circuit for operating the door, and he can repair it.
Going right on the same level, they encounter some kind of psionic presence which asks Dr Matauranga what his purpose is.
“Knowledge,” he replies confidently, and is told to continue, but warned he will face challenges ahead to prove his worth.
Continuing clockwise around the ring corridor, the explorers enter a featureless chamber; once everyone is inside, the doors slam closed and the ceiling begins to descend. While Vila scrambles to find some way of jamming the ceiling, Mazun notes that the door closing the ramp is having trouble, apparently due to debris in its track. Everyone dives through that and rolls down the ramp before they’re completely trapped, with Vila trying to block the door with whatever he can find in the room.
Dr Matauranga pulls everyone up short, and explains the floor and walls of this new chamber are being patrolled by spiderlike beings of little apparent intelligence, since their patrols follow a simple and easily-understood pattern. Lacking his goggles, the others can’t see them. However, Matauranga gets through them easily enough and reports that he can see chambers around a central shaft, connected by ramps and walkways but all opening onto the shaft. There are three chambers on this level, two on the next, and finally one.
Matauranga attempts to guide his crewmates through the spiders; he succeeds with Mazun, but Vila is briefly mobbed by a swarm of them before he can break free.
The level below has one chamber with a wide crack in the floor, so they take the other one, where they are again challenged, this time by something visible: A large amoeba-like being which appears to be made of quicksilver and has an unstable surface given to extruding fractal branches like those of a Christmas tree. Dr Matauranga talks his way past it, and the team proceeds downwards.
Here, three more silver amoebas lie in wait, and challenge them again, explaining that they guard the entrance to the Most Valuable Thing, and the crew must pass by them to reach it. One of them always tells the truth, one of them always lies, and the third one shoots people who ask smart-ass questions; the last one helpfully extrudes a silver barrel to identify itself.
Dr Matauranga opts for the traditional question of “If I were to ask your colleague how to get past what would they tell me?” but twists it slightly to precipitate an argument among the three about whether this question is sufficiently smart-ass to allow the third one to open fire, and while their attention is distracted, the humans sneak past and open the door to the inner sanctum.
The MVT itself, a larger and more impressive silver amoeba, welcomes them and asks for help in repairing its generator, a pool of silver fluid which it points out. Vila sets to work, following the MVT’s instructions, while Dr Matauranga questions all three Valuable Things about the nature of the vanished empire. They confirm it was very large and settled using sublight travel; they knew of jumpspace, but chose not to use it as it is full of “spiky things that don’t like them”. The MVTs are unable to agree on whether the empire had one species, or several, but do agree that when they first discovered jumpspace the spiky things came to them and tried to kill them.
At this point, Vila concludes his tasks, and the MVT immediately tries to dominate all the humans psionically. Mazun resists, and Dr Matauranga barely manages to fight it off thanks to support from the other Dr Mataurangas and the Chicken (which has been a gibbering wreck since the first nightmare but is now roused by terror of what might happen otherwise). Vila, however, is completely dominated. The MVT, so far unfamiliar with human physiology, grants him enough autonomy to maintain his flesh shell in an operational state.
Dr Matauranga draws his stun baton (which uses an electrical discharge for its effects) and thrusts it into the generator pool. Discerning his intent, Mazun pushes the MVT, rolling it into the generator, while Vila stuns himself to ensure he can’t be used to stop them. Dr Matauranga triggers his stun baton, incapacitating the MVT and blowing out the generator.
Taking stock quickly, Mazun and Matauranga grab the unconscious Vila and run for the exit, pursued up ramps and through corridors by silver amoebas, swarms of spiders, and other things they daren’t stop to identify. Gathering up Kharrash, they dive aboard the ship and lift for orbit.
Much to their surprise, the temple doesn’t explode behind them.
Void 8, 1108 Week 40
In jumpspace, Mazun grows concerned that the exit timer is showing an unusually long countdown, which often presages a misjump. Questioning Dr Matauranga, who among other things is the ship’s navigator, reveals that while he believes he entered the correct coordinates, he has no memory of what he actually did; he seems to have blacked out.
Further, the Second and Third Most Valuable Things are no longer in residence in his head; just the various versions of himself, and the Chicken. The goggles remain, but it’s not clear if they still function as he has nothing to test them on.
At length, the Macavity steps out of jumpspace and Dr Matauranga takes the usual bearings on assorted pulsars; it transpires they are not at Tyokh at all, but somewhere in the Void 8 subsector, chiefly notable for the total absence of star systems.
A joint effort on the ship’s sensors reveals that there is an active fusion power plant somewhere relatively near by, at least by interstellar standards.
With no other option, they lay in an intercept course and move towards it.
To be continued...
GM Notes
That started as the adventure seed The Nameless Keeper in The Pirates of Drinax, then I built the temple using the extremely useful and flexible SWADE supplement The Scheme Pyramid, then I just started making stuff up on the fly with occasional reference to the Mythic Game Master Emulator when I got stuck. I was constantly nervous that the whole session would fall apart, but people seemed to enjoy it, and total prep time was under 30 minutes.
Kharrash is the Sidekick Mazun took on reaching Legendary Rank; tough enough to add to the party's combat strength, honourable enough to be useful as an aslan liaison, and dumb enough not to notice when the crew stretches the boundaries of the aslan code to breaking point.
As Matauranga's player has been so creative and such a good sport about his PC effectively having multiple personality disorder, I allowed the PC to support himself during his fight to avoid psychic domination. Rolling the MVT into the generator and blasting it with the stunner was so in-genre that I let them get away with it (for the cost of a Benny to gain narrative control.)
I want to run Islands in the Rift for this group, but having re-read it I don't think there is enough there for what I think of as a full campaign, which left me with the problem of getting the PCs there; I opted for a forced misjump, leaving them a few clues as to what actually happened. I try not to do that more than once every few years.
I'll bridge the gap with Deepnight Endeavour, so that's up next.