DnD Campaign 3 Notes - An Empty Hourglass
GM: Dylan Thompson
Players: Shivay Singh, Millar Sue,
Sylvain Bechet and Adil Bhayani
GM: Dylan Thompson
Players: Shivay Singh, Millar Sue,
Sylvain Bechet and Adil Bhayani
Stephone – Elf Cleric (Millar Sue)
Hannibur
– Half-Orc Artificer (Shivay Singh)
Calima – Elf Wizard (Sylvain
Bechet)
Mort – Halfling Bard (Adil Bhayani)
Strengths: Dexterity, Constitution, Intelligence
Character Statement:
I’m willing to listen to every side of an argument before I make my
own judgment. I ... speak ... slowly ... when talking ... to
idiots, ...which ... almost ... everyone ... is .. compared ... to
me. Knowledge. The path to power and self-improvement is through
knowledge. (Neutral). I've been searching my whole life for the
answer to a certain question. I speak without really thinking
through my words, invariably insulting others.
Backstory:
Born in what could be described as a humble background, Calima has
always had one major flaw: being too smart for his own good. While
most kids his age would be learning to read – and perhaps even
start to write, if they were smarter than average – Calima had
already gotten past that point and was already onto his second
language. Perhaps this was the reason the blue-eyed eladrin was
named ‘Calima’ or ‘smart one’. Regardless of his intellectual
exploits, he still managed to have a relatively ordinary childhood,
even if his father had never been part of his familial life. While
the latter was said to have disappeared, some rumours speculated
that he had been kidnapped while others claimed he abandoned them.
No matter the truth, this left Calima with only a silver teardrop
earring as guise of paternal keepsake.
It was this very keepsake that led
Calima to pursue his studies in the arcane arts, after deducing
that the earring was made from a real teardrop. Fascinated and
curious to learn more, he set out on his own and went to a
university to learn more about the world and its wonders. While
deemed as an objective person by his peers during his studies he
also developed a few bad habits, such as talking to himself when
wanting to be left alone or speaking at a ridiculously slow pace
when dealing with people he deemed to be idiots. Nonetheless, his
quest for knowledge continued and led him to the study of chronurgy
magic.
Though geniuses rarely experience
failure, they are not immune from making mistakes, and Calima was
no exception. While working on developing a new spatio-temporal
principle, he inadvertently activated the mechanisms of the spell
on himself. While this could have had fatal consequences had he
been studying another type of magic such as pyromancy, he did not
experience anything and brushed it off as the spell failing.
However, uncertainty remained and, after thoroughly investigating
this accident, he arrived at the conclusion that he had managed to
theoretically make himself immortal. While many would have rejoiced
or celebrated for achieving what so many could only dream of in his
field of studies, Calima was instead conflicted: this was
theoretical. Theoretically, he was immortal, but how could he
reliably prove it or even test it? Attempting to kill yourself only
to realise your theory was flawed would be nothing short of foolish
and beyond unwise.
While trying to find a solution to this
conundrum, Calima tried to recreate the spell that had caused him
such anxiety and ended up learning a few crucial points of
information. Firstly, his ability to cast magic had severely
regressed, to a point where this would have greatly chagrined his
past self. Secondly, and perhaps most importantly, he was currently
in a new place he had never seen before, after unsuccessfully
recasting the spell.
The room he was in was most peculiar not
due to its architecture but rather for the fact that it contained
an unimaginable number of hourglasses, each organised and neatly
labelled. While letting his gaze follow the neat lines of
hourglasses, he finally noticed a hooded figure facing away from
him.
“Oh, for fuck’s sake, how the hell is
this even possible? What even is this shit? Are you serious? I
swear I’m not getting paid enough for dealing with this nonsense.”
These were the very words that he
overheard, coming from the hooded figure that was turning around
and finally noticing him. Now, while Calima had already seen quite
a lot of curiosities and wonders, he certainly did not expect to
see a robed skeleton to address him. Perhaps due to a mix of
surprise and confusion, he let the bony individual continue.
“Excuse me but what the hell did you do?
Also, would you mind explaining what you did to this poor
hourglass?”
Calima, still in a bit of stupor,
answered him:
“Uhm, that’s a Klein bottle?”
“I can see that; what I’m asking is how
the hell did you manage to change your hourglass into that?”
“My hourglass?”
“Ah right, I forgot the usual
formalities. Hello, I’m death. Yes, the death that comes claim your
soul and all those shenanigans. Yes, I am a skeleton. No, you
cannot touch the scythe. No, I will not increase your lifespan
because you asked me nicely. And no, I do not take autographs.
There, satisfied?”
“Uhm, and the hourglass?”
“Ah, right. Long story short, your
lifespan is defined by the amount of sand remaining in it. Once you
run out of sand, that’s it, you’re dead. Kaput. End of the line.”
“Right…”
“Thing is, look at what you did to this
poor hourglass: the sand keeps falling and never lands anywhere.”
“Well yeah, that’s kind of the principle
of a Klein bottle: if you follow its surface, you end up where you
were but upside down because –”
“Listen, I don’t need a science lesson
about –”
“It’s mathematics, technically.”
“Don’t care. Point is, this creates a
huge mess because this means that you technically won’t die.”
“Technically?”
“Technically”
“Meaning?”
Death sighed before continuing in the
most monotonous voice possible.
“You kind of broke the space-time
continuum that affects you, meaning that every time you are
supposed to die, this will conflict with the time continuum.
Naturally, the space continuum will have to compensate, and you’ll
probably end up being teleporting to another place and potentially
to another time, if there are any conflicts with the space
continuum as well.”
“Wait, is that why I’m ended up here?”
“Oh yeah, I forgot about that; how did
you get here in the first place? I was supposed to come pick you up
to make you clean this mess.”
“I mean, I was this spell just like this
and –”
By this point, Calima realised that he
had cast the spell once again and was once more standing in an
unfamiliar setting. This also confirmed something he suspected
after his previous casting of the spell: his body could not handle
the spell – probably due to his ability to cast magic regressing so
much – and essentially was killing him. However, as Death had
explained, he technically did not die but was instead relocated
somewhere else in the space-time continuum.
From this point onward, Calima would
keep exploring wherever his condition took him, allowing him to
continue his studies. Whereas wizards would have taken this
opportunity to cloister themselves to work, he instead developed a
taste for adventuring, as this would expose him to a variety of
wonders and new pieces of knowledge. The only problem was that
Death would eventually show up to try to get him to come and clean
up his mess, but Calima would usually use the spell once more to go
to a different point in space and time.
This game of cat and mouse would go on over many years, as it often was a tedious process for Death to locate one person at a specific place and point in time. In the meantime, this allowed Calima to have various journeys, some even lasting to a few years. It was after one of these journeys that Calima realised that disguising himself would be the best way to evade Death and consequently took up a new identity. Amongst the various changes in his identity, he changed his hair colour to silver and assumed a new identity as an airhead tourist. This would justify his lack of knowledge of the new places he would visit while allowing him to explore the most unusual places. However, after finishing his latest journey, he certainly did not expect to be teleported to a jail cell somewhere on the Discworld.
Strengths: Intelligence, Strength
Character Statement: I’m
confident in my own abilities and do what I can to instill
confidence in others. Might. If I become strong, I can take what I
want—what I deserve. (Evil). Want to impress sweetheart back home. I
have a weakness for the vices of the city, especially hard drink.
Backstory: Born into a lower-class
family of the Nafooi? Island in the Circle Islands near the edge of
the Disc, Hannibur was drawn to a life of minor crime and trickery
from a young age, both for the thrill of getting away with things,
and to ensure the survival of his family. He is an impulsive man,
doing the action that is most readily available to him, but never
truly straying from the rules of society. He might have been happy
to repay any of the debt he had accrued, but he was never caught, so
it didn’t matter too much. After a turmultuous teenage period in
which Hannibur was frequently in trouble for either starting bar
fights, finishing bar fights or giving other people a reason to
start bar fights, he became an adult with somewhat respectable
standing in the community of the Islands, and was in line to become
leader of the village.
On the morning before his coronation,
Hannibur was introduced to a woman that Hannibur would only ever be
able to describe as angelic. The kind of face you both couldn’t look
at, and couldn’t look away from at the same time. Hannibur devised
his own solution to that specific issue, and found himself
conducting the entire meeting staring at her breasts.
The meeting
went well, they were to be married at the end of the week; her name
was Liriene. She hailed from royalty from a nearby island, hoping to
merge resources to have a better chance at surviving the current
issue of the rising temperatures and ocean levels.
The
relationship progressed smoothly for the week, Liriene’s natural
chemistry smoothing over Hannibur’s natural … lack of soft skills,
and with both people still happy to marry – having spent more time
together than apart – the ceremony date was set and arrangements
made.
The day of the wedding, before it was to occur, a large
boat arrived at the island with an unsanctioned member of the
Assassin’s Guild bearing a message for the leader of the village.
There was to be a war soon in an area near the city and this was to
be a draft of any able-bodied people with which to fight, and leave
immediately.
The goodbye was short and sweet, or at the very
least as sweet as these things can be. In this time, Lirene
improvised a short ceremony during which the two became married in a
more formal way than simply an emotional one. Due to the nature of
this ceremony, neither village is actually aware of the wedding, and
both sides have simply an ornately wound marriage ribbon with which
to remember each other by.
They then slept together once, with
Hannibur leaving immediately afterwards on a boat headed for
Ankh-Morpork.
While boarding the boat, Hannibur thought he could
see Liriene doing something, it looked like a wave, so surely that’s
what it must have been.
And then the days at sea with no
direction or purpose, waiting for military service.
But no.
Hannibur decided that the life of service was not for him – instead
he wanted to experience the world and its delights, and was prepared
to get out of this in any way he could.
So naturally, he used his
existing repertoire of tricks to start a fight and take over the
ship in the resulting brawl. He only used his control to cancel the
military order, but was immediately arrested on arrival in
Ankh-Morpork, put in prison. Someone must have snitched. If
eventually Hannibur is to get out of prison, he might find joy
exploring and discovering the pleasures of the city, or doing his
best to start fights in his usual manner. Perhaps eventually he will
return to his bride laden with riches and stories, only time will
tell …
Strengths: Strength, Dexterity, Wisdom
Character Statement: I
idolize a particular hero of my faith, and constantly refer to that
person’s deeds and example. She is charismatic, witty, and
attractive, but profoundly cunning and egocentric. She cares little
for others, seeing them as stepping stones on her path to greater
power. Change. We must help bring about the changes the gods are
constantly working in the world. (Chaotic). What is bent will never
be broken. All will burn. All will bleed.
Backstory:
Stephone was a member of a holy order of clerics dedicated to the
healing arts known as the Forward Order hoping that she would find
a means to revive her lost son, killed and cursed by the Raven Man.
Over the years of studying countless scripts, she had thought that
the manipulation of death would enhance her healing abilities but
was considered a hectic to her peers and outcast from the order.
She had studied under the tutelage of wizard named Marvello,
further honing her skills in necromancy in her years of exile. But
her lessons were cut short after Marvello had seemingly left in the
middle of the night. One day, she had came across a silhouette
while scavenging in the woods. Suddenly a green light flashed, with
the words "Avada Kedavra" with wisps of death looming in the air.
Attempting to distance herself from the chaos she knew was coming
and that she would be unable to control, she fled the town with no
further regard for Marvello or his whereabouts. She had thought
that the city would lead to greater opportunities for her to
possibly reconnect with her son, but relocating only increased her
problems as the city folk were unwilling to acknowledge the power
of a magician with control over the dead. After a particularly
grisly display of magic, a witch hunt commenced not long after
where Stephone was captured by the nearby townsfolk.
Strengths: Wisdom, Charisma
Character Statement: I see omens in every
event and action. The gods try to speak to us, we just need to
listen. I’ve spent so long in the temple that I have little
practical experience dealing with people in the outside world.
Faith. I trust that my deity will guide my actions, I have faith
that if I work hard, things will go well. (Lawful). I owe my life
to the priest who took me in when my parents died.
I judge others harshly, and myself even more
severely.
Strengths: Strength, Dexterity
Character Statement: I
can find common ground between the fiercest enemies, empathizing
with them and always working towards peace. I quote (or misquote)
sacred texts and proverbs in almost every situation. Aspiration. I
seek to prove myself worthy of my god’s favor by matching my
actions against his or her teachings. I would die to recover an
ancient relic of my faith that was lost long ago. My piety
sometimes leads me to blindly trust those that profess faith in my
god.
Death needed an apprentice, Mort, so one was procured from an
orphanage with no regard for where he came from. He has been
quietly watching the developments on the Disc, secure in the
knowledge that the world can be fixed from behind the scenes. After
all, all Death needs to do is wait … He is haunted by the memory of
a necromancer, Marvello, who seems to be intent on revenge.
A wizard trained by Death directly, who outgrew the
mentor-pupil relationship and went down his own path – going so far
as to train his own pupil, a woman named Stephone. Realising that
Stephone was too motivated by her need to rescue her son, and would
not bend to his goals, he eventually left her also. He then began
to assemble an army of more subservient minions capable of
completing his demands to his satisfaction.
A haphazard wizard (with a hat) who has little regard for the formal
rules of magic, and so has accidentally created a portal between
worlds. This can’t be controlled and so could be used for good or
evil. In practice, this means Rincewind is frequently taken
advantage of, and his naivety combined with his intelligence could
mean he is used and abused to favour other people’s scheme.
Vetinari figured out the fastest way to world peace was to legalise
crime. At least then there’s a quota. As a member of the Assassin’s
Guild, he knows how to give people ideas that they think belong to
them, but somehow miraculously align with his goals. Vetinari can
see the political landscape across the entire Discworld, so only he
knows exactly what ripples in one area will grow into in another.
He sees particular promise in some research from the Unseen
Unversity, which has made him blind to discontent in his home turf
– the Assassin’s Guild.
A dragon-dominant dragonborn outcast from his religious family because
of his parentage (the implications of which …), he tried his best
to fit into a world that wouldn’t let him. And so ended up
disappointing everyone in the process, including as a result of
events beyond his control. He had several high-profile
misadventures including his introduction to the adventuring party.
He is frequently confused by the world as a direct result of being
an outcast, so is often unsure of how best to respond, although
often has good intentions – however badly misinterpreted.
Lasair’s parents had very set expectations of what he could or would
grow up to be. His father wanted him to carry on the family name as
a clergyman, and his mother wanted him to lay waste to entire areas
of land, as was her lineage. However, he grew into a quiet man that
liked being able to balance a ledger. When a freak accident
isolated him from his family, he found himself with maximum time to
pursue his passion, and people who had no idea who he was …
The wisest witch in Lancre, and possibly the Disc, Granny has links to
the Unseen University (exes) and, as a result of research currently
being undertaken at said University, connections to parallel
worlds. She can see plans as they come to motion, but lacks the
impetus to be useful outside of her immediate sphere. This capacity
for information makes her invaluable to parties needing solutions,
as well as invaluable to the town she serves. Just don’t ask what’s
under her hat, or how she seems to know what you’re thinking …
Staracter (Level 4 Half-Orc Champion Fighter) and Daefir (Level 4
High Elf Druid) were killed by a falling sleigh early morning on
Hogswatchnight.
When reaching the afterlife, the men were tasked by Death with
saving Christmas, as if they hadn’t had a busy enough day already. He
wouldn’t give them more information and was generally unwilling to be a
good host, even though there weren’t a lot of available alternatives.
Apparently he asked them this because the Hogfather was lost, and if
he were not to be found, the whole tradition of Hogswatchnight would be
ruined. The party found him in a guest room, whining about his life,
after a discussion with a woman called Susan, who was presumably a
relative of Death, about where he might have been.
The Hogfather was convinced by observing an army of zombies being
corralled like cats, to continue with the traditions he was trying to
run from. The sleigh travelled the normal route around the Disc at its
scheduled time.
Daefir had allegedly been accused of some crimes while alive, and
that they discovered they weren’t guilty by peeking at other people’s
life books, and resetting a few people’s life timers. The other man,
Staracter, was very helpful when talking to the zombies.
New prison arrivals on Monday the 5th of Ick.
Stephone (Chaotic Evil): Brought in for being a witch.
Strengths: Strength, Dexterity, Wisdom. Character Statement:
I idolize a particular hero of my faith, and constantly refer to that
person’s deeds and example. She is charismatic, witty, and attractive,
but profoundly cunning and egocentric. She cares little for others,
seeing them as stepping stones on her path to greater power. Change.
We must help bring about the changes the gods are constantly working
in the world. (Chaotic). What is bent will never be broken. All will
burn. All will bleed.
Hannibur (Lawful Neutral): Brought in for attempting to
haggle a speeding ticket with genuine Criminal’s Guild members.
Strengths: Intelligence, Strength. Character Statement: I’m
confident in my own abilities and do what I can to instill confidence
in others. Might. If I become strong, I can take what I want—what I
deserve. (Evil). Want to impress sweetheart back home. I have a
weakness for the vices of the city, especially hard drink.
Calima Lorda (True Neutral): Brought in for trying to
manipulate time. Strengths: Dexterity, Constitution,
Intelligence. Character Statement: I’m willing to listen to
every side of an argument before I make my own judgment. I ... speak
... slowly ... when talking ... to idiots, ...which ... almost ...
everyone ... is .. compared ... to me. Knowledge. The path to power
and self-improvement is through knowledge. (Neutral). I've been
searching my whole life for the answer to a certain question. I speak
without really thinking through my words, invariably insulting others.
In statements all three say they’re innocent and want a lawyer.
The party meets in a prison cell for crimes that allegedly happened
prior to the story.
They have little interest in getting to know each other, with one
of the three (Calima) using Fey step and Invisibility to show how easy
to escape the cells are, and another (Hannibur) playing dice games
instead of being productive.
Eventually the three befriend a member of the Assassin’s guild and
become members themselves, using the Hide ability to fool the prison
guards and orchestrate an escape. Between the invisible Calima, and
hidden Hannibur, all cell doors in the prison were left open, leading
to a brawl between the Assassin’s and Fool’s Guilds, who have a
long-standing rivalry.
The fighting started when Hannibur delivered a sick burn to a
member of the Fool’s Guild and both sides wished vengeance on the
other. Prison guards were again (surprise, surprise) unable to control
the brawl as it escalated.
A highly charismatic individual called Mort (Level 3 Halfling
Bard), walked into the prison, looked around and walked out again,
taking the hidden party with him. Nothing suspicious there.
Mort was tasked with killing Hannibur by Death, but took a liking
to him and his party. He was then taken by Death because he needed
further training; and was not yet bent to Death’s will.
The Assassin’s and Fool’s Guilds continue to have free reign over
much of Ankh-Morpork, and rumour has it that the misplaced prisoners
were led by this mysterious stranger through the city to a safe place,
then they fell in line with the Guild and their nefarious plans.
One of the Assassins that the party met handed Hannibur a map with
the plan to ‘kill the Patrician’ scrawled on it. But that can’t be
true, because nobody saw them leave the prison, so they must be here
somewhere … maybe under the sink?
Mort is returned to the party immediately with Calima’s life timer –
a Klein bottle – and a threat that the party will likely be taken to
Death soon; he just needs to decide whether to help them or not.
The fully-assembled party start to head towards the Patrician’s house
after brief negotiations, using only intuition and observation of the
surrounding area to decide that the nicest looking building in the
region must be the one they seek.
Along the way, the party notices a dragon (although Calima and Mort
were, in fact, very attentive towards the flowers at that point in
time). The party then decides to divert from the plan to kill the
Patrician, and instead go to see the dragon.
They walk through a street lined with churches, and talk with the
Temple of Blind Io, where Hannibur receives the church’s supply of
drugs, and the Temple of Small Gods where the party inspect a useless
cemetery and are almost tempted into eating food. They continue, on the
priest’s directions, and talk with the dragon and a wizard who summoned
it by mistake.
The party agree to help the wizard use magic to return the dragon to
its home, near Neverwinter. They leave just before the townspeople start
to scream.
After talking with the wizard and learning more about the Assassins
and Fools unrestricted power, the party continue to the Patrician’s
house, armed with the knowledge they must kill him.
They are met by Death, who asks Mort to decide whether he is ready or
not – and when he cannot do so, gives the party two extra souls
(Staracter and Daefir) with the intent that they will help Mort to
decide. Hannibur then attempts to play his dice games again, although
Staracter sees through it.
The party debate what to do next, and Daefir attempts to befriend
everyone to their amusement, and Hannibur performs more dice and card
tricks; mostly to appease Daefir. As the sun rises, they notice
headlines suggesting they are wanted due to the escape from prison, but
they have faith that they won’t be caught.
The party decide to clarify the requirements of the Assassin’s
Guild’s parchment and head over to the Assassin’s Guild, with several
party members causing themselves embarrassment in the process. The party
realises that both the Assassins and Fools guilds are saying the other
is guilty of the same things – with no proof. These things being human
trafficking along the trade routes to Klatch.
Eventually, Daefir realises he cannot be friends with both the
Assassins and Fools, and takes the Fools offer of friendship (and the
associated hat). Stephone is initially unsuccessful at attempting to
become a member of the Fools guild, given a suspected association with
the Assassin’s Guild, but manages it, now having both hats.
Stephone bargains with the Fools for more Slab for Hannibur, which is
also given to Daefir – who immediately uses it, and talks to a turtle
God called Om. He wonders why he can’t be friends with everyone, no
strings attached; and Om suggests it is never that simple.
The party then break into the back door of the Patrician’s house,
where Vetinari is taken by surprise and then put to sleep. After
impersonating first an Assassin that has a Fool as a hostage, and then a
guard that belongs in the palace, Hannibur is able to determine that the
war for the trade routes leading into Klatch – he needed to read it in a
newspaper as Daefir, who was presented with this information earlier –
did not understand it. Mort withholds from the fight, still judging the
team’s worthiness, but Staracter and Stephone take part. Calima
incapacitates Vetinari, after initially missing the call to action.
At the point, Death shows up again and asks Mort if he has decided;
and Mort decides to spare Vetinari, who is left sleeping, and take the
remaining party to the Afterlife where they will be properly judged.
The party look around the afterlife, and, noticing the bonsai-like trees and tried to dig them up, noting the sand-like ground was easy to pull them up from. He fails when pulling and only grabs a branch. Mort and Death make haste indoors, ahead of a mob of dwarves and trolls which is nearby. Because of strong religious belief in Death, Stephone turned Death into Hades, her preferred iteration of the deity.
When inside his mansion, Death explains to the party that his goal from them is to manage the many wars – as well as clarifying the situations in the Assassin’s vs Fools conflict, as well as the war for the trade routes in Klatch. Death consults the life timers of several individuals of significance to the party – a number of fallen Gods whose belief systems had been compromised, Hannibur’s sweetheart who was herself a fallen God, Stephone’s son that she had been trying to rescue from death by studying necromancy, and the crocodile God Offler that promised Calima a cure to his condition.
The party weighed up the options and the fact that Death had imprisoned these individuals themselves – including the revelation that Stephone’s son had been killed by the Raven Man, a man who looked a lot like Death, even though he attempted to lie about it and blame Marvello, Stephone’s mentor.
Death revealed that Marvello had been building an undead army, with the goal to attack the house of the Gods, and that his ultimate goal for them was to stop this attack. The party leap on this and are transported by Death on to a ship, where the crew are surprised to see them, but are easily persuaded to listen to Stephone’s tales.
They make landfall in the Ramtops, a mountain range near the seat of the Gods, and Hannibur takes the last of his Slab, speaking with Liriene, his godly Girlfriend. She expresses regret that he didn’t want to save her, but Hannibur resolves to come back for her when the time is right. Realising he had only summoned her to remind himself of her beauty, she faded away.
Still reeling from the new revelations and
drug-induced hallucinations, the party interact with their new merchant
friends, and agree to help the traders carry a heavy crate to its
destination, a village a while away.
The party walk through a ruined,
abandoned village that has clearly seen some conflict in the past, and
rest in the ruins of a house; looting the remains of the inhabitant’s
belongings. In the morning, they journey through the village and fight a
Bnshee – one of the inhabitants that is haunted and forced to stay in the
village as penance. Despite the traders being terrified of the banshee,
the team of Stephone, Calima and Hannibur manage to kill it, with Stephone
dealing the final blow with a mace. At several points during the party,
this team used the Help action to show their belief in each other.
The banshee slain, the party continued along the road
and into a forest, where they encountered a lone priest of Blind Io, so
high on drugs he was likely completely unaware of what was happening and
that everyone in his village had been killed. He was baffled by Stephone’s
affiliation with Death, but Hannibur found common ground with him, and
asked him to join them. Hannibur asked the priest for Slab, and not
content with just receiving the Slab, negotiated that the two would fight
at some point in the future, in return for the drugs.
The full party then arrive at the town of Lancre, mysteriously untouched by the war raging nearby, and the tradesmen’s journey is complete.
The party walk into Lancre and consider the fight that Hannibur owes
the priest they met in the woods. Soon after, they spot a witch’s
cottage, which seems old but well-kept, and meet the witch inside, who
is stressed about her husband’s location, and slightly condescending.
She understands the party’s pop music references, without knowing
exactly how she understands them.
They then walk through the town, with her pointing out the agricultural
focus and suggesting that her husband was last seen in the castle before
it was ransacked by Undead. Hannibur offers to carry her books, and does
so with one hand. They make it to the castle and see mummies in the
central courtyard.
Upon the declaration of battle, Hannibur and Stephone lead the charge,
but with no communication to Calima, who hangs back with Magrat. After
hearing combat noises for too long, Magrat fears for the worst and her
husband’s safety, and hides in a corridor after a small tantrum about the
books she’s carrying. Hannibur shoots back out of the fray, and Calima is
finally alerted to the conflict. Stephone manages to kill one of the
mummies with spiritual weapon, and Calima a further one with a fireball.
The sole remaining mummy was brought down to a low health and then
negotiated with by Stephone, using their shared connection to Marvello to
secure its allegiance.
Health is restored to Hannibur and the newly-acquired mummy, nicknamed
Airwick, so that they smell decent and are not dying. The party then make
way back out of the castle to find somewhere to rest. On their way out,
Magrat yells after them to find Granny, as she knows the truth about the
zombie attack in Lancre, and why it somewhat failed.
The party rests and then decides what to do – on route to Granny’s
house, the party see the tradespeople that they were friends with before.
At this point, Hannibur makes good on the deal to have a fight with his
priest friend. This ‘fistfight’ was immediately defiled by the priest, who
used Priest-specific weaponry and resulted in Hannibur deciding he was
better dead than alive.
After defeating the priest and knocking him unconscious, Hannibur stole
all his remaining drugs and his priest hat, which he gave to Calima.
During this, Calima cast a spell to procure a Familiar – an owl named
Worraz.
The party then send Airwick into Granny’s cottage, where he
successfully gathers information about Marvello’s world domination plans –
that it had started as a simple war between two factions of living people
became a war involving magic and the undead due to Marvello’s study of
necromancy, and connections to the Assassins Guild and the Unseen
University. Granny revealed that this caused problems in parallel worlds
as Marvello became more deranged and wanted to recruit corpses from other
realities to his cause. The party noticed a cat under Granny’s hat, while
the owl went on a scouting mission inside Granny’s small cottage.
Calima put the party, including himself and excluding Stephone, asleep while they were discussing next steps. Granny then offered Stephone a bed to rest also, presumably so the party could decide their next steps the following day.
Granny wakes the party and makes them breakfast as
they decide whether to go into the parallel world to receive help from
Granny’s friend, or to just solo it up the mountain. They eventually,
after much back and forth, decide to go into the parallel world. Granny
obliges, and the party is thrown into the World Soup, a liquid-like
substance binding all worlds together. Surviving this, the party makes it
to the Elwynn forest fully intact.
They follow the noises of civilisation and find a
humanoid Dragonborn called Lasair IV who is adept at doing taxes and is
also learning magic. The party attempts to inspire him and improve his
technique (being all casters themselves), with Calima and Hannibur being
initially unconvinced by Lasair’s prowess. Eventually coming around, they
help him to get stronger casting magic (despite a failed handstand
courtesy of Calima, and a short blackout (recommended by Hannibur).
Stephone’s advice was mostly taken seriously, and resulted in an
improvement, by being more dramatic. The party then learn that Marvello is
attempting to take over the world with zombies, and Lasair is able to use
the correct spell to get them off the world they’re on, with guidance from
Granny – talking ethereally from the Discworld.
The party, minus Airwick, all survive the World Soup
for a second time. They get teleported to the base of the mountain that
contains the house of the Gods, and are faced with the ordeal of passing a
queue of sedated zombies to get to the top. Hannibur uses a combination of
spells to disguise himself as a mummy, and Calima sends Worraz on a
stealth recon mission, to report back. He is able to see and hear that
Marvello, a wizard-turned-cleric is recruiting mummies and other undead to
‘take over the world’. Stephone creates a mummy helper using the corpse of
the priest felled by Hannibur, and is able to partake from a distance
also. The mummies converge on Marvello at the top of the mountain,
bringing the party close, so that Hannibur can ask Marvello about Stephone
directly, which makes Marvello suspicious. Marvello senses magic twice –
once about Hannibur generally, although he is unable to figure out how
precisely Hannibur is magical; and once relating to the location of
Stephone. Marvello attempts to lure Stephone in, and intimidate other
party members into giving her up. The mummies move into the House of the
Gods, and the party, along with Marvello follows. Stephone and Calima
remain hidden, courtesy of the Thieves’ Guild training.
In the House of the Gods, the party notice more and
more zombies come into the frame, until it is infeasible that they be
fought. Calima then realises the significance of the large circular scale
model of the world that the Gods seem to use as a boardgame, along with
two 2600-sided dice, but before he can communicate his plan fully,
Hannibur rolls the dice. This causes the river Ankh to flood in
Ankh-Morpork, and a flotilla of boats to converge on a desert island of
Krull, towards the Rim of the Disc. Calima then dispels the magic on the
map, and it becomes just a toy model of the world. Marvello, drunk on his
new power, attempts to illustrate, but doesn’t do anything anymore. Lasair
then calls the party over and, receiving further wisdom from Granny,
teleports them away. This time, only the Helper, Calima and Worraz pass
the survival checks; with the others being sent to the Realm of Death.
When Hannibur, Stephone and Lasair IV make it to the realm of Death, they see a shaken Mort, lamenting that Death had been kidnapped by undead and taken. They also notice piles of broken glass from the life timers of other individuals. Calima ended up on a desert island, along with Stephone’s Helper, now inanimate and soon to die, and Worraz. They were approached by Liriene, who asked about Hannibur, and said they needed to find him.
Calima and Liriene realise that focus or prayer will allow magic to be
more targeted, and that this might mean Hannibur can be found, wherever he
is. Hannibur and Stephone discover that Death was kidnapped by Assassins
who caused all the hourglasses (except for the party’s, among others) to
break – specifically by breaking Calima’s Klein bottle. The effects
of this are currently unknown. Stephone uses her
strength to open the door holding her son prisoner, with Hannibur using
similar tricks to partially unlock Lasair III’s cage. It was then fully
unlocked when Lasair used the breath weapon on it and it melted. The party
completed, Rincewind initiates the magic and the party is rejoined
correctly.
With Hannibur reunited with his sweetheart and Stephone reunited with
her son, Calima was the only party member to not meet their goal thus far.
Rincewind revealed his reasons for helping with the dimensional magic, and
that he was still trying to find acceptance. The Lasairs were given
Hannibur’s Slab supplies, where they promptly flew off (DUI?) and were
transported by Rincewind back to Phandalin, their fates unknown.
The party muses their next steps and how they still need to find Death
to sort out Calima’s mess. Vetinari pulls up in a boat and demands that
the party fight in one of his wars – revealing himself to be in control of
all current conflict on the Disc. Seemed to be mostly ‘just because he
could be’. The party initiates a surprise round, and it is revealed that
Vetinari is instead a Red Dragon Wyrmling that was a victim of the
wizards’ displacement – and ate the original Vetinari – assuming his form
by magic to fit in. A brief, unsuccessful combat ensued, and the dragon
flew off towards Krull. Before it managed to leave fully, Calima and
Stephone cast ranged attacks; with Calima successfully Banishing the
dragon back to its home plane of reality.
The fight concluded, the party rest in Liriene’s church, and level up
to level 9 – with Hannibur noting his many new abilities.
The party debate amongst themselves and decide to follow the dragon’s
flight path. Investigating from that direction, they see a dormant ship
flying an Assassin flag, and swim out to it. They notice that it bears
some similarity to the ship they had used previously, and the captain of
the ship is the same guy that had driven the ship the last time. He sees
them and asks what they want – but collapses and coughs up sand before
they can fully answer.
Stephone then tries to stuff the captain in her Bag of Holding, while
Hannibur figures out how to make the ship go, and speed it up; and Calima,
seeing the captain’s demise connects the dots that he may start feeling
bad and have a similar fate at some point in the future. But, for now, he
is okay.
After six hours, the party see Krull on the horizon, as well as all the
netting at the edge of the Disc, and after a further two hours, they make
landfall on the beach, seeing bodies of Krullians collapsing coming out of
the gates.
They make their way into Krull, talking to a blacksmith who seems to
have not necessarily noticed the fates of the rest of the people in town –
and is one of the lucky ones himself. He reveals that the gossip mill and
news have told him the Assassins were trying to find something out about
the gender of the world Turtle. He seems confused when the party don’t
know what a ‘world Turtle’ is, referencing the God Om (which in turn
confuses the blacksmith as Om is an Old God who went extinct some years
prior. Hannibur then refers to Slab and the blacksmith is very interested
in this also, as the only Slab available now is made by Trolls, even
though the old religions all used it. Apparently the only people who would
have some are old dilapidated people with nothing better to do with their
lives.
An Assassin (also a lucky one of the few) hears this and challenges the
legitimacy of the Gods that the party have met, and the party nearly fight
this Assassin – but are stopped by Death (seemingly on some kind of
vacation) interrupting and confronting the party about the current
situation with the life timers and how he was ‘taken’ – but now he seems
to be on holiday. He doesn’t admit to being aware of any of the negative
effects the party have seen thus far. Calima fails a constitution save and
begins to cough up sand too.
The party confront Death, and it is revealed that
Death is being exploited by the Assassins for their plans relating to the
gender of the Turtle, although he does not know what those plans are. He
only knows that they took him from his world immediately before the time
crisis, and then he was manipulated into being on holiday.
Calima, Stephone and Hannibur analyse Calima’s
situation and realise that he is suffering the same fate as the other
corpses. Calima therises that if he casts his plane-spell and jumps to a
new dimension, it may help. Death notes that the party can have control
over their demise, or die from events beyond their control.
After casting the spell, the party end up in the Feywild; Calima’s
original home. It is agreed that they rest for a bit but don’t intend to
stay for long. After this, they try to cast the spell again, ending up in
front of A’Tuin, the world turtle. Although Death has not showed up here,
the turtle is still suffering from mild effects of the word timer issue,
and quickly enlists the party’s help with rewinding time. The turtle,
gender ambiguous (he/she/they/it), reveals that she was behind Calima
being in the right place at the right time, and that his magic ‘defect’
was actually the turtle’s manipulations to stop the rest of the Disc’s
exploitation. After a failed attempt at casting the spell again, the party
end up back on the Disc before the world went wrong back on the island
with Liriene and Serian.
The party then negotiate what to do next; briefly considering telling the people in Krull the turtle’s pronouns, and a place that Stephone can rule as Death. She then takes her house and son, and leaves on a boat provided by Hannibur, and leaves although she needs help from A’Tuin to set off. Hannibur settles down with his wife on the island, tired of adventuring. Calima rests on the island, and wants to continue travelling after a rest. Hannibur leaves an open invite for anyone to stay at any time. Hannibur writes the paper on the gender of the turtle and becomes an academic himself. Stephone wants to provide her son with financial stability; going to a random village and taking all the houses, and people’s hands – making it a tourist town and create a farm to collect revenue while being the mayor of the town.
“The question is, of course,” Hannibur presented to a lecture theatre
full of students, “whether the Turtle had an hourglass too.”
He was one
of the few that could remember before the great Reset. So he’d become a
sort of subject expert on the matter – by virtue of no other experts being
available. Calima was lost (or lost to Hannibur, at least), somewhere in
XXXX. He’d teleported there by accident then wanted to stay and figure out
where ‘there’ was. He wasn’t lost at all, obviously. Stephone, the only
other survivor of the Reset, was somewhere … else. Being a menace. But
Liriene had let Hannbur settle into Ankh-Morpork – all of his previous
crime and stuff had just suddenly disappeared, so he was beginning to
enjoy the city in a way he’d never been able to previously. Namely, by
setting all his classes at the University as late as possible for as short
as possible, and using the rest of the time to explore.
The lecture he
was currently in was a bit quieter than usual. Which is to say, at 5
o’clock in the evening the day after Hogswatch – the entirety of his class
was asleep. But that was the way he liked it anyway.
“Because from what
I remember the Turtle was affected the same way as everyone else on the
Disc – which suggests it does have a timer – but I also remember being in
the afterlife. So – where was it?”
A small voice spoke up, surely the
only currently-awake student; “might it have been on the Disc somewhere?”
“What’s your name, sir?” Hannibur looked at the student properly for the
first time – he tended to focus more intently on his workings on a
blackboard than the students he was teaching to when they were asleep.
Inefficient to do things differently.
“I’m an Assassin, so a bit new to
the College …”
“Ah yes, as part of the new diversity initiative. The
Patrician’s finally getting the message that you don’t have to be only one
thing.”
“Yeah, but we Assassins don’t have names until we’re older. Too
easy to track, and you know what kids are like…”
“True. Hopefully
you’ll receive your name before you do any academic publishing. I don’t
think many publications will like having to put ‘___’ on a report.”
“How did you even say ‘___’?”
“I learned it in Krull. They were the
ones who came up with all of the diversity initiatives, so that’s where
all the pronouns came from.”
“Right.” There was a pause. “Question – if
there was a timer for the Turtle, and it was somewhere on the Disc, there
would have been a religion about it, right?”
“Before the Reset, yeah.
But now, there’s just going to be a temple somewhere.”
“And maybe some
cleric who guards a room, doesn’t know what’s in t and doesn’t like to
ask.”
“That’s every religion. Well, was.” Hannibur remembered the power
of rolling the Gods’ Dice, and how that had changed once Calima killed the
God’s power. “We made the world better.”
“But they all say that. Maybe
you only think you made the world better, and possibly made it worse in
untold ways.”
“If the world is worse than it was, then how come I have
a stable job and a wife?”
“Is that your metric for a good life? Yikes.”
“It’s a metric for a good life. Not the only one.”
“But you
could just as easily go on a quest to find the Turtle’s timer. Rediscover
it as an artefact, then bring it back here.”
“And steal it from the
people that owned it before. What kind of a person would that make me?”
“An orc. So I’m not sure if that issue is solved or not.”
Another
pause, while Hannibur considered his lecture. “The astrozoologists still
owe me a favour. We could get the funding.”
“We?”
“You and I. Could
go to try and find out about the timer.”
“Wouldn’t we need more
people?”
“Could do. I’ll give you the rest of the week to gather a
team, then we can set off.”
“And … would it be worth extra credit?”
“Extra credit? This would be your entire qualification. This would make or
break your life. This …” Hannibur got a little lost in the passion of this
statement, as he spun himself around to the small desk near to his board
and pulled a small case out from under it.
“You’ve been waiting for
someone to ask you on a quest like this, haven’t you?”
Hannibur
gestured at the rest of the room. “It’s not like this is exactly
academically fulfilling. So come on!”
He hardly even finished the last
sentence before the Assassin leapt from his chair clattering into random
chairs and desks on his way out the door.
Flash.
Not again. Calima wished he’d stop randomly teleporting every
time he thought the word ‘teleport’.
Fuck, again.
The people he
materialised in front of looked at him like he’d done magic. Which he had,
but there was no need to be rude about it.
I need to find a way to
stop this tele---
He stopped mid-thought. If he finished it, he
would go
---marketer. Think I’m gonna have to substitute the word
somehow. Otherwise I’ll teleportohfuck--
Flash
“Hello and
welcome to the Calls For Om Centre. How can we help you?” A customer
service guy behind a desk.
“What fresh hell is this?”
“We’d prefer
you didn’t use those words here. Apparently this used to be the Om Support
Centre.”
“Meaning?”
“This is where all wishes directed at Om would
go to be answered.”
“Until the Gods were all taken away.”
“Oh? Where
did they go?”
“You work here. Do you not know?”
“No, there was one
guy who woke up here one day, and that’s what he said was on the
whiteboard in the meeting room. And apparently there was a guy on a phone
line on hold – we have a special term for that – wait for it – OM hold.”
“Bet you’re real fucking proud of yourself aren’t you.”
“Did you have a
wish?”
“I have some magic I need to control.”
“Don’t we all. Isn’t
that just a case of going to the University?”
“They caused this whole
mess.”
The call centre guy looked around. “To be fair, I think whoever
got rid of Om is the one who caused this whole mess.”
“Well yes,
but I meant the mess-mess.”
“Fine, whatever. That’s an easy fix.” The
call center guy seemed to focus on something else, and then mentally
refocus. “Oh, I think you weren’t supposed to actually show up here. You
teleported here –”
“Rude. Just rub in that you can say it then, why
don’t you.”
“If you thin about where you want to go, then think the
word, it’ll take you there.”
“University, teleport. Thank—“
Flash.
“Unseen University Administration Office, how can we help you?” More
desks, more customer support. Calima figured that out by stepping forward
and walking into it.
“I can’t see you.”
“Open your eyes, dear.” A
kindly sounding older woman.
“Oh. I need to learn how to control a
spell.”
“Oh, which one?”
“I seem to telep- ahem, you get the idea,
whenever I think of it.”
“And what level Wizard are you?”
“Level 9.”
“Hmm. Shouldn’t be able to do that. I’ll just check.”
Some clicking of
buttons later and the woman looked back up.
“I see the issue. You had
level 20 marked down for that one spell. I’ve changed it now.”
“Oh.”
Calima could feel that something had changed. “Well, thanks for helping
with … teleport.” Uncertain. But ultimately reassured. He left the
admissions office the usual way, through the door.
A half-orc was sat
outside. “Oi.”
“What do you want.”
“Do you not remember?”
“Oh!
Hannibur! I was used to seeing people being rude about things. Being a
tourist is a unique brand of draining.”
“Sit here with me for a bit.”
“What are we waiting for/”
“Some kid to get his shit together.”
“Well, no need to be rude about it. But fair enough. Any plan for after.”
Just gonna go exploring. Research about the Turtle.”
“We earned
first-name rights. We can call her A’tuin.”
“I think you mean
he/she/they/it. That’s the official pronoun.”
“Ehh, whatever. I’m keen
for the plan.”
The two men sat on a bench in the University, waiting
for the world to change around them. And it would, soon enough.
“Mom? We keep going into villages …” Serian had almost given up arguing
at this point. One more try, maybe.
“I don’t see the issue?” Stephone
flicked him off as if he were asking for ice cream.
“Then they start
screaming.”
“That’s just a greeting in this part of the Disc.”
“Since when?”
“Since recently. Don’t worry about it.”
Stephone and
Serian seemed to be making a decent living – if you’ll pardon the
blasphemy – from robbing villages and generally causing trouble. Stephone
had figured out that the kid was a good distraction and would use him at
every available opportunity to swindle or shat the unsuspecting townsfolk.
Serian was starting to catch on to this, and where possible, he would put
up resistance to his mother’s tactics. Were he of a sufficient age to
eloquently make this argument, he would say that there was a time and
place for swindling – that the difference between a good living and a
decent living was a standard worth bearing in mind.
But he wasn’t so
his resistance mostly took a whiny ‘do we have to’ form. Which was the
ignored by Stephone.
In a particularly small fishing village in the
Agatean Empire, not too far from their family home, they were stopped by a
courier with a message. He approached Stephone from behind (his first,
last and only mistake); which was then carefully telegraphed to him when
he was reanimated through a particularly troubling display of magic.
Even then the message was garbled. ‘Some religion … lost an artefact … in
Uberwald.’
Luckily, Stephone had no time to interpret this message
before both she and Serian were yanked off course by a large green arm
moving at speed. “Come along. No time to explain, we have a timer to
retrieve.”
“Hannibur? Can we slow down?” Half muffled because of the
speed they were moving at, it took several attempts to get this message
across.
“We have a rough location of the timer. This’ll be really good
for research …”
Stephone looked over the arm, which was serving as a
barrier to vision, mostly, and noted they were headed towards a cliff.
“Hannibur--!” Her sentence was never completed.
“I wondered if I’d ever
see you again.” A voice unlike any she’d been expecting, Stephone was
forced to look around and piece together the latest development in her
lack-of-a-life.
Stephone found herself standing, along with Hannibur,
Calima, Serian and a band of student-looking types, in a yellow sand
desert, not far from a black slate mansion. Oh. Here again. Looking the
other direction, she – ah. Marvello. Entirely too close.
“Hang on,
still catching up.”
“Always so slow.”
Stephone raised a hand to
cover the Marvello side of her face. “Not ready to deal with you yet.
Hannibur, is the timer you’re looking for here?”
“Yep, that’s what the
wise man said.”
“If you jump off a cliff you’ll die?”
“Yeah that was
basically it.”
“Always so easily led.” Marvello kept at it with the
sniping.
“Anyway, we’ll just go inside the house, and umm …” The rest
of the party made their way inside, leaving Stephone and Marvello on the
lawn (for want of a better term).
“So your world domination plan
failed?”
“The world wouldn’t … respond … to the magic …”
“And I’m
assuming your cronies stopped responding to it also?”
“… yes.”
“So
did you get what you wanted out of it?” Stephone was only about halfway
curious, the other half was mostly an attempt at exerting moral
superiority, something that could only be done by ignoring the blaring
hypocrisy. Luckily, Stephone had tunnel vision, so it was as simple as not
looking around at the moral conundra nearby.
“You tell me. We both
appear to have ended up dead.”
“I just wanted my son, and here he is.
So, my success rate is higher.”
“That’s just because you made friends
with Death. You could have bested him. That was how I trained you.”
“So
you admit that you did indeed train me well enough to best Death?”
“That’s not to say you would have actually done it”
“Are you trying to
compliment me or not. If not, then I suggest you stop talking and make
friends with all the dead Trolls over there.”
“Ah. Another war that
wasn’t satisfactorily concluded.”
“Here’s the thing I don’t get – along
with all the other things I don’t get – you are a wizard by training.
Surely you could have conquered the world using magic the proper way,
rather than re-training as a necromancer cleric?”
“There were no jobs
as a wizard in the University. They didn’t even look at me.”
“Or some
other form of politics to become a leader – you seem to have jumped
straight to Murder, when it wasn’t really needed in the first place. I’m
just trying to understand ...”
“I’m your master. You don’t need to
understand.”
“And if that’s the way you want it to be, then sure. But
just know that you will never be able to speak to me or my son ever
again.”
“Oh? You’re going to stop me?”
Stephone looked at the
conflicted, egotistical mess of a mentor she had picked up somewhere along
the way by mistake. “Correct.”
Muttering an incantation, she used a
slightly modified version of the Turn Undead spell, and watched as the
already-undead Marvello that was standing on the desert sand slowly
morphed into one of the Death’s bonsai trees.
“More aesthetic, anyway.”
Then she headed inside with the others.
“That was messier than it needed to be.” Death surveyed the damage. Even
after the Reset and flasks being tidied up, he could still see the
remnants of the past that used to be – the spectral remains of past
mistakes. Made moving on from exes difficult.
“Entirely your fault.”
Mort seemed unimpressed. He sat in the bone chair and tried to spin it
like an office chair.
“I’m not pointing fingers.”
“You don’t have
the fingers in this arrangement.”
“But you did pointlessly arrange a
group of unfortunate idiots so that they would solve your problems.”
“I
can’t solve the Marvello issue myself.”
“Yes, you can, you could have
negotiated with him. There was the opportunity for a compromise.”
“He
wanted power over the world. I have no power over the world. That was what
Vetinari was for.”
“And you had clearly a perfect level of control over
him too.”
“Not my fault he got eaten by a dragon.”
“It’s funny the
number of things that aren’t your fault.”
“What would you have me do?”
“At the very least, apologise to the idiots you ensnared.”
“I will the
next time they show up –” Death is cut off by a knock at the door. “Oh,
fuck.”
“Better get practicing.” Mort moved to open the door, and Death
responded with the closest reaction to anger that Mort had seen Death use.
“Not yet! I’m not ready!”
“Oh, I was joking. You don’t get time to
practice your villain monologue, it starts now.” Mort threw the door open,
and managed to jump sideways out of the way of the green half-orc.
“We
were told you had the timer.”
“You may need to be more specific.”
“Of the turtle. Because of all the damage and that the turtle was
affected, it must be here.”
“What? You want to take it?”
“Yes.”
“Come with me.” Death led the now-fully-assembled party down the hallway
past the life timers.
Hannibur looked at the available space for the
timer. “Oh.” He’d seen a space ten foot tall, clearly built for a single
timer – and he’d also noticed it was empty.
“And yet, it seems empty.”
“The Assassins must have taken it.”
“So how would we know where it had
gone?”
“You would have to guess and then hope you were on the right
continent.”
“Surely someone would know?”
“An Assassin most likely.
In any case, I don’t have the answers you seek”
“Actually,” Calima
spoke up, “I think you might.”
“Oh?”
“What were you hoping to
achieve?”
“I needed Marvello stopped from his plan because it was
unnatural”
“So you’re a champion of the natural order?” Stephone cut
in.
Death seemed to consider this, and the irony of being
anti-Necromancer as Death. “I do see what you’re saying, but logic doesn’t
have to make sense.”
“For you, but at the end of the day, we were
threatened by you – and what did we get out of it”. Hannibur was still
piecing together the incongruent events.
“You showed up here this time,
I didn’t kidnap you”
“That’s not a vindication, and you seem to think
it is”
“Vetinari kept the Disc in check and I focussed on the afterlife
– Marvello represented a threat to both”
“Because of necromancy, and
also because of being alive?”
“Correct. So he needed taking care of.
But then Vetinari went rogue and even his own party couldn’t stomach him
anymore, so the threats were all out of whack. That’s where you guys came
in.”
“We go in and do your killing, and you get to pretend that your
hands are clean?”
“My hands are clean.”
“Dry as bone, ha.”
“But
you have no help for us?”
“I’d start in the Assassins Guild, if that’s
what you want to do. Otherwise, just don’t. See if I care.”
“You don’t
care about the location of the timer?”
“It’s safe somewhere, the world
would be destroyed if it weren’t. Some cult probably bought it for a
price, or something.”
“Would there be a way to check that?”
“Maybe.
But I won’t help you”
“Because you were a fountain of helpfulness
previously.”
“Point taken. I’ll give your life force back and you can
go back on the Disc. Final offer.”
“Deal.” Hannibur finalised the thing
without negotiation, which might have been a mistake. The party found
themselves back in Ankh-Morpork, outside the Assassin’s Guild in the
midday sun.
“So, we need to find the timer of this Turtle.”
“But
where to start?”
“With the only thread we have,” Hannibur answered,
while reaching out to knock on the Assassins Guild door.