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The Sorcerer's Scrolls 46
The Sorcerer's Scrolls 46
The Sorcerer's Scrolls 46
A SemiSemi-Regular Magazine for Fantasy and Science Fiction Gaming and Fiction
Contents:
Editorial
The Tyrrany of Evil Men
Artifacts of the Ages
They Shall be Paid in the Coin of the Realm
Vengeance off the Necromancer
Temple of the Deep
2
3
7
9
21
27
The Sorcerers
cerers Scrolls Issue #46 is Copyright 2010 by Nicholas Bergquist, all rights reserved. All contents are
copyrighted and owned by the individual authors or illustrators.
Editor: Nicholas Torbin Bergquist; Published by Zodiac Gods Publishing
Authors: Tori Bergquist, Jarrod Camir and Dan Lambert
Markk Hughey, used with
Artists: Tori Bergquist, various royalty free pieces. Some artwork copyright 2008 Mar
permission. Some artwork by Paul slinger. Cover and some interior art by Sade. Additional royalty
royalty-free artwork by
Michael Koal and the team of Sphere Pr
Productions. Some are from the AGP Studio Companion. Cover by Dave Ross.
The Sorcerers Scrolls is now paying for contributions! Payment is a percentage of royalties from revenue
generated through RPGnow.com and affiliated sites and is based on contribution size. Please send all submissions,
inquiries and feedback to toribergquist@gmail.com and thanks for reading!
Editorial
By Tori Bergquist
Well, the first issue of the new year is here.its March, however, so the year is no longer so
new. This issue features fiction, analysis, and game content to suit a diversity of tastes. Jarrod
Camir offers a unique article on designing distinctive currency for your preferred campaign
setting, with plenty of visual aids to assist you. A new fantasy scenario written for use with
Runequest but easily adaptable to other RPGs can be found in Vengeance of the
Necromancer. I am offering up a piece of fiction in the form of Temple of the Deep, as well,
which will hopefully be enjoyed by fans of sword & sorcery fiction. Dan Lambert provides a
fascinating analysis of the ethics behind Pulp Fiction in The Tyrrany fo Evil Men. Last but not
can be found two new artifacts for use with D&D 4th edition.
As always, TSS is eager for submissions and offers a royalty-percentage payment based on size
of contribution to content, so if you would like to get published with minimal fuss and get a
little money on the side, were here for you. Were especially interested in fiction right now, as
well as off-beat articles and content for Pathfinder, D&D 4E, Traveller, Runequest and other
current, popular games.
So, without any more delay, enjoy!
--Tori Bergquist
March 8th, 2010
Frostbane
Frostbane was forged centuries ago by the frost
elves of distant Pale to combat the encroaching
army of demons that was slowly moving its way
across the vast untamed arctic northland. Frozen
eons ago in the Apocalypse, this army of evil was
never slain, but merely locked in the glacial ice.
Though they are slowed considerably, the demons
move, ever so slowly, through the ice, seeking
escape. A few dozen escape every century,
sometimes more, and it was the duty of the Order of
Frost to seek out and slay these demons lest they
learn of a way to free their brethren trapped in ice.
Frostbane was the most powerful weapon, wielded
by the fey knight Syndaral to slay an especially
powerful demon lord who was freed from the ice
and threatened Pale with destruction. The sword has
been handed down over the ages, along with many
lesser kin like it, to aid the frost elves in their vigilant
defense of the north against the frozen evil.
Goal of Frostbane:
Frostbane is one of several blades specifically
created to fight the Winter Scourge, a horde of
demons and monsters trapped in the deep north by
the great ice-flows from the primordial rift devouring
the edge of the world. Frostbane will be released
from its duty if the Nine Cold Lords of the demon
army are ever slain.
Frostbane is also built to help all elves and their
kind (not merely the frost elves), and any use of it
toward that end is a boon.
Concordance:
Owner gains a level
Owner is an elf or eladrin
Owner saves an elvish life
Complete quest for the frost elves
Owner slays a demon
-Slays a demon of Winter Scourge
Disobey a directive from frost elves
Owner attacks an elf, eladrin or fey
Gain/Loss
+1D4
+2
+1
+2
+1
+2
-2
-2
Concordance Effects:
Pleased (16-20): Gain the Chilling Weakness
property.
Satisfied (12-15): Gain the Frost Burst property and
gain the resist cold 15 property.
Blade of Malib
Malib was a god of death and darkness, slain it is
said during the Apocalypse and trapped forever
beneath the waters of the Sea of Chirak, where his
undead body convulses, chained, desiring escape
and revenge.
In Malibs dark dreams it is said the sword was first
forged, and brought to life when the vampire
Kadarthas drew it forth from his own nightmares. In
time, the sword consumed its masters dark soul,
developing a cold sentience and a desire to find
villainous agents worthy of the task of finding the
undead gods body and freeing him one day.
Concordance:
Gain/Loss
Longsword +5
Enhancement: attack and damage rolls
Critical: +5d8 necrotic damage
Property: The Blade of Malib is a +5 weapon
Normal Concordance:
Property: Blade of Malib grants the following
powers:
Power (At-Will , necrotic): Free Action. All damage
dealt by the blade is necrotic damage. Another free
action returns the damage to normal. It radiates an
eerie purple light when this is active that illuminates
a burst 5 region centered on the wielder.
Power (Daily, necrotic): Free Action. Use this power
when you hit with the weapon. The target takes an
extra 1d8 necrotic damage and is weakened until the
end of your next turn.; Level 13 or 18: 2d8 cold
damage; Level 23 or 28: 3d8 cold damage.
Property: You gain a +5 bonus to intimidation,
diplomacy, bluff and sense motive when dealing
with undead.
Satisfied Concordance:
Property (daily): Vampiric Blade Instant; Trigger:
you strike a foe; Effect: expend one healing surge; do
Concordance Effects:
Pleased (16-20): Gain the harvest of blood property,
and the weapon becomes +6.
Satisfied (12-15): Gain the vampiric blade property.
Normal (5-11): You gain access to the standard
powers of normal concordance (above).
Unsatisfied (1-4): You lose access to the base
powers of the weapon.
Angered (0 or less): You at -2 to hit and damage with
the weapon and all diplomacy/bluff checks.
Moving On: When and if the sword is used in aid to
free Malib from his watery prison, or if it senses an
even greater undead master nearby. If it leaves
satisfied, it will spawn a +6 Vampiric blade in its
place.
Table 1: Origin (Roll 1d20 to know which race has minted the coin)
1- Azer
11- Elf
2- Centaur
12- Giant
3- Cyclops
13- Gnome
4- Djinn
14- Half-elf
5- Dragonborn
15- Half-orc
6- Drow
16- Halfling
7- Duergar
17- Hobgoblin
8- Dwarf
18- Human
9- Efreet
19- Orc
10- Eladrin
20- Tiefling
Table 2: Material (Roll 1d20 to know which substance(s) have been used to cast, fashion, or mint the coin)
1- Adamantine
11- Nickel
2- Brass
12- Platinum
3- Bronze
13- Rose gold
4- Ceramic
14- Silver
5- Copper
15- Steel
6- Electrum
16- Stone
7- Gold
17- Tin
8- Iron
18- Zinc
9- Lead
19- White gold
10- Mithral
20- Wood
678910-
Partially bent
Scratched
Slightly worn
Tarnished
Worn
2-
1-
Sulphur
2-
Mercury
32-
Salt
The Four Basic Elements (Roll 1d4)
1-
Air
Earth
10
3-
Fire
4-
Water
3-
1-
Gold/Sol
2-
Silver/Luna
(
)
)
3-
Copper/Venus (also:
4-
Iron/Mars (
(
5-
Tin/Jupiter
6-
Mercury/Mercury
78-
Lead/Saturn
Roll again
4-
12-
Antimony
Arsenic
345678-
Bismuth
Boron
Magnesium
Phosphorus
Platinum
Potassium
9-
Stone
101112-
Sulphur
Zinc
Roll again
512345-
6786-
1-
23-
4-
(Capricorn
)
Modification through Congelation/Coagulation
Coagulation
5-
6-
78-
(
(
)
)
(Taurus
1011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374-
)
)
)
)
)
)
11
Boar
Bulette
Camel
Carrion Crawler
Chimera
Centaur
Centipede
Cockatrice
Couatl
Crocodile
Cyclops
Darkmantle
Demon
Devil
Djinn
Dragon
Dragonborn
Drake
Drider
Drow
Dryad
Duergar
Dwarf
Efreet
Eidolon
Eladrin
Elephant
Elf
Ettercap
Ettin
Fomorian
Gargoyle
Giant
Gnoll
Gnome
Goblin
Hobgoblin
Gorgon
Griffon
Halfling
Harpy
Hawk
Hippogriff
Horse
Hound
Human
Hydra
Hyena
Kobold
Krenshar
Lamia
Larva Mage
Lich
Lizard
Lizardfolk
Manticore
Medusa
Minotaur
Mummy
Naga
Nightmare
Ogre
Orc
Owlbear
Panther
5-3)
75- Rakshasa
76- Rat
77- Remorhaz
78- Rhinoceros
79- Roc
80- Rust Monster
81- Sahuagin
82- Salamander
83- Satyr
84- Scorpion
85- Sea Horse
86- Shark
87- Skeleton
88- Skull Lord
89- Sphinx
90- Spider
91- Stirge
92- Tiefling
93- Tiger
94- Treant
95- Troglodyte
96- Troll
97- Unicorn
98- Wolf
99- Worg
100- Wyvern
101Astrological Glyphs or Symbols (Roll 1d4)
1- The Celestial Bodies (Roll 1d12)
2-
3-
Aries/Ram
2-
Taurus/Bull
3-
Gemini/Twins
4-
Cancer/Crabs
5-
Leo/Lion
6-
Virgo/Virgin
7-
Libra/Scale
8-
Scorpio/Scorpion
9-
Sagittarius/Archer
1-
Sun
2-
Moon
10- Capricorn/Sea-goat
11- Aquarius/Waterbearer
3-
Mercury
12- Pisces/Fish
4-
Venus
5-
Earth
6-
Mars
7-
Ceres
8-
4-
Ascendant
2-
Midheaven
3-
Ascending Node
4-
Descending Node
Jupiter
5-
Conjunction
9-
Saturn
6-
Semisextile
10-
Uranus
7-
Semi-square
11- Neptune
8-
Sextile
12-
9-
Quintile
10-
Square
11-
Trine
12-
Sesquiquadrate
13-
Biquintile
14-
Quincunx
Pluto
12
15-
Opposition
4-
Juno
16-
Retrograde motion
5-
Vesta
17-
Comet
6-
Astraea
18-
2 Pallas (Asteroid)
78-
Hebe
Iris
9-
Flora
10-
Metis
11-
Hygeia
12-
Parthenope
1314-
Victoria
Irene (No symbol)
15-
Eunomia
16-
Bellona
17-
Leukothea
18-
Fides
Vesta (Asteroid)
19-
20-
5-4)
3 Juno (Asteroid)
Lot of fortune
Eris
Eye of Providence
Hand of Eris
5-5)
2-
Mercury
19-
Chiron
2-
Venus
20-
Asteroid
3-
Earth
4-
Mars
5-
Jupiter
6-
Saturn
7-
Uranus
8-
Neptune
or
3-
or
Moon
2-
Sun
3-
Comet
4-
Ascending Node
5-
Descending Node
6-
Conjunction
1-
Ceres
7-
Opposition
2-
Pluto
8-
Quadrature
3-
Pallas
13
or
7891011121314151617181912345620212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465-
(Roll 1d10 to know the language used or Roll 1d4 to know the
script used).
1- Abyssal
1- Barazhad
2- Common
2- Davek
3- Deep Speech
3- Iokharic
4- Draconic
4- Rellanic
5- Dwarven
6- Elven
7- Giant
8- Goblin
9- Primordial
10- Supernal
Deities: The Deities can be either represented by an aspect,
portrait, or symbol (Roll 1d20 to determine a type of deity. Some
examples from many different pantheons follow)
1- Agriculture (Ceres, Demeter, and Gefjon)
2- Craft (Hephaestus, Gofannon, and Ninegal)
3- Death (Anubis, Grim Reaper, and The Morrigan)
4- Destruction (Erra, Four Horsemen of the Apocalypse, and
Yam)
5- Earth (Gaia, Jr, and Terra)
6- Father (Jupiter, Odin, and Zeus)
7- Household and Hearth (Frigg, Hestia, and Vesta)
8- Justice (Lady Justice, Nanshe, and Praxidike)
9- Knowledge and Wisdom (Fabulinus, Mimir, and Ogma)
10- Lightning (Perun, Thor, and Ukko)
11- Love (Aphrodite, Inanna, and Venus)
12- Mother (Earth Mother, Hera, and Isis)
13- Night and Shadow (Erebus, Ntt, and Nyx)
14- Ocean and Water (gir, Enki, and Poseidon)
15- Sky (Anu, Horus, and Nut)
16- Sun (Helios, Ra, and Sl)
17- Trickster (Apate, Laverna, and Loki)
18- Underworld (Hades, Hel, and Nergal)
19- War (Ares, Athena, and Mars)
20- Weather (The Anemoi, Njord, and Stribog)
5-7)
Emblems (Roll 1d4)
1- Coat of Arms
2- Insignia
3- National Emblem
4- Saint Symbology
5-8)
14
Axe
Bastard sword
Battleaxe
Blank escutcheon
Broadsword
Book
Bow
Candle
Cartwheel
Castle
Club
Chain
Chess piece (Roll 1d6)
Bishop
King
Knight
Pawn
Queen
Rook
Chest
Craghammer
Crossbow
Crossbow bolts
Crown
Cup
Dagger
Double Axe
Double flail
Double sword
Execution axe
Eye
Falchion
Feather
Flail
Flower
Fullblade
Gauntlet
Glaive
Greataxe
Greatbow
Greatclub
Greatspear
Greatsword
Greatship
Halberd
Heart
Helm
Hammer
Hand
Hand crossbow
Hand axe
Heavy flail
Javelin
Katar
Khopesh
Kukri
Lantern
Light war pick
Longbow
Longship
Longspear
Longsword
Mace
Maul
Mordenkrad
69707172737475767778795-9)
Morningstar
Mug
Musical instrument (Roll 1d8)
1- Drum
2- Flute
3- Harp
4- Horn
5- Lute
6- Lyre
7- Woodwind
8- GMs choice
Orb
Parrying dagger
Quarterstaff
Rapier
Rod
Scimitar
Scourge
Scythe
Shield
Short sword
Shortbow
8081828384858687888990919293949596979899100-
1-
2-
3-
4-
15
Shuriken
Sickle
Skeleton
Skull
Spade
Spear
Spiked chain
Staff
Sunrod
Teardrop
Throne
Torch
Tower
Tratnyr
Trident
Triple-headed flail
Urgrosh
Wand
War pick
Waraxe
Warhammer
6-
7-
16
9-
Ogham alphabet:
11-
17
9-
910111217-
Sorcerer
Warlock
Warlord
Wizard
Circle of stars
181920-
Compass rose
Concentric form
Conch shell
Black rose
10-
11-
Blazon
1213-
Caduceus
Cedar tree
141516-
Celtic cross
Cherry blossom
Class (figure) (Roll 1d12)
1- Barbarian
2- Bard
3- Cleric
4- Druid
5- Fighter
6- Paladin
7- Ranger
8- Rogue
21-
Crescent
22-
Cross
23-
24252627-
18
28293031-
5- Chinese knotting
6- Dacre knot
7- Diamond knot
8- Druids bend
9- Endless knot
10- Heraldic knot
11- Hinckaert knot
12- Hungerford knot
13- Manrope knot
14- Matthew Walkers knot
15- Savory knot
16- Shakespeare knot
17- Solomons knot
18- Stafford knot
19- Turks head knot
20- Wake knot
Dolphin(s) (heraldry)
Dragon(s) (heraldry)
Eagle(s) (heraldry)
Enneagram (or nonagram)
32-
Eye of God
33-
Eye of Horus
34353637-
Eye of Providence
Father Time
Fish(es) (heraldry)
Flag
3839404142434445464748-
Fleur-de-lis
Flower of Life
Geometric form
Gladiator
Golden spirale
Gorgoneion (representation of the Gorgons head)
Golden Rectangle
Grape
Griffin(s) (heraldry)
Green Man
Hat and wand
4950515253545556-
Hand of God
Heart
Horseshoe
Infinity
Knight
Laurel wreath
Leaf
Lighthouse
19
5758596061-
Lightning bolt
Lion(s) (heraldry)
Jolly Roger
Mandala
Mille-fleur
62-
Mon (crest)
6364-
Monogram
Omega
6566676869707172-
Ouroboros
Owl
Palmette
Peasant
Pennon or pennant
Pentacle
Pentagram
Quincunx
73-
7475-
Rod of Asclepius
Rose
767778-
Rosette
Serpent(s) and snake(s)
Snowflake(s)
80-
Stag(s) (heraldry)
8182-
Star
Starburst or sunburst
8384-
858687-
88-
91-
Triquetra
929394-
Tudor Rose
Turtle or turtle shell
Unicorn(s) (heraldry)
95-
Valknut
9697-
Vesica piscis
Water waves
Tetractys
Tool(s)
Tree of Life
Trefoil
89-
Triple Goddess
90-
Triple spiral
9899-
20
Background:
Castle Nezamir is a small frontier city along the
eastern edge of the Drujam Hills. It is the home of
Baron Halas Araska, who is one of the nobles that
answers to the rule of the Three (and Cartus
Vindaros) in Vanholm.
Recently the town of Melkarth along the eastern
hills has been besieged by monsters. The castle
prefers not to send aid, for it is believed that the
town may have angered Galrond, the Necromancer
of Nimwood, and there are none in the region who
would dare oppose this entity. Nonetheless, two
men from Melkarth have arrived, pleading for aid.
Lord Araska turns them down formally, but in private
he seeks out a handful of willing souls who will go to
Melkarth and investigate. The idea is to see if they
can find out why the attacks are happening, and to
right whatever wrong has incurred the
necromancers wrath. Araska will offer the
adventurers 100 gold each (1,000 silver) for this task.
Hell equip them with leather armor if they dont
have it, and swords and bows from his armory.
The two men from the village are the merchant
Lozan and the woodsman Tenidor. They are largely
D20
1-10
11-12
13-14
15
16-17
18-19
20-22
23-24
25
no event
A mining camp (well armed). The PCs are welcome to stay for the night
A hunting party of trollkin (1D8) are in the region and observing the party
A griffon is roosting nearby and gets defensive of its nesting grounds
A brown bear is in the region; 1-3 it is protecting cubs and dangerous or 4-6 a hunting male
A raiding party of broo (1D4+4) spot the party and converge
A small war band of Ithirian elves (4) surprise the party and seek to investigate their intent here
A pack of woves (2D6) begin stalking the party
A wyrm is out hunting in the night
region are occasional blocks of worked stone jutting
from the earth; there is evidence that ruins once
stood here, long ago.
Searching the grove carefully will reveal that near
the center of the grove is some evidence of a conflict
or struggle; careful observation will reveal a tattered
bit of a dress on a nearby branch, and there is a
broken silver dagger rusting in the earth near that. A
21
What Happened:
The girl Krissa was having an affair with the
necromancer Galrond, whom she had fallen in love
with. Though she had not yet become one of the
undead, she was well on her way toward such.
Galrond has many enemies, however, and the
nobleman Akartos Dinsur of Vanholm was one of
them. This crude vampire had long hated Galrond for
an old rivalry that led to the necromancers
expulsion from the city decades ago, and when he
learned that the necromancer was having a secret
affair (information provided to him by the girls own
father, a man named Umash who had long been
paid to keep an eye on the necromancers dealings)
he decided to act.
Akartos had the girl kidnapped by his two
henchmen (the same two who were hung later for
her murder) and brought to an abandoned keep in
the hills called Benediction Keep, which once
belonged to an order of militant templars who were
22
23
24
25
Conclusion:
Ideally after returning to the necromancer the PCs
journey back to Nezamir with a tale of success.
Baron Araska will pay them, plus a 25 SP bonus for a
job well done if they rescued the child as well. He
will indicate that he liked their approach and ability
to operate covertly. He will offer them the
opportunity for more such work in the future
Suggested Improvement Point Awards:
1 IP finishing the adventure
26
1
The dusty plains of Waladar stretched for a
hundred leagues in every direction. At the horizon, a
thin stretch of purple mountains jutted up, lingering
beneath deep storm fronts that threatened to roll
over distant peaks. From here the mountains looked
scant and tiny, though their ranges would prove
immense, should one brave the hostile grasslands in
between and survive long enough to arrive at the
base of their majestic slopes.
Calvin Darabek grimaced as he stood watch along
the wood-and-mud stretch of wall to the stockade.
The distant storm clouds were tantalizing, but he
knew they would never spill over the great stretch of
mountains, not enough to bring any rain to this godforsaken stretch of land. He had been stationed for
six weeks in the Aytaris stockade, and it was enough
to drive any man to drink. A pity their reserves had
run out two weeks ago, and no caravan or coastal
galley had happened by in the weeks since to
replenish the diminished stock of the garrison.
A fit of coughing overcame the man as a cloud of
dust swirled up from below, where inside the
stockade walls was a great pit, one which grew ever
greater from day to day. Aside from the hundred
men who had been hired to protect the site, there
were nearly five hundred laborers recruited from
local tribes and imported from Selindar for this
operation. Their only job, it seemed, was to dig as
deeply as they could until they at last breached hell,
Calvin mused. Apparently no one realized that
Waladar was already close enough to hell that they
need only have looked out over the barren, hot
plains to find what they sought.
Yonoth, Calvins immense ebony cohort on watch,
nudged him from his musings as he looked out,
glassy-eyed upon the endless desert. Look, they
show more. He nodded toward the vast pit in the
encampment. Calvin was a full two hands shorter
than his companion, and though his skin was burned
by the sun he was still clearly of the fairer-skinned,
shorter kin of Zarsaven. Calvin had gotten used to
looking up when talking to anyone in this land.
27
28
2
It was past midnight when the wine was finished
and the men staggered away to sleep off their
drunken stupors. Quaelios stayed in the commons
but a short time before retiring to his private tent,
followed by his two retainers. He left the servants to
clean up.
A stately man from far northern Selindar, Quaelios
was nonetheless well-traveled, and had long ago
adjusted to dealing with men of all classes and
creeds. This rabble was no different than those of
any other land, and indeed were ones he had bought
and paid for in silver and gold. Their lives were his,
even if they did not necessarily realize it.
Inside his tent, the canopy rocked under the
growing eastern winds. A storm was brewing, and he
was certain that the Chirikatha were going to try and
stop him tonight, which meant he was close to
achieving that which had eluded him for so long. He
opened up a large trunk, and pulled from it an oilskin
folio. Inside he pulled out a set of loose, ancient
sheaves of parchment, covered in faded yet once
glorious script using all manner of colorful inks. The
writing was indecipherable to most men, a language
considered old when the ancient Inhuridans were
new to the world of Enzada. It had taken him seven
years to translate the book. He had poisoned his
tutor when the translation was complete; he did not
want anyone else alive who could read it.
His hands traced the thick, gilded script across the
disembodied front cover. Eshari kath Netarim
Hunal.
The words rang with cosmic significance to his ears.
The Book of the Forgotten Ones. A tome written by
the Nadavasian sorcerer Hulkamaath, ages before
the three lands of the world had merged, when
mankind wallowed in fear and terror of the mythical
Sky Builders and for whom even the elements were
29
30
31
32
3
The descent in to the pit was treacherous, as water
poured in from all corners, running down the planks
of the scaffolding. The pit was already waste deep
with water, and as Calvin reached the hole in to
which Quaelios had descended earlier, elevated but
a few feet above the lower level of the dig, water
was already cascading down. He fished about and
found the rope lines that dropped below. By now
three dozen savages surrounded them. They held the
rope line secure, and Calvin looked to Yonoth. You
first, he offered, but Yonoth shook his head, then
reeled as pain wracked his skull.
Calvin looked once more to the translator. The
woman should stay here, he said. One is
unconscious and the other hysterical. They would be
useless down below. The translator shook his head.
The Voice of the Walkers has decreed that there
must be four, and you are who has been chosen.
The one woman glared at him. I am not
hysterical. Her companion was coming to, mute
sobs escaping her bruised lips. And you will need
me, down below. Where you go, no sword can set
things right.
Calvin grimaced. Suit yourself. He tightened the
rope around his waist, then prepared to begin
descent. One last thing, he turned, looking at the
shaman. Let me have my sword.
After a brief exchange, the shaman nodded and the
translator took his sword from one of the tribesmen,
handing it over. If you leave before dawn, you have
redeemed yourself before the spirits. Walkers guide
you, foreigner. With that, Calvin began his descent.
The pit was deeper than Calvin imagined possible;
how had they dug so deeply in one day? In short
order he felt cold, smooth stone under his fingers,
and realized that the diggers must have found an
actual pit entrance in to the pyramid. No wonder
Quaelios was so quick to descend, Calvin mused. Did
he know that the attack was imminent? Had he given
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~Fin~
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