Part 90 Alignment May Vary: Pieces of the Past
There is an adventure for 4th Edition called something like The Return to the Tomb of Horrors. It is an adventure centered around the infamous lich Acererak and his various Tombs of death. One of the more fun parts of the adventure takes PCs to the Tomb of Horrors... only it’s decades after the Tomb’s first opening and the tomb has been raided and destroyed by the thousands of PCs that have come to it since that time.
I mention this, because ever since I read that module, I’ve wanted to do something similar: bring players back to a place that was familiar to them. The Tomb of Haggemoth, which featured so heavily in our campaign and plot, was the obvious choice and there was at least one loose end left in the Tomb that I felt would serve as a good hook: an ancient celestial being, trapped in a rock. Around the time of this session, I had finished working on a revival of Haggemoth, bringing it into 5th Edition with its original creator, Robert Kendzie (you can learn more about that here). As we updated a lot of the final dungeon, it felt like I now had an appropriately “changed” setting to bring the players back to.
So for this next section of the adventure, we return to the past. We return to Haggemoth.
New Waterdhavians
The set up for this return begins in Waterdeep, with Imoaza and Milosh morose after the failure at Maakengorge and the sacrifice of Ruze. Milosh especially, has lost his entire sense of identity and nearly quits the group entirely. His only consolation is that armor has been left for him by Vraath Keep’s smith, who had promised to build him a new face. It is a wonderful piece of armor that gives him a humanoid looking face shield to cover up the damage done by Dragon fire back on the asteroid. But he also saw that smith dead in the Maakengorge temple. Everything reminds him of his failure at this point. Only one thing keeps him involved: Illrastayne.
This is the blade he took from the Abyss, the blade which contains the soul of the bard-turned-warlock Bitterberry (and his Demonic patron) and which Milosh used extensively in the Abyss but has shunned since. He decides to rid himself of the blade, almost on a whim. He is aware that it has a demon inside of it and wishes to have no connection to anything which might impede his freedom, whether it be Surveyor, Primus, or this accursed sword. But when he tries to rid himself of it, he finds he cannot. The sword will not leave him. More than that, it taunts him, telling him in a demonic voice inside his head that in his despair, the blade has latched ever more deeply onto his heart and soul and that soon it will have him completely. Determined to find a way to destroy the blade, Milosh seeks out the Shaman from the ice tribe, who survived the events at the Maakengorge and is with the refugees in Waterdeep. The Shaman tells him there is a place called Rori Rama, where the first contract between the Demon was struck and that is the only place now where the blade can be destroyed.
It is around this time that Carrick returns to the party. Yes, Carrick! If you don’t recall him, he was the prior character that Ruze’s player had created and played for many many sessions, finally losing him in the Abyss during Esheballa’s insane game. But that was only the end of the original Carrick. Carrick’s backstory involved the inadvertent merging of his soul and personality with the energy of the final Surveyor, and so when Carrick died, his soul was borne back to Faerun to awaken in the last vessel the Surveyor had left there: a final body left safely in the ruins of the Fane, whose Yuan Ti temple had been reduced to rubble by the actions of Imoaza, Aldric, and the original Carrick during the final campaign of the Red Hand.
Carrick comes to Milosh and asks him to accompany him on a final task. You see, Carrick has worked out a good portion of the prophecy and its meaning. He believes that the players haven’t actually failed to stop the prophecy. Instead, he tells them that this is what HAD to happen in order to stop it: the three had to be one. Only when together could they be defeated. To recap, according to the prophecy, the PCs will need to bring together four objects to destroy the three and halt Chaos’ advance into the world. The pertinent lines are thus:
Four things must gather to alter fate’s course The Sword, The Shield, the The Stone, The Source Then upon the throne the three must be Before they can meet their destiny
Carrick says the sword is almost certainly Imoaza’s Black Razor. The Stone he believes is a piece of the Surveyor’s Jade stone that caused so much trouble early in the campaign, years ago. He went out on a mission of his own to retrieve it (one that wasn’t played in the course of our adventures, but was occurring while the players were at the Sea of Moving Ice). In speaking with Imoaza and learning what she found out from the library on the iceberg, Carrick now believes the Source is a piece of Primus himself. Karina, before her demise, had spoken to him at length of her past adventures and mentioned that Abenthy had begun calling himself an “Inevitability of Justice” after surviving Haggemoth’s tomb. Carrick, with the knowledge of the Surveyor living within his own memories, knows of the creations of Primus, and Abenthy’s wording stands out to him: “Inevitability.” Carrick believes an Inevitable is still in Haggemoth’s Tomb and that Abenthy encountered it. The Inevitables are celestial beings, created by the hands of Primus itself in the plane of Mechanus, where Law and Order is unquestionable. And there is one being, Carrick believes, who can channel the power of that Inevitable.
“Oh great,” Milosh said, seeing the visage of the surveyor looking down at him from the alley’s entrance. “This again.”
Years ago, a surveyor had taken Milosh from the depths of failure and despair and built him a new identity. But now Milosh had remembered, remembered everything, and again he had failed. He didn’t want a third chance. He wanted to go away. He wanted the world to go away.
Carrick knelt beside him. “We’re not very different, you and I,” he said. “Both of us have experienced death. Each has had our own failures. And we’ve been brought back to do more. We have been brought back to save the world.”
Milosh scoffed. “I have no world.”
“No. You have a million. Every world is yours to protect. That was your mission. It is your mission.”
“I’ve lost a lot already.” Milosh paused. “You remember Aldric, right? Did you know Imoaza killed him? I found it out from a book we got, from this old elf in a frozen library. You trust this group to save a world? We can’t even trust each other.”
Carrick stopped and considered what Milosh had said. “We all have to answer for our past actions,” he said. “Some answer in different ways. I believe Imoaza is going through her own changes. And I... I am no longer exactly who I was before. I am not Carrick. But I am not the Surveyor, either. But I am both. Do you remember the sacrifice I made as Carrick? Sometimes sacrifices have to be made. Sometimes we can avoid them. But if you walk away here, you walk away from the sacrifices we have all made.”
“Maybe I don’t care.”
“You’ll also walk away from yourself. You want freedom? Then you need to face what it is that you are afraid of. Or else you’ll never be free from it.”
While Milosh is struggling to come to terms with what he should or should not do, Imoaza begins to investigate the politics of Waterdeep, concerned by the boast from Nazragul that he had agents in Waterdeep’s council, planted there to change the teleportation destination from Vraath Keep to the Maakengorge, which is how he trapped Karina. Her investigations, which involve her ingratiating herself to certain people in disguise and exploring the homes of certain nobles, reveals to her that Yuan Ti have infiltrated Waterdeep and are turning its citizens and lords against the cause for which Imoaza and the companions fight.
These discoveries will have importance for upcoming sessions, but for now they linger as unresolved hints of danger, for it is time for the group to head to the tomb.
Return to the Tomb
“The island was warded against dragons,” Argent explained, as the bronze dragon circled down towards the island of Rori Rama. “We knew where it was, we could practically taste the magic and gold Haggemoth had accumulated, but we couldn’t get close to the island. Like an itch you couldn’t scratch. Even now, this is as close as I can come.”
For three weeks, the companions (plus Breath Giver, Milosh’s personal healer from the ice tribe) had flown via dragonback away from Waterdeep, across the Moon Sea, and towards Rori Rama, to find the Inevitable trapped inside the old tomb. They had stopped at several locations which would have been familar to Karina. They had stopped to buy provision in Ottoman’s Docks, which had changed little in a hundred years, except that it had doubled in size. They had roosted one night on a beach of a deserted island with a huge spire rising out of its middle (the site of the LaCroix mansion, though they didn’t know it). They had flown to Celaenos and spent a night as guests of the Sisters, the Keepers of the Library, who had taken over the monastery after the Knights had been murdered decades earlier. They spent a night at the island of the Oracle, and though they lacked the money to see the ageless Oracle, the monks who protected her let them at least stay on the beach for free.
Eventually they reach Rori Rama, but the closest Argent can get them is at the base of the inactive volcano which contains Haggemoth’s tomb. Breath Giver stays with Argent while the three companions use fly spells to reach the volcano’s crater and there find a way down a mysterious shaft delved into the mountain itself. The shaft takes them directly into Haggemoth’s inner sanctum, skipping the first level of the tomb entirely (I intend this to be a revisit of this infamous area, not a full rerun of it).
This high ceiling of this long chamber is held up with stout columns and the floor is tiled in marble. The rotting remains of a pair of couches can be seen towards the center of the room, along with some long-dead potted plants. Several doors lead off of this room, though some are damaged. The space is lit by arcane-looking lanterns hung from the columns, but the far end of the hall is lost in shadow where part of the ceiling has collapsed and the lamps have failed. Strange sounds echo in the distance – sounds of movement and the occasional animal like cry.
I am not going to detail all of the explorations the players make of the old tomb. There are many little rooms and surprises the players encounter, but only a few are of key importance to the plot, and I want to focus on those, the things that have changed for the worse since the last time they were here.
First, there is a new character that makes his appearance in this ruined tomb. His original name is unknown, if in fact he ever had one, but the group comes to know him as “The Painted Mummer.” He lives in paintings left behind by Haggemoth, and takes multiple disguises, different for each painting, from a feasting king to a hunchbacked dwarf. He interacts with the PCs as they explore the Sanctum, sometimes giving them dubious advice, at other times leading them through interactions with some of Haggemoth’s left over magics. For instance, they try to make a potion of invulnerability in his old study, guided by the Mummer in the guise of a twitchy scholar in a painting in the room. This ends in disaster as the potion explodes, due to them not identifying the proper heart needed for the potion (they use a Grell heart instead of a Hook Horror heart). They do get some hints that not all is well, such as when they identify some dead bodies hidden in a painting of a snowy mountain, and occasionally even get a glimpse of the Mummer’s real persona, a gaunt, tall figure dressed in skin tight black and wearing a theatrical mask, one half of which is sobbing and the other half is giving a menacing and angry snarl. Eventually, they learn to be wary of the Mummer and start burning his paintings whenever they find him in them. This only angers him the more and he begins to stalk them from room to room, not always able to do anything to them, not always even seen by them. But he watches, and he waits.
Cliff notes: The Mummer was an idea Robert and I came up with for the 5th Edition version of Haggemoth. He wanted to do more with the Inner Sanctum and was interested in maybe using the paintings to have some effect on the environment. I was thinking of GladOS from Portal, and liked the idea of an insane groundskeeper, something which was initially built to be helpful but has become broken and corrupted by time.
Secondly, while they explore, the PCs are occasionally accosted by otherwordly purple tentacles, that seem to sprout from the air itself, or the floor. The Ethereal, they discover when Milosh tries to enter it, has been completely dominated and overtaken with these tentacles, and they attack the PCs on two major occasions, sucking out not only their life, but their spell power, draining their spell slots and destorying their magical shields and other effects. The most memorable fight against them takes place in the old dining hall, where an unnatural darkness forces the PCs to fight blind against the tentacles, all the while looking for a key to a special door in Haggemoth’s Sanctum. The PCs get very creative here, with Milosh destroying parts of the ceiling to drop on the tentacles, Imoaza using the Weave Sight to be able to locate the Tentacles, and Carrick using fire and ingenuity to set up a kind of napalm effect that he uses to keep the Tentacles away from him. The scariest part is when the Mummer causes dozens of animated knives and dishes to animate around the room and swarm the players, only to have the Tentacles latch on to this living magic and erupt from the cutlery and dishes, surrounding the players with swarms of essence draining tentacles!
Another scary room involves an illusion created by the Mummer with the aid of some hallucinigenic spores. This grabs Milosh especially, and he runs into what he thinks is a vision of his old life on Eberron, where he is at a ballroom dance. He happily joins in the merriment, and takes a bite out of a thick pastry of some kind, bursting with whipping cream and flavor.
Only, what’s really happening is that he’s surrounded by Rust Monsters, absolutely attracted to his metallic form, his addled mind showing them as laughing and dancing humans. Imoaza and Carrick see through the illusion before he does, and watch as he takes a bite of what he thinks is a pastry... it is actually a larval Rust Monster, its guts and ichor spraying across his face as he bites into it.
Suffice it to say, this is not an encounter that the PCs end up liking, but it is a memorable one. By the time it is over and they flee the room, Milosh has had half his face (just restored!) eaten off.
They eventually discover a scrap of painting in a room which also contains the broken summoning circle Haggemoth used to summon the Inevitable of Justice, centuries ago. The painting shows a gnome, who swears he is not the Mummer, but seems terrified of the Mummer. He tells them his name is Lhu-Ee and he is the last surviving painter dweller, aside from the Mummer, who murdered all of the others. He explains that the paintings were created by Haggemoth to hold his knowledge and to keep him company. They are like phylacteries, holding the souls of creatures Haggemoth pulled from beyond the grave to shape to his purposes. When he prepared to depart this plane, he “turned off” the paintings, intending to let the souls rest forever. But something went wrong. Others (Karina, Abenthy, Xaviee, and Bitterberry) came into the Sanctum and their presence awoke the Paintings again. But with no Master to direct them, the Mummer went mad. Originally designed to entertain Haggemoth and be a companion for him, in his absence he declared that the paintings had failed their master and needed punishing. Only Lhu-Ee escaped his wrath, by hiding in a torn scrap of painting. He offers to go with the party in his scrap, if they’ll keep him safe from the Mummer.
Lhu-Ee knows more than just the history of Haggemoth. He is an expert on the Abyss and the Ethereal, filled with Haggemoth’s knowledge of those planes. He tells them that what’s happening to the Ethereal now is a sign of a being trying to weaken the boundaries between this plane and the Abyssal plane, with disastrous results.
“Why,” he says, pushing his oversized turban back up on his head, where it promptly falls down again. “It could be the end of the world!”
* * *
This is part one of a two part post. There’s a lot that needed to be set up this time, so I wanted to break the posts up to make it a little more manageable. And ya know, maybe also stretch this blog out just a little more. We are coming close to the end.
But not quite yet! Haggemoth’s final resting place still awaits the players, and more beyond that!














