Bertram holds a memorial service for Roger. He burns Roger’s remains and offers a remembrance of the deep gnome who died on the Moon … but perhaps Bertram was speaking about himself as well?
“I’ve sometimes had to do things I’m not proud of, or adopt a persona that I loathe in order to finish a job,” Bertram said. "I don’t stand here today in judgement of Roger. He was born under different circumstances, but for all intents and purposes we could have been the same gnome.
“Maybe, maybe that’s why I’m here today…speaking at his funeral. Because I too am flawed, you know? I tend to abuse those most eager to please me. I remember, after weeks of Roger leading us through the Underdark, I couldn’t even remember his name. I told him to go back, that the world up above wasn’t safe for people like him. But that didn’t frighten Roger. In fact, he drank this new world in, and tried to adapt as best he could to the light.”
Ervendio’s sister Tryan arrives and takes her place as Matron of House Kuraphai. Ervendio convinces her to begin scouting Urth for a Kuraphai outpost, the first such elven settlement in generations. She agrees to send a scouting party on a small spelljammer, which will also return the Revengers to the surface below. He also asks Tryan to send word to Ervendio if Markaerus, his lost friend and companion, returns safely from the wars with the mind-flayers.
Ervendio takes Bertram to the ruins of the elven estate destroyed when Bertram inadvertently fermented rebellion there, years before. The place that Bertram tried to forget — tried to make Ervendio forget — the place that ultimately led them both to Grudgewood.
“Do the elves that died here deserve to be forgotten by the gnome that incited rebellion against them?” asked Ervendio. “Say their name. Say her name! This house does not exist anymore. Killed for their generosity.”
Though the bones of many gnomes laid unburied on this estate, the elves who died there had been interred. Ervendio led Bertram to the gravesite for Bree, the elven girl who died before Bertram’s very eyes. Finally confronting their shared past, Ervendio and Bertram could not come to an agreement on the meaning of what had happened on that elven estate, so many years ago.
Meanwhile, Golgaraz — now a gnome himself — introduces “Lil” Yankee to his new physical form. Though initially afraid, Yankee is calmed by Golgaraz’s telepathic assurances. She actually enjoys how small Golgaraz is now, and takes to wrestling him and tossing him about. Carol/Ann, meanwhile, has lost interest in Golgaraz as a romantic partner — but finds herself entertaining a gaggle of moon elves, entranced by her exotic underdark beauty.
While Valeria tries on dresses with the new matron of House Kuraphai, Bea researches the spellbooks and items recovered from House Silverwind. Bea nearly loses her mind reading the Vacuous Grimoire, she discovers the magical properties of a powerful lyre, a lucky horseshoe, and a fate-bending yo-yo.
Peering out over the lunar landscape, Svendar seems calmer after his torture at the hands of Darcie Bill. He relates to the Revengers, as best he can, the roles played by the different Knights of Mypp:
- Svendar is the Paramander, a balancing force. He seeks to understand all sides, but take none.
- Darcie Bill is the Fantra, a force of pure chaos. Not to be trusted. If the Count trusts him — that may be the enemy’s undoing.
- On the other hand, the Lyan — his name in this era unknown to Svendar — is a force of pure law and order. He and Darcie Bill will surely be at odds in the coming conflict.
- Jad was the Myrikkhan, a good dwarf who was, according to Svendar, “doing the wrong thing for the right reasons.”
- The Garath is another force for good. He can sense the current Garath on the Urth, somewhere, but he does not know what role the Garath will play.
- The Illrigger is dead — an evil being who nonetheless played by the rules.
- The Arrikhan is the most dangerous of the knights. An evil being who, in Svendar’s time, was an undead knight called Sir Robert Husk. Svendar believes that Husk is still the Arrikhan of this era, which means he has only grown stronger over the centuries.
- The Count Who Lives is the leader of Gith and the leader of the Knights — a vampire who possesses Rex, the seventh piece of the rod.
Svendar reveals one way to destroy to the rods and stop the Wolf from regaining their power: if the pieces are assembled in the incorrect order, those pieces will be destroyed — along with the person performing the ritual to reassemble them. Valeria is tempted to do so, but she worries that this will only delay the Wolf’s return, not stop it for good. Svendar offers to take the Revengers’ pieces and perform the ceremony immediately, but the party declines.
Svendar takes his leave of the group, intending to return to Urth and pursue his mission alone.
During the conversation with Svendar, Ervendio catches Bertram trying to steal the assembled rod from him. Bertram turns invisible and flees, exiting not only the Kuraphai estate, but the lives of the Revengers. Bertram has left a note in his quarters, but the note was written as if Bertram had stolen the rod and escaped with it. Bertram believes the Revengers have lost their way, and are too willing to sacrifice their morals in order to complete their quest.
Bertram once again finds himself on board the spelljamming vessel of Capt. Boris Dewhammer. Bertram wants to return to Urth, but Captain Dewhammer has “a few stops to make first.” Bertram departs the Moon, and his friends, for points unknown. .
Jeff stays on the Moon, serving as court jester for Matron Tryan. Valeria writes a message to Bertram and sends it into space with a spelljamming sailor. She asks the sailor to toss it overboard once he’s in deep space; the sailor agrees.
With Bertram gone, the others make plans to continue their mission. They board an elven man o war captained by Ervendio’s younger brother, en route for the libraries of Sri Raji, where they will utiilize the old-and-untouched libraries to research the rods….
Svendar’s Story, 6000
Group Total: 6000, Individual Awards: 1200
Bea 4200 (Homework 3000, Group 1200)
Bertram 4200 (A Parting of Ways 3000, Group 1200)
Ervendio 4200 (Homecoming’s End 3000, Group 1200)
Golgaraz 4200 (Tiny Dad 3000, Group 1200)
Valeria 4200 (Message in a Bottle 3000, Group 1200)
no new loot
1. Lyre of Building: 1/day, can be used to reverse/protect against disintegrate or horn of blasting, for up to 3 rounds of attack. 1/week, can be strummed to create mines/buildings/etc — the building is created over 3/turns, equaling the work of 100 men laboring for 3 days. Can also be used to build/repair ships.
A d20 must be rolled; on 1-3 (or just 1 if character is proficient with musical instrument), the lyre produces a false chord. If in combat, the chance for a false chord is 1-10. A false chord results in the effects of a ray of disintegrate.
2. Horseshoe of Luck: it never rusts, is always in excellent condition. It faintly radiates magic. Anyone bearing it gains a +1 to all saving throws. A horse shod with it can never go lame.
3. Yo-Yo of Fate. 3-inches. Can be used to add a +1 to any roll, before rolling. Its string shortens by an inch after every “roll.”
rings of no significance
longsword +1, +3 vs. shape changers