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DnD Campaign 3 Notes - An Empty Hourglass

GM: Dylan Thompson
Players: Shivay Singh, Millar Sue, Sylvain Bechet and Adil Bhayani

Ran from July 2021 - November 2021

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Characters

Stephone – Elf Cleric (Millar Sue)
Hannibur – Half-Orc Artificer (Shivay Singh)
Calima – Elf Wizard (Sylvain Bechet)
Mort – Halfling Bard (Adil Bhayani)

Calima Lorda

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.

Hannibur

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 …

Stephone

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.

Mort

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.

Recurring Characters

Daefir

Strengths: Strength, Charisma, Wisdom
Character Statement: I've enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me. I see omens in every event and action. The gods try to speak to us, we just need to listen. Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any). I will do anything to protect the temple where I served. My piety sometimes leads me to blindly trust those that profess faith in my god.


Staracter

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

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.


Marvello

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.


Rincewind

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

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.


Lasair III

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 IV

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 …


Granny Weatherwax

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 …

19-01-21: Afterlife

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.

27-07-21: Lowlife

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.

03-08-21: The Prison Escape Project

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?

10-08-21: The Dragon Re-Homing Project

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.

17-08-21: The House of Power

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.

07-09-21: The House of Death

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.

14-09-21: People Die When They Are Killed

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.

28-09-21: People Un-Die When They Are Royal

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.

05-10-21: For Science

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.

12-10-21: For Magic

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.

19-10-21: The Magic Island of Fun Times

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.

02-11-21: The Sloped City of Sad Times

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.

23-11-21: A Turtle Once Told Me

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.

07-01-22: Epilogue - The Timer of the Turtle

“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.