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Defenders Summary #73: Miss us?

Party Roster:

Felix, 7th level fighter, 70 hp, played by Alex
Balinor, 7th level fighter, 70 hp, played by Joel
Cassian, 7th level cleric, 45 hp, played by Katherine
Kain, 6th level cleric, 43 hp, played by Jeff
Morgan, 7th level fighter, 38 hp, played by Alan
Quentin, 8th level druid, 37 hp, played by Jeremy
Donald, 7th level mage, 37 hp, NPC
Albee, 5th level monk, 31 hp, NPC
Bogomel, 3rd level fighter, 31 hp, henchman
Nakumanu, 4th level fighter, 30 hp, henchman

The Defenders reorganized slightly and rejoined in Barnacus in January 2183. Quentin, the original party druid, decided to rejoin the party once again, while the fatigued Chiaro took a well needed rest. Balinor found himself with a new intolerance for bad weather.

It didn’t take long for something to go wrong on Lendore Isle. On the section of road between Restenford and Garroten that travels through the Dead Wood (our old favorite place, with the undead infestation) was being taken over by a group of giant spiders. Evil and intelligent giant spiders. We were supposed to get rid of them one way or the other.

The party traveled to the site of the attack and promptly stuff went wrong. Albee, Felix and Morgan got tangled in the web spread across the road, while another web dropped from overhead on Balinor and Nakumanu, snuffing out Nakumanu’s torch.

Two spiders the size of a large sofa descended on the middle of the party, one successfully biting Donald and the other being held back by Bogomel’s spear. Balinor slammed the one on Donald, while Felix tried to cut his way out and have Morgan light a torch. Nakumanu lit a torch and brought the web around him and Balinor up in flames, injuring both of them. A third spider descended from above and grabbed the hapless Albee and began hoisting him up.

Quentin attempted to speak with the spiders, but we discovered that they were too intelligent for the Speak with Animals spell. Cassian dropped a Slow Poison on Donald and drew out her bow, as did the other fighters, hoping to save Albee. Suddenly the spider holding Albee was caught in the wire ball and crashed to the ground, immobilized.

With infravision Morgan was able to spot several others and we pelted them with missile fire while Bogomel finished off his and Morgan and Felix freed themselves.

In the end, there were half a dozen dead spiders and one tangled in a ball. We dragged the spider back to Restenford where Donald Charmed it. We then chatted with the spider via Tongues.

We learned that the spiders had moved over the road simply for food reasons. Apparently the old ruler of Garroten, the late “Lady” Arness, had had soldiers burn the vegetation near the road to prevent easy web stringing and keep the spiders away. This solution, while not loved by the druids, was implemented when no alternative could be concocted. However, we decided to search the area where the spiders kept the bodies (and loot). We discovered an entire three mule frame packs worth of merchandise, and, oh, 2 chaotic evil scroll tubes.

After easily determining that the scroll tubes were hideously trapped with incredibly powerful magic, we threw Dispel Magics at them until the traps went away. This lasted only a minute, as the traps were permanent effects (details forthcoming). Inside one was a scroll with Dispel Good, Slay Living, Blade Barrier, Unholy Word, Animate Object, Implore, and Harm.

Yippee.

Yes, that’s SEVEN spells ranging from 5th to 7th level. Hmm.

The other tube contained a nonmagical scroll that said something to the effect of: “This should help you take care of the trouble makers.”

Inside the tube was a vial, made out of a aluminum, a weird metal only found when magically extracted from ores at extreme expense that serves no useful purpose.

Just for that, we were worried.

We chatted with the Nevronians in Barnacus. They revealed that the scroll was made by Orcus, the demon prince. They destroyed it and gave us a scroll of Raise Dead in return.

The vial we took to Koralgesh at the start of the dry season. But first, Quentin picked up the “pet rock” from our earlier mission. It liked him.

It was named Ziggy.

Suddenly, there was another Quentin, thinking exactly the same thing, assuming that our Quentin was a pet rock. Quentin has theorized, as has the other one, that there is an alternate dimension with an half-elven druid who has a pet rock named Quentin. Hmm.

The abilities of the rock are as expected. It detects traps in a five foot radius and warns Quentin sometimes if danger is near (if he holds in his hand). Quentin can give it away freely, but then it is lost. If it is destroyed there is a small chance of Quentin being totally messed up as a result. Otherwise, it will save him once, leave a big diamond in his pocket, and appear somewhere else in Telvar.

Weirded out, we split the party. Quentin traveled to Koralgesh (as an albatross) and had the vial identified by Rotor Jones. We discovered that the stuff in the vial caused all good characters and neutral characters to be massively screwed up in all senses, etc. and slightly benefit evil characters in the vicinity.

The alchemist destroyed the stuff but did pay us for the vial itself. Augman also paid the Defenders for the magically trapped scroll tubes. We also found out the contents of the Smallsville Diary (to be released at some later point by Edwin).

Meanwhile, the rest of the party was in Barnacus and was approached by Dunstill and Illic. They revealed that although the mission was a success, the orcs had discovered that we killed the vampire and were exploring the ruins. Dunstill didn’t want the orcs to get their smelly hands on whatever goodies were down there and wanted us to get them first. We would have a month on the island, and would be picked up again by the Belle Venture, Captain Malmir’s cloaked ship.

While not as important a mission, it was still cool and we accepted, leaving Quentin to find us in Carse (our only stop). In Carse we picked up, well, odds and ends at Herman’s Odds and Ends. Our goodies (costing a total of 100 gp) included a tube with wheels that made strange noises when you blew into it; a set of tinker toys for Bogomel; and heavier than air flying dish for Morgan and Felix to play with. Oh, and a dozen strait-jackets.

We took our goodies and departed for the Orcish Island. We landed uneventfully near the southern ruin (where we landed last time) and walked up the stairs, first sending Quentin to scout as an albatross. Well, things didn’t go all that well.

We tripped a Paralyze glyph at the top of the stairs, and although Felix avoided its effects, a loud bang followed, and then a horn was heard. We ducked into the spire, with Kain in the lead wearing the Passwall cloak. When Kain touched the door, he avoided the worst of a blast of cold from another glyph, and then when he opened the door he was caught in the grip of exploding radiance bricks, barely surviving and receiving a good tan in the process.

The party staggered inside and shut the door. Quentin pretended to be an albatross caught in the paralysis trap. A patrol of forty orcs appeared and spotted the “albatross,” who flew off, looking flustered. They took a shot, and it hit and bounced off Quentin, who pretended to be injured and spiraled out of the sky into the water. Meanwhile, the orcs approached the door, and then left (we learned this from Cassian’s hawk on watch at the top of the tower). Worried, we spellshifted for Waterwalks, assumed a Divination would follow, and walked invisibly to the other side of the island. Hopefully that would confuse them, and we wanted to check out those ruins anyway.

Well, we were pretty surprised to find a relatively new structure sitting there amongst the ruins with a Welcome mat (in Common). Felix discovered that the place radiated Chaotic Neutral.

Oh wonderful, we found Bob’s spring home.

Seriously.

Quentin overflew the island and discovered about forty orcs in a permanent camp at the edge of the ruins, though not near the spire.

The party camped and spellshifted for more Waterwalks. During this time, despite being invisible, a number of fliers appeared above us (some floating) proclaiming the existence of the nearby casino. Smells from the door floated toward us and tantalized hungry party members. A tray of appetizers appeared with crackers and cheese and other items. Morgan and Felix ate them despite being refused Slow Poison spells from the clerics. We bodily held Morgan down from going into the casino. Eventually, we left and made it back to the spire once again.

The bottom double doors to the spire were glyphed, so we used the top, which was clear. We decided to do some excavating of the rubble piles on the lower floor. There were three areas. Two of them were quickly determined to be at least eleven feet of rock and probably dead ends.

The last involved walking by the bone statue. Augman had informed us that the statues were only a threat if you picked them up. If you did so, you couldn’t get rid of it, and a weird spirit would attack continuously until you died. If you killed the spirit, it would reform and attack before you could heal.

Ugly. Well, we walked by it and nothing happened, so hopefully we’re fine. We began excavating and discovered that there was indeed a passageway ahead, though it would take awhile to reach it.

Joel/Balinor

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