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BLADES Notes #61 - Poltergeist, the Painter

June 10, 2193 to September 10, 2193
The BLADES try to figure out what to do about the Insane Dwarf Posse and bail out to letting Arthur get possessed. He ages but rises to the challenge of reproducing a lifetime's masterwork of paintings from an Ancient Artist.

I'm still working on this one, but I've polished before the part before Arthur starts aging. I'll have to see what I can do over the next few days to clean it up and see if there is a way to present my lead in table better. ~ Jay

Character Race & Class Level HP AC Player Creator
Raybur Sidebottom Dwarven Fighter/Cleric 6/6 54 (-7) -3/0/2 Dean Joel
Phyllis Sidebottom Dwarven Fighter 7 54(64) -5/-5 Katherine Katherine
Effrede George Half Elven Magic User/Thief 6/6 34 -3/1 Katherine Katherine
Talarian Blackguard Half Elven Fighter 7 68 Occ. Ring
(-9) -8/-3
(-7) -6/-1 Dean Dean
Conrhia Applewhite Half Elven Woodsman 7 68 -5/-4/0 Rhonda Rhonda
Serlisse Reintar Half Elven Druid 7 32 -1/1/1 Rhonda Rhonda
Sputnik Half Elven Cleric 7 49 1/4/4 Jay Jay
Arthur of Petethal Half Elven Ranger 6 58 2/4 David David
Zephram Trent Hill Gnome Fighter/Illusionist 5/5 41 (-5) -3/-2/2
1/5 w/out PA Alan Alan
Shirlard Half Orkish Fighter 5 44 3/3 Darleen Darleen
Costigan Coastlander Fighter//Cleric 1//2 20 (2)3/3 Rodger Rodger


June 10, 2193
We decide that we want to find out how powerful the Insane Dwarf Posse might be. So first I Augury casting Divination – “Little harm will come.” When I start to cast Divination, I get interrupted before I can finish and get a telepathic message. “Spying on other guests of The Resort is not allowed.” I can’t move and I start glowing in a pulsing rainbow of colors and emitting a low whoop, whoop sound. Raybur tries to Dispel the effect and suffers the same fate. After about half an hour all the effects fade, beginning with the paralysis, then the sound and finally the colors fade when no constabulary arrive.

June 12, 2193
We decide to explore The Resort by using Invisibility 10’ Radius and sneaking past the dwarves, followed by daytime exploration and then returning to our crèche by using the Battlement (Force) Bridge to jump across the koi lake directly home. The first place we investigate is a pair of buildings that are connected. Before the hobgoblins got to them, there were household minotaur golems here. The hobgoblins destroyed the golems and took the blocks of precious metals. The other half of the building had diamond tipped tools that the hobgoblins also plundered according to our captives.
The first half of the building that we check (#12) is not level and many decades ago it settled and damaged the door, which is how the hobgoblins got in. It is right by the river, so there may be some undercutting of the land. There are huge blocks of rock, but nothing movable. There are remnants of an iron statue (the golem). We take what we can of the door to investigate later.
The other half (#13) has lots of broken and corroded objects scattered about. Another golem was here. This part has two stories – only one in the storage shed. There was a ceramic object in the middle of the room that was destroyed very methodically. Upstairs, the cabinets and footlockers were all smashed. Some of the ceramic fragments have traces of color that seems to be a permanent illusion, so we take those parts to see what we can find out later.
This was one of the quickest explorations as we decided that we wanted to use one Find Traps and one Detect Magic on the fly.
The hobgoblins told us that the first building on the left (#14) had a ghost that would hurl objects at them and do significant damage if the rocks hit them. They also told of ghoul-like freaky things that would scramble through the woods at night and make weird sounds, so we decide to only explore during the day until we are ready to go night hunting.
This building is open and better lit. There bits of rock and metal in various places around the room, including a small pile of rock. We think it may be an ammo pile for the ghost. There are weird gash marks on the floor where the hobgoblins dragged grappling hooks through the house to loot it from a safer distance. We cannot see anything of value from the doorway.
We carefully enter the house and are wary. We want to see if we can make peace with the poltergeist, so we pile the rocks together and nothing happens. There are empty metal frames on the walls. The wooden ones appear to have rotted away. There are also the remains of some furniture upstairs.
As we begin to explore upstairs, a spirit rises out of the floor and it tries to touch Arthur. Raybur thinks that he can befriend the spirit (instead of needing to turn it), so then Arthur lets it touch him. It does not take him over but definitely tries to influence him. Arthur can tell that it wants to return to civilization but is fading fast. He thinks that it may not even make it back to New Teft before it is too weak. It is looking for something it needs to buy. We also find two magic potions and metal frames upstairs. While we are sitting here the spirit finds what it is looking for in Arthur’s pack. He is looking for art supplies.
We decide to head back to base to make canvases and paint for him to fulfill his obsession rather than trying to get back to civilization. We will make some paints from natural materials and use the spare sails from one of the coastal vessels to make canvases for Ancient Artist/Arthur. Serlisse will go out and try to contact Joreth to see if he can help us make more paints for the work.

June 14, 2193
I get the Psychic Impression from the items that we recovered that there was one that had appeared to be a stone fish coming out of a glass base. The hobgoblins found only gems. (In retrospect Jay is not certain about the meaning of the last statement.)
Occasionally Arthur gets little impressions from the Artist, but he cannot communicate with him or ask him questions. The artist conveys that the city used to be busy and noisy and he gives a feeling of annoyance at the city away from his home.
6,6,1,6,3,5,4


When I cast Implore, the same wizened elf comes and says, “I understand your problem and I can help you in two ways – the first I’ll do anyway. It gathers up some Air and creates a set of permanent and real paints. That may be all I can do for you. I may be willing to do something more costly, but I cannot eliminate the fact the harm is minimized but not eliminated. It should be easier now.” Arthur is now able to
The last painting is finished. He touches up the early ones.

There are a couple of geographical hints – this was an artistic creative colony and the rest of the city was full of dang tourists. He left the door open at some point hoping that the paintings would be recovered. He died of old age and had the impression of hopelessness. His vast annoyance extended to the café as the tourists were allowed to eat there and he was given free food by the government. He made tons of little ones for the tourists.
The self-portrait is of him at a very advanced age with long stringy hair and pointed features. He doesn’t look that radically different from any very old elf or human. He is wearing very elaborate, beautiful clothes like mid-level royalty to have this level of clothing. The background is of the ground floor
Arthur is able to get him to paint a second picture. A number of well dressed figures, some of whom were artists, are standing at the gate that looks out near the lagoon. There are two hundred Ancients in view. Things are being carted out and each guard is wearing the Ancients’ armor and Wicked Blades. The guards are trying to calm the artists and not moving the artists out. There are a number of figures carrying things out of the city. There are people standing near the bridge that appear to buying large objects from people. The scene has a cock-eyed view. There is no sign of panic or immediate threat to the picture. It seems to be an orderly evacuation.
One of the figures on the right appears to be the taxidermist. He looks like the monster we fought and he is wearing his leather apron. The faces we can see mostly clearly are the guards. They are clearly remaining calm and explaining rather than enforcing calm. There are four massive crystalline minotaurs standing behind the guards. Standing on the far side of the bridge are two of the minotaurs and four guards and they completely surround three figures that appear to be very important and observing the proceedings.
The artists’ group seems to be middle aged or older. Those who are leaving appear to be families and they are carrying small cases (like tourists). The stuff being sold appears to be crates of regular (repeating) items. The whole thing has a feeling of hurry but not panic. They are buying off the things that are too big to be carried.
The purchases are happening from the people leaving some of whom are uniformed but most appear to be regular people. There are three pet birds whose species still exist. In two cases they are in cages being carried away. One is on the wrist of a uniformed person. Both cages are identical as if purchased here as pets.
The nicest clothes are on the onlookers across the bridge and the artists, but everyone seems to be wearing fairly nice clothes, uniforms or armor.

Arthur ages 7.5 years mentally and physically in finishing the 60 paintings that the artist had painted in his life and the 2 new ones – Self Portrait and The Day the Music Died.

We head home and there a couple hundred more people living in New Teft.


List of Loot to be recovered
Hobgoblins
* 2 magic rings – one each on the brothers
* Magic dart
* Magic knife
* Magic battle axe
* Pillow
* 2 quilts
* 2 potions, marked identically – Tranquility
* Orcish potion – marked Disorder Cure
* Half bottle of seasoning oil that makes the food taste spectacular (4 of 8 doses) each dose makes food for 12
* Magical harp– the Hobgoblins didn’t know what it was
* Tube of glue – they took to the orcs and brought it back – the two brothers glued their hands to each other, sat for a full day and then separated
* A tiny magical ladder – the Hobgoblins didn’t know what it was
Shed
Tools and tiles, etc.
* 2 Jars of Planter’s Friend
* Tube of Stone-Like-New
Nice Stoneworking tools
Metal musical instrument parts
12 stone flutes
Pool
* Magic Dagger
Bracelet – 150 gp
Ruby – 100 gp
Diamond – 200 gp
(*) Adamantite Puzzle Ring – 12 parts, seems to be a cursed ring of eternal life – 50 gp of metal
4 Platinum Engagement Rings – 3 diamonds on a small band (1000 to 1500 gp) – 1 of 5 was offered for an Implore to Labelas
420 sp, 45 gp, 10 pp, 73 cp
Squirrel House
(70) 10 gp squirrel eyes
(2) 250 gp badger eyes
* Totally lifelike appearance - tweezers marked in Magical Script
* Potion vial Persuasiveness
* 2 Potion vials Calm
* Potion vial First Aid
* Small metal, lead foil-lined box with two small highly magic green candies - custom candies that are sugar cubes that have been marked like dice
180 Ancients’ gp
Lots of clothing remnants
(3) Cases of preserved birds
Artist’s House
Potion #1
Potion #2
Some Metal Frames on 60 paintings
Self-Portrait
The Day the Music Died

Recovered loot and descriptions
Cash type loot
Value Description Destination Source
10,000 (3) Cases of preserved birds Sage Credit via Schnelp Taxidermist
8,000 Metal Reinforced Hobgoblin Coastal Vessel Tax to Republic Hobgoblins
4,950 (1000, 1200, 1250, 1500) 4 Platinum engagement rings – 3 diamonds on a small band– 1 of 5 was offered for an Implore to Labelas Keep Koi Lake
150 150 gp Bracelet Keep Koi Lake

500 (2) 250 gp badger eye gems Obsidian Keep Taxidermist
200 200 gp Diamond Keep Koi Lake
100 100 gp Ruby Keep Koi Lake
700 (70) 10 gp Squirrel eye gems Obsidian Keep Taxidermist

296.6 10 pp, 225 gp, 420 sp, 73 cp Ancient’s Keep Koi Lake

600 Metal frames for the Ancient Artist’s work Keep Artist
400 Nice Stoneworking tools Keep Shed

3,000 12 Stone flutes Tax to Republic Shed
300 Tiles and general supplies Tax to Republic Shed
30 Metal parts for musical instruments Tax to Republic Shed

29,226.6 Total Value
25,526.6 Minus 10 ID on Perm; 3 Temp & 9 Potion
19,144.9 75% of post ID Value

210 Excellent Beer for the Mug (20 draughts)
700 Replacement of back-up sails

18,806.6 Total kept/spent if we keep/spend & tax as marked above
338.4 Owed to us in credit

Potion type loot
Dest. Count Description Source
Tax 1 Potion of Cure Disease (Orcish potion – marked Disorder Cure) Hobgoblins
Tax 1 Potion of Slim Quick; remove excess pounds from your character; short term bad effects (from Artist’s House) Artist
Tax 1 Potion of Fabulous Tresses; Cures Baldness for years (not forever) Artist
Tax 1 Potion of Calm; They calm you - 1 hour; resistance to emotion spells – Marked Tranquility Hobgoblins
Tax 1 Planter’s Friend; A spray that kills plants selectively (everything but the target or just the target); 100'x100' maximum area each Ancients’ Shed

Keep 1 Potion of Calm; They calm you - 1 hour; resistance to emotion spells – Marked Tranquility Hobgoblins
Keep 2 Potion of Calm; They calm you - 1 hour; resistance to emotion spells – Marked Calm Taxidermist
Keep 1 Planter’s Friend; A spray that kills plants selectively (everything but the target or just the target); 100'x100' maximum area each Ancients’ Shed
Keep 1 Tube of Stone-Like-New; Repair Ancients' Stone cracks; small amounts, could seal a door forever or make a small figurine Ancients’ Shed
Keep 1 Philter of Persuasiveness - Charisma bonus - not a Charm so not illegal; (Affects how you speak rather than a Charm spell) Taxidermist
Keep 1 Half bottle of seasoning oil that makes the food taste spectacular (4 of 8 doses) each dose makes food for 12 Hobgoblins
Keep 1 Healing Potion Taxidermist

Temporary Items
Dest. Count Description Source
Keep 1 * Tube of glue – the hobs took it to the orcs and brought it back – the two brothers glued their hands to each other, sat for a full day and then separated; Family bond - two related characters become both stronger and dependent on each other; glue together for a day +10HP each, if one dies, survivor loses 20HP of damage and wounds (you lose the +10 and 20 additional with a chance for a 3x wound) Hobgoblins
Keep 1 Dimensional ladder – ladder token; take the ladder "up" to a different Prime Material or Etheral location; lasts for a few turns up to 100s of feet if little intervening material Hobgoblins
Keep 1 * Small metal, lead foil-lined box with two small highly magic green candies - custom candies that are sugar cubes that have been marked like dice; Lucky Days; You consume one and it's a powerful luck stone for a day Taxidermist

Permanent Items
Dest. Count Description Source
Tax 1 Ring of Protection +1 Hobgoblins
Tax 1 +1 Knife Hobgoblins
Tax 1 +1 Dagger Koi Lake

Trade 1 +1 Battle Axe for Footman’s Flail Hobgoblins
Keep 1 Pillow of Softness; encourages good rest Ancients’ Area
Keep 2 Comfy Quilts; temperature controlled comfort when resting Ancients’ Area
Keep 1 Ring of Feather Fall Hobgoblins
Keep 1 Returning Dart; +0/+2 v small Hobgoblins

Special Items
Destination Description
Destroy * Totally lifelike appearance - tweezers marked in Magical Script; makes living into undead that looks alive Taxidermist
Taxes Magical Harp; charms people - Harp skill needed 1 use/day; 1 turn to use; 1400 coin weights; may affect multiple targets Ancients’ area
To Zalk for ID (*) Adamantite Puzzle Ring – 12 parts, seems to be a cursed ring of eternal life – 50 gp of metal Koi Lake

We owe a temporary uber item in Tax
We are owed 3 tax-free uber items

2 Pieces of Ancients’ air and light porous stone from a door Leaning Building

60 Ancient Artist’s Life work Artist via Arthur
1 Self Portrait Artist via Arthur
1 The Day the Music Died Artist via Arthur

Trade for magic items & spells (long sword or footman’s flail)
Soul of the Soul – chameleon like effect – David found
Find a village to help us

Teft
Teleport pads between New Teft & Berk?
Recruit Alchemist – Dragon turtle (eggs?) Healing potions, etc.
Recruit Ancients Sage(s)

Icon of all Avatars is being ID’ed when might it be ready?

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