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    <title>The World of Telvar</title>
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    <updated>2009-11-20T17:12:54Z</updated>
    <subtitle>Adventure Summaries and News for the World of Telvar</subtitle>
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<entry>
    <title>Felix Summary #10:  No Wrath Like a Felix Drained</title>
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    <id>tag:blog.telvar.net,2009://1.323</id>
    
    <published>2009-10-24T17:09:26Z</published>
    <updated>2009-11-20T17:12:54Z</updated>
    
    <summary>Edwin: That&apos;s bad, very very bad. You get swarmed by 5 wraiths, with 3 segments of surprise. You are on a scouting mission with only Wrathbane as backup.....</summary>
    <author>
        <name>Kyle MacLea</name>
        
    </author>
            <category term="Felix" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>[Stub summary]</p>

<p><em>Alex</em>: Felix opens the door.<br />
<em>Edwin</em>: roll a surprise die, I got a 5<br />
<em>Alex</em>: 1<br />
<em>Edwin</em>: That's bad, very very bad. You get swarmed by 5 wraiths, with 3 segments of surprise. You are on a scouting mission with only Wrathbane as backup.....<br />
<em>Alex</em>: Eeeeps.</p>

<p>(4 level drains later, we kill 2, turn the rest and get Gates down to destroy them)</p>

<p>(A 19, 16, 15 and 8 on the saves later, Felix is lvl 10 again. The 8 made it exactly, w/double <em>Chant</em>. The new saves are a BITCH.)</p>

<p>Other than that, it went smoothly enough. Kagu-Arala and Arala are now known to have an underground river-link. It needs some maintenance, but is otherwise fine. The pool of Earth's Blood is there, and we have a functional on-board motor.</p>

<p>Loot was boring. Besides the motor, a <em>dagger +1</em> and a <em>wand of acid arrow</em> w/12 charges.</p>

<p>Hendel landed a nasty double backstab against the Quartz-Genie.</p>

<p>Aral trained to 3, is 3.3k away from 4th.<br />
Wrathbane trained to 7th cleric.<br />
Everyone (except Aral) is about 40k total away from their next level (Wrathbane can forget about Cleric 8). Hendel a little less, but he tends to get less, Donald closer to 50k.</p>]]>
        
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</entry>
<entry>
    <title>Balinor/Morty/Tarplin Summary #6:  Beating up on Helpless Civilians</title>
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    <id>tag:blog.telvar.net,2009://1.321</id>
    
    <published>2009-07-31T19:03:46Z</published>
    <updated>2009-07-31T19:17:35Z</updated>
    
    <summary>First the bloodthorn sprites noted that because of the money the vines that had been creeping closer to our camp over the last three days would stop doing so.  Furthermore we could always pay some of our debt in the blood of a still-living sentient being.  They assured us they didn’t eat them, and they were used for agriculture.  I’m not sure why they thought this was a good thing to tell us.</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="Balinor" />
            <category term="Morty" />
            <category term="Post Mirror" />
            <category term="Tarplin" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>Party Roster:</p>

<p>Balinor, 9th level Northerner fighter, 86 hp, played by Joel<br />
Morty, 7th/6th human fighter/thief (bard), 74 hp, played by Jay<br />
Bodkin, 5th level dwarven fighter, 49 hp, played by Katherine <br />
Robynne, 5th level woodsman, 38 hp, played by Rhonda<br />
Tarplin, 8th/5th elf druid/mage, 30 hp, played by Alan<br />
Morhion, 3rd level Northerner Nevronian cleric, 28 hp, henchman of Balinor<br />
Leo, 4th level human Nevronian cleric, 25 hp, played by David (Jay this time)</p>

<p>[Events of 25 July 2009, in Charlotte; Telvar dates December 2192 – June 2193]</p>

<p>As I think we had a pretty good review in the last summary, I’ll just jump right in here.</p>

<p>The party began by debating whether to continue hammering on the Khargish councilmembers that were likely to vote against peace.  We had eliminated the top voter, the warleader of the Khargish nation (no mean feat, to our dismay at the time), and we wanted to nab at least one of the other three members that remained from this wereboar-infested Khargish village.  As it turned out, not all of the votes were guaranteed to go against us, and there was actually a hierarchy.</p>

<p>First it had occurred to us that although our precautions would pretty much stop any divinatory magicks short of commune, the Kharg might well be incensed/worried enough to cast such a high level spell in order to determine what had happened to their warleader!  A few well-chosen questions would clearly implicate the Duke, if not us directly.  As such, we considered options about moving off the isle permanently.</p>]]>
        <![CDATA[<p>It was at this point Duke Haermond revealed his crucial ace in the hole: the high priest of the Kharg was IN ON THE CONSPIRACY.  He was manipulating commune answers to implicate a bandit group, one that the good-two-shoes Hand of Fate, a Nevronian adventuring party in the Duke’s employ, would eagerly seek out and defeat in vengeance.  In the camp of said bandits, they would find, miraculously, the extremely distinctive and powerful spear of the Khargish warleader, and any other items that happened to flow out of our hands.  This would be accomplished via an agent with a tokenized bag of extra “loot” he would plant in their camp.</p>

<p>As the Duke had not yet tipped off the Hand of Fate, we still had the option of one more raid, either to eliminate one more group, or to try to finish off the entire village.  It was at this point that remorse hit many in the party about wiping out the village of innocents along with the wereboars, and we decided that a single hit on another hunting party containing a voting member would be the best we could do, with the least collateral damage.</p>

<p>With this agreed, we completed some pending trades and explored options from last time.  As thanks, the Duke made available to us several items for trade that we might not otherwise have gotten.  In the end, we did the following series of trades:</p>

<p>After tax we had gotten 10,000 gp in Duke credit (primarily for giving up the crazy but distinctive spear to the cause).  We bought straight out a 3 HD fireball missile (900 gp, usable by anyone), a Wand of Lightning Bolts (2500 gp, 9 charges, 6d6 damage, 1/round max), a Wand of Paralyzation (1500 gp, 4 charges, 1/round max), 6 bandages of wound closure (250 gp each), and a potion of healing (1000 gp) to replace recent losses.</p>

<p>Additionally we traded Robynne’s AC 4/10 bracers and the +2 but very distinictive ring we had acquired for the Duke’s AC 3/3 bracers (100 cw).  This is temporary sort of downgrade for Robynne, but in the long run a ring+1 or ring+2 will make this a vast improvement for her.  Bracers of that level are quite rare.</p>

<p>Additionally, the (also very distinctive) ring of regeneration turned out to be a bit cooler than I had thought last time, as it DOES regenerate lost limbs and such (easier to do for wizardly magic, apparently), but it takes a few years.  So the item went from what I thought might be a ~ 10,000 gp item to a 40,000 gp item.  As such keeping it for party heals seemed like an inefficient use, so we traded it for a bag of holding 200/2500, and a robe of pockets for Tarplin, plus 10,000 gp additional credit from the Duke.  Partially we felt Tarplin was owed some loot, which I must say we paid back in the course of this adventure, and partially we didn’t really want the ring that badly.  Furthermore, Tarplin’s flute has all sorts of powers Balinor hadn’t realized, and he actually took the flute proficiency (240 gp) a bit later on in order to gain access to it.  This includes a 1 hp/round heal!  As long as we play it.  So I think this turned out quite well.  Furthermore this wasn’t the only treasure we ended up with, as you’ll see…</p>

<p>So we set out into the woods to scout the village, on January 7th, 2193.  Tarplin accomplished this quite nicely from the air in his bird form, noting the comings and goings of the villagers and the councilmembers in particular.  The members remaining were an old guy (likely vote against us), a middle-aged guy (who knows), and a younger guy (least likely to vote against).  We noted that they had changed their patrols, shrinking them to 5-7 guys, all in camo gear, although probably more wereboars as a fraction of the group.  This assessment turned out to be correct.</p>

<p>Worse, the councilmembers didn’t go out on every patrol, or even most of them.  We waited nearly 2 weeks, in fact, before finally the YOUNGEST and least important member went out on a patrol, and at that point Tarplin realized he was a DRUID.  Oops.  This made him and us very reluctant to attack, and in the end we decided to wait for one of the other two.  Furthermore there were only five guys in that particular group, so it hardly seemed worthwhile.</p>

<p>Luckily, the middle guy came out a mere two days later.</p>

<p>Bodkin and company had come up with a very clever plan this time, to lure them to the spot of our choosing.  Morty would start up in the trees and glide down, making a backstab easier.  The weather turned out to be truly horrendous this time, which would limit sight ranges, obscure noise, and make call lightning seem completely natural.</p>

<p>But most amusingly Bodkin would use his new boots of mystery to leave false tracks of fat juicy (“stocky”) deer for them to follow.  With Robynne advising, Bodkin laid a brilliantly deceptive trail, and the Kharg completely failed to notice our expertly constructed blinds (there were some nice rolls here), and they walked hopelessly unaware into our ambush.  Which did NOT go like last time, at all.</p>

<p>On the 17th of February, we attacked.  The group of seven was caught pinned between Balinor, Bodkin, and Morty, who were under the effects of a bless spell in addition.  The two on the ground had a supporting cleric, and Robynne was launching arrows from the blind (admittedly at something of a penalty).  But Tarplin began the combat with a splash, blasting a call lightning down into their midst, hitting all but the front and back Kharg.  47 points of lightning damage forked into them, dropping 2 and badly injuring 3.  Leo dropped a hold person on the remaining people, and held the two injured guys in place.  Morhion’s hold had no effect on any of the remaining targets, but it looked pretty good for us.</p>

<p>Balinor charged the back guy, while Bodkin charged the front.  Robynne shot one, Morty nailed his with a massive backstab, Bodkin solidly wounded the front guy, and Balinor brought down the back guy.  One of the Kharg managed to get a shot off and nicked Morty for 7 damage.  Robynne then turned and shot Bodkin’s target, while Bodkin moved to start autokilling the others.  However, he discovered that one of the targets was turning into a wereboar.  He brought it down quickly with spear hits before it could transform.</p>

<p>Morty went around autokilling with Khargkiller, his longsword +3  vs. wereboars, +5 vs. wereboar GATs (God Awful Things).  As it turned out, the middle guy who was held in the initial spell volley was a GAT!  The leader was actually only a mere wereboar himself.</p>

<p>Gleefully we elminated the rest.  Morty was very embarrassed that he had taken damage.  We rest eternalled the corpses and moved to our designated stoneshape tomb spot after cleaning the camp of all signs of combat (not hard in the teeming rain).</p>

<p>Tarplin began to stoneshape a pocket in the wall when suddenly he heard some kind of a sigh (or wheeze) emanate from it!  He stopped, blanched, and quickly resealed the wall.  He glanced around, but nothing seemed to have happened.</p>

<p>Apparently we had found the stoneshape spot for this part of the island.  We decided not to mess with whatever hideous trapped evil was in there (research on cutely sighing monsters was debated, but ultimately rejected).   Yeah, there might be more adventures there.  Instead we wandered around for a bit looking for another cave.  We found one.</p>

<p>Tarplin glanced at the wall and decided that this one, too, had already been used for stoneshape.  Sighing himself, he decided that another layer couldn’t make it any worse, and he just ignored it and went ahead creating a new pocket.</p>

<p>We headed back home.  The take was:</p>

<p>Spear + 1, type II<br />
Large shield + 1<br />
Potion of healing<br />
Potion of heroism<br />
Broadsword “Allergic”<br />
This last was quite a saga.  It was a WOODEN practice sword shaped like a broadsword, with the name “allergic” carved on it.  Augman identified it:<br />
+2 broadsword, +3 vs. metal-armored or metallic opponents<br />
He noted that the item itself was magic resistant and appeared to have other powers that he couldn’t pick out.</p>

<p>This seemed fairly cool.  Tarplin wondered if he could wish it to be another type of weapon so that he could wield it, so he picked it up at home and thought, “Be a scimitar.”</p>

<p>Suddenly he gained 4 points of natural AC, and his mage class completely dropped off, including the hitpoints from it.</p>

<p>Oops.</p>

<p>After it didn’t come back a few minutes later (although the AC bonus disappeared after a minute), we got worried and went to Augman.  After casting some diagnostics (at a pricey 600 gp), he determined that Tarplin’s class would probably come back if he waited a week, or with a restoration spell.   As a restoration scroll would be 7th level, we decided to wait a week.</p>

<p>Sure enough, after making repeated saving throws, once per day, his levels slowly and painfully returned, starting with 0th level.  Two weeks of bedrest later, Tarplin was back to shape.</p>

<p>In the meantime we had Augman do research on the item for 1400 gp.  We gambled that it would be cooler than the 13000 gp the Duke offered for it, and found out a full powers list.  We probably took a slight loss on this deal, but it was interesting:</p>

<p>The weapon was designed specifically for fighter/druids, and it came here recently in the hands of a Far World elvish adventurer.  It is +2/+3 vs. metallic armored or metallic opponents, usable only by elves and half-elves, fighter-types and druids.  It blunts out normal allergies in the hands of a fighter, it gives a 4 point AC bonus in the hands of a druid, and it eliminates any extra classes the wielder might have.  You cannot wear metal armor while using it.</p>

<p>So we basically needed to find a fighter/druid who wanted this thing.  We decided that druidic courts would be necessary and planned to ship it out to Petethal in Tarplin’s hands in the near future.</p>

<p>In the meantime, we got experience points!  This includes the story award for the (future) successful vote, although not the diplomatic summit itself.</p>

<p>Morhion – 944<br />
Robynne – 6120<br />
Morty – 6350<br />
Tarplin – 2750 mage / 4422 druid<br />
Leo – 6654<br />
Bodkin – 6762<br />
Balinor – 7372</p>

<p>This got Robynne level 6!  (And Morty level 7 thief, but he isn’t training until he hits level 8, as it is incredibly inconvenient to travel to the Bardic College.)<br />
Robynne trained in Barnacus to level 6, gaining 7 hp to stand at 45 (2900 gp).  In addition, Balinor trained flute proficiency (240 gp) and Robynne trained blind fighting (150 gp), and has one non-weapon proficiency remaining open for now.</p>

<p>Bodkin, Morhion, Leo, and Morty set off to do some caravanning.  On a nice wheel-of-death roll,  the group fought some bugbears, netting 710 gp, and 210 XP for Bodkin, Leo, and Morty (Morhion got 105 XP).</p>

<p>They spent 75 gp on a great party and bar crawl afterward.</p>

<p>We went on a second shopping spree, feeling flush.  We purchased 13 +2 sling bullets (these are nearly indestructible, Morty assured Balinor, which is key for later), for 4500 gp.</p>

<p>We gave up 2500 gp in credit and the +1 medium shield on Leo, to upgrade Leo to a +1 large shield, to pay for taxes on the items, retaining the broadsword to send ot the druidic court.</p>

<p>We spent 3900 gp for a modified version of sleep for Tarplin, who had blown his comprehension years ago.  He obtained sleepytime from Peltar, which is like sleep but 2 segments rather than 1 to cast, with a 40’ area of effect rather than 30’ feet, although without any additional targets.  Balinor traveled with Tarplin to Restenford to pick this up, where he discovered the Defenders’ house in the usual level of disarray, and slept in the muck while exchanging stories with Morgan, Kain, and Alduin.</p>

<p>Finally, we acquired the best item ever.  We traded the spear + 1 for – wait for it – the Dreadful Indestructible Bowl of Slug Control,  Yes, this bowl is indestructible, and when you fill it with beer, you can control up to 20 HD of slugs.  More importantly, it makes the user look terrifying!  When Tarplin tested it out, the area rumbled, his face looked like a skull for a moment, and a phantasmal slug came out of the top of and began making mad gestures of command!</p>

<p>Finally on April 26, 2193, we were ready to take on a pirate town.  Or nation.</p>

<p>Yes, we decided to do the third of the “goodwill” missions to the Kharg that the Duke had mentioned.  This one had no time limit; it didn’t have to be completed by the summer solstice and the diplomatic summit.  It was just something the Duke had been hankering to do for a long, long time.</p>

<p>Yes, we were to eliminate a giant town full of pirates.  Between 600 and 2000 of them.  But we had to completely rip down the pirate structures, at least enough to ensure that no one left alive would be mad enough to make strikes against the populace of the Keystone Kingdom.  The plan would have to be very elaborate, and careful, although our involvement in the end need not be hidden.  But this was a monumental task, and we knew we would need all the information we could get to employ the many stratagems we had come up with.</p>

<p>We headed out to the town and set up our usual elaborate blinds, and prepared to dig in for a few months to do some heavy scouting.  Our potential allies could include Albee (7th level monk formerly of the Defenders and Killer Bees) and Anselm (6th level Nevronian cleric, former member of the Killer Bees and ally of Balinor), as well as a few dozen Kharg, some of whom were low level warriors.  We could involve other parties if necessary (the Seapoint Lightning and the Lower Band came to mind, as well as Alduin, Morgan, and Kain) but it would depend on what we thought we needed to accomplish the mission.</p>

<p>So we set out to do reconnaissance.  The town was unwalled and we quickly had a reasonable sketch of where all the key players would be.  We decided to look for alternate entrances to the town, and to observe peoples’ behavior, to see what sorts of opportunity we might find for assassination.  Morty began to sneak invisibly on a daily basis into town, hoping to discover a secret passage in the giant, old, and well-constructed seawall that followed the coastline.  The rest of the party checked for caves and other entrances.  Tarplin scouted to see what sorts of animals were spies for other people in the area.  Area slugs reported to Tarplin that weird moles in the ground were spies for someone, but they didn’t know who.  Five to fifty black glossy seabirds appeared to be spying for the Queen of Grottoes priestess.</p>

<p>And then Tarplin decided to cast summon woodland beings in an effort to assess the situation.  This turned out to be a doozy…</p>

<p>Two black-skinned nasty-looking small beings with red caps and twirly mustaches showed up.  They were rude and insulting and demanded to know why they had been summoned and how this would be worth their time.  After what turned out to be 1130 gp in bribes (500 gp initially, plus 500 gp 2 weeks later, plus a 30 gp tip that they squabbled over), the “bloodthorn sprites” told us a HUGE amount of information about the area.</p>

<p>First they noted that because of the money the vines that had been creeping closer to our camp over the last three days would stop doing so.  Furthermore we could always pay some of our debt in the blood of a still-living sentient being.  They assured us they didn’t eat them, and they were used for agriculture.  I’m not sure why they thought this was a good thing to tell us.  In any case we promised to pass on dead bodies to them.</p>

<p>The information:</p>

<p>There are glossy black birds that report to the Queen of Grottoes cleric. The slugs in the area tell us that there are also moles that dig up and report back to someone. Tarplin calls Bloodthorn Sprites to “help” him.  Were-rats have rats. The Auger Birds are the Cleric’s. Psycho Dwarves have moles. Crazy Cricket is a golem that belongs to a thief.  </p>

<p>There are pipes ALL over the place that are 18” wide.  There is a large area of foundations throughout the place.  There are two tanks bigger than simple rooms. They are warehouse size and no way in except through the pipes.  One of them is the were-rat home. The other tends to flood periodically. The pipes don’t go far – they head to the cave of the crazy dwarves (Burrower worshippers, Balinor suspects) and down to the fountain-like things near the water. One is near the inn. One is near the ballista mount near the sea wall.</p>

<p>There are dwarves one quarter of the way to the giants. The dwarves are meaner than the sprites are and definitely dwarves. They hack down all the bushes and they torture and eat occasional pirates. You have to get past the water wheel, which they don’t stop if a sprite gets caught in it.  Don’t go North-East, because you’ll reach a bad forest -- the Trenhurst.  The forest actually talks to the sprites and says not to go there. It always murmurs to go away.  Their cousin said man-eating trees are their friends and one popped his head off when he tried to get it to kill them.  </p>

<p>(“See?  They are totally harmless… aggressive plants love us!  Watch this, guys!”)</p>

<p>The Queen of Grottoes cleric has the spirits of former priestesses under her control.</p>

<p>The big bad seagull (the Roc) doesn’t work for anyone.  </p>

<p>There are steps down to various levels for different tides. The port used to be able handle huge ships.  The Fountain mechanism was used for a ballista mount, which is now manned by three to five marines.  There are cleats for tying up ships. There is a second ballista near the shipyard on the “mayor’s” house.  This construction is extremely old.</p>

<p>Everyone has three to six or even up to ten bodyguards. These seem to be in addition to all of the standard guards. The Priestess is never alone with another cleric.  The tavern is where they seem to be the most comfortable being without the guards. </p>

<p>The giant lizards seem to eat the dead bodies that are thrown out by the powerful.  (Well, there goes the plan to lure them out with false calls of danger.  It appears that REGULAR danger is so common that they have learned not to go out of town when called.) </p>

<p>An interesting episode happened about ten days in:</p>

<p>People start to come out to the sea wall.  Three boats sail into town. The commotion seems to be that people are excited when they are first sighted.  The ship is long and stylized with the dragon head and tail. The ship is just loaded with stuff.  Hull plating, three high-end military ballista, the crew is in fabulous gear.  They are towing two medium sized merchant ships.  The merchant ships are unloaded and the other ship rises a foot.  There are sixty guys on the ship.  A few hours after the ship arrive, the tower starts signalling a bunch of things aimed inland.</p>

<p>About four hours after they arrive and one ship is detached and outfitted to start plundering.  A crew is rapidly formed and the ship yard supplies heavy crossbows and a ballista to the ship. A couple of nice pieces of gear and a lot of money has been transferred between the dragon ship and the other merchant ship. Three hippogriffs land, which means the Blue and the Gray obtain supplies here.  The Blue and the Gray seem to own a couple of the stores in town.  This place is poorly run and this place is a chaotic evil place.  Some Kharg show up and buy weapons and gear for about 15-20 warriors.  There are about 20 bandits that arrive and buy stuff. Very little is left by the end of the second day.  On the third day, a couple of guys buy the remnants and sail off in the third ship with a new crew.</p>

<p>The fourth morning has the warship moving a little further out to allow the dragon ship (110’ long and 25’ wide) to sail out of port. It vanishes half a mile out of port. By the fifth morning, the battered warship turns and sails out somewhat awkwardly around the seawall and scatters a fistful of silver pieces over the sea wall to those who were helping to keep the ship from crashing.  There are 30 additional bandits that come staggering into town to set up “life” in the shanty town. Two of these get thrown out in a heap after that.</p>

<p>This gave us a lot of ideas.  First of all we realized that there were dead bodies all the time popping up and being tossed out of town, so alarms about things coming to the edge of town were really pretty much ignored in a boy-who-cried-wolf sort of way.  This could potentially work to our advantage.  Moreover these pipes were very interesting.  The wererats could potentially be eliminated without anyone knowing if we could sneak into these tanks (passive reduce has a 50 minute duration, so it’d be tight).</p>

<p>“Nobody will notice if the wererats are gone.” –Bodkin<br />
“Yeah, because they’re in a frickin’ tank.” –Balinor</p>

<p>As it was almost time to pack up by this point, we decided to do one last mission for fun and profit.  We decided to eliminate the hill giants that may have been the masters of the lizards.  We marched up to the area in the dark and waited for some giants to come out hunting.  We attacked a pair of them.</p>

<p>Tarplin slowed both, while the party swarmed at them.  Balinor and Morty were both hit and held at bay, but Balinor swapped to a longer weapon, and between Bodkin, Robynne, Balinor, Morty, and an aggressive Leo and Tarplin, we brought them down in short order and without much damage to us.</p>

<p>We tracked them back to their cave and went inside under low light, in the hopes of surprising them.  Morty immediately spotted a pit trap, which he guided the party around, leading us and our silence cone forward safely.  Then a falling log trap barely missed him, and this made a significant clatter.  We decided to go under more light, figuring our surprise was blown, when the point was proven as a giant and a bear suddenly bounded around the corner.</p>

<p>The bear came forward at Balinor, who held off attacking to allow Tarplin a chance to charm it.  He failed, and the giant was tossing boulders, so Balinor and Morty and Bodkin attacked, beating the bear down.  Morty couldn’t attack directly, but pulled out his new sling bullets, and fired a shot.  He fumbled, spectacularly.  The bullet bounced off of Balinor’s head (inflicting 7 points a wound), and Morty flung his sling across the hall, nearly destroying the “indestructible” sling bullet.</p>

<p>We were unimpressed.  Unfortunately Balinor and Morty were beginning to take some damage (Bodkin was unharmed).  We brought the bear down partially with subdual damage, while Tarplin dropped a faerie fire spell on both targets.  At this moment a second giant rounded the corner, as the lead fighters closed with the front giant.  Robynne was blocked from shooting and for this part was keeping watch to see we weren’t being attacked from behind.  The clerics began using their healing spells to prop up Balinor.</p>

<p>We brought down the next giant relatively easily, although the giant held Balinor at bay once, causing him to swap to his bastard sword + 2 for reach purposes.  This didn’t help at all against the final giant, who was in metal armor and wielded a giantish two-handed sword.  He flung a cobra into the party, but Robynne and Bodkin brought it down before it could attack anyone.</p>

<p>Balinor was still tanking, but this giant could hold him at bay rather easily (hitting on a 10) and was getting a bit lucky.  Morty was unable to attack because of the corridor hold-at-bay (although he did miss once allowing us a bit of a strike before reclosing his defenses), which meant it was up to Bodkin, Robynne, Tarplin’s magic missiles, and Leo’s spiritual hammer to do the trick.  They bashed the creature over and over, and finally Balinor had to retreat for healing from Tarplin…. And the creature finally went down!</p>

<p>We looted the place and tried to deal with the subdued bear.  Tarplin tried to speak with it, but on a very bad charisma check (20, oops my fault) he enraged the bear and we had to beat it back down again by shooting it.  We left it stabilized and hoped it would find its way to the outside.</p>

<p>Somewhat embarrassing, perhaps, but that was all.  We expended no resources, and came out with a good haul:</p>

<p>5380 gp worth of items (2400 gp, gold belt, 3 gems, silver pieces, 2h sword of quality, nonmagical loot and scraps)—post tax 4035 gp, and probably a hair under 1000 XP each (not awarded yet).</p>

<p>So in the end:</p>

<p>n: 10000 gp credit, 4745 gp (and had 10000 gp credit from last time with the spear)<br />
Out: 24313 gp in total costs</p>

<p>So -9568 gp this time</p>

<p>Assets remaining to be cashed: selling broadsword at druidic court<br />
Upgrades made: </p>

<p>Leo -- medium shield + 1 to large shield + 1<br />
Robynne -- AC 4/10 and +2 ring to AC 3/3 bracers<br />
Tarplin -- Ring of Regeneration to Bag of Holding (200/2500) and Robe of Pockets; Sleepytime spell; Dreadful Indestructible Bowl of Slug Control; Wand of Paraylzation; Wand of Lightning Bolts<br />
Morty -- gains 13 +2 sling bullets</p>

<p>Party gains 1 Potion of Healing, 6 Bandages of Wound Closure</p>

<p>XP: <br />
Morhion - 1049<br />
Robynne - 6120<br />
Morty - 6560<br />
Tarplin - 2750/4422 mage/druid<br />
Leo - 6864<br />
Bodkin - 6972<br />
Balinor - 7372</p>

<p>+ unawarded giant XP from last fight with 5 giants, 1 bear (probably ~ 500-1000)</p>

<p>Catch you next time!</p>

<p>Joel/Balinor/Morhion<br />
With help from Jay/Morty/Leo<br />
</p>]]>
    </content>
</entry>
<entry>
    <title>Cassian/Buck Adventure:  Unfinished Business, or, Whatever Happened to Obmi?</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2009/06/cassianbuck_adventure_unfinish.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=324" title="Cassian/Buck Adventure:  Unfinished Business, or, Whatever Happened to Obmi?" />
    <id>tag:blog.telvar.net,2009://1.324</id>
    
    <published>2009-06-14T18:13:35Z</published>
    <updated>2010-04-26T18:17:07Z</updated>
    
    <summary>&quot;The mountain is a weak spot between the prime, fire, earth, and astral planes. By the wishes of the powers of chaotic neutral, no more information will be revealed without cause.&quot;</summary>
    <author>
        <name>Kyle MacLea</name>
        
    </author>
            <category term="Buck" />
            <category term="Cassian" />
            <category term="Warwick" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>Party Roster:</p>

<p>Cassian, 9th level half-elf cleric of Phaulkon, played by Katherine<br />
Sirse, Cassian's owl friend/familiar/favorite bird<br />
Mel, Fighter level 6<br />
Lilly, Cleric//Fighter level 1/4<br />
Willis, Wizard level 4<br />
Zephyr, Fighter level 3, played by Andy and Kyle</p>

<p>Buck, 6th level human fighter, Warder of Phaulkon, played by Andy and Kyle</p>

<p>Mordrick, 9th/12th level dwarf fighter/thief, NPC (played by Kyle this time)</p>

<p>[Events of June 12-14th, 2009, Charlotte, N.C.]</p>

<p>This adventure picks up after the Phaulkonian party, with assistance from the Dwarves, successfully attacked and defeated a Fire Giant Citadel on September 10, 2195, by use of the Amulet of the Fates.  [Summarized in “The Only Good Fire Giant…”  and “…Is A Dead Fire Giant.”]   One of Mordrick’s least-favorite enemies, the evil dwarf, Prince Obmi, also had a cloning lab at the Citadel, which was destroyed.  [Aside: Reynore had, much earlier, driven Obmi out of a Fire Giant citadel in 2159.]</p>

<p>Obmi, known as Kracklethump by the Fire Giants (because that was the noise people made when he came up behind them and snapped their spines), was not best pleased.  As a result, <br />
there were consequences to this attack upon the Fire Giant Citadel [“Ambush at Hoch-Och”].  </p>

<p>Another Phaulkonian hero, Buck, had pursued other activities following the Fane of the Winds quest [“Alegra's Final Summary: The Fane of the Winds”].  These are summarized in an appropriately-titled summary, “Adventures of Buck: Tales of Disaster. “ In the final adventure, he was captured by the Ghoul King, a lich, in a city sewer system, and spent five years in servitude to the Ghoul King, killing good adventurers.  When freed, the Ambush at Hoch-Och had already occurred, and Buck moved at top speed to join his comrades there, to help them as they planned their revenge…<br />
</p>]]>
        <![CDATA[<p>The party that had just defeated and occupied the Fire Giant Citadel had already been trying to track down the evil dwarven prince named Obmi when he and his Fire Giant compatriots had laid the torch to Hoch-Och.  So, this tale actually begins BEFORE the attack on Hoch Och.</p>

<p>But, really, we should say ATTACKS.  </p>

<p>To explain:<br />
The Phaulkonian Church in Hoch-Och was blown up on Lanthalassa-Té, the Church’s high holy days, killing many innocent worshippers.  </p>

<p>Then, three months later, Fire Giants came down out of the mountains and burned down a quarter of the town before they were chased off.  This resulted in ~100,000 gp in damage and more deaths.  </p>

<p>Ouch.</p>

<p>Before that had happened, though, Cassian and Mordrick had already decided to start looking for Obmi, whose cloning lab at the Citadel had been destroyed.  Obmi had been defeated twice before as well.  [So we began by logging in ~1.5 years of surveillance, sage research, as well as previously-logged training.]</p>

<p>Since Buck had been captured by the Ghoul King (lich) and was out of sync, he couldn't catch up until early 2197.  The entire party arrived in Hoch Och just shortly after the 2nd giant attack on the city.  A few days later, Buck bounded into town, or what was left of it.</p>

<p>Buck, to show his devotion and his great sadness at having missed the attack, then got a huge full-body falcon tattoo and became, well, something of a fanatic.</p>

<p>[As an aside, the former Fire Giant citadel—current name unknown—appears to be adequately protected. Warwick has retired there, Cassian has hired a charismatic preacher to convert the Northerners that have moved in to the area (and those that lived around it anyway) and Warwick is trying his hardest to turn it into a Phaulkonian city-state.  Mel was going to retire there, but Cassian put him back into the party for this adventure, because the party lacked melee strength, even with Buck.] </p>

<p>As part of the surveillance for Obmi’s activity, Mordrick, the Lordly High Chiseler of the Dwarven Kingdom, ended up assigning his low-level thieves (from his thieves’ guild) to surveillance duty.</p>

<p>He and Cassian had discussed and decided upon a few people to look out for, people with whom Obmi would need to do business in order to make a new cloning lab, something we knew he would undoubtedly be doing again.  (Obmi is obsessed with immortality.)</p>

<p>Among these targets were precision glassblowers.  So, he assigned ~20 thieves to watch precision glassblowers, purveyors of high quality sand, etc.  The party also decided to have an "obvious" surveillance of people involved in the "disguise item" trade so that Obmi would think that was our "real" surveillance plan if he discovered it.  The goal was to even be somewhat "ham-handed" so that it WOULD be discovered.</p>

<p>Our research of people capable of helping with the construction of cloning lab gear concluded that there were 4 possible precision glassblowers in the area.  2 glassblowers in the near Realm (Wunka), 2 in nearby Cromwell, and none in Shabrund that would work with Obmi without also giving info to Mordrick.  We found it likely that Obmi might try to kidnap a glassblower to take elsewhere.... or purchase equipment from them.</p>

<p>In addition to this surveillance, we also did research on historical locations of cloning labs or places associated with research into immortality, in the Near Realm, Shabrund, and Cromwell. It was thought that Obmi might decide to visit and/or co-opt such a location.  In the process we determined that the set found at the Citadel was pretty definitely a set that had disappeared, workers and all, during the Realmish civil war.  Most of the other sets were pretty certainly destroyed, or seemed unlikely for candidates various reasons. 3 sets of note were found:</p>

<p>1.  One set belonged to the Seer of Saib (Saib is a squalid city Alegra passed through on her way to Hochland)</p>

<p>2.  An immortal Archmage on a mountaintop along the coast, closer to White Mountain dwarves, may or may not have a cloning lab, or other ability to have become immortal.</p>

<p>3.  The Horn of Iggwilv was thought to have a cloning lab.  However, the Horn of Iggwilv seemed dangerous even for Obmi…   [Joel: “Obmi should, uh, go into the room with the three orangutans or the blue crystals.  I'm sure it would work out.”]  …which left the other two.</p>

<p>We tried researching both other options extensively.  We had a gut feeling it was #2 based on our research.  #1 we had almost no info on.... he's a paranoid political figure with a great deal of power in the middle of a hugely populated slum, which seemed the wrong place for Obmi.</p>

<p>Eventually, we started getting letters about a glassblower from one of our spies, which confirmed our initial guess.</p>

<p>We ALSO got a purchase order from a hat of disguise vendor that was interesting... Obmi had pretty obviously bought a hat of disguise with the form "Vaprack" (ogre-troll hybrid) and given the name Kruzzhole Steamhand, which seemed like a nod to Mordrick Ironhand (we presumed that he had noted our surveillance), but we took note anyway.  Interesting that the place we were interested in had a lot of Ogres, worshippers of Vaprack...</p>

<p>Getting back to the precision glassblower, our spy noticed that his assigned charge, a glassblower, did not come back from a family vacation as he was supposed to. Another spy had been tailing him on the vacation and sent in reports.   Apparently, he was sitting by the river when an old fisherman came up and looked to be asking directions.  When he got near he tapped the glassblower on the shoulder and immediately the glassblower began following him and they wandered off.  At some point, the old fisherman turned into a "fat dwarf" but the glassblower was unperturbed.</p>

<p>They headed in the direction of the White Mountain dwarves at first.  At some point, Obmi and the glassblower turned towards the mountain that we had earlier associated with an Archmage.  So, then we knew his destination with a fair degree of certainty.</p>

<p>The Mountain: Thalask, 12000 ft.<br />
Thalask:  Brutal sub-zero cold, 50 mph winds, terrible weather, called "cradle of the gods" by locals.  The weather got worse after the archmage's arrival, it's been terrible for centuries. Tornadoes, snow, wind, even stray hurricanes find their way there.  [Must be either 8th/9th level spell effects, druidic magic gone astray, or ceremonial/rite type effects.]</p>

<p>A married pair of great giants lived there ~200 years ago.  So, a Realmish reserve party arrived to clear them.  They were successful.  The village at the base of Thalask, Tharakill, hosted a party for the victorious adventurers.</p>

<p>The archmage from the party decided to stay.  He thought the party's festive event for the townspeople and adventuring party was wasteful. He had been obsessed with longevity and seemed to think the mountain was the key to living forever or at least a very long time.  After the party, he departed up the mountain.  He took no gear or supplies and has not been seen for 200 years, since that very day.  We confirmed this with the old blacksmith dwarf in town, named Heltus, who had arrived as a boy and was there for all of the past 200 years.</p>

<p>Obmi and the glassblower arrived in Tharakill and left towards the mountain. Our spy, Grandin Firefeet, 2nd level thief, stayed in Tharakill. We departed to meet him there.</p>

<p>The mountain area was called the Sleeper's Teeth.</p>

<p>The Archmage was known to be neither evil nor good, and the druid of the area was concerned about the unnatural weather but otherwise thought he was fine.</p>

<p>Before we had left for Tharakill, Buck had bought the best magical bastard sword he could find.  It was only +0/+2 versus magical creatures and it shed light.  [Sucky roll, but he took what he could get.]</p>

<p>Before leaving, Cassian also cast a Divination on Thalask: </p>

<p>"The mountain is a weak spot between the prime, fire, earth, and astral planes. By the wishes of the powers of chaotic neutral, no more information will be revealed without cause."</p>

<p>Lastly, the party borrowed Frostwolf Coats from Alegra and we also borrowed Lupent's hat of disguise.</p>

<p>Other relevant equipment:  Cassian had her (crazy powerful) ring of (unlimited) invisibility. Mordrick had a ring of chameleon (not as good, but pretty nice!)</p>

<p>We arrived in Tharakill and questioned Heltus, the blacksmith dwarf.  We found out there was a barbarian, Koth, who takes people up on the mountain or to find Zrodar the Zero, a great giant who wanders the area.</p>

<p>We then talked to Koth and there was much amusing dialogue between Koth and Buck.  We found out some things about the archmage, such as:<br />
 <br />
The archmage killed one of the great giants himself, with.... a meteor swarm.<br />
He wore jet black with silver hawks inlaid on his clothing.<br />
Supposedly, the archmage destroyed a village 7 miles south, but we thought this was a myth.<br />
Also, there were rumors of a fire demon on the mountain, but Koth had never seen it.<br />
Apparently, given the archmage’s interest in longevity there was some indication he could have cloning facilities, but since no one had seen him in 200 years it was unclear. </p>

<p>We assumed that Obmi had come to bargain with the Archmage using some piece of knowledge he had about immortality (since money presumably was not important to the mage).</p>

<p>Koth was nice but arrogant, and had a weird changeable accent and features that weren't any obvious race of humans. He would only say he came from "far away."  He also wore a beanie.  He would take us up on the mountain for a fee, but wanted to charge us for a training course and it would be extra (1000 gp) if we wanted him to enter the mage's lair with us.  Buck (Andy) decided to challenge him to a drinking contest to see if he could reduce/eliminate the fee.  He lost the contest, but just barely.  Then, they arm-wrestled, and after a quick loss, they repeated it, and Buck ended up winning.  The only way Koth would reduce his fee, though, was for Buck to beat him in real wrestling, which Buck had no skill in.... but he agreed anyway!  In a long and dramatic wrestling battle in the middle of the bar room floor, Buck eventually managed to win! There was a moment when they were simultaneously knocked out on the floor, but Buck awoke first and managed to take proper advantage, eventually knocking out Koth!  [Took us about 1.5 hours to resolve the bar scene, I think.]</p>

<p>He was then paraded through town, dumped in the livestock pen, and then washed with drinks. He returned to the bar, and they drank together awhile. It was clear though that the townsfolk loved Koth, and over time "Buck beat Koth" morphed into "Koth let Buck win".... such was his love within the town.  And, of course, such was Koth’s persistent re-telling of the story from that angle.</p>

<p>Anyway, he agreed to take us up without fee or training course. We left two days later after Buck recovered.</p>

<p>Cassian did do an astrology reading around this time on an "auspicious date" but got pretty weak results.  </p>

<p>"The sign of the scythe (Death) eclipses the crown (Obmi) and the cornucopia (Wealth) moves away from the crown. Your lucky number is 4, color is black, date is this month."</p>

<p>Didn't get a good date, but definitely some verification we were on to Obmi.</p>

<p>We ascended the mountain and it took us one day to do it.  The mountain was littered with caves above and below the snow line, about 70 major ones.  We arrived at the top late in the day.</p>

<p>There was a 25 foot diameter spire on top with a huge black skull for a door but no other markings, windows, or doors.  We searched for secret doors but found none on the tower.</p>

<p>We mulled it over quite awhile, then finally decided on "True Seeing."</p>

<p>Oh, before that, an augury...</p>

<p>"In a wise man's town, the tallest building always has a lightning rod."  (This will become obvious after the fact, like all good auguries.)<br />
  <br />
Hmmph.  So, yes, True Seeing.<br />
  <br />
And we then spotted the trap on the door (magical) and the secret door NOT on the tower, several feet away, also trapped.</p>

<p>We decided to go that direction instead, disabled the trap, and headed in.  There was a ladder leading down, we headed down single file, the only way we could.  It was a warm and comfortable 70 degrees inside.</p>

<p>Downstairs, a beautiful room ~60’ x 60’, carpeted and nice.<br />
 <br />
There were beautiful paintings on the walls of other planes.  Buck touched one, but nothing happened.</p>

<p>It was at that moment that a beautiful woman standing in the room turned towards us…</p>

<p>…And asked Buck not to do that... the painting was from a rare painter.  [Probably worth 100000+ GP.]</p>

<p>Cassian noticed with her True Seeing that the beautiful woman standing in the room was not actually a woman at all, but appeared to be made of snow.  [Snow golem?]  Cassian also spotted a secret door to one side.</p>

<p>The woman asked us why we were there.</p>

<p>We responded that we were looking for someone, a dwarf.  She said, he's obviously not here.  We assured her that we were not here to kill the archmage.  She then said that she doubted our honesty.  We asked her if she could let him know we were there.  She assured us then that Azirax probably already knew we were there.</p>

<p>A moment later, she invited us to sit and have wine [an extremely valuable vintage]. We partook.</p>

<p>The secret door opened and another snow golem appeared, this one in male form.  [Note, only Cassian could see the door open, the rest only saw him appear.]  He resembled the Archmage from our previous description, and we presumed that the mage did not know we were aware he was only made of snow.</p>

<p>We found out the woman's name was Floramel during the discussion.</p>

<p>We basically asserted that we were looking for an evil dwarf who had come to the mountain looking to work with Azirax and that he should not be given any aid. We only wanted to confront the dwarf elsewhere.</p>

<p>The Azirax golem told us that he must be a "great enemy of yours" for us to have gone to this much trouble. He then told us that Obmi did come here some time ago.</p>

<p>He fought with some of Azirax's guardians and when Azirax spoke with Obmi, Obmi made some offers to the archmage that he didn't really believe.  He ended up basically telling Obmi to get lost and he did.  He clearly did not have a high opinion of Obmi or his tactics.</p>

<p>We chatted awhile longer, but then Azirax got impatient and just asked us to leave.  "You've drunk some of my 'rather nice' wine and gotten mud on my rugs which will cause me some effort to fix.  I suggest you leave NOW."</p>

<p>We actually parleyed a moment longer, and then left.</p>

<p>We took shelter somewhat lower on the mountain in a cave and did a Divination on the part of the mountain below the cave complex at the top.</p>

<p>[The 25' diameter spire with the Skull Door was really just an elaborate trap... which Obmi apparently fell into. Inside was a snow golem holding a huge explosive. A fake trapdoor which led nowhere... No entrance to the complex proper.  Glad we didn't do that!]</p>

<p>Divination:</p>

<p>"Chaotic neutral forces of Zgodar allow you to see what is happening here.  Forces of LE and CE hide under the [non-detection] mantle of Zgodar. Their treasure is meaningful, their power significant."   Zgodar = godling</p>

<p>[Actually just noticed the great giant in the area is Zrodar, and the godling is Zgodar.  Wondering if I missed an obvious connection or if I just wrote down something wrong.  Hmph.]</p>

<p>The next day, on August 7th, 2197, we decided we needed to do a Commune to determine if Obmi had stayed on the mountain, or had run, and various subsidiary questions given either answer.  These were our results:</p>

<p>1. Is Obmi on or in this mountain?  YES.<br />
2. Is he generally recognizable as himself?  NO.<br />
3. Is Obmi the largest contributor to the force of LE?  YES.<br />
4. Does he have allies of significance with him?  YES.<br />
5. Is the CE force likely to aid Obmi?  YES.<br />
6. Is the entrance to Obmi’s location on the eastern half of the mountain?  NO.<br />
7. Northern half?  NO.<br />
8. Above the snow line?  NO.<br />
9. Should we immediately move to locate Obmi and engage him?  NO.<br />
10. Are we prepared for a combat encounter with Obmi and his companions?  UNANSWERABLE.</p>

<p>[We may have asked too many questions here, because I thought there was also a question that narrowed the location to a partial wedge within the quartile of the mountain we had identified.]</p>

<p>On August 8th, Cassian talked to Buzzards, Ravens (Lorek), and Hawks.  The hawks agreed to take a message to the local druid.  The ravens identified 3 caves with bipedal creatures in them. Over the next two days, we had Lorek take us to these 3 caves one by one, and we surveilled them.</p>

<p>August 9th:</p>

<p>Cave #1.  2 white people, probably frost giants.<br />
Cave #2.  Ogres with a small “fortress” built into the mountain, smoke coming out of the chimney at night.  Ogre totems.</p>

<p>At this fortress, we talked to Owls, including Osler.  One of the owls had been talked to by a weird one-eyed Ogre inside, who seemed “wrong.”  There was some confusion in conversation in which it appeared he may have been charmed/dominated and intended to take information to the Ogres.  In the end, we captured him and… wait for it… tied up the owl and took him with us.<br />
[Random quotation:  “Don’t come any closer, or the owl gets hurt.”]</p>

<p>August 10th:</p>

<p>Cave #3.  A large cave with trapped ogre totems and a perimeter around the cave.  There were 2 ogres per picket, with 8 at the entrance, 6-7 orc flunkies making spears.  Through owl questioning, we determined there was an escape route which we examined.  Mordrick and Cassian could easily pass their lines, so a number of spells were used to examine the cave.  It did not appear an ogre mage was involved.  Locate object determined there were no Thieves Tools within the cave, although an old set was found in the garbage pile out front.</p>

<p>Returned to the “fortress” and Mordrick scouted it at night.  A really well-equipped ogre (large sword, shield, chain mail/plates) came out and collected fire wood.  When he returned inside it was clear there was a barring mechanism on the door.  Also, there were arrow-slit like windows on the wooden-walled fortress.  Mordrick observed that it had recently been shored up pretty significantly, but in a very subtle way.  The fire-wood replenishment happened every two hours and it seemed vastly more than would be necessary for warmth.  We suspected a forge.</p>

<p>August 11th:</p>

<p>Cassian scanned the building with Locate Object to look for Thieves’ Tools… but the spell failed. The presence of spell-blocking power made us highly suspicious.</p>

<p>Koth disguised our camp well, we continued to reconnoiter.</p>

<p>Astrology calculations were completed on the 12th.</p>

<p>“The crown and the hearth are central and the traveler is in motion.  Your most fortuitous date is August 16th.  Your lucky number is 3.  Color is red  [red-black…fire-giant red].”</p>

<p>August 14th.  Ogres come into the clearing, an arrow is fired from the house/fortress.  Ogre is spoken to/from building – threatening.  2nd arrow fired.  The ogres from outside leave.  Mordrick sneaks up and examines the arrow and it is clearly hand-made and huge, much larger<br />
than a human long arrow.  Later, Cassian confirms it is fletched with owl feathers.</p>

<p>Cassian decides to scan the area with detect magic/evil/find traps and also locate object through the chimney.  She finds thieves tools within the building and finds a glyph on the door. LE and CE are both present.  There is also a mechanical trap within the chimney.</p>

<p>Mordrick sneaks into the fortress at night (using Cassian’s invisibility ring AND his own ring of chameleon for extra backup) during the firewood exchange.  He observes:  One really big ogre with no armor (hill giant sized).  One with a weird black eye patch with a white eye drawn on it.  He appears “wrong” somehow and the others are clearly afraid of him.  The other two are nearly impossible to tell apart, only one has a shield and the other does not.  There are four bunks, this appears to be everyone.</p>

<p>When firewood is brought in, it is taken to the only other door in the back wall.  The door opens and an ogre-troll hybrid [e.g., he looks like Vaprack] appears, looking scary.  Firewood is brought in and then the door is closed.  This is exactly the reported disguise that Kruzzhole Steamhand had ordered… during the spy operation we had intentionally tried to bungle—whoops!—so this is certainly Obmi.  Presumably the glassblower is inside as well.</p>

<p>1500 g.p. divination:  “The forces of Kador [LE dwarven god of revenge/mischief, Obmi] masquerade as the forces of Vaprack.  The forces of Vaprack [greater ogres] aspire to great triumph over the forces of Vaprack.  Forces in the area are very dangerous but not completely impossible.  Treasure is meaningful and of significance. The forces of Chelsean [glassblower] are insignificant in the area.  The chance of unnerving a diety are small but not zero.”</p>

<p>We quickly created a plan:</p>

<p>Mordrick would slip into the building during a firewood exchange and hide himself while invisible and chameleoned.  He would carefully undo the latch on one of the windows, allowing it to be pushed open slightly.  He would then set up near the door to Obmi’s lair after the firewood exchange.  Willis would be outside along with Cassian and the rest of the party, ready to attack.  Willis would Knock through the gap in the window on the door to Obmi’s lair.  Mordrick would then quietly slip through into the lair and push the door shut.  Then, Cassian would launch a Fireball through the gap in the window from her Belt.  The party would then force their way inside (the door would be unbarred because one Ogre would still be outside at this point, which Koth would attempt to rapidly destroy as Buck and the rest of the party advanced to take the other three.  Mordrick would be left to deal with Obmi until the party could break past the ogres… his goal would be to get a killing or near-killing blow with a backstab.</p>

<p>This was the plan until the early morning of our “auspicious day.”</p>

<p>At about 1:30am on the morning of the 16th, 3 ogres (eye patch, no armor, and one of the other two) departed, along with a 4’ tall metal dwarven golem, marching into the woods.  Shortly thereafter, the remaining ogre came out to get firewood as usual.  We rapidly decided to alter plans….</p>

<p>[This summary of activities is necessarily Mordrick-centric, since I didn’t note what everyone else was doing in every segment.  Unfortunately, I don’t remember more details here.]</p>

<p>Mordrick sneaked into the fortress and found it empty.  He unlatched the window as planned, but came out to tell the party the others were definitely gone.  Under cover of Silence from Cassian, the party quickly ambushed and murdered the ogre outside [76 points of damage in 1 segment from invisible Buck, Koth, Lilly, Mel, and Zephyr.]  Mordrick had moved into position outside of Obmi’s door and did not participate in the attack.</p>

<p>The ogre was dragged into the building under Silence and Koth spent a little time camouflaging and watching for the returning ogres.  Willis Knocked the door to Obmi, but it did not move.  Mordrick thought it was unlocked, but just closed.  Buck listened at the door for Mordrick’s initial attack as Mordrick quietly slipped into Obmi’s room.</p>

<p>Inside was a large room with weird wobbly tiles on the floor (better to deter thieves—of less than 12th level!).  There was a glassblowing setup on one side, and a forge manned by 2 metal dwarves nearby.  There was a small platform with a bookshelf across the room, and there was Obmi working at a desk, sitting on a stool, writing in a book [copying a Runic IV cloning library] with 1 metal dwarf nearby.  Mordrick successfully sneaked across the tiles, to the platform.  He was now directly behind Obmi and only 3 steps separated them.  He moved up the steps…. Failed to notice the trap on the second one and tripped it, giving Obmi a second’s notice to get off the stool.  Obmi was still surprised, however, and there was enough time for Mordrick to get in his backstab [he took the backstab and the wounding feat, so he’s pretty good at this as a 12th level thief with +3 magical shortsword of speed and +2 dagger!].</p>

<p>Slash/stab.</p>

<p>62 points of damage, a 4-times wound and a single wound.  The disposable illusionary armor Obmi was wearing collapsed, as well as a Stoneskin.</p>

<p>Though now visible, Mordrick was still Chameleoned, making him harder to hit.  Mordrick still could attack every 1 1/3 segments with both weapons, so he was able to get in another attack before Obmi was fully on his feet.  Rolled nearly minimal damage…  21 points.  1 1/3 segments later, Mordrick fumbled and (barely) hit, for 10 points of damage, just enough (due to Cassian’s Prayer) to collapse his SECOND Stoneskin.  At the same time, Obmi whapped Mordrick with his Battleaxe for about 20 points of damage and a wound.</p>

<p>By now, Buck (with Heroism) had heard the initial attack and charged into the room followed by Cassian, Mel, Zephyr, Willis, and Lilly.</p>

<p>Just a partial segment later, before the fighters could close, Cassian blasted Obmi with a fierce Lightning Strike (the new “elemental strike” version of Flame Strike) for 38 points of damage. Willis followed this up with a 10 point magic missile, enough to drop Obmi’s THIRD Stoneskin.</p>

<p>Though Obmi had opted to draw his Battleaxe, he did not use it again… instead he hit a mechanical switch in his helmet.</p>

<p>The metal dwarf on the platform also clocked Mordrick for 9 points, no wound.</p>

<p>Meanwhile, Mel and Buck managed to do damage to Obmi as well—Mel with a fierce spear-thrust, and Buck for 11 points and a single-wound.  “Take that, defiler!”</p>

<p>More strikes fell for another 76 points of damage, a double and a quadruple wound.  At the end of that segment, Obmi’s gear collapsed just as he vanished.  Uh oh.</p>

<p>Mordrick, Buck, Mel, and Lilly, then destroyed the 3 golems.</p>

<p>Zephyr captured the glassblower and unshackled him from the forge.  He then tied up the glassblower.</p>

<p>The battle appeared to be over…. But where was Obmi?</p>

<p>Cassian cast True Seeing… and appeared to have an answer.</p>

<p>Obmi’s form was apparently Gaseous, but had remained in the same place where his gear was. The Defenders and the Stone Soules once each saw this as well… it appeared he may have died in gaseous form.  <br />
We collected his form in a barrel and waited.  As we consolidated our power, healed Mordrick, checked for traps, etc., and as predicted about 30 minutes later, Obmi’s dead form collapsed in the barrel. <br />
Cassian, Mordrick, and Buck, relished their revenge.</p>

<p>And then Mordrick quickly beheaded the evil Obmi.</p>

<p>The party briefly interrogated the glassblower, determined that he was probably kidnapped, but didn't want to risk fully trusting him yet.  They kept him tied him up and left him in the relative safety of the forge room (along with the other, bound prisoner, the owl).</p>

<p>After dealing with the glassblower, the party decided to ambush the ogres upon their return.  This was a good move!  We decided to target the Eye Patch Ogre first, on the testimony of the owl, and the fact that the other Ogres appeared to fear him.</p>

<p>About 1.5 hours later, the party was camouflaged (thanks, Koth!) outside and ready for the attack as the 3 ogres returned to the clearing marching their golem.  They headed just as we expected them to, right towards the door.</p>

<p>And Cassian blasted them with a Called Lightning (44 points) at the same time as her henchman Willis incinerated them with a Fireball from the Belt (25 points).  The smallest ogre was killed instantly but the Big Ogre (no armor) appeared to have evaded the Fireball entirely.</p>

<p>Mordrick then emerged behind the ogres for a quick backstab on the Eye Patch Ogre.  58 points, a double wound and a quadruple wound.  He died instantly.  </p>

<p>Mordrick gets his by the iron dwarf at the same time as the Phaulkonian heroes arrive to do battle with the Big Ogre.  Lilly hits with throwing dagger.  Buck hits the Big Ogre with his magical bastard sword for 20 points and a double wound… while simultaneously getting clocked by the Big Ogre with a magical bastard sword for 16 points and 6 points of cold damage.  Buck:  “I’m going to enjoy using that bastard sword myself!”  Mel also got in some vicious strikes upon the Big Ogre!</p>

<p>Zephyr hits for 14 points while Koth hits for 14 with his broad sword and 12 with his axe.  The Big Ogre collapses at the end of the segment.</p>

<p>A few moments later, the iron dwarf is destroyed.</p>

<p>The battle is over and the loot is all ours.</p>

<p>Commune:  Is Obmi really dead?  YES.</p>

<p>Ah, satisfaction.</p>

<p></p>

<p>Treasure and who got what:</p>

<p>Obmi (his 5th set of equipment in the campaign world)</p>

<p>Leather armor of reduced weight (100 cn)  CASH<br />
Quality Hammer +1/+1   CASH<br />
Thieves Tools +3%  CASH<br />
35 x 100 gp gems  CASH (Cassian)<br />
39 gp  CASH<br />
Hammer +1/+4 vs fighters   TAX<br />
Battle Axe +1    TAX<br />
Ring of Prot +2   Mordrick<br />
Ring of Acid Resistance   TAX<br />
Cloak of Cold Immunity, 5 1hr charges  TAX<br />
Hat of disguise Vaprack form   Mordrick<br />
2 use of Oil of Impact +7   Mordrick<br />
1 potion of Extra Healing   Cassian<br />
1 potion of Healing   Buck<br />
3 magic bandages   Buck, Cassian, Mordrick<br />
3/8 potion of Invisibility   Buck<br />
1 use of Dust of Disappearance   Mordrick</p>

<p>Gear<br />
Partial cloning library (20K)   CASH<br />
Alchemist recipes (15K)   CASH<br />
Tome of Iron Man Creation (7.5K)   SOLD TO ELI (8K)<br />
Precision Glassblowing Equipment (4.5K)   SOLD TO GLASSBLOWER (5K)<br />
Alchemical Equip (mobile) (2K)   CASH<br />
3 chests of 4000 dwarvish gp    CASH  (Chests to Cassian)<br />
quality bastard sword +1   CASH<br />
165 misc gp equipment   CASH<br />
250 gp reward (Azaki (Eye Patch)’s head; Big Ogre—“Lord Ergs”—has a 2000 gp reward we missed out on… Burly Hair and Half Jack were also ~200 gp each, also didn’t claim—doh!)</p>

<p>Ogres (all on Lord Ergs except the Eye Patch)</p>

<p>Bracers AC4/AT10 60 cn   TAX<br />
Ring +2/+4 on saves   Cassian<br />
Bastard Sword +2/+6 cold damage “Twice bitten, once shy”   Buck<br />
Eye Patch (enigmatic—required expensive ID at Academy)    More later<br />
Ring of Dexterity   Cassian—traded for Greater Circlet of Radiance (5d12 damage 1/wk)</p>

<p><br />
Eye Patch:  “An Eye for Opportunity”  “Eye Patch of Ambitious Visions”<br />
Become pre-cognitive by burning XP in return for VERY accurate visions of the future.  See paths forward that lead to ambitious goals, but also has a slightly malevolent bent.  (“You could gain advancement by arranging the death of that official.”)  In addition, it could allow the wearer to see, for example, exactly which way to dodge a blow, exactly how to hit his opponent to take advantage of their greatest weakness, exactly when to duck a lightning bolt, etc.  It also appears to really set you on a path to be not just any bad guy, but a bad guy of truly terrible importance.  Buck kind of wanted this, but Cassian thought that any of the party could be corrupted by the inherent “wrongness” of the eye patch.  She was convinced that there was something more wrong with the patch than could be appreciated even after the significant research effort.  It had some “seriously bad mojo.”  Buck could only agree with this logic, and we eventually gave it to the Academy in return for a 5000 gp reward.</p>

<p>Total cash was ~67500 gp.  Koth took a full share of gold, no magic items, rest of gold used to reimburse Mordrick and Cassian and a little to Buck and then divided.</p>

<p>Tying up loose ends: the glassblower was brought back to civilization, his story was verified, and he was released. The influence over the owl appears to have been broken when the eye-patch ogre was killed, and we released it, as well.</p>

<p>XP</p>

<p>Koth   6808  (2500 story award for defeating ogres and learning more about the mountain)<br />
Zephyr   1134<br />
Mel 1189<br />
Lilly 1519<br />
Willis 1602<br />
Buck 10789<br />
Mordrick  6243 F/ 12298 T<br />
Cassian  18489</p>

<p>Mordrick gained 13th level thief.  Gaining 2 HP to stand at 89.  (Minimum, plus failed 90% chance to re-roll!),  Mordrick was done training in June 2198.  He is off to his own adventures unless he and the Phaulkonians have common goals again. </p>

<p>Cassian gained 10th level cleric, gaining 3 HP to stand at 58 (67 with her amulet).  Cassian was done training on October 15, 2198.   The Phaulkonians are ready for new adventures.<br />
Success!</p>

<p>Side Comments:<br />
What’s next?…. Retrieving the Iron Rod of Parn from Bob the Anarchist Cleric?? (or actually, his successor!  Kyle is keen, but Cassian is cautious.  We will wait and see!)</p>

<p>BTW, I believe, but am not sure, that the Ring was a Ring of 16 Dex.  Now, I can't really remember though.  There were restrictions that didn't make it too useful for any of us.</p>

<p>Oil of impact does 7 points of "impact" damage in addition to weapon damage when you strike with any compatible weapon.</p>

<p>Apparently, the eye patch made you "wrong" because you were able to see the future, which is something that I think just looks "wrong" to the Universe.  As far as we can tell, it didn't provide any useful information unless you actively decided to use it.  Since we ambushed them and went for him right away because of his "wrongness"--he never got to activate the item.  If he had, we're pretty sure bad things would have happened.</p>

<p>The ogres appear to have just been mercenaries working with Obmi because he was giving them something they wanted.... this appeared to be the use of his iron dwarves for perhaps conquering the neighboring Ogres... although with the Eye Patch, greater goals can also be considered likely!</p>

<p>I definitely thought about the Ring of Acid Resistance for Rangorn.  If there was any way it could have worked....  As it is, Rangorn is years in the past.  Which is a good thing!  It's 2198!  And the party is free to find other adventures.  First party to 2200??</p>

<p>--Kyle  (Mordrick, et al. this time around)<br />
</p>]]>
    </content>
</entry>
<entry>
    <title>*Wizard Mountain* The Members of the Larry Consortium</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2009/05/the_members_of_the_larry_conso.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=20" title="*Wizard Mountain* The Members of the Larry Consortium" />
    <id>tag:blog.telvar.net,2006://1.20</id>
    
    <published>2009-05-13T03:16:39Z</published>
    <updated>2009-05-12T20:54:10Z</updated>
    
    <summary>The Members of the Larry Consortium, updated for 2009</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="Wizard Mountain" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>[Last update: 12 May 2009]</p>

<p>The Front Line and Other Warriors:</p>

<p>Halacar 7th level halfling fighter, 80 hp (Joel)</p>

<p>Brother to the late Hhune, the diminuitive halfling's ability to survive impacts is unsurpassed (including, at one point, a vampire's blood drain).  At two feet, eight inches tall, his ability to kill his opponent is less impressive.  In his first attack with his short bow, Halacar broke his arrow, tripped, and fell into Brigling, taking them both off the cliff.  Halacar undergoes frustrating dry spells in melee combat as well, where he wields a nasty falchion.  Halacar's demeanor is eternally cheerful and completely unfazeable even by the sardonic Standish.  His inner heart though, has a hidden chill to it.  Halacar is loyal to his friends, but he has absolutely no scruples when it comes to dealing with his enemies.  Halacar somehow has still failed to acquire a magical falchion, and sports a 1-1 record in the Arena.  Don't ask him.</p>

<p>Standish 7th level half-orc fighter, 74 hp (Katherine)</p>

<p>Standish is a brute of a man, crude with words, and insufferably and outlandishly eloquent in the naming of his dogs.  He is also the party's most devastating fighter, able to tear through lines of enemies in moments.  Standing more than twice the size of his primary fighting partner, Standish wields a devastating magical bastard sword with a particular hatred for reptiles, as well as a giantslaying weapon used to great effect against a cloud giant.  He is always accompanied by two dogs, his durable war dog Cromwell, and an revolving door of guard dogs (including Winston,<br />
Weatherby, Hampton, Hinton, Percy, and the like).  Standish is one of only three surviving original party members.</p>]]>
        <![CDATA[<p>Duran 4th level human woodsman, 29 hp (Kyle)</p>

<p>Duran is the sole surviving representative of the party's two short range weapon specialists, wielding throwing daggers. The daggers are surprisingly useful, but very short range.  Duran has an annoying "faux-French accent."</p>

<p>Zero 4th level human fighter, 15 hp (Kyle)</p>

<p>Zero is the party's most bizarre fighter, wielding the short sword while blinded by his helmet, using only his keen "sonar" skills to fight effectively.  He often makes vague comments about specialized training methods and blocking out all distractions in fighting situations.  Something about "not being fooled by your eyes" usually makes its way into any conversation with Zero about tactics.  He is perhaps best known for his Ring of Blinking, which cannot be stopped once set off and brings him both into the fray and out of the fray, willy-nilly.  Surprisingly, it has been useful to him time and again.  Currently, Zero has sold his Ring and is living in his parents' garage, hoping that a little downtime will miraculously increase his hitpoints.  He'll be waiting a long time.</p>

<p>Squibb 3rd level half-orc fighter, 28 hp (Alan)</p>

<p>Karnash 3rd level half-orc fighter, 19 hp (Mark)</p>

<p>Crack 3rd level half-orc woodsman, 25 hp (Alan)</p>

<p>James 3rd level human paladin, 31 hp (Zack) </p>

<p>James is a powerful paladin wielding a scimitar.</p>

<p>Flechette 3rd level halfling fighter, 28 hp (Aaron) </p>

<p>Flechette is a durable and dangerous halfling bow specialist who uses the short composite bow. </p>

<p>Schreck Robinson 3rd level half-orc fighter, ?? hp (David Bjorlin)</p>

<p>Schreck is a katana specialist.</p>

<p>Isacar, 4th level dwarven fighter, 41 hp (Alex)</p>

<p>Isacar is an impressive all offense or all defense dart specialist.</p>

<p>Campbell, 4th level half-orc fighter, 43 hp (Rhonda)</p>

<p>Campbell is a devastating and charismatic half-orc longbow specialist (the tallest ranged weapon user in the party).</p>

<p>Healing Support:</p>

<p>Browork 6th level dwarf cleric, 41 hp (Joel)</p>

<p>Browork is a durable dwarven battle-cleric.  He wields the hammer with competence, and can hurl a decent array of clerical spells.  His ability to provide a backup fighter has proved valuable to the party, as well as his spell support.  Browork is typically gruff for a dwarf, and bears no mercy for goblins and<br />
the like, but is at heart a friend to be trusted.  An original party member.</p>

<p>Katrina 4th level half-elf cleric, 20 hp (Jeff)</p>

<p>Katrina may be slightly more frail than Browork, but she is the more effective spellcaster, and has saved the party several times on the expeditions in which she has taken part.</p>

<p>Rex 1st level human fighter/3rd level cleric, 24 hp (Kyle)</p>

<p>Rex is a specialist in the horseman's mace who was moved to join the warrior priesthood and advance the cause of Good.  He fights with great strength and enthusiasm and girds himself in powerful Field Plate armor to improve his survivability.  Though Rex has purchased Zero's Ring of Blinking, he also borrows the party's Horseman's Mace +4 whenever he adventures with the party.  When spell-casting, Rex tends to focus on offensive spells and leave most of the Cures to others.  Rex is eager to adventure more and advance himself.</p>

<p>Harry 3rd level half-elf cleric, 18 hp (Chris)</p>

<p>Harry (short for a longer elven name) is your friendly neighborhood cleric.</p>

<p>Klash 1st/3rd level human fighter/cleric, 18 hp (?) (Mark)</p>

<p><br />
Arcane Support:</p>

<p>Megan 4th level mage, 15 hp (Alex)</p>

<p>The main recipient of the party's wizard spells, and its senior wizard.</p>

<p>Jim 3rd level mage, 12 hp (Sean)</p>

<p>Jim had a long hiatus from the party but eventually returned to use his magic missile skills once again.</p>

<p>Rhisa, 1st level fighter // 3rd level mage, 22 hp (Dean)</p>

<p>Rhisa is a mage with Magic Missiles and normal missiles - in this case, bow specialization!</p>

<p>Filo, 2nd level half-elven cleric // 3rd level mage, 17 hp (Aaron)</p>

<p>The multitalented Filo survived his twin brother Milo.  May he continue on to great things!</p>

<p>Tiberius K. Ollivander I, 3rd level half-elven cleric // 3rd level mage, 14 hp (Alan)</p>

<p>The similarly multitalented but slightly insane furniture worshipping Tiberius has survived his first adventure and looks forward to great things!</p>

<p>Scout/Rogue:</p>

<p>Brigling 7th level halfling thief, 39 hp (Katherine)</p>

<p>Brigling is the party's stealthy component and ranged attack force, and all around scout and trap removal service, and knife in the back service, all rolled into one.  He has survival chances well beyond most party members and puts this to good use, providing the Larry Consortium with several options when confronted with a problem.  An original party member, and the highest level one as well.</p>

<p>Flit 4th level elf thief, 17 hp, (Matt)</p>

<p><br />
The Retired of Unknown Status:</p>

<p>Ronilab, woodsman (Sean)<br />
"Sean's Monk"<br />
"Jack's Characters"</p>

<p><br />
The Deceased, in order of Perishing:</p>

<p>Hhune, fighter (Joel)<br />
Frag, woodsman (Alan)<br />
Kelric, fighter (Alex)<br />
El Guapo, fighter (Jeff)<br />
Alain, fighter (Alex)<br />
Lissar, mage (Alex)<br />
Thudd, fighter (Alan)<br />
Jefe, woodsman (Jeff)<br />
Nass, 4th level illusionist, 8 hp (Alex)<br />
Skrag, 3rd level half-orc cleric, 22 hp (Kyle)<br />
Neb, 3rd level thief, 18 hp (Alex)<br />
Sevrid, 3rd level illusionist, 10 hp (Alex)<br />
Milo, 1st level half-elven cleric/3rd level mage, 14 hp (Aaron)</p>

<p>And in The Arena, the Larry Consortium's Gladiator Comrades</p>

<p>Crusher the Goblin, NPC, with a current win-loss record (where loss=death) of 14-0!  Crusher recently acquired a belt of throwing daggers.<br />
Slasher the Kobold, NPC, with a record of 1-1, having defeated a giant rat but, ahem, being defeated by a dog!  He is currently "retired."<br />
Smusher the Bugbear, NPC, with an astounding record of zero wins, and er, one loss.  We like to think he's on the "injured reserve list."</p>]]>
    </content>
</entry>
<entry>
    <title>Wizard Mountain Summary #17: Ask, and Ye Shall Receive</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2009/05/wizard_mountain_summary_17.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=320" title="Wizard Mountain Summary #17: Ask, and Ye Shall Receive" />
    <id>tag:blog.telvar.net,2009://1.320</id>
    
    <published>2009-05-12T20:42:22Z</published>
    <updated>2009-05-13T23:01:40Z</updated>
    
    <summary>The giant had left a blood trail and the dogs could certainly track it, and Campbell had tracking skill as well, so Standish and Campbell led the group to chase after the giant.  Moments later a rock came sailing from nowhere and crashed straight into the unfortunate Tiberius, dropping him almost dead instantly.</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="Wizard Mountain" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>Party Roster:</p>

<p>Halacar, 6th level halfling fighter, 65 hp, played by Joel<br />
Standish, 6th level human fighter, 63 hp, played by Katherine<br />
Browork, 6th level dwarven cleric, 41 hp, played by Joel<br />
Brigling, 7th level halfling thief, 39 hp, played by Katherine<br />
Campbell, 3rd level half-orc fighter, 30 hp, played by Rhonda<br />
Tiberius K. Ollivander, 2nd level half- elven cleric/2nd level magic user, 10 hp, played by Alan</p>

<p>[Events of May 9, 2009, in Charlotte.]</p>

<p>The Wizard Mountain Party (Cornell/Charlotte edition) had not been played since New Years 2002-3, so needless to say, we were a bit rusty… as were our weapons…</p>

<p>A brief recap of the history of the Wizard Mountain campaign:</p>

<p>50 years ago, the town of Wizard Mountain was a smaller city surrounding a mountain fortress.  Ruling the fortress was a powerful wizard who banned all but the most talented and powerful from being within his realm, which he blockaded with high walls.  The wizard would occasionally burst into town and kill citizens simply to thin out the herd.</p>

<p>Eventually he angered forces outside of town.  Adventuring parties attempted to penetrate into the mountain and defeat the wizard, but none returned.  Finally, decades ago a party known as the Coral Star attempted to fight their way into the mountain to take it over from the wizard.  On the last trip they seemingly succeeded, as the attacks stopped, although the party did not return.</p>

<p>In the chaos of one of these attacks, a dragon named Zog escaped from the markets, where dragons were frequently bought and sold, and took up shelter in the mountains, where it frequently preys on adventurers seeking fortune from the mountain.</p>

<p>Tribes of hobgoblins, goblins, and gnolls swarmed over areas of the mountains, establishing kingdoms within.  The gnolls were known for wielding powerful firearms that could devastate even platemail armored adventurers.</p>

<p>Years later, the town of Wizard Mountain has become a giant city of a million souls, and a bustling market and trade in goods and wares.  The adventuring party, The Larry Consortium (do not ask about Larry), is assembled from a ragtag group of wealth-seekers who choose to brave the mountains to gain profit, and perhaps to discover something of the fate of the Coral Star…</p>]]>
        <![CDATA[<p>The party set off once again, this time with new members Tiberius K. Ollivander (2nd/2nd half-elven cleric of the god of desks / magic-user and hammer-wielding battleclericmage) and Campbell (3rd half-orc fighter longbow specialist, only the second bow specialist in party history and the first one to be taller than the Halflings).  [Also Alan and Rhonda’s first time playing in THIS instance of Wizard Mountain… welcome to death and destruction!]</p>

<p>It should be noted that this party is all-infravision, so we didn’t use lights except when needed to examine things.  Standish reminded everyone that he had a giant-slaying backup magic longsword (yes, Halacar is still using a normal falchion…) and that we should fight some giants.  Also, that we were supposed to retrieve another giant’s lost etched sword, so we should be on the lookout for that.</p>

<p>After examining options (we hadn’t played in 6 years, so give us a break here), we decided to fill in a few corridors from our map.  We debated some options but eventually settled on checking out a trio of unmapped passages off of an entrance mostly marked by a stream flowing out of it.  The stream flowed out into the swamp around the entryway, and inside there was room to walk around it or through it (it wasn’t very deep).</p>

<p>But I’m getting ahead of myself.  Because no sooner had we exited town then we encountered the dragon.  Again.</p>

<p>The dragon came swooping down on us and we punted the extremely fat cow we always drag with us, hoping the dragon would take the bait.  At least initially it did not, and it circled the party.</p>

<p>Unfortunately at this moment, the fleeing Browork and Tiberius began to sink into quicksand.  Rather than fighting it they decided to burrow in deeper and hide.  It looked like Tiberius was a goner, but suddenly the dragon changed its mind and went for the easy prey.  SWOOSH!  The cow was gone.</p>

<p>The party decided not to return and repurchase a cow, assuming that the dragon was probably full for a bit.</p>

<p>We passed through the swamp and entered the stream-filled cave.  Taking the first left into an unmapped corridor no more than a few feet from the entrance, we almost immediately ran into something.  Several beanbag shaped things surged out of the water and came at the party!<br />
Tiberius immediately dropped a sleep spell, nailing three of the things, as it turned out (and later preserving some nice skins…)  The giant frogs swarmed at the front and sides of the party.  Halacar and Standish engaged the front line, tearing through frogs (particularly Standish).  Tiberius moved to engage but Browork took the lead and attacked in a probably fairly irrelevant attempt to protect Tiberius.  Campbell mowed down frogs left and right.  It was all going great.  Virtually no damage was taken.</p>

<p>Then Halacar’s falchion blew into a million pieces.  [Thank you, 01 critical fumble!]</p>

<p>So for the rest of the adventure Halacar would be using his silver (and more easily breakable) falchion.<br />
The frogs were dispatched in short order, and Brigling recalled that such skins could be very valuable, and skinned 4 of them (plus some scraps for dinner).</p>

<p>The end of the corridor was fairly uninteresting, and we walked back out to the main path to assess the second unmapped corridor.</p>

<p>We came upon a large boulder door.</p>

<p>Brigling determined that the door was trapped, but with a simple noisemaker that he felt he could disarm.  We decided to do so and not precast silence or other spells, although Browork and Tiberius were holding prayer and bless respectively.  The trap appeared disabled, and the other four party members (mainly the buff Standish) pulled the door aside on the first (?) try.</p>

<p>A strange fog rolled out of the room, encompassing the corridor in fairly impressive darkness.  The guard dog growled and backed up, anticipating something strange.</p>

<p>But nothing came out.</p>

<p>We decided to charge in.  Browork and Tiberius cast their spells and the party marched in.</p>

<p>And great nastiness descended upon the party.</p>

<p>An invisible fifteen feet tall giant backstabbed Browork from behind.  The results should have been truly horrendous for the dwarf, but thanks to a) his field plate armor, and b) the prayer, he took only substantial damage [19 points and a triple wound] and was relatively healthy as the party turned to face its attacker.</p>

<p>Weirdly, the giant was only 20% visible even after the backstab and was already fading away.<br />
Standish grinned and drew out his sword of nastiness vs. giants.  Browork and Tiberius began casting cure light spells.  The giant faded away, but not before Standish and Halacar reached him. The Halfling poked him a bit, but Standish’s attack was brutal, shearing open a significant portion of the giant and opening a wound [35 points, I believe!].   Brigling missed on his first backstab but tried to follow the giant’s movements.  Campbell shot the thing, but it still didn’t appear very injured, and it vanished.  The giant slipped away before we could catch it, but we decided to chase after it immediately, Browork stopping to cure himself a final time.  The party was in pretty good shape overall.</p>

<p>But the fog appeared to roll all the way out into the swamp, blocking even the sun from shining!  This is where I wished that Browork had dispel magic in memory.  His other third level spell would prove useful in any case…</p>

<p>The giant had left a blood trail and the dogs could certainly track it, and Campbell had tracking skill as well, so Standish and Campbell led the group to chase after the giant.  Moments later a rock came sailing from nowhere and crashed straight into the unfortunate Tiberius, dropping him almost dead instantly.  Browork immediately stopped to drop a death’s door while the others continued on after the <br />
giant.</p>

<p>Another rock sailed at Browork but missed, probably thanks to the shield that he had borrowed from Standish.</p>

<p>The main party continued tracking, and couldn’t seem to find the giant.</p>

<p>Browork dropped a cure light and brought Tiberius up to consciousness [2 hp] and they mutually decided that Tiberius should continue to play dead.  Browork dragged the “body” to the cave entrance (and left the guard dog Percy guarding him) and moved out to rejoin the party when he heard the sound of battle rejoined…</p>

<p>…which it had been. The giant had appeared out of nowhere (mostly uninjured again, probably due to a potion of healing or something) once more to go straight for Standish.  A massive backstab on Standish could have discouraged the angry fighter, but it did not, and he struck back.  Unfortunately he missed repeatedly, as did the unlucky backstabbing Brigling, who in fact NEVER hit during the combat [at this point Katherine became rather outraged with her dice, for good reason].  Halacar kept jabbing at the giant from the side, poking relentlessly.  Standish continued to fight but was slowly falling.  Campbell pumped arrows into the giant as fast as she could.</p>

<p>The giant (who was still 80% invisible this whole time) slammed Standish twice more, and had clearly decided to stand and fight, or at least was completely obsessed with eliminating Standish, and the fighter dropped.  At this point, Browork and shortly after Tiberius arrived, and Browork dropped a cure light on Standish.  The fighter continued to play dead in the reeds.</p>

<p>Quote from Standish via Edwin: “You’re not gonna kill me!  My dog is!”</p>

<p>The giant finally turned his focus on someone else… Halacar.  He managed to hit the poor Halfling three times in a row, but the little armored tank [Halacar wears full plate +2 with 42 hp] just wouldn’t die [in fact he was barely down to half].  But the giant had forgotten about Standish.</p>

<p>The fighter didn’t get up, but simply jabbed his sword at the giant’s foot, inflicting horrendous wounds and sending the giant screaming in pain. </p>

<p>Browork then dropped a lucky light spell, blinding the giant!  It turned to stagger away.  And then things really sucked for it.  Halacar, Standish, Browork, and Campbell all hit the giant for a combined 60 points of damage.  The thing dropped like a wet brick.</p>

<p>The treasure recovery was simple but heavy, thanks to Brigling’s assessment.  Browork identified the giant as a cloud giant, which made sense.  The giant’s sword was in fact silver-chased, but far too huge to belong to the other giant, and it didn’t glow either.  But it turned out to be worth 1000 gp, so no complaints.  The giant had 1000 pp on him, as well as his armor, which turned out to be white dragon armor!</p>

<p>We cut off the head and stuffed it in our very large bag of holding and headed back to town, although we did check out the lair and re-shut the boulder door before doing so.  When we got back to town we found out that the cloud giant was one of two bandits that were raiding ships, and there was a 2500 gp reward for each!  Score!  And good that we didn’t run into the other one!  (Or did we… who knows who threw those boulders?)</p>

<p>After blowing money on armor resizing we managed to make the white dragon armor Standish-sized, which is cool, as it is AC 1/ AT 4, magical, and makes the user immune to cold (in all forms, damage or ambient), as well as being +2 for ALL saving throws (300 cw, 9” movement rate).</p>

<p>Standish’s banded+1 was transferred to Tiberius.  Halacar bought a new falchion, and Campbell replaced her lost arrows.</p>

<p>Then we went back to check out the giant’s lair the very next day.  On the way out we were attacked by a giant spider, which went after Browork.  It missed him, Browork fumbled drawing a free attack (miss) and then everyone else killed it.  Yay.</p>

<p>The giant’s cave appeared to be untouched on our return.  The door was still shut.  We entered and found a large dome cave, that must have until recently been cooled somehow (perhaps by the mysterious fog?).  To the left we found a refrigerator room with 9 huge fish hanging from the ceiling, stabbed with swords from above.  It was clear they would go bad soon if we didn’t haul them somewhere.</p>

<p>To the right was a woodland scene tapestry (50’ in diamater), and a bear rug.</p>

<p>Straight ahead was another boulder door.  Behind it was the treasure room… an assembly of goods weighing excess of 100,000 cw, mostly not worth very much except collectively.</p>

<p>Behind the tapestry Brigling spotted another trap door, but this time the trap was set to go off from the OTHER side (suggesting that this was the emergency backdoor escape hatch).</p>

<p>We decided to head back to town with as much loot as we could carry (7 out of the 9 fish and 100 cw of uncarved ivory plus the rug).  We found a tribal lizardman had ALREADY skewered the cow and he ran off.</p>

<p>Oh well.</p>

<p>We returned to town uneventfully and convinced a merchant company to pay us to retrieve their stuff and provide mules and drovers (or expenses covered in any case).  In the end we returned without a fight and actually got not only the 5000 gp reward but a few extra hundred gp profit from our expense account,  as we skimped a little on some of the drovers (hiring fighters with drover skill instead in addition to actual drovers) and lost none of the pack mules. </p>

<p>In the end it was a good haul. The tapestry and the rug were both heavily damaged by moisture but were worth a few hundred gp each.  The seven fish fetched a combined 2900 gp (including the exotic greenbelly worth 900), and the ivory was worth 500 gp.  </p>

<p>In the end, we were up to the tune of 10000 gp.  But we had not yet trained, and XP was delivered:</p>

<p>Tiberius -- 2752 cleric/2945 mage<br />
Campbell -- 6961<br />
Browork -- 7153<br />
Halacar -- 7511<br />
Brigling -- 6833<br />
Standish – 8528</p>

<p>Tiberius trained to 3rd mage and 3rd cleric, gaining 4 hp to stand at 14, and mirror image.</p>

<p>Campbell trained to 4th fighter, gaining 13 hp to stand at 43!</p>

<p>Standish trained to 7th fighter, gaining 11 hp to stand at 74!</p>

<p>And Halacar was 180 XP short of 7th level.  Doh!</p>

<p>[Browork is 15000 XP short of 7th level, not sure where Brigling stands.]</p>

<p>Rather than adventure out to the mountain, Halacar decided to enter the arena as a gladiator.  He was offered the option of fighting to the death, or fighting under at least the pretense of a rescue (but being heavily penalized in XP and payment upon success).  He threw caution to the winds…</p>

<p>Halacar faced Zorbal the bandit!  Standish bet against him, as is traditional.  Halacar stepped out in studded leather with an OH SO CHEAP falchion, while the bandit appeared with a broadsword and studded leather armor.</p>

<p>The combatants went at it!  The crowd roared as Halacar attempted to sing taunts at Zorbal, who just grimaced and attacked.  But Zorbal was VERY high level, as it turned out.  Oops.</p>

<p>Halacar could not seem to hit Zorbal in the early going, and his extreme toughness was the only thing keeping the fight even.  Finally Halacar got going and began to injure Zorbal, but it was looking bad.  Then Halacar went on a streak (and the crowd clearly seemed in favor of Zorbal, who was fighting for his life to get another week before being challenged to the death again).  In the end Halacar came within one or two swings of dropping the bandit, but his luck ran out, and Zorbal dropped him to the ground!</p>

<p>It looked to be the end for Halacar as Zorbal turned to the crowd for a thumbs up or down.  Halacar’s natural charisma was insufficient (Zorbal’s was even higher!) but then Campbell managed to whip the crowd into a frenzy and saved the poor bleeding Halfling!</p>

<p>Zorbal left a gold coin on each of Halacar’s eyes as he stomped off triumphantly.  Halacar was paid 20 gp and gained 30 XP.  He donated the (22 gp) money in shame to the party coffers.</p>

<p>Then he sought out a “slightly easier” duel, versus a great ogre.  This time Standish bet for him.  This fight was more straightforward.  Halacar emerged from the stands with four huge sausages tied to his back.  He tried to undo them, but ran out of time when the ogre charged at him (it was faster than the poor Halfling anyway…). The ogre came at Halacar and missed, who then dove in and stabbed the ogre twice,  wounding the beast.  But the ogre struck back and nailed Halacar, wounding him as well, and holding him at bay for several minutes…</p>

<p>But eventually the ogre missed again, and the bleeding but still relatively strong Halacar moved in and struck brutally at the ogre twice more.  This time the beast missed and Halacar finished the job!  Triumph!   Halacar tore off a bit of cloth from the ogre and used it as a headband, smiling triumphantly and subtly applying his healingx2 to the wound…</p>

<p>He gained 204 XP and 100 gp (again donated to Larry) from the fight, and trained to 7th level, gaining a (max) 15 hp to stand at 80!</p>

<p>And last but most importantly, Crusher the Goblin stepped out for his duel.  He had fought one other battle in our absence, and was now allowed a short sword and chainmail.  He faced off against a bandit with studded leather.  He slashed and immediately injured the bandit, who missed.  Then Crusher leapt at him and dropped him to stable consciousness!</p>

<p>Crusher turned to the crowd for a thumbs-up or down, and the bandit made an amazing charisma roll and was spared… but Crusher failed his wisdom check.</p>

<p>The goblin leapt bloodthirstily and finished off the poor bandit messily.</p>

<p>He was then given a pair of throwing daggers on a belt for his next bout.  Crusher is now 14-0!</p>

<p>Standish bid correctly in ALL THREE fights.  Way to go!  I think.  Halacar may never forgive himself for this (and is clearly indebted to Campbell, when finds out…)</p>

<p>In the end, after all expenses (training, armor repair, equipment, spells) the party ended up down 552 gp in cash for the adventure, but up the white dragon armor and several levels and spells, so it was deemed a great success.  In addition this is only after the party donated 1684 gp to the Larry Consortium, who used 2000 gp to pay back Standish and Brigling half of their debts.  Halacar and Standish split the other 552 gp loss.  So in the end we ended up slightly in the black as a party cashwise, and certainly in better shape…</p>

<p>The final party roster:</p>

<p>Halacar, F7, 80 hp<br />
Standish,  F7, 74 hp<br />
Campbell, F4, 43 hp<br />
Browork, C6, 41 hp<br />
Brigling, T7, 39 hp<br />
Tiberius, M3/C3, 14 hp</p>

<p>May it not be another 6 years!</p>

<p>Joel/Halacar/Browork<br />
</p>]]>
    </content>
</entry>
<entry>
    <title>Felix Summary #9: Drill Baby Drill</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2009/04/felix_summary_9_drill_baby_dri.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=319" title="Felix Summary #9: Drill Baby Drill" />
    <id>tag:blog.telvar.net,2009://1.319</id>
    
    <published>2009-04-27T20:23:03Z</published>
    <updated>2009-04-27T20:27:06Z</updated>
    
    <summary> Eventually a party of giant walking mushrooms came up to us.  A single red mushroom came forward and showered Felix with spores.  One-by-one they showered each of the party in turn...</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="Felix" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p><br />
Party Roster:</p>

<p>Felix, 10th level dwarven fighter, 100 hp, played by Alex<br />
Rathbane, 7th/6th level dwarven fighter/cleric (Clangeddin), 54 hp, played by Katherine<br />
Hendel, 9th level dwarven thief, 52 hp, played by Joel<br />
Gates, 8th level dwarven cleric (Moradin), 52 hp, played by Aaron<br />
Donald, 9th level coastlander mage, 48 hp, NPC<br />
Aral, 2nd level Northerner woodsman, 27 hp, henchman of Felix</p>

<p>[Events of 31 Dec 08 – 01 Jan 09 in Manhattan; Telvar date: January 2190]</p>

<p>(Joel’s and Aaron’s first game in over a year, since Superstar!  Written mostly on the train from New York to Rochester…)</p>

<p>The very first thing we did was update characters (eyesight, weight, height) and gained XP from the last two sessions, which was something on the order of 6000-8000 for the main characters and something small for the frequently dead Aral).  Aral has enough to advance to 3rd level but because of game-world time constraints that soon arose, he remained at 2nd level for the adventure.<br />
</p>]]>
        <![CDATA[<p><br />
A bit of treasure division from last game:</p>

<p>We gave up My Little Ponyslayer (hooved beings – slaying longsword), 2 +1/+1 quality shortswords, dagger +1, and two repeating crossbows.  Rathbane is carrying the dangerous three elemental globes, and Felix has the Soul Brooch (that absorbs level draining attacks).  With that bit of logistics resolved…</p>

<p>When we last left our intrepid group of ruins explorers, searching for treasures long forgotten and generally thought best left undisturbed (by the non-voting inhabitants of the region) the Party of Felix decided to go into the earthsblood industry.</p>

<p>Recall that the dwarves of the minisicule but unbelievably wealthy fortress kingdom of Arala had hired Felix and company to explore the caverns below to discover what creatures had moved into the ancient dwarven tunnels.  In the process we discovered a wealth of partially intact machinery run by an oil-like substance known as earthsblood.</p>

<p>The trouble began immediately when the appearance of this old technology brought up the millennia-old rivalry among the dwaves about technology versus hand-tools (magic vs. technology had been an even older schism that led to the creation of the evil beardless dwarves).  Almost all the current Arala dwarves (and for that matter, nearly all dwarves period) condemn technology, believing that it led to laziness and contributed to the downfall of the dwarven empires.</p>

<p>About 2000 years ago, a splinter group of about 200 dwarves from the then much larger but still small Arala kingdom (then about 3000 dwarves, currently 300) found some of the machines in Arala that had been lost and decided to revive the technology and went looking for a source of earthsblood.  These dwarves, known as the Kagu, left the kingdom (and in fact were exiled) and disappeared into the depths of a constantly smoking but non-erupting volcano known as <br />
[not sure; Little Tempestuous?] in the Yatil Mountains just south of the Cromwellian border (about a weeks’ journey).</p>

<p>In light of arguments that Felix’s group made in favor of the use of technology, the king used a legal trick.  He made a formal request from the sage for the identified materials from the ruins, which would take 90 days to process, thereby giving the party a window in which to explore for more information on technology and earthsblood in general. Despite lukewarm at best support from Arala (the sage was mildly interested), Felix decided that the potential political turmoil this would cause would ultimately fall by the wayside when the machines were back in use.</p>

<p>The party decided to follow the path of the Kagu into the volcano in the glacier and see if there were any remnants of either the dwarves or their machines.  The ice had shifted over time, so we knew that the exact entrance would likely no longer exist, but we felt we could explore the area and find a way in.</p>

<p>Given our time constraints we didn’t bother to prepare much additional firepower for the trip (our scroll library was in good shape) and we set off as soon as we could after the king’s request was filed.  We left Arala on January 16th, 2190.  Happy New Year.  Dwarven New Year is very glum.</p>

<p>We flew to the Crevasse in style, using Donald’s elegant /spell flying feat spell (which makes any large flat surface weighing less than 900 pounds fly). We were shielded from the weather with /spell endure cold and hellhound cloaks.  Aral was forced to give up the /spell boots of kicking for more applicable crampons like the rest of the party had.</p>

<p>Amazingly we had no encounters on the five-day journey there.  We came up on the Crevasse in the freezing fog and began to search for tunnels in the glacier that would originally have been made by a large remorhaz (polar worm).  Actual remorhazes are very dangerous to battle because of their tendency to incinerate party members and their magic items.</p>

<p>Almost immediately we spotted three tunnels above the Crevasse floor, with worn staircases built into the ice wall.  We decided that the ones that looked the newest were likely frost giant outposts or something similar and thus less likely to lead to ancient dwarven ruins.  We knew that the frost giant kingdom was somewhere very deep within the glacier, but they likely had no more than a few outposts in this area.</p>

<p>We sent Hendel up under cover of /spell silence to explore the most damaged/weathered passage.  He snuck inside and almost immediately discovered a large number of creatures that had clearly been killed by a remorhaz.  He called the rest of the party up and Aral determined that there were no recent tracks.  The creatures were a mix of gnolls and frost giants.  However, something had clearly been here more than a year ago; the bodies had been looted and partially dug out of the ice.</p>

<p>We continued down the cave and quickly found ourselves confronted by a deliberately collapsed ice wall at the back.   Hendel determined that the wall was about twenty feet thick, and the party decided to use /spell wall of fire spells to melt the ice dramatically.  The party failed to account for the massive amounts of steam this would bellow into the chamber and Crevasse, and so initially the party was incapacitated from the heat.  The second time we decided to use /spell endure heat, which solved the problem.  The third /spell wall of fire was sufficient to get us through.</p>

<p>Ready for a fight, the party was immediately set upon by a pair of ice spiders.  One of them took a swipe at Gates, but they were dispatched in short order without damaging anyone.  In the spiders’ lair was a room full of dead creatures, some humanoids but mostly large rodent-like creatures.  The party retrieved 30 frost giant gp.</p>

<p>There were three tunnels leading out of the spiders’ lair.  The leftmost branch had had no recent tracks in it and quickly led to a room with a single dead gnoll and a broken door.</p>

<p>The rightmost branch we never actually took.  Mysteries abound.</p>

<p>The center branch eventually hit a T.  Going left we had to burn through several webs, and eventually reached a large room...</p>

<p>…with a baby remorhaz!  Fortunately it was just waking up as we arrived; I say fortunate because as it turned out the stomach took a while to charge up to full heat.  The party decided to take full advantage of this.  Also on our side was the fact that we were already flush with /spell endure heat spells.</p>

<p>Rathbane drank the /spell potion of stone giant strength and charged forward.  Felix advanced and Hendel took a few shots.  Gates dropped a spiritual hammer (missing) and Aral nailed it with his mega-crossbow.  The thing came fully awake as Donald nailed it with /spell improved magic missile and Hendel and Felix reached the creature, instigating a quite unimpressive combat with four fumbles (including one by the remorhaz) in three segments, inducing two free attacks!  Fortunately the creature just wasn’t very strong ( a mere hundred points of damage) and it went down under a hail of blows from Felix and Rathbane in short order.</p>

<p>Hendel’s love of carving open stomach cavities proved beneficial as the party recovered a 100 gp garnet from the worm’s stomach, although Donald blew the alchemy check to recover some components.  We also found 230 frost giant gp from the various bodies in the room, some of which appeared to have been killed by something much larger than a baby remorhaz.  The 230 gp, for example, came off of the top third of a frost giant.  Yuck.</p>

<p>We took the other part of the T and came to a five-way intersection.  The two leftmost passages appeared to have been trod by booted giant feet, so we took the first rightmost passage.  Eventually it led to an icy cave where the only exit was fifteen off the ground.</p>

<p>This seemed like a simple enough task, and Hendel confidently climbed the fifteen feet and was promptly swallowed whole by a white mouth, and spewed out (thank you /spell ring of bad taste).  He tumbled through the air and landed on the ground below (taking 8 points of falling damage!).</p>

<p>Hmmm.</p>

<p>This time Felix and Hendel charged up the cliff face ready to attack, when they discovered a large ice toad awaiting them!  It was yelling in some weird tongue at the party.  We tried various languages, and once again the ever-useful Guardian Naga came in handy…</p>

<p>“Get out of my house.”</p>

<p>Straightforward enough.  But Hendel’s ego was bruised.  We tried the diplomatic approach.  “You owe us some information for that whole trying-to-eat-me thing.”</p>

<p>Surprisingly it worked.  The ice toad, despite being antagonistic, told us a bit about the passages.  There were apparently several other toads around, and in addition an “air giant.”  We suspect that referred to the leftmost passages at the five-way intersection… could it have been a cloud giant?</p>

<p>We also asked if there was a passage to the volcano – it pointed us to the remaining untaken passage from the five-way intersection.</p>

<p>Chiaro shouted from a void: “Find out more about the ice toad!”  Hendel suggested to Felix that he try a Detect Evil/Good from Peacemaker.  The results were interesting.  Felix detected evil, and then was instantly blinded by a flash of movement.  The ice toad appeared to blink forward, appear in front of Felix, shove him off the cliff, and then blink back, all instantly.  Felix took falling damage.</p>

<p>“GET OUT!”</p>

<p>We decided to leave.</p>

<p>We took the passage and found a downward shaft about 100 feet deep with warm air rising out of it.  We dropped a /spell continual light coin to the bottom where it vanished into something.  We climbed down as a party and reached an awful stench.  It appeared we were descending into a cistern.  Was the ice toad messing with us?!</p>

<p>Apparently not.  We managed to swing over away from the piles of feces and were promptly attacked by a carrion crawler.  Hendel, who was the initial target, sprang out of the way and let it go after Felix, who took one small hit and resisted the paralysis.  The creature was killed instantly.</p>

<p>Poking at the pile of feces revealed nothing interesting, including the light coin, which we speculated would be a bizarre surprise for anyone searching the pile.</p>

<p>There were two exits from the bottom, one of which had many tracks, and the other of which had none.  We took the tracked direction first.</p>

<p>We soon entered a huge cavern with a finely built citadel in it.  It appeared to be of dwarven manufacture, if dwarves were ten feet tall.  Hendel was invisible thanks to Felix’s ring, and he snuck forward and spotted, across a huge river of lava, a single fire salamander standing guard.  There was no apparent connection between this side and the other.  In the citadel were in fact a pair of giant dwarves!  Donald had no idea what they were.</p>

<p>We backed off and decided to hold off dealing with these people and headed down the unused passage.  The corridor quickly led to a mushroom forest.  At this point we weren’t sure which path to take.  Which was more likely to yield information about the dwarves?  Strangely we decided to walk into the mushroom forest.</p>

<p>As we walked through the mushroom forest we began to notice that various creatures were scampering around the edges of our vision. We decided to camp, and switched to infravision.  It immediately became clear that they were giant crickets.</p>

<p>We camped and waited.  Eventually a party of giant walking mushrooms came up to us.  A single red mushroom came forward and showered Felix with spores.  One-by-one they showered each of the party in turn.  Gates and Aral deliberately resisted (and only Gates succeeded); the rest of the party let the spores take them, and knew no more.  Gates pretended to be taken and went along with the party as the mushrooms marched us deeper and deeper into the forest.  Eventually they came to a cave with large numbers of mushrooms that began to dance.  The party danced with them and Gates played along until he was starting to get exhausted, whereupon he stopped dancing.  He was immediately grabbed by some giant mushroom people and showered with spores that knocked him out.</p>

<p>Gates awoke back at the campsite.  He dusted himself off and charged back to follow the party, but found the corridor blocked by two fungus-zombified humanoids and he set off a shrieker mushroom alarm.  Thinking of the numerous ten-foot tall mushroom guards down below, he decided to return to camp and await the party.  The party appeared about four hours later, unconscious and being carried by mushrooms.  About four hours later the party awoke refreshed, and remembered only hazily what had happened.</p>

<p>There had been some communication; the mushrooms discovered what they wanted to know from us (we were not a threat) and told us a very small amount about what we wanted to know, essentially boiled to “we can’t help you” and “find roots in the earth and be happy”.  Nevertheless we sensed that the mushroom people were not peaceniks, but in fact quite willing to snuff out the party if they sensed a threat.  In any case, they were correct; we were not going that way.</p>

<p>At this point with few other options we debated using detection spells to determine the nature of the giant dwarves, but ultimately we just decided to go with the least deceptive method and simply walk up to them.  Felix approached and hailed them in dwarven.  He saw a single creature at the top of the citadel who responded to us in a language we didn’t understand.  After emphatically gesturing and checking common languages (but avoiding evil humanoid languages), Gates came forward and after hiding behind Felix, cast a /spell tongues spell.</p>

<p>The creatures identified themselves as “Azer.”  One of them was playing with a ball of lava in his hands, and Hendel astutely concluded that they were rather fire resistant.  We indicated that we wanted information about the area and possibly about other creatures like us that may have passed through.  They asked what was in it for them, and Gates offered what he thought was a lowball 300 gp bribe.  To his surprise they instantly accepted it and told us that a group of dwarves had passed this way down the lava river (!) in a stone boat that they had built with the Azer’s permission.  The fire salamder, whose name was Khalid, was referred to only as “a jerk” but it was mentioned that the had many siblings or relatives that he could pull forward in the event of an attack.  The Azer were unconcerned with what was beyond their large cave.  The Azer were initially defensive and we had to assure them that we had no hostile intent on their territory, and refused to tell us if they had contact with others of their race.</p>

<p>During the entire conversation the Azer had been arrogant and rather demanding of visual surrender, but otherwise cooperative.  We asked about rubies for /spell firewalk components (thinking it was the easiest way to follow the dwarves) and the Azer said they could obtain some given a week or so, but eventually they offered to build us a stone boat for another 300 gp, which would take two days, which just seemed like a more feasible plan.</p>

<p>We agreed, and were about to leave, when suddenly an ogre came running out from the fortress, yelling, “I’m enslaved!  Help me!”  The giant on the wall smirked, and hurled a rock which dropped the ogre to the ground, apparently still alive.  The party shrugged and wandered back.</p>

<p>A couple of days later we came back to find the boat finished on the shore of the lava river.  We spent a very long time figuring out a routine by which /spell endure fire spells could be chain cast on the party and also combined with /spell resist fire in such a way that the party would not be destroyed if a single burst fire effect removed all of our /spell endure fire.  Eventually Gates and Rathbane took turns spellshifting as the boat moved at a hilariously slow rate down the lava river. </p>

<p>Just as we set out, the fire salamander Khalid, being a malevolent sort, threw flaming rocks at us, bashing them off Felix.</p>

<p>Jerk.</p>

<p>We set off down the river, and after about 10 hours, things suddenly got interesting.  The lava began to burble, and eventually we saw that an eddy had formed in the middle of the river, which would suck in the boat!  We considered options but ultimately the best thing was for Donald to plant a /spell wall of force that would divert our boat around the eddy.  </p>

<p>A bit later on we entered a large cavern full of geysers shooting rocks in the air.  At this point we tried to steer away with a /spell stoneshaped oar created by Rathbane, but Gates rather ineptly steered rather close to the geyser of lava.  This resulted in unfortunate things happening to our protection spells as everyone other than Gates was nailed by flaming rocks!</p>

<p>The official term was designated “lava loogies.”</p>

<p>Gates—“Wow, you guys sure got the worst of that, huh?”</p>

<p>We rapidly replaced the protections with more /spell endure heats and continued on.</p>

<p>Next we were jumped by a fire elemental!  The creature nailed Hendel and Felix athough all this did was cost them their fire protection, causing them to slow-cook and requiring even more spells from the poor clerics.  The fire elemental was quickly destroyed.</p>

<p>Fortunately we made it past the remaining geysers without incident, and eventually came to a large shore, containing a larger stone boat that had clearly been there for some time.  The party got off and a xorn (weird earth elemental creature) phased through the rock wall and approached us!</p>

<p>It told us that some other people had paid it not to tell us about them, although it was originally confused because we “looked too similar.”  It seemed we were on the right track.  The xorn also mentioned the presence of a portal to the Elemental Plane of Earth.  We paid it to go away for 20 gp worth of gems, which brought our bribe expenditures to EXACTLY the amount of treasure we had found on the adventure.  Yay for efficiency.</p>

<p>We found a single corridor off the shore, but it dead-ended after a short while.  A search for secret doors and traps failed to find anything at the end of the corridor, and so we turned around and went back home.</p>

<p>Just kidding.</p>

<p>We found a secret passage at the close end of the corridor, and Hendel opened it to reveal a small chamber with a second similarly hidden door at the far end.  The door itself slid up into the ceiling like a garage door, although there was some /spell stoneshape required to free it.</p>

<p>We pulled a bellpull that was hanging from the ceiling and the back door closed behind us, while the far door opened to reveal a vast chamber.  Inside was a 120’ empty square room that we passed through.  When we walked into the center of it, a large section of the far wall opened (8x30’ door!) and a hemispherical metal droid thing came whirring out at us.</p>

<p>First it rotated a turret toward Felix and plugged him with four crossbow bolts, although only one actually hit him.  Next it sprayed the party with an enormous cloud of steam!  This would have done horrible things to the party but the /spell endure heats mostly soaked it, other than in the case of Felix, who took half-damage based on the /spell resist fire.</p>

<p>Hendel decided not to wait and charged onto the top of the giant roomba.  At this point it tried to spin fast to shake him off, and he clung to it for dear life rather than attacking it.  Donald fired a /spell magic missile at it for unclear effect.  It nonetheless easily threw Hendel across the room and he slammed into the far wall, where he slid down with a broken limb.</p>

<p>At the point the party heard dwarven voices!</p>

<p>Hendel yelled, “Turn it off!”</p>

<p>A dozen dwarves came out of a side passage and ran forward.  “Did you hurt it?” they questioned as the creature suddenly stopped moving.  “It hurt ME!”  Hendel shot back.</p>

<p>They pretty much ignored the party initially and hovered over the machine, examining it.  Eventually a female dwarf came out and introduced herself as Gisteld, leader of the Plumline Clan.  It appeared that we had somehow found our quarry, and they were still alive and kicking.</p>

<p>After some initially awkward introductions, the Plumline clerics came forward and healed us of our remaining damage.  They were quite welcoming considering the situation and we ended up staying in one of their guesthouses, getting a full tour of their fortress and situation.</p>

<p>We had to assure them that we were coming in peace because of their initial dismay at the sight of us.  They had been assured that they would be left alone by Arala (two thousand years ago).  When we told them that there was some renewed interest in machines, they became much more friendly.</p>

<p>This truly was the remnant of the Kagu, and Gisteld was the daughter of the last leader.  They were down to about a hundred dwarves and the machine that attacked us (called a borzog) had only been activated once before in their history, when an evil mage and gnoll servants had attacked the colony looking for earthsblood, or perhaps for the elemental plane portal.  It used about 5% of their total supply of earthsblood to activate the creature.</p>

<p>The dwarves seemed quite content with their situation in general; the location provided everything they needed – earthsblood, pure water from the glacier, and heat from the volcano for forging.</p>

<p>They had small and dwindling supplies of earthsblood because their main supply of about 90 barrels was denied them by a swarm of earth elemental creatures – strange rock spider/crystal spider type creatures.  The dwarves had sealed the passage to the creatures with nasty glyphs.</p>

<p>They were building a second borzog, and other machines like fire catapults, auto-crossbow traps, and a central engine that was actually modified from a subway train-style machine.  The central engine had actually been the cause of Gisteld’s father’s demise, in an explosion, and they had put up a blast curtain for protection.  They had slowly deciphered the advanced texts that they possessed (Felix had acquired one in the previous mission but the sage had been unable to decipher it in any useful way).  Felix had volume 30, while the dwarves had volumes 1 and 7.  Their gear was Arala quality, ie. Strewn with mithril and adamantite almost carelessly.</p>

<p>At this point, many questions remain?  What should the party do about this situation?  Can the party clear out the crystal spiders and free the 90 barrels worth of earthsblood, plus the 1 barrel/decade drip which would provide a tiny but sustainable supply?  How will the Aralan dwarves react to this new knowledge?</p>

<p>Find out when Alex returns from Sweden!</p>

<p>Questions for dwarves:</p>

<p>-What machines can you build?  How long could the subway run on the 90 barrels?<br />
-How did the earth elementals attack, when how many, how powerful are they?  Are they sentient?  can ESP work on them?  Can they move through stone?</p>

<p>Questions for sages or Communes:</p>

<p>-Is the conflux of elemental vortexes required for earthsblood generation?  Where else would we find this?</p>

<p>Joel/Hendel<br />
Aaron/Gates<br />
</p>]]>
    </content>
</entry>
<entry>
    <title>Felix Summary #8: The Continued Adventures of King Felix</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2008/08/the_continued_adventures_of_ki_1.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=318" title="Felix Summary #8: The Continued Adventures of King Felix" />
    <id>tag:blog.telvar.net,2008://1.318</id>
    
    <published>2008-08-11T20:43:40Z</published>
    <updated>2009-04-27T20:28:26Z</updated>
    
    <summary>Download file Felix&apos;s party, having rescued the dwarven kingdom of Arala from a flying, strength and level draining, rogue, chimeric shadowy servant of the god of Rakshasas, is attempting to find and reclaim the legendary ancient dwarven tunnel system to provide a safe passage between Cromwell and Arala. The hope is that if the tun- nel is reopened, trade between those nations will pick up, and dwarven expatriates will return home, shoring up the desperately thin defences of the oldest...</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="Daring Dozen" />
            <category term="Felix" />
            <category term="Kraken" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p><a href="http://blog.telvar.net/FelixJuly08.pdf">Download file</a></p>

<p>Felix's party, having rescued the dwarven kingdom of Arala from a flying, strength <br />
and level draining, rogue, chimeric shadowy servant of the god of Rakshasas, is <br />
attempting to find and reclaim the legendary ancient dwarven tunnel system to <br />
provide a safe passage between Cromwell and Arala. The hope is that if the tun- <br />
nel is reopened, trade between those nations will pick up, and dwarven expatriates <br />
will return home, shoring up the desperately thin defences of the oldest seat of <br />
dwarven power in the New World. </p>]]>
        <![CDATA[<p>The Party </p>

<p>Felix, Dwarven King: dwarven fighter 10, hp 100, land-dragon scale armor, shield, <br />
short sword +5 Peacemaker. <br />
Donald, Future Ruler of the World: human mage 9, hp 48, indian head-dress, flow- <br />
ing golden robe, hell-hound cloak, smoky quartz glasses, copper bracers and a gaudy <br />
broach. <br />
Hendel Hardaway, Preserver of Dwarven Wealth: dwarven thief 9, hp 52, dual <br />
dagger, double-shot light cross-bow, bracers. <br />
Gates Hardaway: dwarven cleric of Moradin 8, hp 52, banded mail, shield, shock <br />
hammer. <br />
Rathbane Hardaway, “Evenslate": dwarven fighter 7/cleric of Clanggedin 6, hp 54 <br />
plate-mail, bastard-sword Soul Mirror. <br />
Aral: human woodsman 2, hp 27, banded mail, heavy cross-bows and dwarven hand <br />
cannon, pointy slippers. </p>

<p>Background </p>

<p>The party, having rescued the dwarven kingdom of Arala from a flying, strength <br />
and level draining, rogue, chimeric shadowy servant of the god of Rakshasas, is <br />
attempting to find and reclaim the legendary ancient dwarven tunnel system to <br />
provide a safe passage between Cromwell and Arala. The hope is that if the tun- <br />
nel is reopened, trade between those nations will pick up, and dwarven expatriates <br />
will return home, shoring up the desperately thin defences of the oldest seat of <br />
dwarven power in the New World. </p>

<p>In a previous foray the party made its way, with little incident, through the <br />
abandoned city below the occupied levels of Arala. After finding both the large <br />
elevator shaft and the access shaft that presumably linked the abandoned city to <br />
the tunnel, the party carefully opened the access shaft and descended. Well before <br />
reaching the bottom of the access shaft the party encountered a complex where a <br />
Spirit Naga who was using enslaved gnolls to mine garnets. The party slew the <br />
naga and many of the workers and returned to Arala to train and drop off loot. </p>

<p>The Adventure <br />
     The city, or dancing in flames <br />
While the abandoned city beneath Arala is almost entirely deserted, there are <br />
some inhabitants. Indeed, as the party was traveling through the city they encoun- <br />
tered a Frost Giant. As the creature started to shamble forwards it became clear <br />
that there was something deeply wrong with the giant, and thinking “zombie", <br />
or even worse, Gates and Rathbane attempted to turn the monster while Aral <br />
proceeded to take careful aim with his hand-cannon. The clerics rapidly became <br />
aware that, despite all appearances, the giant was not undead, and Aral fired. The <br />
bolt struck true, and with effect, but ominously a yellow cloud spewed from the <br />
wound. <br />
Donald took several quick steps to the side and fired a Lightning Bolt, hitting <br />
the giant twice, after which Felix and the giant engaged in melee, with Rathbane <br />
rapidly reinforcing the front lines. The remaining fight was quick and one-sided, <br />
but both Felix and Rathbane were covered in strange yellow spores that attempted <br />
to burrow under their skin. Taking no chances, the two fighters removed their <br />
armor and cleansed themselves of the threat by enduring a Fireball from the party <br />
wizard. This therapy, while painful, proved effective. </p>

<p>Note: At the conclusion to the adventure, we queried the Arala sage. He informed us <br />
that there are odd mushroom men who use some form of fungus to animate dead bodies <br />
as guards. The giant we encountered was likely a rogue specimen of such, suggesting that <br />
we passed near a mushroom man colony. The spores present no major threat to the living, <br />
and would merely have unpleasant for perhaps a week. </p>

<p>While the casters slept in an abandoned house to regain spells and heal the <br />
self-inflicted wounds, the people on watch saw two bugbear-like creatures pass. </p>

<p>These “bugbears" were of the right form, but of the wrong color: dark. They <br />
were crudely equipped, one with a club, but pulling something not-unlike a child’s <br />
wagon. The watch choose not to engage, and the “bugbears" fled. </p>

<p>Note: After more interactions with these “bugbears", Donald remembered some leg- <br />
ends linking Drow elves to a race called the Quag which matched our impression of them. <br />
In retrospect I have no idea how the probably-Quag got into the city. Both the elevator <br />
shaft and the access shaft were well-sealed. </p>

<p>   The access shaft, or exercises in claustrophobia <br />
Upon arriving at the access shaft, the party opened it and started down the lad- <br />
der. Eight hours later, long after the party passed the Naga’s complex (§2), they <br />
arrived at a dismaying sight: the shaft was caved in. Hendel could tell that the <br />
cave in was not accidental but rather the result of a trap, and so the rubble likely <br />
wasn’t impossibly deep. Shuddering at the thought of spending days lifting rocks <br />
however, the party retraced their steps and returned to an access door leading to <br />
the main (elevator) shaft. Aral determined that the area had seen recent travel <br />
and Hendel found two traps on the door: one, barely worth the name, was a few <br />
blades attached to the handle. The second trap was a Glyph of some form. The <br />
party attached a rope to Hendel and climbed further up the access shaft before the <br />
thief attempted to disarm the door. The attempt was successful. <br />
After regrouping, the party opened the door and a Magic Mouth went off, <br />
speaking in a language clearly related to Dwarven. The party, unfortunately, could <br />
not understand the message, but there clearly were people down below that could. <br />
A Continual Light coin was dropped, revealing a circle of 8 stools filled by 8 of <br />
the “bugbear"s 100 feet below. Interestingly, there was an extendible ladder <br />
whose top was just outside of infravision range. The “bugbears", clearly pained <br />
by the light, fled although Gates managed to confuse and delay two of them by <br />
asking them in Dwarven to stay. Without a better way down, the party jumped, <br />
getting Featherfalled by Donald before landing. In addition to the aforementioned <br />
ladder and stools, the bottom of the main shaft was populated by a bizarre mix of <br />
well engineered, crafted and maintained carts and wagons, and primitive camps. <br />
    <br />
     The fight, or when Kraken attack <br />
The room the party found itself in had exits: three huge archways that looked like <br />
they all lead to the same place. As these were the exits the “bugbears" had made <br />
use of, the party pursued. The party found itself in a large (150’ square), well <br />
crafted room. The walls were indented with large cubby-holes that looked like <br />
the underlying component to dwarven market stalls. On the left and right walls <br />
were two balconies, without obvious accesses. The right quarter of the room was <br />
a pool of water with a nice, albeit destroyed in the center, railing. On the far side <br />
were two more huge archways facing those we had come through, and flanking <br />
a grate: the ticket counter or information booth for the ancient dwarven tunnel <br />
system? Perhaps of more immediate import, however, was the sound of fire-doors <br />
clanging shut in all the obvious exits. <br />
A deep voice, from the behind the left balcony (above land) told the party that <br />
they didn’t know what they were interrupting. If they did know, they would un- <br />
derstand, but they couldn’t be allowed to leave. Somewhat bizarrely, however, the <br />
voice didn’t want to kill the party. He had a friend who would take us away. It was <br />
at this point that Aral noticed the water starting to stir. The party opted to move <br />
around the edges of the room to the left, to eventually get beneath the balcony. <br />
Negotiations with the voice went nowhere, when a psychic voice started talking <br />
to the party about how they were all going to be its slaves. On top of these events, <br />
eight odd looking, spear wielding, slightly shiny and certainly wet gnolls came out <br />
of the darkness from the water-side of the room and took up positions flanking the <br />
party. Communication with the psychic voice went absolutely nowhere, and after <br />
and Continual Light stone toss that revealed a giant armored squid-like creature <br />
and a psychic strike on the party that everyone shook off, Rathbane used a token <br />
of bridge to create a path from the corner of the room where the party was to the <br />
balcony. The gnolls threw spears at Donald and Aral took a cross-bow shot at the <br />
gnolls and the squid covered the light with a tentacle. No one managed to injure <br />
their foe and the party crossed the bridge with the gnolls on their heels. <br />
At the top, the party found a large iron door, which was not an original is- <br />
sue fire-door. As Hendel studied the door for means to open it, Felix took up a <br />
guard position on the bridge and Gates and Rathbane started spells. They would <br />
both cast Prayer which Gates was to supplement with a Protection from Evil 10’ <br />
Radius and a Spiritual Weapon. While Felix, rapidly reinforced by Rathbane, <br />
handily held the bridge against the gnolls, Hendel found that the door had no ob- <br />
vious weaknesses and the party was struck again by psychic force. The veteran <br />
dwarves and Donald shook off the effect, but Aral was not so lucky, and collapsed <br />
in a despairing heap crying about how it all was hopless. The fight proceeded in <br />
a somewhat bizarre fashion, with Felix and Rathbane slaying the gnolls (who <br />
appeared to have fishlike skin, the source of the shininess) while Hendel threw <br />
another Continual Light stone which Donald used to target a Lightning Bolt. Af- <br />
ter that, Hendel started trying to slap Aral out of his hysteric despair, Felix and Rathbane prepared to stand against a shiny Frost Giant that followed the gnolls <br />
out of the darkness and Donald dropped a Fireball on the squid, while the squid <br />
opted to single out Felix for targeted psychic attacks, to no avail. The Fireball, <br />
however, was exceptionally productive as in the light it cast the party could make <br />
out two more Frost Giants. Those two Frost Giants appear to be extremely vul- <br />
nerable to fire as the entire upper half of their skin was melted off. <br />
Just as the Frost Giant reached the top of the bridge, it turned around and <br />
headed back down. Felix and Rathbane failed to stop its retreat and the party <br />
pursued back down the bridge. As the party reached the floor the psychic voice <br />
called out, saying “These ones are dangerous. They are your responsibility", and <br />
the party heard more splashing. The party heard some clattering from the iron <br />
door and then a yellow fog formed on the balcony. Rathbane drank a potion <br />
of Frost Giant Strength and the party, still uninjured physically, started back up <br />
the bridge with Rathbane in the lead. As Rathbane reached the top, a large, <br />
humanoid, two armed, bat winged creature stepped out of the cloud and breathed <br />
flame on the entire party. Rathbane held it at bay with Soul Mirror and Felix <br />
went for Mortal Coils, the set of shackles that strips the supernatural abilities <br />
from extra-planar creatures and destroys them on death rather than letting them <br />
flee to their home plane.<br />
Felix managed to get the shackles on while the demon tore into him with a <br />
claw/claw/bite routine. Hendel snuck behind the creature and thanks to the shack- <br />
les blocking the demon’s psionic senses, delivered a pair of devastating back- <br />
stabs. Rapidly, the demon abandoned his attacks and turned, trying to tear the <br />
door off its hinges, while the party continued to hammer it with blade and spell <br />
and Gates prepared to cure Felix . Realizing that escape was hopeless, the de- <br />
mon turned at bay and ripped into Felix, rapidly dropping him just before Gates <br />
dropped his first cure spell and started on his scroll. That, mercifully, was when <br />
the demon was dropped. Remembering that slain demons were engulfed in major <br />
explosions when the shackles destroyed them forever, the party, again, fled down <br />
the bridge. Segments later, the door opened and a bearded dwarf stepped out, <br />
brandishing a wand and claiming “Now I will destroy you all". <br />
The party split up, Felix and Rathbane diving off to one side of the bridge <br />
and the rest of the party the other. A heartbeat later, the dwarf launched a Fireball <br />
from the wand, injuring the larger section of the party, and killing Aral outright. <br />
The dwarf then went for a blue globe. Just as he raised it overhead, the demon <br />
exploded. The dwarf saved, but the globe did not, and released an anrgy Wa- <br />
ter Elemental. The elemental immediate took out its anger on the dwarf, hitting <br />
him twice and slaying him instantly. The elemental then slowly drifted down the bridge and into the pool of water, to the party’s relief. While the elemental was <br />
gone, the foes had not yet run out of reinforcements. From the door several more <br />
dwarves stepped out, armed with cross bows. A brief, largely ineffectual exchange <br />
of missile fire occured while Rathbane , largely untouched, started back up the <br />
bridge for the third time. Felix used a charge from the Shield of Healing, Don- <br />
ald let off his final Lightning Bolt and Hendel began to climb the wall under the <br />
balcony. <br />
The exploding demon, Hendel’s crossbow and Donald’s Lightning Bolt had <br />
slain three of the new dwarves. As Rathbane closed, the remaining three dwaves <br />
went for their melee weapons: two were armed with pole-arms and the third with <br />
paired short-swords. Rathbane held the short sword wielder at bay, but did not <br />
injure him too greatly. Hendel attacked from behind, slaying one of the polearm <br />
wielders outright while Gates killed the other with his Spiritual Hammer. The <br />
short sword wielding dwarf brutalized Hendel before Felix closed, and then sur- <br />
vived long to score hits on him before being taken down. The fight, at last, was <br />
over. </p>

<p>Note: The wand wielding dwarf was in fact beardless. He had grown his hair long <br />
and combed and braided it into a fake beard. </p>

<p>     The lair, or when mad scientists go bad <br />
The party, having been the recipient of several area attacks, was in poor shape. <br />
The decision was made to turn Hendel invisible with the Ring of Invisibility, give <br />
him the Wand of Trap/Secret Door detection and have him scout. In the first <br />
room, directly past the (now open) iron door, the party found a bizarre workshop. <br />
It seemed that the dwarves were working on some kind of poison gas traps, but <br />
that wasn’t entirely clear. In the room, levers were found, some clearly marked <br />
as controlling the fire doors. Further, there were three large black barrels The <br />
room had two new exits, to stair-cases, one down and one up. Heading down, <br />
Hendel found a large room with five more large black barrels and some combat <br />
dummies. The room opened into a large tunnel with a pair of tracks running <br />
down the center. To the left, the tunnel extending into the darkness, but to the <br />
right Hendel rapidly came to the other set of large archways and an entrance into <br />
the grate-room. Past those there was a very large construction in the tunnel, but <br />
infravision was inadequate to characterize it. Returning, Hendel went up the stairs <br />
and found a barracks with six bunks, the right count for the non-wand wielding <br />
dwarves. Three of the chests by the beds were trapped, but the keys found on <br />
the dwarves would bypass those traps and locks without difficulty. At the far end <br />
of the barracks was another door, this one guarded both by a magical and by a <br />
mechanical trap. <br />
Judging that the dwarves were fully defeated and the the “bugbears" were <br />
unlikely to return, the party advanced into the barracks and Rathbane Dispell <br />
Magiced the door. Hendel bypassed the mechanical trap with keys found on the <br />
savant and the party opened the door and found a demon worshipper’s dream <br />
room. Beyond skulls, candles and other paraphernalia the party found a chest and <br />
a desk drawer of interest, both magically and mechanically warded. This time <br />
Gates did the Dispell honors and Hendel again opened them without difficulty. <br />
Further, the party found a secret compartment with an small casket. </p>

<p>Note: Loot listed in §4. </p>

<p>On a table was a bizarre object. It seemed alchemical in nature, but Donald <br />
could not place its purpose. An interesting feature was the wheels, which turned, <br />
but were just too high for the object to run on. Another oddity was the contents <br />
of the three barrels in the work-room (the five barrels below were empty): Earth’s <br />
Blood. This rare alchemical component came, according to Donald’s knowledge <br />
only from the kingdom of Empyrea in the Far World, which had been in con- <br />
tact with the New World for a bare few decades, and was worth perhaps eight <br />
thousand gp/barrel. </p>

<p>     The “bugbears", or when the gods forgot the brains <br />
After spell-shifting, the party figured that there was likely a mirror to the section <br />
they were in that would end in the other balcony and so went to the tunnel and <br />
headed in that direction. With light, the party could identify the construct on <br />
the tracks as a massively scaled up version of the machine in the savant’s room. <br />
Here, Donald could tell that there was another barrel’s worth of Earth’s Blood in <br />
a tank in the machine, which was made both of an ancient, ancient base and new <br />
construction and appeared nearly complete. Past the machine the party indeed <br />
found a mirror image of the other complex, guarded by two “bugbears", with <br />
whom communication proved impossible although Rathbane managed to anger <br />
the pair by repeating their phrases back at them. <br />
After retreating, Gates loaded Tongues and the party returned. I will spare you <br />
the conversation, but let it be said that the “bugbears" did not impress with their <br />
wits. They did, however, have the secret of the wheel. It turns out that the dwarves <br />
had been paying the “bugbears" in food for scavenged ancient dwarven machinery <br />
parts. Further, the party learned that towards the Cromwell side, the tunnel ended <br />
in a rockslide while to the other side, the tunnel became dangerous, and populated by “slime creatures". The “bugbears" had torn a hubcap and a pipe from the large <br />
machine, which their leader had been using as club and shield. To recover those <br />
without a fight, and get the “bugbears" out of the way, the party bargained passage <br />
outside and a few pole-arms and shield. <br />
The party, with “bugbears" in tow then proceeded back up the access shaft to <br />
the Naga’s lair. The “bugbears" started with an olio of bizarre objects, including <br />
a dwarven fishbowl, but abandoned most of them on the way out. Upon entry to <br />
the Naga’s lair, the “bugbears" became agitated, but upon the casting of another <br />
Tongues spell, and being told of the Naga’s defeat, followed. At the exit, the <br />
leader of the “bugbears" turned to Gates and asked “Snow?". Upon Gate’s agree- <br />
ment, the “bugbears" ran their hands through their hair and along their arms and <br />
turned white. The clearly not-bugbears then left, disappearing from sight almost <br />
instantaneously. </p>

<p>     Arala, or when politics raises its ugly head <br />
The party proceeded back to Arala without incident, whereupon things went <br />
weird. To keep this story from becoming overlong, it appears that the party had <br />
indeed found the tunnel, ancient dwarven machinery and more, a technical man- <br />
ual from the High Kingdom (which fell some twenty odd thousand years ago). <br />
The machine and manual stirred up significant political issues, which resulted in <br />
the party being sequestered (Aral was raised by the Aralian priests) while debate <br />
raged. In sum: <br />
The clan of the Aralian king (and perhaps other dwarven clans whose tradition <br />
dates that far back) feel that the fall of the High Kingdom was due to over-reliance <br />
on machines rather than hard work. As such, the Aralian king likely intends to de- <br />
stroy the machine, the Earth’s Blood and the manual. <br />
A further interesting note is that what records remain suggest that the machines <br />
of the High Kingdom all required Earth’s Blood and that the fall of the High <br />
Kingdom roughly coincided with the supplies of Earth’s Blood running dry. If <br />
the party (as dwarven nobility) or Felix, as a dwarven king decide to attempt to <br />
intervene, this suggests an obvious line of argument: <br />
If the High Kingdom could not find an alternate fuel to keep the machines running, <br />
than even if such machines are redeveloped there is no way to produce or use <br />
enough to fundamentally alter dwarven society and make it weak. If, instead, <br />
the supplies of Earth’s Blood have regenerated, then likely divine intervention <br />
occurred, and it would be wise to query the Gods before destroying what might <br />
have been meant as a gift. The dwarves of the New World are in a perilous position as things stand, and the discovery of a preserved technical manual might <br />
be divinely inspired. </p>

<p>Note: On a more mundane note, the sage believes that the “slime people" the Quag <br />
mentioned might be the same fish-scaled creatures we encountered with the Squid. He <br />
noted that every few decades adventures claim encounters with underground squid that <br />
enslave people. People familiar The Stone Soules might recognize similarities with the <br />
experiences of The Dozen. </p>

<p>Loot </p>

<p>Note: I took the loot list with me to enable writing this section. Accordingly, this is the <br />
only player record of the loot. <br />
6, 940 gp worth of assorted coin, gems and jewelry. <br />
3 repeating dart cross-bows. These are designed to carry poisoned bolts, making <br />
them slower to load. <br />
2 +1/ + 1 quality short swords. <br />
Dagger +1 <br />
Longsword +0/+4 and double damage vs hooved beings. I believe it is unnamed. <br />
If so, may I suggest My Little Ponyslayer? <br />
Angry fire, air and earth elementals in globes (1 each). Tricky to transport, and no <br />
way to control said elementals. <br />
Wand of Fireballs, 11 charges, command word unknown. <br />
Soul Broach, originally could absorb up to 9 level drains or death attacks. 4 <br />
charges remaining. <br />
Potion of Climbing. <br />
Full Size spellbook (Death Servant magic). To be destroyed or handed over to <br />
people for anti-demon research. <br />
11 vials magic ink. <br />
5 10 cn. mithril bars. <br />
3 alchemical book preservation boxes, 1 with a <br />
∼ 20, 000 year old dwarven tech- <br />
nical manual. Status of the later a matter of political debate. <br />
11 dwarven alchemical barrels, 3 filled with Earth’s Blood. Also politically sen- <br />
sitive. </p>]]>
    </content>
</entry>
<entry>
    <title>Balinor/Morty/Tarplin Summary #5:  Making Friends</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2008/05/balinormortytarplin_summary_5.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=317" title="Balinor/Morty/Tarplin Summary #5:  Making Friends" />
    <id>tag:blog.telvar.net,2008://1.317</id>
    
    <published>2008-05-11T21:56:11Z</published>
    <updated>2008-07-14T15:47:14Z</updated>
    
    <summary>The situation was desperate.  Morhion grabbed the dice of Anar from Robynne’s pouch, and rolled them, pointing vaguely at Higrid, and hoping for a miracle.</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="Balinor" />
            <category term="Morty" />
            <category term="Post Mirror" />
            <category term="Tarplin" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>Party Roster:</p>

<p>Balinor, 9th level Northerner fighter, 86 hp, played by Joel<br />
Morty, 7th/6th human fighter/thief (bard), 74 hp, played by Jay<br />
Bodkin, 5th level dwarven fighter, 49 hp, played by Katherine <br />
Robynne, 5th level woodsman, 38 hp, played by Rhonda<br />
Tarplin, 8th/5th elf druid/mage, 30 hp, played by Alan<br />
Morhion, 3rd level Northerner Nevronian cleric, 28 hp, henchman of Balinor<br />
 <br />
Leo, 4th level human Nevronian cleric, 25 hp, played by David (Jay this time)</p>

<p>(Events of 3/15/08 in Charlotte; Game world November-December 2192)</p>

<p>When we last left our party, they had just escaped a nasty trap set for them by grotto beasts in a complex outside of Barnacus and Seapoint, in the Farmin Mountains near the lands of the Blue and the Gray, the massive bandit group on Lendore.</p>]]>
        <![CDATA[<p>The party had been lured into the trap by devious means.  In an attempt to smooth over relations between the Keystone Kingdom and the nomadic Khargish kingdom, to maximize the impact of the return of the Khargish artifact the Bridle of Farin, BMT had been tapped for a series of “goodwill” missions.  The first of these actually seemed like a goodwill mission: slaughter a pirate base.  But the pirates were numerous and required a more involved attack plan than the other two missions, so we attempted those first.  The second mission was to slay a group of Kharg that were particularly prominently infiltrated by wereboars.  Wereboars, while not technically evil as such, are hyper-aggressive and very likely to stand in the way of the peace process.  If the four wereboars on the council could be eliminated (and they were all from a particular Khargish village of approximately 60 Kharg, roughly half of which were wereboars), then the diplomatic mission might go much more smoothly.</p>

<p>We developed plans for dealing with 30 hostile wereboars, but none of them would work until the rainy season began, and we still had a month of good weather remaining.  The third mission seemed a simple diversion for experience and profit; defeat a group of six surprisingly organized grotto beasts and save the poor beleaguered Kharg who lived nearby.</p>

<p>The mission was offered to us directly by Duke Haermond of Barnacus, and we traveled out for several days toward Seapoint to meet up with our Khargish guides.  The two Kharg led us to the lair of the grotto beasts, which strongly resembled the lair of an ogre mage.  Ever cautious, we prepared for cones of cold, but as we approached it became apparent that the lair was ruined.  Nevertheless we knew the grotto beasts were trying to trick us with various strategems, including trapping the front of the cave to collapse.  We partially disabled the trap and entered the compound to kill the monsters (who clearly knew we were there already).</p>

<p>Unfortunately we had not accounted for the sheer scale of the trap.  The cave entrance was collapsed despite our precautions, sealing us inside and requiring us to spell-shift for stoneshapes to get out.  Unfortunately we didn’t have enough time, and fireballs suddenly rang through the passage, savaging the party.  Trapped and hammered by unseen enemies from above the cave itself, in desperation the party dove into the big pit trap, hiding and waiting.  After a time the attackers, sounding like a mix of orcs, humans, and grotto beasts (with a wand of fireballs) came into the cave complex to inspect their handiwork.   They were quite confused to find that the party had vanished!  Of course we were actually clinging to the ceiling of the pit trap via magical effects, but our attackers were mystified, and angry.  It seemed as though the humanoids, possibly the Blue and the Gray, had set this up as a trap specifically for the party, and used the grotto beasts as the bait.</p>

<p>There was mass abandonment at this point, and then silence.  The party crept back out of the pit and pursued with deadly vengeance in mind.  Upon exiting the complex the party battled the three remaining grotto beasts (whose ambush was partially foiled by Morty, leading the party).  One was killed outright by Balinor, and the other two fled.  One was peppered by crossbow bolts and arrows but disappeared down the plain.  The third was pursued by a gliding Morty, who spectacularly failed to land on the creature but defeated it nonetheless. </p>

<p>This is where we left the party.</p>

<p>An immediate loose end came to mind: could Morty still catch the third grotto beast?  The party tried to get his attention, and Tarplin leapt down from the cliff face under featherfall, carrying the entire party down in a neat floating group.  Morty levitated up and took off after the final fleeing grotto beast, the rest of the party following as best they could.  After much effort Morty spotted the creature entering a copse of trees.</p>

<p>He swooped down and crept into the forest, playing a game of cat-and-mouse with the creature.  He lucked out and spotted the creature creeping haplessly around a rock, and he came up behind it with Kazaam in his hand…<br />
BOOM!  The creature took about 35 damage and a triple wound!  It reared out and bashed Morty almost equally brutally with its hind legs, leaving him bleeding badly as well.  He dropped Kazaam and swung his other longsword at the creature… and it dropped to the ground, dying almost instantly.  Morty frantically slapped bandages on himself, and the party joined him a few minutes later.</p>

<p>After a lot of discussion we decided to drag the bodies and dump them in the pit trap; there was a certain irony in it.  In order to get the grotto beast corpse all way back to the compound Tarplin used his flute to animate it as a zombie, and it walked back with us.  Using the zombie grotto beast and Morty as a pair of mules we hauled the other corpses in and dumped them in the spikes of the pit.  Lastly Tarplin ordered the zombie grotto beast to hurl itself into the trap, and we closed the door, dusting our hands off.</p>

<p>We looked back at the trail of blood, and wondered.  We shrugged and decided to camp inside the fortress.  Apparently the surrounding environment noted our hiding place…</p>

<p>After one successful spellshift, with the party still quite badly injured, a group of five horned bunnies crept up on Balinor, alone on watch… and leaped to the attack!  Amazingly THREE of them impaled him through his full plate armor (for 10 points of damage!).  He growled, waking up everyone (although Tarplin rolled back to sleep) and smashed two bunnies to bits.  Morty took another, Bodkin another, and Robynne set off in hot pursuit of the last one, which was dashing back down the corridor.  It slipped just outside of the compound, when Robynne shot it down.</p>

<p>We went back to sleep.</p>

<p>Two hours later, we heard a noise from the direction of the pit trap… further into the compound!  Considering that the front door was the only other entrance we knew, and it had been buried under piles and piles of rock that would take days to clear out, this seemed suspicious.  As Tarplin had complained about being woken up, we left him behind (perhaps not our best idea) and crept down the stairs, Morty in the lead.  He went on ahead, and Balinor, feeling a pang of guilt about Tarplin, sent Morhion back to guard him.</p>

<p>Morty crept forward and saw two vaguely scruffy humans, apparently citizens of the Keystone Kingdom, attempting to pry open the pit trap!  As they were clearly up to no good, he snuck up behind one of them, and rammed his longsword through him, killing him instantly.  The other shrank before his eyes… and turned into a rat and scampered away back toward the entrance!  Morty followed in hot pursuit, and sliced the rat in half, which turned back into an ordinary villager.  It seems in rat form they could scamper through the piles of rubble at the entrance.</p>

<p>But before the party could react to that, Morhion found himself in trouble back at Tarplin’s sleeping form.  A ghoul leaped out from the entryway and pounced at Morhion.  The cleric raised his holy symbol and shouted defiantly at the ghoul, to absolutely no effect, other than to wake the confused Tarplin.  The ghoul crashed into Morhion, who managed to pop it with his hammer, but was then paralyzed.  Two more ghouls emerged from behind and began attempting to feast on Morhion.</p>

<p>Tarplin awoke to a confused scene: three ghouls were on Morhion, and the rest of the party was not around, but he could hear sounds of people approaching from further inside the compound.  The other two ghouls launched themselves over Tarplin, who was fortunately immune to the paralysis, but took injury from their blows.  The rest of the party appeared and Leo turned back all three ghouls, who scampered away back out into the wilderness, leaving Morhion alive and only somewhat injured, although paralyzed for a while longer.</p>

<p>The two deceased Kingdomers were an interesting find.  They were poorly equipped, scrubby, and one was wearing a gambling jacket with a picture of a pot of coins pouring out.  We immediately recognized it from the Jackpot, a snazzy gambling club in downtown Barnacus.  It seemed unlikely to have anything to do with their appearance, since Barnacus was several days away and it was impossible that anyone had communicated with them that quickly.  So this pair must have known something was going down here in this cave in advance, and been nearby.  As they seemed to be wererats, that indicated the Commandant.  This would be surprising considering that Balinor and the Band are on fairly good terms with the Commandant (the wererat leader in Benct), in the sense that they have helped each other or at least not hindered each other in the past.  But there were a lot of things going strangely here.  We decided to pop the bodies of the wererats into the bag of holding for later speak with dead questioning.</p>

<p>Still, we decided that since we were even more injured, it was still critical to finish a single spellshift before we left the area.  In order to make the casters sleep without interruption, we put them in the secret treasure room (with the door open for the moment) and positioned the fighters all on watch outside.</p>

<p>It was not to be.</p>

<p>Two hours later, swarms of giant ants began pouring into the cave.  Workers, by the look of them, they walked right past the party and wandered into the lower levels.  We waited in the hopes of trapping them inside, but they kept pouring past with no end in sight.  Finally when an ant seemed to be returning from the lower levels with stone in hand, Morty decided to start the killing.  He charged up and sliced at the ant, and the other ants reacted.  Balinor charged up and Morhion sat behind, ready with his aid spell to close a wound, while Tarplin snored blissfully in the hidden treasure room.</p>

<p>The fight was ridiculous.  Morty switched from his dagger to one of his many longswords and began ripping them apart with considerable panache, while Balinor simply clubbed one to death every time his swung his brutal paired hammers.  Morty began taking hits, especially as warrior ants joined the swarm, and bodies began piling up everywhere.  We shut the door to the treasure room and continued killing.  Approximately forty ants had died when they began backing away (in an extremely organized fashion).  Eventually the stench was so horrendous that it woke Tarplin up anyway, and he was understandably upset.  You have to admit that we tried to let him sleep through it.</p>

<p>The ants withdrew, and we checked our status.  Morty had sustained some additional damage, while Balinor had somehow gotten out unscathed.  We were in dire straits as far as party condition, and it wasn’t clear that the ants were going to leave us alone, so we thought we might try to charge out and make a break for it.  We scrambled up the passage toward the outside exit… and there we saw about twenty more giant ants feasting on a number of dead, bloody deer carcasses that were lying around the exit plateau.</p>

<p>We skidded to a stop.  Suddenly we realized that someone (a grotto beast or a member of the Blue and the Gray, say…) may have placed the deer carcasses there in order to lure all of these creatures inside.  This meant that an ambush could be waiting for us.  Or possibly they hoped that the ants would finish us off.  Either way, it meant they knew we were here.</p>

<p>We considered our options.  When we realized that someone must know we were here, it became clear that we had to leave immediately and risk the ambush.  We had Tarplin’s teleport token available in dire emergency, and Robynne fingered her dice of Anar…</p>

<p>But there was no ambush.  We slipped past the ants peaceably and scrambled back to where our guides had camped a few days earlier.  There was no sign of them, but an easy search turned up a note under a rock, “Figured you were dead.  Went home.”</p>

<p>Bereft of allies (and horses) we decided to get a decent distance from the area, but in order to trick any potential tail, we headed west toward Seapoint rather than Barnacus.  Skirting the edge of a forest full of wereboars, ogres, and other fun opponents, we managed to reach Seapoint without incident, covering our tracks the first night and then moving as quickly as we could.</p>

<p>We took quick refuge in the house of the Seapoint Lightning off the coast (and left notes in case we didn’t make it to Barnacus).  We picked up horses in Seapoint for 60 gp and sped to Barnacus.  XP for this and the previous game ranged from 1100-2600 (500 for the henchman Morhion).</p>

<p>We strode immediately to Duke Haermond’s castle and requested an audience, which immediately got.  Outside of a cleric capable of casting speak with dead, we did not give this information to anyone other than Duke Haermond.<br />
We questioned via speak with dead the corpses of the two wererats.  They indicated that they were new members of the Blue and the Gray (kitchen-hands, reward: 5 gp each!), and they had overheard in the cafeteria from two members of the group (named Zeke and Lickness) about a planned ambush on the Band.  </p>

<p>When questioned on what “the plan” was:</p>

<p>“I think that the real goal was to kill most of them [BMT] but they were pretty certain they could frame the one that was likely to escape.  He was rumored to have killed many sentients before and had just done it again.”</p>

<p>The plan apparently was to take out Balinor and Morty, and frame “the one who was likely to escape”, with the history of killing sentients. (Tarplin blanched at this.  Or could they possibly have meant Quentin…?)  Clearly they had either anticipated that we would be sent in response, or they had an informant among the Kharg.  Either of these seem likely possibilities, and it would seem that original assertions about the Blue and the Gray were essentially correct.  Furthermore this explains why they were only trying to kill Balinor and Morty.</p>

<p>We asked for explicit directions to the cafeteria, and we got them:</p>

<p>“Travel North toward the Devil’s Face, farthest fork to the left of any size then follow to the ravine and the secret stair, then to the Farmin Mountains, where you go into the room, lock yourself in and they blindfold you and take you to the Bunker.”</p>

<p>If we disguised ourselves as this pair, there’s a possibility of infiltration… but that would be for later.  Perhaps Donald or Chiaro could help with something like this.</p>

<p>The story of their joining the Blue and the Gray was an interesting if not all that useful side-note:</p>

<p>“We had to show up at port [unclear to our party which port it was] at the right time when a mostly scuttled pirate ship was coming in.  We mixed in with the crew when they begged for jobs.  We were taken to an office and told that we could either wash dishes or swim for it.</p>

<p>We went north of Rog and past the old lighthouse; skirted around the bugbears and then slipped back in the back and climbed down a 200 foot cliff and you can get around to port if you go at low tide.”</p>

<p>The bandits named two members of the Blue and the Gray- Felgor the Grey and Gelbach the Blue- names that have come up before.  The Duke added the endings of their names to fill us in.  Some interesting numbers: between 150-200 could come through this cafeteria, but usually only 40 or 50 do daily.</p>

<p>The guides were believed by Haermond to be reliable, so we didn’t seek them out for questioning.  There are now some interesting investigations ongoing, but we really didn’t find direct evidence implicating anyone in Barnacus, which is possibly unfortunate.  The grotto beast corpses might have something to say, but they are probably consumed by now.  Although I suppose the Duke could have sent men to fetch them.  It should be noted that the official version of the story is that we killed three of the six grotto beasts and the others fled, leaving out any mention of anything else.</p>

<p>In any case, Bodkin finished his training to fifth level, and rejoined the party shortly thereafter.  We decided for the moment to forget about this threat and focus instead on our plan for dealing with the Kharg, the last of Duke Haermond’s missions of “goodwill.”  Given that the Kharg could have been potentially complicit in the grotto beast/Blue and the Gray ambush we were feeling even less charitable than usual.  The trick was that we had to eliminate the four top Kharg without linking back to the Duke.  We came up with a plan that we thought could work, short of massive commune castings, in any case.</p>

<p>We realized we probably couldn’t take the entire village at the same time.  We considered reinforcement options, and depending on tactics we could likely entice Albee the monk to join us, and possibly Anselm the Nevronian cleric, both former compatriots of Balinor.  The additional firepower came at a cost; we couldn’t use as many underhanded tactics and keep the mission acceptable.  At first we had contemplated an option where Tarplin bracketed the village in plant growth spells, wedged everyone in, and forced them attack us in a corner of the village, with Tarplin launching fireballs and other spells from overhead while we fought them in a defensive phalanx.  Given the legendary Kharg wereboar hyper-aggressiveness, this seemed like it might actually work for a time, although we would have to make sure that no one escaped.</p>

<p>The only problem was actually killing sixty Kharg in a fight, even with a bit of backup.  It was possible, but we wanted to at least reduce the threat against us beforehand.  This involved taking out a patrol in the wilderness, preferably one including one of the target leaders.  After the attack the party would vanish for a few months to allay suspicion that the sudden disappearance of the patrol was anything other than a Lendore Isle accident.  Then, later on, we would strike at a second patrol as soon as it left the village, heal up, and tackle the vastly weakened remainder of the force.</p>

<p>A variant on this plan that gained popularity was an alternative to a frontal assault that involved sneaking up on the camp and paralyzing the leaders that we were targeting.  As this would look like a different attack than the one that “disappeared” the patrols, we thought it might look less suspicious.  This may yet be the plan we follow, but first we figured we might as well go ahead and do the first strike and work on the fine details of that plan later on, once we had a better idea of the camp’s defensive setup, and a feel for their power level.</p>

<p>Thus we set out to nail a patrol.  The war parties were on horseback and difficult to ambush, but fortunately the slightly smaller hunting parties were on foot.  We had time to wait, and so we selected an ambush spot that was highly to our liking.  Our priority was less the tactical benefits of the location, and more the ability to hide the truth of the attack.  To this end, we found a dying old tree that could be safely struck by call lightning spells without looking suspicious.  This had the added benefit for Tarplin that he didn’t actually have to kill a tree.  Druids.</p>

<p>We set up behind a log and left a snare at the base of the tree.  We had bargained for a scroll of cure disease that was high enough level to cure lycanthropy, should the need arise (although our collateral magic items would be lost), so that was less of a worry.  Lycanthropy was only a threat to someone scratched by the claws of one of the wereboars while in their hybrid form, and Balinor knew from that they would morph sometime prior to dying and heal some of the damage they had taken.  So the only danger from lycanthropy would be at the end of the fight.<br />
The party assembled behind the giant log, and prepared for the attack.</p>

<p>Well, as it turned out, the group we attacked included one, Higrid the Unfeeling, general of the Khargish nation.  This probably should have factored more heavily into our threat assessment.  In the event, the battle was joined…</p>

<p>***</p>

<p>The Khargish party was trotting through the woods hunting for big game.  They came past a particularly rotted old dead tree, perhaps intending to set up camp.  The day was drizzly and heavily overcast.</p>

<p>One of the men stepped into a bizarre sort of snare that had been placed at the base of the tree.  Higrid snapped a command warning of attack, and the group immediately sprang into action.  Despite his quick reaction and his well-trained instant air of authority, he was too late to prevent the devastation that followed.</p>

<p>A call lightning bolt slammed down onto the group, hitting everyone in the vicinity.  Four of the Kharg were instantly slain.  One was left staggering about.  The other four were relatively uninjured.  The party came crashing out of hiding, wearing mysterious dark robes.  As the five Kharg moved to close, Robynne launched an arrow into the most injured one, dropping him to the ground.</p>

<p>The Kharg warleader reached for his necklace and gestured at the party.  A fireball erupted around Balinor, Morty, Morhion, Leo, and Bodkin, nailing Morhion badly but leaving everyone else with relatively minor wounds.  At that moment, Tarplin dropped his stinking cloud upon the remaining four Kharg, and they disappeared from sight.<br />
Morhion ducked behind a tree and dropped a cure light on himself.   The rest of the party encircled the cloud and waited for people to emerge.  When they did not, after a moment, Tarplin dismissed the cloud.</p>

<p>The Kharg warleader reacted instantly, dropping another fireball on Balinor, Morty, and Bodkin, injuring them further.  The bowman and Robynne exchanged volleys, but despite being outside of point-blank range, the Kharg bowman seemed to be inflicting a lot more damage…</p>

<p>Robynne, significantly injured by bowshots, ducked behind the log.  Balinor and Morty charged up to face their foes.  The battle seemed to grow much easier when Tarplin dropped a slow spell that caught all but the main Khargish warleader.  Balinor and Morhion contemptuously pushed past the slowed Kharg to battle Higrid.  They struck back, injuring Morty but missing Balinor, and Bodkin moved to close with one of the pair.</p>

<p>Bodkin stabbed mightily the bastard-sword wielding Kharg, but took a massive blow in exchange, leaving him quite injured.  Morhion and Leo fired hold person spells at the group, and Morhion’s caught the archer and froze him in place.  He began to transform into the hideous wereboar form (albeit very slowly!).</p>

<p>Robynne came up to Leo and Morhion for healing while Balinor and Morty engaged Higrid.  Higrid turned his powerful personal defenses upon the enraged fighter and struck at Morty, who shrugged off the blow and stabbed back.  Balinor swung at the Kharg a half-dozen times but to surprisingly little effect (AC -7 opponents!).  Morty was being steadily beaten down, and when he fell Balinor would be facing off against the Kharg alone, as Bodkin tried desperately to deal with the two remaining fighters.</p>

<p>Tarplin hammered the Kharg with magic missiles, but he dropped Morty bleeding to the ground.  Freed of interference, Higrid gestured with surprising vengefulness toward the recovering Morhion, Leo, and Robynne.  <br />
The results were hideous; the barely standing Robynne died instantly in the fireball (-11 exactly) and Morhion was once again badly injured, along with Leo, who ran forward to help Morty.</p>

<p>Balinor had pumped his own strength prior to the combat, and here he activated his defense item and the bracers of wrath in the hopes of inflicting great injury.  Before he could attack, the Kharg suddenly leapt high in the air and landed on the branch of the dead tree (which surprisingly withstood his weight).   He began drinking potions and started to heal…</p>

<p>The Kharg on the ground were moving very slowly, but were still threatening the besieged Bodkin.  Leo managed to stabilize Morty but could do little else.  Tarplin continued to hammer Higrid with spells, trying to reduce his spear to make him drop it, but was unlucky.  Balinor was left with few options for attack, although he did take the opportunity to completely crush one of the two remaining slowed Kharg.  The archer had just about finished his transformation, and suddenly he could move!  They were immune to hold person in their wereboar form!</p>

<p>The situation was desperate.  Morhion grabbed the dice of Anar from Robynne’s pouch, and rolled them, pointing vaguely at Higrid, and hoping for a miracle.</p>

<p>What he got might qualify.</p>

<p>He rolled a 2, meaning two effects appeared simultaneously.  A gigantic rain of frozen arctic swordfish descended upon the hapless cleric from above, slaying him instantly.  Additionally, a small, almost inconsequential spray of acid fired at Higrid.</p>

<p>The acid did very little damage (4 points!).  The Kharg managed to avoid the worst of it.  But he had been in the process of reactivating the fireball necklace, and the interaction proved brutal.  The fireball exploded at ground zero, further injuring Balinor (and killing some of the Kharg on the ground) and burning Higrid.  Worse, the branch collapsed beneath his feet, and he tumbled down… right next to Balinor.</p>

<p>With glee, the fighter bashed both hammers into Higrid, inflicting horrific damage (35 points!).  Higrid struck back but, fairly miraculously, he missed the fighter.  Balinor pummeled him into the ground, discovering in the process that if you drop a wereboar low enough, they die instantly and never get the chance to change form and gain the healing benefits… (very fortunate since we had inflicted about 150 points of damage to the guy at this point!).</p>

<p>Bodkin moved forward to strike the final slowed Kharg, who was about to kill Morty with a coup’d’grace strike.  Leo could do nothing to prevent it, and Tarplin knew he would deal a fatal blow.  The druid stood to block the falchion-wielder, and took a great hit from his sword.  He could not stand long, but then Bodkin was there, and dropped the Kharg to the ground just before he could swing.  Balinor moved forward, and together they took down the archer before he could inflict further damage.</p>

<p>The party had won.</p>

<p>Robynne and Morhion were dead but recoverable, and Morty had been stabilized by Leo, albeit in a fragile state.  Tarplin was significantly but not badly injured (whatever minor fire damage he might have taken was completely absorbed by his protection).  Leo was trashed, and Balinor was significantly injured but in reasonable shape.<br />
Okay, so maybe we underestimated the strength of the wereboars.  That’s what intimate diagnostics like this fight are for.</p>

<p>Belatedly it occurred to us that perhaps killing the Kharg warleader might not go unnoticed.  Our precautions were fairly strong, and we can hope we did a good enough job.  We camouflaged what little remnants of the fight were left after the drenching rains.  The bodies were taken a full day away to our premade burial site, deposited under a full stoneshape worth of solid rock, and rest eternalled by Tarplin.</p>

<p>It seemed highly unlikely that anything short of a commune would determine what happened, and even that only with the right questions.  We hoped it would be enough.</p>

<p>The treasure haul was excellent.  Ironically the swordfish turned out to be worth 2200 gp to a fish merchant (who stored it in his ice toad refrigerator; Chiaro take note)!  This partially paid for a completely successful raise dead spell for Morhion and Robynne!  No one sustained any permanent damage in the event, fortunately.  And we kept one swordfish for a celebratory dinner with Duke Haermond.</p>

<p>I wonder if Morhion has the lead on deaths for a henchman cleric.  It’s fairly impressive, especially since he is only 3rd level!</p>

<p>XP for the combat will be handed out next time.  (It seems highly unlikely that anyone would level as a result of the encounter, nasty as it was…)</p>

<p>The treasure haul:</p>

<p>Non-magical items: (things marked “distinctive” are obviously identifiable as Kharg, and therefore mildly suspicious to sell in Barnacus…)</p>

<p>solid garnet ring (1000 gp)<br />
distinctive belt of office (3500 gp)<br />
tribal armband (200 gp) x 3 (distinctive)<br />
172 gp<br />
750 gp of stuff<br />
bastard sword +1/+0 (1000 gp)</p>

<p>Magic items:</p>

<p>*short composite bow + 1 of distance (all ranges doubled)<br />
*falchion of cleaving + 2 (double damage on a 20)<br />
*cloak of protection + 1 / +10% hide in shadows<br />
*bracers of defense AC 4/10, 45 cw<br />
*boots of mystery (leave no tracks, +10% move silently)<br />
*ring of protection + 2<br />
*necklace of missiles (1 5 HD fireball left)<br />
*spear (type 3) but speed 6, grants leaping up to 7/week, protection from normal missiles 1 day/month, -2 to wisdom score, +5 the first time you attack with it every day and +3 thereafter, adjustable to different lengths (max. 3)<br />
*ring of regeneration 1 pt/turn (big and ugly)</p>

<p>The bow was in possession of the archer, obviously, which explains Robynne’s difficulty in battling him at 35 foot distance.  The falchion was wielded by one of the other fighters.  All of the rest belonged to Higrid the Unfeeling.  The main difficulty comes with the awesome spear.  It has a huge number of abilities, some of which can be utilized and others not so much, and it is fairly obvious and probably semi-legendary.  We can either trade it or try to disguise it and use it when not near the Kharg or people who might recognize it.</p>

<p>Our tentative treasure deployment was:</p>

<p>Robynne - Magic Bracers – generic 4/10 45 cn<br />
Bodkin - Magic Boots – generic Boots of Mystery – no tracks and +10 % to move Silently<br />
Magic Ring – distinctive (High) – Ring of Regeneration 1 HP/turn – very large<br />
Robynne - Magic Ring – distinctive – Ring of Protection +2<br />
Morty - Magic Necklace – generic – Necklace of Missile 1 5 HD Fireball left<br />
Tax - Magic Spear – distinctive (High) – Type 3 (max), but Speed 6, grants leaping up to 7x/week, protection from Normal Missile 1d/month, -2 Wisdom, +5 on first attack each day then +3, Take The Initiative<br />
Morty - Magic Cloak – generic tan (Cloak of Protection +1, +10% Hide in Shadows) <br />
Robynne – gets Morty’s old one<br />
And we end up with 30000 gp in trade bait (plus presumably the four bars of mithril the party still has).  Certainly there are interesting things we could trade for…</p>

<p>Things to contemplate:</p>

<p>-Trade items<br />
-Ways to further obscure our involvement in the affair<br />
-Places to run to if the Khargish nation comes after us</p>

<p>Joel/Balinor/Morhion<br />
</p>]]>
    </content>
</entry>
<entry>
    <title>Superstar! Treasure Update [Following Summary #3]</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2008/03/superstar_treasure_update_foll.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=316" title="Superstar! Treasure Update [Following Summary #3]" />
    <id>tag:blog.telvar.net,2008://1.316</id>
    
    <published>2008-03-24T20:32:30Z</published>
    <updated>2008-03-24T20:34:08Z</updated>
    
    <summary>Down 4750 gp pre-tax (taken from cash and lost items) but recall that cash is taxed at 10% rate as per our agreement with the Rangers.</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="Chiaro" />
            <category term="Rangorn" />
            <category term="Star" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>A treasure update for Superstar! [done in late November 2007]</p>]]>
        <![CDATA[<p>Treasure:</p>

<p>*succeeded by Magic Lad<br />
-giving up automatically</p>

<p>--+1/+1 quality hammer x 2<br />
headband of radiance (2d12 damage 1/week)<br />
ring of protection from good<br />
-augury sticks damaged (200 gp salvage value)<br />
-*short sword +1/+3 vs. sylvan creatures<br />
*large shield +1<br />
tugutten full plate<br />
ring of bad taste<br />
-full plate<br />
-+1/+0 shortbow<br />
+1 ff short arrows x 4<br />
chocolate bars (30 gp each) x 3 (eaten in field)<br />
-fine banded mail (250 cw encumbrance) <br />
quality bastard sword +1/+1<br />
-longbow +1/+2 strength bow<br />
+4 long arrows x 3<br />
**ring of protection + 1 x 2<br />
+1 ff long arrows x 36<br />
+2 ff long arrows x 12<br />
*long arrow of giant slaying<br />
-hobgoblin master armor (9” movement rate platemail for hobgoblins)<br />
*fire giant bread x 4<br />
-bastard sword (regular)<br />
10 cw mithril bars x 10<br />
healing potion x 2<br />
*bandages x 2<br />
*dwarf-sized platemail +1<br />
-*battleaxe “Soulquench” (detects as neutral evil) – each time you kill a sentient good creature, it accumulates one day of granting 18/00 to wielder; if kill seventh level person or higher axe gains +2 for a week; contains limited wish granted by neutral evil deity<br />
-*longsword of the spellsword +1 (+2 if you have fighter and mage classes or subclasses and +1 on magical saves if you have fighter and mage or subclasses)<br />
*ring of wizardry (+1 third and fourth level spell)<br />
scarab scarab – stag beetle (worn around neck) that creates a suit of everyman armor for 8 hours, once/week<br />
scroll of deepstrike, shocking grasp, deadly aim<br />
*bastard sword+1<br />
-*studded armor of studliness (no AC benefit but can be warn with rings of protection, +2 comeliness, +2 max hitpoints, +2% bend bars)<br />
bag of holding 200/5000<br />
-*beer bong of life draining (if hold someone against the funnel for three rounds, then they are devoured and fed to the person at the other end, who temporarily gains powers)<br />
*mirror of improvement (disadvantage: weighs 1000 cw; stand in front of it, flex strut and pose for 30 minutes each day, con is +1)<br />
engineering gear (ropes/pulleys)<br />
222 pp, 3250 gp<br />
100 gp gems x 71<br />
1000 gp gems x 3</p>

<p>Traveling spellbooks x 3 (lots of handy third level spells)</p>

<p>Book 1:  Read Magic, Magic Missile, Sleep, Detect Magic, Shocking Grasp, Mending</p>

<p>Book 2: Web, Zane’s Deodorant, Invisibility, Strength, Levitate, Shield</p>

<p>Book 3: Haste, Dispel Magic, Invisibility 10’ Radius, Deadly Aim, Wizard Lock, Knock</p>

<p>Book 4 (destroyed): Lightning Bolt (straight back), Tongues, Monster Summoning I, Blink, Make Whole, Fools’ Gold</p>

<p>Cleric – Tarantino<br />
Wizard – Hitchcock<br />
Dwarf—Great Kubrick<br />
Woodsman – Steven<br />
Hobgoblin – Kurosawa<br />
Half-orcs -- DW, Bergman, Welles<br />
Druid-- Fellini</p>

<p>XP ranged in the 1300-3000 range for the henchpeople, to 12700 for Minerva</p>

<p>Minerva to 5th level – gains 4 hp to stand at 22<br />
Lewis to 3rd level – gains 3 hp to stand at 23 (trains first aid vet x1, single weapon combat bastard sword x 1)<br />
Madupe to 3rd fighter and 4th thief – gains 6 hp to stand at 25<br />
Magic Lad to 2nd cleric and 2nd illusionist – gains 7 hp to stand at 13</p>

<p>Play ratings: </p>

<p>Lewis- 2.0 (610 gp) (29 days)<br />
Magic Lad – cleric: 1.5 (325 gp), illusionist: 1.6 (300 gp) trained by Chiaro (who gets 100 XP) (12 days + 12 days = 24 days)<br />
Minerva – 2.0 (2290 gp) (57 days)<br />
Madupe – fighter: 1.5 (260 gp), thief: 1.8 (810 gp) (22 days + 39 days = 61 days)</p>

<p>Minerva free spell training: Monster Summoning I</p>

<p>ID cost post Magic Lad pre tax: 2350 gp (Magic Lad gains 280 XP)</p>

<p>Down 4750 gp pre-tax (taken from cash and lost items) but recall that cash is taxed at 10% rate as per our agreement with the Rangers</p>

<p>-Discuss reward over email<br />
-List: potions can be made (healing, extra-healing, neutralize poison, cure disease); physical potions (climbing, swimming, growth, diminution, water breathing, chameleon, animal control, speak with animals/plants, resistance)<br />
-weird familiars (sprites, maybe those for non-spellcasters)<br />
-animal speaking and control rings<br />
+1 weapons/ armor (nonmetallic armor)<br />
magic cloaks of protection (up to +2)<br />
woodland cloaks and boots (huge bonuses to hide/move silently, woodland only)<br />
(order 20 to 50kgp)</p>

<p>And our final party status:</p>

<p>Rangorn, 7th level half-elf woodsman, 65 hp, played by Joel<br />
Star, 6th level human cleric, 37 hp, played by Kyle<br />
Zippo, 3rd level dwarf fighter, 34 hp, henchman of Star<br />
Madupe Fadupe, 3rd/4th level gnome fighter/thief, 25 hp, played by Katherine<br />
Lewis, 3rd level human ranger, 23 hp, henchman of Star (played by Alex)<br />
Chiaroscuro, 7th level human illusionist, 22 hp, played by Aaron<br />
Minerva Moonstone, 5th level half-elf mage, 22 hp, played by Katherine<br />
Alisan, 2nd level half-elf cleric, 17 hp, henchman of Rangorn<br />
Magic Lad, 2nd/2nd level cleric/illusionist, 13 hp, henchman of Chiaro</p>

<p><br />
Joel/Rangorn/Alisan<br />
Kyle/Star/Zippo/Lewis<br />
</p>]]>
    </content>
</entry>
<entry>
    <title>A History of the Telvar Open Tournaments</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2008/01/a_history_of_the_telvar_open_t.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=315" title="A History of the Telvar Open Tournaments" />
    <id>tag:blog.telvar.net,2008://1.315</id>
    
    <published>2008-01-08T21:33:43Z</published>
    <updated>2008-01-08T21:38:57Z</updated>
    
    <summary>A list of the Telvar Open Tournaments, their dates, plots, and taglines.</summary>
    <author>
        <name>Kyle MacLea</name>
        
    </author>
            <category term="Telvar Open" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>A History of Open Tournaments, as described by the Dungeon Master, with taglines.</p>]]>
        <![CDATA[<p><strong>The First Telvar Open Tournament:<br />
Haunted Isle</strong>  1988  May 18, 2154  Escaping an island known by orc, goblin, and man as a cursed place  <br />
“The ship is sinking!”</p>

<p><strong>The Second Telvar Open Tournament:<br />
Kobolds of High Mountain</strong>  June 9, 1990  June 20, 2157  Stopping a kobold raid on the settlements below<br />
“Crush the Skull! Crush the Skull!”</p>

<p><strong>The Third Telvar Open Tournament:<br />
Chaos at Blackstone</strong>  July 11, 1992  April 27, 2166  The assassination of Lord Eldrin<br />
“When the invasion bell rang, none of us knew what to do...”</p>

<p><strong>The Fourth Telvar Open Tournament:<br />
Incident at Gerda</strong>  July 16, 1994  January 20, 2170  The theft of the Sphere of the Night<br />
“Which way did they go?”</p>

<p><strong>The Fifth Telvar Open Tournament:<br />
The Peaks of Light </strong> August 3, 1996  December 18, 2178  An attempt to destroy Ranore’s plans<br />
“Does anyone know what that sound was?”</p>

<p><strong>The Sixth Telvar Open Tournament:<br />
Race Rock  July 24, 1999 </strong> April 1, 2188  Some of the last children of the kraken awaken<br />
“Sure is a bad one for this time of year...”</p>

<p><strong>The Seventh Telvar Open Tournament:<br />
The Mountain of Thunder </strong> July 17, 2001  January 8, 2191  An evil artifact is destroyed<br />
“Boom”</p>

<p><strong>The Eighth Telvar Open Tournament:<br />
The Edge of Memory </strong> October 4, 2003  June 10, 2192  The Inviolate Realms are awakened<br />
“It’s a hint,” the Sphinx said.  “It just won’t make any sense until you already know the answer.”</p>

<p><strong>The Ninth Telvar Open Tournament:<br />
Faces from the Past  </strong>November 5, 2005  June 10, 2192  An Inviolate Realm marches forth<br />
“It had never previously been understood why the Northerner word for ‘unavoidable danger’ literally translated as ‘blue fire mountain’.”</p>

<p>--Edwin B. Anderson, Jr.</p>]]>
    </content>
</entry>
<entry>
    <title>Strangorn Summary #3: Superstar! and the Circle of Ayrless!</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2007/11/strangorn_summary_3_superstar.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=313" title="Strangorn Summary #3: Superstar! and the Circle of Ayrless!" />
    <id>tag:blog.telvar.net,2007://1.313</id>
    
    <published>2007-11-17T16:26:43Z</published>
    <updated>2008-01-08T20:50:39Z</updated>
    
    <summary>Thinking quickly, Chiaro struck lethally at the druid with his mind.  The invisible and silent druid blanched in horror.  No one could hear his cries, or see his sudden struggle, nor could he see his tormentor.  Psychic waves of energy crashed through his brain and savaged it.  His mind crumbled before the onslaught, and blood hemorrhaged.  His eyes rolled up, and he collapsed dead to the ground. Chiaro is a scary, scary individual.</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="Balinor" />
            <category term="Cassian" />
            <category term="Chiaro" />
            <category term="Rangorn" />
            <category term="Star" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>(Mini-party: Dwarfstar)</p>

<p>Party Roster:</p>

<p>Rangorn, 7th level half-elf woodsman, 65 hp, played by Joel<br />
Star, 6th level human cleric, 37 hp, played by Kyle<br />
Zippo, 3rd level dwarf fighter, 34 hp, henchman of Star<br />
Chiaroscuro, 7th level human illusionist, 22 hp, played by Aaron<br />
Lewis, 2nd level human ranger, 20 hp, henchman of Star (played by Alex)<br />
Madupe Fadupe, 2nd/3rd level gnome fighter/thief, 19 hp, played by Katherine<br />
Minerva Moonstone, 3rd level half-elf mage, 14 hp, played by Katherine<br />
Alisan, 1st level half-elf cleric, 8 hp, henchman of Rangorn<br />
Magic Lad, 1st level cleric/illusionist, 6 hp, henchman of Chiaro</p>

<p>It’s an adventure of fantastically varying proportions!  See the adventures of the little guys (Dwarfstar) and then full on power of the party (Superstar!).</p>

<p>[Events at Alex’s house in Ithaca; Real World Sept. 29, 2007; Telvar Dates Feb. – June 2192]</p>

<p>It was decided that since the lower level people were close to achieving levels in many cases, the best chance to get additional power before attempting a big mission would be to run the party without its leaders through a series of mini-encounters (a trick used by the BMT party a few games back). </p>

<p>The party had recently decided to christen itself “Superstar” rather than the previous informal moniker “Strangorn” which had morphed into “Strangiaro” and was fast approaching having to become something like “Strangiarva” or “Strangiarvupe.”  What all these names had in common is that they were significantly more than just Star.  In keeping with this, we chose a name that was “above and beyond” Star—Superstar!</p>]]>
        <![CDATA[<p>We decided we would have a name for the relatively low-power members of the party as well, when we needed them to get some experience apart from the Power Triumvirate (Rangorn, Chiaro, and Star).  So, they would be “Dwarfstar”—both because they were the “little” party-within-a-party, but also because their most powerful (or at least toughest) member was the crazy dwarf Zippo.  Plus, he has a parrot, and parrots rule!</p>

<p>To prepare for Dwarfstar’s solo adventure, some preparations were undertaken.  First off, scrolls were replenished from last time, and a few items were handed over to the active characters while Rangorn, Star, and Chiaro took a well-deserved break.</p>

<p>The first mission from the Rangers came quickly.  The party was approached by the famous Halbarad the Ranger, he of the cobalt blue armor.  “You guys are total wimps, but I like you even though you’re no good at anything.”  He’s a charmer.  The mission was simple: in the hills to the west, near High Mountain, a hill giant with a giant snake was spotted.  The mission was to take it out.</p>

<p>The Dwarfstar party set off triumphantly on their first adventure: Minerva the mage and her fox familiar (named after a bird, oddly); Madupe Fadupe the gnomish swashbuckler (shades of Juan Re, for Stone Soules veterans…); Zippo, the dwarven fighter with a trained parrot and a fondness for wood carvings; Lewis, bastard-sword wielding ranger extraordinaire; Alisan the cleric and her two dogs, the bloodhound Sanger and the war dog Drifter; and Magic Lad the cleric/illusionist Chiaro protégé and Chiaro’s man-sized battletoads (Gamabunta and Rana ½).  It was an odd assortment.</p>

<p>The party tracked down the giant quickly.  An ambush plan was put into effect, but the giant accidentally and unknowingly avoided it the first time (nearly tromping through the bush Minerva was hiding in).  Alisan, realizing that Minerva might be discovered, emitted juicy animal calls and the giant turned to locate the source.  We had to reset the whole thing farther down the path.</p>

<p>This time we completely surprised the giant.  Alisan popped up firing arrows while Zippo, Lewis, and Madupe closed with the giant.  Magic Lad and Minerva fired light spells at the giant, blinding it and leaving it wide open to attack.  The giant took a big swing and fumbled massively, injuring both itself and the snake, shattering the club, and falling to the ground!  A stinking cloud disabled the creature, and the giant was brought down in short order by the fighters and nasty backstabs from the thief, but the dangerous snake remained.  Unfortunately it managed to bite Madupe!  Swearing, the party watched as one of the battletoads engaged, and got bitten before the snake was brought down.  Then we dosed Madupe with antivenom, healed them, and hoped (since there was no ability to neutralize poison within this party or within days of it).  Magic Lad in particular was praying the toad survived, else Master Chiaro would likely be very, very displeased.</p>

<p>Fortunately everyone was intact a few minutes later.  The party chugged back to town with loot: 40 sparrows (deceased); a small box labeled in human “Runk Novelties Inc.”; paper wrappings containing a small metal box with a little crank that makes an annoying noise x 30; a silver box that emits an exotic bird sound (Realmish night sparrow, as it turned out), labeled in common “Hunters’ Delight, Teft”; and a box containing 40 whistles.  And 53 gp.</p>

<p>As this probably wasn’t quite enough, we decided to go for another mini-mission elsewhere in Petethal.  Eight gnolls were apparently robbing chicken coops in a farming village, and it was up to us to stop them.  Because of the gnolls’ mobility, we planned a lot of traps and immobilization spells to allow the party time to kill them before they could escape.</p>

<p>We decided to pick a chicken coop and ambush them from nearby.  Alisan set up a blind outside, and Madupe set up a trap that would trip the gnolls when they tried to run from us.  Minerva would hit them with spells, and the clerics and fighters would pick off escaping stragglers.</p>

<p>The fight went as expected; Minerva nailed nearly all of them with a web spell, and ones that might get away were hit by command spells and axes and bastard swords.  The end result was Eight Dead Gnolls On a Stick.  (Band name.)</p>

<p>We collected 16 ep for the eight gnoll heads.  And the farmers scraped together a small reward too.  (The Phaulkonians rejoiced in protecting some birds, although the thought that they would probably end up in someone’s soup pot went unremarked.  After all, this party is not known for its discerning theological bent.  As Zippo once said, “I thought I would leave all that ‘thinking’  stuff to you, Star.”)  All told, after selling off the gnollish gear, we reaped about 670 g.p.</p>

<p>Finally, to make sure we had enough experiences to train everyone who had a chance at it, Dwarfstar took one more mission.  We tracked two bugbears down and Alisan got to attempt target practice, taking potshots with her bow while the bugbears tried to recover from Minerva’s sleep spells.  It was over quickly.</p>

<p>Total cash gained from the Dwarfstar adventure after salvage tax was just over 1000 g.p.</p>

<p>XP for this section ranged from 600 for Alisan to 900 for Minerva.  This resulted in considerable training!  Minerva trained to 4th level mage, gaining 4 hp to stand at 18, while Alisan trained under Star to 2nd level cleric, gaining 9 hp to stand at 17 (one off max…).  I’m having good luck with cleric henchman hitpoints recently!</p>

<p>Star picked up 50 XP for training Alisan.  The party netted about a thousand gold pieces from the adventures and donated some of the bird-whistles and the Realmish night sparrow music box to the Phaulkonian Church as part of the training donation.  </p>

<p>And then it was time for the main event.</p>

<p>Superstar!</p>

<p>A few weeks after Dwarfstar had rejoined with its elders to form Superstar in Depwood, the Rangers informed the party of a mission of considerable importance.</p>

<p>At the edge of the mountains in Petethal was a circle of standing stones, called the Circle of Ayrless, which also held a large central stone.   It has long been believed by adventurers and others that these circles were of great importance and needed to be left undisturbed.  They are druidic in nature, and guarded by druids.  In fact, the Stone Soules, including Star and Rangorn, had once encountered one in the Southern Wilderness near the Pit.  [At the time, the Soules had heard about the legends of the stones but were unable to confirm the rumors about them.  However, in this mission Star and Rangorn’s party were able to learn the definitive nature of these circles of standing stones.]</p>

<p>Guarding the Circle of Ayrless and charged with its upkeep was Fellini, a particular half-elven whackjob extremist hermit druid who was nonetheless barely tolerated.  He was thought of as roughly 5th-6th level.  And a week earlier or so, he had vanished.</p>

<p>And bizarrely, the central stone of the circle was missing.  Gone.  With no sign of any obvious movement or damage to the outer circle.</p>

<p>This was generally deemed to be “not good” and “urgent” and we were duly sent off by the Rangers to investigate this “missing persons case.”  So we were sent to the nearest village, approximately four weeks inland in Petethal.  As soon as we arrived in the town, we were met by Marsha, the local druid (an all-powerful second level druid!).  She had just received a message by giant eagle courier and a small money purse, which was addressed to our party.  She handed it to us without having read it herself—the note was still sealed.</p>

<p>We were a bit surprised, but we accepted the note and read it over.  The contents were clearly top secret.  We were to burn the message after we read it, because it contained information that cannot be shared.  [As such, parts of this summary including this top secret information, which is assumed not to be contained in any log of Superstar, will not be confirmed by its members.]  The message contained the true nature of the Circle of Ayrless and similar standing stones.</p>

<p>As it turns out, the center stones within the circles are actually imprisoned demons.  The outer ring of stones are the extremely powerful druids that gave their lives to imprison the demon, and they are all locked in stone form as they guard the prison.  The rise of sentient life on Telvar is believed to have followed the containment of these demons; such was their power that they would almost instantly dominate all of Telvar.  And as regarded the current situation, the Circle of Ayrless imprisoned a particularly powerful demon, and the loss of the captive demon-stone was a loss of incalculable import.</p>

<p>This was all contained in a long message from the Druid of the High Court.  The regular divination magics that the High Court normally employs had detected the loss of the Ayrless stone, but they were unprepared for what would come from further investigation.  The Druid revealed that when Fellini had disappeared, divination spells had been cast to determine his location and movements and that of the central standing stone.  What they found was chilling.</p>

<p>The magics gave a sense of imminent catastrophe.  The Druid believed that someone had figured out how to free the monster in the circle.  It is known that each stone has a different method; this particular stone needs to be tossed into lava.  Now, since Petethal is not known for its volcanic activity, this might seem a major obstacle.  However, it is not as well known that Petethal does in fact have some active geothermal hot spots.  In the hills above Petethal was an area of geysers, hot springs, and intermittent lava flows.  </p>

<p>Divination magics had shown that the demon-stone was in motion in that exact direction!  However, the stone was moving very slowly, only a few miles per day.  It would be quite heavy (a few tons at least), and in fact it was not clear how it was being moved.  But there would be enough time for us to intercept the stone if we moved quickly.</p>

<p>Also of interest in light of our situation was other information that had come to our attention.  A substantial adventuring party (several levels above Superstar!) had passed recently into Petethal, claiming they were going to be fighting giants.  The party was significantly powerful, thought to be evil, and was determined to have been in the vicinity of the stones.  Fellini was furthermore determined to be still alive, although it was unclear whether Fellini was a prisoner or a collaborator.</p>

<p>It was emphasized again that the thing in the stone was beyond horrific.  We needed to do anything to stop it.  Dying was a perfectly acceptable option as long as we could stop the stone from moving closer to the place where it could be destroyed and the demon freed.  In fact, the Druids were not necessarily interested in killing those who would free the demon, only preventing the release.  If we couldn’t kill everyone around the stone, but we could delay the transport for about two more weeks, sufficient reinforcements should arrive to finish the job for us.</p>

<p>To make things even more interesting, the “money bag” was actually a powerful containment device that contained everything reasonably portable and helpful that the high druid could come up with on short notice.  It was apparent that the Druid had basically “shaken down” everyone at the Court for useful items.  This was an impressive array of very powerful items… clearly this was deadly serious.  </p>

<p>There was also more detail on the adventuring party.  It was reported to be a group from the Realm that was believed to have stolen a very large amount of material from a major sage’s library.  The sage in Wunka was a specialist in the supernatural.  Apparently the party, called “Final Cut”, had gotten into the sage’s library to begin with because Tarantino had wanted to learn the Bookworm feat and had hired the sage for that  purpose. Though the authorities were never able to make the charges stick, the Final Cut was escorted out of the country and chose to leave by the Drake border.  It was reported to be eight individuals of levels 6-9: three half-orcs, three humans, a hobgoblin, and a dwarf.</p>

<p>The human who seemed to be the leader of the party, called Tarantino, traveled around with a shield with a big leather cover on it at all times (this was ominous).   We speculated that the shield might be some kind of sensory device like the Shield of the Sentry that we had encountered earlier, making observation of the party without detection nearly impossible.  Or something evil and corrupting that would be problematic in civilized areas.  Or a combination of the two…</p>

<p>There was also a dwarf in platemail wielding a quarterstaff… quarterstaff?? Dwarves wielding quarterstaves are always ominous.  Was he a monk or something bizarre like that?  There was also a very orkie looking half-orc with a large shield and short sword and Tugutten field commander’s armor (practically a Felix clone pre-Dwarfification); a grossly disfigured hobgoblin in elaborate tribal armor; in addition, one of the other half-orcs also wore (normal) full plate.</p>

<p>An interesting side note: the area with the geysers had played a role in the campaign before.  Years earlier, an ogre mage disguised as a fire giant was raiding Petethal out of a lair amongst the geysers.  Ultimately the ogre mage met its fate attacking an adventuring party named the Wreckers, when it encountered a very angry and mostly uninjured Balinor and Cassian…</p>

<p>*********************</p>

<p>We convinced Marsha to lend us her scimitar +1 for Zippo to improve our effectiveness, which she did considering the gravity of the matter.  (Although she had not read the note, she knew that anything sent by giant eagle courier was of crucial importance.)  Also, she managed to acquire one additional dagger +1 for us to use from the village, so that we would have one more magical weapon should the need arise.  (Our party had never had much in the way of magical items, unlikely most of the other active parties, so other than those provided by the Druid, or carried by Star and Rangorn, there was not much to be had.)</p>

<p>Before leaving the village, we had heard about a local family that vanished about a month earlier, with no one in the village having been aware of it.  Leaving behind the toads and dogs (other than Alisan’s bloodhound Sanger) and acquiring riding horses for travel speed reasons, the party traveled from the small hamlet to the farmhouse of this family, thinking it might be connected to the Circle in some way.  We wondered if this had anything to do with the disappearance of the stone given that it happened close to the same time (just before, it seems) and wanted to see if we could get any impressions from the area, be they tracks or otherwise.  Rangorn tracked inside and found that someone had been walking around a while ago; however, this was probably the druid Marsha investigating the disappearance of her druidic friends.</p>

<p>Star picked up a vision from the doorstep:</p>

<p>An attractive looking dwarf was at the door in heavy armor, talking to the family. “Don’t worry, we’re interviewing each person separately.  Once we determine that you’re not the doppelganger, it’ll all be fine.”  The woman at the door looked terrified.</p>

<p>This was likely the quarterstaff-wielder.  We speculated that the dwarf had lured them for the purpose of sacrifice, possibly in some dark ritual that allowed them to remove the standing stone.</p>

<p>We next traveled to the Circle of Ayrless to see what we could determine there.  <br />
There were hostile animals present that were set with autokill orders, which Marsha fended off.  There was, notably, an 18 inch deep hole where the central stone should have been.  The stones were in some fashion anti-magical, as their mere presence failed to register in a detect magic.  Star concentrated upon the area and had a sudden image: he saw a teenage couple ripped to shreds by insects.  Marsha informed us that the couple had disappeared a few years ago, thought to have run away together to another village.  Apparently their eloping was cut short because old Fellini was a bit grouchy.  </p>

<p>After doing some tracking and trying to find the likely direction in which the stone might have moved, the ground was investigated, but nothing was found.  There Star searched for impressions that might tell us something about the events that took place at the Circle.  Alas, he only received another (unrelated) vision, this time of a pack of wolves: a ranger and two members of the local militia were being butchered here.</p>

<p>Clearly this was an unfriendly area.</p>

<p>After a day and a half of hard riding toward the geysers, we switched to one pack mule we pulled out of the robe of useful items, and Marsha turned back with the horse train back to town.  This allowed us to get to the volcanic area substantially ahead of our quarry, judging by their reported speed (about 3”, constant, day and night).</p>

<p>Star had a dream that night.  He saw branches starting to burn, and tried to stomp on them, but the fire got bigger.  He tried to clear stuff away and pile dirt around the fire, but that failed to stop it.  He tried a bucket of water, and it failed to put out the fire.  He tried to tip over a rainbarrel onto the fire.  That didn’t work.  He then took a pickaxe and drove it into the side of a dike, releasing a flood of water onto the fire, which was finally extinguished.</p>

<p>We thought about this, considering numerous interpretations.  Were we destined to fail until we tried something really excessive?  What did the pickaxe in the dike mean?</p>

<p>We sent Chiaro’s magical owl out ahead to scout the potential endpoint, the region of volcanic activity.  The area was covered in a white haze, with low visibility from the air due to the geysers intermittently spraying hot water all over the place and a constant fog boiling off of pools of steaming water.  Near the center of the area was a huge but shallow depression filled with boiling water.</p>

<p>We continued to investigate our adversaries with the owl, trying to gain whatever advantage we could before the group arrived, especially since the Druids didn’t seem to have complete faith that we could stop them by ourselves…  Swooping back down the hills, he spotted what could only be the Final Cut adventuring party walking slowly up the trails.  The rock was there, visible and moving slowly, surrounded by eight figures clustered near the front.</p>

<p>We thought about the dream and the setup.  Eventually we concluded that the pickaxe/dike analogy could suggest a few avenues to explore.  We considered a rockslide, but we had virtually no earth-moving equipment or magic.  The path that the party would have to take was fairly obvious, however, so it was easy to pick a place for an ambush of some kind, but how?</p>

<p>Another option that was put forth by Minerva was that the hot water pools were vulnerable to being channeled like a flood down the trail by which the evildoers would travel.  On the upslope of this path, the volcanic rocks were riddled with numerous caves of smaller and larger size. After we determined the exact path by which the party would emerge, we came up with a plan.  We could dig a hole in the cave and then reroute the hot water through a cave that would spray it suddenly out onto the party.  But again, this ran into the problem of our lack of digging equipment, and, plus…how to do this quickly enough that Final Cut could not avoid it?  Without destroying ourselves in the process?</p>

<p>Well, the key was the 10x10x10-foot pit from the robe of useful items.  With it we could suddenly create a connection between the bottom of the lake of boiling water and a tunnel, of which there appeared to be dozens of candidates.  Unfortunately we didn’t have much ability to triangulate safely (although the party spent hours scouting the situation).  But we wanted to be sure that a ten-foot hole would do the trick.  Surveying our other gear, we came up with a solution.  By using a potion of clairvoyance we could measure exact distances through the rock that we couldn’t see.  Using some fire-resistance magic to immerse in the shallow pool of boiling water, the potion solved this problem as part of a comprehensive survey of the usable caves.  Searching the area this way found three good candidate tunnels from which one cave was eventually selected.</p>

<p>While we were checking out the caves, Rangorn borrowed the magical owl to scout out the enemy party.  There were a number of interesting details…</p>

<p>For one thing, the rock was hovering over a foot off the ground with no visible support, but was being towed by the party using ropes.  The party, from front to back, consisted of:</p>

<p>1)	Tugutten full plate, large shield, short sword, pouches, backpack<br />
2)	Chainmail, shield with cover, hammers, quarterstaff, boxes and pouches<br />
3)	Dwarf in platemail, framepack, quarterstaff (matches Doppelganger guy)<br />
4)	Full plate, bastard sword, framepack, shortbow, arrows<br />
5)	Hobgoblin in elaborate hobgoblin armor, bastard sword, longbow, backpack<br />
6)	Studded leather armor, bastard sword, long composite bow, backpack<br />
7)	Banded mail, medium shield, type II spear, shortsword, framepack<br />
8)	No armor, longsword, shield, blob-like object hanging on his shoulder</p>

<p>Two other things of note: Fellini the druid did not seem to be present, and the party did not seem particularly tired, or zombielike, which was the other logical possibility.  Rangorn decided to keep watching in case any interesting conversations might have occurred, with the owl hopefully staying hidden.</p>

<p>Later on, this bore some fruit.  There was a conversation between one of the party members and apparently nothing out the ordinary was noted.  However, the phrase “keep moving” was in there somewhere.  The party paused at one point, although notably NOT to catch its breath.  Whatever this process was, it made the stone rather easy to carry.  It was also pretty obvious that the party required no sleep and no sustenance.  They kept moving all day and night at the same 3” movement rate, towing the stone through the air.</p>

<p>We decided to track behind the party in case there was an invisible figure in addition.  Indeed, there were tracks from nine figures, not eight.  So… presumably our missing druid, Fellini, was scouting as well, which meant he was collaborating and a valid target, or so it seemed.  The rock was not affecting the ground in any way.</p>

<p>The party arranged itself for the ambush.  Chiaro, Rangorn, and Star started the battle under the blanket of the very powerful dust of disappearance, which would allow them remain invisible even while attacking, as well as non-detection which would protect them further from certain divination magics.  The three were also able to fly by use of a potion.  Alisan, Zippo, Lewis, and Magic Lad were hiding behind a blind, and also invisible, further up the trail.  The hot water chute was set to be activated by a very brave Minerva with the protection of fire resistance against the boiling water (she would need to be in the water to drop the pit on the bottom of the lake).  We had also devised a rope system to keep her from being pulled down into the vortex when she unleashed it, but we had no way of knowing if it would work, or if we would be attempting to Raise Minerva in a few hours…</p>

<p>Sure enough, Final Cut came walking slowly up the path as it sloped up to the volcanic area, towing the stone.  Chiaro was watching under his own cloak of invisibility, with a see invisible spell running, and he spotted the druid leading the group by quite a distance.  At this point, it seemed that the druid might actually reach the blind before the signal was given, and have a chance to warn the group before they were in position for our ambush.  Thinking quickly, Chiaro struck lethally at the druid with his mind.  The invisible and silent druid blanched in horror.  No one could hear his cries, or see his sudden struggle, nor could he see his tormentor.  Psychic waves of energy crashed through his brain and savaged it.  His mind crumbled before the onslaught, and blood hemorrhaged.  His eyes rolled up, and he collapsed dead to the ground.  [Indeed, his mind had been so significantly damaged that even if he had not died, he would have permanently lost his druidic abilities.]</p>

<p>And through all this there was no visible or audible sign that anything had happened.</p>

<p>Chiaro is a scary, scary individual.</p>

<p>The signal was given.  Minerva pulled the magical pit out of her cloak and threw it down onto the bottom of the boiling lake.  Immediately a vortex yanked Minerva down, but her rope held.  (Instead, the poor mage was bashed repeatedly against the rocks, struggling to get her head above water so that she could breathe, and she began to slowly lose consciousness…)</p>

<p>Final Cut advanced haplessly forward for a moment, completely unaware that they were in imminent danger.</p>

<p>Then, a flood of boiling water came firing out of a cave directly to the side of the party.  The chute (through which sound was blocked by Star’s silence spell at the mouth of the cave), exploding with sudden waves of water upon the party.  The surprise was complete and party was instantly blown off its feet.  The dwarf, hobgoblin, and the two men in full plate managed to grab onto the rocks that bordered the pathway as it ran down into the valley below.  They were able to hold themselves against the burning onrush.</p>

<p>The others were not so lucky.  The man in banded mail, the unarmored one, the man in studded leather, and the chainmail-armored man were all washed down the path, tumbling into rocks.  The man in studded leather snapped his neck, dying instantly.  The others were burned and beaten.  The stone slab, the only thing left at the spot where the party had been moments before, crashed unceremoniously to the ground with a loud boom.</p>

<p>And then Superstar attacked.</p>

<p>The chain-lightning javelins were flung by Zippo and Madupe (under the effects of superheroism), and they crackled through the four enemies that remained by the path, instantly killing both of the men in full plate and further injuring the other two.   The invisible warriors advanced…Lewis (who had quaffed his own potion of heroism) and the superheroic Zippo ran forward to the two remaining opponents who were not aware of their presence.  Madupe disappeared.</p>

<p>Chiaro turned his mind upon the hobgoblin.  His brain exploded and he dropped dead.  Did we mention that Chiaro is a scary, scary individual?</p>

<p>The dwarf managed to deploy his staff.  It unfurled suddenly with strange black bars that extended from each end to form a double-headed battleaxe, and he turned to swing it at Zippo or Lewis.  We would never know exactly who his target would be, though, because Madupe’s short sword tore through his back, and at that, he died.</p>

<p>It seemed almost cruel.</p>

<p>Star and Rangorn soared invisibly toward the three living men who had been washed downstream.  The man in chainmail (who was the leader of the party, Tarantino) waved a wand frantically around… and suddenly a fifty foot tall tree sprang up, bringing him high into the air, where he stood looking highly confused and irritated.  Especially when it brought him within easy range of Star’s attack.</p>

<p>Star unleashed a powerful fireball from the necklace of missiles, and at that same moment Rangorn shot him.  Tarantino was at stable zero when he toppled off the tree and died upon the rocks below [at -38 hit points].</p>

<p>The duo turned their attention to the mage, who was suddenly wearing everyman (umber hulk) armor.  Star tried a psionic blast, which the two shrugged off, but the mage was weak and soon went down under a hail of arrows from Rangorn, his unseen attacker.  All hope lost, the last man standing, in banded mail, turned and started to run across the rocky path to the valley and plain below.</p>

<p>Star and Rangorn pursued silently and invisibly behind… and his life did not continue long.</p>

<p>Chiaro, meanwhile, had flown back to the lake, where he pulled the drowning Minerva out of the water, just in time.</p>

<p>It was over, the carnage was total, and the only damage we had sustained was self-inflicted by Minerva hundreds of yards from the fight itself.  Every member of the Final Cut was dead, brutally, and though the dwarf had lived long enough to see a single member of our party (the angry dwarf Zippo, with parrot), none of the rest of them had even seen a single one of their attackers, nor made even one attack against them.  It was quite possibly the most lopsided battle between potentially comparable opponents in Stone Soules or Defenders history.</p>

<p>Alas, the druid Fellini, whose body had littered the ground at the end of the battle, was absorbed mysteriously into the stone during the aftermath.  It appears that an elemental of some kind reached from the earth and pulled the body of Fellini away to safety, although Star was able to detect the sadness and disappointment of Fellini as his soul left the area.  [The Miraculous Escape feat in action.]  Despite this, Fellini had been driven completely insane by Chiaro’s mental strike, and even if he were to recover he will prove forever a broken man, bereft of his druidic abilities and aspirations.</p>

<p>Finally, after the battle, the party noted that the demon-containing stone slab was still coated in places in an oily substance that was rapidly being lost.  The party collected a small amount in a used potion vial for future identification.  Later, as it turned out, it would be found to be oil of weightlessness.</p>

<p>[The game ended very late and treasure identification, distribution, etc., was not completed.  We did find out that the party had a string of bad luck on saving throw rolls, though, despite having had to inflict relatively little damage by destructive magical means (i.e., fireball).  For instance, Tarantino’s chainmail of lightning immunity, despite needing a 2 to save versus fireball, was destroyed.  When we have received a list of treasure (and have agreed with the Druids with regard to recompense and distribution), we will post it here.  Oh, and yeah, the quarterstaff  was magical, and evil.  Turns out our friendly farmer family was sacrificed so that the dwarf could “feed” the staff to make it more powerful.]</p>

<p>Joel/Rangorn/Alisan<br />
Kyle/Star/Zippo/Lewis<br />
</p>]]>
    </content>
</entry>
<entry>
    <title>Telvar Open Desktop</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2007/10/desktop_open.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=311" title="Telvar Open Desktop" />
    <id>tag:blog.telvar.net,2007://1.311</id>
    
    <published>2007-10-02T02:37:49Z</published>
    <updated>2007-10-03T22:17:41Z</updated>
    
    <summary>A Telvar Open desktop background image, for your enjoyment!</summary>
    <author>
        <name>Jay Bates</name>
        
    </author>
            <category term="Telvar Open" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p><a href="http://blog.telvar.net/Open%20Desktop.html" onclick="window.open('http://blog.telvar.net/Open%20Desktop.html','popup','width=1210,height=800,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false">View the desktop image</a>!</p>

<p>Hopefully this will be an alternative to those <em>boring </em>standard desktops.  Images are from the <a href="http://blog.telvar.net/1988/08/the_first_telvar_open_tourname.html">first</a> and <a href="http://blog.telvar.net/1994/07/the_fourth_telvar_open_tournam.html">fourth</a> <strong>Telvar Opens</strong>.</p>]]>
        
    </content>
</entry>
<entry>
    <title>Felix Summary #7: Forked Tongues</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2007/09/felix_summary_7_forked_tongues.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=309" title="Felix Summary #7: Forked Tongues" />
    <id>tag:blog.telvar.net,2007://1.309</id>
    
    <published>2007-09-23T23:00:13Z</published>
    <updated>2007-09-27T16:24:45Z</updated>
    
    <summary>Then Rathbane said, “Hi!” in Guardian Naga.  The creature’s eyes turned suddenly fearful and it immediately dashed down the wall (it was climbing like a spider), and fled.</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="Felix" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>Party Roster:</p>

<p>Felix, 10th level dwarven fighter, 100 hp, played by Alex<br />
Rathbane, 7th/6th level dwarven fighter/cleric (Clangeddin), 54 hp, played by Katherine<br />
Hendel, 9th level dwarven thief, 52 hp, played by Joel<br />
Gates, 8th level dwarven cleric (Moradin), 52 hp, played by Aaron<br />
Donald, 9th level coastlander mage, 48 hp, NPC<br />
Aral, 2nd level Northerner woodsman, 27 hp, henchman of Felix</p>

<p>[Events of September 7-8, 2007 in Ithaca, NY; Telvar date: December 2189]</p>

<p>A somewhat short but very cool game session, played in Alex’s parents’ house down the hill from Cornell…</p>

<p>When we last left the party, Felix and Friends were trying to decide on further missions.  Felix’s interest in restoring the glory of the dwarven kingdoms (or at least halting the decline) led him to seek out quests to benefit the kingdoms.  Knowing we wanted something small, Felix needed to decide whether to help the Shabrundians, who were stagnant and at a crossroads as an empire, or to help Eralla, which was believed to be doomed with a hundred years (a single generation).</p>

<p>Some numbers for perspective:</p>

<p>The White Mountain dwarves (the only actually prosperous dwarven kingdom) number roughly fifteen thousand.  The Eralla (I'll start spelling it Arala next time, as I apparently got it wrong, but didn't want to confuse readers...) dwarves number less then 250, although there another few hundred scattered about southern Cromwell who might well return in good times.  The Eralla dwarves are resigned about their fate, and despite their ludicrous mineral and adamantite wealth, cannot grow.  They are under constant assault from the gnolls, giants and derro dwarves that border them, as well as occasional hideous creatures from the Limgut’s kingdom, the Southern Wilderness, and the Pit.  Additionally, whenever they really try to trade their wealth, an evil adventuring party takes note and assaults the place.  Eralla is actually one of the oldest dwarven kingdoms, thought to be more than 15000 years old, but has been under siege for at least the last 5000 or so.</p>

<p>It really is a grim setup.  Felix decided to do what he could to help.  One smaller scale mission was to clear a mine shaft that had been abandoned to monsters a while ago, and open some more convenient wealth.  But this isn’t really Eralla’s fundamental problem, and Felix found a more satisfying alternative.</p>]]>
        <![CDATA[<p>There is a tunnel below Eralla that used to lead very conveniently out to Southern Cromwell, but it was sealed off long ago.  There was a “conveyer belt” or something like that, one of the once plentiful machines that ran the great dwarven empire.  Although it is almost certainly not running (they would be able to hear if it was), the tunnel would greatly improve their economic contact with Cromwell and maybe help ease the decline.  We would travel inside and clear out the complex.  It was known that they had originally been driven out by earth elementals and derro dwarves (the hated beardless dwarves), but it was unknown who the current occupants might be.</p>

<p>Gates picked up Knowledge, Geology, and Felix gained 2 feats (to be named later).  We picked up supplies and headed through the ruins of the older parts of Eralla.  The dwarves undid the horrendous traps and gave us the password to a massively locked door, and we were sealed in.  The dwarves would cast low-cost divination spells to determine if we were waiting at the door, checking once a week, and let us out if we were detected.  Otherwise, we were cut off.</p>

<p>(A side note: we re-purchased our missing Raise Dead scroll for 10,000 gp.  I was certainly under the impression we’d gotten one prior to going into the tunnel in Felix Adventure #1, but there were no records of it, so we shelled out the cash.  I fear we may have lost 10,000 gp, unfortunately.)</p>

<p>So with the party actually in the negatives, cashwise, we hoped to increase our disposable treasure.  A lot of the decline in riches had been due to extremely good causes: massive high-level training, and repairing the shackles that allowed us to permanently eliminate two creatures from this plane, so there are no regrets there…</p>

<p>*********************************************</p>

<p>The first thing that happened after passing through the door was that we came upon a slime trail.  We tracked the ichor through the ruins of the city to a 12 foot long giant slug!  Being bloodthirsty folks, we attacked it despite its apparent non-hostility.  Everyone charged, and the thing tried to flee, but Donald’s <em>fireball </em>and <em>magic missiles</em> killed it without anyone else even getting involved.</p>

<p>There was, sadly, no discernible treasure.</p>

<p>[There was much existential discussion of giant slug psychology with Alex’s father at this point.  He ultimately left the room even more confused.]</p>

<p>The second thing that happened after passing through the door was an encounter with an old favorite of Balinor’s, the deadly black pudding!  Donald made short work of this one with <em>fireballs </em>and <em>magic missiles</em>.  How much better it goes when you’re not trapped in a vault without your wizard…</p>

<p>Eventually we reached the top of a huge mine shaft that was sealed off by a massive metal plate.  Around the plate were a dozen large boltholes, each with a glyph on them.  It took several hours to undo one of them, and then suddenly there was a blue flash, but Felix resisted whatever the effect was.</p>

<p>Down the bolthole was a 40 foot deep shaft that led to a landing of some kind.  A spiral staircase wound down the hole.</p>

<p>We decided, for some reason, to check it for traps, and amazingly this paid off.  Hendel found a nasty fire/oil trap on one of the stairs, and deliberately set it off, thereby actually avoiding damage!  How rare is it that paranoid adventurers searching a random section of dungeon for traps actually find a trap?  There seemed to be some sort of law against it.</p>

<p>We reached the landing, and found ourselves faced with a messed-up door, in the sense that it would take a day of rock clearing to open it.  We decided to go with the more expedient trail and continued down the shaft on a ladder.</p>

<p>Halfway down to the next landing, a grey human-sized creature suddenly detached from incredible camouflage with the wall and backstabbed Hendel!  The thief would have tumbled to ground and sustained considerable damage, but after he, Felix, and Rathbane all failed to catch themselves on the rope connecting the party, Donald (on an 01!) was able to grab the rope and hang on to the ladder.  Hendel stabbed back at the creature’s shortsword arm, but missed.  Felix stabbed the creature for minor damage, and it looked like we might have a fight on our hands.</p>

<p>Then Rathbane said, “Hi!” in Guardian Naga.  The creature’s eyes turned suddenly fearful and it immediately dashed down the wall (it was climbing like a spider), and fled.</p>

<p>That was a strange reaction.</p>

<p>According to Donald the creature was a member of some kind of assassin race, spiteful thieves that go around killing things and taking their treasure and then running away.  There wasn’t any connection to nagas, though.</p>

<p>We mulled this over, then shrugged and continued to the next landing.  There was a door here with an alarm bell of some kind.  Hendel successfully dismantled it and we opened the door.</p>

<p>We were facing a surprised gnoll.  But immediate hostility didn’t break out, and it tried to talk to us.  We shrugged and tried our languages.  There was no effect until, again, Guardian Naga.  The gnoll looked suddenly respectful and fearful, and called out.  Two more gnolls appeared.  We tried to communicate with them in Guardian Naga.  It seemed that they couldn’t actually speak the language, but they recognized it (we imagine it would be like Voldemort’s parseltongue).</p>

<p>The obvious conclusion seemed to be that there was a naga around here somewhere.  Guardian nagas are generally good and typically wouldn’t have worshipful followers like the gnolls, so we figured it was probably a different type of naga.  The question then became what to do.  We seemed to be in its complex/lair.  The gnolls were beckoning us forward.  Should we kill them and invade the complex?  Should we let them lead us to the naga and try to fight it in the throne room?</p>

<p>We decided to follow them, casting prep spells along the way.  They led us through a big complex with a lot of doors, and after ten minutes or so stopped and gestured to a ramp passage leading downward.</p>

<p>We figured this way our moment and turned on the gnolls, dispatching them without a peep (partially because of a silence spell…).  Felix, Rathbane, and Donald each brought one down, Donald with a particularly brutal shocking grasp on his <em>longtooth</em> dagger.  We then headed down the corridor and soon found ourselves at a beach on an underground lake with a single boat and oars sitting there.  There was also some broken machinery that we found out later was some kind of automated gold panning device.</p>

<p>There was a cave off to one side of the beach area, and from there slowly emerged a bizarre fire giant.  It wore decrepit battle armor, had a strangely retarded look on its face, and was moving very slowly.  Comprehension of danger slowly dawned on its face, but the group was faster.</p>

<p>We charged forward, smashing the giant with weapons and nasty attacks under full cover of <em>silence</em>.  The creature managed only a single poorly aimed swing at Felix before it was brought down by the fighters and Gates’ spiritual weapon.  Hendel didn’t even have time for a backstab, and merely sputtered uselessly.</p>

<p>With that violently over, we turned to the boat and decided to take the offering and row across the lake.  We were worried about creatures capsizing the boat, so Hendel held on to the <em>token of swanboat</em> (we actually had two!) in case something untoward happened…</p>

<p>As we rowed around the corner, another beach came into view.  On it were eight large chests, some fine rugs, books… and a 25 foot long snake with a human head.  Bingo!</p>

<p>The snake/naga was obviously ready for us.  We began rowing frantically for the shore, but it launched a huge <em>fireball</em> at the party.  Trapped in the boat we were unable to dodge (no dex bonus) but only one person actually caught the full blast.  Unfortunately, that one person was Aral, who fell to -9 instantly!</p>

<p>Gates began a death’s door, and the fighters rowed faster.  Donald unleashed lightning bolt fury on the creature, bouncing it against the back wall and inflicting massive damage on the creature… and the naga made a beeline for the water.  Before we could attack it again, the creature disappeared beneath the waves.</p>

<p>This was a big problem.  There wasn’t much we could do to it down there.  We attached Felix to a rope, had him drink a <em>waterbreathing</em> potion, and shoved him over, attempting to follow him.  The creature was much faster and obviously unhampered by the water, but Donald partially trapped it with a <em>wall of ice</em> spell.  Despite this, Felix couldn’t reach the creature.</p>

<p>It backed up, and cast a spell.  The boat instantly dispelled out from under us!  This would have been complete disaster, if it weren’t for the <em>token of swanboat</em>.  It sprang instantly beneath us, under Hendel’s mental control, and the party was saved from watery confusion.  But the naga continued to back up and cast spells, although there was no obvious effect.</p>

<p>About this time we realized the swanboat could move quite quickly!  Soon Hendel was towing Felix through the water in the hopes of smashing him head first into the naga, but it was still dodging our best efforts.  Felix was being dragged and really didn’t have much to say about what was going on, when (perhaps mercifully) the naga <em>magic missiled</em> the rope, leaving Felix to flounder.  Cursing, Hendel steered the boat back around to pick up Felix.  Gates had saved the unfortunate Aral (who escaped without permanent damage, fortunately) and healed him enough to have him stand up.</p>

<p>The naga decided to make a break for it while we were picking up Felix.  It burst out of the water, almost fully healed!</p>

<p>Aral blasted it with a nasty shot from his dwarven crossbow!   Hendel nicked it with his light crossbow.  Donald launched <em>improved magic missiles</em> at the creature.  Hendel nicked it again.  It collapsed!</p>

<p>We picked up Felix, and Hendel fishtailed the swanboat onto the shore.  Cool boat!</p>

<p>Reaching the shore, we quickly confirmed that the naga was dead.  Donald harvested naga organs for, ironically, water breathing potions.  We were notably injured and low on healing thanks to the nasty fireball, and decided that we couldn’t continue doing mass looting of the complex.  Hendel really wanted to make sure we got anything important from the fire giant’s section.  Although the naga’s slaves were now free, they were ex-slaves and so probably didn’t have choice loot, but maybe the leaders had something worth taking.</p>

<p>Hendel, Felix, and Donald took the boat partway back to the bend in the lake, and Hendel peered around the other side from the water.  The coast was clear and we landed and searched.  The giant had nothing of note on him, and the cave was searched for a few minutes to no avail (and it was a complete mess).  After a few minutes, though, we heard the sounds of approaching footsteps.  The party jumped back on the boat and fled back to the island.  Deciding to keep tabs on what was happening, Hendel swam out of the boat and watched from the bend.</p>

<p>By the time he started observing, there were over twenty gnolls fighting on the beach!  (And also about twenty dead gnolls strewn about the beach.)   Donald grinned at Hendel.  We swung the boat back and Donald lobbed a nice <em>fireball</em> right into the middle of the crowd.  Four gnolls survived and began running off.  Hendel shot one down, and Donald caught the last three with a <em>sleep</em> spell.</p>

<p>We looked over their gear and loot.  Their weapons and armor were of poor quality, but a few of the gnolls had some sort of ore/gem things.  We decided specifically to loot those.</p>

<p>Hendel: “We loot the ones with the rocks.”</p>

<p>There were eight chests on the naga island, and Hendel detected traps on four of them.  I’m not sure why I thought this was reassuring, but Hendel started on one of the “untrapped” chests.  He promptly set off a light glyph and a booming thundercrack sounded, blinding him for several minutes and momentarily freaking out the party.</p>

<p>So probably all eight were trapped.  He worked slowly, sometimes disarming, sometimes setting off the traps, but they were all ultimately harmless.  Inside we found:</p>

<p>*= magical<br />
**= high magical</p>

<p>7200 fire giant gp<br />
4000 Realmish gp<br />
2 full size spellbooks<br />
4000 cw uncut gems -- 40000 gp<br />
*small ukelele<br />
*3 flasks (potions?)<br />
18 flasks (thin yellowy substance)<br />
**pair of red and black striped felt bedroom slippers<br />
quiver with 21 *long arrows<br />
**headband from naga<br />
3 nonmagical books (3 destroyed by lightning bolt)<br />
*bastard sword</p>

<p>The books turned out to be demon-worshipping texts.  Always nice to have confirmation after the fact that the naga “really deserved what it got.”</p>

<p>After eight hours of healing, we decided to check out the rest of the complex.  It was empty of enemies, and so we just got the express description:</p>

<p>There was a corridor shaped like a C that had collapsed, despite the fact that no digging had been done.  It was determined that this was likely due to a lava intrusion<br />
Trying to track the gnolls, we found visible cart tracks leading down the mine shafts.  It seemed that everyone fled down one path.  Aral determined that there were “more than dozens,” and they’d probably been carrying lots of loot.</p>

<p>Interestingly there were also 30 dead gnolls in complex, four of which had had throats slit from behind by short sword.  They were probably overseers, although Hendel speculated that they were killed by that assassin creature for some reason.</p>

<p>In terms of the bigger picture, one party theory suggested that there were two tribes here: one mining, one composed primarily of overseers.  Although there did actually seem to be some mixing between the two.  In any case, a civil war broke out among them when the naga was killed, and the miners definitely won.</p>

<p>We also noted a blocked door with big rocks moved out of the way and that had been recently used.</p>

<p>Finally we questioned our three sleeping gnoll prisoners.   Bizarrely, the gnolls had no memory of last five years or even the part after the naga died.  This was strange.  There seemed to be considerable mental deficiency among the slaves, given the retarded fire giant as well.  When interrogated, the gnolls were able to identify the ones that were from rival tribes.  They also repeatedly accused us of using "aging magic" on them, which was fairly entertaining.</p>

<p>Searching through the loot, we first determined that the spellbook was of little value to Donald.  The only spells it contained that he didn’t have were grease and rebind (an obscure, specialized, but very useful 2nd level spell that fixes damaged spellbooks).</p>

<p>It turned out that the uncut gems were actually worth quite a lot.  And in any case we had a lot of coin weights of loot, so we decided to use the “save the game” option and return to the door.  The dwarves were strangely unimpressed.  “That’s it for a week?” they asked accusingly.  Strangely impatient given no one had been in these halls for five thousand years!  We assured them that we just wanted IDs and were going right back in.</p>

<p>The dwarves asked us why we were carrying vast amounts of “gold juice.”  We looked confused.  Apparently the 18 vials of yellowish liquid were highly illegal drugs with a street value in the hundreds of thousands of gold pieces!!  Apparently they aren’t made with real gold, but merely nicknamed that because of their color.</p>

<p>This was an interesting revelation.  Hendel had heard of these drugs; apparently they cause wisdom loss and make people very susceptible to charm spells over the long term, among other things.  They are of course highly addictive, and they would be a huge problem except that they take incredibly huge amounts of land and time to produce.  Apparently the amount of gold juice we had recovered would take a year to produce on a field the size of Koralgesh’s entire agricultural area!</p>

<p>That sort of made sense.  The naga was using the drugs to keep a complacent empire of semi-retarded slaves mining the uncut gems (we had recovered approximately 40000 gp worth).  But the math didn’t work out.  The drugs were considerably more expensive than the treasure produced.  Was there more treasure?  Was the naga getting this stuff cheaply somehow?  What fields were producing this much gold juice?  Was it from the gnoll empire on the Fields of Hwa, where our tribal gnolls had come from?</p>

<p>We headed back up to Eralla where the dwarven sages took a look at our gear:</p>

<p>-21 +1 <em>ff long arrows</em></p>

<p>-<em>headband of +1 wisdom</em></p>

<p>-<em>slippers of kicking</em> (adds stun damage equal to real damage) -- monk item</p>

<p>-<em>ukekele of unrest</em> -- plays comical music with great ease, pleasant to listen to; one week later everyone who heard it begins to distrust and dislike each other-- effect lasts for a number of weeks based on wisdom, carries false aura of humor magic, unrest only functions once/year (choose)</p>

<p>18 vials of gold juice -- gold mixed with water, illicit drugs with street value of over 100,000 gp, reduces wisdom, makes you susceptible to charm spells and such, a year worth of plantation fields larger than fields in Koralgesh required to produce this</p>

<p>-one potion unknown; other two are <em>heroism</em> and <em>speed</em></p>

<p>-magic <em>bastard sword+4/double damage (of slaying) vs. plants</em></p>

<p>ID cost: 1500 gp</p>

<p>The slippers of kicking are pretty special, but mainly useful for those who use kick attacks regularly, like monks, and therefore not particularly useful to the party in the long term (although Aral has been equipped with them for now).</p>

<p>The headband would be totally awesome except it only takes 17 wisdom to 18, which actually does nothing for cleric bonus spells or spell failure chances.  So it’s essentially a +1 on mental saves item for anyone with a wisdom of 14 or higher.  It does add to a percentage wisdom, but I think only about 10%?  In any case, it’s equally useful on four of the six characters, if I recall correctly.  I think the two who wouldn’t benefit were Hendel and Felix?  I’m not complaining, it’s just too bad we don’t have anyone who could make really optimal use of this item.  This may lead to trading it down the road, or looking for other wisdom upgrades.</p>

<p>The <em>plantslayer</em> bastard sword, while pretty hokey, does actually work on fungal creatures like shambling mounds and of course, treants, so it isn’t useless!</p>

<p>The ukulele is pretty disturbing.  The long term disruption of a group of unsuspecting people suggests that a) we keep this very very far away from Phargus the evil bard, and b) that we consider how best to use it.  It can actually be used by a non-musician to pleasant effect.  The unrest effect only works once per year, so it would have to be considered part of a long term plan.  It works kind of well in combination with the gold juice.  As an added bonus the ukulele is actually highly magical, but shielded by special magical effects that make it appear to be of low magic.</p>

<p>Although we initially considered destroying the drugs, we think we can find better uses for them.  If they can be given to an infiltrating group, they could be used to disrupt an evil society (for example, the frost giants…).  The ukulele may well help with this.  In any case, we came out considerably ahead financially.  We didn’t deal with salvage tax for now, but simply left the less useful items behind as collateral for continuing the mission.  This would include the unidentified potion, the drugs, the long arrows, and the ukulele, plus the cash and gems.</p>

<p>One logistical thing to consider: Aral certainly leveled (that one shot at the naga was probably enough to net him the needed 350 XP) and would probably like to train.  That could take a few weeks, and there aren’t conveniently located dwarven woodsmen, so we may either want to delay training, delay the expedition, or leave Aral behind for a bit.</p>

<p>Felix’s thoughts on this whole situation will appear in a followup summary.</p>

<p>Joel/Hendel<br />
</p>]]>
    </content>
</entry>
<entry>
    <title>BLADES 2194</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2007/09/blades_2194.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=308" title="BLADES 2194" />
    <id>tag:blog.telvar.net,2007://1.308</id>
    
    <published>2007-09-19T19:40:44Z</published>
    <updated>2009-05-13T23:04:13Z</updated>
    
    <summary>As soon as the light is at the doorway to the side, a ghoulish creature starts screaming.  The Amorph is blasted out of existence and Costigan and Sputnik are level drained.  The party runs away but before Fred takes to his heels, he lets a Pool Ball Lightning go. </summary>
    <author>
        <name>Jay Bates</name>
        
    </author>
            <category term="BLADES" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>Read all about the travels and travails of the BLADES in Bard's Year 2194</p>

<p>I have always found that plans are useless, but planning is indispensable. – Dwight D. Eisenhower (1890-1969)</p>

<p>Session 63 from 7-Mar-2194; Session 64 from 11-May-2194; Session 65 from 10-Jun-2194;<br />
Session 66 from 1-Jul-2194; Session 67 from 16-Jul-2194; Session 68 from 8-Oct-2194</p>

<p>Talarian Blackguard (Half Elven) Fighter 7 - 68 HP, played by Dean Ne.<br />
Raybur Sidebottom (Dwarven) Fighter 6/Cleric 6 - 64(54) HP, played by Dean Ne.<br />
Phyllis Sidebottom (Dwarven) Fighter 7 - 64(54) HP, played by Katherine An.<br />
Effrede George (Half Elven) Magic User 6/Thief 6 - 34 HP, played by Katherine An.<br />
Conrhia Applewhite (Half Elven) Woodsman 7 - 68 HP, played by Rhonda Jo.<br />
Serlisse Reintar (Half Elven) Druid 7 - 32 HP, played by Rhonda Jo.<br />
Sputnik (Half Elven) Cleric 7 - 49 HP, played by Jay Ba.<br />
Arthur of Petethal (Half Elven) Ranger 6 - 58 HP, played by David Bj.<br />
Zephram Trent (Hill Gnome) Fighter 5/Illusionist 5 - 41 HP, played by Alan Jo.<br />
Shirlard (Half Orkish) Fighter 5 - 44 HP, played by Darleen Ba.<br />
Costigan (Coastlander) Fighter 1//Cleric 3 - 35(25)  HP, played by Rodger He.</p>]]>
        <![CDATA[<p><strong>Session 63 – Dean was out, so Jay covered Raybur and David was Talarian.</strong></p>

<p><strong>March 7, 2194</strong><br />
We receive a letter from the National Archives of the Realm.  The National Archives is offering us 400,000 gold pieces in cash or gems for the paintings that Arthur created while possessed.  There are several other offers that range from 100,000 to 250,000 gold, but we ignore them.</p>

<p><strong>March 14, 2194 – Session 68</strong><br />
We send a letter to Skylltor Rhune with the final agreement for Arthur’s Paintings.  We will get the Transporter system with four pads and six one-way paths plus emergency booster and ten tokens for 347 kgp of the credit.  The Transport tubes are able to deliver a payload once a month.  It takes a month from sending to recharge to the point that it can send again.  From the central Hub in New Teft, the emergency booster can jump start any single pathway, but it takes six months to recharge, so it is not to be used lightly.  The two majors are fifteen foot diameter pads with a maximum height of fifteen feet.  The two minor nodes are ten foot cylinders in diameter and height.  The minors can deliver and accept up to one and a half tons, while the majors have twice the capacity.  </p>

<p>Moving the Armorer’s Tower into the safety and security of The Republic will cost a total of fifty thousand gold pieces, with five thousand in supplies from Skylltor’s funds.  This task will not take much time and will generally have a certain small percentage chance of failure, so we are hopeful that this will be somewhat easy.  </p>

<p>We also arrange for the eight existing obelisks to be moved and individually reshaped into a wall that will cut off the end of the peninsula from the main part of the Dinosaur Reserve.  Building the Great Divide will take quite a bit of time on our parts.  We will need to help with recovery and guard the placement efforts from approaching dinosaurs.  This project is expected to cost thirty-five thousand gold pieces and seven thousand comes from the BLADES FUnd to BUild the Republic.</p>

<p>BLADES FUBUR will then be able to purchase three containment devices and an Extra Healing Potion with the remaining funds.  Sputnik and Fred have requested Robes of Many Pockets.  The fighters and Fred will get a Backpack of Holding as well.</p>

<p><strong>March 16, 2194</strong><br />
The weather finally clears enough for the “fleet” to sail.  We take the Leaf to The Resort and The Captain sails back to Old Teft with our puzzle ring to be identified by Zalk.  He’ll also be able to bring back The Icon of All Avatars with our Teleport pads from Skylltor Rhune next spring.</p>

<p><strong>April 6, 2194</strong><br />
We arrive back at the Resort after a reasonably short voyage.  Our game plan is to see what we can do to draw the dwarves out in hopes of trying to get them to the West so they can be cured.  We think we’ll have to subdue them and if that fails, we’ll have to fight them, perhaps to the death. To that end, we fortify our area of The Resort a bit.</p>

<p><strong>April 11, 2194</strong><br />
We place the letter from the dwarven Prince in the plaza outside the mall under a small stone as a paperweight.  The letter is an invitation for Gorgan to come visit the Prince and offers our services to transport the dwarves to the West.</p>

<p><strong>April 13, 2194</strong><br />
The note vanishes, but we don’t see anyone pick it up.</p>

<p><strong>April 15, 2194</strong><br />
Nothing happens over the course of the two days after the note vanishes, so we send our ship on its way and prepare to go back to exploring The Resort.  We are thinking about trying to save time by camping in the Taxidermist’s house rather than the retirement area, but we are a little concerned about the roaming horde of undead, so we will explore during the day until we figure out what is going on with the undead situation.</p>

<p><strong>April 16, 2194</strong><br />
We decide to make the whole party Invisible and let Fred clean the Taxidermist’s House with cantrips.  We leave a possum in the house with food to see if the roaming undead can come through the wall.</p>

<p><strong>April 17, 2194</strong><br />
The next morning, the possum is fine, but bored.  We explore invisibly around the city checking each building to see which are open and see if there are any tracks around.  We see smallish bare footprints that look as if they might have been made by Ancients.  They seem to go almost everywhere, so we sweep around all the doors in the Artisan’s area in hopes that we can figure out where the undead are coming from and where they are going.  We clear about six feet around each doorway.</p>

<p><strong>April 18, 2194</strong><br />
We figure out quickly that the footprints lead to the triple building near the middle of the Artisan’s Area.  The building is three “teeth” that are connected.  There is a passageway through the middle of the central building from the front to the back.  We can see that there are footprints leading in and out of this portal and there are exits into the opposite sides of the building.  We have Fred send an Invisible Amorph into the passageway with several Continual Light coins so he can drop them and light our way.  Hopefully it will drive back any undead within.  As soon as the light is at the doorway to the side, a ghoulish creature starts screaming.  The Amorph is blasted out of existence and Costigan and Sputnik are level drained.  The party runs away but before Fred takes to his heels, he lets a Pool Ball Lightning go.  He makes his saving throw and gets away, too.  When we get to the favorite jump point, we activate the Battlement Bridge and get back to our “safe house” in the retirement village.  We hole up and in 20 hours, Costigan regains his level.  Sputnik regains his after 30 hours.</p>

<p><strong>April 20, 2194</strong><br />
We decide to test a theory – we will send Costigan (the person who has the least to lose by losing a level) with a Silence stone up to the intersection in hopes that the attack is in fact sonic and not something worse.  The big chicken decides that he’d rather have Fred send in an Invisible Servant.  As soon as the light gets to the intersection, the stone and coin fall to the ground – another dispelled minion.</p>

<p><strong>April 21, 2194</strong><br />
Based on that experience, we then decide that the best way to fight them is from a distance, so we debate using crossbows or lightning javelins, but Fred’s new caster level wins out in the end.  He will Fly; scouting their numbers and if he gets a chance, he can Pool Ball Lightning them (multiple hits if they are between buildings).  He can probably also Ice Storm them and we’ll give him a couple of Lightning javelins in case he needs to throw some at them.  </p>

<p>As he Flies about, Fred spots 14 ghoulish creatures.  He figures out that he can catch most of them perfectly between two buildings.  He triple hits 11 of them with Pool Ball Lightning, destroying them (66 HP).  The rest run for home, but he hits all three of the escapees for another 20 HP of damage from Ice Storm (3d10).  He then deals another 16 from a lightning javelin (6d6), killing one and wounding the others.  With a second javelin, he inflicts a final 25 to the last two ghoulish things before they can get home.</p>

<p><strong>April 23, 2194</strong><br />
We decide to have Fred continue the nighttime scouting to make sure they are finished.  On the second night, a second group of ten appears roaming around in addition to the bodies of the first slain ones, but they don’t move where Fred can get a shot at them.</p>

<p><strong>April 25, 2194</strong><br />
Fred finds a decent killing field on the third night of hunting the remnants.  He does 30 - double bounced and slays seven.  The remaining three are significantly injured by the Ice Storm.  So he resorts to Magic Missiles on them.  He finishes one and two escape.</p>

<p><strong>April 30, 2194</strong><br />
They come back out after five nights and Fred double hits for a total of 48 points of damage – slaying both of them.</p>

<p><strong>May 3, 2194</strong><br />
Fred scouts for two more nights with no sign of movement.  We use another Invisible Servant to carefully enter the triple building.  The openings off the passageway in the triple building appear to have been shops and they were wrecked by the most recent inhabitants.  There are few dead things within the shops.  The upper level seems to have been two cafes that were connected by a common dining space.  Around the perimeter of the upper level are statues that appear to have been sarcophagi.  There are about 50 of them total, but only half were actually carved with faces.  The carved ones are open and the unfinished are all closed.  </p>

<p>At Shirlard’s insistence, we search all of them and find three ornate glass bottles with labels and two smaller square bottles.  All five contain magical liquids – they were in one of the sarcophagi behind the bar.  We also find nineteen pieces of Ancients’ jewelry – about 2000 gp worth.  </p>

<p>The statues were residents of The Resort that passed away.  The writing on the sarcophagi tells much of the stories of their lives.  We are able to account for all of the missing bodies.</p>

<p>Orkish remains are found in the stores downstairs.  We think there were about 6 to 10 and there are some random items amongst the bones.  One of the Screaming Ghouls was in the trash as well.</p>

<p>The storage rooms are empty.  The doors to the stores, storage rooms and stairways can be closed.  There are places where food preparation can be done, but there are no food supplies or food creation, so we’ll have to supply our own, but we can cook here.  The stores were a food store, a wine and liquor store, an art supply store and a clothing store.  The clothing store is the most trashed, but none are intact.  The orkish gear and the five bottles tucked away are the only things that are relatively intact.  </p>

<p><strong>May 4, 2194</strong><br />
We go back to exploring in the shadow of The Mall.  The next building “in line” is closed.  As we enter, we find many damaged statues, some with bits lying around that look like humanoid figures and animals.  None are whole – most are rubble.  </p>

<p>We do not get attacked by any statues, but we feel like we are being watched and then we notice some eyes tracking our movements.  They are not part of a statue and they are creepy watching us.  Fred has the Servant shift the stone and nothing happens, so he flips it back over.  Fred and Arthur realize that the eyes are flirty women’s eyes and they are flirting with them.  </p>

<p>We also find half of a song bird’s head and neck.  It is moving around almost as if it was alive.  The motions are not a programmed loop.  It really seems to follow you and react to your motions.  </p>

<p>There is a staircase up to the next level.  The second floor is a workshop with tools and stone in disarray.  Some things are broken.  Everything looks like it has been smashed intentionally.  </p>

<p>The third floor room is surprising in that is undamaged.  There is a metal frame bed, dressers and a desk.  On the right-hand side of the stairs are two weird things.  There is a skeleton with bits of jewelry and an intact shirt.  Beyond it is an undamaged statue of a dog.  There is a glowing smoky globe on the desk.  </p>

<p>The dog starts moving and Serlisse tries Speak with Animals.  He is reasonably friendly and Serlisse Speaks with him.  He is bored.  His mistress was coming up the stairs when the thing downstairs killed her.  She would spend time with her hand on the stone on the desk.  He has only seen a couple of other people before.  She was running up the stairs when the axe, tentacles and pincers killed her.  It smelled like dying things and burning things and frost burnt meat.  </p>

<p>Our Detect Evil shows that the downstairs has turned into a dark and intense, angry, vengeful chaotic evil.  When Raybur shines his shield downstairs, for an instant he thinks he can see screaming dwarven faces.  When we throw lights downstairs, we get brief flashes of “it.”  “It” is a weird amorphous shape that seems to ooze and bubble.  “It” is between 3 and 11 feet in diameter.  </p>

<p>We try several things and finally we decide to try a three pronged attack.  Conrhia will throw a javelin of Lightning, Sputnik will blast it with Radiance and Costigan will shoot a magic heavy crossbow at it.  Sputnik and Costigan will have to hang over the edge with help.  Conrhia fumbles and pops herself with the Lightning Bolt.  Sputnik may have done a bit of damage, but Costigan really seems to make it mad.  Somehow it jumps into the middle of the party.  </p>

<p>We struggle more than we should but eventually Phyllis with a bit of help from the rest of the party (especially Raybur’s Spiritual Sword) destroys the statue.  If Sputnik or Raybur had thought to cast Prayer before the three pronged attack, it might have been a little easier, but the Protection from Evil 10’ Radius saved several hits and possible wounds.  Even so we are very battered and it takes most of our healing capability to stop the bleeding.  It had multiple arms and a soul draining attack that Raybur and then Phyllis resisted.  When they resisted, the rest of us had to fight a fear effect, to which several of us fell victim.  When it is slain, we find that the statue was a spiny ball with arms coming out of the center.  </p>

<p>The dog does not want to leave his master, so we take her remains with us to Rest Eternal them.  The dog preferentially bonds to Arthur, possibly because he is now the most Ancient-like, after 2 months of channeling that aged him 7 years.  The dog’s name is difficult to translate, but he says it is “Rug” and another longer phrase which seems to be something about shagginess.  He had never left the building before today.  He says he is hungry, so we feed him, but when he eats it is like Cookie Monster – food goes everywhere except down his non-existent gullet.</p>

<p><strong>May 6, 2194</strong><br />
We Augury Fred playing with the sphere and get this cryptic quote “Historians must be willing to look into books.”  This seems to indicate Sputnik a bit more, so we Augury him checking it out and get the “clearer” response of “Morning begins with the recognition of a new day.”  </p>

<p>Sputnik casts Psychic Impression on the sphere and gets feelings of mainly boredom and monotony followed by a dim sense of reasonable happiness.  And then they end.  </p>

<p>Sputnik activates the device and barely figures out how to use it (makes his Intelligence check exactly).  This is her diary and primarily, she was very bored.  She was wealthy and knew that she was a great artist, but she was not happy with the way the sculptures were looking.  She was making a pixie and was not happy with the upper part.  She implies that she has plenty of stone with which to work on her creations.  Occasionally she went out to eat with some of the neighbors, but frequently ordered food in.  She was very wealthy even among the people here.  She was making insane amounts of money.  Sputnik picks through the entries for 6 hours before becoming exhausted.  </p>

<p>Fred takes over the “reading.” She can buy all the best things she can think of.  She can buy as much jewelry as she wants.  She has the best equipment.  At the Capitol there are some interesting auctions that she thinks of bidding on.  Eventually, she buys something really interesting and she keeps it in the back of the drawer in case of an emergency.  In searching the room, we find about 15-17 thousand gold pieces worth of jewelry and a ring made from a single piece of ruby that is warm to the touch.</p>

<p><strong>May 7, 2194</strong><br />
We pick up again the next day and to her, the only thing that is interesting is when the statues start moving.  The little motions just start happening.  She doesn’t think that she has any magical abilities, but the statues are now animated – little things at first, but then more lifelike.  </p>

<p>She mentions that the tourists leave but the artists are going to stay and she has enough stone keep working while waiting for the war to pass.  She comes to the conclusion that she had sold out – the resort guests are gone and now she realizes that the “art” she had making for them isn’t really art.  </p>

<p>Now, she has broken new ground and she has created life out of stone.  She had owned a dog name Dark Carpet and she makes a statue of him that also comes to life.  She continues to work and makes more elaborate things.  The old works, like the stone pixie, annoy her rather than amusing her.  After several more months of entries where she works in and orders food in, we realize that she had tabs everywhere and carried no money.  She appreciates the lack of tourists in that there are no fawning admirers now.  She is stunningly beautiful and many people revered her in ways that annoyed her.</p>

<p>She looks at the last year and realizes that the old stuff is sickly sweet and not visionary.  She tries to create a vision of a nightmare representation of the wartime sequestering.  She only has a few more entries before they stop.  Clearly they were interrupted by the success of her final work.</p>

<p>Some of the entries stand out in that they seem weirder - she refers to the dog by weird euphemisms.  Six months after Dark Carpet is finished, she starts to feel weird about the fact that she recreated her dead dog.  Sometimes she is mean to the dog, but conflicted about whether to feel bad.  He isn’t “alive” after all.  The dog is about the talent level of a house dog – no tracking ability and he is afraid of the noise we make when we are doing drills and practicing to stay sharp.  </p>

<p>She didn’t damage the statues – the nightmare probably did the destruction.  She seems to have been there about six years before the tourists left and then she was killed about a year later.</p>

<p>We long for the day when we can send someone through a teleport system to get magic items identified and make deposits into the Republic’s coffers.  </p>

<p><strong>Session 64 – Dean is back and Katherine joins us late with David and Alan as Phyllis and Fred.</strong></p>

<p><strong>May 11, 2194</strong><br />
We explore Building #14.  As soon as we open the door, we are not surprised although we are immediately attacked by two metallic minotaur golems.  They attack while Zephram attempts to turn them off.  Zephram fails his attempt, but Talarian preempts the discussion of whether to try to continue to turn them off by swinging after a segment of discussion by the rest of the party.  The first wave of attacks by the party deals 70 points of damage and then Talarian gets to cleave to the second golem as we deal 66 points in the second slew of attacks to the first one.  The weenie slayer sword did not activate as the golem was not truly alive.  The second falls equally rapidly, but does not turn to absolute dust.</p>

<p>In the room, there is one obvious magical item, no evil and no traps.  There is a potter’s wheel that has fallen apart.  There are bits of tools and other items scattered about but the ten thousand years have had their effects.  There is a gem switch on the wall at the closest point on the wall to the potter’s wheel that is resting on the floor.  There are shelves built into the walls.  There are vases, magical boxes and such around and some small piles of dirt that may have been slip in a former life.  The two magical boxes are built in and they seem like they could be kilns.</p>

<p>When Shirlard pushes the button, the wheel lifts off the floor about a quarter of an inch.  There are divots and holes in the surface as if a superstructure could be attached to the kick wheel.  There are ruins of furniture lying about the second floor as if they fell apart by age.  There are two magical items that are found in the detailed search.  Half a bottle of Mind Blast Liquor and a full Tube of Stone-Like-New detect as magical.  There is a partial tube of Stone-Like-New that was destroyed when the back end was damaged as if it dried out or something like that.  There is some money here, too.</p>

<p><strong>May 12, 2194</strong><br />
We now check building #43, which is amazingly similar to what we have seen before as two golems step out.  We hand Talarian and Phyllis the +2 Shields and let them tank.  Fred is able to get them to stop attacking and return to the house when he finds the mystical off switch.  Inside we find more decayed furniture and a staircase up to the next story.  The room looks more like a living space instead of a clear workspace.  There are frames on the walls that have clearly preserved gaudy bright colors with words, kind of like travel agency posters.  They do not appear to be location names, but they are proper names and there are some Ancients pictured in armor and hats and fake noses.</p>

<p>There is nothing overtly magical or evil visible from the door.  The one poster that we can read is “An Unforgettable Experience, Rashaman remembers.”  It seems to be advertising a show about a family remembering its past with a huge number of names and blurbs of reviews.  It has won The Elemental Award.  </p>

<p>Talarian is able to enter with no incident, so the rest of us follow and we check upstairs.  There is a fairly obvious exotic item upstairs.  There is a magical crystalline parrot that begins to make a strange but pleasant sound.  It starts to sort of sing, but when Raybur starts singing, the parrot switches to a brass band sound like you would expect for dwarven song.  When the singing switches it tries to sync up with what it hears.  It can follow a new tune with a little delay.  It remembers the new tunes you teach it.</p>

<p>There a couple of worthwhile things here, there are two more labeled potions that are probably potions of Calm.  There is a magical floppy felt hat and a potion of No More Rowdy.</p>

<p><strong>May 13, 2194</strong><br />
We want to see if the golems reset themselves overnight, so we recheck the Theatre Office and find that the golems are not active.  So we move on to check out building #16.</p>

<p>A pair of golems flanks the door, but they are not active.  The room beyond is a furnished room that has some intact furniture with an unusual blue-green metallic desk back from the door and off to the right.  There are three bookcases with barrister glass doors.  In one of the cases, the top shelf has intact books and the rest of the shelves are filled with the remnants of books that did not survive.  The chair is magical with a net structure and knobs all over it.  The desk is non-magical.  When we explore the building, we see a ghost moving upstairs and it follows us downstairs, so we head out of the house and try to prepare to communicate with it.</p>

<p>Later in the day, when we go back to try to communicate, the ghost is still downstairs and he possesses Fred.  Fred goes to the desk and takes out a highly magical pickled egg with two runes on the jar.  He goes to the cabinet and pulls out a magically wrapped book.  It is a mathematical text that is above Fred’s ability level.  The book is highly magical.  Attached to it is a thin black rod bookmark that appears to be its own highly magical item.  </p>

<p>When Fred is able to relate to us his impressions of the ghost, we find out that the ghost was given the egg by an adventurer in his will.  He went to a fortune teller who old him not to use it until you are absolutely certain that it is the right time to use it.  The ancient who is now a ghost hid it away and apparently later died of some abrupt and unexpected natural causes.  The math-book, egg and one of the rings in the drawer were all given by the same adventurer.  The adventurer had said to use them all together.  The ring was utility that he wore all the time.  The Ancient in Fred is trying to write a novel of worth.  The math in the book that Fred is using is not in the Locatha numbering system.  It is the goblinoid set that includes Common.  The book is innately magical and being near it grants vast mathematical knowledge.  The chair is very comfortable once the knobs are adjusted properly.  </p>

<p>As Fred continues to write the book for the ghostly novelist mathematician, he gains a proficiency in mathematics.  He works at a furious pace and without rest, but if we present him with finger food, he eats while working.  </p>

<p>We are concerned with Fred’s health, so we Implore Nestad (in Sindarin), the Healer Elf, to come and assist us in keeping Fred alive and healthy.  We use the jewelry that we found in the sarcophagi as the offering but the spell fails.  While still entranced, Fred then gives us a ring from the Ancient’s desk worth about five or six thousand gold pieces as the offering for a second casting and a magic ring that will help give is a Twist of Fate when it is activated.</p>

<p>When Sputnik twists the ring and casts Implore again, the power of the ring helps him contact the Healer for aid.  We tell him what is going on and hope that he can keep Fred from having bad effects from the experience.  Our wizened friend tells us many things – not all of which we would like to hear, but ultimately probably still very useful.  </p>

<p>“The ring and the Tome of Oxo are someone else’s.”  The Elven Emissary does not want to interfere with the Tome or the Ring as they are artifacts of another deity.  “There is a story from long ago that when one of the kraken was killed there was a jelly of 100 [strange] eggs that was turned into [magic items] by killing the kraken spirit.  They had the mind of the kraken [imbued within].  They were given out to assist in preventing the kraken’s return.  I say that only because it says ‘Victory over the Kraken’ in minotaur,” on the jar.</p>

<p>We could interfere with Fred’s task by casting higher level clerical spells, but he thinks this is risking greater dangers.  The ghost will not survive this but he thinks Fred will probably survive.  We could hope that Fred has a better chance to survive with a little help from druidic spells and personal faith clerical spells.  “The ring evokes the power of the deity whose hand is here.”  We would attempt to fortify and heal Fred with Cure Light Wounds from Raybur, while Serlisse used Cure Serious and Sputnik does an Iron Vigil while Chanting.</p>

<p>The Nestad has done more than he feels is appropriate, but he says, “This is something that might be useful to you.”  He hands a pair of clasps, buckles and covers to us.  They are no more magical than those on a spellbook, but appear to be perfect for the manuscript.  Sputnik activates the Twist of Fate ring again to try to help Fred’s chances of success.</p>

<p><strong>May 18, 2194</strong><br />
After five days of writing, Fred gains multiple mathematics proficiencies and maxes out at six mathematics proficiencies beyond what he might have had before he started.  Fred also gains Phase Spider x1 in an existing language slot.  The story the Ancient writes is in Phase Spider and it is a novel about a two dimensional character learning about the third dimension and falling in love.  [See either Flatland or The Dot and The Line.]</p>

<p>Sputnik retains the 1200 gp ring that was the Twist of Fate.  Fred uses a potion of Calm to help him recover from the ordeal, but Sputnik and Fred still require a couple of week’s rest before they can do any more exploring.  </p>

<p>The book that Fred has written for the Ancient is four hundred coinweights, called “A Novel?” and is signed “The Unheard Prophet.”  The epigraph reads “I was in a wine induced haze watching the spider web and thinking of using the egg.  I watched a spider walk up my arm and felt no fear until it bit my arm.”  Fred thinks this was the Ancient’s last living thought.  </p>

<p>We find a small obsidian spider amongst the novelist’s bones.  It looks like one of a large group of jumping desert spiders.  That species is known to be very dangerous.  </p>

<p>Fred referenced one of the Ancient’s books while writing.  It is called Oxo (o’-zo).  In order for Oxo to have any effects on the owner, it must be kept close by and must be studied extensively to regain the abilities granted.  It gives the holder an innate knowledge of webs and mathematics (six proficiencies).  It grants immunity to Webs and Confusion.  Webs don’t stick to Fred and if it is dense enough he can climb up as well as move through them.  It allows the bearer to climb walls.  As Fred is a thief, he can climb on ceilings.  Since he is mage as well, he can use an innate ability to cast Web four times a day.  A cleric would get free action, while a fighter is granted a bonus of three points of damage with no chance of a fumble.  A sage gets an entire field of math knowledge.  Normal spiders like you and if the user is a spider, he gets a three bonus to comeliness.  Normal spiders like you and you have a comeliness bonus of three to intelligent spiders.  It is 75cn, but if you carry it in your hand, there is no encumbrance.  </p>

<p>The bookmark is actually a line segment – an extendible rod that must stay with the book and it can be bent a bit.  The chain is about a foot long.  The rod can be extended to an unknown length.  The wrapper seems to be a first level version of the Wrap cantrip.  </p>

<p><strong>June 1, 2194</strong><br />
While Fred and Sputnik rest, we decide to do a little more thorough checking of the potter’s house before we move onto a new house.  We find more pottery inside the kilns and we will need to be extra careful when moving the pieces.</p>

<p><strong>June 2, 2194</strong><br />
In the novelist’s house, when Sputnik examines the wrapped books, there is no high magic showing and the last book is stained, beaten and scarred – unlike the other eight remaining books.  These are the Impressions from the wrapped books.  He loves Book One, but he never touches the pages.  Book Two frustrated him with how hard it was for him to buy.  His thoughts include not hurting it and needing to put it away.  Books Three and Five yield no Impressions.  Book Four evokes memories of how much he loved reading it when he was young and how was excited to have a copy.  He was excited to have Book Six and was very careful with it.  Book Seven evokes mixed feelings; he was annoyed at a scuff mark, but was pleased that it does have the signature.  Book Eight gave different impressions – disbelief that he got it so cheap, but slight guilty for the same reason.  Book Nine gives a very strong impression of frustration that he wasn’t supposed to read the book.  The tenth preserved book was Oxo.</p>

<p>When Sputnik casts Life Form on the bones, he gets an impression of the spider being thrown and someone convulsing and dying.  When he casts Psychic Impression on the spider, he sees two huge spiders in the jungle while a third places the small spider on the ground.  Then the tiny spider crawls off into the undergrowth.  We think the mathematician died as his lungs failed and his nerves rotted.  He was incapacitated almost instantaneously and died within minutes.  He was in his home.  Based on what Sputnik saw and our knowledge of the type of spider we found, we think the novelist was driven insane by nerve damage, which may have been how he became undead.</p>

<p><strong>June 4, 2194</strong><br />
For building number forty-two, we use standard operating procedure before we open the door in case there golems or other “surprises.”  As it happens, there are no golems but we do find ruined furniture and haiku scrawled all over the walls.  When we translate it, we think it sounds like bad teenage poetry.  We check upstairs and find more writing on the walls along with a skeleton.  It is more of the same kind of poetry.</p>

<p><strong>June 5, 2194</strong><br />
Sputnik tries to read the remains and the only impression he gets is “Hunger brings clarity.”  We are confounded by this and think that we will not actually find anything of note here.</p>

<p><strong>June 6, 2194</strong><br />
Building 30 is an open building and it was also a painter’s home.  It looked like a bunch of artists lived there and we know that there were three paintings that the hobgoblins sold from this house.</p>

<p><strong>June 7, 2194</strong><br />
Building 31 has active golems and it appears that it was emptied in an orderly way by its occupants, except they left some metal furniture and bulky equipment.  We think that the artisans who lived here could have made the other desk.  These items are only slightly corroded.  There were probably two or three people living here.  Everything was moved out except the biggest and least valuable.  There are a couple of blocks of stone which seem a bit out of place.</p>

<p><strong>June 8, 2194</strong><br />
Building 32 has built in magic cabinets.  It is an incredibly elaborate kitchen.  There are intact copper pans hanging around above the work spaces.  There is a cart for delivering food.  There are large cabinets with glass fronts.  The cart, sink and ovens are all magical.  The pans and spoons, etc. are not magical.  There are cleaver blades on the floor beneath the rack.  One of the ovens has a sheet cake in it.  Fred is stunned by the smell of the delectable cake when Raybur opens the oven.  The cake jumps at Raybur’s face and we try to wail on it, but only magical effects seem to harm it.  The cake is so tasty smelling that even though it is trying to stuff itself down Raybur’s throat whole, he is conflicted as to whether to resist or let it eat him.  We manage to destroy it without “improving” Raybur’s looks any.</p>

<p>We check the second oven and find that there is another Perfectly Killer Cake, so we use the oven to overcook it.  Upstairs, it looks like three people lived here.  Sitting on the desk is an open half-full carafe of a rosy liquid.  Three shot glasses and skeletons sit around the table.  There is only a little trace of what was once liquid in each glass.  It seems to have been a very good liqueur.  This is a very common after dinner brandy-type liqueur.  We find 3 bottles of wine and 16 gp.  The cake had a light vanilla flavor.  Raybur wishes he could make one of those cakes.  </p>

<p>In the cabinets, we can see several types of flour, sugar and other ingredients.  It is disturbing how tasty all these goods smell.  There are chillers and ovens and mixers and other weird stuff.</p>

<p>When Sputnik witnesses their deaths, he sees three sad but accepting and proud people.  They think that they are about to leave.  It was a difficult decision to give up their beautiful kitchen and leave with the others.  They made the perfect things to give everyone at the send off.  They weren’t going to leave, but at the last minute decided to join the others in leaving on the morrow.  </p>

<p>He gets an impression of him curled up, gaunt but peaceful looking as his death.  There are many impressions of care for the cookbook.  There is a final impression of getting it just right.  </p>

<p>As we try to figure out what might have happened to The Resort, we wonder if there was something going on that was making everyone and everything closer to perfect than normal.  When we think about how well we are able to do the things that are not our primary professions, we think we’re becoming better at those skills, but maybe only slightly faster than we should have if there isn’t something odd going on.</p>

<p><strong>Session 65 – I can’t remember.  Was Katherine out with David and Alan as Phyllis and Fred (?).</strong></p>

<p><strong>June 10, 2194</strong><br />
We open the door to Building 33 and find a crystalline minotaur golem standing inside.  We surprise it but wait to see if it is active and how it might react to the now open door.  It moves a little, hesitates and then moves through the party.  We let it go through to see what it is doing and it hits Serlisse, HARD.  She takes 16 points of damage and a wound.  Zephram turns it off with the Constable’s Authority.</p>

<p>Once the dust settles, we realize there wasn’t any dust to settle inside the house.  When we first opened the door, some water had flowed out around our feet and soaked in, but we were focused on the golem.  A mini-dam of twigs was holding about three inches of water in the house.  Serlisse examines the water and determines that it isn’t healthy – it has a metallic smell.  Amongst the dam twigs we can see bits of metal frames, like scaffolding or the back of an open coat rack.  It doesn’t seem as if they were parts of an aquarium, though.  Some bits are small squares of metal.  </p>

<p>When we investigate the downstairs, we find small, corroded metal objects almost like bits of tools.  Examining the wood in dam and other places, we can tell that some of it is very old and some is probably only about three weeks old.  There are signs of bugs, but no larger animals in the house.  One part of the bigger pile has a number of squares of metal that were tacked onto some kind of frame.  The metal is pretty corroded and one piece looks like it may have been silver. </p>

<p>When we start upstairs, we can see daylight in the room and then we can see a jagged hole in the ceiling.  Zephram notices that there are spider web cracks on the ceiling of the lower level.  So we decide that we shouldn’t put too much weight on the upper level floor.  Few remnants of furniture are left in the upper story.  The room is totally trashed with branches lying around.  The debris appears to have come in through the hole but is not the reason the hole exists.  When we Detect Magic, we see something magical off to the left amongst the branches about 15 feet from the top of the stairs.</p>

<p>To avoid breaking the floor, we come back with Fly and Levitate ready.  With a bit of effort, a magical staff and the object that made the whole are uncovered.  We have found a bowling ball sized object, which is craggy with a couple of spikes.  With a couple of tries Arthur and Shirlard extract it from the floor.  Upon closer examination, it seems to be crystalline.</p>

<p><strong>June 11, 2194</strong><br />
We debate whether to try to get any Impressions from the items.  Fred thinks the bowling ball might be a Philosopher’s Stone as they are said to come from nowhere.  Sputnik Auguries whether he should take a Psychic Reading of the rock.  “Tales are usually interesting and worthy of investigation, but sometimes they just aren’t.”  When he reads the rock, he gets surface burns as if he touched a hot stove, but the stone itself doesn’t seem particularly hot or cold. </p>

<p>We go back and clean out the building and collect all the metal bits.  There are small brass tacks all through the debris. We find fragments of a wide variety of metals as well. </p>

<p>When Sputnik reads the Staff, he gets the sense of a female Ancient that was very old with white hair.  She was rolling the staff in her hands and out comes a rather loud checkered or plaid piece of cloth which she spreads on a work table by letting unfurl itself.</p>

<p><strong>June 12 to 14, 2194</strong><br />
Sputnik gets no readings from the first seven frames.  On the eighth one, he gets the sense of rocks, feathers, fur and metal – in Sputnik’s “expert” opinion, it is ugly, loud, and visually offensive.  Think of “70’s disco assembled by an insane grandmother.”</p>

<p><strong>June 15, 2194</strong><br />
We examined Building 34, but it had been plundered before we arrived.  The stuff that is here is only a couple of decades old, as if someone had picked it as a base of operations and left only trash.  Our best guess is that it may have been an orkish party or hobgoblin band.  Nothing here is magical, trapped or evil.  The upstairs is distinctly empty. </p>

<p><strong>June 16, 2194</strong><br />
Building 35 opens without any surprises.  We find knots and tangles of wires hanging from the ceiling.  We see damaged looking tools and an intact, lacquered table with a huge flat box on top of it.  A pole is in the center of the room with a fine quality light shining from the pole onto the table with the box.  We also find some spool-like objects around the downstairs area.  The spools are virtually empty. Our guess is that it may have been a string artist’s house. </p>

<p>Upstairs, a brass bed frame and a silver mirror are where the owner left them.  The nightstand is also lacquered and intact.  An embroidered wall hanging is four feet square showing an aerial view of the city.  People and tents are visible and almost look as if they were moving about.  Ancients’ style ships are on the water in addition to more normal looking ships.  Lots of flowering plants grow at the top of the cliff where we think the Director’s House was.</p>

<p>We find a magical belt with trees and birds and bees worked into the leather in the first drawer.  The third drawer has a set of magical sandals and a silver box with a catch but no lock.  It makes some music, but seems to break as it is playing.  A magical ring and some silver jewelry are inside the music box.</p>

<p>The large box on the downstairs table is about 3 foot square and four inches deep.  The spools vary in size and two of the larger ones still have plain black magical wire on them.  Two of the larger wire tangles contain the once magical wire.  We find a total of 625 labeled coils of thread laid out in the box.  The thread is extremely fine and valuable, while the box detects as magical.</p>

<p><strong>June 17, 2194</strong><br />
The next day, we come back prepared to do a more thorough search.  We find a low magic thimble searching normally, so we try Locate Object for needles and in the bed’s remnants, amongst the teeth and dust, are three magical needles.</p>

<p>The Impression Sputnik gets from the teeth is an Ancient woman in her middle years (40ish) sitting on the edge of a beautifully embroidered bed.  He gets the sense of immense curiosity and she opens a box.  Four very nice looking plums are inside; she pulls one out and eats it.  Then she reaches down and pulls out a second one.  We experience disorientation, searing pain and then it is over.  She wasn’t surprised.  It was a small wooden box that must have decayed away. </p>

<p><strong>June 18, 2194</strong><br />
Building 36 is another golem-free house.  We discover three piles of debris; one with metal, one with carpets.  The two carpets are magical.  Once again this is a two story house.  When we look upstairs, it is stripped bare and nothing is in the piles of debris, except the remnants of a packed up loom – brass parts and gear remnants.  One pile must have been carpets with corrosion resistant bands.  The metal we could see sticking out was a box, with some ceramic mugs and buttons. </p>

<p><strong>June 19, 2194</strong><br />
The next building in line to be checked is Number 37.  No one is too shocked to react, as a metal minotaur activates when we open the door.  Zephram shuts it off before it can harm anyone.  The middle of the room has a pile of wooden debris with a large sheet of stone on top.  As in several of the houses, we find mostly destroyed tools lying about.  This time, though, we find lots of miniscule sculptures in four glass cases about the room.  The first case is full of dolls that are not too cute to ignore, but they are too cute.  The little figurines are made of a variety of stones and ceramics.  Some have lifelike poses, while some are goofy, cute, little woodland animals.  We see glazed ceramics as well as naturally colored stone figures.</p>

<p>Upstairs is very similar to most of the other houses.  We find a snow globe-like diorama with an atoll, lagoon, huts and little people.  The people are moving and the boats are sailing out and back in as if they are going somewhere out of sight.  We can even smell citrus fruit.  The boats are outrigger canoes.  All in all, it is an idyllic scene.</p>

<p>When we go back downstairs we find the artist’s remains near the remains of the worktable.  There are some tools – small rock hammers and tiny wires.  There is a little sculpture amongst his remains.  Oddly enough, we have found an elephant.  It is much better made than the mastodon that we already have, but we have found two stone elephants on our journeys now. </p>

<p>One of the cases is completely full of dinosaurs.  They are sort of a random mix of reptiles, not a life-like arrangement.  One of the cases is full of Ancients’ soldiers. They are arranged in blocks, one of Walrusmen and two of Ancients.  They have swords, spears and the underwater, automatic crossbows that we love.  The soldiers are made of metal and might be arranged in historical formation or they could be toy “tin soldiers”.  The fourth case is full of undersea creatures.</p>

<p><strong>June 20, 2194</strong><br />
We decide to try an Augury even though we know that parties tend to do what they will after interpreting the Augury to fit their wishes.  “History unrevealed can become History lost.”  When we look closer, we realize that some of the undersea creatures are made of coral. </p>

<p>When Sputnik casts Life Form, he finds that the figurine maker was fairly old.  In the vision, he is making a small elephant and is putting the final touches on it.  He appears to name it; something like “Abby.”  He is using a small point to put some finishing touches on it and when he says its name, it starts to grow.  He is working on the eye, but pricks the elephant’s eye as it starts to grow.  When it is full sized it is bleeding from its eye and crushes its maker and most of the contents of the shop, but somehow it no longer appears to have a pricked eye.</p>

<p><strong>June 21, 2194</strong><br />
The next stop is Building 38.  Sputnik shuts down both of the golems that come out.  We have found a chime or bell maker’s shop.  One set of intact magical wind chimes faintly ring.  We suspect they may have been made by the same maker as the ones by the musicians’ retreat.  We also find seventy small ingots of copper, brass and other metals.  Fred’s estimate is that maybe a thousand gold pieces of materials are here.</p>

<p>The upper floor is another room with a bed frame-type remnant.  We also discover twelve Ancient platinum pieces and a straight-handled, magical bell.</p>

<p><strong>June 22, 2194</strong><br />
We have two numbers on our map for the next building.  We have labeled it “39 & 40” as it has two “teeth,” which are connected.  We open the door to the main building and before we know it, several of us run in fear.  When Phyllis, Arthur and Talarian depart rapidly, the rest of the party is left a bit short handed offensively, especially when what emerges from the building is not a standard minotaur golem, but instead an insane meshing of gears and flying spheres that somehow fly up to twenty feet out from the core that is only about eight feet across.  While we try to fight it, we are a bit confused as to how in the world it manages to fly so far and still stay “together.”  It is almost like it is magically folding through different dimensions.  The rest of us are not under a fear effect, but are still frightened, so we stay and trash it.  Fred gets hit the worst for a triple wound on eighteen hit points of damage, but he also gets his own back when he scores the final huge backstab after Sputnik shuts it down briefly with a Dispel Magic.  It was a confusing nightmare of many spheres and hit almost anyone for great damage.  Spiritual Weapons and real hits from our second line fighters did a huge portion of the actual damage.  It seems to be made of magic and clockwork portions, which is why Fred was able to backstab the Killer Whirligig even though it was not alive.</p>

<p><strong>June 23, 2194</strong><br />
As being fully healed is the better part of safety, we wait until the next day when we’ve been able to find the yellow band of fighters and have a good night’s spell shift or two.  When we check the main building, we find it is filled with kinetic sculptures.  The three biggest ones hang from the ceiling and are highly magical.  Some of the smaller ones are low magic and even though we are wary, they move in normal kinds of ways.  We think that we may be able to move the sculptures out, but it will take an extreme amount of time and it would probably be much better if it was done by an expert.</p>

<p>We use Comprehend Languages to find that the Killer Whirligig was originally named Anger of the Elder Elemental God.  Three others have labeled names.  As Fred examines the kinetics, he starts to feel a little weird as if things are making more sense.  After checking things out from different angles for about ten to fifteen minutes you find that your Wisdom, Intelligence and Charisma all go up by one point, depending on which of the main sculptures you are examining.</p>

<p>When we explore upstairs, we find another sculpture on a stand with a mix of hoops and spheres.  We try to count how many spheres it has and we think that it might have around fifty in this one work.  We also find a small pile of flakes that look like bone fragments near the central podium.  </p>

<p>We decide that the threats are over, so we do another spell shift for exploration spells instead of combat spells.  We find out that the kinetic sculpture that grants Wisdom is called <em><strong>Hang in There</strong></em>, while the Intelligence booster is <em><strong>The Chaos of Motion</strong></em>, and <strong>M<em>ovement of the Crowd </em></strong>makes you a bit more Charismatic.</p>

<p>Sputnik casts Life Form and Psychic Impression.  He finds that the sculptor was killed by his prototype creation upstairs.  The sculptures are a testament to the Anger of the Elder Elemental God.  In the time of the Ancients, a ceremony was befouled by the ignorance of innocent Ancients and in retribution, The Elder Elemental God, slew thousands.  Sputnik thinks that the Ancient should be honored and his comrades remembered by trying to place these sculptures where they can be seen and used by as many people as possible so that such mistakes may be avoided.</p>

<p><strong>June 24, 2194</strong><br />
We decide to wait until the next day to examine the attached shed in case of surprises.  For better or worse, we only find corroded metal parts there in spite of a thorough search.</p>

<p><strong>June 28, 2194</strong><br />
We have explored all of the “normal” buildings in the artisans’ quarter except for the gift shop with the trapped floor and the building that we think might be the elevator to the buildings at the top of the cliff.  We hope to be able to go up the elevator and come back down in it again after exploring, but on the off chance that we need to make a hasty exit or the elevator does not work for us, Phyllis sets a series of pitons with ropes on the cliff. </p>

<p><strong>June 29, 2194</strong><br />
We prepare for anything and enter the building at the foot of the cliff.  When we enter, we see a weird face.  It looks like giantish features and it says in dwarvish, “The Director and his wife are not taking visitors.”  We try to ask him as many questions as we can, but ultimately he may not have been terribly helpful.  Here are his responses somewhat rearranged to try make our questioning seem more logical than it was.</p>

<p>The face in the door lost count of what year it was at “2755.”  He recognizes The Director and the Military Commander as his owners, but he doesn’t know how.  It was not due to a seal of office as far as he knows.  If we could show him the bodies of the Director, Director’s wife or the Military Commander he would accept us as the new owners.  If one of the three owners is now an undead monster, then that individual would still be an owner.  He has a sense that he is still legally “owned.”  The Director’s office is in the middle of The Resort square.  He thinks that the Central Offices or Barracks would be likely places for us to find the Commander.  The Commander has an elaborate gold symbol of a downwards pointing fork on his helmet.</p>

<p>Most of the people who lived at The Resort were wealthy enough to keep a running tab.  He knows there was a war when the city was quite new and he was brought as the city was finished.  He thinks many people came and then the tourists vanished.  The last person to call had armor that looks like it was made of thousands of metallic lizards.</p>

<p>The doorkeeper speaks Dwarvish, Locatha, Ancient and Archaic in addition to the local language.  He says that he could teach us if we wanted to learn.  He can also speak Minotaur.  He has seen aquatic elves before.</p>

<p>He would like to have someone move in or buy him so he wouldn’t be so bored.  The doorkeeper doesn’t spread rumors, for example about the people who came to visit The Director.  Many people left and some people went crazy and then everyone else stopped coming around.  He can’t let us in even though he hasn’t seen any of the owners in a very long time.  He can see the constable marks on us, which is part of the “non-military.”  Constables were generally to keep order and the peace and to prevent crime.  He didn’t think about it much as this was the Director’s house and we wouldn’t have the authority to come here.</p>

<p>He has seen some sort of pig people (probably orcs), but he smote them – not fatally – when they tried to force their way into The Director’s Residence.  Cat people also came and cast some spells, but left.  We think they were probably hobgoblins.</p>

<p>His form was constructed by the Dwarven people of the Far Wall Kingdom.  A priestess of the House and Home deity brought him from the plane he had been roaming and asked him to perform this service.  He was sold and lived there for three millennia.  He didn’t have much of a physical form before he became a door warden.  He may have been alive before being bound but he thinks he was really just trapped between realms.</p>

<p>The doorkeeper is called Lutrixan Vacation House as he takes the name of the property where he lives.  He has a second face upstairs that he has called out from and never got a response.  He had hoped to hear from his mistress who was last seen in their home.  </p>

<p><strong>Session 66 – Rodger could not make it to the game, so Jay played Costigan.</strong></p>

<p><strong>July 1, 2194</strong><br />
Near the Theatre Office we find a path that looks like it has been hidden since The Resort’s construction.  It leads behind the Office to a wall.  We try our constabulary power and find a door which leads into a corridor.  Across the hall, we see a door directly in front of us and the corridor runs left and right.  We close the door behind us and head right to the next door.  We open that door, finding a room with a three foot high shelf of the same material as the wall.  We also discover six foot sections with mirrors that look illusionary instead of physical.  We count sixteen of the dressing mirrors with two lit with a diffuse light shining down.  The room is empty of objects.  The trackers find scuff marks on the floor that are months or years old, but not millennia.  Looking at the ceiling, we see tracks that might have had something connected.  The mirror reflects Raybur’s shield light normally.  The room looks like a section of the domed building that we expected to find.  The walls are curved as if it is the outside of the building.</p>

<p>The next room has set storage, but everything is spectral and none of them appear to be real right now.  It is as if everything is painted on scrims.  We can see ladders up to an upper storage with more set pieces.  There are fabric panels set in tracks.  When we stop to listen, Fred hears voices from somewhere speaking what might be the language of the Ancients.  He also thinks the cloth that covers the door to the stage is strangely transparent.  When we peer through the door, we discover a bunch of ghosts on stage doing a production with the spectral sets.  Our best guess is that half a dozen are on stage and one stronger voice coming from elsewhere can be heard as well.</p>

<p>We fall back to spell shift and prepare for a possible combat.  We also decide to speak with Lutrixan Vacation House and he shares that the stage director was Fahtwhan and he was not a likeable guy, but he was very talented.</p>

<p><strong>July 2, 2194</strong><br />
On our first scouting trip, we hear and see ten ghosts singing about the sea and how nice it is to travel across the sea.  We detect a slight, resentful evil from the figures on stage.  A quavery voice commands “More gusto! More feeling!”  As Sputnik has Detect Life running, he tries a different angle and can see a large audience space, but no details except a light colored object near the front of the audience that detects as alive.  With a little effort, it seems to be about ten feet long by four feet high.  It commands the actors to improvise a new verse.  </p>

<p>It is difficult to see much from the wings.  The screen is a one-way scrim illusion that covers the storage area.  There are dozens of mechanical traps in the back stage area.  There is something up near the ceiling that is alive as well.  As we continue to use Find Traps, more trip wires show up everywhere.  </p>

<p><strong>July 3, 2194</strong><br />
Due to detection spells, it is decided that on the second scouting trip, Sputnik should go sneaking about to see what he can detect without being spotted.  He is invisible with every detection spell he can use running and he has the Helm of Ultravision.  The big creature on the ground is white with the body of a tiger, feathery wings and a curved shore birds’ head.  It is lying on the ground in a pile of cloth.  Sputnik sees random items lying on the seats around the flyger.  Sputnik detects faint careless, lawful evil from the creature in the seats.  In the fly spaces, Sputnik can see webs.  Using the Helm, he spots a giant spider in the canopy of webs above the flyger, but it sees the ultravision and alerts the flyger to his presence.</p>

<p>Sputnik high tails it back to the rest of the party somehow managing to not get blasted or have sandbags fall on him.  The white creature calls out to us and offers to parlay.  We decide that if he wanted to slay us, he would probably just do it, but we approach very carefully and a couple of us try to stay hidden.  We also try to avoid Fireball Formation.  </p>

<p>The flyger is not Fahtwhan, but the Ancients practicing onstage think he is.  Ambeth claims to be an immortal sphinx.  Taktath is the phase spider up above.  Ambeth has recovered Fahtwhan’s magical amulet.  He has lots of answers and we would have to pay for those answers.  </p>

<p>When we seem to be reluctant to trust him and may still be considering an attack, Ambeth says that he thinks we might win but we would lose several party members permanently.  Sputnik thinks that this may be a sphinx, except he has an ibis’ head and wings instead of a human head.  Ambeth appreciates books of an ancient and obscure nature and will take cash in portable forms or we can trade four facts for one of equal value.  He figures that he knows much more than we do.  </p>

<p>The theatre is his abode.  There are one or two things to know about passing through the space.  The front door opens itself from seven to eleven every night.  There is a safe zone inside the door from which we may announce ourselves.  We found a way into the back rooms that he didn’t know about.  We can announce ourselves from the scrims.  He will take any attempt to disassemble or loot the building as hostile.  Just inside the front door to the left is a stairway that leads down to other interesting areas.  We should announce ourselves if we choose to pass through the front lobby.</p>

<p>There are a number of interesting written works preserved in The Resort.  He would like to obtain them, so he will repay us with information for them.</p>

<p>We ask if he knows about the building with a rooftop garden.  He lets us know that it contains something that he doesn’t want to mess with as he might be killed.  But if we were interested in tackling it he would be willing to sell us the information he has and maybe buying information that comes from the experience.</p>

<p>There is a casino here, where we can set-up an account and we can earn Resort credit for fighting in The Fighting Pit.  The Pit is unforgiving.  If multiple faces are put into the account machine, they will all be joined on the account.  Ambeth is willing to sell us the location of the Military Commander for one thousand gold in cash or five hundred in resort credit.  Four thousand credits would get us all the information on the Military Commander.  Any book we find would be worth from two hundred to five thousand in credit.  </p>

<p>We decide to head back to camp to think about our options before making any deals.  On the way back we decide to stop by and see if Lutrixan Vacation House has any information.  He says the casino is in the base of the hotel (the twin towers) with windows that looked out over the lagoon.  He thinks that there would need to be a live controller to be able to deposit cash into the accounts.  Of course, he has not been there so this is just hearsay.</p>

<p><strong>July 13, 2194</strong><br />
We go back to talk to the sphinx.  Ambeth’s stuff is boxed and crated in the theatre.  He leads us to the lobby and shows us a counter similar to the outdoor café’s.  We also see a minotaur that moves as if he isn’t alive on the landing of stair that seem to lead to the balcony.  </p>

<p>Ambeth says that the Casino can be found at the end of an underground passageway.  We head downstairs and go a hundred feet or so before we find a metal that is marked in the Ancient’s language.  The door has been sealed with hot lead somewhat recently.  We think that this is the door to security.  Ambeth had warned us not to tamper with the Security section.  We seem to be under the central tower in the plaza when we find that door.</p>

<p>We travel about the same distance again and we enter a kitchen that has a good fresh smell of cooked food.  A main aisle goes straight through into the next area.  Sputnik estimates that these kitchens have enough space and food to feed thousands.  Near the end of the corridor, a couple of staircases lead up out of here.  One of the archways that we find opens behind another concession counter and beyond that is the casino.  </p>

<p>There is a large bar with windows behind it.  Through the windows, we can see coral and fish swimming in the lagoon.  We start looking around to see if there are any games of chance that we could play.  Many of the tables look like we would need to have a dealer.  Before long, we spot a recessed face located on a landing a few steps up from the casino floor.  It looks just like the lock Sputnik opened to get the Icon of All Avatars.  There are more steps leading further upstairs to additional levels.</p>

<p>The casino area has an inlaid floor and intricate undersea sculptures around the room.  We find the Fighting Pit on this level as well.  The Pit is separated from the casino by a clear wall with a couple of rows of benches that allow spectators to look down upon the combatants.</p>

<p>We notice a control near The Pit that we suspect will allow us to place side bets.  In case we can’t bet on ourselves, we’re splitting into two teams. </p>

<p>Dwarven Death (Team 1)	<br />
Phyllis - Fred	 - Raybur - Serlisse - Shirlard</p>

<p>Elves Alive (Team 2)<br />
Talarian - Sputnik - Arthur - Zephram - Conrhia - Costigan</p>

<p>We go to the landing and we can hear strange atonal music coming from the lobby.  We can see fragments of ships and maybe gold in the lagoon, which we think could be the Dragon Turtle’s nest.  From what we can tell, the fish in the water can’t see us even though the water is crystal clear.  The window appears to be Ancient’s stone windows that are opaque on the outside.  </p>

<p>We approach the “face alcove” with a Tongues spell running so we can understand what it might say.  When we start placing our faces in the alcove, a disembodied voice says, “No account exists.  Account created.  User added.” We were told that if we cycled through multiple faces, we would be able to combine people onto a single account, so the Elves Alive Team do just that and hear, “User added.  User added.  User added.  User added.  User added.”  After a short delay, it says, “Current balance zero.”  The Dwarven Death then set up their account.</p>

<p>As we explore further, we see a large number of random number games.  Fred knows that they are all long run lose games, but you could get a good payoff.  All the skill based games seem to require a dealer.  The bars around the rim of the tables glow yellow if you touch them on the players’ sides.  We decide we have better odds of winning credits if we fight rather than play the games of chance.</p>

<p>Talarian volunteers to go first while we have the Tongues spell running.  “Pick an advancement track,” The Pit commands.  Talarian sees four symbols in a two by two square pattern.  The options are a humanoid, a lizard, a winged lizard and a rapidly shifting pattern of shapes.  They all show the number 1, which expect to be power or level ratings.  Talarian selects the humanoid.  The door closes behind him and the tiny elevator descends to The Pit floor.  </p>

<p>The arrangement of the room changes radically leaving four cubes and a square pit.  There is a box on the far side of the room and as Talarian’s platform reaches the bottom, an amorphous shape coalesces into a Hill Giant.  At the side betting counter, the odds are 3-1 for the Combatant over the House.  We do not have any money to wager with so we watch the brawl.</p>

<p>Talarian gets the first hit and wounds the Giant.  The Giant misses.  Talarian hits him again and jumps back.  The Giant pursues, but fumbles and Talarian tries to show off on the free attack but has to settle for killing him on the next swing.  The giant fades and Talarian has to go back to the entrance as the walls herd him to the elevator.  The Weenie Slayer feature on Talarian’s sword does activate, so these creatures seem to have life.  </p>

<p>We find that Talarian earned two hundred fifty credits for Elves Alive.  When he tries to go again, The Pit does not work for him.  We figure he is not allowed he is not eligible to fight again today.  </p>

<p>Phyllis decides to test whether there is any variability in Humanoid 1.  She gets a star shaped room with a single column in the middle.  Her odds are listed at 3.5 to 1.  She also gets a Hill Giant and she finally scores a second natural 20 on Severance.  She hits him four times in the first 4 segments and he misses on anything but a 20, so it is merely a matter of time before she cuts him down.  She also wins two hundred fifty credits.  The Elves tried to wager on her, but exceeded the limit for an unmatched bet.</p>

<p>Our third fight of the day is Raybur.  He pre-casts three spells which are all Dispelled as he descends to the floor, but he is able to cast a new spell once he is in The Pit.  The odds come up as 3.5 to 1 again.  It is a whiff-fest, but Raybur manages to prevail.  The Dwarven Death team has five hundred credits and The Elves Alive team has two hundred fifty in Resort Credit.  Again we failed to place a side bet.</p>

<p>Fred enters The Pit planning on blasting his Hill Giant with a Pool Ball Lightning bounce-o-rama and lucks out with 9 columns in the room.  The Elven team wagers on Fred to win.  He is a 5 to 1 favorite with a ten credit wager or He is a 2 to 1 favorit with a five credit wager.  He manages a triple bounce for low damage and gets hit by a boulder.  The Giant hears Fred’s backstab attempt, but ultimately Fred prevails.  The totals now stand at Dwarven Death 750 and Elves Alive 252 Resort Credit.  </p>

<p><strong>July 14, 2194</strong><br />
Arthur heads in with Bracers, +3 Ring of Protection and the rest of his basic equipment.  He gets a single central pit in an open room.  The Dwarves unsuccessfully try to bet on the fight.  Arthur opens with a twenty-four hit point shot and a triple wound.  He switches to his next crossbow and waits for the Giant to close to normal point blank range.  When he shoots again it is sixteen more points of damage.  The Giant whiffs and then Arthur swings his bastard sword for 25 more points.  We are up to Dwarven Death 750 and Elves Alive 502.</p>

<p>Conrhia decides that her woods woman training should help her survive.  She goes in to fight the Hill Giants and gets 3 to 1 odds.  She turns him into a pin cushion and shows how it should be done.  The totals are practically even with Dwarven Death 753 to Elves Alive 752.</p>

<p>Day Two’s fight number three in The Pit has Shirlard struggling massively, using an older Extra Healing potion and squeaking by.  The Elves make 10 gp on a maximum bet at even odds so that the accounts are Dwarven Death 1003 to Elves Alive 762.</p>

<p>For the final fight of the day, Zephram goes in to fight a Humanoid.  There are bizarre floating platforms everywhere.  He fights at 2.5 to 1 odds and wins handily enough to strut out of The Pit victorious.  The Elves take their first lead since Talarian won the first fight.  The Resort Credit stands at Dwarven Death 1003 to Elves Alive 1012.</p>

<p><strong>July 15, 2194 – Sputnik Session 66 and Costigan Session 68</strong><br />
After a good night’s sleep, Sputnik and Costigan plan on entering as the only fights of the day unless Serlisse changes her mind.  Sputnik goes toe to stub and after a lot of weak hits, he succeeds in dropping the Giant.  His odds were 2 to 1.  </p>

<p>The last fight of round one is Costigan against the Hill Giant.  Costigan has his magic Flail pumped with Wounding spells and he humiliates the giant.  This brings our total take to two thousand five hundred twenty Resort Credits.  Dwarven Death has a total of one thousand eight credits from four fights and a few side bets.  Elves Alive lead at fifteen hundred twelve, though.  The humanoid counter has ticked up for everyone but Serlisse but the others are still at level one.</p>

<p><strong>Session 67 – Rodger was out, so Alan was available for Costigan, but Costigan did not fight.</strong></p>

<p><strong>July 16, 2194</strong><br />
We start the second round of Pit fights.  Talarian fights a leaping raptor type dinosaur on Lizard 1.  Phyllis beats a Stone Giant easily when she tests out Humanoid 2.  We find out that Stone Giants pay out five hundred credits.</p>

<p>Arthur tries to use a spear to take the dinosaur’s leaping charge, but fails miserably and after multiple bad breaks, he is killed by the raptor, which rips his head off as the Pit goes completely dark.  He emerges from the elevator alive, but he has taken permanent damage that seems to have used his ability to be Raised three times.  Even Lizard 1 can be fatal if Lady Luck is against you.  Sputnik thinks Arthur will be down for about three to four weeks.</p>

<p>The final fight of the day is anti-climactic when Raybur beats a Stone Giant fairly easily.  The total has grown to two thousand for the Dwarven Death and seventeen sixty-six for Elves Alive.</p>

<p><strong>July 17, 2194</strong><br />
Round Two continues with Fred.  He Webs, Magic Missiles and backstabs Lizard 1 to death.  Conrhia turns a Stone Giant into an arrow caddy on Humanoid 2.  Zephram defeats his raptor on Lizard 1.  Sputnik uses a lot of spells to buff under Sanctuary and then blinds his poor raptor.  Shirlard and Costigan decide to wait for their next fights until they can borrow the Belt of Giant Strength from the fallen Arthur.  The main part of Round Two yields a grand total of five thousand twenty-five credits.  Dwarven Death has 2,258 to Elves Alive 2,767 gold pieces in credit.</p>

<p><strong>July 18, 2194</strong><br />
The third round in the Pit continues Talarian and Phyllis’ patterns of fight selection.  Talarian chooses the winged lizard and beats a baby Green Dragon with a lot of trouble.  The dragon used its breath weapon three times.  Phyllis continues on the Humanoid path and beats a Frost Giant.  Raybur beats a Leaping Lizard easily.  Fred torments a bigger raptor with Stinking Cloud and a pit.  Fred also showed off his new Web abilities against the Lizard level 2.  </p>

<p>We expected the payout to continue to increase by two hundred fifty credits, but instead it doubles with each level, so this brings the totals to Dwarves – 4,013 to Elves – 3,023 with a BLADES total of 7,036 credits.</p>

<p><strong>July 24, 2194</strong><br />
We take a few days to rest and allow the Belt to kick in for Shirlard.  She decides to hit the Random button since no one else has been willing to chance it.  She faces a slug the size of a two room house.  It spits nasty acid gobs at her.  She manages to dodge most of them, but gets clobbered by one nasty gobbet.  It wasn’t pretty with all the spittle flying, but Shirlard wiped her mouth as she was riding up in the elevator so we didn’t have to see it up close.</p>

<p>Sputnik decides to give it a go on Random 1 and he faces an odd looking creature.  It has the back half of a horse, front half of a lion and a scaled woman’s torso and head.  She attacks with a Wisdom draining effect which lowers Sputnik’s Wisdom further and further, but his Ring of 16 Wisdom keeps his Wisdom constant, which makes it merely a matter of time.</p>

<p><strong>August 1, 2194 – Session 68</strong><br />
Costigan holds off his lizard on the first level.</p>

<p><strong>August 2, 2194 – Session 68</strong><br />
Costigan takes on the Stone Giant and finally gets bloodied at Humanoid level 2.</p>

<p><strong>August 9, 2194 – Session 67</strong><br />
We decide to celebrate Arthur’s recovery with a good meal before we head back to talk to Ambeth.  The total we have earned is now 8,250 gold pieces in credit after spending sixty on dinner.</p>

<p><strong>August 10, 2194</strong><br />
We return to the Sphinx with credit in The Resort and an itching desire to learn more.  We start off by trading what facts we can.  He tells us that he knows that The Pit continues to double the payouts through level 8.  </p>

<p>We ask to find out about the Lieutenant.  Ambeth shares the history that he has been able to find out.  When the war approaches, the doors are closed and everything is been locked down.  The Lt. of the Resort decides that they are going to wait it out.  Two months go by; six months; then a year.  No one sends any of the magical communications that can pierce the concealment of the dome.  The men say that it is time to send out a foray.  The Lt. says that the concealment will be broken and he will not allow that.  The military begins a mutiny.  The Lieutenant uses the golems to kill all of his own men.  He goes into his tower, closes the doors and waits for word from outside.  He is still there, waiting and worrying whether he made the right decision.  He is now a Philosopher.  The Philosopher is dangerous and he can ensnare someone in his thoughts.  He still controls all of the golem army and he can control time and space with his thoughts.  </p>

<p>Ambeth would pay well for any information about the siege.  The Lieutenant’s thoughts travel through the air and can sear the minds of any who try to go through the lead sealed security door at the base of the tower.  Ambeth says that he would consider it rude if we try to go through there as it might interrupt his access to the Casino.  The Lt. is in the Security Tower in the middle of the Courtyard.  If we could survive the attempt, Ambeth recommends that we could try to go through the courtyard door if we want to try to approach the Philosopher.  His Journals and weapons plus the possessions of his men would be sufficient motivation for someone to try to enter the tower.  The Philosopher’s thoughts would be visible as weird wisps of colors.  We transferred four thousand credits for this information.</p>

<p>We inquire about prices for possible additional information.  Information on a cure for the Dwarves would cost 2,500 credits.  It would be 2,000 credits for the information on the party that used to work for Ambeth.  The Ghost Ship would be 1,000 credits.  The price for information on the Dragon Turtle could be highly variable on price depending on what we were interested in.  Information on other factions in The Resort might be available, but he doesn’t want the status quo affected.</p>

<p>For fifty credits, Ambeth tells us that a number of golems are right around the front doors.  It isn’t clear that they are designed to attack.  We could probably walk right up to them.  </p>

<p>The Tower with the rooftop garden is where the Resort manager lived.  He accepted the fact the Lt. had killed all of his men and came to the conclusion that the war had been lost.  He decided that he needed to wait until the civilization rebuilt itself and he still waits.  He is a “something” that is as mad as a hatter.  The Philosopher may be waiting until it decides whether staying in The Resort was a good idea.  </p>

<p>Ambeth tells us that we could step out the front doors of the theatre and cut across the courtyard.  Doors lead to a beautiful garden that seems to be fairly safe.  At the far end of the grove are doors to the spa.  The Spa allows you to do massive manipulation to whom and what you are.  When his party went into the Spa, they seemed to release a major demonic force.  They were equal in number to us, but slightly less powerful and less equipped than we are.  They were annihilated and did not return.  Ambeth doesn’t know if the demon is still there or even if we could get into the Spa.  If we make the Spa safe to use, he would give us the information he has on it if we go first to test out the machinery.  </p>

<p>The party was made of Realmish human and half-orkish adventurers.  They bought from him the weird scrolls that he had (probably Illusionist scrolls).  The party was made up of a Chelsean cleric, warriors and mages.  This was two thousand credits.</p>

<p>The dwarves are affected by a deity-strength curse which is worse inside the Mall of the Four Elements.  If we can get them outside, the power of a demigod would be probably be strong enough to help them.  A High Priest or Priestess might be able to Restore their sanity.  The dwarves are incredibly hostile and very dangerous.  Ambeth is scared of them.  He knows the party is at least eight strong.  He thinks that the Mall is the localized source of the curse.  It will probably take some sort of Divine Intervention to break the curse.  Ambeth saw them slaughter the orcs.  He is not knowledgeable in healing insanity, but he had heard that the highest level priest or priestess of a religion has some additional sway with their deity.  This information cost us two and half thousand credits.</p>

<p>For a mere one thousand credits, paid with twice as much in gems as collateral, we hear about the Undead Ship.  Although the city itself is sealed, in order to equalize pressures and due to certain sea level issues, when typhoons hit the island, the dome opens.  On just such an occasion, a long time ago, a boat led by “The Royal We,” a bizarre orkish captain with his 200 blood thirsty pirates took shelter and they are still there.  He doesn’t know a great deal more, but he thinks that there are about 250 of them on board.  He thinks that most of them are probably monsters now.  As an aficionado of ancient ruins, Ambeth thinks that any ancient ruin needs a lich-like being.  A city of this size needs several.</p>

<p>For 5,000 more, we can hear a tale of Three Dying Civilizations.  For an extra 2,000 credits, he will give us a suggestion of where to go next.  For 10,000 credits he will tell of a threat to us in the future that we aren’t aware of.</p>

<p><strong>August 11, 2194</strong><br />
We start moving items out of The Resort so that when the Leaf arrives, we can depart as quickly as possible.  We are all excited to find out what we have recovered from our “year” in The Resort.</p>

<p><strong>September 2, 2194</strong><br />
The Leaf arrives and we immediately start loading for rapid departure.  We leave many items behind where we found them since we know we will have an expert mover coming soon.</p>

<p><strong>October 7, 2194</strong><br />
The Leaf arrives back at New Teft after an excessively calm journey.  </p>

<p><strong>October 8, 2194</strong><br />
We have Kirk ID OXO while Kruklek starts on the pile of other magical items.</p>

<p><strong>October 9, 2194</strong><br />
We decide to consult with Kruklek about Simtam while trying to honor Fred’s wishes to not reveal too much to him about OXO and what happened.  He seems frightened of discussing Simtam.  He says he has tried to avoid that “war.”  Millennia ago his people were destroyed by wars.  A group of his people wanted to hide the bad things they were doing and they wanted to destroy the interconnectedness of things.  They destroyed his civilization and systematically destroyed all the followers of Simtam.  They destroyed every piece of information that would even allow the worship of Simtam.  Some people have hidden from the destroyers and he says the Chiktak may come and hunt them down.  He thinks the phase spider at the way house slightly to the west may be one of the searchers.  Taktath, the one with Ambeth, the Sphinx, may be either a searcher or an exile.  Kruklek is the descendant of exiles and he thinks each side thought that preservation or destruction of the connectedness was of the utmost importance.  He admits to being very scared.  Some phase spiders think the interconnectedness can be reestablished, but that would probably draw attention to whomsoever accomplished it.</p>

<p><strong>Session 68 – David and Alan added Fred and Phyllis’ XP.  Katherine joined after Skylltor’s offer was resolved (details are inserted in the corrected Telvar dates). </strong></p>

<p><strong>October 10, 2194</strong><br />
The Meteorite is alchemically very interesting.  It shows up under a Detect Life spell.  It appears to be an iron globe.  When Sputnik cast Psychic Impression, it burned him, but is neither hot nor cold.  He didn’t stay in contact with it long enough to actually get hurt.  It is magical.  It is highly out of Balance but is not good or evil or otherwise aligned.  </p>

<p>It doesn’t burn Shirlard when she touches it, nor when Sputnik touches it with a Tongues spell active.  He gets a chilled feeling, but can’t be certain why.  When we take it to the Alchemist, he says that in order for him to run tests, he would need to break off a piece of it, but we would rather wait on damaging it until we have exhausted all other options.  Dr. Schnelp suggests that he do full research for thirteen hundred gold pieces.  <br />
 <br />
<strong>October XX, 2194</strong><br />
Dr. Schnelp tells us that it is like a little prison with a life force trapped inside.  It is no longer alive.  There is nothing but life force, no psyche.  This is of course delivered with disparagement that we thought that it might be alive just because we Detected Life in or on it.  We next try the Alchemist to see what he might be able to find out about the meteorite.  It is pretty heavy, so it is not an empty shell, nor is it solid.  The Alchemist will search all of his notes to see what he might find.</p>

<p><strong>October YY, 2194</strong><br />
The alchemist tells us that he found a reference in his old school notes that it is very dangerous.  He also says that the dwarves should know what to do with it.  It is probably thirty to thirty-five thousand gold pieces in value.  The alchemist charges us a thousand gold pieces for the research.</p>

<p><strong>October 20, 2194</strong><br />
When Fred arrives at the Locatha, he goes to the Sphere of Influence.  When he enters the room, it is active and dominated by a large Moravian star that now follows Fred everywhere.  Fred decides that he should stay with the Locatha until he can figure things out, so he sends us a letter by sage mail.  <br />
The Locatha say that the Star seems to be the book that Fred wrote for the Ancient novelist.  Fred thinks that he has written the Bible of Simtam.  He spends 4,000 for sage research to see what else he can find out.  He is able to do his thief training while waiting on the research to finish.</p>

<p><strong>November 5, 2194</strong><br />
Today is tax day for The BLADES.  The full list of items recovered from The Resort are listed at the end of this year’s entries.</p>

<p><strong>December 19, 2194</strong><br />
As his final chaotic act, Fred becomes a lawful good cleric of Simtam.</p>]]>
    </content>
</entry>
<entry>
    <title>BLADES Summary #67</title>
    <link rel="alternate" type="text/html" href="http://blog.telvar.net/2007/07/blades_session_67.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://blog.telvar.net/mt/mt-atom.cgi/weblog/blog_id=1/entry_id=299" title="BLADES Summary #67" />
    <id>tag:blog.telvar.net,2007://1.299</id>
    
    <published>2007-07-24T19:04:22Z</published>
    <updated>2007-07-24T23:15:52Z</updated>
    
    <summary>Character Race &amp; Class Level HP AC Player Creator Raybur Sidebottom Dwarven Fighter/Cleric 6/6 64 (-7) -3/0/2 Dean Dean Phyllis Sidebottom Dwarven Fighter 7 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 (-10) -9/-4 (-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...</summary>
    <author>
        <name>Joel Green</name>
        
    </author>
            <category term="BLADES" />
    
    <content type="html" xml:lang="en" xml:base="http://blog.telvar.net/">
        <![CDATA[<p>Character	Race & Class	Level	HP	AC	Player	Creator<br />
Raybur Sidebottom	Dwarven Fighter/Cleric	6/6	64	(-7) -3/0/2	Dean	Dean<br />
Phyllis Sidebottom	Dwarven Fighter	7	64	-5/-5	Katherine	Katherine<br />
Effrede George	Half Elven Magic User/Thief	6/6	34	-3/1	Katherine	Katherine<br />
Talarian Blackguard	Half Elven Fighter	7	68	Occ. Ring<br />
(-10) -9/-4<br />
(-7) -6/-1	Dean	Dean<br />
Conrhia Applewhite	Half Elven Woodsman	7	68	-5/-4/0	Rhonda	Rhonda<br />
Serlisse Reintar	Half Elven Druid	7	32	-1/1/1	Rhonda	Rhonda<br />
Sputnik	Half Elven Cleric	7	49	1/4/4	Jay	Jay<br />
Arthur of Petethal	Half Elven Ranger	6	58	2/4	David	David<br />
Zephram Trent	Hill Gnome Fighter/Illusionist	5/5	41	(-5) -3/-2/2<br />
1/5 w/out PA	Alan	Alan<br />
Shirlard	Half Orkish Fighter	5	44	3/3	Darleen	Darleen<br />
Costigan	Coastlander Fighter//Cleric	1//3	25(35)	(2)3/3	Alan	Rodger</p>

<p><br />
[Session 67]</p>

<p>July 16 and 17, 2194<br />
Talarian beats a leaping lizard. (Lizard 1)<br />
Phyllis beats a Stone Giant easily. (Humanoid 2)<br />
Arthur fails miserably and loses 3 possible Raises on Lizard 1.<br />
Raybur beats a Stone Giant fairly easily (Humanoid 2)<br />
Fred Webs, Magic Missiles and backstabs Lizard 1 to death.<br />
Conrhia turns a Stone Giant into an arrow caddy. (H2)<br />
Zephram defeats his raptor. (L1)<br />
Sputnik uses a lot of spells to buff under Sanctuary and then blinds his poor raptor.  (L1)</p>]]>
        <![CDATA[<p></p>

<p>July 18th, 2194<br />
Talarian beats a baby Green Dragon with a lot of trouble. (Dragon 1)<br />
Phyllis beats a Frost Giant. (Humanoid 3)<br />
Raybur beats a Leaping Lizard easily (Lizard 1)<br />
Fred torments a bigger raptor with Stinking Cloud and a pit. (Lizard 2)</p>

<p>July 24, 2194<br />
A week later, Shirlard faces a slug the size of a two room house in Random Level 1.  It spits nasty acid gobs.  She dodges most of them, but gets clobbered by one nasty gobbet.  <br />
Sputnik faces the back half of a horse, front half lion and a scaled woman’s torso with a Wisdom draining effect.  <br />
The BLADES get a 7235 total credit after a good meal for 60 credits.  </p>

<p>August 10, 2194<br />
When Arthur is ready to move, we return to the Sphinx.  We trade facts.  He tells us that the arena continues to double the payouts through level 8.  <br />
We ask to find out about the Lieutenant.  The doors are closed everything has been locked down.  The Lt. of the Resort says they’re going to wait it out.  Two months go by; six; then a year.  No one sent any of the magical communications that can pierce the concealment of the dome.  The men say that it is time to send out a foray.  The Lt. says that the concealment will be broken.  There was a mutiny and the Lt. killed all of his own men with the golems.  He went into his tower, closed the doors and waited until he died.  He is still there, worrying about whether he made the right decision.  He is now a Philosopher and it is dangerous and he can ensnare someone in his thoughts.  He still controls all of the golem army and he can control time and space with his thoughts.  The Sphinx would pay well for any information about the siege.  The Lieutenant’s thoughts travel through the air and can sear the minds of any who try to go through the door at the base of the tower.  The sphinx would consider it rude to try to go through there as it might interrupt his access to the Casino.  The Lt. is in the Security Tower in the middle of the Courtyard.  We cannot go through the door in the basement, but through the courtyard door would be fine for us (if survivable).  His Journals and Weapons and the possessions of his men would be sufficient motivation for someone to try to enter the tower.  The Philosopher’s thoughts would be visible as weird wisps of colors.<br />
We inquired about prices for possible additional information.  Information on a cure for the Dwarves would be 2,500.  It would be 2,000 for the information on the party that used to work for him.  The Ghost Ship would be 1,000.  The Dragon Turtle could be highly variable on price depending on what we were interested in.  Information on other factions might be available, but he doesn’t want the status quo affected.<br />
A number of golems are right around the front doors.  It isn’t clear that they are designed to attack.  We could probably walk right up to them.  </p>

<p>The Tower with the rooftop garden is where the Resort manager lived.  He accepted the fact the Lt. had killed all of his men and came to the conclusion that the war had been lost.  He decided that he needed to wait until the civilization built itself and he still waits.  He is a “something” that is as mad as a hatter.  The Philosopher may be waiting until it decides whether it was a good idea.  </p>

<p>Stepping out the front doors and cut across the courtyard.  There are doors that lead to a beautiful garden that seems to be fairly safe.  At the far end of the grove are doors to the spa.  The Spa allows you to do massive manipulation to whom and what you are.  When his party went through, they seemed to release a major demonic force.  They were equal in number to us, but slightly less powerful and less equipped than we are.  They were annihilated and did not return.  He doesn’t know if it is still there or even if we could get in.  They were Realmish adventurers.  They bought from him the weird scrolls that he had (probably Illusionist scrolls).  They were humans and half-orcs.  If we make it safe to use, he would give us the information he has on it if we went first to test out the machinery.  The party was made up of a Chelsean cleric, warriors and mages.  </p>

<p>The dwarves are affected by a deity strength curse which is worse inside the Mall of the Four Elements.  If we can get them outside, the power of a demigod would be probably be strong enough to affect them.  A High Priest or Priestess might be able to effect the cure.  They are incredibly hostile.  They are very dangerous.  He is scared of them.  There are more than eight of them.  He thinks that the Mall is the localized source of the curse.  It will probably take some sort of Divine Intervention to break the curse.  He saw them slaughter the orcs.  He isn’t certain what would need to be done to cure them, he’d heard that the highest level priest or priestess of a religion has some additional sway with their deity.  <br />
Although the city itself is sealed, in order to equalize pressures and certain sea level issues, when typhoons hit the island, the dome opens.  On just such an occasion, a long time ago, a boat led by “The Royal We,” a bizarre orkish captain with his 200 blood thirsty pirates took shelter and they are still there.  He doesn’t know a great deal more, but he thinks that there are about 250 of them on board.  He thinks that most of them are probably monsters now.  As an aficionado of ancient ruins, he thinks that any ancient ruin needs a lich-like being.  A city of this size needs several.<br />
For 5,000 there is a tale of Three Dying Civilizations.  For 2,000 more, he will give us a suggestion of where to go next.  For 10,000 credits he will tell of a threat to us in the future that we aren’t aware of.</p>

<p>Kruklek seems scared of us asking about the god behind the OXO book (Simtam).  He has tried to avoid that war.  Millennia ago his people were destroyed by wars.  A group of his people wanted to hide the bad things they were doing and they wanted to destroy the interconnectedness of things.  They destroyed his civilization and systematically destroyed all the followers of Simtam.  They destroyed every piece of information that would even allow the worship of Simtam.  Some people have hidden from the others and the Chiktak may come and hunt them down.  He thinks the one at the way house may be one of the searchers.  The one with the Sphinx may be either a searcher or an exile.  He is the descendant of exiles and he thinks each side thought that preservation or destruction of the connectedness was of the utmost importance.  He admits to being very scared.  Some think the interconnectedness can be reestablished, but that would probably draw attention.</p>

<p><br />
Treasure</p>

<p>Ancients’ Statues<br />
3 potions – Mind Blast Liquor “When you need to forget”<br />
2 potions – No More Rowdy – waterier than the potions of Calm<br />
19 pieces of jewelry – All gone to Implore for Fred</p>

<p>Orkish<br />
Magic Shield<br />
Magic Spear<br />
Magic Footman’s Flail<br />
Potion A<br />
Potion B<br />
193 gp <br />
75 pp<br />
16 100 gp garnets<br />
1 Holy Symbol of Ilneval – god of the common soldier</p>

<p>Sculptor<br />
* Ring – Continuous piece of Ruby – Highly magical – slightly warm – Ring came significantly before the statues came to life<br />
* Silk blouse<br />
Box of Jewelry<br />
Pair of earrings - Platinum & diamond – 2k<br />
Ring – Platinum & diamond – 2k<br />
Necklace – Platinum, Ruby & Diamond – 7.5k<br />
Shag – about 250# stone dog – a 40# dog if live</p>

<p>Potter<br />
Stone Like New – Full tube<br />
Half bottle of Mind Blast Liquor<br />
289 gp<br />
200 pp<br />
19 complete pottery pieces that are being left in place</p>

<p>Theatre Office<br />
Floppy felt hat<br />
Magically preserved Posters – Left there<br />
Singing Parrot – Left there<br />
No More Rowdy Potion<br />
2 Labeled Potions of Calm</p>

<p>Mathematician/Novelist<br />
10 magic books; 9 remaining<br />
1)	loves it no touch pages<br />
2)	very frustrated at hard to get – don’t hurt it and put it away<br />
3)	???<br />
4)	Remembers how much he loved reading it when young excited to have a copy<br />
5)	????<br />
6)	Excited to have & careful<br />
7)	Annoyed at a scuff mark, but it does have signature<br />
8)	He can’t believe he got it so cheap – slightly guilty<br />
9)	Still get an impression of frustration that he wasn’t supposed to read the book</p>

<p><br />
72 gp<br />
14 pp<br />
4 100 gp garnets (There were 6, but 2 used for Sphinx info)<br />
Ring sacrificed<br />
Ring used up<br />
3 small gold rings 200 gp each</p>

<p>2% meteorite steel desk – beautifully worked ith tracery and an oceanic look<br />
Magical paperweight desk light – 3 cn<br />
Very comfy chair after fiddling the knobs.</p>

<p>Chefs’ Home<br />
Half bottle of magical liqueur<br />
3 bottles of ruined wine<br />
16 gp<br />
Preserved food in the cabinets – Left in Place<br />
Two whole bottles of Ideal Seasoning<br />
Two perfect cubes of natural rat poison– Left in Place<br />
Magical bottle of Slim Quick</p>

<p>Crack House<br />
Crystalline bowling ball<br />
Wooden staff</p>

<p>Embroiderer<br />
Four foot square embroidery<br />
Magical belt<br />
Magical sandals<br />
Magical Ring<br />
Silver Jewelry<br />
Silver musical jewelry box<br />
Two spools of magical wire<br />
Two tangle of magical wire<br />
Magical thread box<br />
625 spools fine thread<br />
Magic thimble<br />
Three magical needles</p>

<p>Carpet maker’s<br />
Two magical carpets<br />
Brass loom bits<br />
37 Corrosion resistant carpet bands<br />
100 gp silver mirror<br />
Silver box of 4 or 5 in square w/four square empty crystal vials (200-250 gp)<br />
Larger metal box</p>

<p>Figurine sculptor<br />
Diaorama<br />
Elephant figurine<br />
Marble slab – left there<br />
Four cases of figurines – left there</p>

<p>Bellmaker<br />
12 pp<br />
70ish ingots of metals<br />
Magical straight handled bell<br />
Magical Wind Chimes</p>

<p>Kinetic Scupltor<br />
Hang in There (Wisdom) – left there<br />
The Chaos of Motion (Intelligence) – left there<br />
Movement of the Crowd (Charisma) – left there<br />
Many Small ones – left there<br />
Prototype – left there</p>

<p>Expenses<br />
15 gp Quick drop for Talarian</p>

<p><br />
 <br />
Long Term Projects</p>

<p>Trade/sell paintings for Teleport pads between New Teft & Berk + encumbrance reduction devices (maybe tokenized alchemist’s field lab)<br />
Move Obelisk (The Republic pays with help from Magic Item sales) & Armorer’s Tower (we pay)<br />
Train Fred as an Alchemist – Dragon turtle (eggs?) Healing potions, etc. – Purchase laboratory from Berk<br />
Recruit Ancients Sage(s) from The New World</p>

<p>Puzzle Ring is being ID’ed when might it be ready? – Sent in 2194 (probably December 2195)</p>

<p>Faster passenger ship that can make the round trip in one good sailing season or second ship – need more output from The Republic to justify additional shipping</p>

<p>Look into availability of Wicked Blades</p>

<p>Locatha – research OXO & more</p>

<p>Look into trades</p>

<p><br />
</p>]]>
    </content>
</entry>

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