Episode 17.75 Ooze on Down .... to Hell!

The 5th Editon playtest campaign.
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EvilGenius
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Episode 17.75 Ooze on Down .... to Hell!

Post by EvilGenius »

The PCs ventured into the caverns below the terrible gelatinous cube level, where they found tunnels carved out of the bedrock by some incredibly powerful acid. The floor through most of the level was a pool of green slime, with small paths around the edges of the cavern still elevated above the slime.

The PCs navigated their way around the cavern only to be swarmed by three spider-climbing gelatinous cubes and a flock of stirges. The PCs fought off the monsters discovering that the spiderclimbing cubes were also hasted, which was unpleasant, and also that when the stirges successfully hit someone, they conveyed a random potion effect into the target. Also unpleasant was the realization that if a creature was hit by more than one of the potion stirges they would have to roll on a potion miscibility table! Bannock escaped his double dose with only a mild case of poisoning, which he quickly neutralized.

Descending further into the acid-dug caverns, the PCs found a relatively open level with an unstable portal at the other end, glowing red. Near the portal was a horrible pile of flesh and mouths, which immediately moved toward the PCs, the many mouths speaking all at once.

Bannock briefly fell under the sway of the gibbering mouther but was unexpectedly resistant to its psychic attack. The PCs fought a tense battle but were able to destroy the terrible creature. When destroyed, the gibbering mouther was drawn back through the unstable portal to the Abyss, which sealed behind it, just as the portals at the Weeping Boughs and the Druidic Standing Stones in the Winter Woods had done.

The PCs had cleared the entire complex but still not found any sign of the Hammerheart twins. Convinced they were dead and dissolved in the various acids in the complex, the PCs headed back to the top level of the keep. When they arrived at the door back to the courtyard, the PCs were surprised to see the Hammerheart twins coming down the stairs from the top of the tower!!

After a short and angry interrogation the PCs found out that the Hammerheart twins were here because their father had been receiving deliveries of strong acids from someone in town and it all seemed very nefarious. So the twins resolved to follow the courier to see where he was getting the acid. However, they lost the courier's trail in the woods outside of Rebel's Redoubt, and had been searching the surrounding area. They had just taken up a position in the tower the day before, hoping to stake out the location and find their mysterious courier again.

The PCs and the Hammerheart twins turned back to Farweald.
Last edited by EvilGenius on Tue Nov 20, 2018 5:46 pm, edited 1 time in total.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

So that was a fun dungeon!! For me!! :D

The potion stirges were a variation of a monster in Dragon Magazine from way back, potion moths. I've always liked the fact that their main source of damage would be the potion miscibility tables! :D

Interestingly (maybe more to me than to you), the gelatinous cubes got their magical abilities by ingesting the potion stirges and getting permanent magical effects via the miscibility table. The potion stirges got their magical effect by drinking goop that seeped out of the portal, which opened to Jubilex's realm in the Abyss.

Unfortunately, none of the PCs got permanent potion effects. That would have been great! :D
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

Here are the treasure items recovered from Rebel's Redoubt.

Onarra took possession of both Mayaheine's Shelter (Cube of Force) and Lil' Buddy (Shield Guardian). Flesh Ripper was being used by the first Helmed Horror you fought, on the sprung trap level.
Last edited by EvilGenius on Mon Nov 05, 2018 4:15 pm, edited 2 times in total.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

Mayaheine’s Shelter
Cube of Force
(Rare, requires attunement, Religious)
Image
This blue cube is about an inch across and it glows faintly. Central to each face of the cube is a beautiful raised holy symbol of Mayaheine, a longsword over a gleaming mithril shield with golden ‘V’s on either side. It looks like each shield can be depressed, like a button. You also note that each shield has a series of dots underneath it, numbering from 1 to 6. When you hold the cube you briefly feel a renewed sense of resolve and determination.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

CUBE OF FORCE FACES
Side__Charges_____Effect
1 .....1.....Gases, wind, and fog can't pass through the barrier.
2 .....2.....Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 .....3.....Living matter can't pass through the barrier.
4 .....4.....Spell effects can't pass through the barrier.
5 .....5.....Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 .....0.....The barrier deactivates.

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

Spell or Item_____Charges Lost
Disintegrate...............1d12
Horn of blasting..........1d10
Passwall...................1d6
Prismatic spray...........1d20
Wall of Fire...............1d4
Last edited by EvilGenius on Mon Nov 05, 2018 4:14 pm, edited 1 time in total.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

SHIELD GUARDIAN
Wizards and other spell casters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.

Master's Amulet
Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A spell caster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power.

Image

Lil Buddy
Shield Guardian
Large Construct, unaligned

AC 19 (Natural Armor + Shield)
HP 125
Speed 30 ft.

Str 20 (+5) Dex 8 (-1) Con 18 (+4) Int 10 (0) Wis 10 (0) Chr 3 (-4)

Senses: Blindsight 10', darkvision 60', Passive Perception 10
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Languages: undersands commands given in any language but cannot speak
Challenge 10 (5,900 xp)

Bound
The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

Regeneration
The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spell Storing
A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

ACTIONS
Multiattack
The guardian makes two attacks with a warhammer

Warhammer Melee Weapon Attack: +8 to hit, reach 5 ft. , one target.
Hit: 10 (1d10 +5) bludgeoning damage.

REACTIONS
Shield
When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet oft he wearer.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

Flesh Ripper
Image
Mace of Wounding, +1
(Unique/Very Rare, Harmonius, requires attunement)

Wounding
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by Jonkga »

EvilGenius wrote:So that was a fun dungeon!! For me!! :D

The potion stirges were a variation of a monster in Dragon Magazine from way back, potion moths. I've always liked the fact that their main source of damage would be the potion miscibility tables! :D

Interestingly (maybe more to me than to you), the gelatinous cubes got their magical abilities by ingesting the potion stirges and getting permanent magical effects via the miscibility table. The potion stirges got their magical effect by drinking goop that seeped out of the portal, which opened to Jubilex's realm in the Abyss.

Unfortunately, none of the PCs got permanent potion effects. That would have been great! :D
Dude, that was a fun dungeon to play through - totally not what I was expecting at this location at all, but crazy fun. I really liked the old-school nods as well. And, that Handmaiden was creepy.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by Jonkga »

EvilGenius wrote: The PCs had cleared the entire complex but still not found any sign of the Hammerheart twins. Convinced they were dead and dissolved in the various acids in the complex, the PCs headed back to the top level of the keep. When they arrived at the door back to the courtyard, the PCs were surprised to see the Hammerheart twins coming down the stairs from the top of the tower!!

After a short and angry interrogation the PCs found out that the Hammerheart twins were here because their father had been receiving deliveries of strong acids from someone in town and it all seemed very nefarious. So the twins resolved to follow the courier to see where he was getting the acid. However, they lost the courier's trail in the woods outside of Rebel's Redoubt, and had been searching the surrounding area. They had just taken up a position in the tower the day before, hoping to stake out the location and find their mysterious courier again.

The PCs and the Hammerheart twins turned back to Farweald.

As the party is making its way back to Farweald, Bannock will take up his role as the trail-blazer, using his ranger skills to find the best, most efficient route back.


As he does so, he will turn to the party, and hold out a few tomes to his companions. He will explain, "so, uh, it seemed that the Oracle's journals might have held some more info than we uncovered in the short time we read through them, so I, uh, borrowed them. Do you think any of you could make heads or tails out of what they say while we work our way back to town?"

You will see that he has in his hands the four journals:
four relatively thick books that seem to be private journals:
1. Life in Farweald
2. Magical apprenticeship in Rookroost
3. Life as the Oracle
4. More recent journal that starts with a description of meeting the PCs

OOC: Bob will probably have to let us know what they contain.
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Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by Jonkga »

EvilGenius wrote: The PCs had cleared the entire complex but still not found any sign of the Hammerheart twins. Convinced they were dead and dissolved in the various acids in the complex, the PCs headed back to the top level of the keep. When they arrived at the door back to the courtyard, the PCs were surprised to see the Hammerheart twins coming down the stairs from the top of the tower!!

After a short and angry interrogation the PCs found out that the Hammerheart twins were here because their father had been receiving deliveries of strong acids from someone in town and it all seemed very nefarious. So the twins resolved to follow the courier to see where he was getting the acid. However, they lost the courier's trail in the woods outside of Rebel's Redoubt, and had been searching the surrounding area. They had just taken up a position in the tower the day before, hoping to stake out the location and find their mysterious courier again.

The PCs and the Hammerheart twins turned back to Farweald.

Bannock will also say to the twins:


"While your intentions were noble, there are fell powers at work in town, and perhaps you ought not show yourselves as opposed to them yet. Thank you for sharing your purpose and information with us. Rest assured, we will look into just who might be supplying your father, as our interests might intersect. Allow us to take this on, and so not endanger yourselves any further."
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

The First Journal: Chebka's life in Farweald

Chebka yearned to study magic but was prohibited by the small minded prejudices of Farweald.
Chebka was always searching for secrets left from the days when Iuz’s demonic lieutenants frequented the town.
Found a subterranian shrine dedicated to Iuz under Ye Olde Gaming House. It contained a magical library that Chebka used to start learning magic.
After a few years, Chebka had learned to cast some simple spells.
Eventually, the Gaming House discovered the shrine and destroyed it.
Chebka then decided he would take his secret tomes and leave Farweald for Rookroost to find a wizard to apprentice with.

Random Facts about Farweald

1. The potter is probably a secret alchemist
2. ½ elves at bowyers secretly worship gadheyln
3. Burt @ Mundanities used to be a strong minded, fair store owner. He always had bad blood with Councilor Lemend, though. Burt was stricken with some sort of madness. Everyone thought it was natural but Chebka thinks that Lemend had Burt cursed.
....a. Lemend was supposed to be away with Lonz on a trading trip but had actually gone south into the woods somewhere.
4. Taught the 2 young dragonborn in town how to send secret messages by combining two different languages. In return, the dragonborn left him alone.
5. The Haupt girl was always looking for information on everyone’s families and doing genology research. She was very nosy! Looking for specific bloodlines, maybe?
Last edited by EvilGenius on Tue Nov 06, 2018 12:18 pm, edited 1 time in total.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

The Second Journal: Chebka's Trip to Rookroost

Trip to Rookroost

Bribed Lonz to accompany him on a trip to Rookroost.
....1. Thinks the Haupt girl gave Lonz letters to give to someone.
....2. Followed Lonz in Rookroost for a little bit, think he met with a young half-orc.
....3. Followed ½ orc for a while after that and spied on him. Named Thulik.
........a. Overheard Thulik talking about the Haupt girl and her secret sister.
........b. Appears Bern Haupt has a secret illegitimate daughter in Farweald.
........c. Think Haupt girl going to run away from Farweald, be an adventurer.

Accomplished main goal in Rookroost. Found mage to help him learn higher mysteries.
....1. Named Fomindor. From Great Kingdom, House Garasteth
........a. Not going back to Farweald.
....2. Study in Rookroost
........a. Found information about Vecna
........b. Researched methods of contacting Vecna.
........c. Started worshipping Vecna and offering up secrets he had learned in Rookroost.
........d. Desired to became a cleric of Vecna
....3. Slew master and stole all of his secrets.
........a. Master had been researching a hidden artifact called the Book of Infinite Souls
........b. Supposedly trapped in an inaccessible demi-plane
............1. Requires sacrifice of magic or souls to enter the demi-plane?
....4. Leave Rookroost to perform ritual that would allow him to contact Vecna directly and try and enter his service.
........a. Finds a location harboring a great secret, which will be revealed to Vecna.
............1. Rebel’s Redoubt is a secret trap left by Iuz to destroy those seeking to use the stronghold.
............2. There is an unstable portal to the realms of the demon lord Jubilex deep underneath the ruined keep. (Iuz had been attempting to enter a partnership with Jubilex during the Greyhawk Wars).
............3. Excited about the ritual.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

The Third Journal: Chebka is now the Oracle

Another journal, dated almost a decade later. Chebka has been reborn as the Oracle for some time.
No mention of Quirinseyru.
Talks about adventurers who trade magical items to him in return for secrets.

1. Speculates about his nature, as an abomination. Has determined that he can use any magical item regardless of attunement, class/race restrictions, or requirements to activation (a ring of elemental command works at full capacity for him without needing to slay an elemental, for example). However, some magical items degrade over time when he uses them.
....a. Items with charges are destroyed if The Oracle uses its last charge. They regain charges normally if at least one charge remains.
....b. Sometimes potions and scrolls don’t work for him (seems to be maybe 33% of the time?)
....c. Not sure if that is a feature of his new form/nature or if it is a gift from Vecna.

2. Not long after becoming this abomination, Chebka exchanged information with a mage exploring Fellreve Forest. Wizard had nice white dragon coat, only interested in elemental magic. Stupid wizard, traded me information he found in Rookroost for a few elemental spells he wasn’t even powerful enough to cast yet.
....a. Vecna created things like me called Nothics. I am beyond them though. Don’t know why but seems to be gift from Vecna?
....b. Other nothics try to regain human form. Why? Weak fools! If all their secrets became known to everyone, Vecna probably wouldn’t have any use for them anymore and would withdraw his blessings, anyway.
....c. Had to put the Shield Guardian away because it prevented him from just killing the elemental mage. Will give him a different buddy so that he’s still useful.

3. Talks about a few of his signature magical items, including their secrets.
....a. Heward’s Sack of Containment (portable hole gathered into a bag, inside is an anti-magic effect, allowing it to hold other extradimensional items, which simply don’t function while in the Sack of Containment)
....b. Helm of Teleportation (Invisible)
....c. Sorcerer’s Stones
........1. Variant Pearls of Power that additionally add a sorcerous metamagic effect to the next spell cast after using the Pearl.

MetaMagic................Name...................Owner
Careful Spell.............Precision.............. Khrytos
Distant Spell.............Longshot.............
Empowered Spell.......Obliterator........... The Oracle
Extended Spell .......Everlast................ Akriah, in Farweald
Heightened Spell.......Overwhelm........... The Oracle
Quickened Spell........Quickling.............. ??
Subtle Spell..............Subterfuge........... Refelyn "Sureshot" Vyndal, in Farweald
Twinned Spell...........Double Down........ Jareth

....d. Robe of Scintillating Colors (Can also cast Project Image for 2 charges)

4. Seems Farweald has become a lot more interesting since he left. Lots more fiends now! Secret ones!

5. Stupid clones running around upsetting things. Don’t even know about their own power. Hmm, could tell them if one of them surrenders to me. Elfling Mudbutt almost did before. UsedtoBe-Elfling Mudbutt stopped her, though. Huge Bear! More than other Mudbutts, I think. Still, one or more GateClones could definitely be useful, might even be necessary ….

6. Heh! Demonchild keeps getting left behind by StupidClones. Dragon Puppets targeting him. Take him to his SoulPortal if he agrees to work with me. Figure out the Path, maybe!!

7. A group of adventurers have contacted me with an offer. FakeLights! Their whole existence is full of secrets!! If they pay me what I demand, I may work with them.
....a. FakeLights found a SoulPortal beneath abandoned keep (Lucky Break, Demonchild’s former home). Pssssht, only tiny secret. Knew that one, already. They don’t know about the ones at Splish-Splash and WolfDen. Stupid FakeLights!
....b. Take Demonchild and Blueberry to castle, see what else FakeLights have to offer.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by Fen's Ego »

EvilGenius wrote:The Third Journal: Chebka is now the Oracle

4. Seems Farweald has become a lot more interesting since he left. Lots more fiends now! Secret ones!

5. Stupid clones running around upsetting things. Don’t even know about their own power. Hmm, could tell them if one of them surrenders to me. Elfling Mudbutt almost did before. UsedtoBe-Elfling Mudbutt stopped her, though. Huge Bear! More than other Mudbutts, I think. Still, one or more GateClones could definitely be useful, might even be necessary ….

6. Heh! Demonchild keeps getting left behind by StupidClones. Dragon Puppets targeting him. Take him to his SoulPortal if he agrees to work with me. Figure out the Path, maybe!!

7. A group of adventurers have contacted me with an offer. FakeLights! Their whole existence is full of secrets!! If they pay me what I demand, I may work with them.
....a. FakeLights found a SoulPortal beneath abandoned keep (Lucky Break, Demonchild’s former home). Pssssht, only tiny secret. Knew that one, already. They don’t know about the ones at Splish-Splash and WolfDen. Stupid FakeLights!
....b. Take Demonchild and Blueberry to castle, see what else FakeLights have to offer.
Onarra appreciates Bannock's practicality.

It was wise to bring the rest of these journals. And as much as this creature's nattering gives me a headache, he gives more breadcrumbs to follow. I'm not surprised by "secret fiends" in Farweald. But just how many - and where - is just one more reason I won't be spending another night in that trap of a town. Chebka's reference to our power is another troubling resonation from a past I'm not sure we deserve to, or even should remember.

The locations of 'soul portals' in "Splish-Splash" and "Wolf Den" are of more immediate concern, depending on how we choose to interact with them.

Of immediate concern is FakeLights collaboration with the Oracle. Shining Justice has much to answer for, and I don't plan to let them ally with him. Too many unknowns to deal with.

Perhaps most pressing of all is Chebka's intent to use 'DemonChild' to close another soulportal. I have not met Mordai in this cloned body, but I feel like we cannot leave him to make that choice alone. And if this 'Path' is to the Book of Immortal Souls, or the Master, we either need to follow, or shut this operation down before it begins.
"Good, bad, I'm the guy with the gun."
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

EvilGenius wrote: ....2. Followed Lonz in Rookroost for a little bit, think he met with a young half-orc.
....3. Followed ½ orc for a while after that and spied on him. Named Thulik.
........a. Overheard Thulik talking about the Haupt girl and her secret sister.
BTW, as a reminder, you know the name Thulik from Quirinseyru's Journals and from some of your recovered memories and from being that additional clone body you found at Quirinseyru's Stronghold.

Apparently, Gwendolyn Haupt knew him somehow. But he didn't join the PCs until after they 'failed' to 'rescue' Gwen from the Firelord.
Last edited by EvilGenius on Fri Nov 09, 2018 1:06 pm, edited 1 time in total.
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Re: Episode XVII.75 Ooze on Down .... to Hell!

Post by EvilGenius »

Jonkga wrote:Bannock will also say to the twins:

"While your intentions were noble, there are fell powers at work in town, and perhaps you ought not show yourselves as opposed to them yet. Thank you for sharing your purpose and information with us. Rest assured, we will look into just who might be supplying your father, as our interests might intersect. Allow us to take this on, and so not endanger yourselves any further."
Helar'ik rolls his eyes at that and grumbles something under his breath about wasting your breath, but Gimdriss tosses her hair angrily. "We'll not hide under a rock while our home rots. There is evil there, and we WILL face it!" She fixes her brother with a stern glare as he rolls his eyes some more and shakes his head.
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