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PostPosted: Mon Feb 11, 2019 2:30 pm 
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The PCs were warned by the guide from the House of the Hanged Man that curfew was approaching, but their new servant Benny encouraged them to instead seek out the Rookery, were even the Sultan's forces feared to tread except in force.

The PCs chose to stay out of trouble in the strange city and head back to their lodgings. However, Jareth and Onarra stayed in the small jungle park in hopes of calming Onarra's anxiety about being enclosed in civilization. Unfortunately, staying in the park did not calm Onarra's nerves as much as hoped and she ended the night exhausted.

The druids rejoined the rest of the PCs back at the House of the Hanged Man and the PCs all left for a brief shopping trip, hoping to expand some of their magical resources.

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PostPosted: Mon Feb 11, 2019 3:57 pm 
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First, the PCs sought out a magic shop on the crowded Street of the Craftsmen. After navigating the narrow, crowded street of stalls, carts, tables, and storefronts, the PCs found the shop that Benny was directing them toward: Al Zaraq's Wondrous Mysterium.

Walking into the shop was a welcome respite from the pres of the crowd outside on the street. The front room was a large and open to the top floor, featuring a white and black tile floor and a white marble fountain in the middle of the room. The side walls were covered with bookshelves, all painted a bright white.

Al Zaraq introduced himself and offered the PCs strong coffee and politely asked what the PCs were interested in. After some abysmal, though spirited, haggling, Brigga was able to talk the merchant back down to the opening offer for the spells she was interested in, and the PCs left the shop with several new and useful spells to augment Brigga's spellbooks.

Continuing along the way, the PCs found an animal shop named "Biting the Hand". Upon entering, the PCs were immediately overcome with loud barking and snarls and the stench of many caged animals in small confines. A goblin shouted at the PCs to see if they wanted a fighting animal. After several barely concealed insults back and forth, the goblin confessed that he did have an unusual animal that wasn't much good to him as a fighting dog. The goblin detailed that he successfully bred a blink dog with an elemental hound, hoping to get a murderous, elemental, teleporting dog, but the resulting animals were too mild mannered to be of use in the fighting pits.

Bannock introduced himself to the intelligent seeming animal, communicating though his Ring of Animal Influence. The dog introduced himself as "Mischievous Shadow". Shadow was eager to leave the shop with Bannock, as the only real entertainment he had here was blinking on top of the warg cages to pee on the occupants. Satisfied, Bannock paid the goblin and the PCs left with Bannock's new golden furred friend.

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PostPosted: Mon Feb 11, 2019 5:34 pm 
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That afternoon the PCs met their old adventuring companion, Gwendolyn Haupt, at a coffee shop nearby to 'catch up' and find out what they needed to know for their audience with Lord Shazadar that evening.

That afternoon the PCs met their old adventuring companion, Gwendolyn Haupt, at a coffee shop nearby to 'catch up' and find out what they needed to know for their audience with Lord Shazadar that evening.

When you arrived at the coffee shop, you spotted her immediately, in what you immediately recognized as her customary seat; closest to the hearth, the hotter the better. And you also all immediately remembered that through all of your adventuring, the one thing you could always count on was that Gwen always thought it was too cold.

Image

After awkward hugs and greetings, you all settled in for your reunion chat. In order to smooth over the awkwardness, you initially stuck to questions and brief recaps of events. The PCs discovered the following:

1) Gwen left the party voluntarily, and secretly, sometime before The Ritual.
....a) She left because she was trying to learn more about her 1/2 efreeti heritage.
....b) Erk had been able to put her in magical contact with Lord Shazadeh, who was her ancestor.
....c) Efreeti don't care about offspring or family, but they DO care about power, and Lord Shazadeh saw the potential power in Gwen's heritage.
2) Gwen was very surprised when the PCs popped out of a portal onto the Obsidian Fields outside of the City, where Lord Shazadeh was testing her abilities.
....a) The PCs launched an attack, which would have been catastrophic, if Gwendolyn hadn't intervened and begged for the PCs lives.
3) Gwen lost contact with the PCs after that.
....a) She tried scrying them from time to time and it appeared they were always angry at each other.
4) Gwen contacted her old friend Thulik and asked him to find the PCs and see if they needed help.
5) Gwen heard back from Thulik after some time with the terrible news that some of the PCs had turned on their mentor, Quirinseyru and all of the PCs and Quirinseyru were slain in the resulting battle.
6) Thulik let all of the clones go, at Quirinseyru’s request. Quirin hoped that the pcs would begin their adventuring lives anew and regain their former good natures.
7) Thulik took Brigga’s Hammer back to her stronghold only to find the stronghold was missing. Thulik gave the Hammer to Brigga’s aunt and uncle.
8 ) Thulik tried to take Bannock’s Answerer and Quarion’s Father’s Armor back the elven village where they lived, but Thulik was gravely wounded by the elves who lived there who did not give him a chance to explain his purpose. Also, the elves seemed … savage somehow?
9) Thulik began to show signs of lycanthropy after escaping from the elves.
10) Nursing his wounds, Thulik encountered The Oracle, and traded the strange being Bannock’s Answerer in exchange for curing him from lycanthropy and healing some wounds which had not regenerated. Then the Oracle transported Thulik back to Rookroost.

For her part, Gwen has been living in the City of Brass, as one of the most trusted servants of Lord Shazadeh, while uncovering the power of her heritage. She is now a powerful spellcaster, drawing upon both her own inherent magical bloodline (sorcerer) and her pact with her great great grandfather (warlock). (She was a rogue/sorcerer when she was your adventuring companion).

Mordai and The Oracle contacted her recently and explained a bit about what has been going on with The Master and these strange Portals. Lord Shazadeh has agreed to guard Mordai for the time being, agreeing that The Master should not be released while in control of the Book of Infinite Souls.

Gwen cautions the PCs to be extra polite when they meet with Lord Shazadeh later that evening. They should politely explain the information that they seek and Lord Shazadeh will propose a price, which is likely to be a service that he would like the PCs to perform for him.

After that, the talk turns to Farweald. Gwen doesn't miss living in Farweald, but her memories of the town have grown fonder over time. You spend some time expressing your overall frustration with the people in town and their failure to embrace your heroic natures. Gwen laughs with you at the locals backwards attitudes about magic, then the conversation turns to Gwendolyn's father, Councilman Bern Haupt.

Gwen asks after his health and well being, then says something strange. She assumes that her father would have sought you out immediately, as old friends of his daughter. When you inform her that you had only recently met him and started staying in his home, she seems confused. Gwen tells you that all of you had met Bern Haupt years ago, when Gwen was your adventuring companion. He had come to visit her in Rookroost and stayed with all of you for about a month. You had all gotten along very well, with him telling tales of his old adventuring days, and all of you regaling him with tales of your exploits.

Gwen seems concerned that he didn't seem to know you when you arrived in town, and didn't reveal that he was Gwen's father. She isn't quite sure what that means .....

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Another daring escape for the intrepid Spaceman Spiff!


Last edited by EvilGenius on Sun Mar 03, 2019 12:34 pm, edited 4 times in total.

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PostPosted: Mon Feb 11, 2019 5:35 pm 
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The PCs met with Lord Shazadar, who heard their full request and then set the price for his cooperation.

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PostPosted: Thu Feb 14, 2019 11:58 am 
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So, we need a plan to fight an efreeti lord in his own palace.

Any ideas?

Bannock suggests the direct approach, as that is his nature, but if anyone has better tactics/suggestions, he would happily hear them.

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PostPosted: Thu Feb 14, 2019 12:15 pm 
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Here is what you know about Eezamm Gejeq Mulahjim, Master of the Howling Flame.

1. Eezamm Gejeq Mulahjim is an efreeti noble enjoying a rising social prominence.
2. Mulahjim's palace/home/fortress is called the Tower of Howling Flame and is said to have pools that are directly fed by the Lake of Fire (via the Channels in the City)
3. Mulajim is especially cruel, even for an efreeti.
4. Mulajim has many servants and a smaller retinue of bodyguards.
5. Mulajim is intensely interested in magical lore.
6. His interest is mostly in collecting magical lore and items. He doesn't study magic, himself (though he can command some magic, as can all efreeti).
7. Lord Shahzadeh Mamoun Yaser Aziz, The Generous, traded a particular item of interest to Mulajim a few years ago. The item is a Helm of Telepathy.
.....a. This particular helm was made centuries ago by an ambitious wizard and given to his most trusted bodyguard.
.....b. The real purpose of the helm was to devour the wearer's soul when given the command by the mage.
.....c. The devoured soul was fed directly into the Book of Infinite Souls, giving the wizard some amount of control over the book.

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PostPosted: Fri Feb 15, 2019 3:18 pm 
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We can use our three golden collars to present ourselves as slaves for trade, or more likely as a gift, in order to gain entry. Odds are, his handlers would intercept our gifts, negating our 'trojan horse' approach before actually gaining an audience with him, but it might get us in the door. After which, we can resume Bannock's direct approach.

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PostPosted: Fri Feb 15, 2019 3:30 pm 
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Fen's Ego wrote:
We can use our three golden collars to present ourselves as slaves for trade, or more likely as a gift, in order to gain entry. Odds are, his handlers would intercept our gifts, negating our 'trojan horse' approach before actually gaining an audience with him, but it might get us in the door. After which, we can resume Bannock's direct approach.


"As a token of my goodwill, I present you with a gift: these two elves. Both are hardworking and will serve you well."

:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

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PostPosted: Sun Feb 17, 2019 3:13 pm 
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Bannock was actually thinking of offering this lord the Oracle. Pitch it kind of like this: we know he has an interest in magical lore and secrets, and the biggest source where we are from for such things is the Oracle. We can present ourselves as in need of a benefactor to bankroll a mission to capture the Oracle. Of course, we are looking to negotiate, and on the table as our offering is all the magical secrets that the Oracle knows. Hopefully, that should get us an audience with this lord, which is what we need to accomplish our mission for the other lord in exchange for info about the Dragon (Bannock has taken to calling the Master this instead of Master).

Also, does anyone have a spell to get us back to the Prime Material? We may need to escape from this meeting quickly, and that might be a useful way to accomplish this. We could always come back through the gate again if necessary to get our info.

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Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost


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PostPosted: Sun Feb 17, 2019 5:58 pm 
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EvilGenius wrote:
Fen's Ego wrote:
We can use our three golden collars to present ourselves as slaves for trade, or more likely as a gift, in order to gain entry. Odds are, his handlers would intercept our gifts, negating our 'trojan horse' approach before actually gaining an audience with him, but it might get us in the door. After which, we can resume Bannock's direct approach.


"As a token of my goodwill, I present you with a gift: these two elves. Both are hardworking and will serve you well."

:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

Hey, if was good enough for a Jedi....

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PostPosted: Sun Mar 03, 2019 1:08 pm 
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So the PCs developed one additional lead before the last adventure session. Gwendolyn suggested that the salamander population of the City of Brass is always discontented and only begrudgingly serve the efreeti. Gwendolyn knows someone who may be able to secretly broker a deal on the PCs behalf with Lord Eezamm's salamander servants to abandon him at a critical moment (ie, when the PCs attack).

Brigga and Quarion agreed to seek out Gwendolyn's contact, an Azer named Ustir. Brigga and Quarion followed the elemental dwarf as he exited worship services at the Mosque of Blistering Atonement (dedicated to Imix, Prince of Elemental Fire). After observing him for a time, the PCs surreptitiously approached him and asked for a meeting. The Azer agreed and they had a quiet conversation in the back of a busy coffee shop. Through a combination of earnestness, naivete' and luck, the PCs were able to convince Ustir to reach out to some salamanders he knew and propose that they allow the PCs to attack Eezamm unopposed (by the salamanders, at least).

The next day the PCs met again with the Azer and negotiated a 70% cut of the loot for the salamanders.

In the meantime, Bannock and Onarra staked out the Tower of Howling Flame. Their assignment went smoothly, observing only the near constant delivery of goods and animals to the Tower.

When the PCs reconvened with Gwendolyn, she confirmed that Lord Eezamm was planning an important, exclusive, social event set for a few days from now. The PCs decided it was as good a time as any to infiltrate and attack.

The PCs rested and prepared then made their way to the Tower. Upon their approach, three salamander guards at the door briefly stopped them, while the fourth went inside to spread word that the PCs were there. After a few tense moments, the salamander came back out and ushered the PCs into the Tower, while they stayed outside to bar entry to anyone else.

The PCs entered the large first floor entry chamber of the Tower. The chamber appeared to be made of a combination of obsidian, basalt and some kind of black metal, heated red hot in places. The chamber also resembled a stadium, with multiple tiers surrounding the lowest points of the room.
Finally, there were small channels of liquid flame running throughout the room.

The PCs took all of this in, along with the oppressive heat which would have immediately been damaging to them if they were not magically protected, as the rooms sole occupants, 6 hell hounds, all turned to look at their approach.

The PCs cautiously tried to make their way across the chamber without provoking the hounds, and they nearly succeeded, however, some quick movements by Onarra antagonized one of the hounds, prompting the others to attack! The PCs engaged the hounds in a quick, fierce, and successful battle.

The PCs braced for an alarm but none came. Apparently the salamanders were true to their word and would not interfere. Steeling themselves, the PCs prepared to ascend further into the Tower of Howling Flame.

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Another daring escape for the intrepid Spaceman Spiff!


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PostPosted: Tue Mar 05, 2019 1:11 pm 
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The party continued it's exploration/assault on the Tower of Howling Flame last session.

The PCs ascended to the next floor and sent Onarra ahead to scout. Onarra was able to discern the locations of several groups of creatures, and reported back to the rest of the group. As everyone began to creep through the complex, though, Brigga loudly scraped against a metal post, causing enough noise to alert the guards stationed on this level.

A fierce brawl broke out between the PCs and the efreeti's guard, which included more hell hounds, fire myrmidons and a lesser efreeti. It was a difficult battle, however, the guards relied overmuch on flame attacks, not realizing that the PCs were heavily protected from fire damage. With the guards defeated, the PCs healed up a bit, explored the rest of the level and then ascended to Lord Eezamm's audience chamber.

The PCs tried to surreptitiously observe the chamber from the hallway and saw Lord Eezamm on the highest raised platform, his fire giant bodyguards standing a respectful distance to his sides. In front of him were two heavily armored female warriors; erinyes, fiercely militaristic devils. Lord Eezamm easily spotted the PCs peeking in from the doorways and called out in a booming voice, "Party business is downstairs only. Begone!" Lord Eezamm, his fire giant guards and the two visiting devils all turned to look in astonishment as Bannock strode into the room and drew his blade instead of apologetically returning downstairs.

The PCs began their full frontal assault on Lord Eezamm. Brigga targeted one of the fire giant guards for special attention from her mighty hammer, repeatedly slamming into the giant and even knocking him off of his feet once! Jareth threw a multitude of Sunbeam spells at Lord Eezamm and the visiting devils, before Quarion was able to banish the devils. Bannock traded blows with Lord Eezamm before the efreeti turned invisible to get away from him, and Onarra and Lil' Buddy wore down the other fire giant guard with well placed strikes.

Lord Eezamm knew he was beaten, and moments from death, and begged the PCs to allow him to surrender instead of being destroyed. In return, Eezamm offered the PCs three wishes, free from misinterpretation/interference by a resentful granter.

That is where the PCs are now. You are in Lord Eezamm's audience chamber atop the Tower of Howling Flame. One fire giant bodyguard remains alive, though near death. Lord Eezamm is also near death. The PCs can choose to either finish off the efreeti, as Lord Shazadah requested, or you may choose to allow Lord Eezamm to live, and be granted 3 wishes.

In order to help you make your decision, here is a brief recap of your goals:
1) You are searching for information on the Dragon Valos's (aka The Master) goals and intentions. You believe that he was trying to take possession of a powerful artifact, the Book of Infinite Souls.
2) You have approached Lord Shazadah (The Fire Lord), because the efreeti dealt with the Valos on several occasions.
3) The PCs asked Lord Shazadeh for information on The Master and The Book of Infinite Souls. The Master agreed to make a deal with the PCs but the price of his knowledge and cooperation was that the PCs kill a rival of his, Lord Eezamm, Master of the Howling Flame.
....a) Also, Lord Shazadeh advised the PCs to recover a helm of telepathy from Lord Eezamm. Lord Shazadeh had traded the helm to Lord Eezam previously.
....b) This helm of telepathy was linked to the Book of Infinite Souls (the helm can devour the wearer's soul, feeding it to the Book of Infinite Souls.

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PostPosted: Tue Mar 05, 2019 1:11 pm 
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So the question is? What are you going to do now? :D

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PostPosted: Wed Mar 06, 2019 4:27 pm 
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Bannock is going to brandish his blade and say,

"I think that we should maintain our mission and not be swayed by what this charlatan promises.

I can dispatch this creature and we can be on about our business.

What say you all?"

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Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost


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PostPosted: Wed Mar 06, 2019 4:37 pm 
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Me the player knows that a Wish spell can't do the things we need, but Onarra is holding her attack because it sounds like we can achieve our goals AND MORE. Depending on mid-combat time delay, her thoughts are these:

Rather than do the dirty work for more and more dangerous contacts, adding to the blood on our hands, and with no certainty of results or fair dealings, can we not wish for:
1. Direct access to the Book of Infinite Souls
2. The immediate death of Valos, or (less rules ignorant) the information/tool to defeat him (rather than hope Lord Eezamm's death yields anything of use to us)
3. Transport back to Farweald (or some tactical location on the PMP).

For time's sake, I can understand passing on what may equate to a dumb show, but I didn't want to hand waive on an honest PC response to a wildly unfamiliar development - and possible outrageous narrative development (aka FUN!). That said, I can also appreciate that for Jon, Bannock may choose to trump Onarra's hesitation with a swift coup de grace.

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