"Are you all right?" asked Mistra. "You look worried."
Darvinin made himself smile, though even with Mistra looking into his eyes he only half-felt it. "Just thinking," he said.
"It must be something serious, then." Mistra was a common elf, but an excellent tracker and a truly amazing archer; and she'd studied enough wizardry to commiserate when Darvinin complained about the vicissitudes of his studies. He wasn't sure exactly when she'd chosen him or how it had happened, but they'd been lovers since his second week in the King's Guard.
"It's my younger brother," Darvinin answered absently, looking her over: the slender athleticism of an elvish warrior, the shirt of polished chainmail, the rapier at her hip, the bow across her back. Her features were angular even for an elf, her eyes wide and dark against pale skin framed by soft, nearly-white hair.
"You have a brother?" Mistra sounded surprised, but then he'd never mentioned Ruin to her. He hadn't much spoken of his family at all.
"My twin," said Darvinin. "He was supposed to be traveling with our mother to seek alliance with the dwarves, but I've just had word that he went to Annun instead, and then to a place called Brindinford just outside the city. He's with some family friends, so he must have a reason... but if he abandoned the embassy to the dwarves, it's because he was asked to do something important and probably dangerous." He paused. "So yes, I suppose I'm worried."
He glanced past Mistra, saw another guard, and waved; Mistra, her attention on him, mimicked the gesture absently. "What do you think he's doing?" she asked.
Darvinin's arm shot out and gripped her by the throat. "Who are you, really?"
Mistra caught his wrist and pried his hand away, showing undamaged flesh where his fingers had been squeezing in. "A bit too sharp for you own good," she said. "That's too bad. I'll have to be you next."
The figure jerked suddenly as an arrow slammed into its lower back. Across the small courtyard, Mistra -- the true Mistra -- drew another arrow and loosed it, sinking it into the impostor's shoulder. "Oh, you are both going to regret that," the impostor said. She reached for Darvinin again, but he had stepped back and drawn the double-bladed scimitar from his back.
"It was a good likeness," he said. "You even had most of the mannerisms. But that thing on your back is not Mistra's bow."
Behind the impostor, Mistra whistled sharply and the courtyard began to fill with the King's Guards.
"I should have known," the impostor said, drawing her rapier and attacking. Darvinin parried and stepped back, parried and stepped back again. "I should have known, but you True Elves are so damnably hard to read!" She sounded aggrieved.
More arrows slammed into its back, and Darvinin spun the double scimitar through a side-to-side windmill motion, opening wounds on her shoulder and chest. She turned then, and darted for the wall of the courtyard; but Darvinin cut her across the back, and more arrows caught her. She tumbled, spasmed...
...And changed.
Elvish flesh gave way to something pale, lanky, and almost featureless. The skin had a grayish tinge, and the eyes were large and completely white -- whether naturally, or from death, Darvinin wasn't sure. The body was long, and looked clumsy where it sprawled on the dirt -- very much at odds with the strength and speed it had displayed. Doppleganger, he realized. Trying to infiltrate the King's Guard. He'd been very, very lucky.
"Are you injured?" Mistra had stopped beside him, bow still in her hand.
Darvinin shook his head. "It didn't touch me."
"Are you you?"
He half-chuckled, half-coughed. "Ye gods, I hope so." He looked around at the half-dozen other guards, all going off shift just as he was, who had joined them in the garden. "We're going to have to check everyone. I just hope these things show up when we look for magic."
Darvinin was originally conceived as a Duskblade: a warrior capable of casting some arcane spells and combining them with his combat abilities. That class comes from the DnD 3.5 Player's Handbook II, though, which we aren't using in this campaign. And unfortunately, there aren't a lot of other good ways to play this basic character concept using a Core-only build. I could recast him as an Eldritch Knight, but that build ends with him being able to cast 9th level spells and also having a solid melee attack bonus -- viable, but overall weaker than other builds at the same level, and more importantly the emphasis is wrong for this character concept: this is a full mage who knows how to use a sword, not a swordsman who knows some arcane spells. Alternatively, you could build him essentially as a bard -- if you swapped out all the songs and bardic knowledge for a full attack bonus progression, better hit points, and access to the sorcerer's spell list instead of the bard's. The other alternative is to play him as a straight fighter/wizard, which gives him some versatility but leaves him underpowered against higher-level enemies. So as much as I like Darvinin, I don't think there's any way to make a playable build for him in the current campaign.
Monday, August 12, 2019
Saturday, August 10, 2019
Warlock For Hire
The public room was nearly empty at this time of day, and of the half-dozen people inside only one was a gnome: a young-seeming woman, sitting alone at a table with a book in one hand, a quill in the other, an ink-well beside her on the table, and a large smear of ink across the bridge of her nose. That had to be the one he was looking for.
He crossed the room and took a seat across from her, putting them at roughly the same height. "Geira Rockseeker?"
"Oh? Yes-yes, that's me. I am she. I'm Geira."
She was still studying him as he replied, "Abdael Nightflower, warlock for hire. You were the one who posted the job offer at the guildhouse?"
"Yes!" He wasn't immediately sure if she was excited or surprised or both, but either way she was energetic. "Are you looking for work? As a guard?"
"To be honest, I'm looking for work in general."
"But... you said you were a warlock?"
"I know," replied the half-elf. "It surprised me too."
"It's just... you're wearing a sword. And I'm pretty sure that's a chain shirt under your cloaky-poncho-thing."
"It is."
Geira looked puzzled, but not displeased. "I thought warlocks mostly cast spells in the service of dark forces beyond the comprehension of mere mortals."
"Yes, well..." Abdael hesitated, then grinned. In for a copper, in for a gold... "Of all the dark and incomprehensible forces that control my life, the need to find work so I can continue to eat food and pay for lodging is among the most ominous and demanding."
Geira giggled. "Well, we're paying as much as we can."
"If it helps," Abdael added, "I really can fight with the sword -- at least, once my shadow has embraced it. But I can also cast spells, and if I remember to look I can tell when there's magic around."
"Oh, that'll be useful!" Geira looked excited. "You're hired! Twenty-five gold to escort me and my cart back to Thandalin, and more if you decide stay around and help us with some projects afterwards." She leaned forward conspiratorially, and Abdael found himself leaning in under the sheer force of her enthusiasm. "You were going to be hired anyway," she told him. "We've had a little trouble finding adventurers willing to work a small job with a lot of travel like this." She looked around as if she were about to reveal a big secret, then added: "I've only found two other guards so far. I'm hoping we can find one more before we leave tomorrow."
Three guards seemed like plenty for a gnome with a single cart traveling along established roads in a relatively civilized area of the Sword Coast, but Abdael didn't say so. Perhaps she was just being cautious, or perhaps she had some special reason to worry; either way, it was his good fortune to find paying work.
A pair of dwarves at a nearby table suddenly fell silent, looking towards the entrance, and Abdael twisted around in his seat. A small figure, brilliantly colored, stood just inside the door, looking around the room just as he had. For a moment Abdael thought he was looking at an over-large bird, but no: the figure was a winged humanoid, covered in feathers. It stilled, looking at their table, then cocked its head.
"...I think you may be in luck," said Abdael, then rose and stepped back to make way for the newcomer. Aarakocra, he remembered at last. There was a race of bird-folk called Aarakocra, though his reading had made them sound larger and not so brightly colored; but then, given the variety of colors found in the skin and hair of humans and elves, he supposed he shouldn't be surprised if different groups of Aarakocra had different plumage as well. The city of Neverwinter had proven itself a constant education.
He ordered a drink at the bar, then stood and sipped it as he watched to make sure the newcomer was friendly. He was, after all, Geira's guard now, even if he wasn't officially on duty just yet. It wouldn't take long to gather his adventuring gear -- which was about four-fifths of everything he owned -- from his single room, and close things out with the proprietor. He'd have to store the rest of his things in the guild hall and find another room when he returned, but that was fine; his current room was tiny and seemed to grow dirty every time he left it. Abdael wouldn't miss it at all.
He crossed the room and took a seat across from her, putting them at roughly the same height. "Geira Rockseeker?"
"Oh? Yes-yes, that's me. I am she. I'm Geira."
She was still studying him as he replied, "Abdael Nightflower, warlock for hire. You were the one who posted the job offer at the guildhouse?"
"Yes!" He wasn't immediately sure if she was excited or surprised or both, but either way she was energetic. "Are you looking for work? As a guard?"
"To be honest, I'm looking for work in general."
"But... you said you were a warlock?"
"I know," replied the half-elf. "It surprised me too."
"It's just... you're wearing a sword. And I'm pretty sure that's a chain shirt under your cloaky-poncho-thing."
"It is."
Geira looked puzzled, but not displeased. "I thought warlocks mostly cast spells in the service of dark forces beyond the comprehension of mere mortals."
"Yes, well..." Abdael hesitated, then grinned. In for a copper, in for a gold... "Of all the dark and incomprehensible forces that control my life, the need to find work so I can continue to eat food and pay for lodging is among the most ominous and demanding."
Geira giggled. "Well, we're paying as much as we can."
"If it helps," Abdael added, "I really can fight with the sword -- at least, once my shadow has embraced it. But I can also cast spells, and if I remember to look I can tell when there's magic around."
"Oh, that'll be useful!" Geira looked excited. "You're hired! Twenty-five gold to escort me and my cart back to Thandalin, and more if you decide stay around and help us with some projects afterwards." She leaned forward conspiratorially, and Abdael found himself leaning in under the sheer force of her enthusiasm. "You were going to be hired anyway," she told him. "We've had a little trouble finding adventurers willing to work a small job with a lot of travel like this." She looked around as if she were about to reveal a big secret, then added: "I've only found two other guards so far. I'm hoping we can find one more before we leave tomorrow."
Three guards seemed like plenty for a gnome with a single cart traveling along established roads in a relatively civilized area of the Sword Coast, but Abdael didn't say so. Perhaps she was just being cautious, or perhaps she had some special reason to worry; either way, it was his good fortune to find paying work.
A pair of dwarves at a nearby table suddenly fell silent, looking towards the entrance, and Abdael twisted around in his seat. A small figure, brilliantly colored, stood just inside the door, looking around the room just as he had. For a moment Abdael thought he was looking at an over-large bird, but no: the figure was a winged humanoid, covered in feathers. It stilled, looking at their table, then cocked its head.
"...I think you may be in luck," said Abdael, then rose and stepped back to make way for the newcomer. Aarakocra, he remembered at last. There was a race of bird-folk called Aarakocra, though his reading had made them sound larger and not so brightly colored; but then, given the variety of colors found in the skin and hair of humans and elves, he supposed he shouldn't be surprised if different groups of Aarakocra had different plumage as well. The city of Neverwinter had proven itself a constant education.
He ordered a drink at the bar, then stood and sipped it as he watched to make sure the newcomer was friendly. He was, after all, Geira's guard now, even if he wasn't officially on duty just yet. It wouldn't take long to gather his adventuring gear -- which was about four-fifths of everything he owned -- from his single room, and close things out with the proprietor. He'd have to store the rest of his things in the guild hall and find another room when he returned, but that was fine; his current room was tiny and seemed to grow dirty every time he left it. Abdael wouldn't miss it at all.
Friday, August 9, 2019
Missing: A Poem
My wife left the house
to get two things
some silicon tape
some toilet paper
The silicon tape-
-it comes from Home Depot
But we get the toilet paper-
-at Target
I do not know
How long
She has been gone
An hour?
A day?
A week?
(I miss her)
I feel certain
That she still lives
But time
Does strange things
Inside Target
to get two things
some toilet paper
The silicon tape-
-it comes from Home Depot
But we get the toilet paper-
-at Target
I do not know
How long
She has been gone
An hour?
A day?
A week?
(I miss her)
I feel certain
That she still lives
But time
Does strange things
Inside Target
Thursday, August 8, 2019
At last, we find the raiders!
At the end of the last game, the two priests of Artemis were dead, and Azrael and the human necromancer Wendy were going at it (enthusiastically) in her house. His sister Martini, of course, is perfectly appalled by this development, and therefore murderous. However, she still has her sense of priorities: with the priests dead, it's definitely time to search the temple and check for any secret passages leading into underground caverns where the human raiders might be hiding.
Unfortunately, Damian the Ranger shows up before we can start on that, demanding to know what the hell just happened here. Ruin explains that he thinks Wendy raised a giant skeleton, and the priests tried to stop her, and things got out of hand... which is true enough that he doesn't have to make a bluff check, fortunately. Martini then bluffs (successfully) that we're here because we're looking for Azrael, and after a bit of discussion the ranger sends his very large wolf with Reverend Mercy to check out Wendy's house while Damian remains here to help us search the temple. (He was one of the ones who told us he thought the priests were up to something.) Meanwhile, Mercy (the snake-worshiper) has spotted the naga skull on the altar, so he no longer has any regrets at all about the death of the priests. Ruin is less sanguine about it, but since he wasn't directly involved he isn't feeling personally guilty and he's withholding judgement on Azrael and Wendy until we see what secrets the temple holds.
Over at Wendy's house, Marshall Mercy casts Dominate Animal on the wolf, and informs the young lovers that they need to wrap it up, and also that perhaps they should have wrapped it up before they started. They are... not easy to convince.
The bodies of the priests yield some treasure: a +1 Cloak of Resistance, which Damian the NPC Ranger promptly claims; +1 plate mail, another +1 cloak of resistance, and a +2 periapt of wisdom, which we will eventually sell off for 1,200 gold. There's another 19 GP on the altar beside the naga skull, but not much else upstairs.
Downstairs, we search the chests in the bedroom but mainly find clothes and personal effects though we do add another 35 GP to our haul. We also grab the illuminated manuscript describing the glories and worship of Artemis, heretical though they might be. Searching the basement reveals no secret doors, no hidden human raiders, and really nothing but a one-room brewery and some kegs of beer. At this point we head out to the graveyard and do some poking around inside its walls, adding another 20 GP and 17 SP, but otherwise finding nothing useful... until we reach the small chamber in the back corner of the graveyard.
Mercy is still trying to get Azrael and Wendy to stop boinking, and it's still not working. As they're finishing their third... inning... he finally threatens to turn the undead in the room, and commands the wolf to rip Azrael's zombie into shreds; it does. That breaks the mood at last. Wendy gets out of bed, and goes to get her stuff because Mercy is insisting that she has to leave town, right now, for her own safety. She asks if she heard right and there really are whole villages full of dead elves nearby, and Mercy allows as how this is so. She heads downstairs, and returns with a pack and a small zombie in an absolutely amazing leather outfit. Leading her undead, she heads out into the woods. Azrael, of course, is asleep on the bed.
Mercy begins roughly searching the house, finding 24 platinum pieces (which he takes for himself) but not much else -- and no secret doors.
Bock to the temple:
There's a rather elaborate coffin in the small chamber at the back of the cemetery. Ruin uses a shovel to pry it open (and here I'll note that none of my characters should ever open coffins in this campaign, with the possible exception of Durest the necromatic cleric). A mummy emerges, ancient and terrifying, and Martini is paralyzed with fear.
Ruin is not, and he immediately attacks it with his sword. Damian manages to shake off the effect as well, and attacks with the elvish double-scimitar. After an initial strike to make sure he can hit it, Ruin begins Power Attacking in the hope of taking it down before anything worse happens. He's doing it some real damage, so naturally it targets him, and before long he's down and infected with mummy rot. Martini has recovered by this point, and manages to pour a potion of healing down his throat while Damian is keeping it distracted and doing some minor damage. Ruin stands up and does more damage, but gets beaten down again; fortunately, Azrael and Reverend Mercy arrive at this point, and shortly afterwards Mercy hits it with Searing Light.
It turns out that mummies really, really hate Searing Light. Or they would, if they survived long enough to appreciate just how much damage it had done to them.
So with the mummy dead, we search the room, and find absolutely no hidden doors leading down to secret caverns. Then we search the coffin, and lo: a bolt of Cloth of Platinum worth 1,900 GP and a type 4 Bag of Holding which we're definitely going to be using.
By now the mummy rot is taking effect, and Ruin staggers down to the basement of the temple, climbs into the top bunk, and collapses. Martini heads over to Wendy's house to check for secret doors (and doesn't find any) and also to kill any Wendies on the premises (ditto). Wendy's basement is a kinky, kinky mess, but she's gone and she wasn't harboring any human raiders.
So, what to do now? Ruin and Mercy commandeer a cart and a horse and head back to Brindinford, intent on buying some wands of Cure Light Wounds and some poison for the remaining beer, and possibly also some disease-curing for Ruin. Damian the ranger heads back to his house with a casual "Let me know when you find the humans" tossed over his shoulder, and Azrael and Martini head back to the bar. The owners are cowering in their quarters upstairs, but Martini talks them out and business resumes.
Once out of hiding, Brairin and Failil insist that it's vital to hold burial rites for the two dead priests. They drag Martini and Azrael back to the graveyard, and hand Azrael a shovel which he uses to predictable effect. They put the two bodies into a single grave (married, after all), and Martini fakes her way through a eulogy with a bit of help from the manuscript we found earlier.
As the funeral is winding to its close, the giant skeleton (Blarg) appears and beckons to Azrael. He tries to slip out unseen, but Martini is having none of that. So the skeleton reaches down, plucks him up and carries him off into the woods. ("Oh! My! Help! Whatever shall I do?")
Martini: "My brother has been kidnapped! We must find this human wizard and end her!"
Also Martini: "Let's just head back to the bar and have a drink to mourn his passing. Or whatever. Idiot."
Later on, at the bar: Orek, one of the leaders of the human raiders, has shown up to buy a keg of beer. Ruin and Mercy are still on the road, so there's nothing to poison it with, so Martini takes careful note of him but does nothing. Brairin, following her cues, says that his supplier is late and that he won't have another keg of the porter until at least tomorrow night. Orek grumbles, but heads back to wherever he came from.
Another new arrival at the bar is Colver, one of the elves who lives in this tiny (and rapidly dwindling) town. Colver's wife Cada disappeared a few weeks ago, and he is both grieving for her and just generally old and cranky about everyone... well, everyone except Martini. She offers to have her companion scry for the missing wife as soon as he returns, and Colver is overjoyed... in a creepy, meanwhile-he-should-hit-on-Martini sort of way. Azrael could have warned him that Martini tends to break up with her boyfriends by assassinating them, and those are boys she actually likes, but Azrael is off making the undead Beast With Two Backs in the woods and so nobody is there to warn the pervy old elf-guy.
So Martini walks him home, lets him pass out on the bed, and thoroughly searches his house -- finding no secret doors, but some evidence that all his wife's stuff has been taken down and stored away, as if he can't bear to look at it any longer. Martini heads back to the temple and sleeps.
The following evening, Colver's back at the bar, being friendly and creepy. This time a different human shows up: still clearly part of Los Muertos, but much better dressed than the last guy. He introduces himself as Peter Tanglebush, takes a looooong look at Martini, and starts talking about how elven maidens just don't know how good it can be with a human. He wants the keg of porter, but we're saving that for the poison; instead, for his twenty gold, he gets a keg of the Amber Ale which Brairin will probably have to explain later as a truly unfortunate mistake. He picks it up, sets it on his shoulder, and strides off into the night.
Martini follows. From the direction, it looks like either he's headed towards Lotharian's house at the top of the hill, or maybe the waterfall... but he notices Martini, and stops. He doesn't want to be followed, and shoos Martini away. Martini starts back towards the bar, but ducks into Wendy's house and watches through the window as he picks the keg back up and walks over... to a secret door in the hillside that none of us had spotted. So now Martini knows where the humans are hiding, and that their base is right under Lotharian's house.
By this time, Ruin and Reverend Mercy have reached Brindinford. Mercy has had a chance to sleep and pray for new spells, and he heals Ruin of the mummy rot; at this point, as far as Ruin is concerned Mercy is a round-eared elf -- a little crazy, maybe, but who isn't? Ruin's big on loyalty, and Mercy for all his quirks has consistently come through for his companions.
The Baron welcomes them back, expresses his gratitude again (not just for killing the mind flayer, but also for, y'know, not just killing the Baron himself and looting his treasury). He helps facilitate our purchases: a pair of Cure Light Wounds wands that Ruin pays for out of the party treasure (costing 1,500 gold for the pair), and another pair of Cure Light Wounds wands and one Cure Moderate Wounds wand which Mercy pays for out of his own funds, mainly the platinum pieces he collected from Wendy's house earlier. Then they ask the Baron about poison...
The Baron has no access to that, but there are certain business that he... doesn't shut down, because as long as they operate he can monitor the things they deal in. So he sends them off to a supplier, with a message: it's half price, or you will be shut down and things will get really unpleasant. We end up buying another 1,500 GP worth of Dark Reaver Powder (good for weakening strength and health and enough to poison a whole cask of ale).
Back in Serpent's Head, the "newcomer" elf Lotharian has shown up at the bar. He's an old man, and pretty quiet, but Martini spots him and strikes up a conversation. It turns out that he used to live in Mellicure and still has family there, though he left many years back. Mellicure, curiously, is the only other nearby settlement that hasn't been sacked. He's a bit suspiciious of Martini, probably just because she's being friendly and asking questions, and because he's old and jaded. He mentions in passing that Martini reminds him of that human girl, Wendy, but Martini masters her temper and manages not to kill him. He also insists that there are no humans hanging around; when Martini points out that she saw one just last night, he coughs and admits that there might be a few out in the forest.
Martini heads back to the temple and trances, and in the morning Reverend Mercy and Ruin return. Azrael shows up too, having apparently hiked back to town following his wild three-day goth sex binge. Martini regards him with disdain.
First up: poisoned porter. Mercy drops the entire supply of Dark Reaver Powder into the barrel, and we carry it over to the tavern. Martini brings everybody up to speed on developments in the village, then brings them along for her brunch with Colver. Mercy fakes casting scrying (which he didn't actually have prepared) but one of his snakes points unmistakably towards the pond in the center of the village. Brunch goes quickly: the food is good, the assassination is fast and quiet, and Martini throws Culver's body in the pond, presumably to rejoin his missing wife.
That evening, Orek shows up to collect a barrel of porter, and Brairin (with many apologies for the previous night's mix-up) hands him the poisoned barrel. Orek carries it back to the hidden door, but since we already know where that is nobody gives themselves away by following him. We just wait...
So next session should pick up when we've given the humans a decent chance to poison themselves, and we can move in to (hopefully) finish them off.
Party Treasure adjustments for Azrael's Player:
We've added:
-1,200 GP worth of stuff from the clerics
-19 GP from the altar
-35 GP from the bedroom in the temple
-20 GP and 17 SP from the graveyard
-Cloth of Platinum worth 1,900 GP
-Type 4 Bag of Holding that probably should go on somebody's inventory.
We spent:
-1,500 GP for Ruin's pair of CLW wands
-1,500 GP for the poison
...So if I can still do maths in my head, we came out of the session 174 gp and 17 SP to the good.
Unfortunately, Damian the Ranger shows up before we can start on that, demanding to know what the hell just happened here. Ruin explains that he thinks Wendy raised a giant skeleton, and the priests tried to stop her, and things got out of hand... which is true enough that he doesn't have to make a bluff check, fortunately. Martini then bluffs (successfully) that we're here because we're looking for Azrael, and after a bit of discussion the ranger sends his very large wolf with Reverend Mercy to check out Wendy's house while Damian remains here to help us search the temple. (He was one of the ones who told us he thought the priests were up to something.) Meanwhile, Mercy (the snake-worshiper) has spotted the naga skull on the altar, so he no longer has any regrets at all about the death of the priests. Ruin is less sanguine about it, but since he wasn't directly involved he isn't feeling personally guilty and he's withholding judgement on Azrael and Wendy until we see what secrets the temple holds.
Over at Wendy's house, Marshall Mercy casts Dominate Animal on the wolf, and informs the young lovers that they need to wrap it up, and also that perhaps they should have wrapped it up before they started. They are... not easy to convince.
The bodies of the priests yield some treasure: a +1 Cloak of Resistance, which Damian the NPC Ranger promptly claims; +1 plate mail, another +1 cloak of resistance, and a +2 periapt of wisdom, which we will eventually sell off for 1,200 gold. There's another 19 GP on the altar beside the naga skull, but not much else upstairs.
Downstairs, we search the chests in the bedroom but mainly find clothes and personal effects though we do add another 35 GP to our haul. We also grab the illuminated manuscript describing the glories and worship of Artemis, heretical though they might be. Searching the basement reveals no secret doors, no hidden human raiders, and really nothing but a one-room brewery and some kegs of beer. At this point we head out to the graveyard and do some poking around inside its walls, adding another 20 GP and 17 SP, but otherwise finding nothing useful... until we reach the small chamber in the back corner of the graveyard.
Mercy is still trying to get Azrael and Wendy to stop boinking, and it's still not working. As they're finishing their third... inning... he finally threatens to turn the undead in the room, and commands the wolf to rip Azrael's zombie into shreds; it does. That breaks the mood at last. Wendy gets out of bed, and goes to get her stuff because Mercy is insisting that she has to leave town, right now, for her own safety. She asks if she heard right and there really are whole villages full of dead elves nearby, and Mercy allows as how this is so. She heads downstairs, and returns with a pack and a small zombie in an absolutely amazing leather outfit. Leading her undead, she heads out into the woods. Azrael, of course, is asleep on the bed.
Mercy begins roughly searching the house, finding 24 platinum pieces (which he takes for himself) but not much else -- and no secret doors.
Bock to the temple:
There's a rather elaborate coffin in the small chamber at the back of the cemetery. Ruin uses a shovel to pry it open (and here I'll note that none of my characters should ever open coffins in this campaign, with the possible exception of Durest the necromatic cleric). A mummy emerges, ancient and terrifying, and Martini is paralyzed with fear.
Ruin is not, and he immediately attacks it with his sword. Damian manages to shake off the effect as well, and attacks with the elvish double-scimitar. After an initial strike to make sure he can hit it, Ruin begins Power Attacking in the hope of taking it down before anything worse happens. He's doing it some real damage, so naturally it targets him, and before long he's down and infected with mummy rot. Martini has recovered by this point, and manages to pour a potion of healing down his throat while Damian is keeping it distracted and doing some minor damage. Ruin stands up and does more damage, but gets beaten down again; fortunately, Azrael and Reverend Mercy arrive at this point, and shortly afterwards Mercy hits it with Searing Light.
It turns out that mummies really, really hate Searing Light. Or they would, if they survived long enough to appreciate just how much damage it had done to them.
So with the mummy dead, we search the room, and find absolutely no hidden doors leading down to secret caverns. Then we search the coffin, and lo: a bolt of Cloth of Platinum worth 1,900 GP and a type 4 Bag of Holding which we're definitely going to be using.
By now the mummy rot is taking effect, and Ruin staggers down to the basement of the temple, climbs into the top bunk, and collapses. Martini heads over to Wendy's house to check for secret doors (and doesn't find any) and also to kill any Wendies on the premises (ditto). Wendy's basement is a kinky, kinky mess, but she's gone and she wasn't harboring any human raiders.
So, what to do now? Ruin and Mercy commandeer a cart and a horse and head back to Brindinford, intent on buying some wands of Cure Light Wounds and some poison for the remaining beer, and possibly also some disease-curing for Ruin. Damian the ranger heads back to his house with a casual "Let me know when you find the humans" tossed over his shoulder, and Azrael and Martini head back to the bar. The owners are cowering in their quarters upstairs, but Martini talks them out and business resumes.
Once out of hiding, Brairin and Failil insist that it's vital to hold burial rites for the two dead priests. They drag Martini and Azrael back to the graveyard, and hand Azrael a shovel which he uses to predictable effect. They put the two bodies into a single grave (married, after all), and Martini fakes her way through a eulogy with a bit of help from the manuscript we found earlier.
As the funeral is winding to its close, the giant skeleton (Blarg) appears and beckons to Azrael. He tries to slip out unseen, but Martini is having none of that. So the skeleton reaches down, plucks him up and carries him off into the woods. ("Oh! My! Help! Whatever shall I do?")
Martini: "My brother has been kidnapped! We must find this human wizard and end her!"
Also Martini: "Let's just head back to the bar and have a drink to mourn his passing. Or whatever. Idiot."
Later on, at the bar: Orek, one of the leaders of the human raiders, has shown up to buy a keg of beer. Ruin and Mercy are still on the road, so there's nothing to poison it with, so Martini takes careful note of him but does nothing. Brairin, following her cues, says that his supplier is late and that he won't have another keg of the porter until at least tomorrow night. Orek grumbles, but heads back to wherever he came from.
Another new arrival at the bar is Colver, one of the elves who lives in this tiny (and rapidly dwindling) town. Colver's wife Cada disappeared a few weeks ago, and he is both grieving for her and just generally old and cranky about everyone... well, everyone except Martini. She offers to have her companion scry for the missing wife as soon as he returns, and Colver is overjoyed... in a creepy, meanwhile-he-should-hit-on-Martini sort of way. Azrael could have warned him that Martini tends to break up with her boyfriends by assassinating them, and those are boys she actually likes, but Azrael is off making the undead Beast With Two Backs in the woods and so nobody is there to warn the pervy old elf-guy.
So Martini walks him home, lets him pass out on the bed, and thoroughly searches his house -- finding no secret doors, but some evidence that all his wife's stuff has been taken down and stored away, as if he can't bear to look at it any longer. Martini heads back to the temple and sleeps.
The following evening, Colver's back at the bar, being friendly and creepy. This time a different human shows up: still clearly part of Los Muertos, but much better dressed than the last guy. He introduces himself as Peter Tanglebush, takes a looooong look at Martini, and starts talking about how elven maidens just don't know how good it can be with a human. He wants the keg of porter, but we're saving that for the poison; instead, for his twenty gold, he gets a keg of the Amber Ale which Brairin will probably have to explain later as a truly unfortunate mistake. He picks it up, sets it on his shoulder, and strides off into the night.
Martini follows. From the direction, it looks like either he's headed towards Lotharian's house at the top of the hill, or maybe the waterfall... but he notices Martini, and stops. He doesn't want to be followed, and shoos Martini away. Martini starts back towards the bar, but ducks into Wendy's house and watches through the window as he picks the keg back up and walks over... to a secret door in the hillside that none of us had spotted. So now Martini knows where the humans are hiding, and that their base is right under Lotharian's house.
By this time, Ruin and Reverend Mercy have reached Brindinford. Mercy has had a chance to sleep and pray for new spells, and he heals Ruin of the mummy rot; at this point, as far as Ruin is concerned Mercy is a round-eared elf -- a little crazy, maybe, but who isn't? Ruin's big on loyalty, and Mercy for all his quirks has consistently come through for his companions.
The Baron welcomes them back, expresses his gratitude again (not just for killing the mind flayer, but also for, y'know, not just killing the Baron himself and looting his treasury). He helps facilitate our purchases: a pair of Cure Light Wounds wands that Ruin pays for out of the party treasure (costing 1,500 gold for the pair), and another pair of Cure Light Wounds wands and one Cure Moderate Wounds wand which Mercy pays for out of his own funds, mainly the platinum pieces he collected from Wendy's house earlier. Then they ask the Baron about poison...
The Baron has no access to that, but there are certain business that he... doesn't shut down, because as long as they operate he can monitor the things they deal in. So he sends them off to a supplier, with a message: it's half price, or you will be shut down and things will get really unpleasant. We end up buying another 1,500 GP worth of Dark Reaver Powder (good for weakening strength and health and enough to poison a whole cask of ale).
Back in Serpent's Head, the "newcomer" elf Lotharian has shown up at the bar. He's an old man, and pretty quiet, but Martini spots him and strikes up a conversation. It turns out that he used to live in Mellicure and still has family there, though he left many years back. Mellicure, curiously, is the only other nearby settlement that hasn't been sacked. He's a bit suspiciious of Martini, probably just because she's being friendly and asking questions, and because he's old and jaded. He mentions in passing that Martini reminds him of that human girl, Wendy, but Martini masters her temper and manages not to kill him. He also insists that there are no humans hanging around; when Martini points out that she saw one just last night, he coughs and admits that there might be a few out in the forest.
Martini heads back to the temple and trances, and in the morning Reverend Mercy and Ruin return. Azrael shows up too, having apparently hiked back to town following his wild three-day goth sex binge. Martini regards him with disdain.
First up: poisoned porter. Mercy drops the entire supply of Dark Reaver Powder into the barrel, and we carry it over to the tavern. Martini brings everybody up to speed on developments in the village, then brings them along for her brunch with Colver. Mercy fakes casting scrying (which he didn't actually have prepared) but one of his snakes points unmistakably towards the pond in the center of the village. Brunch goes quickly: the food is good, the assassination is fast and quiet, and Martini throws Culver's body in the pond, presumably to rejoin his missing wife.
That evening, Orek shows up to collect a barrel of porter, and Brairin (with many apologies for the previous night's mix-up) hands him the poisoned barrel. Orek carries it back to the hidden door, but since we already know where that is nobody gives themselves away by following him. We just wait...
So next session should pick up when we've given the humans a decent chance to poison themselves, and we can move in to (hopefully) finish them off.
Party Treasure adjustments for Azrael's Player:
We've added:
-1,200 GP worth of stuff from the clerics
-19 GP from the altar
-35 GP from the bedroom in the temple
-20 GP and 17 SP from the graveyard
-Cloth of Platinum worth 1,900 GP
-Type 4 Bag of Holding that probably should go on somebody's inventory.
We spent:
-1,500 GP for Ruin's pair of CLW wands
-1,500 GP for the poison
...So if I can still do maths in my head, we came out of the session 174 gp and 17 SP to the good.
Wednesday, August 7, 2019
Blogging Challenged: Loved but Unreviewed
Right, so, the usual bit of context: Weekly Blogging Challenge over at Long and Short Reviews. Hit their homepage to see the current week's responses, and add a link to your own if you're so inclined.
This week's challenge is "Books I loved but never wrote reviews for".
Y'all, I have a confession to make.
I don't write reviews. I've made recommendations here on the Blog o' Doom and even on Facebook and Twitter, but I don't write reviews on Amazon or Goodreads or Barnes & Noble. To be honest, I'm not even entirely certain why. It's something about the format, I think. I'm just not comfortable writing there. And I feel somewhat guilty about that, because I know that reviews (even bad ones) are really critical for authors, and especially so for authors without a big promotional push behind them.
So, books that I loved but never wrote reviews for? That's... that's all of them.
This week's challenge is "Books I loved but never wrote reviews for".
Y'all, I have a confession to make.
I don't write reviews. I've made recommendations here on the Blog o' Doom and even on Facebook and Twitter, but I don't write reviews on Amazon or Goodreads or Barnes & Noble. To be honest, I'm not even entirely certain why. It's something about the format, I think. I'm just not comfortable writing there. And I feel somewhat guilty about that, because I know that reviews (even bad ones) are really critical for authors, and especially so for authors without a big promotional push behind them.
So, books that I loved but never wrote reviews for? That's... that's all of them.
Tuesday, August 6, 2019
Boys DnD: Gnome, Gryphons, and Close Calls
In their last game, the party discovered that the gnome quartermaster Jou was actually a spy and saboteur working for House Bri'yann, the most powerful of the Houses in Roslof. (This also gave them some suspicions about the bandits that attacked them earlier.) The gnome had his hands bound, and was taken to the tent of Bobilis, the fellow in charge of the overall expedition. It was, at this point, half an hour or so shy of midnight.
This was the point at which Kaz, the human monk, decided on a plan and called Shadow, the dark elf rogue, over to help him. His plan was that he would make a distraction, at which point Shadow could sneak into the tent and...
"Kill him!" finished Shadow. "Brilliant!"
"What? NO!" Kaz wanted to scare the gnome into helping them. He wanted Shadow to go in there, hold a knife to the gnome's throat, and explain to him that if he'd help them and be their friend, they'd cut him loose.
Shadow pointed out that there was no way they could believe anything the gnome said, and that he should just kill him.
Kaz agreed that if the gnome betrayed them later, Shadow could kill him, but right now he wanted the gnome set free.
"You know he's going to betray us," Shadow told him. "Save us time if we just kill him now."
The dragonborn sorcerer, who's been listening in on this from the edge of the small meadow and slowly easing closer, chose this moment to slap Kaz in the back of the head with Mage Hand. Kaz spun around but only caught barest glimpse of the fading hand as Toruv released the spell.
"Fine," agreed Shadow. "I'll slip in there and... cut the gnome loose for you... and definitely not just kill him and get it over with."
Kaz was starting to look around for some way to cause a distraction when Toruv used a combination of Fire Bolt and Control Flame to draw a line of fire on the ground between Kaz and Shadow and the tent.
That was when they heard a terrible hunting shriek and something large fell out of the night sky towards the horses. It was a griffon, and it had come in search of food -- and it was only at the last minute that it realized that the horse it had picked at random had an armored mousefolk cleric on its back. It shifted to attack them instead, missing with a beak and one claw but doing some real damage with the other claw.
Kaz immediately charged it and got in a lucky hit, ramming his sword into its flank. The sorcerer moved up and tried his breath weapon, but only scorched the beast's shoulder a bit. Shadow raced to one of the unoccupied horses, leapt onto its back, and slapped its flank hard. Barrith, the halfling rogue, had been sensibly hiding in a tree; he took a shot with his longbow, but missed. Aspen the mousefolk cleric took a swing with their longsword, but also missed. Several members of the logging camp looked out of their tents at the sounds of this new commotion, but nobody actually came out.
The griffon tried again, attacking with claws and beak; the beak missed the cleric, but it managed to sink its claws into the horse preparatory to trying to carry it off.
Kaz attacked again, missing with his sword but landing a lucky punch to the griffon's wing. I ruled that the beast crashed lurched sideways and crashed to the ground; a failed Strength check on the griffon's part indicated that lost its hold on the horse instead of pulling the horse down with it.
The dragonborn sorcerer took advantage of this opportunity, and emptied an Alchemy Jar's worth of acid over the griffon's other wing and shoulder. At this point, the horse that Shadow had jumped on took off at a gallop and lost itself in the woods, taking the rogue with it. The third horse, unmounted, also spooked and took off, but in a different direction. It plowed through the tent of Bobilis, the head of the expedition, collapsing the tent and trapping Bobilis and the gnome saboteur Jou inside. Then it, too, disappeared into the woods. Aspen and Barrith attacked again, but both missed.
At this point the griffon shrugged back up to its feet, extended its wings, and with huge, powerful sweeps propelled itself into the air and away towards safety. The attack was over, and fate of the missing horses was no longer a mystery. The dragonborn sorcerer, after a few moments of thought (while, OOC, we had lunch) suggested that the horses would probably be pretty safe if we kept them in some sort of tent or pavilion at night -- anything that kept them out of sight of the griffon.
However, we still had a minor problem: Kaz, and his full-blown obsession with obtaining a pet gnome. Toruv the sorcerer went to the front of Bobilus' tent and lifted it up, then stuck his quartertaff in to hold the thing top up. Bobilis came spluttering and staggering out, grateful to be free again. Kaz, meanwhile, had gone around to the back of the tent and cut a large hole in it, so he could sneak in and grab the gnome.
Barrith the halfling rogue, realizing what Kaz was up to, raced in the front of the tent and started pulling the gnome out in what looked like a heroic rescue attempt and sort of was. Kaz jumped on Barrith, and Toruv stepped in a moment later -- first to grab the gnome himself, and then to try to restrain the monk after Kaz threw a dart at him.
While the three of them were struggling, the gnome shrugged out of the ropes that had been holding him and sprinted out through the hole in the back of the tent, where he promptly disappeared into the woods. By the time Kaz got loose and tried to chase after him, he was gnomewhere to be found.
I'm not honestly sure how this is going to affect the game. The players for Toruv and Barrith were exasperated but also amused; nobody was actually angry, including the monk's player. However, Jou the Saboteur Gnome, who was meant to be a throw-away villain, is almost certainly going to be a recurring character now. Moreover, Kaz the Monk's player was talking about having Kaz take off into the woods to hunt for the gnomes. So, as DM, I explained that if he really wanted to have Kaz do that, he could put together a new character and Kaz would become an NPC -- and at some point in the future Kaz would probably come bursting out of the bushes yelling things like, "Have you seen that gnome!? He has to be here somewhere!" The player would be welcome to build a new, less crazy character at the same level as the current PCs and equipped with a magic item equivalent to theirs. The player smiled and suggested that he could play a barbarian, which... might not be any less crazy, but it seems likely that we'll see.
So, I mean, it's fair to say that Things Took A Turn, but I'm not as surprised by that a I might be. The player's father runs and plays in various campaigns where things like having a pet gnome (well, a servant, or an adopted orphan, or what-have-you) actually do happen, so I think some of this came from that background. Some of it also, I think, was a perfectly natural eleven-year-old's desire to drive the other players slightly crazy.
In any case, despite the intra-party gnome dispute, everybody seemed to have fun. As long as that remains the case, I do my best to roll with it.
This was the point at which Kaz, the human monk, decided on a plan and called Shadow, the dark elf rogue, over to help him. His plan was that he would make a distraction, at which point Shadow could sneak into the tent and...
"Kill him!" finished Shadow. "Brilliant!"
"What? NO!" Kaz wanted to scare the gnome into helping them. He wanted Shadow to go in there, hold a knife to the gnome's throat, and explain to him that if he'd help them and be their friend, they'd cut him loose.
Shadow pointed out that there was no way they could believe anything the gnome said, and that he should just kill him.
Kaz agreed that if the gnome betrayed them later, Shadow could kill him, but right now he wanted the gnome set free.
"You know he's going to betray us," Shadow told him. "Save us time if we just kill him now."
The dragonborn sorcerer, who's been listening in on this from the edge of the small meadow and slowly easing closer, chose this moment to slap Kaz in the back of the head with Mage Hand. Kaz spun around but only caught barest glimpse of the fading hand as Toruv released the spell.
"Fine," agreed Shadow. "I'll slip in there and... cut the gnome loose for you... and definitely not just kill him and get it over with."
Kaz was starting to look around for some way to cause a distraction when Toruv used a combination of Fire Bolt and Control Flame to draw a line of fire on the ground between Kaz and Shadow and the tent.
That was when they heard a terrible hunting shriek and something large fell out of the night sky towards the horses. It was a griffon, and it had come in search of food -- and it was only at the last minute that it realized that the horse it had picked at random had an armored mousefolk cleric on its back. It shifted to attack them instead, missing with a beak and one claw but doing some real damage with the other claw.
Kaz immediately charged it and got in a lucky hit, ramming his sword into its flank. The sorcerer moved up and tried his breath weapon, but only scorched the beast's shoulder a bit. Shadow raced to one of the unoccupied horses, leapt onto its back, and slapped its flank hard. Barrith, the halfling rogue, had been sensibly hiding in a tree; he took a shot with his longbow, but missed. Aspen the mousefolk cleric took a swing with their longsword, but also missed. Several members of the logging camp looked out of their tents at the sounds of this new commotion, but nobody actually came out.
The griffon tried again, attacking with claws and beak; the beak missed the cleric, but it managed to sink its claws into the horse preparatory to trying to carry it off.
Kaz attacked again, missing with his sword but landing a lucky punch to the griffon's wing. I ruled that the beast crashed lurched sideways and crashed to the ground; a failed Strength check on the griffon's part indicated that lost its hold on the horse instead of pulling the horse down with it.
The dragonborn sorcerer took advantage of this opportunity, and emptied an Alchemy Jar's worth of acid over the griffon's other wing and shoulder. At this point, the horse that Shadow had jumped on took off at a gallop and lost itself in the woods, taking the rogue with it. The third horse, unmounted, also spooked and took off, but in a different direction. It plowed through the tent of Bobilis, the head of the expedition, collapsing the tent and trapping Bobilis and the gnome saboteur Jou inside. Then it, too, disappeared into the woods. Aspen and Barrith attacked again, but both missed.
At this point the griffon shrugged back up to its feet, extended its wings, and with huge, powerful sweeps propelled itself into the air and away towards safety. The attack was over, and fate of the missing horses was no longer a mystery. The dragonborn sorcerer, after a few moments of thought (while, OOC, we had lunch) suggested that the horses would probably be pretty safe if we kept them in some sort of tent or pavilion at night -- anything that kept them out of sight of the griffon.
However, we still had a minor problem: Kaz, and his full-blown obsession with obtaining a pet gnome. Toruv the sorcerer went to the front of Bobilus' tent and lifted it up, then stuck his quartertaff in to hold the thing top up. Bobilis came spluttering and staggering out, grateful to be free again. Kaz, meanwhile, had gone around to the back of the tent and cut a large hole in it, so he could sneak in and grab the gnome.
Barrith the halfling rogue, realizing what Kaz was up to, raced in the front of the tent and started pulling the gnome out in what looked like a heroic rescue attempt and sort of was. Kaz jumped on Barrith, and Toruv stepped in a moment later -- first to grab the gnome himself, and then to try to restrain the monk after Kaz threw a dart at him.
While the three of them were struggling, the gnome shrugged out of the ropes that had been holding him and sprinted out through the hole in the back of the tent, where he promptly disappeared into the woods. By the time Kaz got loose and tried to chase after him, he was gnomewhere to be found.
I'm not honestly sure how this is going to affect the game. The players for Toruv and Barrith were exasperated but also amused; nobody was actually angry, including the monk's player. However, Jou the Saboteur Gnome, who was meant to be a throw-away villain, is almost certainly going to be a recurring character now. Moreover, Kaz the Monk's player was talking about having Kaz take off into the woods to hunt for the gnomes. So, as DM, I explained that if he really wanted to have Kaz do that, he could put together a new character and Kaz would become an NPC -- and at some point in the future Kaz would probably come bursting out of the bushes yelling things like, "Have you seen that gnome!? He has to be here somewhere!" The player would be welcome to build a new, less crazy character at the same level as the current PCs and equipped with a magic item equivalent to theirs. The player smiled and suggested that he could play a barbarian, which... might not be any less crazy, but it seems likely that we'll see.
So, I mean, it's fair to say that Things Took A Turn, but I'm not as surprised by that a I might be. The player's father runs and plays in various campaigns where things like having a pet gnome (well, a servant, or an adopted orphan, or what-have-you) actually do happen, so I think some of this came from that background. Some of it also, I think, was a perfectly natural eleven-year-old's desire to drive the other players slightly crazy.
In any case, despite the intra-party gnome dispute, everybody seemed to have fun. As long as that remains the case, I do my best to roll with it.
The Goth Poem of Azrael's Sadness and Loss
Some of you may be wondering just what poem Azrael composed that so impressed the human necromancer. Well, he has deigned to share it with us, even knowing that we can't really appreciate it and will never truly understand him. Naturally, it can only be posted at midnight, and is best read by the light of a single, lonely candle flame.
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