Plynck


March 13, 2010



XP Starting Out:      85,115

Pail 28, 5040

8:30 am  

Ben and Jenna use spells and wands to heal everyone to full.

Consider what parts of the building we haven't been to yet.  Go down (C) stairs and up the other side.  No traps found.  Ulfgar opens the slightly ajar door the rest of the way, and:

0.  Ulfgar is hit by bludgeoning, Ar'tes is hit by bludgeoning.

1.
 Ulfgar is hit twice by bludgeoning, Ar'tes is hit twice by bludgeoning;  Kes casts Flare into the room, still nobody sees anything in there, starts singing Inspire Courage; Zora moves to in-line and reserves for a partial charge when she has a target; Fuori casts Faerie Fire on the space just inside the doorway: now there is a tall humanoid shape outlined (a giant); Zora charges and criticals for 93; Ar'tes tumbles to back of  giant and sneak attacks for 25; Beri reserves; Ben casts Bless; Ulfgar criticals on giant for 104, kills.

XP    245        Running Total:    85,360

Beri believes that this is an Invisible Giant, that it is seemingly (and perhaps moreso now that it is dead) made of stone, and that each of the eyes can be used to make a potion of Improved Invisibility good for two hours - however, it will take half an hour to chisel out each eye.  
Also find 1,700 gp.

Ar'tes and Ulfgar are healed.

Planning session on how to handle the fiery rock creature that everyone avoided on Pail 27 (an Ember Guard).  Best idea: Beri to cast Mass Resist Elements::Fire, and Fly on everyone.  We can all come up over the railings of the space, rather than one at a time up the pipe-staircase.  Kes will start singing Inspire Courage to the group just before we start out.  Ben casts Bull Strength on Zora and Greater Magic Weapon on her sword; also casts Aid on Kes.

9:30 am  

1.  Ar'tas reserves to flank; Ulfgar charges, gets hit twice, misses; Ar'tas tumbles and hits; Zora flanks, hits for 36; Fuori casts Electric Orb but it fizzles; Beri flies over it, above its reach, and casts Magic Missile; Jenna casts Searing Light; Ember Guard, half-damaged causes fire damage to all within 30', but the Resist spell protects those four, Kes casts Glitterdust but it fizzles; Ben casts Dismissal but it fizzles.  Ember Guard breathes a Flame Burst overhead at Beri, hits on Zora and Ulfgar.

2.
 Ar'tas hits for 33; Zora hits for 26, kills. Ember Guard explodes into fiery chunks of rock, doing damage to the entire party.

XP    480        Running Total:    85,840


No treasure, no useful parts (all gravel now).

Everyone gets healed.

Search the room, find no doors or secret stuff.  Fly down walkway to ladder, fly up ladder, fly across drawbridge, and continue to search areas on the way.  

Ar'tas searches more.  Reach spiral staircase going up (this one in phase). At top of staircase is a doorway.  Ar'tas sends Ulfgar into the room first. Room has windows looking out over the main central open space.  There is a huge lever in the middle of the floor.  Ar'tas searches for traps, finds none.  Ar'tas searches lever to see if/how it is connected - can only determine that it affects something under the floor.  Pulls lever.  Lever makes all out-of-phase stairs turn in-phase, all in-phase stairs above the first level turn out-of-phase, and all walkways which intersected the now-in-phase spiral stairs are now out-of-phase.  We fly down to the very bottom point, look again at the window-like opening: everything in it is still hazy.  All the "building memories" of people are also still hazy.

We exit.  I'ts raining.  The two horses are very hungry.  We heal.  Beri casts a second Mass Fly (on everyone plus the two horses), and we head across the granite shield as far as we can on the time of that spell.  Then land, Beri casts Leamund's Secure Shelter, and spend the night.  Beri casts Identify and works out what each of the magical items found is:

Ruin Chanter: Light Mace, Adamantine, +2 Magic, +3 total (stacks in Plynck despite what books says)
Ruin Chanter: Ring, Blinking
Ruin Elemental: Gauntlets of Ogre Power, +2
Rot Reavers: Clevers, +1, 16 count
Rukarazyll: Cloak of Charisma, +4
Rukarazyll: Belt of Giant Strength, +4
Greater Spawn of Jubilex: Amulet of Health, +2
Greater Spawn of Jubilex: Wand of Magic Missiles, 1st Level, 38 shots
Necromancer: Boots of Striding and Springing
Necromancer: Cloak of Resistance, +3
Necromancer: Amulet of Natural Armor, +4
Necromancer: Bracers of Armor, +8
Necromancer: Composite Longbow, +2 magic, +2 mighty

[No record in diary of who took which item to use -- but perhaps that doesn't matter to much: with this adventure over, and since there are magic shops in New Glysoph, selling items at full value should be no problem (availability of things to buy might be a different story, of course).]

Fuori proposes that, since she doesn't want to wait for a complete treasure split, the group give her the (lightweight) gems from the Greater Spawn of Jubilex, plus cancel her fee for hiring the group and her payment to purchase new horses.  Also, she offers to take the two remaining horses off the group's hands, if Ar'tes and Ben (whose horses they are) would like her to.  The group agrees to this.  Fuori says that the village she'll be stopping at is not rich: they probably couldn't even have replaced the six dead horses, let alone do anything about dealing with magical items.  Also, it's rather parochial, so she'd just as soon not gather a lot of attention by appearing out of nothing (the Wind Walk mist) with a large group of adventurers.  So she intends to drop out from the group shortly before they reach the village.  [She anticipates regaining her sense of direction once she's off this huge granite shield.]

Dragon 1, 5040

Clerics get spells back at higher slots again.  Jenna calls Birath.  We give him map and explanation.   He thanks the group.  Looks at Ulfgar.  Says, “Yes, she would fetch a lot of money at the right slave market.  (beat) And then her grandfather would track you down and kill you.  (beat) I’d help.”  And then he disappears.

This puzzles many in the group, and Jenna in particular looks appraisingly at Ulfgar.

For exploring Good-blocked space:
XP    2,500        Running Total:    88,340


Ben and Jenna cast Wind Walk, letting the group travel at 60mph.  Shortly before Noon, Fuori takes the two horses and drops down to the ground.  Jenna comes down to say good-bye.  Fuori gives directions towards Glysoph -- she'd never heard of New Glysoph while she lived here.  Cautions against flying into a land-ruled country: the ruler could detect them, and could cancel they spell, tumbling them all hundreds of feet down.  She casts Change Self and appears to be a female elf with nearly exactly the same body shape and featues (but with her half-Nymph gaze aspect thereby blocked), waves good-bye to everyone.

For successfully getting Fuori to her destination:
XP    1,000        Running Total:    89,340

Fly on for the rest of the day.  Land and set up camp.  Get through the night.


Dragon 2, 5040


We tarvel again and late afternoon see civilization.  W alight and de-mist and walk to border guards.  Show safe conduct and get directions.   We re-mist and make it to the next border -- city -- before sunset.  We de-mist and walk up.

Ben hails the guards.  Shows safe conduct.  This results in escort to Baron Quokaphun’s palace.  However, first the city watch want to safety bond every weapon the group has.  They take special red & blue striped strings for doing this: the strings’ ends meld tightly into each other to form a single loop.  They warn the group that breaking or cutting a loop will cause the city watch to descend upon the location. 

Next they want to adhere a red & blue sticker to the forehead of each spell caster in the group, and each scroll, wand, and staff.  If a wearer casts a spell while wearing the sticker, or successfully removes it,  the city watch will descend upon that location.  Stop by a watch gatepost on your way out to have the safety bonds removed.  Enjoy your stay in New Glysoph; this is a civilized, orderly city – please keep it that way.

The chamberlain will show you to a suite of rooms, will announce the time until the next meal, to which you are expected as guests, and says that the Baron is rearranging his schedule to meet with you at the earliest possible time – probably sometime after dinner this evening.  He extends the Baron’s gratitude that the group has traveled to meet with him.

 After dinner the chamberlain escorts you down a hallway to a pair of doors.

Two bodyguards outside the lounge wish the group to divest itself of all armor, all wands and staffs, and all weapons larger than tiny.  Inside the lounge there are several cushioned chairs, sofas, and other places to sit.  

 Zora and Beri say they'll stay outside and watch over the group's possessions.  The others divest themselves (Ulfgar counts on is armor's undetectable nature and does not take it off) and enter.  There are two more bodyguards immediately inside the door; and eight more spaced around the edges of the room. 

The Baron comes forward, welcomes you, invites you to sit, asks for introductions, offers refreshments (there is a servant and a side table with wines, crackers, and cheeses against one wall), and thanks you again for making the journey to meet with him.

He says: 

 


You have learned of the existence of a large crater, far to the North and West.  And you are aware that there is something, some artifact, in that crater which is of great interest.  From my researches, I believe that it is an artifact of Great Power.  Please note: I am using these words with care.  I am not saying that it is a source­ of Power; I am saying that it is a Power.  I believe that the artifact is a gate which, if opened, will allow this Power to enter this world of Plynck.  Or perhaps to return to Plynck – that point is not clear.  If this Power were here sometime in the remote past, there is no indication of that, other than perhaps the artifact gate itself.  And therefore there is no record of what compelled the Power to leave, if indeed it were ever here.

 I believe that if this Power were to be allowed onto Plynck, it would be a worse disaster than all of the undead which plague all peoples, regardless of their alignments and Deities of preference.  I believe that this Power would not enter into our political and combative fray, would not take sides with any group or race, but would instead embark on a campaign to conquer the entire world – perhaps to destroy the entire world.

 Most of the people I have talked to about this, I have been unable to convince as to the seriousness of the disaster opening before us.  Admittedly, most of the people I have talked to are perhaps what youall would consider to maintain a, shall we say, more selfish and overly pragmatic attitude towards possessions and other people.  Encouraged no doubt by the other people around them, and the Deities worshipped in common with those other people.   Nevertheless, almost everyone with whom I have broached this concern has heard me as far as the word “Power”, and then has become lost in daydreams of what they would do, did they personally acquire that Power.  My caution, again, that this is not a ­source of power falls on completely deaf ears. 

 Accordingly, I have unilaterally begun a campaign to find and eradicate all knowledge of this crater and its contents.  If I can convince other people, directly or otherwise, that any efforts to reach that artifact are doomed to failure through lack of knowledge, then that would be as good as somehow removing the artifact from our world completely. 

 So.  That is what my assassins were doing in Greater Woodknife, and why they were trying so diligently to permanently remove both scholars and documents there.

 I have hopes that you and your group, Honorable Ben, will be more receptive to my cautions than have been the people I have spoken with heretofore.  And that you will agree to join me in establishing the protection of our world.

Here is a copy of the document which started me on this quest.  My researchers believe that my original was itself a several generation copy, having gone through changes in language more than once.  Their best estimates, based on grammar oddities and strange phrasings and things I don’t understand, is that the true original was written thirty to forty thousand years ago. 

Here is the document the Baron offers to you.

There is no evidence that a tunnel was ever constructed.   But after tens of thousands of years, all such evidence may well have been erased.  It is clear, however, that the writer of that document did not succeed in releasing the Artifact’s Power, as it is still there.

If you agree with me that the best way to treat with this menace is to destroy all references we come across, then I will leave you to hunt down documents in parallel with my own efforts – and I will instruct all of the teams I send out that they are to recognize your group and inform you of any actions they are intending.  And not to interfere in any way with your own stated activities and intensions.

And I’ll ask that you hand over to me, now, all documents which you have acquired, so that I may destroy them.

Contrariwise, if you believe the best approach is to learn as much about the Artifact, and the Power behind it, then I will respect that, and will suspend my own activities for, shall we say, three years?



He starts to say something else, then breaks off and suggests that perhaps you would like to discuss this among yourselves.  Take what time you need: you are guests here.  Whenever you are ready, find the chamberlain and he will arrange another meeting as early as possible.

Everone leaves, picks up weapons, etc., plus Zora and Beri, go back to suite, and discuss this. Decide that cooperating in suppression is not to our taste - whether or not it means ourselves also being targeted to be killed.  Decide that three years is simply not enough time to do any investigating on our own, given how long travel takes on Plynck.  Hope that the Baron is sincere, and that he actually is looking for a different approach - other than suppression - as a means of removing this menace.  Decide to ask for seven years of grace time from him, while we investigate; and also set up some faster communication channels.  

Dragon 3, 5040

In the morning we find the chamberlain.  He comes back to us to say the Baron can meet immediately after lunch.  This time only Ben, Ulfgar, and Jenna meet with him.  He agrees to the seven year time period, and has obviously also been thinking about communications as he says that he'll need to insist on intermediate reports if he's waiting that long.  Mutually determine that Ulfgar is willing to have one of the Baron's mages become able to Telepath to him; meanwhile Beri will memorize the details of the Baron's teleport chamber.   Agree that the two solstices each year will be regular contact times; and that others can be instigated by either party (by telepath or teleport).  Ben asks for a means of identifying any of his agents in other countries, and the Baron declines.  Ben asks what if we determine that the artifact is helpful, not harmful -- perhaps it could rid the world of undead?  The Baron says that if the group does find any such evidence, they're welcome to present it and try to convince him.  Both sides agree to these terms.

The Baron goes on:

As an earnest of my good wishes and willingness to cooperate, you might find these useful (give envelope).  There are two more puzzle pieces inside.

My scryers have discovered where one more of these enigmatic pieces is.  If you like, I will have directions to that spot given to you.  It is NorthEast of here, and a fair distance away; but perhaps you have a faster means of travel than walking or riding?

I have not sent anyone to recover this fragment.  It seemed safe enough where it is: in the middle of a hive of Formians.



Ben asks about magic stores in the city.  The Baron says that the group is welcome to stay in the palace for as long as they want, and that any of the businesses in the city are certainly open to them.

Click here to see the New Glysoph Magic Shop's contents and what was purchased


The run stops here.

For arriving at the Baron's, and successfully dealing with him:
XP:    2,000        Running Total:    91,340        Fourteenth Level!

The third Plynck adventure stops here.