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Session #46
1/28/2012
Players
Jarri the Pale (Eric G.)
John Fighter (Adrian)
Ploosk the Hobbit (Christine)
Daruman the Magic-User (Anthony)
Lucky the Archer (Eric)
Ookla the Mok (Dave)
Xeno (Thaddeus)
Neisseria the Medusa (Scott)
Enemies Defeated
Mysterious undead wizard
(his two drow companions teleported away under thier own power and were not really defeated so much as retreated to fight another day)
Treasure Liberated
4 vials of defiled, un-holy water
Unholy symbol- tentacles in an warped shape
Pack of standard gear: tinder box, torches, 6 flasks oil, etc.
Wand of Negation
Ring of Regeneration
Pouch containing 2 handfulls of the dust of Khalil-Azim (1 handfull allows user to walk through the world of shadow as long as they can hold thier breath)
Staff of the Magi
Exp From Combat
1,000
Exp from Treasure
None!
Summary
In brief:
or some days the ghost colossus above the city had been pouring forth addresses from the wraith-king Agamnemnar. He had been directing praise and offers at the Grey Company. He explains that he was formerly held captive by Ashur Ram, and was set free by the Grey Company when they slew Ram. He is now in possession of the ghost colossus and all the treasure within, but due to our recent actions is well-disposed towards the Grey Company and asks to be our preferred vendor of magical services.
We identify an emissary of Agamnemnar – a human woman of dubious appearance styled Urampat – and invite her to the flying tower so as to conduct business in a more discreet manner. She seems to be held by a Geas to the Wraith King, and is terrified of him.
As she arrives, Ookla notices a small invisible wizard eye entering the flying tower, and goes in pursuit. Xeno overhears the thoughts of someone in the crowd outside using the wizard eye and tries to determine who it is.
Quickly, members of the Grey Company converge on what appears to be a long-unwashed peasant.
A brief but eventful combat ensues, featuring the illusion of a squad of drow archers, John Fighter's 'sleeper hold' involved grappling with the peasant and interrupting his attempt to teleport away, Jarri's bear breaking the illusion of the archers, andN eisseria the Medusa uncowling herself in the midst of a crowd of onlookers – turning a dozen or so to stone. At least two of the beggar's companions teleported away to safety. The group only ever glimpsed one, a female drow.
On death, the beggar reverted to his true form: a dead skeletal wizard, some form of lich or necromancer. His loot included a fairly standard adventurer's pack, implements of some evil religion or ritual, and four very potent magic items: a Wand of Negation, a Ring of Regeneration, a Staff of the Magi, and 2 doses of the dust of Khalil-Azim.
Negotiations resumed with Urampat, who revealed the unsavory nature of the services the Wraith-king wishes to provide: the siphoning away or return of expertise, using trained wraiths. He can also read from a Book of Vile Darkness and bestow the resulting “benefits” on someone else. Other disturbing services were discussed and hinted at, but the party made no binding agreements. (Except Nerissa, who bargained to siphon away her knowledge and facility with magic in order to imbue herself with the capabilities of a priest of the blind goddess).
Of note is his possession of or access to a network of 98 captive sphinxes. Ontussa was the 99th sphinx of that group before being freed by the Grey Company.
[At the end of the session Xeno had laid claim to the Staff of the Magi, Jarri and John Fighter both sought possession of the ring, and the wand and dust were to become parts of a scheme to rob the Pharoh's tomb…]
Neisseria discussed the options on the table, and opted out of being a -2 level cleric for just being a plain, old fighting-person, it seemed less complicated.
Also, I am curious as to how the Looting plays out, whether it blows up in our face or we make out, since I would love to end the session with a big, fat total of stuff.
I was under the impression that we decided at the end of the session that the ring was going to John Fighter.
It may be worth noting that Ookla tried to get the ship to respond to his commands and was subsequently locked out of the system and had the computer go into "Mutiny Alert" mode. Among other things this involved something akin to a shambling mound with claws of thorns manifesting on the earth/garden level and start coming after Ookla, even though it was about half as fast and so easily outpaced. (Nyah-nyah!)
Do we want a Wand of Negation? Should we try to sell it? What do we know about what it does?
An alternate use of the Dust of Khalil-Azim might be as a weapon against the undead, preferably against a powerful member of the undead. The dust works, by my understanding, as follows: Once you've sprinkled the dust on yourself you are taken to the plane of darkness/shadow. You are able to remain and travel there for as long as you are able to hold your breath. Once you exhale and draw another breath you return to the plane on which you originated. I wondered what would happen if 23 the Robot Cleric were to have a dose of this dust sprinkled on him since he doesn't breathe. However, this would mean that he also doesn't exhale and so he might not ever be able to return from the plane of darkness. What if we were to use the dust on a creature that doesn't breathe as a method of banishment? The undead surely don't breathe. If we were to sprinkle the dust on one of them then might they not become banished (of course, they might be able to polymorph themselves into a creature that does breathe, like a smelly vagrant…).
My understanding of this was the computer taking advantage of vague phrasing and it causing all sorts of shenanigans.
I recall Jarri also wanting it. Was this addressed and I missed it?
No backsies! We are totally going through with this heist, the only thing that stopped us was the DM!
Me too. This seems like an opportunity for role play on the forum or at the table (if IO and Eric G. would find that a thing to do). From a pure practicality standpoint it does seem like we need to get John Fighter re-armed with some magic. He did give away all his nice stuff earlier to save party members.
Does Anubis - or its earthly manifestation - breathe? I am thinking this would be like Doctor Manhattan getting atomized the second time, where ejecting him from Planet Awesome Universe would give you about a 5 minute period before he found a way back. (and note the use of a comic book reference - about the only one I know.)
Ridiculossus, I will try to fix Neisseria's exp in the sheet, but need to find the time to properly sit, glass of scotch in hand, and figure it out.
Oh man. This totally adds an extra option if we get caught! I can't even conceive of what the XP would be for defeating the physical body of Anubis. The only problem would then be getting someone out of the tomb again. They'd be trapped inside.
I'm wondering if the deal would be sweetened for Jarri if he had John's Sword of Lycanthrope Slaying, which I recall him giving away earlier in the session. Isn't Jarri lobbying for the Dwarf cause, and aren't they oppressed by the weretigers? If nothing else, the item becomes a great piece to barter with.
Lucky also expressed an interest in the ring. "I'd rather that John Fighter gets it," he says, "but if Jarri has a chance at it, I want a chance at it too — if only to give it to John Fighter afterward."
:/
I have decided that 23 the robot cleric could not use the ring of regeneration and should seek out a ring of repair instead. Otherwise he would also be pressing a claim, as he was important in conquering the starship.
Isn't it time we had a treasure distribution system? Many items have fallen through the cracks.
bad idea! but thanks
There are several draft agreements in Appendix V of the AD&D Players Handbook, which look like the sort of thing nobody would actually use in real play.
Pretty jealous of a Staff of the Magi. What level is Xeno again?