Wednesday, August 27, 2014

Realms Toowoomba Session # 49 [RPG]

[24 Kythorn 1372]

At a dock in Silverymoon, the kenku trapsmith Ralkin farewells Katanya and Flindle, the gnomes he escorted safely from Startop Mountain. As thanks, Katanya gifts him with two small gems that her brother had cut during their stay in the city. Katanya says that she and her brother have decided not to return to Mirabar but are planning on starting over in Waterdeep, and that Ralkin should look them up if he ever visits the city.

Passing through a wealthy part of Silverymoon on his way back to the Blind Dwarf Inn, Ralkin runs into a familiar face. Having just come from having her hair styled and dyed to subtly resemble flames, Mellia is surprised to see the kenku again after he left the group a couple of tendays ago. The two talk, and Mellia explains that the group plans to travel to Thay to rescue Cain, who has been, in her words, "misplaced." She tells Ralkin that the others have gone through a magical portal at the behest of Terrigo Multivar in order to buy passage for a future journey to Thay. Ralkin says he happens to be looking for work, and the two agree to meet the next morning to travel to Multivar's residence together. Later that day, Ralkin sells the gems given to him by Katanya to a funny little man who says his wife needs a new pair of shoes.

Late that night, inside the complex on the other side of the mirror-portal, Myst's ward against intrusion wakes everyone from their slumber. The four-armed master of the complex, T'Klack, has suddenly appeared in their midst, and reaches out to grasp Gelkar's corpse. T'Klack slowly starts to fade away, explaining that Gelkar died in battle and is entitled to the honour of becoming part of his trophy room. Myst reacts quickly, and his hand begins to glow with arcane energy. When he touches T'Klack, the being seems to grow somewhat confused. Fargrim and Daisy then work together to yank Gelkar's corpse out of T'Klack's hands just before the threat fades away.

Dolcetto says the group is going to have to be watchful of the bodies of their slain companions. Later, while she and Fargrim are on watch, Dolcetto announces her intention to reconnoitre the area. The dwarf refuses to let her go, however, saying that she's gotten herself into enough trouble already.

[25 Kythorn 1372]

At Wayward House, Mellia successfully casts a new spell that she has been developing for several days. The spell allows her to send a short message to someone she knows, regardless of distance, and it then allows a short response. She sends a message to Cain, telling him that the group is coming to rescue him and asks him to confirm his location. His reply is somewhat vague and ominous, but he confirms that he is indeed in Thay.

When Ralkin arrives, Mellia tells him that anything he can do to speed her companions' return from the mirror-portal would be appreciated. She gives him a note and two potions to give to the others. Ralkin is taken to meet Multivar, and the kenku queries the old wizard about the stolen amulet the others have been tasked to retrieve. Multivar seems evasive, but describes the amulet as being black and in the shape of a spider. With little further ado, Ralkin jumps through the mirror-portal at the appropriate time.

He appears in front of the complex, startled to find that an acidic rain is falling from the sky and sizzling against his feathers. Turning around, he's even more startled to see a massive two-legged monster with a long tail and huge teeth running towards him, followed closely by a halfling clad from topknot to toenails in scaly hide armor! Ralkin hastily pulls open one of the slats in the metallic doorway and leaps through, less concerned with what may be inside than with what is definitely outside. The halfling follows, and introduces himself as Syd, and the large beast, which he calls a megaraptor, as Garry. Syd says he doesn't know where he is, and asks Ralkin for help. The kenku is cautious, however, and instead begins to call out to see if any of his former companions are present by imitating Mellia's voice. As he does so, Garry gives a loud roar.

Hearing the roar in the room where they had been resting, Daisy rushes around the corner to see Syd and Garry. Daisy is as excited as a child at a Midwinter feast, and receives permission from Syd to pat Garry. Meanwhile, hearing what sounds like Mellia's voice, Fargrim and Dolcetto come around the corner to find Ralkin instead. Fargrim greets Ralkin and introduces him to Dolcetto as an excellent scout, but the sorceress and the trapsmith are not particularly friendly to one another. Soon, introductions are made all around. Syd's ability to converse telepathically is found to be particularly off-putting to Dolcetto. Syd explains that he was camping one night in the Evermoors when he awoke to find a strange, four-armed creature had bit him! Although the halfling tried to struggle, he found that his limbs would not respond. The next thing he knew, he was laying in front of the large, square metallic doorway that led into the complex. Hearing a nearby roar, Syd spotted a beast that he was able to calm and befriend, giving it the name Garry.

After Dolcetto explains the group's purpose in coming to the complex, Syd agrees to help them find the amulet in exchange for help in returning home. Dolcetto tries to enlist a similar commitment from Ralkin, but the kenku is busy examining the trigger for the razor-wire trap in the ceiling. An attempt to deactivate the trap goes awry, and Ralkin finds himself caught in the sharp net! Dolcetto says he should be left there a while to learn his lesson, but Fargrim cuts him loose. Ralkin carefully gathers together the razor-wire for future use.

Later, after Dolcetto has explained that the group was just in a terrible battle that claimed the lives of two companions, Syd displays the ability to cast healing magicks. Conversation turns to what Daisy calls the "invisible man" who guards the display room of weapons. Intrigued, Ralkin moves towards the door and realizes that he can converse with whatever is on the other side. Daisy happily chatters to it, and Dolcetto, perhaps reluctantly, agrees to leave it alone for the time being.

Even with some healing from Syd, the adventurers are still hurt and decide to rest another night. The bodies of Gelkar and Markus are rolled up inside sleeping bags and tents. Dolcetto works on writing a new spell in her book, while Daisy and Syd make music. Fargrim asks Myst about the unusual shovel with healing properties that Gelkar wielded; Daisy is able to hold it with no difficulties, but the dwarf finds it saps his strength. Myst, however, knows little about it. The sage is able to hypothesize, however, that the longsword taken from Iskenvar may host a rare and difficult-to-create enchantment that makes it usable only by those with orcish blood.

[26 Kythorn 1372]

In the morning, the group moves out in a marching order set by Dolcetto. She also gives the group instructions that if they are attacked by more large creatures like the flesh golems, they should fall back into a narrow corridor so only one of the constructs can advance at a time. When the group reaches the ghastly trophy room, Ralkin examines the lift mechanism and is convinced it must be trapped. He is lowered down on a rope and removes a gear from the assembly in the hopes that doing so will deactivate the trap. When the others try to activate the lift, however, it seems to be broken. Using a magical spool of rope that was in Gelkar's possession, Dolcetto arranges for everyone, including Garry with two corpses tied to his back, to reach the lower level of the complex safely.
Director's Commentary (December 29, 2017)

With Gelkar dying last session, his player went back to running Ralkin, the kenku trapsmith.  It got hard to keep track of all the PCs sometimes, especially when they each had back-up characters and I was trying to keep the timeline of everyone's actions consistent.  Similarly, Markus' player introduced his new character, Syd (and animal companion, Garry).  D&D had some crazy options for animal companions, like a fully-fledged freakin' dinosaur!  It was hard for me as a GM to figure out how to have NPCs react to seeing a dinosaur around.

The sending to Cain was something I had to handle carefully, since Cain's player was running another PC (Myst) and I knew he would probably be part of the group sent to rescue himself!  So I couldn't give away too many spoilers on what was happening, but I still wanted to be fair that Cain would know the situation he was in.

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