All This Because of a Cat
Second Ptolus Campaign Journal, #51
0Session
XCVII -- Still the 10th of Birth
Just as we're about to venture
after the vampire(s) that Calista senses, Sir Feruch arrives at the house to
join us. Barbatos opens a magically sealed door to a large room where we see
two cages, one containing two writhing, tormented, emaciated vampires and the
other containing two underfed, poorly treated teens. While I release the children,
Feruch uses his undead bane sword, Final Peace, to put an end to the
vampiric creatures; his strikes reduce then to tormented mist. Prevented as
they are from reaching their sanctums, surely they will die soon.
While Barbatos monitors
the two clouds of mist (and peruses the journals of Chellaster that he finds
in the room with them), Feruch, Diethan, and Calista search the house. Meanwhile,
I find something for the human captives to eat. The two teens, brother and sister,
tell me they are from Pharis, a fishing village north of here. They were taken
from their homes by "bad men" and brought to a cave filled with monsters
where they were sold to a "metal man with the old man head." They
arrived here only a couple days ago. Cave with monsters? Sounds like a slaving
center. They said they were taken from their village on a boat and removed from
the boat at night. They remember some cliffs and being brought down some streets
past buildings and into another building that backed up against a big cave.
I tell them how brave they are as I make a mental note to check around for this
cave.
On their search, Feruch,
Diethan, and Calista locate a book called Blood of the Vampire hidden
away in a niche behind a wardrobe. (Apparently this book includes instructions
on transforming a person into the sort of dual creature Chellaster was.) Diethan
picks up some additional loot along the way including a pair of mummified hands
(hung over the front door -- they look like they might be one of the wards we
came here for).
A knock at the door interrupts
us. It's the City Watch! We explain that we are with the Keepers of the Veil
here to suss out some vampires, adding that came upon two captive youngsters
destined to be dinner for the undead. We ask them to take care of the two kids
and make sure they get home (we give them some gold from a sack we found in
the house to see their way back).
The guards take a final
sweep of the house, then agree to let us wrap up our investigation. "We'll
defer to your order on these matters. As usual, if you'll just have your people
make a final report to us..." We agree readily and they leave, promising
again to take the children home. Wow, Keepers get a lot more respect than members
of the Delver's Guild. We could get used to this!
The journals tell us Chellaster
hates vampires and uses them cruelly to sustain his long life. They also refer
to his activities selling children as slaves to the Ennin. He mentions the Ennin's
"Pactlord masters" -- wonder what that means. It seems that he has
many contacts within the Ennin including a woman (or an it"?) named Annagias,
the one who traded some slaves for that Blood of the Vampire book we
found elsewhere in the house).
And we learn from the journals
that we can't destroy Medre permanently while her cat familiar remains alive.
Oh, no! We didn't even see her cat, Aryla. Now we have to go back down there!
Chellaster adds that Hadrien Runihan (whose magical Sword of Ptolus, Deceit,
allows him to remain hidden from divination while in the city) and Koban the
litorian are back in the Covenant. Other members are the wizard Tabares Sorsen
(friend to Maystra Balacazar), the Harrow elf Ka-Ree (dead already, thanks to
us!), and the dark elf Zachean (whom Doeradian Mythlord hates and who once was
a foe of the Covenant). He says the number of vampires in the city is growing.
The journals refer to the
Shuul as being powerful, though blind to true ambition. Chellaster used Shuul
agents infested with devil-parasites to build him his new mechanical body. (Cravish
Nathed, the Balacazar crime boss of the Nobles' Quarter, hooked him up with
the devils.) He later learned that the Shuul created a mechanical head for his
body and seemed quite upset about it.
In closing, Chellaster wrote
that he had to trade Illistar, the greatest of his wards, to the Ennin
for more slaves. One more reason for us to find those slavers and destroy them!
Using spells of magical
detection, we locate quite a few items and wards here at the house. Gathering
them up, we head out to our carriage and make our way back to Pythoness House.
(Barbatos also insists on taking a harpsichord from Chellaster's place, presumably
to provide some Pythoness House with some class.) We hang the mummy hands over
our front door, and it seems to help.
Afterward, we retire to
the shop to ask Taeval to identify some of the materials we gathered from Chellaster's
place. Archinemus uses his magical helm to ask Zavere for more details on Aryla,
Medre's familiar. "It's a fiendish white cat, I always hated it,"
comes the mental reply. "It's got a collar of invisibility." (He sounded
like he might have been in the middle of a fight or something when we "called."
Ulp.) Feruch heads back to update the Keepers' leadership at the Siege Tower.
Much as I'd like to go and
bust up some slavers, we need to go find a certain cat, pronto.
11th of Birth
Bright and early we set
off from Pythoness House to search for this invisible fiendish cat. Sir Mirauch
and a couple lesser knights come along from the Siege Tower, as of course does
Sir Feruch (who seems to have adopted us).
Calista's locate spell detects
nothing from the front door of the Dark Reliquary, so we venture down to the
lower levels once more. We arrive at the horrid toothy hall, beyond which lies
the chamber with the hemispheres of force that sheltered Medre's coffin and
the horn of blood. No sign of the cat.
We presume that the cat
may have wound up in the hands of Medre's ally, Menon Balacazar. If that's true,
it may be in the manor home of the crime family located along the cliffs just
north of the city. We've been below it when we sought to recover Linele almost
a year ago. More recently, around the time we met the Hussar, Diethan checked
the place out from the outside. Sir Mirauch knows about a weak spot in the wall
behind the Reliquary, where we can exit the city on the sly and head up the
coast.
We go cross-country along
the top of the cliffs. As we come in sight of the large three-story house, we
come face to face with a band of ruffians -- including TWO men who stand nine
feet tall! After an exchange of insults between Diethan and their leader, we
are pelted by an assault of arrows and crossbow bolts coming from the area beyond
the ruffians. It's an ambush!
Some of the knights sustain
grievous wounds, but we more than hold our own in the fight. We face many foes,
but they are no match for us and the knights. Those who do not fall retreat
from us in panic. As the leader goes down, he manages to call out, "Somebody
alert Arkhall!" Stepping forward, Calista detects the presence of our fiendish
feline quarry within the house!
Naturally we fall to bickering
about what to do next -- Sir Feruch and I strongly favor retreating, regrouping,
and entering the house from below through the sea caves we discovered last year.
The others want to press the attack on the house, and while we argue about it,
Diethan dons a magical disguise and races forward. We try to get behind some
cover as we wait for him to scout the house -- at least, we hope he's just going
to scout around. Those of us in heavy armor can't hope to sneak up in Diethan's
wake.
As Diethan approaches the
house, he manages to take down the last ruffian, only to run afoul of a vrock
sentinel. It doesn't seem to see him, but the manor's front door opens, and
some more guards come out, along with a warrior guy and a woman in spiky leather
armor with a whip. They see the dead sentry before them and begin looking around.
THEN the vrock sees him and squawks loudly. Diethan shoots one of the guards
and tears off back to our position. Hot on his heels is an angry demon and a
batch of the crime lord's finest. Great. I begin to mentally plan on drinking
potions of levitate and water breathing and hurling myself off
the cliff while the rest (hopefully) teleport away.
Session
XCVIII -- Still the 11th of Birth
Diethan high-tails it over
to us, followed close behind by a great big purple vulture-demon. It shrieks
as it approaches -- and then we hear another shriek from behind the trees. Good
Mother of All Machines: TWO of them? How will we survive?
We all gang up on this demon
and get in some good licks, but then we hear two more creatures moving through
the trees at us. They are enormous blue man-scorpions. The vrock goes down under
an assault from my Hu-Charad sword but before we can engage the man-scorpions
fully, new foes arrive: three winged stocky humanoids and another vrock along
with a number of humans and half-elves, including the woman with the whip that
Diethan saw up at the house. "Oh for all the gods' sakes, if you keep fighting,
you'll just get killed," she says.
Not as daunted as we should
be, we fight on. Diethan jumps on the back of one of the scorpion-men, hoping
to get it to release Sir Feruch. Things are looking grim, but suddenly I note
a strange barefoot elf covered in a leafy cape near where we're fighting. "If
you want to live, do exactly as I say," he commands, as he creates a magical
wall of thorny growth between Calista and her group of foes.
I don't mind taking some
direction right about now, as the winged demons spew sticky bile all over me.
I look up at the elf and say, "You'd better make it quick!" He tells
me to gather my friends and come to him -- maybe he can teleport us all out
of here! He throws up another thorny wall between us and one of the scorpion-men
and the flying demons. Some of our foes begin circling around the wall at us.
"This way! Follow me!" cries the elf, and he ducks through an archway
of trees that he just conjured up. He disappears. One by one we follow him through.
We appear in a starkly quiet
wooded area. As the last of us comes through the archway, we see the elf druid
gesture at it, and it closes up again. All sound here seems quite muffled, and
we can't really smell anything either. The druid regards us. "So, you were
attempting a frontal assault on the Balacazars' mansion." We explain that
that wasn't actually our intent and thank him for his much-needed aid.
After we tell him what we
were doing at the mansion, he says, "You were led there. Divination spells
don't work in there." He introduces himself as Maeshon and explains that
he keeps an eye on the place (it seems that he is a member of the Imperial Eyes,
a secret organization that spies for the Commissar). He adds that
the Balacazars have been attracting more and new demons of late. "In fact,
that may have been a sales demonstration," he says.
When we ask where we are
now, he says, "This place has existed alongside the world since, presumably,
shortly after the Creator made my folk." He says it's both in Ptolus and
outside of Ptolus. The forest here is called the Otherwood -- it appears manicured,
with all the trees exactly symmetrical and uniform. Once we've walked a ways,
he forms a new archway, and we follow him through to Iridithil's Home. I'm awfully
embarrassed to be here smelling the way I do (I still have demonic spew all
over me).
We take our leave of Sir
Mirauch, who heads back to the Siege Tower to report to Phadian Gess. My friends
all head back to Pythoness House while I visit the bathhouse on Tavern Row to
de-bile myself. (It takes rubbing alcohol to get it off -- the whole thing is
totally humiliating.)
When my friends arrive back
home, it seems our wizard friend has been practicing his new harpsichord. Barbatos
listens to the story with interest while finishing a donut. He thinks the woman
with the whip might be a slavemaster or demonkeeper of some kind -- she's not
someone high up in the Balacazar organization, as far as he could tell from
her description. He tells us that from the research he's done in Chellaster's
journal, the mummified hands above the door frame make it impossible for vampires
to enter into the residence. He also has read in the journal that a group of
evil creatures called the Pactlords of the Quaan (beholders, lamias, and so
on) seem in charge of the Ennin.
So now we don't know whether
the cat is really in the manor of the Balacazards or whether it was just a ruse.
The journals of Chellaster made it clear that, as the most powerful vampire
in the world, Medre could transfer her soul into her cat's body upon her death
and, with difficulty, come back to life. (That implies that the threat is not
as imminent as we had thought.) The journals also make it sound as though the
cat was ordered to go immediately to Menon in the event of her mistress' death.
So we need to get back in
that manor house. Unbelievably, Diethan still favors a frontal assault, but
I say no way! When we know a secret underwater way in? We spend the rest of
the evening debating a plan of attack. Meanwhile, Calista orders a special magic
item to make me weightless in teleportation. It will be ready in four days.
Meanwhile, Diethan goes
out drinking and bragging about how he was there when the Malkuth left; he starts
telling the bar patrons all about Falstef and showing off the mace. As he's
staggering home, he finds a note in his pocket. "I wish to speak with you
and your friends at Wondrous Tattoos in the North Market tomorrow afternoon."
It is signed Durant.
The 12th
of Birth
We gather in the morning
to discuss our plan. I am in favor of getting someone to create a distraction
with a bomb in front of the manor while we enter through the sea cave area.
I head over to the Smoke Shop to shop for a bomb. They have a great selection,
and I wind up buying six powder bombs, three smokebombs, and a length of fuse,
along with some large metalworking tools (they always come in handy).
Calista wants to find allies
who can help in the assault. Meanwhile, Diethan goes over to the Watchhouse
in the Nobles' Quarter to claim Chellaster's body (hoping to speak with dead
on it), but it's already been disposed of. But he does bring all the mechanical
parts of Chellaster home for me to tinker with.
Back at Pythoness House,
Diethan tells us about the meeting with Durant, so we head over with him to
the meeting place, a shop called Wondrous Tattoos. The halfling who runs the
place tells Durant we're here. Durant, a troglodyte in Killraven's employ, explains
that the Killravens are interested in hearing more about the future as we saw
it. Diethan wants to talk only to Kevris herself, but Durant says that's not
the way it works. Our friend tries to make nice by telling the troglodyte of
our anti-Balacazar plans. It's definitely of interest.
Durant goes on to say that
his own organization has had some "setbacks" of late. (He looks meaningfully
at us.) "We are willing to let bygones be bygones if it's a mutually advantageous
situation." He says the Balacazar stronghold is protected against divinations
and teleportation -- but we discovered otherwise yesterday, we report. He wonders
if someone has sabotaged them, or whether someone was luring us into a trap.
Diethan offers information on where and when to assassinate Menon in exchange
for the Killravens getting us the cat.
Before leaving, the shop's
proprietor, Anagio Quigg, gives us water-breathing tattoos to use on our mission
(Durant was going to make him give them to us for free but we insist upon paying).
We also promise to refer customers to him from our store if they are looking
for a potion we don't have. He seems delighted by the prospect, as the Killravens
come down hard on him for extortion money (75 gp per month).
I remember back in the not-so-distant
past when Durant was trying to drive us out of business. Who'd have thought
we'd someday be doing business with him?
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Moving In Following the departure
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Staff of Shadow, Goddess of Blades We're battling frantically
at the top of the Shade Tower: Charnoth and I facing off against the shadow
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and Archinemus battling Lord Sadar and his shadowstaff and the shadow
demon he called with it. Meanwhile, Barbatos is whispering something foul into
the ear of the giant statue of Maleskari. I'm not sure, but the statue's head
appears to be turning toward Barbatos... |
The Temple of Maleskari Bright and early, we arrive
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We're here to put an end to this foul cult of Maleskari and to get back our
kidnapped friend Tharn. We cast our preparatory spells and kick in the door
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and Forsaken. They jeer that they knew we were coming -- ahh, the folly of the
overconfident! |
Angering the God of Shadows Together with our dwarf friend Thogmun, the last of our Keepers of the Veil allies, we destroy Lilith's Womb and collect any magical treasure we find. When we leave this place, it is no longer habitable for any straggling Forsaken cult members that may still be at large. That evening, we spend some time reading The Book of Days Forsaken, a history book we found in the underground temple.... |
Two Shigmaas We take heavy losses from
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of the Veil. Dispatching it, we race down a hall to a large chamber with a sizable
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is time to harvest you." |
Against the Forsaken Back at the house of the
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burn. We need to find out what we can about the Temple of Maleskari from these
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There we find a note that says, "Contact Ged Morrowlost regarding Lilith's
Womb." We previously found a letter referring to Lilith's Womb as a hangout
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They are undead... |
Bloodthirst The devil that just appeared
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feet tall and wields a large sword. He appears in a flash that stinks of brimstone
and immediately presents himself as a formidable foe. He wears a medallion that
glows red when it magically inflicts damage on us. After three such attacks,
he licks his amulet and says, "This will feed the dragon well." Then
he disappears before our eyes. The coward! |
Vampires in the Shadows While I was off helping
my Aunt Silvia and Uncle Kren put up a new barn on their farm north of the city,
the rest of the group went on a mission on behalf of Celdore, in thanks for
the help he gave us in finding out more about the Hu-Charad. I feel bad that
I couldn't help, considering all I learned about my heritage thanks to Celdore,
but there's no arguing with dad when he puts his foot down about family matters. |
Print Shops and Dragonscales We have had a good month
at the shop, Archinemus tells us. That's good news -- maybe we can get started
on building on an addition. I'd love to have some space to use as a workshop.
The more I learn about the crafting of machines, the more I enjoy tinkering
on my own. |
Strange Allies As we search the bodies
of the fallen, we are horrified at the demonic flesh etchings of the red-cloaked
wizard. He was a follower of Demogorgon, just as the letter we found mentioned.
We are going to have to figure out how to divide up the loot between us and
our harr "allies." |
The Legacy at Last! Our foes all slain here
in the Halls of Cordaris, we emerge into a broad chamber lit from below with
bluish illumination. A wide ledge hugs the walls; the center of the room is
a vast pit. There is a light mist swirling around a gigantic statue of a blue
angel. The statue is so large, the walls of the room bump out to accommodate
her outstretched wings. Surrounding the edges of the room are more orcs, siege
engines, whitish humanoid forms, and the naga we were warned about. The whitish,
shimmering figures are absorbing energy from the statue, gaining solidity as
they do. The naga directs the other creatures against us.... |
The Orcs of Cordaris We notice some strange things
on the bodies of the slain orcs down in the Halls of Cordaris. For instance,
one fallen orc carried a coil of rope fused together with a bag, all made of
glass. Another was wearing some sort of stiff blue sandpaper-pants, and a third
carried a pouch filled with mysterious and smelly grey goo. Could all this be
evidence of the Chaos Well at work? |
Full Circle It's good to be home! While
Seanus walks Archinemus through the books for the shop (and from the expression
on the sibeccai's face, they're not in good shape), the rest of us head over
to Castle Shard to get down to the bottom of what we learned in Ar-Nampur: that
someone named Nicodemus was after the Nemesis Stone, the purple shard central
to Castle Shard's power. |
Compiled Ptolus Campaign Journal 2 Your narrator, Benris Hu-Charad,
is a young giant woman who was found as a baby by adventurers twenty years ago,
abandoned in a level of the Dungeon. Her rescuers left her with the Delvers
Guild, whose chief librarian adopted her. Giants being nonexistent in Ptolus,
everyoneincluding Benris herselfhas always considered her a human
girl, though rather large boned. The only personal item found with her was a
bronze brooch bearing the cryptic word Hu-Charad. These days she
works at the Delvers Guild and has just embarked with new friends on her
own life of adventure.... |
Cast of Characters Get to know the player characters in my new Ptolus campaign! |
Compiled Ptolus Campaign Journal 1 Ptolus is the name of a
city with ancient origins and a convoluted past. It's also the name of the campaign
that I have set there. |
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