Friday, May 29, 2020
Wednesday, May 20, 2020
Mish Mash receives message from Uncle Temero
You are ambling painfully down the hallway, holding your side: the bandage wrapping your ribs is pinching, making it feel like the bones are rubbing together. You love adventure, crave it even, but you don’t ever want to be hit by a maul again (not that you were enthused about the idea before yesterday). Down the corridor, just at the corner, you see Millie dusting a marble bust of some Torren ancestor, and you pause to admire her crisp maids’ uniform.
It is at this moment, as your hand unconsciously smooths your robes, that you realize there is something in your pocket, something that wasn’t there before. You reach in and pull out a tiny rolled piece of parchment. Wound very tightly and sealed with wax at both ends, it feels almost like a tiny thumb length stick.
Digging a fingernail into the wax ends you flick them off and hurriedly unroll it. Precise, crabbed lettering written in a faded brown ink fills the miniscule curl of paper.
“MM,
My agent at the docks reports observing a half-orc named Rakuk (also known as the Eastside Hammer), a known Red Knives associate. He apparently hired the Sea Dragon, a ship captained by Nicolo Farabutto. Farabutto is a known smuggler and someone I have long suspected of selling goods for the Nelanther pirates. From what my agent gathered, Rakuk booked all of the passenger space and the entire cargo hold. Loading and boarding are to begin at the 20th hour tomorrow evening on the Cheapside Docks.
T
p.s.--I just received another report from one of my agents at the Floating Market. At about the same time Rakuk was spotted at the docks, another associate of the Red Knives, a Kenku by the name of Clink, was seen buying certain supplies. He completely bought up the entire stock of burnt othur from the alchemy stalls, as well as sulfur and saltpeter. He also purchased these spell components: a forked, metal rod attuned to Nerebdian Vast (the 48th layer of the abyss), ink infused with the blood of an erinyes (a greater devil), and chalk infused with crushed rubies. I do not know what spell these could possibly be for. Perhaps you would know?”
Even as you are finishing reading the missive you notice the ink fading away. By the time you finish it has completely vanished.
(BTW--the Floating Market is the name of the black market in Caer Torren. Despite its name it is not located on the water, rather it is called floating because its location changes every few days.)
Friday, March 20, 2020
Monday, November 18, 2019
Midnight Guest Part II
Your heart
pounds, your pulse racing ever faster as you strain against the virulent poison
still circulating through your veins. Your whole body clenches, muscles
wrestling to throw off the paralytic. Breath hisses through your teeth, and you
feel something pop in your eye, then spreading warmth. But your struggles are
in vain, the poison too potent. Rolling your eyes as far as you can sideways
you attempt to get a better view of your visitor, but all you can make out in
the dark are his hands and the side of his face.
It is as
though he meticulously constructed the scene—and his place in it.
You see those
hands clap against each other, one hand slowly tapping the palm of the other.
The sound is barely audible. The voice that replaces it is deep, voluminous,
and fills the room without being loud. “I applaud your fortitude in the face of
danger … or is it foolishness; regardless, your fatuous blather seems
indefatigable. Indeed, I am amazed at how the similarities between you and my
late nephew go so far beyond the physical resemblance … which is uncanny.”
The hands
shift subtly once again, and moonlight glints from a small glass phial that has
now appeared between two of his fingers. “Unfortunately, I have no intention of
administering this to you at this moment, for which I must apologize, as well
as for the conditions of this meeting, but your previous treatment of other
faithful servants of the crown has left little doubt as to how well this discussion
would otherwise go.” The moonlight winks and the phial disappears from his
hand. “Take heart; it will wear off by morning.
“Now, you
asked why I called this meeting,” his hands return to their steepled position. “Your
invasion of my domicile necessitated it, as did your subsequent discovery of my
family’s hidden vault.” He pauses; a controlled moment goes by as if he were
personally dropping each grain of sand through an hourglass. “Information,
intelligence, are my domains. Believe me when I say that I am fully aware of
all of your doings since you first took that ill-fated seat at The Pewter Pot.
All of your deeds and misdeeds since then are known to me.”
His face
turns further into shadow, as if he were staring at the wall, or perhaps the
royal crest carved into your headboard. “This kingdom is my heritage, my
birthright. More than that, it is my life’s blood. So, trust me when I tell you
that if it were not in the best interests of Elturgard to have Runard’s reign
continue uninterrupted, I would have removed you long ago.”
His face
shifts again, and you feel his gaze upon you once more. “That said, I will
acknowledge you have accomplished significantly more than did your predecessor;
although, I must be honest, that is not difficult. Merely by attending your
first Privy Council you accomplished more than he had in the last two years of
his reign.” The corner of his mouth pulls up, creasing the pocked surface of
his cheek in what you suspect to be a smile.
“And so, I
will permit you to remain for as long as that is true … but only for as long as
that is true.” His voice subtly shifts as he speaks, until he sounds like a
completely different person. “You are not irreplaceable,” he says glibly, the
voice high, pert, and you realize it is your voice you are hearing, unmistakably,
unerringly, your voice.
The voice then
reverts back to its sonorous, measured tones, the syllables crisp and precise. “By
your pretention in assuming his identify you have payed your ante into the
Great Game. But unlike any other game, when you lose it is not you who pays; it
is the people of this kingdom, the shepherds, the farmers, the nursemaids, and
the matrons, who will suffer. The stakes are too high for you to fail.” As he
speaks he begins to lean towards you, his face tense, one long fingered hand
pointing at you, the other dropped to darkness. Then he sighs deeply, the air
escaping his lungs in an explosive gush. He sits back again and composes
himself. “What I truly wish to tell—for you to know, is that the game need not
be played alone; indeed, it cannot be won alone.”
A silver hand
waves expansively, as if taking in the whole castle, or perhaps kingdom. “The
machinery of this kingdom is comprised of a complex array of gears and cogs,
all turning in their appointed place. You must learn to rely on those gears.
And know that oil is more effective than blood in keeping them turning
smoothly.”
He subsides
then in a grand gesture of his hands that seems practiced and purposeful—ruined
only by the trumpeting sound of Faerith farting noisily. You see your visitor
tense, and his face turn to behold your bedfellow.
Sunday, November 10, 2019
Midnight guest
Sleeping in the King’s bed was like what you imagine
sleeping in your mother’s womb must have felt like, and it was your absolute
favorite part of being king.
Servants at your beck and call, soldiers willing to die for
you, long parties, endless alcohol, and the best foods were nowhere near as
satisfying as sinking into your root ensconced, silk covered mattress at night;
especially on nights where servants had served you the best foods and
endlessly refilled your gem encrusted goblet during a night of frivolity and
partying with your friends—if for no other reason than that you never woke up
with a hangover.
Tonight had not been one of those nights of frivolity;
although, it did seem like an endless parade of triviality as Gaspar laid paper
after paper in front of you. Missives from Waterdeep and Cormyr for your
perusal, ledgers of wages and figures and expenses for your approval, a request
for reinforcements from Lord Fergus Highwall IV, a report of an incident at the
Spire during the annual Culling, blah blah, blah blah, blah blah.
If tedium were personified it would be Gaspar.
When it was finally over, and Gaspar had mercifully stopped
the torture, all you had wanted to do was sink into oblivion in your bed.
Luckily, your best friend Faerith had succeeding in cajoling you up to the top
of the keep to see who could pee the farthest and the longest off the side. The
two of you had bowled over with laughter for what seemed like hours after a
stray gust of wind had blown your stream sideways into his face.
Later, after a very necessary wash and change of clothes, you
both had sunk, gratefully, into the soft sheets of the King’s bed. Invisible
hands pulled the covers up to your chin and tucked the corners down around you.
You aren’t sure, but as your consciousness slipped away, you thought you may
have felt that same hand smooth your hair and give a slight pat on your head.
Like a green leaf buoyed upon a summer breeze you slipped
into a pleasant slumber. Like that leaf, you felt supple, loose, and you dreamt
of nature. A warm glade in spring, surrounded by verdant trees and fragrant
wild flowers; bees hummed as they drowsily floated about.
All was peaceful.
A sharp prick on your wrist warped it all. Pain lanced up
your arm. That green supple feeling in your limbs was replaced by wooden
rigidity as the pain sped through you, racing to your heart and then spreading
out through the rest of your body from there.
Your eyes shoot open and you are in your room, awake once
more. What a disturbing dream, you
think. You have never had anything but the most pleasant dreams while in this
bed, but, then again, you haven’t actually slept in this bed all that long. You
attempt to shake it off and fall back asleep.
But nothing happens.
You try to roll over. But your limbs don’t obey. They are
locked in place—completely immobile. It is only then that you realize someone
is holding your hand by the wrist.
Rolling your eyes sideways you attempt to see who it is.
Your room is dark; the embers of fire have been banked. Cool moonlight beams
through a gap in the window curtains illuminating the dark silhouette of a man
sitting over you. This silvery chiaroscuro reveals a tall, skeletally thin figure;
a curl of light around his cheek allows you to see a complex of pocked scars
covering the side of his face.
The long fingers of his hand release your wrist as he sits
back further into the shadows. You see light glint off a long needle in his
hand before he slips it away.
“So, it appears you have found my little hide away,” his
voice is surprisingly silky, smooth but deep. “I think it is past time that you
and I had a little chat.”
(DM: You are completely paralyzed but can talk. What do you do?)
Sunday, February 10, 2019
Fizban Shops for Pearls, Part II
Fizban: I lift my left eyebrow and the hand
reaching for my coin purse instead reaches out in a handshake. "I'm sorry,
I've forgotten my manners," I say while waiting. "My name is Fizban,
the Royal Wizard to King Mish Mash, and Headmaster of the Academy for the
Advancement of the Arcane Arts. I am looking to procure a vendor to provide the
Academy and the Royal Court with a continuing source of pearls to help us
advance the knowledge of our students." I look past the old Halfling
towards his daughter as I add, "and I am also on the lookout for potential
students to study at the Academy, and learn a valuable trade." I return my
gaze to the old Halfling. "Would you be interested in discussing such an
arrangement?"
Robe of Eyes
Wondrous Item, rare (requires attunement)
________________________________________
This robe is adorned with eyelike patterns. While you wear the robes, you gain the following benefits:
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
He stares at your hand for a
moment, tilting his head as if he is trying to comprehend its meaning. “Wat’s
dat he says?” he finally asks, looking back at his daughter. “Wat’s dis abouts
wizz-ards arts?”
“He said he’s the Royal Wizard,
pa,” his daughter calls back at him, but she doesn’t look at him; instead, her
eyes are looking beyond you, to Murray.
“Royal Wizard ye says!” the
Halfling pulls on his waistband, trying futilely to hoist his pants up over his
potbelly. “I ne’er heard tell o’ no Royal Wizards before, and who’s dis King
Mish Mash fella?”
“The only king I know of is right
here in town, pa,” his daughter replies calmly, deftly shucking another oyster
as she does. “Everyone knows he just kilt ol’ Queen Mab for us. So he must be
talking about him.”
“Aye, dat ‘tis our good King
Runard, dat ‘tis,” the halfling’s eyes return to yours, “who’s dis Mish Mash ye
speak of?” He hawks thickly and spits behind the door, holding your eyes,
waiting for an answer.
An awkward moment of silence draws
itself over the small hut and its occupants, disturbed only by the clacking
sound of a shucking knife popping another oyster open. You are about to open your
mouth to reply, even though you haven’t formulated a response, when one is
provided for you.
“That’s his nickname,” you hear
Murray blurt, stepping forward as he does. Then, after sharing a nervous look
with you, he elaborates more calmly. “They’re great friends, you know. Go way
back. Mish Mash is just what he calls him—usually in private.” Murray’s eyes
switch to yours at this last bit.
The Halfling stares back and forth
at you and Murray for a while, a look of deep consternation clearly etched onto
his face. Then a smile breaks his cracked lips, causing a line of blood to
appear. He pulls his diminutive frame up as straight as he can, licks one of
his palms, and uses it to slick back his unruly hair. A few more cooties fall
out, raining down around him onto the floor. “Wells now, whys din’t ye says so
in da firs’ place?” He holds out his still moist hand to you. “Me name’s Klem,
an’ it’ll be a plez’zoor doin’ bizness wit’ ye!”
Klem is obviously very pleased with
the prospect of continued business with a royal entity as he beams around at
you and Murray and even his daughter, who you catch demurely sharing glances
with Murray from time to time. Not long afterwards, you come to an agreement:
guaranteed continuing preferred trade to the Royal Academy of all pearls of
requisite size at a reasonable market price, and as a gesture of grace, he
sells you his last pearl for a modest sum of 50gp. His daughter, Elzbet, thanks
you for your gracious offer of tutelage but begs leave to contemplate it first.
She seems unsure about leaving her father to fend for himself alone.
To finalize the bargain, Klem
solemnly grasps your hand (you had just managed to surreptitiously dry it on
your robes a moment before), looks you in the eyes, and intones, “Mays da Great
Mudder Eltur witness dis deal, and mays she smite da one dats breaks it.” He
finishes by spitting to the left. After an awkward moment of hand holding you
realize he’s waiting for you to act in kind and you quickly produce your own
expectorant.
A short time later, you are rubbing
the smooth pearl between your fingers and leaning back into the plush velvet
cushioning of the royal carriage as Murray guides it back through the village
when you hear a loud voice from out on the street.
“Hear ye, hear ye, hear ye!” booms
the voice. You twitch the curtains aside and see a man in a herald’s uniform
standing near the center of town. “By royal decree,” the man continues as a number
of curious townsfolk stop to listen. “of his Highness King Runard Torren the 3rd,
there is to be in one month’s time on the 19th of Ches, year of the
Great Mother 943, a Grand Inaugural Royal Pugilistic Tournament! The tournament
is open to all current and former members of the king’s army, navy, or
constabulary forces. Interested parties should present themselves along with
the 100 gold piece entrance fee and a patent of military service at the King’s
Gate in Caer Torren. There are to be a maximum of 64 participants
(with the option to expand to 68, at the King's discretion). The winner of the
tournament will have their name engraved in the Hall of Champions as well as a
first of its kind one-on-one boxing match with the Kingdom's famous Faerith the
Pugilist, with the winner getting the Ultimate Prize!”
By the end of the
announcement the herald’s voice has faded into the distance as your carriage
steadily plods its way out of town. Dusk has completely enshrouded the sky with
her starry cloak by the time you finally pull back up to Candlekeep Tower. Impatient
to start, you throw the carriage door open, hardly waiting for the horses to
come to a complete stop. You are halfway up the outer stairs when you hear a
familiar voice bawl, “Murray! MURRAY! MURR-RRAY!! Where are you! Where have you
been! Where’s my tea!” You pass Faerith as he heads down, thunderclouds in his
eyes.
Up several flights of
stairs, you emerge into the hag’s ritual room. The morbid detritus of several
days ago has been mostly cleaned away. The putrid contents of the overturned
cauldron have been thoroughly mopped up, but the cleaner (whoever he was)
seemed to quail at actually touching the glistening, bile encrusted iron of the
ancient pot, as it still lay belly up in the exact place it had when it was
overturned after the hag’s defeat.
Ignoring the cauldron,
you hurry over to a large smooth slate slab inset into the floor, a surface
perfect for ritual casting. Feverishly now, you gather your ingredients and get
to work. Without hesitation, you smash the lustrous pearl in a mortar and
pestle, grinding it to a fine shimmery powder. To this you add a measured
handful of powdered chalk, two ounces of griffin saliva, and a drop of oil of
salamander. You then take the resultant clay and press it into a long thin mold,
which you carefully situate amongst the glowing coals of a warm fire. Trying to
distract yourself while waiting, you continue reading The Otyugh, Not as Ugly as You Might Think, which
by the third chapter has you convinced that they are actually uglier than you
had previously thought.
An hour later, you pop the hot
piece of chalk out of its mold and begin the spell. For all the time it took
you to gather and prepare the components the casting of the identify spell is
relatively fast. Placing the robes in the center of the ritual casting slab,
you quickly chalk the necessary arcane diagram, circling the robes in precise loops
with bisecting lines at the correct spots anchored by runes of power. At the
apex of the davulian triangle you place an owl feather. Your pulse quickens as
you start chanting the final element of the spell, practiced tongue
articulating the words precisely. As the litany of your chant rises and
crescendos the torches lighting the room flicker and dim. You clip the final
syllable off. The torch flames simmer further down and silence reigns. A
heartbeat later, in a spurt of bright blue flame and puff of smoke, the owl
feather is consumed. Flowing out from that point, the chalk lines begin to
glow. You raise your hands as if pulling on strings and the lines rise up from
the ground, flowing together to form new shapes, new runes.
To the uninitiated, the glowing
lines would mean nothing, signify gibberish, but you read them as if they were
your mother tongue. Yes! This is what you were after. Everything is revealed to
you; the components of the fabric, the very spells wrapped in the thread, how
they align, intersect, and interact, all the way down to the name of the very
mage who crafted it (Ted, by the way).
And you know, this is a Robe of
Eyes.
Wondrous Item, rare (requires attunement)
________________________________________
This robe is adorned with eyelike patterns. While you wear the robes, you gain the following benefits:
- The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
- You have darkvision out to a range of 120 feet.
- You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
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