Showing posts with label hanoonk. Show all posts
Showing posts with label hanoonk. Show all posts

6.01.2011

20. Meet Mortis

After a tireless two day ride, our exhausted trio makes camp just outside Justice, figuring that they'll be no use to Tralamin if they can't hold a sword. When Feer and Jarmangle awaken, however, they discover Robyn is gone; she's left a note saying that she's gone scouting ahead.

Heading into Justice, Feer and Jarmangle are immediately set upon by a party of drow. As they struggle against overwhelming numbers, a new figure appears, in the form of a changeling mortician, Mortis. Slowly, the tide turns, and, as it does, one of the drow begins to act suspiciously like Tralamin.

Both the drow and our heroes soon realize that this is precisely the case. The drow are defeated, and Tralamin explains that, finding himself in a drow city for several days, he had no choice but to disguise himself as a female drow using his magical hat. The others are slightly miffed, but forgiving; Mortis, being on the outside, questions why Jarmangle and Feer hang around with this guy, and they have no answer.

Mortis himself is subject to questioning, and he reveals that he runs a funeral parlor/Temple of Death in the desert somewhere between Hodam and Justice. As he tends to the remains, he finds a childish drawing that Feer recognizes is meant to represent Jarmangle, Tyne, and Hanoonk. It's at this time that Tralamin reveals that, when he found himself teleported to Justice, Hanoonk was there also, and that he may have sold the goblin into slavery.

Again, Mortis wonders just why the hell Jarmangle and Feer hang out with him.

The group decides to venture into the drow city, with Tralamin and Mortis taking on the guise of female drow. Jarmangle uses the corpse of a dire tiger to fashion a Rakshasa disguise, but soon realizes that it is completely ridiculous. So, instead, Jarmangle and Feer simply pretend to be the slaves/bodyguards of the other drow.

Somehow, they manage to get into the city without attracting suspicion. Finding their way to the slave quarters, they meet a female goblin, Banvyre, who tells them that Hanoonk has entered a gladitorial tournament to win his freedom. Facepalming simultaneously, the group heads to the colliseum.

There, they attempt a perhaps ill-planned slave revolt, and find themselves needing to escape. Their salvation seems near in a secret passageway. Said passageway, however, leads to the chambers of the drider champion of the colliseum. Jarmangle finds himself locked in with the drider, and attempts a seduction. The drider is actually receptive, but tries to kill Jarmangle after the act. The others manage to get into the room, and together they defeat the drider.

Having caused enough mayhem for one day, they high-tail it to the surface, Banvyre and Hanoonk in tow. Having saved the day, they head back to the Bell of Harvest, along with their new friend, to witness the wedding of Tyne and Leesa. Captain Bergris is present, but keeps his distance from both his estranged daughter and son.

It's at some point during the ceremony that they remember that Robyn had gone scouting ahead, and is likely still in the drow city.

3.27.2011

17. Dungeon of the Vampire Lord, Part Three

While his friends braved the perils of the dungeon beneath the merman prison, Jarmangle was tending to his goblin, Hanoonk. Jarmangle found himself unable to cure Hanoonk of his mummy rot. Leesa, the young woman they rescued from the clutches of the Cult of Cloth-- who had been deflowered by Jarmangle's sister Tyne-- urged Jarmangle to join his friends and bring Tyne and Leesa's still-captive sister safely back, promising to look after Hanoonk in his stead. Reluctantly, Jarmangle agreed.

He soon found himself reunited with the group, and together they soon found the vampire, Romlyn. From a hidden vantage point, they set up a magical crossbow, aimed for the vampire's heart, that they had found in one of the dungeon's many trap-filled rooms. They sent Tyne back upstairs to step on the pressure plate in said room. Unfortunately, the trap misfired, and the arrow struck Jarmangle.

The group went into the vampire's room. A long conversation ensued, during which time the vampire revealed that Jarmangle's cursed moustache was likely eating him from the inside out. The vampire also insulted Tralamin's sense of style. A battle was joined between the group, the vampire, and the vampire's faithful owlbear. The skirmish was interrupted by the arrival of a monstrous bulette, which Robyn managed to drive off with a bit of beastbane. The owlbear was pushed into a chasm, the vampire slain, and Leesa's sister rescued.

Beaten and exhausted, the group found their way back up to Tyne barred by stones the bulette had overturned. They found another passageway back up, and, as they made their way back to Tyne through other means, they stumbled upon a secret room filled with treasure and magical apparel. One hat in particular proved potentially useful, as it allowed its wearer to assume the appearance of another.

Tralamin put on the hat, assuming the guise of his own fictional twin sister, unconvincingly named Tralamina. They now planned to pretend that Tralamin had died inside the dungeon, hopefully thus ending the eladrin hunt for him.

At long last the group found Tyne and exited the dungeon.

Loose Ends

In the day that followed, they managed to all recover from their various cases of mummy rot. Having lifted the Rings of Fire Immunity and Acid Immunity from the body of the vampire, they now wondered if they should keep their promise to give them to Ugblar, the troll Goblin Boss. They decided against it and hatched a contingency plan should Ugblar come looking for them.

Returning to Hodam, they introduced Melany to Tralamina, who they said had been left Tralamin's share in the brewery, pubs, and bawdyhouses. Melany at first gave some resistance-- claiming that without a legal will that said otherwise, Tralamin's holdings should pass to her-- but upon the revelation that Tralamina was in fact Tralamin, Melany was more cooperative. She agreed to keep Tralamin's secret, and helped the group to organize a public funeral for Brewmaster Tralamin.

And into all this, there flew a drunken young dragon. Sheriff Feer put on the Ring of Fire Immunity and arrested the dragon, forcing it to repair the damage it had done. It was suggested that the dragon could be given to the denizens of Kobold Pocket, thus smoothing over any remaining ruffled feathers with Hodam's trade partner.

Tralamin(a) and Melany put the Goblin Beer recipe that Tralamin had obtained from Ugblar into production, and it seemed to be a success.

Irving holed himself up with the necromantic books they had lifted from the vampire's library, hoping to find a cure for Jarmangle's cursed moustache.

Robyn went into business with Melany to start a cabaret/entertainment establishment. Leesa, still pining after Tyne despite repeated post-coital jilting, expressed an interest in working at the cabaret so that she might remain in Hodam.

Leesa's sister, however, longed to return home to the Bell of Harvest, and the group agreed to escort her home.

2.27.2011

15. Dungeon of the Vampire Lord, Part One

Our heroes-- Jarmangle, Feer, Tyne, Robyn, Hanoonk, and Irving-- ventured into the dungeon beneath the merman prison. Discovering an illusory wall in the sleeping chamber of the mummies, they began working their way through a confusing labyrinth of traps and obstacles.

Along the way, they fought some more mummies-- Hanoonk, Irving, and Robyn contracted the dreaded mummy rot despite their best efforts-- and found themselves face-to-face with the Cult of the Cloth. Said cult appeared to be working for the vampire who the troll Ugblar said lived within the dungeon. They had kidnapped at least three virgins hailing from the Bell of Harvest, apparently to feed the vampire.

Our heroes eked out a slight victory over the cultists, and rescued one of the virgins, Leesa. Another they discovered already dead, and hooked up to a strange blood-draining machine, with pipes bearing the blood deeper into the labyrinth. Leesa said that the cultists took her sister to see "the mistress"-- likely the vampire.

Bruised and battered, our heroes returned to the surface, promising Leesa that they would venture back and rescue her sister from the vampire's clutches.

They rested that night in the abandoned fort. Irving managed to shrug off the mummy rot, and Feer, with her knowledge of the healing arts, was able to cure Robyn of hers. Poor Hanoonk, however, remained stricken with the disease.

2.14.2011

14. The Goblin Boss

Our heroes awoke to discover a small party of goblins outside their fort. Said goblins had been instructed to bring Jarmangle & company to Ugblar, the Boss of All Goblins, who was none too happy to discover Jarmangle had made a claim to that title. The group reluctantly agrees to go with the goblins, except for Robyn, who was still recovering from her bout of mummy rot.

En route, the group is ambushed by hippogriff-riding eladrin, intent on taking Tralamin back east to face his death sentence. The group barely manages to defeat the eladrin. Feer attempts, somewhat successfully, to tame one of the hippogriffs. The question of what to do with their unconscious eladrin prisoners is a more difficult matter.

Irving suggests they find some ethical way to fake Tralamin's death, so that the brewmaster might continue his life and business under a new identity. Jarmangle and Tralamin suggest they "accidentally" smash one of the eladrin's faces in, then dress it in Tralamin's clothes. Irving says that this isn't exactly what he had in mind when he said "ethical".

In the end, they decide to take the prisoners with them, pressing on to the goblin encampment. There, they are searched by goblins to ensure they carry no fire or acid weaponry. Likewise, they make Irving promise not to use any sort of fire magic while in the encampment.

The reason for these precautions becomes clear when they meet Ugblar. The Goblin Boss is no goblin himself, but a very canny and surprisingly thoughtful troll. Taking over the goblin tribe in lean times (after all, there's not much civilization west of the Devil's Vulva for the goblins to rob), he's regulated their lives to ensure survival.

Jarmangle explains to Ugblar that he didn't say he was the boss of Ugblar's goblins, but rather an obscure tribe to the "south-west". Ugblar accepts this, and talk turns to the possibility of trade between Hodam and the goblins. Ugblar doesn't want much that Hodam has to offer-- the goblins have their own, much stronger, alcohol that renders Hodam Swill obsolete-- but is amenable to having the Hodamites expand out west; civilization means there'll be more for the goblins to leech off of.

Irving is a little trepeditious about this, but Ugblar assures him the goblins would only rob "within reason". Tralamin is interested in acquiring the secret of the goblin's brew for Hodam, and Ugblar agrees to give it up. However, they adventurers will have to harvest a particular kind of wheat that grows wild just to the north. The heroes agree on this course of action, reluctantly leaving their prisoners with Ugblar.

En route to the wheat field, they pass through a gnollish burial ground. The moustache Jarmangle stole from the fort's commandant starts to glow and itch; suddenly, the corpses rise from the dead, all of them targeting Jarmangle. This proves dangerous, as Jarmangle comes close to dying more than once. His sister manages to revive him each time. Surprisingly, Jarmangle proclaims his cursed moustache to be "cool". "I don't know if it's quite so cool," admonishes Irving.

They reach the wheat field, which is guarded by two minotaur. Irving and Tralamin distract them, enabling Jarmangle to sneak in and grab some of the wheat. They're very nearly caught but manage to escape.

Once back at the goblin encampment, Tralamin goes into Ugblar's tent alone to learn the secrets of the brew. There, he tricks Tralamin-- "Hey, poke yourself with this shiny needle" "Okay"-- and the eladrin falls into a deep uncharacteristic slumber. He intends to use him as a bargaining chip, to get the adventurers to return to the dungeon beneath the merman prison, find the vampire lord who lives there, defeat her, and bring the troll her magic rings. It's not so much a betrayal, Ugblar insists-- he just knows they won't do it otherwise, as he is a troll.

"Actually, it's kinda what we do," says Jarmangle.

"Yeah," says Irving, "you could have just asked. We don't care if you're a troll."

Ugblar apologizes, and promises to take good care of Tralamin, who will be unconscious for at least a few days, while the others venture into the dungeon.

2.02.2011

13. Sphere of Destiny

Our group returns to Hodam, but just briefly; Sherrif Feer finds a group of eladrin waiting for her, seeking her assistance in arresting Tralamin. Melany supplies them with horses, and the group, including Jarmangle's sister Tyne, sneaks out of town and heads west.

They find the body of their friend Uncle and, after Tralamin has stolen the lint from his pockets, he is cremated.

They arrive at the Merman Prison and stash the dormant sphere of annihilation in Seldak's tower, locking the door.

They head down into the dungeon beneath the prison. This ancient dungeon contains many traps-- some still active, some long-ago-disabled-- and the bodies of many would-be adventurers. They loot freely from the bodies, as well as from secret treasure rooms. Our heroes encounter a group of goblins-- one of whom, Hanoonk, is adopted by Jarmangle as a sort of pet-- and a mummy, which Tralamin insists is just trying to be friends. Tralamin even attacks Robyn when the latter tries to defend herself from the mummy.

Tralamin and Robyn both contract mummy rot, but later manage to overcome it during an extended rest. The group fends off a bullette, discovers an underwater lake, and steals two jeweled eyes from an idol to a dark god.

Barely alive, and feeling they have explored the dungeon thoroughly, they head back up to the surface and make camp at the fort they had freed from the undead curse.