The Principles

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The mist solidifies into the large form of a vampire ogre. He’s very pale, which is emphasized by his black cloak. Like the ogre mage, he has two horns. Next to him another big form appears, no horns though. The vampire ogre sends forth a large cone of cold, which hits the elemental, Alvra and his cleric sister straight in the chest. The remaining ghoul dies in the process. The vampire looks content. The other ogre hurls a javelin towards Lilith, but misses completely; the weapon splinters against the wall. She counterattacks and launches a bolt of cold darkness from her left hand, leaving the beast dazed. Phaedra tumbles down from the wall and loads her hand crossbow.

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When the drow and elemental go after the vampire ogre, their opponent proves to be unnatural fast. Alvra’s charge misses and the vampire lays his hand on the fighter’s arm. The icy cold drains his energy, while the vampire visibly grows stronger: his wounds heal! The other ogre is still under the effect of the darkbolts and wanders about. Lilith casts a healing circle, helping Alvra and the earth elemental, but harming the ogre. The horned giant is not troubled by the spell. Several attacks of the Xaniqos fail, so Phaedra changes back to her spiked chain. The vampire ogre grabs his shiny greatsword and pulverizes the earth elemental, sending it back to its own plane. A malicious roar echoes through the cave. The beast is laughing! What can they do to take him down? The drow cleric calls on the power of the Spider Queen to dispel any ongoing spells on the vampire ogre.

Meanwhile Jharrath is still in combat with the rats. The bats have been expelled but one rodent doggedly hangs on. The laughter has just died away when a new sound fills the room. The roar of a lion blasts straight into the rat’s ear, and with a squeak it runs after the bats… it will be its last race though, for the cleric kills the passing rodent in one swipe. Satisfied the wizard nods. Sometimes a trick is all it takes.

Alvra changes the hold on his sword and takes another swing at the horned ogre in front of him. This time he succeeds in wounding the vampire – twice – but again the creature’s wounds start to heal. The scout isn’t that fortunate:  her chain whizzes through thin air. Walking towards the cleric, the giant attacks and with a mighty swing wounds her badly. Again his maniacal laugh bounces against the walls. His fellow ogre is still under the influence of the dark-bolts.

Holding up the holy symbol of Lolth, Lilith rebukes the vampire ogre. She seems to succeed, as his behavior changes and his arrogance is somewhat tempered. The wizard sends down a hail of stones, while Phaedra scores two hits with her spiked chain. Again the ogre’s wounds heal, but only partial. He glares at the cleric but won’t touch her. He even turns around and starts to walk away! Alvra immediately lashes out with his sword and strikes home. The vampire takes to the air and tries to flee into another room. Jharrath’s answering ray of flames doesn’t do any damage, but Phaedra and Alvra’s combined attack with chain and javelin do: the vampire ogre dies and dissolves into mist.

Still under the influence of the cleric’s rebuke spell, the dazed ogre is commanded to answer her questions.

What is behind that door?

The library, with very important items; Thra’esue has the key.

When Lilith orders him to give her the key, the ogre refuses.

Where does the other corridor lead?

To the resting place of Mephisolis, leader of the Three Principles.

Aha. And how do we kill Mephisolis?

He is most vulnerable in his coffin.

Having extracted all the information she needs, the cleric attacks the ogre, aided by her siblings. It takes their combined forces to wound him and finally the wizard takes him down with his wand of scorching rays. Patches of mist are the only proof that there ever was an ogre.

 

Charicide

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As soon as the show is over, the Xaniqos siblings pick up their gear and go outside. When they see Charicide leave the Hall of Shadows, they follow her and the troll to the Silk Curtain. The streets are crowded with mostly Drow nobles, but there are also a couple of non-Drow and a few Duergar. Such a contrast with their own district.

The Silk Curtain turns out to be a very big, luxurious house of pleasure, where one can find more than just carnal joys. Again Aleval solders are patrolling the neighborhood. Guttural sounds and cries – either of pain or rapture – fill the air. The four hide their house insignia’s and boldly walk past the two men who are guarding the door. At the top of the stairs is a big white salon, where an albino Drow is entertaining the guests. Spicy aromas, comfortable chairs – the whole scene breathes an air of luxury. On the second floor a hostess approaches. Lilith asks her which offers are currently available in the Silk Curtain, and it seems there are plenty of possibilities; even a surface elf is to be had. The Cleric demands the best private room in stead, so she can decide on her entertainment for the evening in peace, hoping that room will be close to the Bard’s.

A male Drow leads the way to their quarters, upwards, past a lot of rooms. Not many guards are around, and there are only one or two bouncers. He opens the door at the end of a corridor and reveals a big room with table, huge bed, a dancing-or-other pole, brazier, a torture rack, handcuffs and other useful stuff. The window opens onto a balcony. The room in the opposite corridor has probably the same design.

The siblings are going to use a ruse: Lilith is very ‘bored with her two males’ and wants to exchange them for some fresh meat. Silently Phaedra checks out the hallway: only servants and three guards who are enjoying a glass of wine. The Cleric sweeps out of the room into the corridor and boldly walks past the guards, into the adjacent corridor. When a female Drow – whip in hand – approaches Lilith and asks her to lend her the ‘slave’ brothers, the Cleric refuses, declaring she still needs them, and moves on. ‘Maybe later!’

On the other side, the bored looking troll is sitting outside a door, similar to their own. The giant takes up half of the hallway.

I want to speak to your Mistress, Troll. What is your name?

I am Zorg.

Well, Zorg, open that door!

Can’t do that, Mistress, my Mistress will be very displeased with Zorg.

I’m sure your Mistress is very interested once she hears of these two tasty and strong males.

Though the giant hesitates, Lilith can be very convincing and manages to sway the troll. When Zorg knocks on the door several times, it opens and a melodious voice shouts ‘I told  you I do not want to be disturbed!’ A male Drow slave is bound to the pole, handcuffed. The Cleric uses her diplomatic skills and offers Alvra in exchange for the already used and drugged slave. The Bard assesses the Fighter – strong, with much stamina – and agrees to let him in. The door closes again.

Inside, the woman introduces herself as Ariana. Alvra estimates her as beautiful but deadly, gracious and cunning, not overly muscled. But then her voice sounds again, very sweet and alluring this time, and his attention wavers.

Now, male, you may lay your clothes and gear on the table near the window. You are going to undress for me…

Meanwhile the others are still outside, with a giant troll in front of the door. Lilith tries to talk Zorg into getting a drink at the bar – he must feel very thirsty and hungry? – but it won’t work. Next she pretends to hear his mistress in distress, but the troll is stubborn and stands his ground. He is not going to disturb the Bard again. When Lilith tries to put a blinding spell on the troll and fails, the giant gets suspicious.

What are you doing?

I’m trying to enhance your hearing, you deaf troll! Your Mistress seems to be in danger.

Zorg would hear more if you stupid woman would not talk so much!

Outraged, Lilith lashes out at the giant, who stumbles backwards and falls straight through the door. The Xaniqos follow it into the room and find their brother, dancing and slowly undressing. He’s in a total trance, oblivious to what is happening.

A massive fight erupts. Phaedra tumbles past the troll – getting hit in the process – and slashes at the Bard. Charicide counterattacks and casts an enchantment on the Scout, so Phaedra feels the uncontrollable urge to giggle and bursts out laughing, unable to stop. The Wizard, still in the hallway with his Cleric sister, evokes a puddle of slime underneath Zorg’s feet and the massive beast drops down. It won’t stay down for very long though. The Cleric unleashes a spell that negates Charicide’s magic, so Alvra stops dancing and the Scout can control her laughter. Shaking his head, the Fighter finally comes to his senses. He snatches a javelin from the table and aims it at the Bard. It narrowly misses. Suddenly faced by an angry Scout and a deadly Fighter, Charicide’s magic flares again and four more illusionary Bards appear around her.

Jharrath is battling the troll with a ray of flame, which seems to do much damage. When the Wizard subsequently fails to summon a monster to help them out, the troll regenerates and attacks Lilith with full force. She throws a bottle of acid in the giant’s face and steps back. Jharrath’s second try is successful and soon Zorg is surrounded by three creatures, who keep it busy.

An eerie sound fills the room – Charicide has gotten her hands on her lute – and again Alvra falls for her spell. He sits down dreamily and sways to the music. Phaedra keeps a clear head this time and slashes at the five ‘Bards’. She manages to destroy three illusions, while Lilith heals herself and then fires bolts at the troll. Jharrath summons two more elementals to try and take the troll out.

The Bard screams at Zorg to come and help her, but the giant is too busy defending itself. She changes her song to encourage the troll, causing the spell on Alvra to fail. Together the Wizard’s creatures manage to kill the troll and Jharrath finishes it off for good with Kelgore’s fire bolt. No more regenerating for this troll!

Lilith climbs over the carcass and gets out her flail. Alvra – his wits once again restored – activates his piwafwi, jumps on the bed and attacks the Bard from behind; he destroys the last fake image. But the Bard is not defeated yet and casts a spell, after which the brazier sparkles into huge fireworks: colored lights fill the air. The Fighter jumps off the bed and continues his fight, blinded. Charicide is surprised and steps back, giving the Scout the opportunity to lash out. Finally she kills the Drow.

Phaedra also slices the throat of the drugged Drow, who is still tied to the pole, bars the door, and then the Xaniqos escape from the balcony. They disappear into the night and manage to leave the city without being recognized.

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>>  what came before

Warehouse #352

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It’s good to see commandant Djuhah again, that makes things so much smoother. Two guards stay behind to take care of the prisoner and the bodies, while the other guards join the party. Together they set out towards the Trades District, travelling in an open coach. Since it is getting rather crowded in the coach, Darryl hangs on to the side.

The Trades District sounds more chic than it is: a collection of shabby buildings and sand roads, which are mostly deserted. The coach pulls up near #352. The brothers get out to scout ahead, leaving the Paladin and Cleric behind: sneaking is not one of their virtues. After a short while, the halflings find themselves staring up at a warehouse two stories high with a slightly pointed roof. Narrow corridors flank the house. There are windows on either side at the first floor.

With his keen eye sight, Larryl spots someone kneeling on the left side of the roof, while his brother thinks all is clear on the right side. Via an evading route Larryl nears the building and climbs up towards the first floor: the window shutters are open.

Finding enough hand holds, he climbs to the top of the warehouse and crawls towards the guy on the roof. He has to prevent the sentinel from alerting the rest of the gang and sees no other option than to take him down. When Larryl is real close, he attacks and hurts the guy very badly. In a second attack he finishes him off. The roof cleared, he cleans his weapon and climbs down to return to Tonks and Magnys, who are waiting impatiently.

Meanwhile Darryl climbs up the right wall of the warehouse. The window is secured by bars. Peeping through, he sees a kind of balcony with a wooden balustrade. He jumps down and meets with the rest. Quickly the brothers explain the situation to the others. They will have to get in through one of the windows and open the front door from the inside. Larryl and Darryl then go back to assess the situation on the windows.

After a thorough inspection, Larryl notices that a bar in front of the first window on the left side has come loose. Very quietly he gets it out of the way and – followed on his heels by his brother – he enters the building.

They step onto the wooden balcony Darryl has seen on his first climb. The landing winds itself all around on first floor level. Larryl walks boldly towards the guard, who whispers

Who is it?

It’s Larry, Darryl is right behind me.

The suspicious guard is still aiming his bow at our friends. They try talking their way in. Meanwhile another guard comes up the stairs.

Doesn’t Mutamin tell you anything? We are new recruits, we were scouting the Inn. I’m unarmed, lower your bow!

Larryl shows him the heavy money pouch and the gold tinkles softly. Both guards relax a bit and they exchange some smalltalk. Suddenly the door at the bottom of the stairs opens and a man walks in, fully armored.

What is happening here?!

Seems play time is over. Darryl jumps into action and charges with a flying kick against the second guard. When the guard defends himself, Darryl attacks with a flurry and kills him.

Larryl stabs the first guard with his kukri and then shoves him off the balcony. The guard tries to escape down the stairs but the ninja reacts quick as lightning and drops him like a fly. He jumps down and tumbles towards the front door. They need help!

The armored dude grabs his bow and shoots at Larryl. It’s a hit. After this, he disappears through the door into the interior of the warehouse again.

Inspecting the door, the Ninja discovers traps, so upstairs Darryl jumps out of the window to report back to the others. Tonks casts a Dark Bridge towards the window and, together with the Paladin and the Monk, climbs in, while the City Guards guard the building from the outside.