Session 9 – “Glipkerio’s Gambit” (Continued)
Date: Saturday, 4/4/15
Game Dates: 3/10/3200 to 4/6/3200 E.C. (Empyrean Calendar)
Module: Glipkerio’s Gambit by Jobe Bittman)
Current Party Level: 3 (some 2, henchmen level 1)
Current XP: 127 for main characters, 102 for Domnos, 35 for Budabob, 10 for henchmen
XP Needed For Level 2: 50 (for henchmen)
XP Needed For Level 3: 110
XP Needed For Level 4: 190
|Player||Character||Alignment||Former Profession||Current XP|
|Eli Bergstein||Tamash the Quester (3rd level Elf)||L||Elven Artisan||127|
|Tanya Brodd||Domnos the Controller (2nd level Wizard)||L||Trapper||102|
|Amy Schulz||Amethyst the Diabolist (3rd level wizard)||L||Minstrel||127|
|Alex Schulz||Gazal the Marauder (3rd level warrior)||C||Wizard’s Apprentice||127|
|Elizabeth Schulz (becoming NPC?)||Katy the Marauder (3rd level warrior)||C||Caravan Guard||127|
|Phil Schulz||Aric Twofingers the Cultist of Bobugbubilz (3rd level cleric)||C||Guild Beggar||127|
|Andrew Bergstein||Budabob the Cultist (1st level Wizard)||C||Woodcutter||35|
|NPC||Gorm the Broker (2nd level dwarf)||L||Dwarven Miner||102|
Henchmen of Tamash the Quester: Valannus the Evoker (1st level wizard XP 15), Izdrel the Witness (1st level Cleric of Cthulhu XP 10)
Henchmen of Amethyst the Controller: Zuzu (XP 10), Carnelian (dwarf apprentice) (XP 10)
Henchmen of Katy the Brigand: Dopey (XP 10)
Henchmen of Aric Twofingers the Convert: Ludo (dwarf agent), Anana, Thompson
Game Date: 3/10/3200 E.C.
Past the Corpse Gate, Budabob (who had been Katy’s henchmen) joined the party, having followed them up the mountain. The party was preparing to make camp for the night when someone in the temple released some two-headed hounds! Three of these monsters attacked the party, with a breath that could apparently age a victim years. The party slew these monsters handily, with magic missiles from Tamash and Budabob, plus a mighty deed by Gazal that smashed the two heads of one hound together with his battleaxe.
After the battle with the two-headed hounds, the party made their way over to the Fountain. Each member of the party drank from the fountain, restoring their health and their Luck! Then they camped for the night, grateful that they were not disturbed again in their rest.
Game Date: 3/10/3200 E.C.
After refilling their water from a small pond nearby (not from the Fountain – they did not dare to tempt the Fates!), the party prepared to explore. They voted to explore the grounds first before assaulting the Temple of Destiny.
They explored the kitchen (and took some salt), an administration office (where they found a sturdy coffer, which Domnos defended with a rope work spell so that her companions would not loot the money that belonged to the Fates), some living quarters (where Amethyst found some pillows full of goose down, some of which she took so that she can summon geese with her animal summoning spell), an outhouse (in which Tamash found a hidden stash of pipeweed), and a warehouse stocked with food (which they decided to revisit before setting out back towards Punjar).
Before entering the Temple of Destiny, Domnos cast Blade of Atropos, Aric cast a Blessing upon his companions, Amethyst prepared a weapon using Force Manipulation, and Budabob protected himself with a Magic Shield spell. They entered the temple and encountered Glipkerio – 8 different versions of the same man! They fought to defeat all the versions of the man, and managed to free the Three Fates from a magical circle that had them imprisoned. When the last version of Glipkerio was defeated, he metamorphosed into the strange cat-headed giant they had fought in Cragsmere. When the last of him had vanished in a flash of orange light, the party faced The Three Fates and The King of Elfland.
The heroes were rewarded – those whose patrons were the Fates or the King of Elfland gained a better chance of calling upon them successfully the next time they need to do so. They took the 2 halves of the broken Chronomantic Amulet, as well as the Coprolite Club that had belonged to Glipkerio. They were also given knowledge of a series of hidden portals in Punjar, the so-called Nether Gates. They were given directions to a secret alley in the Smoke, the lowest ward of Punjar, in which several brightly painted doorways were actually gateways to far away places and times. They were told the purple door at the end of that alley could take them near to their original homeland.
The party spent the night at the Temple of Destiny, and in the morning set out for Punjar . . .
Game Date: 4/3/3200 E.C.
On this date the party arrived back in Punjar. The wizards among them had studied the parts of the Chronomantic Amulet, and had concluded that it might be made to work again with a Mending spell, or by a skilled jeweler. Since none of the wizards knew the Mending spell, the heroes decided to look for a jeweler to repair the amulet.
Game Date: 4/4/3200 E.C.
Having investigated the best place to have the amulet repaired, the party visited the shop of Boss Ogo, whose shop was at the corner of Cheap Street and Dowager Alley. Boss Ogo said that he could fix the amulet within a couple of days for 300 gp. The party agreed, so Boss Ogo wrote out a receipt for them.
Game Date: 4/6/3200 E.C.
The party picked up the Chronomantic Amulet from Boss Ogo in the morning. They found that it was no longer as powerful as it had been in the hands of Glipkerio, but it could still be useful to a spellcaster to get a second chance at a spell or two. The amulet was taken by Tamash
After preparing their gear for a new adventure, the party followed the directions given to them by the Three Fates to the hidden alley that contained a set of Nether Gates. The narrow alley had three doors on either side and one door straight ahead. They decided not to go through the purple door at the end, the one that would bring them close to their homeland . . . not yet. Instead, they narrowly chose a cornflower blue door on the right o ver a blood-red door on the left..
They went through the cornflower blue door, and found themselves in a dark cave. Through a narrow passage, they found their way out of the cave and out into the moonlight of a vale with a manor by a lake, and a tower in the distance . . .
DCC #78 – Fate’s Fell Hand by Harley Stroh