Debugging Rad

Mucking Around with Muk! *Debugging Rad*

~Featuring the heroics of Elora, Radavel, Tartarus, Torva, and me, Muk!

As Rad’s pregnancy inched closer to term, and our anxiety about potential toad monsters ripping him apart bloomed, a small contingency of us Haven folk decided to do something gutsy and daring to address the impending catastrophe: we would penetrate the second level of the Dwarf City of Grovedeverg and find a cure!

We headed off to the cavern in which our bearded Dwarf pals reside. Guards brought us to Emalda, our friend with the tasty biscuits. After peppering her with questions, we learned from Emalda that the Dwarves resided within Grovedeverg as recently as a few generations ago. She provided us with an idea of the layout of the ancient city. The second level of this vast fortress was once home to a thriving market, and the last serious encampment before the monsters drove the Dwarves out. Emalda thought that a cure for Rad’s infection, er, infestation, might be found there in the camp, where research on ridding the body of Slaad wormies once took place. In addition, within the market, there supposedly is an armory with kit that could really help the Dwarves’ effort.

We learned that in total, there are about twelve complete levels of that city. Unfortunately, they are swarming with Slaad and their ilk. The toadphers act as their scouts, sniffing out intruders and alerting their scary masters. The Slaad, while powerful foes, are not the most perceptive, and rely on their pups for detection of enemies (aka Dwarves!). The monsters of Grovedeverg, as we know, attack the Dwarves in waves. Their last big push to break out coincided with our first encounter with the Bearded. The disappearance of the island’s mist appears to have instigated a wave of attacks.

Armed with this new information from Emalda, and insight into the beasties from Kondar (that handsome guard!), we entered the first level of Grovedeverg. Just as a reminder, this is the Ambassador’s Ward, where we found that nifty scepter the last time. As we made our way in, Rad took a random potion, which created a link between himself and the Slaad! So scary! He now thinks of Slaad and has a perfect photogenic memory for Slaad. Of course, this leads him to feel a permanent sense of shame… Oops!

To the left of the entrance on that level, we discovered a small study. This was a meet-up chamber where delegates to the kingdom would once, well, meet up! We rifled through the remnants of the room. I discovered a well-hidden secret drawer in a desk that contained a small vial. Unfortunately for Torva, this contained what could only be described as Dwarf repellant! I pocketed this for future fun. It might come in handy as a party trick!

On the same level, we found bedchambers occupied by those nasty toadphers. These were dispatched after a noisy brawl. We then explored this likely Dwarf hotel. To my surprise, I discovered some Elven pornography (what were the Bearded doing with this?!?). This I pocketed as well. Maybe Spenser will find it amusing…

We entered the room in which we previously encountered the Slaad that got Rad, and proceeded beyond that into a dining area. Beyond this was another room hosting, you guessed it, yet another Slaad! Goodness, these things are terrifying! This one tried to impregnate Tartarus, but, to the Slaad’s chagrin, his body cannot host little wormies. We killed the Slaad in what once was a cafeteria. Nothing to eat in there now, sadly. Another room yielded some coin for Tartarus and a small silver bell for Torva. Elora found a very helpful map! She also discovered some lovely vials of ink and parchment. Nice job! Eventually we happened upon some stairs!

The stairs led down to the Market level. We could hear things moving about, however. We braced ourselves for yet more battles. There were actually two sets of stairs, one busier than the other. We barricaded that more popular passage, while I kept us very quiet with some generated silence. Then we took the quiet stairs to the Market.

We explored a number of shops in what could be described as a mall. I wish the shops were open for business! Nothing much fun was in them now, except for nasty toadphers. Tartarus did have a lucky find, though: a wonderful hair brush. This was used in Torva’s beard, and it turned bright blue! Wow, what a look! Then it was green! Such a fun game! I pocketed some busted up pottery shards, which could work as an alarm; they also made a great gift for those inclined to collect such things.

Afterward, we found the armory that Emalda mentioned. While some of the armor was in decent condition, it was too clumsy and heavy to move out, especially with toadphers on the prowl and Slaad lurking in the hallways. We left it for the time being. Elora managed to locate a magic whip made of blue leather, and some magic-laden arrows. These we took.

On our way out of the shop, we were confronted by an icky toadpher. I silenced the bugger so that it could not call for backup. This, as we discovered, is a good means of disabling the toadpher’s ability to interact with the Slaad. Just keep ‘em quiet!

We made our way to the Dwarven encampment, the last stronghold of the Bearded in this ancient city. Here, a massive encounter erupted! There was shouting, growling, toadpher prowling, Slaad slithering. In all the chaos a giant ballista was fired, people scrambled, a discarded doctor’s bag was secured, and blood was shed. We made a run for it, fleeing out of the Market as too many monsters pursued us. As the numbers of enemies swelled, we raced up through the Ambassador’s Ward and out of the ancient city. Outside, we alerted the Dwarves on guard and staged a final battle. We managed to kill the fiends that got out and secured the doors to the citadel. *whew*

Back at the new Dwarven encampment, we discovered a few things. The whip that Elora snatched is a voltaic whip, made of blue dragon leather. Every hit with it gains one charge, and charges can be expended to deal extra damage. Wow! Just don’t get the thing wet! The magical arrows can be broken and used for teleportation. Amazing! The medicine bag contained one vial of liquid named “Experiment 3” and a note on attempts to cure Slaad infection. A terrifying read, that! In addition, there was a fine silver dagger, a surgical implement. And lastly, we managed to procure a journal containing information on the “Husk Project”. The latter is related to the tattoos that our Bearded friends all wear. This project allows the Dwarves to keep surviving while fighting their foes day after day. Not a fun process, and one that sounds absolutely horrible. Join the project at the risk of your sanity!

Emalda showed the Experiment 3 vial to the local Clerics, who determined this to be a Blood Fire Elixer. It contained powerful healing and fire magic. She discussed with us the Beardless Dwarves, and how they defected because of the costs of the Husk Project. She rues their absence. Maybe we can discuss this with the Beardless?? Apparently, the Husk Project involves placement of one’s mind, or soul, into a golem that can then be used to fight fight fight! When the golem bodies are damaged or die, the Husk participants feel all of the associated pain (oh no!), but they do not perish for good. They can be placed in a new golem body to keep the war going to secure their homeland. This is why the Beardless defected. The emotional cost is great. This is also why we only see very young or very old Bearded; the rest are in a special chamber where their bodies are at rest while their minds occupy the golems. Oh, and the tattoos indicated the number of times one has died as a golem. How neat! I mean, how horrible!

One last thing Emalda told us, well me specifically because I asked, is the recipe for her dry biscuits! You can thank me later, Alton!

We headed back to Haven having learned so much about our Bearded pals but little on how to actually save Radavel. Every ounce of our hoped was focused on Experiment 3. Not wanting to waste another moment, Rad just chugged the elixir, and oh my what an outcome! First he became very warm, and had a terrible fever. Then, fire started burning in his blood!! Ouch and yikes! It turns out, Rad consumed raw elemental fire! But, somehow, it bonded to him, and he survived! *double whew* While he lost one point of constitution (who needs that anyway?) he is now immune to all diseases. And, most importantly, the Slaad egg inside him was burned to a crisp. Literally. Oh, and did I mention that Rad can now bleed on things to burn them? Yeah, that’s right. He bleeds 1d6 of damage when first struck by an enemy. And (yes, there’s more!), he cannot be chilled or frozen. Ever.

I would say mission accomplished!! We survived the most deadly of markets and saved our buddy from chest-erupting wormies. Yay! Go team!

~Muk