G2: Gorgos
The scene: a small celebration at the remains of old Castle Greyhelm, in the Solarium.
The people: all of you, plus Ronald Greetles esq., Gregolas Half-Elven, ZOM-G the last Knight of Armek, Stanislaus the Illusionist the General Store Merchant, and Otto the Otyugh,
After some small talk, “great to see you agains”, some food and drink, Greetles explains the situation.
“Hello there sirs. Well, it’s been a while.” You guys do some math and figure out you were in the mirror world for… five months?
“Yeah, you were gone a while. No, I don’t know what happened. There’s a weird time thing in the mirror world it sounds like from your last adventures there- one day per hour, more or less, but you were gone even longer than one would expect from that.”
“After it had been a year, I decided to get to work myself. I made it here to Castle Greyhelm, but don’t really recall what happened. Gregolas and company then followed about a week later, that is, about a week ago they left, and got here, well, now. Found you all asleep, and saved me from a horrible fate.” Gregolas, Stanislaus, and Otto nod. Greg and Stan ‘high-five’.
“So, we’re basically it for Grito and Greyhelm. Durth is a domed citadel of the Monks of Progress now. Everyone else- those who survived the war raged by the Knights- fled to Gorgos, capital city of the Northern Island Kingdom. Oh yes, right. The Knights of Armek are gone, far as we can tell. No sign of that strange tower they were building either, just a huge crater there.”
“I’ve been in contact with the New Order of Responsible Magic-Users, ‘NORM’. They helped me, uh, make a scroll to seal off that thing.” He points to the Magic Mirror.
“The mirror still works, still does all that stuff, but no longer connects to wherever it was you were. Now it simply is part of a two-way teleporter to a modest apartment I’ve been renting in Gorgos. Nothing special, just a walk-up in the Merchant’s Quarter on the main island. Gorgos is something else, truly a magical city, and once you’ve settled in and rested, I’ll take you over there and show you around.”
…
You take several nights to recover and muse on prior events. A few things occur to you. For one, Zelba no longer seems to have your souls. Priests, you are returned to the service of your original gods.
Two, this castle is yours, at least for the time being. You heard that the Greyhelm family moved to Gorgos, but then who did you kill here? Rename the castle if you wish. Also, you’re not alone here in Castle Greyhelm. 1d10 of the peasants from mini-Greyhelm stayed on, and help you out during your stay here. (However, some of the others retreated with mad King John Romeo, who has reclaimed his crown, into the dungeons where they’ve staked out their own domain. Sigh, another potential problem, who’s solution may be your swords.)
Otto stays in the castle as gardener. Zom hangs out too. Greetles will, although he has business in Gorgos these days as well. Gregolas prefers Shady Orchards, as that’s where his giant flatscreen is. Stanislaus has a store to run.
Finally, you have a lot of choices now. Not just around Grito and Greyhelm, whatever that holds, but a whole new continent to explore. I’ll provide a list at the end and a map later.
…
When you want, Greetles takes you through the magic mirror to Gorgos, shining jewel of the Northern Island Kingdoms.
Gorgos is the largest, and southernmost city in the Sea Kingdoms. It consists of dozens of small islands surrounding three large central islands. As huge as Greyhelm, but much more elegant, at least the parts that Greetles shows you. There’s also a serenity about it, what with all the water and open space.
There’s a lot going on here. All the religions are represented, and there’s stuff afoot. You know how it goes. But I purposely don’t want to drop a bunch of rumors and palace intrigue right in your laps here. Besides, you guys have read enough.
So here’s some stuff that remains to do around Grito and Greyhelm and the game, in no particular order:
1) rebuild the Castle. Mad King Romeo and a legion of monsters have sealed themselves in the cellars, too. The nerve of some people.
2) repopulate lovely Greyhelm and Grito. 1d10 crazy peasants does not a nation make.
3) and what’s up with Durth and the Monks of Progress anyway?
4) help Stanislaus reclaim his title as Master of the Tower of Illusion.
5) the Arena of Kyuss in Nyuss City of Spiders. Push button, fight monster, get treasure. I know you love it.
Note that NONE of these things you have to do… I’m simply consolidating a bunch of open stuff for your perusal. There’s some more, but it’s late and I’ve written too much.
Oh, and one more thing. XP and treasure. Special training is again free, so remember to take your extra +2 hp and a NWP…
Brogg can train to 7th level fighter.
Dave FoO can train to 8th level cleric.
Marivhon can train to 7th monk.
Moth can train to 5th fighter, 5th magic-user, 6th thief
Schmektor can train to 7th fighter.
Tut can train to 7th bushi.
Or make new guys. Please see table talk for a more full exposition about that. I’m leaving it to the individual.
What treasure you got was:
Vrill’s potion bag, containing 1d10 potions; the bag itself is magical
Ron Ball’s mace
A magic compass
A magic key
Vrill’s family ring
The big drill
…
Most importantly: congratulations again. Take some time, discuss, think about what you want to do… no, scratch that, just start posting and doing things!