So, no chance of convincing it to work with us and we will try our best to free it?
Even if it is evil and murderous rather than just trying to find escape it's prison then it might still be open to negotiation. Then again maybe our sworn sword would get offended by working with a monster?
 
So, no chance of convincing it to work with us and we will try our best to free it?
Even if it is evil and murderous rather than just trying to find escape it's prison then it might still be open to negotiation. Then again maybe our sworn sword would get offended by working with a monster?

There's a write-in option. Do keep in mind that it thinks eating you will free it and eating you is more fun.
 
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So, no chance of convincing it to work with us and we will try our best to free it?
Even if it is evil and murderous rather than just trying to find escape it's prison then it might still be open to negotiation. Then again maybe our sworn sword would get offended by working with a monster?

Let's not free the inhuman entity. We're dealing with something that doesn't have human motivations and we can't possibly understand it. Freeing it would just as likely have it burn down Braavos or create an unbound enemy to harass us.

Although, promising to free it would be go nicely with a charm spell. Easier to convince and then backstab it.
 
[X] Try to Charm it
-[X] Get it near the water and hit it in. Have Richard kill it.
-[X] If the charm fails, keep trying to charm it until it works

@DragonParadox I am assuming the "run to to the canal" option is for both us and richard?
 
Part XXII: The Quenched Flame
The Quenched Flame

Thirtieth Day of the Ninth Month 289 AC

"Keep it off me Ser, I'll try to adjust its attitude!" you shout at Ser Richard.

You can see the creature gathering a glob of its fiery substance between its hands but before it can finish your charm spell grips it's mind. Its resistance is surprisingly feeble. Perhaps it did not expect a mental attack. The creature disperses whatever the fire in its hands was and beings speaking again:

"Thinking on it perhaps your blood need not be spilled. I sense you posses powers arcane. Mayhap you can use those to free me and then your life may be spared." the effect of its horrifying cackling voice attempting civility is if anything even more disconcerting than when when it threatened your life.

Ser Richard recognized the spell easily enough and did not strike.

"I... Certainly, oh Great Flame." you answer the monster throwing in some flattery for good measure. "My arcane tools are outside in the boat ." If you would follow me..."

You catch your sworn sword's eye and touch the pummel of your sword. He looks pale but his hands are steady as he adjusts his sword belt. You step outside walking backwards trying to make a show of respect of it as you heard the Ghyscari of old did in the presence of their leaders.

After extricating yourself from the room you position yourself on the left of the door with your sword drawn. Ser Richard does the same on the right.

As the leaping fire demon bursts out of the same door both of you strike. Ser Richard's two-handed blow strikes down from above causing the creature's "head" to erupt in a swarm of sparks like fireworks. Still it does not fall. Did something like this even fall? Fade? Explode? the irrelevant questions pass through your head just as your sword stabs forth connects with something solid. The fire monster seemes to gutter like a candle before a swift wind.

Gained 300 XP

A pearly white sphere the size of a fist falls on the wood of the old pier with a thunk. It seems to have writing of some sort engraved upon it.

"Your grace be weary..." Ser Richard warns

Filled with the exaltation of victory this time untainted by regret you wave his concerns aside: "Come now Ser If the creature failed to harm me I doubt its remains will."

Sadly you cannot read the script upon the sphere. Even so it looks like a single large pearl engraved with mysterious writing. You can think of uses for this indeed you can.

You enter the unfortunate and foolish Angril's house one last time. While searching the house you find ten full iron marks and fifty-seven Iron pennies as well an a silver ring. It seems Angril had himself quite a tiddly nest egg.

Gained 57 Iron Pennies and 10 Iron Marks
Gained a Silver Ring


However the coins pale in comparison to what you came here to find: the Chalice. It looks impressive even unused, Fire blackened and old beyond description save for the flowing silver runes that are to your delight in recognizable Valyrian. As you look closer you realize that there are words you can't place but that is hardly unexpected, the Grandmaster was not concerned with teaching you words that might pertain to Sorcery after all.

The inscriptions mention three gifts:

The Gift of Blood
The Gift of Matter
The Gift of Song


Around the rim of the vessel is an invocation to the spirit of fire. You strongly suspect this is the incantation Angril used.

Gained Chalice of Fire Call

What shall you do with your newly gained treasures:

The Spell Pearl:

[] Keep it
[] Present it to the Thieves as the treasure Angril stole


The Chalice:

[] Present it to the Thieves' guild as the lost treasure
[] Keep it (opens options to study it or return it to the Red priests or selling it after a time has passed)


OOC: I honestly could not believe your rolls this turn. The Harginn had a +2 initiative on you yet you still cast first. It rolled 2+1 on it's will save. Then both your attack and Ser Rchard's connected past its AC and concealment. To top it off the knight rolled 11 for damage and you crit due to rolling a nat 20. The Gods of Valyria are not dead, they are possessing the RNG.
 
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There is a solid core in there made by the original dark spell. Hit that hard enough and it dies.
Didn't know that, thanks.

OOC: I honestly could not believe your rolls this turn. The Harginn had a +2 initiative on you yet you still cast first. It rolled 2+1 on it's will save. Then both your attack and Ser Rchard's connected past its AC and concealment. To top it off the knight rolled 11 for damage and you crit due to rolling a nat 20. The Gods of Valyria are not dead, they are possessing the RNG.

 
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[X] Keep pearl
[X] Present chalice to the Thieves' guild as the lost treasure

So I'm of the mind to keep the pearl and turn in the chalice. As the pearl is something we can study on the down low without to much work and if caught, can easily lie about having a interest in the gem or doing a appraisal.

As for the chalice, the faster we can get away from the Red priest crap the better in my opinion. Since nothing good ever comes with dealing with the burning God and his faithful, so staying off their Rader is all good to me.

Plus, turning in the thing will cemet some more good will into our standing with the rats, most likely pass another test of some kind, most likely earn some trust/pay and give real weight to our story on what happened to the thief.
 
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The Spell Pearl:

[X] Present it to the Thieves as the treasure Angril stole


The Chalice:

[X] Keep it (opens options to study it or return it to the Red priests or selling it after a time has passed)
 
[X] Keep it

[X] Keep it (opens options to study it or return it to the Red priests or selling it after a time has passed)
 
For those who want to keep both, do you remember what the quest was? To find the missing item. Giving no item back guarantees we failed or we held something back from the guild. Both are Bad Things (TM).
 
[X] Keep pearl
[X] Present chalice to the Thieves' guild as the lost treasure

Eh, if they try to use it, they'll just get themselves burned.
 
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