[ZoZ] Monkeys Might Come Flying Out of...
Aug. 2nd, 2007 04:22 pmOn our way towards Zo Proper and the Island of Lost and Forgotten Toys, we had to cross the Misty Gap, a deep chasm, on a long rope bridge. Naturally, we were more than halfway across when the flying monkeys attacked. We were able to fend them off, but not before they carried off Seth, who had the misfortune of not having his player show up (miss a game, get carried off by flying monkeys...).
So we had to climb the trecherous Razor Peak to reach the domain of Quellabaum, King of the Flying Monkeys. Turns out he sent Seth off on an errand to deal with a wizard who was causing problems by mining pockets of magic from the peaks. Seth, being the knight errant type, naturally must have agreed to help his kidnappers out of a jam, which left us to go after him, since he didn’t return.
Upon finding the camp of the wizard Murkelbog, we discover Seth, frozen inside a block of ice by one of the wizard’s magical booby traps. When Murkelbog himself puts in an appearance, we insult his ability in hopes of tricking him into releasing Seth just to prove he can do it. All that gets us is Murkelbog challenging us to a duel of magic! Since we get to choose the weapons, however, Robin reaches into his magic bag and takes out, two Magic: the Gathering decks!
Cut to some time later, once we’ve gone over all the rules. It’s Robin vs. Murkelbog. The stakes: if Robin wins, the wizard has to free Seth, leave the mountains, and forswear magic. If he wins, we become his servants forever! Murkelbog also uses magic to put the rest of us into the game, so Robin has to use us as some of his creatures, going up against the wizard’s minions. Still, we manage to pull out a victory, with help from Jenna’s ability to go unnoticed by pretty much everyone. Murkelbog stays true to his word, lets Seth go, and leaves in a huff, saying he will forswear magic... the Gathering, that is! Chances are we’ll be seeing him again.
Quellabaum was so grateful for our help he offered to help get us to the Island of Lost and Forgotten Toys in just a day. Hopefully, we can find the key to the Marquis’ prison there still. I’ve got to imagine he’s getting tired of being carted around in Robin’s bag...
So we had to climb the trecherous Razor Peak to reach the domain of Quellabaum, King of the Flying Monkeys. Turns out he sent Seth off on an errand to deal with a wizard who was causing problems by mining pockets of magic from the peaks. Seth, being the knight errant type, naturally must have agreed to help his kidnappers out of a jam, which left us to go after him, since he didn’t return.
Upon finding the camp of the wizard Murkelbog, we discover Seth, frozen inside a block of ice by one of the wizard’s magical booby traps. When Murkelbog himself puts in an appearance, we insult his ability in hopes of tricking him into releasing Seth just to prove he can do it. All that gets us is Murkelbog challenging us to a duel of magic! Since we get to choose the weapons, however, Robin reaches into his magic bag and takes out, two Magic: the Gathering decks!
Cut to some time later, once we’ve gone over all the rules. It’s Robin vs. Murkelbog. The stakes: if Robin wins, the wizard has to free Seth, leave the mountains, and forswear magic. If he wins, we become his servants forever! Murkelbog also uses magic to put the rest of us into the game, so Robin has to use us as some of his creatures, going up against the wizard’s minions. Still, we manage to pull out a victory, with help from Jenna’s ability to go unnoticed by pretty much everyone. Murkelbog stays true to his word, lets Seth go, and leaves in a huff, saying he will forswear magic... the Gathering, that is! Chances are we’ll be seeing him again.
Quellabaum was so grateful for our help he offered to help get us to the Island of Lost and Forgotten Toys in just a day. Hopefully, we can find the key to the Marquis’ prison there still. I’ve got to imagine he’s getting tired of being carted around in Robin’s bag...