Showing posts with label The Curse of Dave. Show all posts
Showing posts with label The Curse of Dave. Show all posts

Sunday, May 8, 2011

Watchfires & Thrones Session #44

[Cue flashback music]

On the late morning of the 25th of The Bloom, a few short days after the stalwart members of the Society of Plane-Walkers departed Blackpool to confront and defeat the hobgoblin menace, a party of would-be adventurers arrived at the end of the Last Hard Road and entered the frontier town. This cadre of fortune hunters had journeyed to the Kinan-M’Nath from the quiet horse town of Shy Kimoor, some few days’ travel to the east. Drawn by the legends of Stonehell, the party was a most unusual mix of men and not-men.

Amongst the unnamed group’s ranks were Clausius Clapeyron, a dwarf and former brewer’s assistant renowned for his constant state of intoxication; Lordarain Brigmore, a cleric of Father Moon and former merchant; Sir Octo Puss III, a disowned octopus noble fallen on hard times; Ronald Crump, entrepreneur and magic-user; Tarfuhl, a Hurg and former military officer; and Trevor, outlaw magic-user. Having heard of the fantastic wealth that lay inside the former prison for the taking, the six had come in search of their own share of treasure. But first, they decided that stout men-at-arms were needed to help ensure their survival in the dungeon’s depths.

Directions from the local constabulary led them to the Dead Dragon Inn, the sole traveler’s rest house in town. Inside the common room, the group encountered a quartet of idle caravan guards and a much-maimed and cantankerous former dungeon delver. The latter was an abusive, if not completely unhelpful advisor and the former became hired hands in the party’s first foray into the dungeon. With little time to waste and plans to come back rich by sundown, the group, now assisted by Ivan, Merk, Chogah, and Lou (the men-at-arms), set off for the famous death trap.

The group arrived without incident, pausing to decipher some of the faded graffiti scrawled on the crumbling gatehouse wall. One phrase spoke of gold nuggets the size of apples beyond the Living Caves, and it was upon this obscure clue that the band set their sights. The party, throwing caution to the wind, strode brazenly through the gatehouse’s underpass, but Ronald Crump halted the back two ranks of the company in mid-stride to see if fatalities befell the rest of the group as they passed the murder holes and arrow slits. This action was noticed and unappreciated by those put in harm’s way. Apologies were made and the group continued into the box canyon.

Ignoring the ruins and caves of the canyon, the party followed the largest grouping of tracks directly to the dungeon’s entrance. Lighting torches and assembling with men-at-arms at front and rear, they descended down the long, winding stairs to arrive in the dungeon’s “H Room.” The eastern door proved stubborn to open, so the band made their way through the ogre arch and down the northern passage (after taking the map away from the perpetually drunk and Wisdom of 3 dwarf fighter).

A stout door stood past the archway and the band gathered about it in preparation for their first big score. Pulling the door open, they discovered a sunken floor and an atmosphere stinking of sulfur. In the center of the depression stood an intricately wrought brazier from which a score of 4” long frogs were leaping forth to cavort about the floor. This odd enough phenomenon was made odder still by the fact that each frog (and the brazier itself) burned with purple flames!

Clausius and Sir Octo entered the room. Clausius, without a beat, whirled his flail down on the closet frog, causing it to explode in a blast of fire, killing the animal and setting his own clothes afire. Sir Octo watched as four of the closest frogs turned their attentions on the burning dwarf and launched themselves at the drunken warrior. In seconds, Clausius was dead and burning brightly on the dungeon floor. The campaign had a new record for shortest-lived PC, a title former held by Pip Haggleham. Attempts were made to draw the frogs away from the burning dwarf (so that his gear might be scavenged) with a torch, but the fiery frogs had no interest in normal orange-red flames. The party closed the door and continued north.

Passing a wide corridor with bridge-like overpasses and avoiding a door that sounded of rats, the party reached a T-intersection and proceeded left. They swiftly came across a square chamber adorned with carvings of human faces, their mouths open wide. Attempts to cross the room revealed that the floor was pressure sensitive, firing darts at those who mis-stepped on its cracked surface. After half the party had made it across (and killed a spitting cobra attracted by their hot torches), the rest of the band learned that they could cross unscathed by climbing the carved faces and the room was safely bypassed.

Only a short distance beyond was another square room—this one adorned with large eyes carved in the walls. Sir Octo, using his natural climbing skills, hauled his body up one wall and across the ceiling to scout ahead. The rest of the group crossed with caution and were either extremely lucky or the room was untrapped—there were no injuries this time.

Weird Stonehell Hologram Beyond the eye room, the corridor turned south and was marked by eight small niches, each large enough to hold a decorative bust. The sixth niche seemed to hold one such carving: the head of a human male with oddly-upswept hair and wearing a cape some two-hundred years out of fashion. The party attempted to collect this piece and discovered that it was a hologram. No other signs of secret doors, hidden mirrors, or out of place details could be found. A mystery, indeed. Perhaps it points to other secrets waiting to be found.

The party continued on, forgetting to probe their way with 10’ pole. This meant that both Ivan and Sir Octo blundered into the trap waiting for them. With an explosion of white, glaring light, the duo found themselves adorned with thousands of pieces of glowing glitter, each of which provided ample illumination to nullify any chance of them sneaking about in the dark dungeon. To complicate matters, as the two walked, unearthly music arose from no visible source to accompany their movements:


The two had become walking dinner bells.

Attempts to wash the glitter off with water proved futile, but the band discovered a small storage room not far from the site of the trap. This chamber held the accumulated detritus of a hundred failed adventuring bands, most of which had deteriorated in the dank dungeon environment. The party decided to hole up, search the room, and see if the dinner bell trap would wear off.

The party passed the time digging through the ruined equipment, finding several useful items—bolts and arrows, torches, a ladder, iron spikes, a shovel, a crowbar, and vials of oil. Amongst this mundane gear were two small glass vials holding red and green liquids. The party paused to experiment and learned two things: 1) the glowing glitter was oil-solvable and the two afflicted members were cleansed of their musical decorations, and 2) the red and green liquids were both deadly poisons. Alas, this lesson was learned when Ronald Crump and Sir Octo Pus III sampled from the bottles. Both died in agony.

With half the party dead (and the referee’s sore back causing him much pain), the party exited the dungeon—weighted down with the wealth of their slain comrades—to try their luck another day.

Wednesday, October 13, 2010

Watchfires & Thrones Session #24

In which Dave's chatacter dies at the end again.

As the party entered the teeming kobold market, it wasn’t long before the scaly proprietors started to give them clandestine glances and whisper amongst themselves. The massive slain lizard that Grumble and Krunk carried was attracting attention. The party paused, debating on which stall to approach with their 400 lbs. of lizard meat, but were interrupted by a quartet of bugbears pushing their way through the crowd. The largest of the goblinoids, a mangy specimen with a scarred face and a dead eye, gruffly informed them that “Trustee Sniv” wanted to see the party—now.

The adventurers were led from the marketplace, the bugbears falling into flanking positions, and brought through a storeroom filled with crates, barrels, and other containers of trade. Numerous kobolds swarmed over the stacks, taking inventory and sorting items for some unknowable purposes. The bugbears guided the band down a side corridor and through a barracks holding a half-dozen oversized kobold warriors. After knocking on a set of sizeable double doors, the party was brought into a blood-stained, bodyguard-filled audience chamber, its far wall obscured by a tattered curtain of red velvet.

With the sound of a squeaky pulley, the curtain parted to reveal the fattest kobold the party had ever seen. Perched atop a wooden throne, the kobold wore a rodent fur coat and sported a crimson fez atop his scaled head. He glared down at them through a brass monocle while stroking a hairless rat of unusual size. This was Trustee Sniv, leader of the Stonehell kobolds.

Sniv wasted no time in chastising the party. He was displeased with their slaying of “his dragon,” a creature that he had acquired some months ago and installed in a disused cave in order to use its presence to control his less than devoted subjects through fear. With it now dead and its corpse viewed by numerous kobold underlings, he would have to find a suitable replacement. But first, the party had to pay a sizable fine for dragoncide: 100 gold marks to be exact.

Unfortunately, a little success can really go to the adventurers’ heads. Despite being flanked by the bugbear brute squad, and a dozen kobold bodyguards, the party—Kaldar in particular—decided that this would be the perfect time to try and dictate orders to the kobold regent, demanding that the party be paid to replace the dragon. When he missed the not-so-subtle clues that they really weren’t in a position to negotiate, Kaldar pressed the issue to the point where Sniv simply pointed at the half-elf and said, “kill him.” A bugbear stepped up to do just that.

At this point, I laid out the room and the position of the kobolds, bugbears, and the party on the battle map. It was only after doing so and them remembering that they had naught but daggers and arrows (without bows) to defend themselves, that the players realized how screwed they were. But, leave it them to go with their original plan. As they quickly declared their intentions before rolling for initiative, Pete stated that he was pulling out his money sack and offering to part with some cash. The rest of the players suddenly jump on this idea and, with a hasty but loud call of “Parley!”, combat was averted. All Sniv wanted was a bribe in the first place.

After forking over the cash, the party was told that they had an hour to conduct their business in Barkruf-Yip-Yip, the jewel of kobold culture, before they were effectively banned from town—until they found a replacement monster for Trustee Sniv, that is. The party, having heard of a “tavern” next to the kobold market, stopped in to see what they could learn about the Quiet Halls, their next intended destination.

The tavern was little more than some battered tables and chairs thrown haphazardly about a 20x30 room. A menagerie of patrons sat huddled over skull tankards, drinking whatever it was that passed for libations down in Kobold Korners. A group of crazed gnolls barked amongst themselves at one table, while a pair of lizard men devoured a meal of meat and grubs at another. Two twitchy-looking men dressed in leathers watched over the room with red eyes, and another human male, with pale blond hair and light blue robes, sat in hushed conversation with five hobgoblins. Somewhere, Figrin D’an and the Modal Nodes played. Amidst this sea of villainy, however, was a human male dressed in dirty robes that looked ecstatic to see the party. He lost no time in introducing himself. He was Korlack Nightspring, the sole surviving member of an adventuring band who met their demise—coincidently enough—in the Quiet Halls. He had lost his bearings in the dungeon fleeing from ghouls and found himself at the back gate of Barkruf-Yip-Yip. Taking shelter in the kobold Casablanca, Korlack was desperate to find an adventuring band bound for the surface. The Society of Planewalkers fit that bill and the relieved mage joined them on their return to the sunlit lands.

The party returned to Blackpool to heal and prepare for an expedition into the Quiet Halls. Poor Johan was bed-ridden upon return as Mars’ first round of healing was insufficient to revive him much. Luckily, Lyrax Tonn had purchased a “healing potion” at the kobold market for an unbelievable bargain price of 10 copper pieces. Of course, its thin oatmeal consistency and eyeball ingredients made it less than suitable for drinking consumption. Back at the Mad Manor, however, Johan, perhaps dazed by his wounds, was convinced to eat the stuff to aid his recovery. A bout of botulism later, Johan concluded that he had enough adventuring to last him the rest of his life and that he would be returning to Goodearth as soon as he had recovered. At least, that’s what he told his former comrades-in-arms…

Recovered and resupplied, Grumble, Krunk, Lyrax, Kaldar, Korlack, and Mars headed back to the dungeon. For this bout, Anwar has shrouded his fellow magic-user, Korlack, in invisibility. The band made it back to the first level unmolested and set off following Korlack’s directions. Heading north from the H room, the party returned to the rusty signpost that indicated the former dragon’s den and turned to the east. Immediately thereafter, they found a room containing piles of junked goods so battered that they had no resale value even at the kobold market. Grumble and Krunk turned up a nest of spitting cobras in their search of the room and the two delivered a second dose of double “natural twenty” fury upon the surprised serpents, thus confirming their tag-team status. I informed them that if they were able to do that one more time, I wound grant them some in-game mechanical advantage or bonus. We’ll see if they can pull that off.

Past the snake room was a chamber that bore the sooty silhouettes of human-like figures on the walls. Mars and Lyrax were reminded of the strange burns they encountered back in the Black Gut on their home world, but these seemed to be of a different, if not less mysterious origin. The party exited the chamber and made their way further east towards where Korlack told them the Quiet Halls were to be found.

A brief side excursion discovered an offal- and feces-filled chamber that contained a slimy staircase leading up, but, when giant centipedes began emerging from the dung heap, the party withdrew from the room to concentrate on their planned destination. They passed through a room filled with battered weapons, armor, and bones—a room unnaturally cold—before finding a pair of heavy stone doors adorned with a danse macabre. Beyond these doors, Korlack informed them, lay the Quiet Halls.

Past they doors lay a lozenge-shaped room that glowed with a pale red glow. Lichen encrusted pillars and fallen masonry filled the room. An eight-count of large beetles, their abdomens glowing with a steady red light, munched contently upon the lichen. The party inched cautiously into the chamber, causing some of the nearest beetles to begin vibrating their wing casings menacingly. Weapons were drawn and the party engaged the nearest four beetles.

The fire beetles (for that was what they were) proved to be tougher adversaries than expected (“I don’t remember fire beetles being so dangerous,” Jack uttered). One managed to take poor Grumble near death twice, and only Mars’ prayers were able to revive him before his face was chewed off by the enraged beetle. Deciding enough was enough (and expecting to encounter undead which greatly limited the spell’s potency), Kaldar dropped a sleep charm on the beetles, putting all but one into slumber. The fight was finished soon after and the party set about collecting the glowing glands and reviving their flagging spirits with wine.

Unfortunately, before they could benefit from the wine’s rejuvenating properties, the sound of moaning echoed down the hallway to the north. Assuming a battle stance, the party watched as a trio of zombies shambled around the corner and began advancing down the hallway towards them. Mars called upon the Spider Lord and turned away the advancing dead (as well as a few more around the corner), but Mog’s power was insufficient to affect all seven of the zombies that were bearing down on the party. The three remaining shambling corpses continued towards the band.

Grumble and Krunk stepped to the fore while the rest of the party prepared to pepper the dead with missiles and spells. The tag-team warriors managed to hold back the zombie for a round, but then the dead got the upper hand. Grasping Grumble, one zombie tore the dwarf apart, leaving his corpse to bleed out on the cold dungeon floor (a critical hit for 8 points dropped Dave’s EIGHTH character to -3 hit points, killing him). Krunk found himself under an assault that also dropped him to -1, and his unconscious but barely alive body fell to the ground beside his slain partner.

Uh-oh.

The zombies moved in to engage Lyrax, the archer, Mars, the weakling cleric, Kaldar, the other archer and sometime swordsman, and Korlack, the invisible mage. Not the heartiest of melee combatants to be sure.

Just when things couldn’t get any worse, Pete managed to latch onto a series of fumbles. Fumbles are very rare in the campaign, but the dice had it out for Pete this session. He broke the string on his masterwork longbow, forcing him to use Mars’ off-the-rack bow. With cruel irony, he almost immediately shot Mars in the back with his own bow when he tried to fire past the cleric at the advancing zombies.

Right about then, things started looking real grim for the remaining party members. They just couldn’t seem to inflict enough damage on the zombies to destroy them, and were continually forced back to keep their bows in play. Korlack’s magic missile was more tragic than magic, inflicting a bare minimum of damage. In response to all this, Mars decided that flight was better than fight, and fled the room with much alacrity, leaving his companions to deal with the dead. Finally, after some close calls, the resolute members of the party that held their ground were able to nickel and dime the zombies into a second death.

That was enough Quiet Halls for the party and, after feeding Krunk a potion of extra-healing to get him mobile, they collected Grumble’s corpse and returned to Blackpool. Again, they had suffered much at the hands of Stonehell’s residents with no treasure to show for it.

Next week, it looks as if the party might be checking out a rumor about a possible way to revive Grumble. Poor, poor Dave…