Showing posts with label photos. Show all posts
Showing posts with label photos. Show all posts

Tuesday, August 30, 2011

Watchfires & Thrones Session #45

After an almost four month recess, the players gathered around the table to explore the depths of Stonehell Dungeon once again, but first there was some old business to attend to.

Aieglos and Anwar had completed their training and were looking to occupy the time until the rest of the party returned from their trip upriver to destroy the last vestiges of the Hobgoblin armies. Having been gone just over a week, their absence was not yet cause for alarm. However, Templeton Naz, the proprietor of the Mad Manor was beginning to hint rather strongly that someone needed to take care of the putrefying corpse of Rondo Fleagle that remained in the boarding house’s cold storage space. As the party had sworn to return the dead dwarf to his former home of Dro-baan Khaz, Aieglos and Anwar arranged to join a caravan heading towards the heart of the dwarven kingdom. After three days of travel and a few minor encounters (boulder-hurling apes in the mountain passes and a giant gar that ate one of the caravan’s mounts as they crossed a river), the duo arrived in the subterranean mountain city of Dro-baan Khaz.

Upon their arrival, they sought assistance in what to do with Rondo’s body and were put into contact with one of the dwarven heralds to ascertain what Vein the slain mercenary belonged to. That’s when difficulties arose. Fleagle is not a dwarven name and there was no record of lineage existing for him. It was only when the coffin was open and the herald glimpsed the rotting face within that the reality of the situation became apparent. A look of shock burst upon the herald’s face and Aieglos and Anwar found themselves ushered into an out of the way chamber while a great commotion occurred outside. Several hours passed and there was still no sign of the clamor dying down. Finally, the two were sent for and a quartet of dour-faced dwarven soldiers escorted them out of the room and deep into the inner halls of the dwarven city. As they traveled, they noticed the same sad faces and black mourning bands strapped across shields. It was only when they found themselves escorted before King Tobben of the Underhalls that they learned the truth of what had occurred.

“Rondo Fleagle” was actually Randle Flowstone, the king’s second son. Years ago, an argument between the two led to Randle being declared a “mortdwerg” which effectively made him dead in the eyes of his father. Randle left the city, assumed another name, and sought to prove to his stubborn father that the surface races were worthy of the trust of the dwarves and that without dealings with them, the dwarves of the Kinan-M’Nath would continue to stagnate and die. Randle was a well-liked prince and his ostracism was a great travesty to most of the residents of the city. With his body returned and now no hope of reconciliation with his father, the entire city of Dro-baan Khaz was in mourning.

Once appraised of the situation, Anwar and Aieglos had a quick pow-wow and produced the resurrection ruby they had claimed weeks ago. Informing the king of its power, the duo summoned the great dwarven clerics and proceeded to place the gem upon Randle’s dead chest. Moments later, the magic of the gem came to life, the stone shattered, and Randle Flowstone was once again amongst the living.

Rejoicing at the return of their prince, the two found themselves honored guests of Dro-baan Khaz and feted for several days. They had earned a place of respect amongst the dwarves and were welcome to return at any time. Randle announced he would remain with his people to try and open their eyes as to what their role in the future of the Kinan-M’Nath would be and to reacquaint himself with his position and with his father. As a gesture of thanks for returning his son to a stubborn old king, the two were gifted the Ring of the Hastanes, a magical ring entrusted to the dwarves when the Hastane line vanished 500 years ago. Its powers were unknown since no wizards existed amongst the dwarves, but clerical magic had determined that it bore a powerful magical aura. Taking the ring, the two returned to Blackpool to see if their comrades had returned from their mission upriver.

Back in Blackpool, they were dismayed to learn their friends were overdue. Reports from the Warden Rangers confirmed that the hobgoblin and goblin forces had been routed and were slinking back to their caves. Kaldar had returned and told of the rest of the party entering a crumbling monastery on the western bank of the river while he kept watch on a prisoner outside. When two days had passed and the river boat, the Otter, was due back at Fort Wolf’s Head, Kaldar returned to the river and caught the ship back to Blackpool to report. Anwar and Aieglos decided that if no word was heard in the next week, a rescue mission would be arranged and they would head upriver to discover what happened to their allies.

In the meantime, their coffers would need replenishing and they turned their sights back on Stonehell. With many of their numbers training or missing, the two decided to recruit some fresh members and hire on more mercenaries. Two new candidates for membership were found in the Mad Manor: a dwarf named Helgsvar Dragonsbane and a human cleric with the unlikely name of Chuck of Amencia. With stalwarts Dirk Sodbuster and Rolf Sheepminder once again on the payroll, the group headed back to Stonehell intent on exploring the southeastern portion of the uppermost level. It was not to be.


Entering the dungeon without incident, they unrolled their map and ventured off towards the route that would take them around the pit trap that had annoyed them for so many weeks. Almost immediately they discovered that changes had occurred to the dungeon in their absence. The “voice room”—the chamber where a ghostly voice and a rush of wind calls out strange portents—had acquired a short flight of stairs that ended in a pillar of fire. The flames seemed real, cooking rations thrown into it, and leaving the party uncertain as to what this mysterious new addition meant. Deciding to leave it alone for the time being, they headed to the west, passing the fountain room and the catacombs that lead to the skull shrine.

Arriving in a room where they once battled centipedes, they discovered a door in the west wall where none had stood before. Also, the southern corridor out of the chamber had acquired a mysterious western turn. Deciding against venturing into new territory before they got their bearings, the band headed north.

The corridor headed straight as far as even infravision could see, but at least two doors and a side passage were visible along its length. Venturing down it, the party bypassed the side corridor (but noticed a door on its north wall), and pressed on towards where Helgsvar’s infravision had detected a series of niches in the wall just past a door on the eastern wall. Helgsvar forged ahead to investigate the cavities, and after finding them empty, called the rest of the party forward.

As they did so, a secret passage opened in the eastern wall and three of Stonehell’s berserk deviants poured at to attack the party. Two charged poor Dirk and Rolf while the third advanced on Chuck. Simultaneously, another seven emerged from the door in the side passage to attack the party from the rear. Chuck and his pet dog were slain moments after the ambush began, but Rolf and Dirk held their ground long enough for Aieglos’ arrows and Anwar’s sleep spell to cripple the berserkers and allow the party to carry the day.

The threat neutralized, they party entered the secret chamber to the east and found a guard room and pantry. Several fresh humanoid corpses hung from the ceiling, and one was found to be extremely fresh—still alive! They cut down the meal-to-be and met Felix Fartouch, a human archer that had been destined for the stewpot until the adventurers came along. They welcomed Felix to their ranks and scooped up a dozen copper trinkets they discovered under a pile of cleaned skulls.

Deciding that south might prove better than the north did, the party stopped to see what the room the rest of the berserkers had emerged from contained and found it to be a general quarters. A chest inside the room contained several hundred silver coins, but also a needle trap that Helgsvar barely avoided.


Back in the southern chamber, they entered the mysterious new door to discover a room filled with empty old barrels. Helgsvar entered and began pounding on barrels, stirring up a quartet of centipedes as he did so. He fled from the room, but Anwar smelled treasure and the party cautiously reentered some minutes later. They searched the room, defeated the centipedes, and Aieglos’ elven eyes discovered a loose flagstone that held three ruined leather sacks holding one hundred gold coins apiece! A mighty haul, indeed.

Feeling better about the changes to the dungeon, the party took the southern passage and found it almost immediately debouched into a bare room. Only a layer of purple powder covered the floor, and this was highly suspect. Sure enough, Helgsvar prodded the dust with a 10’ pole and it erupted into a gaseous cloud that he barely avoided. Poison was the likeliest result from breathing it. Anwar decided to try and burn the dust with torches, but his attempts to throw them around the bend in the corridor produced laughable results. The party was just about to attempt to wet the powder down when Aieglos noticed a glow coming down the hall from the fountain room.

A wandering fire beetle was out scavenging for food and with memories of the carnage the beasts had caused them in the Quiet Halls, the party wasted no time in attacking. Unfortunately, their assault did little to penetrate the carapace of the beetle and it was soon upon them. Helgsvar took a grievous wound and Rolf and Dirk exhibited great battle acumen before the beetle was finally slain.

The party decided that enough was enough and they’d go back across the damned pit again to get south. When they reached the corridor on the far side of the pit, however, they discovered that the corridor no longer ran south. Frustrated, they speculated that the catacombs and skull shrine might now contain a southern route, but headed to the Wheel of Fortune first. The door to the Wheel room was unusually stubborn, and when Helgsvar yanked hard on the door, a pit opened beneath them, dropping Felix and Helgsvar (Aieglos played an avoid taps card to escape the pit) into a 10’ shaft. Injured, but not slain, the party recovered their own and took a wine break.

With their wounds bandaged and their spirits restored, the party returned to the catacombs and stood before the massive stone double doors…and found them locked. Suddenly recalling that they had picked the lock the last time they explored this section of the dungeon, Anwar produced a magical scroll. Reading it aloud, the words ignited a blue fire that limned the portals. With a groan, they swung open and the party entered cautiously. All the crypt doors along the corridor were closed, so the band moved swiftly to the door at the far end that would lead them to the skull chapel. Passing through, they found the shrine empty and left Rolf and Dirk to watch the doors as they began searching for secret egresses.

Their hard work discovered a secret panel in the eastern wall, but it unfortunately did not lead deeper into the dungeon and instead concealed a small cavity that held old clerical robes and a large coffer. The party hemmed and hawed over the coffer until Felix lost his patience and opened the container with a flick of the wrist—and promptly died from the poison needle that protected it. The rest of the party found several thousand silver, some small pieces of jewelry, and two potions.

As they began to pack the treasure, a light appeared behind them and they turned to meet a human dressed in leather armor. Introducing himself as Gustaf Bickers, he claimed to be a “procurement specialist” that had been planning on breaking into these catacombs for weeks, only to find them open after he bought a skeleton key from a shifty character to bypass the lock. The party apologized and offered him a position with them since they now had an opening. Gustaf accepted.

Still unable to head south, the band decided to check every crypt along the entrance to see if a new door had appeared in them or if they held a secret portal they had missed. One by one, the party threw open the doors to find many of the crypts empty. One held four skeletons that the party quickly dispatched, finding a potion of flying for their troubles; another held a swarm of giant rats that almost overwhelmed the party. In the end, the rats were slain and a scroll of magic missiles was found in their nest, but not before poor Gustav was bitten and contracted the Sumatran Flu. Taking this as an omen, the party left Stonehell to return another day.

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, April 20, 2011

Watchfires & Thrones Session #42

Baragkus, Grumble, Marlowe, Lyrax, and Kejair tumbled down a long, twisting slope, their bodies battered by the stone walls and floor of the slide. Their descent ended abruptly when they fell through a hinged door to land on the floor of an octagonal room shrouded in darkness. As they collected themselves and nursed their new bruises, Grumble and Kejair were able to determine that the chamber they now resided in contained a series of eight identical doors, one set in each wall. The party began to kindle a light so that its human contingent could see as well.



Meanwhile, back above, Mars, Korlack, and the rest began to plan how to extradite their compatriots from the shaft. From the faintness of their voices, it seemed as if the unlucky adventurers had tumbled hundreds of feet and the boys upstairs had a mere 50’ or so of cord amongst them. They decided that they needed to cross the 20’ wide chute mouth and reach the hobgoblin storeroom they had discovered earlier. At least 700’ of stout hemp rope awaited them there.

The upstairs group managed to string a line across the open chute mouth and started crossing over. Mars, Fisk, Cleopos, and Cullen had reached the far side when a trio of bugbears appeared from out of the gloom and charged down the corridor. Fisk and Mars did their best to defeat the hulky brutes, but Mars was knocked to the ground and wounds began to accumulate. Rather than perish, Mars dove into the chute, followed swiftly by the other three, leaving just Korlack and Gareth in the hallway—but on the far side of the cute from the bugbear menaces.

While this pitched combat was taking place, the boys down below had managed to get a torch going and started to examine the chamber in more detail. Their search was interrupted by two pale, wild-eyed madmen who charged into the room from one of its many doors and attacked the newcomers, jabbering gibberish and frothing spittle. The fight was brief, but painful for the party who found themselves nursing new wounds on top of their recent bruises.

The downstairs group proceeded to examine all the doors, opening each in turn to see what lay beyond them. Each stretched off into darkness: long twisting tunnels that vanished into the gloom without a clue of where they may lead. Grumble and Kejair took the chance at venturing down one to scout ahead and discovered it eventually lead to a large cave; one that their infravision determined was occupied by at least three dog-sized heat sources. They retreated back to the octagonal chamber just in time to witness Mars Markus, Fisk, Cleopos, and Cullen come crashing down the chute to join them.

Upstairs, Korlack and Gareth watched as the bugbears slinked away into the gloom and were forced to decide whether to join their companions or continue with the rescue effort. This debate was interrupted by the sound of large, running feet that herald the charge of the largest of the bugbears attempting the leap the chute and slay the two remaining interlopers. The hulking beast launched itself into the air, broadsword held high to chop down its first victim—only to miss the far end of the chute’s open mouth by three feet. Tumbling, ass over teakettle, the bugbear disappeared out of sight down the slide. Fearing this to be the first of such assaults, Korlack and Gareth sighed, pulled out the mage’s bedroll and proceeded to use it as a sled as they too entered the chute to rejoin their companions.

The party below was busy watching the doors for danger when one dropped right into their midst. The bugbear surprised all of them, but was too stunned to take advantage of his literal drop on them. Getting to its feet, it was quickly engaged by the rest of the band, dying under their blows as Korlack and Gareth came sliding into the room to reunite the party once again.

Battered, lost, and uncertain of their next step, the party chose to drink wine and bind their wounds as they planned. This rest was unfortunately interrupted by two more subterranean madmen charging into the room via the door closest to Fisk, making the much wounded hired sword their first target. Their hacking attacks were more than enough to slay the injured fighter and the party suffered their first death beneath Hob’s Hill. It would not be their last.

The party was able to defeat the two madmen in the moments afterward, but they had lost a valuable ally and were still horribly injured, tired, and desperate so they again chose to take time to bind their wounds and recoup. THIS rest was interrupted by the tramp of heavy boot steps and yet another door opened to reveal TWO ogres!

Marlowe stepped to forefront and engaged the ogres in conversation using their own tongue, an effort the giants appreciated. They revealed that they had fallen down the very same chute some time ago and were currently working for King Don III, the lord of the Underworld. They were in fact on their way to report to him right then and the party could follow them if they wished. Suspicious, but with no better options, the party joined the ogres.

Through another door and down a new tunnel, the party was brought into the audience chamber of King Don III, a pale and obviously insane potentate who sat upon a stone chair and wrapped himself in an unraveling purple rug. The party tried to gain assistance from the so-called king, but they were unable to decipher his twisted thought process and treaded very close to outright treason to the king’s thinking. He offered to allow them to rest in the octagonal chamber with the ogres as watchmen and told the party to go back to that place and await the return of the two hulking brutes. King Don III had to speak with the ogres first…

Suspecting their doom was being plotted, the party returned to the octagonal room and departed immediately after leaving Fisk’s body in the center of the room and an “N” inscribed on the northernmost door. In the hours ahead, the party would wind their way through several corridors, finding nothing but empty caves, bugbears who were willing to fight them to the death over the ownership of their pants, and a dead-end cave where ghouls were dining on the (later revealed) corpse of Fisk. All these passages eventually lead back to the octagonal room!



A side note: Jack, the player who runs Mars Markus and Anwar, loves to map out any and every subterranean space the party explores, sometime to the point of distraction. One of the reasons I decided to run Horror on the Hill (which is the basis of this part of the campaign) was because this part of it is a twisting labyrinth designed to make mappers crazy. All my directions and descriptions were vague and rapid-fire, leaving poor Jack to try and keep up with my narration of the labyrinth. At one point the rest of the group was in hysterics at Jack’s frantic effort to draw my verbal account of the dungeon. Some swear steam was actually seen rising from his ears.



The party’s exploratory efforts were finally rewarded when they discovered a dead-end tunnel, one that appeared a little too dead-end if you catch my drift. Sure enough, Grumble’s inspection of the stone revealed a false wall and the almost empty cave beyond it. In this obviously undisturbed grotto lay a long-dead wizard clutching a spellbook and bag. A page of the spellbook contained his last message to the world:

6th Day of The Blaze, 1098 GCR

To think that it ends this way: Prydaree Kuhlth, Master of Wands and Agent of the Cerulean Flame, perishes in a gods’ forsaken cave beneath the site of his greatest victory. Should anyone find my missive, please let it be known that I was successful in my task and bury me where I shall not be found and my grave remain unriled.

Four days ago, I was summoned into the presence of His Exalted Supremacy,Draz Stephan Hastane and tasked with a great service to the empire: the recovery of the Hypnopsychomachina. This device, a creation of His Supremacy’s debased but genius sister, Isodore, had fallen into the possession of the Whelps of Tsathoggua and was spirited away to their noxious fane in the hinterlands of the Empire. With the Retreat to occur in less than three faces, it was imperative that the device be recovered before the Hastane dynastic line vacated this mortal realm for good. As the most trusted agent of the Imperial Secret Watch, it fell to me to recover it.

The journey northeast into the Howling Wilderness took but hours with the Modi Goats and I located the profane temple in short order. With no time or desire for subtlety, lightning was my harbinger and the lower initiates of the Great Sloth-Bat fell twitching before my assault. Their faith was no match for my spells and I hewed them down like wheat before the whirlwind.

Locating the High Foulness’ inner sanctum was no more difficult, but I nearly underestimated my opponent. Our battle—my spells against his prayers—was fierce and I nearly perished in the combat. Nevertheless, I prevailed, albeit injured, and took possession of the Hypnopsychomachina. I prepared to return back to His Supremacy in triumph.

In my hubris, I failed to detect a simple trap that sent me tumbling in this subterranean hell. My abrupt descent was arrested by a collision with the rocky floor that shattered my left arm and right leg. Drained of spells and lacking healing draughts, I crawled about in the darkness for a seeming eternity before finding this small refuge. There are other things down here with me and it is only a matter of time before I’m found or I die from my wounds. Even if I could rest and replenish my spells, my injuries make it impossible for me to make the intricate gestures needed to perform all by the slightest of magics.

I’ve produced one final spell, a simple illumination cantrip by which I might pen this final message on a blank page within my traveling spellbook. I hope the light lasts long enough for me to finish my work.

If another practitioner of the Ineffable Path finds this, my work is given unto you free of geas or curse. Use what you may with my blessings and I regret I leave but a minor tome to you rather than my master workbook of spells. Oh what mysteries I have in those pages!

It is likely that the Retreat will have passed before this is found. If such be the case, I also entrust the Hypnopsychomachina to whomever finds my remains. Its power is ingenious if subtle. When used correctly, the device


It appeared that poor Prydaree’s light spell did indeed expire before he could complete his missive.

While this was being deciphered, Marlowe opened the bag to find an iron skull, one the size of a nine year-old child’s. Ten indentations where arranged around the skull, five to a side, and the object has black glass-like lenses for eye. Placing his fingers in the indentations and staring into the eyes, the world fell away from Marlowe…

The next thing he knew, he was standing along a roadside with various other highway men, awaiting a fat priest and his load of church gold. Robbing the cleric, the freebooter’s vision shifted to a dingy bar tavern where a fight erupted over a stolen pouch. Next he experienced a knife in that back at the hands of an “ally” and died in a pool of blood, only to find himself again plundering a chest from aboard a burning merchant ship. These visions were indistinguishable from reality and the freebooter seemed to pass several days of his life engaged in his chosen career. Then, without warning, Marlowe found himself back in the cave with the skull in hand. Less than a second had passed, but Marlowe was now a more experienced freebooter, having been trained to second level. From the skull came an indistinct voice that said “fourteen.”

The rest of the party was suspicious about Marlowe following this, but didn’t press the issue and the freebooter took full possession of the skull. The party rested, confident (and correct) that they’d be undisturbed in the cave, allowing them to heal and regain spells for the first time in seemingly forever. The next morning, Grumble discovered another false wall in the cave that led to a hidden treasure trove of coins, jewels, objects d’art, magical plate mail, sword, a ring of fire resistance, and potions of healing.

Rest, armed, and feeling confident, the party left the cave and returned to the octagonal room. They were running out of doors and tunnels and so decided to proceed down the path that Grumble and Kejair had explored much earlier. This led to back to the cave and they learned that the heat-producing forms were in truth giant killer shrews that proved to be more dangerous than they initially seemed. Baragkus took several mean wounds in the fight, but the three vicious beasts were overcome…which unfortunately meant the party had orphaned the naked, pink offspring they discovered immediately afterwards in the shrews’ nest. Despite an attempt on Mars’ part to adopt and raise the newborns, some poison was dispensed and a quiet murder in the dark settled the issue in time for the session to come to a close.

Monday, April 11, 2011

“Give Us Your Pants!”

True story: The party had a run in with a trio of bugbears during yesterday’s session who attacked them solely because they were jealous that the party owned pants when they themselves were pantsless.

I’d like to thank Otherworld Miniatures for putting this idea in the back of my head some time ago when they released their line of old school pantsless bugbears. I think I know what my next Otherworld purchase had to be now that I’ve completed my set of OW Hobgoblins.

Saturday, April 9, 2011

Watchfires & Thrones Session #41

The band made it back the evil priest’s hidden quarters without encountering any opposition. The Citadel seemed quiet—perhaps too much so. Once they closed the secret door behind them, the party collapsed to the floor, exhausted. It had been a long and draining day. Mars and Korlack tucked themselves in for a long sleep so they could recover their spells while the rest of the band divided up a watch schedule.

Grumble was on alert first and towards the end of his vigil he heard the sounds of hobgoblin voices from seemingly on the other side of the priest’s western wall. For a brief moment, he heard what sounded like a voice speaking Common, but it was abruptly cut off. The voices faded as quickly as they had appeared, and the dwarven wrestler woke Lyrax to take his shift.

The human archer sat quietly in the dim room, his eyes and ears sharp to catch the sound of any approaching danger. His watchfulness was rewarded at the middle of his shift when he heard a “click” come from the western wall of the room. A section of wall swung open on concealed hinges to reveal a pair of very surprised hobgoblins coming to fetch their priest. A party of hardened adventurers was not what they expected!

Before they could raise a hue and cry, Lyrax nocked an arrow and fired. His first shot rammed its way through the lead hobgoblin’s right eye, slaying it on the spot. The fighting man immediately nocked a second missile and sent it into the remaining hobgoblin’s heart, dropping him to the ground with the clatter of splint mail. His actions failed to awaken his exhausted companions. Dragging the two dead hobgoblins into the room, he shut the secret door and barricaded it with their corpses.

An hour later, Baragkus awoke to take his shift and was surprised to find the room a bit more crowded than it was when he went to sleep. Lyrax filled him in on the events that took place during his watch and then settled down to catch some rest in the corner by the room’s only visible door.

Baragkus leaned against his great sword and proceeded to count the minutes until it was time to wake the rest of the band and get back to slaying hobgoblins. The gods, perhaps sensing his impatience, were kind enough to send another band of hobgoblins, this time accompanied by a pair of goblins, to the priest’s quarters. The previous duo had been dispatched to fetch the evil cleric and someone was beginning to wonder what happened to them.

The door to the room swung open and Baragkus charged towards the opening portal, catching the two hobgoblins off guard. The opening door thumped into Lyrax, jostling him awake and he looked up to see Baragkus swinging a sword right above him. Wiping the sleep from his eyes, he too caught sight of the hobgoblins and shoved the door fiercely back at the orange-skinned intruders.

Baragkus wounded his first foe and Lyrax’s shove sent the second off balance. From behind the hobgoblins, one of their goblin lackeys hurled a knife into the fray, but missed. It clattered to the floor, awakening Cullen, who sprang to his feet and readied his short bow.

The melee in the doorway continued, but the noise was insufficient to wake most of the party. Mars looked up for a moment before turning over and drawing his blanket over his head. Korlack snored away. Grumble nuzzled closer to Cleopos, dreaming of hairy, short women. Cullen and the goblin continued to exchange missiles and the thief finally dropped his target.

At this time, Baragkus slew his own foe and Lyrax climbed to his feet and drew his sword, backing up the burly warrior. The remaining goblin stepped up to close the gap and was swiftly dispatched, leaving only the second hobgoblin. That poor soul barely had time to consider retreat before it too collapsed in its death throes in a pool of blood. Baragkus and Lyrax dragged the corpses into the increasingly crowded room, mopped up the blood in the hall as best they could, and waited out the last remaining hour of the “night’s” watch.

The rest of the band woke up shortly thereafter and wine was drunk, spells prepared, prayers said, and weapons readied. Once set, the band departed the room through the newly revealed secret door and found themselves in the temple they had recently stumbled upon. Their map indicated that unopened door stood waiting in the hall outside and the party vacated the fane to continue their search for the hobgoblin command.

Out in the hall they found the first door locked, but Cullen was able to pick the simple security measure. Behind the door lay a dining hall, gloomy and empty. Half the party had ventured into it when the sound of a door opening at the room’s dark southern end was heard. This was immediately followed by a yelp of surprise, the dropping of crockery, and the sound of the door slamming shut. Goblin servants, the party surmised.

A moment later, Gareth shouted, “Dere makin’ a ruun for it!” and pointed down the hallway. A second door had opened south of the party’s position and a quartet of goblin servants were running down the corridor. Gareth, torch in hand and murder in his eyes, took off after them and the rest of the party swiftly followed.

The four goblins reached a third door and began shouting for aid. The door swung open and they vanished inside with the party hot on their heels. Mars and Gareth reached the door first and saw that the chamber beyond held four hobgoblin guards in addition to the goblin servants. The two clashed in the doorway with the first pair of hobgoblin guards while the rest of the group fell into position behind the cleric and dwarf, readying missile weapons or moving to strike around the two combatants.

The party’s missiles quickly dropped the goblins, but the two remaining hobgoblins flipped a pair of tables over and took cover behind their thick oaken tops. Gareth took a near fatal blow and was forced to retreat, allowing Grumble to move forward and press his own attack. Moments later, Mars and Grumble had cleared the doorway and the party slowly edged into the room, eyes peeled and weapons ready.

Fisk and Baragkus were the first to catch sight of the two remaining hobgoblins crawling across the floor behind their impromptu barricades, making their way towards a door on the opposite end of the room. They fired and killed one of the slinking guards, but the second reached the door and rushed through it with the party close behind. The door opened into another north-south corridor and their quarry turned south, reaching another closed door just a short distance from the guard room. As the hobgoblin threw open the door and tried to escape, he was cut down and the party stood triumphant yet again. Plus, they now suspected that their ultimate goal, the hobgoblin warlord and his inner circle, lay to the south in the direction of the guard’s flight.

The party collected themselves and continued along to the south. The corridor split and they took the southern fork before finding themselves in a long east-west corridor. Two side passages split off from the main corridor. The northern one ended in a single door, one held shut by a wooden wedge kicked under the portal, and the southern one terminated in two doors on either side of the hall. The wedged door seemed the more interesting and, after making sure it was quiet beyond and untrapped, the party burst into the room ready for anything.

Anything except of a pair of gagged prisoners tied to two chairs, that is.

The party freed the duo, a human freebooter named Marlowe Freemann and an elf named Kejair. The two had been hired by one of the local homesteads to determine where the spate of current attacks against the frontier forts had come from. The two arrived on Hob’s Hill to find that the knoll was alive with hobgoblin patrols. Someone had stirred up the hornets’ nest and they were themselves captured by one of the search parties. They were dragged back to the Citadel and question by the hobgoblin warlord before being stowed away in this room while the hobgoblins awaited the Citadel’s evil priest to come and assist their questioning. But, for some reason, the sinister minister never showed up…

Passing out weapons to the armored but unarmed adventurers, the party learned that the warlord’s throne room lay just down the hall and that he was there holding court with a half-dozen or so other hobgoblins. A rough sketch was made and the party, now two members stronger, left the room and headed back to the main corridor.

Fearing a rush of reinforcements at their back during their assault, the party turned down the southern passage to see what lay in those rooms. Both turned out to be barracks, but only one was currently occupied. A six-count of sleeping hobgoblins lay in the bunks of the manned quarters and they were quietly dispatched with knives across their throats. With that bloody work finished, the party headed to the hobgoblin court and, plan prepared, threw open the room’s massive double doors to rain holy hell down on the unsuspecting occupants within.

The party rushed in to confront a quartet of hobgoblins who stood around a fire pit in the center of the cross-shaped room. At the opposite end, atop a great stone and wood throne, sat a hulking, scarred specimen of hobgoblinkind that could only be Warlord Zoka; a pair of brawny bodyguards flanked his throne, spears clenched in calluses hands.

Baragkus, Grumble, and Kejair charged up to face the quartet of hobgoblins while Korlack and Mars intoned magic words to drop incapacitating enchantments upon the hobgoblins. Mars successfully held Warlord Zoka as he sprung to his feet and pointed at the intruders; Korlack’s sleep spell put three of the hobgoblins—and the elf, Kejair—into supernatural slumber.

One of the Warlord’s bodyguards raced into the fray and another pair of hobgoblins appeared from the southern wing of the room where they had been drinking draughts of fearsomely bad rot gut from a large keg. The other bodyguard stood his ground to defend his motionless commander.

Lyrax and Fisk began sending flight after flight of arrows towards the Warlord, many of which struck home with bloody thuds. Gareth, nearly incapacitated from his wounds, and Korlack, now spell-less, waited in the hall outside, shouting encouragement to their companions. Marlowe and Cullen slinked into the room, looking to position themselves for the best sneak attack.

The bodyguard kicked one of the sleeping hobgoblins awake as he reached the battle and the other two charged in to clash with the two fighting men and the spider priest. Blows were exchanged with ferocity and accuracy, and the floor was soon awash with blood hobgoblin, dwarf, and human. Marlowe approached the inert commander and was blocked by the second bodyguard—and he soon found himself in trouble! The bodyguard was more than a match for the highwayman, and only by sacrificing his shield did he survive a blow that would have surely slain him. Baragkus and Grumble both downed their foes and rushed to their new comrade’s assistance. Mars held his ground, keeping the remaining hobgoblin from slaying the sleeping Kejair, while Cullen, off in one corner, began lobbing shafts at the hobgoblin commander as well. Soon, Warlord Zoka looked like a porcupine, but still refused to fall (I wonder why?)

The combined forces of Baragkus and Grumble were enough to drop the second bodyguard, saving Marlowe, and Mars downed his own foe immediately thereafter. When the last of the remaining hobgoblins fell, the party approached Zoka with the intent to dispatch or capture him. They then learned that he was very dead, having been slain by an arrow sometime ago, but unable to collapse due to Mars’ magical hold. Victory! The Hobgoblin Menace was no more!

The party searched the room, finding both the Warlord’s and the bodyguards’ chambers attached to the throne room. Coin was located, a necklace looted, and a curious crimson ring adorned the Warlord’s finger. Yet, something was missing.

A renewed and more intensive search finally uncovered a secret treasure vault containing two very trapped chests. The Warlord’s key easily bypassed their protections, however, and a bevy of coins and several muddy brown and gray potion bottles were found within them. The party encumbered themselves with this loot and started back towards the surface, looking forward to the trip back to Blackpool with word of their victory.

It was about that time when the floor opened up underneath Baragkus, Grumble, Marlowe, and Lyrax, sending them tumbling down a concealed chute in the corridor outside the throne room. Mars and Kejair teetered on the edge of the precipice before them for a moment before the elf went tumbling after the foursome. Mars, his own plunge arrested by Korlack, looked first at the mage, Cullen, Gareth, Fisk, and Cleopos, and then down at the long, dark, sloping chute in front of them…

Sunday, March 27, 2011

A Giant Gift

My players are generous, engaging in acts that, although appreciated by me, might come back to haunt them. Case in point: The FLGS where we play each week has a display case filled with plastic minis. These figurines came from various miniature sets that have been broken down and sold individually so that the buyer can actually see what he or she is purchasing. In the last week, the store got a prodigious amount of Mage Knight sets in and the miniatures case has become flooded with odd, yet strangely intriguing pieces. Before last Sunday’s game, me and a few of the early arrivals were taking a look at these pieces and I commented that, although several of them, such as the steam-powered dwarven tank, would make excellent set piece encounters in the campaign, the $15-$20 price tags on the big models just weren't worth the one-time use I’d get out of them.

Despite my reservations, the guys really took a liking to one particular model—an “Iron Rain Hill Giant.” Standing a scale 20’ tall, the brute bears a giant axe as a weapon, but also has a boiler hanging on his back. A pair of helmeted dwarves ride on chairs strapped to the giant’s shoulders and are armed with what appear to be flamethrowers aimed outwards to guard the giant’s flanks. A third dwarf with horned helmet rides on the giant’s neck and seems to be steering him with a series of chain reins hooked through the brute’s eyebrows. It’s all very dangerous looking.

For reasons I’m still uncertain of, the guys took up a collection and bought it for me. They now want me to stat it up for Labyrinth Lord with the implication that they’ll fight it one day. As I said, they’re generous to a fault.

I certainly do appreciate the gesture. It tells me that they enjoy our weekly sessions together and all the hard work I put into making each game seem effortless. I just hope they still enjoy it when the Tijuana flamethrower-armed giant is making mincemeat of them someday…

Thanks, guys.

Thursday, March 24, 2011

Watchfires & Thrones Session #40

The party freed the captive dwarf from his ball and chain restraints as he introduced himself: Gareth Ironhead, slave to the hobgoblins’ forges for almost a year. He was very excited and grateful to be released and readily agreed to accompany the party on their assault against the hobgoblin high command. Gareth was able to provide some intelligence regarding the dungeon around them. He had heard that the hobgoblins had captured a new prisoner and were holding him somewhere to the north. Gareth also knew that an evil human priest also dwelt amongst the hobgoblins and that fellow had quarters to the east. The hobgoblins themselves lived in the passages to the south.

The party, looking to gather more allies, left the smithy and backtracked north. One unexplored passage led to a filthy but unoccupied lounge. Past it, they discovered what appeared to be a prison wing. One door led to an empty cell, while another stout portal was found to be locked. Grumble, perhaps enraged by the indignities inflicted on his fellow dwarf, proceeded to try and bash the door in with his steel-toed wrestling boot—only to have his blow rebound ineffectively.

From beyond the door, the sound of snorting and grumbling was detected. A voice, speaking in a gruff, unknown tongue shouted something out. Baragkus’ magic helm deciphered the phrase to be, “Idiot! Use yer key!” The party banged on the door in response and the grumbling continued, getting louder as the speaker approached the door. “What? ‘Cho loose it agan?” came another inquiry as the door swung open.

The surprised bugbear opening the door was greeted with an axe to the chest and a sword through the gut. Another of his kind, obviously just awakened and rising from bed, rushed for his battle axe but was cut down as he lifted it above his head. In moments, the party had overcome the prison’s guards. In a locked chest, the party found a suit of leather armor, some weapons, and an obvious set of thieves’ tools. Undersized for bugbears, these must belong to another denizen of the prison wing and the band moved along down the hall in search of that person.

A third door was encountered just as they heard the sound of the lounge door behind them swinging open. They spun about to see a quartet of silhouettes emerging from the dimly lit room beyond. Hobgoblins! As the two forces rushed one another, a hail of arrows brought down three of the orange-skinned bastards before the party’s fighting men clashed with the sole survivor. With two-to-one odds, the hobgoblin found a quick if not painless death.

The party opened the door they had been interrupted at to find a morose-looking human male imprisoned within. He too was relieved to see human and demihumans faces and introduced himself as Cullen, a “freelance procurer” who had run across a hobgoblin patrol on his way to Fort Wolf’s Head. Cullen was agreeable to help out the party in return for a cut of any loot found and the party returned to him his equipment, arms, and tools of the trade.

With now two more members and only a seemingly empty cave where water was collected remaining in the north wing, the party headed back the way they came and decided to see if they could find the evil priest’s quarters. Many of their number were still injured and the prospect of liberating some healing potions or curative scrolls was an alluring one. In fact, wounds had gotten so bad that Mars Markus graciously offered his sole remaining potion of healing to Grumble provided he replace it once they returned to civilization (hee hee).

The party headed east and found a long corridor that eventually turned south and passed several doors. The first portal, located down a short side passage was bypassed, but the next two were cautiously examined. Both were locked and beyond the ability of Cullen to pick, so Baragkus and Grumble went to work with their crowbars.

As the party worked to pry one door open, they suddenly found themselves under fire. A patrol of goblins had been shadowing them and took the opportunity to rain arrows down on Korlack and Mars, the party’s lantern-bearers. Korlack took a grim wound, but the missiles bounced off Mars’ seemingly impenetrable plate mail. Baragkus and Gareth charged into battle, sending the goblins scurrying and dying. As they chased their quarry around a corner, they encountered more of the green-skinned guards and the battle continued in a surprisingly simultaneously manner (The party and I tied initiative rolls consecutively for three or four rounds. No lie.). Ultimately, the goblins were slain and the door was pried open.

The room beyond contained an office. Comfortable benches lined the walls and a large desk stood in one corner. A small pumice statue depicting the sloth-bat thing the party had encountered in various places around Hob’s Hill sat atop the desk. Korlack swiftly collected this ornament as Grumble opened the first of the desk’s two drawers. After being reminded of traps, Grumble looked down to find only a sheaf of plain parchment, quills, and stoppered ink. Now, more cautiously, he called Cullen over and had the “guy who knows a guy” inspect the second drawer. No trap was found, but it was locked—a lock which Cullen quickly dismantled…triggering the poison needle trap in the process. Luckily, Cullen made his saving throw and the party was able to collect a pouch full of small, badly cut pieces of amber and a scroll of cure light wounds.

Feeling emboldened by this discovery, the party attacked the second door in the hallway and again demonstrated that brute force and a crowbar beat any thief in the business. Behind the portal lay a cozy salon. Niches holding beeswax candles lined the walls and a low table stood in the corner flanked by four chairs. A shelf hung on one wall and held four fine crystal goblets and two cut glass decanters of purple-black wine. Baragkus and Korlack availed themselves to the vino while Grumble, his suspicions raised by the party’s mapping efforts, began to inspect the walls. A secret portal was found in the west wall.

The party ventured down the occulted corridor and found the secret chambers of the evil priest. Interrupting him as he wrote his homily of evil for his next service, the evil priest didn’t have time to complete his invocation of “Tsathoggua, aid me!” before he took an arrow in the face. Moving into melee distance, Baragkus cut him down while Grumble rolled around on the floor…or at least that’s what it looked like. The dwarf’s attempt to slide under the priest’s worktable and attack were less than effective.

With the priest dead, the party rifled the room. Korlack collected the priest’s papers, which appeared to be written in the Black Speech, the tongue of Chaos. Under the bed, a long, narrow chest was discovered and it contained coins, a vial of clear liquid, and a grey-green cloak. Risking the wrath of whatever evil god the dead priest paid homage to, Korlack took the initiative to don the garment...and become dim. It must be a legendary elvish cloak! Baragkus, his magical helm perched atop his head, discovered that priest’s mace bore runes that could be read as “Tergel” when glimpsed with the helm and collected the weapon as his own.

Finding no other means of egress, the party returned to the secret passage and found another concealed portal that led the back to the main corridor. They paused to investigate the door they had passed, but it led to an empty albeit well-used torture chamber.

Heading into now unexplored territory, the party took a southbound corridor at their first intersection and came across an array of doors. The first, again pried open with much grunting and swearing, revealed a sizeable cache of supplies. There were enough torches, cloaks, rations, and other supplies to meet the needs of two hundred hobgoblin warriors.

The next door was locked, but a pair of sizeable double doors across the hall from them proved unlocked and the party ventured inside. Several of the adventurers felt an unnerving chill crawl down their spine as the passed over the threshold. In the dim light of their torches, the party saw a row of rough-hewn wooden benches marching towards a towing statue of pumice. The carving again depicted the bat-sloth deity, and the glint of gems was detected in the effigy’s eye sockets. However, the statue’s prodigious pot belly would make scaling the sculpture difficult, so Grumble and Baragkus headed back to the storeroom to loot some useful deity-climbing tools.

Outside in the hallway, the two fighters walked right into a trio of skulking bugbears and battle commenced.

Unfortunately, unlike the first duel with the bugbears, these three proved to be formidable opponents. As the two fighting men stood their ground, each suffered horrible wounds and their cries for aid roused the rest of the party to come charging to their assistance. As Baragkus tried to disengage from combat, Gareth rushed to his side. He traded blows once before he found himself facing two of the beasts and was swiftly dropped into unconsciousness by their attacks. Meanwhile, Grumble also found himself in dire circumstances and tried to move into a position where others could aid him. This left Cullen exposed to the brawny goblinoids blows and the thief, demonstrating the battle sense of his chosen profession, said “Skut this!” and scampered away in retreat.

Korlack, ignored by the bugbears thanks to his newly acquired magical cloak, was able to move into position and dropped two of the creatures into magical slumber. The last bugbear, enraged, charged into the midst of the party and began to assail Mars Markus with his broadsword. The Spider God, perhaps taking pity on the fact that Mars’ player was absent from the session, intervened and allowed the cleric’s proxy dice-roller to generate a natural 20, slaying the bugbear before he could breach the priest’s armor.

Although no lives were lost, the party was badly beaten and without spells. A suggestion was made to secure themselves in the chamber with the statue, reinforcing the doors with the benches. However, an alternate suggestion was fielded: Return to the priest’s secret chamber and take refuge there. This was decided to be the wiser course of action and the Society of Planewalkers slinked back down to the hidden quarters and prepared to get some rest…

We’re off again this coming weekend. Recaps will return after April 3rd.

Thursday, March 3, 2011

Watchfires & Thrones Session #38

The Society approached the vine-covered and crumbling masonry walls that protruded from the forest greenery like the bones of an old corpse. Beyond the largest space in the barrier they could see a vast overgrown courtyard, its former well-manicured grounds now being recovered by the forest. Their eyes detected a steaming crevasse amongst the undergrowth, a crack in the earth that emitted wisps of steam and humid air. Beyond it stood weatherworn pairs of pillars leading to block-like building. A large decorative pool lay to their right, its waters thick with green algae and disturbed by the motions of fish or other wildlife. A low bunkhouse of stone stood beside the waters, showing no sign of recent use or occupancy. To their left, a wild, overgrown garden lay. Thickets of trees, bushes, and vines turned the area into a tangle of leaves and brush. Facing the former garden was a large stone structure, obviously a temple or abbey. A well-used trail bearing the marks of hobnailed boots led from the break in the wall directly to that foreboding building.

Deducing that the temple-like structure housed the hobgoblin command, the party wasted no time in further explorations and headed directly towards the building. Baragkus and Grumble took the lead, traveling slightly ahead of the rest of the party in hopes that Baragkus’ crude disguise might allow them to pass by any unseen sentries without being challenged. As the duo approached the massive stone doors that provided entrance to the temple, a rustle in the overgrown garden caught Grumble’s ear. Emerging from the hive of vines were three goblins, spears in hand and arms cocked back to throw!

Grumble shouted an alarm and charged the trio, spears already in the air as he ran. Two struck home, glancing off both he and Baragkus’ mail with little injury. Grumble fell upon the goblins, his axe whistling in the air as he battered against their crude armor. Baragkus and the rest of the party, now recovered from the shock of the sudden attack, rushed forward to assist.

As they closed the distance, their eyes caught sight of another six goblins exiting the network of paths that wound through the overgrown garden. The two groups of three also bore spears and swords and wasted no time in lobbing their missiles at the band. Kaldar and Lyrax began returning fire with their bows as Mars, Korlack, and Fisk charged in to aid Grumble and Baragkus.

The two groups met with a clash of steel and it was obvious that most of the goblins were outclassed from the first. One was rendered unconscious by the flat of Grumble’s axe and the others were quickly vanquished. A particularly large specimen of the goblin race, armed with a shield in addition to his blade, stood the longest against the party, even avoiding a blow that Grumble was convinced should have struck home. His resistance was finally overcome by Baragkus’ attack from behind, which caused the goblin brute to collapse into unconsciousness.

The party dragged their two captive up against the temple’s wall, positioning themselves in a corner they hoped was unobserved. After tying them up, Grumble shook them awake and began to interrogate them in his overzealous command of Gobbledy. It took a moment for the goblin leader to decipher the dwarf’s, um, “unique” command of the goblinoid language, but once accomplished he proved to be more than willing to answer all the party’s questions with the provision that he and his brother-in-law be let go and be allowed to leave, never to return.

The goblin confirmed that the hobgoblins did live inside the big temple, dwelling beneath the structure in the dungeon below. As he and the rest of the garden goblins were not allowed entrance into the building, he couldn’t provide a detailed layout, but assured them that the party’s quarry was indeed inside. He also revealed that a party of humans, four in robes and two in armor, had arrived the day before yesterday, entering the temple but not seen leaving. The party thanked him and, true to their word, allowed the duo to leave unharmed, their possessions (including the magic shield that had rendered the leader so difficult to strike and whose existence is now revealed) returned to them.

The band approached the massive temple doors and gaped at the bizarre relief that adorned them: a pot-bellied, humanoid creature that seemed to bear the aspects of both bat and sloth in one unwholesome combination. The decoration peered back at its observers with a laconic expression, almost as if it knew the fate of any who dared enter the temple was grim, yet it was beyond caring of such mortal concerns. Baragkus placed an ear against the door and heard only silence beyond.

The doors were pushed open to reveal a large, high-ceiling room, its flat roof held aloft by five 20’ tall statues depicting the same entity that graced the portals. The room was lit by a dying sun allowed entrance through the now open doors and it was plain to see that the room was unoccupied, clean, and bore no visible exits. Yet the goblins had assured the Society that entrance to the hobgoblins’ lair lay within. The party carefully entered.

As Baragkus and Fisk stood watch, Kaldar and Korlack checked the walls for secret doors while Mars and Grumble investigated the statures and floor. After an hour of poking, prodding, and even attempting to disbelieve illusions, the party failed to find any concealed exits to the room. Stumped, they sat down to wait, hoping that time would reveal any hidden egresses from the chamber. (DM’s Hint of the Day: You should always have another explorer check your work when searching for secret doors and other compartments.)

An hour had passed when a section of the wall closest to Mars and Grumble swung open with a click. A bored-looking hobgoblin stood behind the secret door, his eyes widening suddenly when he noticed the unexpected visitors in the area beyond. He frantically struggled to close the door as Grumble launched himself like a missile at both the portal and the hobgoblin sentry. Grumble had apparently decided to revel in his wrestling background in this session, which would produce comical (to me) results later on.

The dwarf collided with the door, falling to the ground with a crash as his body sprawled across the secret door’s threshold, preventing the sentry from shutting it. Mars charged at the guard, swinging his sword at the orange-skinned goblin’s head. His short blade clanged against the stone without effect. The guard, muttering curses, ran Grumble through with his spear, scoring the first of several critical hits against the dwarf that session. Grumble shrugged off the wound and tried to trip the guard without success.

The rest of the party scrambled to their feet and raced across the chamber as the dwarf and cleric continued to battle the guard without success. Lyrax shot an arrow across the room and opened a wound along the hobgoblin’s arm, which convinced the sentry to flee and seek reinforcements. From his vantage point on the floor, Grumble watched the hobgoblin run a short distance down the corridor beyond the secret portal and pass through a door to the north. The party swiftly reassembled itself and set off in pursuit of the creature.

The corridor beyond the secret door ran straight for 60’ before ending. A much narrow corridor met the passage just beyond the secret door and the portal through which the hobgoblin fled lay 10’ beyond the side corridor. The party assembled themselves outside the door and attempted to open it. The door was secured, however, and it took several moments and a crowbar before they were able to pry to door open…and they immediately found themselves under attack.

The room beyond was obviously a barracks, one occupied by six goblins and a half-dozen hobgoblins. The goblins stood closest to the door and they rained their spears down on the party as soon as they sought to enter the room. At the far end of the chamber were the hobgoblins, three of whom sported drawn short bows and scanned the battlefield for targets of opportunity. The party began to try and fight their way into the room and a long, pitched battle commenced—one that would take up a great deal of the game session.

Allow me to digress and break the narrative here. One of the aspects of classic D&D that I find superior to later editions is the round-by-round initiative system. While many prefer the simplicity of rolling once at the start of a battle and then repeating that order again and again, I find that having the uncertainty of resolving initiative each round not only makes battle flow faster (strangely enough) but gives it a greater sense of urgency. You never know if you’ll get that spell off before you get perforated with arrows or cut down your opponent before his can finish you off. That’s great, tension building stuff. Of course, the downside is that when you have a session where the dice start to go against you constantly, even the simplest of fights can turn into battles whose events are remembered far and wide.

Over the course of the next hour or so of real time, the players found themselves pitted more against their own rolls than the enemy. Low “to hit” rolls plagued everyone and a disproportionate amount of those rolls were “1”s; luckily not fumbles, but it was still odd how often that single digit glare balefully up from the guys’ dice. The referee, on the other hand, was on a hot streak, and the party felt the pain.

As the Society boldly battled to cut down the goblins that stood in their way, the small humanoids avoided blow after blow, landing more than a few in return. The hobgoblin archers at the rear of the chamber fired through the doorway to strike party members in the hallway with great accuracy. Kaldar, his body clad in plate mail and his preternatural dexterity protecting him was pushed to the forefront to drop a sleep spell upon the massed goblinoids. As he did so, the archers took aim and fired, albeit with little chance of striking his AC of 0. The dice clattered: 6, 19, 20! A single arrow sailed past the massed fighters to strike the elf just before he could complete his incantation, ruining his daily spell and injuring him greatly to boot.

From this point on it was a grind. Mars managed to hold a single hobgoblin with a prayer to Mog, but the majority of the fight was an old fashioned slobber-knocker. Korlack did slip in and drop a successful sleep spell on the hobgoblins near the end of the battle, which finally freed the party from suffering through missile fire each round, but it was almost too little, too late. The party was badly beaten by the time the fight ended, but the battle ended with a hobgoblin prisoner who was both asleep and held by magic.

And that’s when the ogres showed up.

Unbeknownst to the party, a pair of ogres had quarters just down the hall from the barracks. As the battle raged, I made a check every few rounds to see if they heard the scuffle and came to investigate. They only heard the sounds of battle just as the melee came to a close, which was lucky (when looked at in a certain way) because the party would have otherwise found themselves in a pitched, two front battle with nowhere to run to had the brutes arrived earlier.

There were a few half-hearted chuckles when I dropped the ogre miniatures in the hallway as the players hoped I was joking. They had taken a lot of lumps in the fight and were not up to dealing with two ogres now but they had little choice. The fighters (and Mars) stepped up to the door to try and hold them back, but Baragkus took a door to the face when the lead ogre bashed it off its already weakened hinges with his club. To complicate matter, Grumble decided to employ his special wrestling “piggy back attack” maneuver against the brutes and leapt upon Baragkus’ back without warning. This both negated Baragkus’ dexterity bonuses and allowed the ogres to hit two targets with a single blow. The sole thing going for the party was that only a single ogre could attack at a time through the doorway.

The ogres landed a few blows, one of which would have killed Grumble outright had he not chosen that moment to cash in his “protection from death” card. Baragkus quaffed a healing potion which likely saved his own skin. Finally, the first ogre fell, allowing the party to concentrate their efforts on a single opponent and the second ogre fell seconds later.

The band had determined that there was a single locked door at the rear of the chamber during the brief interlude between battles, but decided to run for the hills before the hobgoblins could rally more reinforcements. To the party’s mind, their excursion had been a failure. The hobgoblins obviously outnumbered them and they had no hope of battling their way into the dungeon below and slaying the hobgoblin command. They gave up, utterly and completely, and I’m sure that decision will have absolutely no ramifications on the rest of the campaign.

Fleeing into the night, the party decided to lay low and nurse their wounds before heading back to the cave they had used the night before. They wanted to see if they could extract some information from their hobgoblin captive and possibly go through the pouches they had lifted from the dead goblinoids. As they reached the barren clearing at the end of the trail, they looked about for a place to hide…

How about the abandoned cemetery? Sure! Let’s go hide there.

That sound you just heard was my hand colliding with my forehead.

The party reached the thorn-filled, overgrown cemetery with dreams of taking shelter in a mausoleum so that only one worg at a time could attack them. Not long after arriving, they detected the sound of something coming their way from both the south and the northwest. In the flickering gloom of their single lantern, the party saw four lithe, leonine forms streaking out of the shadows, their long, filth-encrusted talons and slavering mouths leading the way. A quartet of ghouls!These undead, having the benefit of open ground, attacked from two directions, making it impossible for Mars Markus to turn all four at once. To make matters worse, the ghouls won initiative and closed on the party before they could react. In the first round, Baragkus, Fisk, Lyrax, and Cleopos the porter were all struck and paralyzed, leaving only Grumble, Mars, Korlack, and Kaldar standing. Of those four, only Kaldar the elf would be safe from the ghouls’ incapacitating touch.

The players stared at the carnage, fully anticipating a TPK to end the session. Luckily, Mars was able to turn two of the ghouls and Grumble, with the dice finally on his side, cut down one ghoul and then the next with his bonus attack. Mars reached into his pouch and pulled out a scroll that would ward of the undead for an undetermined amount of time and read the words swiftly. A barrier of blue fire erupted in a 30’ diameter and the party closed ranks. With four people mobile, some hard decisions were about to be made in regard to who was dragged to safety and who remained behind as ghoul chow. The captive hobgoblin was slain outright and the fate of Cleopos was in the balance when he began to stir. One by one, the paralyzed party members started to regain motion as the protective barrier collapsed. With only Baragkus still inert, the party slung him between them and departed the cemetery in the dead of night, hoping to make it back to their cave shelter and avoid any hobgoblin patrols…

Wednesday, February 9, 2011

Watchfires & Thrones Session #36

With almost a year under our belts, the guys know that I like to throw what I call a “spectacle game” every once and a while. Nothing gets them ready for a game better than to come in and find some special surprise set up on the game table, be it a city street, a cliffside cave, or a spinning maze of death. Since the theme of the campaign is the steady rise to power and influence, I thought it was time to both give the players a taste of mass battle and to pay homage to role-playing’s wargame roots. Thanks to the information provided in Night’s Dark Terror, this session saw the players taking on the roles of armchair generals. Everyone had a great time and it made a nice diversion from dungeon crawling—although they are anxious to get back to Stonehell.

Special thanks go to he who managed to get me a copy of the battle map from Night’s Dark Terror. I have the module in a second-hand, incomplete form and it was missing. I would have gladly paid the $5.00-$10.00 for a PDF of the module and just printed out the maps from that, enriching the coffers of Hasbro a little, but they still remain convinced that hoarding the PDFs of their products makes the best business sense. I think I’ll go buy a Pathfinder PDF on general principle.

As the gates of the barbican slammed shut behind them, the party beheld a young woman with a face streaked by soot and whose hand clenched a bare dagger in a white-knuckled grip. From the roof overhead came the leather-clad man as his zipped down a ladder to the ground below. The smell of smoke grew as the first flames began to spread from the burning barn to the wooden gatehouse in which they stood. The man pointed across the muddy courtyard before them, indicating a two-story hall and hearth made of stone and timber. “Run!” he cried, indicating the stout oak door that stood in the face of the main hall.

The layout of the settlementAs the party crossed the courtyard they could see a three-story stone tower attached to the hall that peered down at them with crenellated eyes. To their left, the settlement’s barn was now an inferno and the palisade that connected it to the tower and gatehouse was a sheet of flame. From out of the smoke came more high-pitched cries and a half-dozen goblins charged through the flames and smoke to cut off the party’s run to safety. Green-skinned and clad in crimson from head to foot, the chittering humanoids were thirty for blood and battle.

While the man and woman continued their run towards the hall’s main door, the rest of the party angled to meet their attackers. Lyrax fired the first of what would be many arrows that night, taking down two of the attackers with arrows through the throat. Raijek’s crossbow dropped a third, and Baragkus, Grumble, and Mars Markus made fast work of the remaining three. With their assailants dead, the rest of the party reached the hall and the warriors held a quick debate over whether they should hold their ground or let themselves be bottled up in the (possibly flammable) hall. Grumble, Mars, Baragkus, and Fisk decided to hold the line while Lyrax, Raijek, Korlack, and Kaldar headed inside to take position atop the stone tower that kept watch overhead.

As the courtyard warriors prepared to dispatch the next wave of goblins, they heard more screaming coming from the smoke around them. The sooty clouds parted briefly to reveal ten wolf-riding goblins racing their way. Then, the slavering fangs and serrated blades of their enemies were upon them.

After Grumble was bitten and stabbed, and Mars Markus took a serious wound, the fighters determined this was one melee they had little chance of winning. Their own attacks had only slightly injured the massive wolves and the goblins’ spears were all too sharp. Mars and Fisk broke and ran through the hall door while Grumble and Baragkus covered their retreat. The spider cleric and hired fighter reached the hall just as the panicked inhabitants of the settlement were closing it, stout locking bar held at the ready. A cry of warning was shouted and the dwarf and fighting man in the yard retreated with haste, taking more wounds as they turned to run. Despite these new injuries, they dove into the hall just before the door was sealed and barred against the invaders.

Inside the rough timber hall, the party made the acquaintances of “Fort” Wolf’s Head’s residents: Pidar, the patriarch of the clan, his wife, Darya, his 10 winters-old son, Matthias, and their aging manservant, Steg. Also in attendance was the weeping, recently widowed, Masha, and her infant daughter. The young couple they had met at the gatehouse was Tars, Pidar’s eldest son, and his wife, Allana. Pidar’s mother, Kumuk and her granddaughter, Irina, were also in the settlement, but were currently cloistered in their room in the tower above.

Pidar explained that two tribes of goblins had attacked the settlement at dusk, striking from out of the woods without warning. There seemed to be two distinct tribes: the orange-skinned wolf riders and the green-skinned, crimson-clad goblins. This attack was one of several which had occurred along the frontier over the last two days. Pidar was hopeful that with the party’s help, the settlement could hold out until dawn, at which time it was likely that the sun-hating goblins would slink back to their lairs. With this information in their possession, the party began making preparations for the long night ahead of them.

Strategy!

Mars originally suggested that everyone retreat to the tower for fear of the goblins torching the hall. But the tower would be a perfect death trap in the goblins broke in so fortifying the hall was undertaken as the next best option. Tables and chairs where broken up to barricade three of the main building’s entrances while the armory was opened and stripped of arrows. Lyrax and Raijek ascended to the tower’s roof to keep an eye on the goblins. Once there, they discovered that full night had fallen and the wan light from the crescent moon mixed with the smoke pouring from the now-charred remains of the barn, gatehouse, and palisade provided limited visibility. In the woods to the north and east they could see a score of small campfires burning, the shadowy bodies of goblins passing in front of these blazes with great frequency. The sound of drumming and chants filled the night air as the goblins prepared for their next attack.

Jud's Grasping Hand!

In the hall below, the party hustled the settlement’s non-combatants down to the tower’s secured lower storeroom. The rest of the family was armed with bows and slings, and then stationed about the building to overlook the north and south courtyards. Baragkus dragged the hall’s largest chair to in front of the main door and sat with sword in hand to wait the inevitable attempt to break in. Kaldar and Korlack kept watch from the hall’s second story on the courtyard to the south. Grumble and Mars took up position in the tower armory, but not before learning that Pidar’s mother was a cleric of the Sovereign Flame when she healed the spider priest of his wounds. Fisk prowled the halls, a free safety ready to run where needed.

An hour after dark, those on the tower found themselves under attack by goblin snipers, slingstones smashing against the stone walls and battlements surrounding them. The darkness and cover made missile fire difficult for both sides, but when Grumble’s shortbow finally picked off one of the hidden snipers, the barrage of slingstones fell quiet.

As the night crept closer to midnight, the sound of drums ceased and a stillness filled the air. Then, from out of the gloom came a charge of goblins. Two wolf-riders led a half-score of infantry across the wooden bridge as another ten skulked through the shadows to take up position in the smoking ruin of the barn. As the wolf-riders and their soldiers laid siege to the hall’s kitchen door (which had been barricaded stoutly), the barn-hiding goblins began letting loose a fusillade of slingstones at any visible defender.

Lyrax dropped a pair of flaming brands into the courtyard, which allowed the defenders in the tower and those in the room above the kitchen to see their targets easily. Lit by the flames, the two worg-riders found themselves under concentrated attack by missile fire and they only managed to strike the door a few times before they fell to ground dead. Their underlings’ morale broke upon their deaths and they fled for the bridge that brought them.

Korlack rushed to one window, taking a vicious hit from a slingstone when he revealed himself. With his lack of protective armor, the warlock paused to wonder why it was that the plate-mail clad spider cleric was the one positioned behind an arrowslit while he was put on window detail. Deciding enough was enough; the sorcerer turned and entered the tower, finding shelter with Kumuk and Irina. The matronly cleric took pity on the injured magic-user and used her last curative spell to heal him.

Kaldar, despite seeing what happened when Korlack revealed himself, cautiously worked his way to a window that overlooked the barn below. Conjuring up a magical slumber, the elf took out most of the hiding goblins and the barrage of slingstones dropped off to a patter. Unfortunately, one of these stones struck Allana, knocking the woman senseless.

With most of the goblin slingers asleep, the defenders were able to concentrate their attacks on the few remaining snipers and it wasn’t long before they too fled back into the darkness. Raijek and Fisk went out to quickly dispatch the slumbering goblins.

The party took the opportunity to further shore up their defenses after this attack, plundering iron stock from the settlement’s forge to lay a series of obstacles about the hall. The unconscious Allana was turned over to Kumuk to attend to, and new positions were taken up around the hall. There came a period of anticipation an hour later when the drums again stopped, but they resumed after a half hour’s pause. The goblins were well-versed in psychological warfare.

It was deep into the night, midnight several hours behind them when the next attack came. Grumble, Lyrax, and his dog companion stood on the tower roof, watching the woods around them. Grumble’s bushy ears detected the sound of great leathery wings in the air above, and the dwarf glanced up to see three warm bodies dropping out of the night sky to attack. Within moments, the rooftop trio found themselves under siege by giant vampire bats!

Meanwhile, down in the hall, Kaldar’s keen ears detected the sound of breaking glass. He cautiously crept forward with bow in hand…

Back on the roof, the first bat landed atop Lyrax’s dog, delivering a painful bite and causing the canine to begin twitching and frothing out the mouth before falling motionless. Grumble and Lyrax glanced at each other and mouthed “Poison” as they fought against the flying menaces, now with a heightened sense of fear.

In the corridor below, Kaldar peered around a corner to see two more of the giant bats awkwardly climbing through a broken window. “Crickey!” he cried. “Look at the size of those beauties!” That was enough to draw Baragkus’ attention and the so far unneeded fighter dashed up the stairs to take on these new foes. Unfortunately, Kaldar’s cries also attracted the attention of Darya who had been stationed in the room across from where the bats entered. As she opened the door to see what was amiss, one of the creatures launched itself at her and the two combatants stumbled back into the room out of sight.

Up on the roof, Grumble managed to dispatch one of the bats, but the remaining two put up a stiffer fight. The dwarf took a bite for his efforts, but was able to resist the bat’s paralytic enzymes. Lyrax’s arrows dropped a second bat just as Grumble launched a flurry of axe swings at his own opponent. With a solid “thunk,” the axe met meat and the flying assailants were dispatched completely. In the hall below, Baragkus made short work of the bats with his great sword, but not before Darya had succumbed to the bite of the bat and fell into a deep coma. She too joined the unconscious Allana under Kumuk’s care.

Dawn was fast approaching and the defenders, although tired, found their spirits on the rise. Just another hour or two and victory would be theirs. They were injured, half-delirious with exhaustion, and completely out of spells, but the sun would be their salvation. It was with these thoughts in their heads that the sound of drums stopped one final time.

To the east, Lyrax and Grumble saw a horde of goblins appear at the tree line, a score and a half in all. Great, tall ladders were held in their green hands and they stared with undisguised menace at the unprotected windows along the halls’ eastern flank. With one last chant, the mass of goblin attackers charged out of the woods and headed towards the hall.

The goblin horde prepares to charge!

Lyrax and Grumble began firing at the charging horde, with the human archer cutting down goblins like a scythe. Arrow after arrow connected to send his targets falling to the ground to be trampled by their comrades. Grumble kept up a steady rain of death as well, and soon found himself to be on the last of his arrows.

Inside the hall, the defenders scrambled to meet the goblin charge. Kaldar and Raijek bravely fought against the first of the goblins to reach the wall while Mars and Fisk raced down the stairs to support them. Korlack, with no spells remaining, grabbed a sling and pouch of stones to join Grumble and Lyrax on the tower. Baragkus remained seated near the main door, suspecting this might be a feint.

As the goblin ladders were thrown up against the walls, the party found themselves locked in one last, desperate melee. Goblins were cut down as they topped the rungs, ladders were pushed away to send their climbers falling to their deaths amongst the horde below, and all the while, Lyrax, Grumble, and Korlack continued to rain destruction down upon the screaming masses. Under their hellish hail, more than half the goblin’s numbers perished within the shadow of the hall’s eastern wall. Grumble unleashed his last arrow before throwing his bow at a goblin’s darting head and then rushed down the stairs to join the melee.

Several of the goblin attackers managed to clamber through an unguarded window and stabbed at the unarmored Raijek while others clashed with the armored form of Mars. Down on the hall’s ground floor, Baragkus finally heard what he had been waiting for—the sound of axes hacking at the main door. Gripping his sword in hand, he took up position next to the barricaded portal, Pidar joining him on the other side. After thirty seconds of hewing away at the valve, the door gave to admit a trio of the largest goblins Baragkus had ever seen, each clad in crimson and led by a battle-axe swinging warlord. The fighting man clashed with the humanoid potentate as Pidar slashed at one of his henchmen. Raijek abandoned the battle upstairs to bolster the defenses at the front door as Grumble arrived from the tower.

Outside, the last of the goblins perished under Lyrax’s arrows and the scattered numbers inside the hall were cut down by Kaldar, Mars, Fisk, Grumble, and Tars. The last goblin stared at the steel wall arrayed before him…and dived out an open window to land on the hard ground below with the sound of snapping bones. Struggling to his feet, he limped away, straining to reach the safety of the forest. Lyrax nocked one last arrow and sent it barreling through the goblin’s chest, dropping him to the muddy ground with one arm still outstretched towards the forest’s gloomy sanctuary.

In the main hall, Baragkus and the goblin leader remained locked in battle. One of the goblin’s bodyguards moved to flank the towering fighter while the other pressed his assault against Pidar. The clan patriarch lost his footing on the blood-streaked planks of the floor…and his goblin opponent ran him through with his blade, dropping the stout frontiersman to the cold, bloody floor, dead. With his host slain, Baragkus went into a rage and started to hack through the goblin king’s defenses. Raijek arrived just in time to stem off the bodyguards’ counteroffensive.

Jack ponders the final battle. How can I ensure I survive?

Moment later, the goblin king’s head sailed across the hall, tumbling to a halt in a dusty, forsaken corner of the room; his bodyguards fell dead in the doorway soon after. The defenders were victorious!

As the sun rose above the trees, the party stared wearily about at the destruction surrounding them. This would just be the beginning of their quest to end the hobgoblin threat to the Uncertain Lands.

Recaps will resume in two weeks. See you then!