Thursday, November 11, 2010

Watchfires & Thrones Session #27

After successfully taking control of the Ghost Beggars’ main quarters and running off the bandit leaders, the party paused to take stock of their situation: should they flee with the monies and intelligence they accrued or see their raid through to the end, bitter or otherwise? “We stay,” they sighed wearily.

After hogtying their captured bandit securely, the party positioned themselves around the main cave and in the leader’s quarters to cover all the entrances while they ransacked the place. The footlockers in the main cave held worthless personal belongings, as the bandits seemed to mistrust their fellows and kept their wealth upon them. The leader’s quarters held a stout chest, albeit one whose lock lay upon the ground next to it as if it had been hurriedly opened and cast aside. Rondo volunteered to examine the chest and discovered disheveled clothes and a small sack containing gold and silver. It was obvious, however, that something had been removed from the container and carried off.

Hoover’s eyes scanned the floor of the leader’s den and he detected a single pair of footprints departing the cave to the east. That trail lead to a tall passage that could be easily navigated by the humans in the band. To the west lay a short tunnel, one standing but 4’ in height. It was possible one of the leaders fled that way, but the adventurers were unwilling to follow the cobra into its hole. They gathered up their loot and captive before heading east in search of whoever fled in that direction.

The passage led to an ancient kitchen, dust-covered and decayed. On a hook from the ceiling swayed a much out-of-place bird cage which seemed a recent addition. Peering inside, the party saw a dead cockatoo, its feet pointed towards the ceiling and a dagger sunk into its chest. Whoever fled this way had killed the bird in cold blood. What a fiend! The dusty floor attested to the cad’s path of flight, and sensing their quarry was gaining ground by the minute, the party stepped up their pursuit.

Passing through a few more caves with little time to take in their details, the party found themselves back in the bandit’s latrine cave. From there, they made a beeline to the stable cave only to find that two of the steeds that had been so recently saddled by Waren were now gone. From outside the cave, our heroes heard the sound of hooves in rapid flight and growing fainter by the moment. Hoover, Raijek, and Dardath leap upon the three remaining saddled horses and took off after the escaping outlaw, leaving Rondo, Waren, the invisible Anwar, and the sleeping bandit prisoner in the stables.

Outside, the party on horseback saw two steeds fleeing down the trail towards the nearby forest and drove their own mounts hard to close the distance. A frantic race erupted between the pursuers and the pursued, with the fleeing outlaw keeping just ahead of the party. The adventurers were able to close the distance enough to clearly see that they were chasing a bald and robed figure who rode one mount while leading a spare behind him. They had found the bandit sorcerer, but where was the leader?

Despite their efforts, the trio was only able to close the distance enough for Raijek to make a desperate shot at the magic-user with his crossbow. Despite the odds, the monk struck his target in the shoulder, but the fleeing mage stayed mounted. Dardath hurled a javelin in hopes of bringing down the bandit, but it sailed harmlessly into the trees. The sorcerer made it to the forest and, even with the blood trail and Hoovers’ best efforts, the three adventurers soon lost their quarry’s trail amidst the dim woods, dry stream beds, and numerous trails. Frustrated, they headed back to the bandit caves to inform their comrades. Little did they know their friends were facing problems of their own…

Back at the caves, Waren was in the process of saddling the remaining horse (with Anwar “supervising”) as Rondo kept watch on the cave’s entrance when the sound of clanking armor alert the trio they were not alone. Stepping from the gloom of the western tunnel was the bandit leader. Dressed in plate mail and bearing not only two swords, but a bulging purse on his belt, the outlaw looked at the now saddled horse and then grinned at the trio standing between him and freedom.

Rondo charged the bandit with the hope of bowling the outlaw over with his patented Dwarven Combat Roll—but ended up flat on his back and barely able to deflect the longsword aimed at his prone form. Waren produced his mace and shield and charged towards the embattled pair while Anwar snuck around to approach the bandit leader from the rear.

Unable to rise under the bandit’s hail of blows, Rondo brought his knee up and caught his assailant in the codpiece, rolling a “20” in the process. The sound of crunching metal plating was heard and the bandit doubled over in pain, allowing Rondo to regain his feet and Waren to reach the melee. Anwar, invisible, got down on all fours behind the groaning bandit.

As the outlaw feebly defended himself from Rondo’s next attack, Waren, having planned this with Anwar, rushed the bandit with shield outstretched, blasting the still unsteady man with a mighty blow. He stumbled backwards only to encounter the snickering mage and was bowled over onto the ground. Rondo stepped down hard on the outlaw’s main hand, pinning his longsword to the floor. “Surrender yet?” the dwarf inquired.

The bandit king snarled and drew his short sword with his off hand, earning a blow in the process. Unfortunately for Rondo, despite his bad position, he was able to thrust his blade in between the dwarf’s armor and Rondo went down bleeding. Anwar, still behind the bandit, pulled out a shovel to bash in the bandit’s head, thought again and produced a flask of oil, looked about to see no lit torches, then put it way and drew his scimitar. While that was occurring, the bandit and Waren were locked in battle.

Anwar was able to score a hit on the bandit’s unprotected back and Waren bashed the outlaw fiercely, but the cleric of Donblas was struck hard in return and fell unconscious from the pain. Although heavily wounded, the bandit locked eyes with the now alone Anwar and gripped his weapons menacingly. Anwar lowered his scimitar and stepped away, giving the bandit free passage to the saddled horse.

The bandit king laughed, complemented the turbaned sorcerer on his intelligence, and leapt into the saddle before riding out of the cave as if a pack of hellhounds pursued him. Unfortunately for the bandit leader, he chose to ride down the trail towards the forest below, not knowing that Hoover, Dardath, and Raijek were headed back that way.

As the aforementioned trio reached the edge of the forest, they saw a mounted figure riding hell-bent down the trail. As it got closer, they were able to see it was not one of their comrades and paused to allow the rider to close the distance—the better to launch a volley of missiles. Dardath’s barbarian heritage got the best of him, however, and he broke cover to charge the fleeing bandit screaming. Hoover sighed and put an arrow through the bandit’s skull, dropping the outlaw to the ground dead. The Ghost Beggar bandits would no longer be a threat to the Kinan-M’Nath. After stripping the corpse of valuables, which included several gemstones and the keen-edged short sword, the three returned to the caves to find Anwar ministering to Rondo and Waren. Battered and triumphant, the Society of Planewalkers returned to Blackpool to claim their reward from Azix Tsam, the “gray-man” who first put them onto this task oh so long ago.

When the party arrived at the gate of the walled town, they found that the usual cadre of four guards had been doubled and that these men were looking much more alert than usual. The guardsmen stood down once they recognized the members and the watch serjeant informed them that Say’skel the Mottled had commanded the Society to attend him the moment that all their members were assembled in town. The weary adventurers rode up to the Mad Manor and began to unwind. Anwar took the gems that the band had acquired from the bandits down to Shortshanks the Appraiser’s office in the basement, only to discover that the halfling had no interest looking at the stones until the adventurers had visited Say’skel. “It doesn’t pay to keep people who throw balls of fire around waiting, you know,” he advised.

The adventurers gather all their mobile members (and a few assorted hangers-on) and headed to the Keep. There, they found themselves hurried inside, but not before getting a glimpse at the ongoing process of replacing the keep’s wooden palisade with stone walls. The workers had been busy for the walls were three-quarters finished. Inside the keep, the band met with Say’skel in a rustically decorated side hall and he informed them that developments had occurred since they last spoke.

After sending for a specialist from Ilrahtyr to speak with the spirit of Norrim Gaz, the Storm Crow agent the party had slain in Modnar’s cellar, a foreboding plan had been uncovered. The Storm Crows were in the area because they were selling weapons to the hobgoblins of the Kinan-M’Nath. It seems that a particularly charismatic and powerful hobgoblin has fired the flames of expansion amongst the goblinoid tribes and decreed that it was time for a new nation-state to arise in the Uncertain Lands, one with a hobgoblin aristocracy. To that end, the hobgoblins were planning on pushing across the border into the Principality of Dhrin to annex its cultivated lands and its citizens. The Storm Crows intended to grow wealthy in the coming conflict and were doing their best to meet the armament demands of the warmongering hobgoblins.

It was further learned that a small force of hobgoblins had already gained a foothold in the region just across the border from Blackpool. An expeditionary force had occupied a portion of Stonehell Dungeon and was intent on turning more of that ancient prison into a hobgoblin fortress from which to launch sorties into Dhrin. The close proximity of this goblinoid redoubt was of overwhelming concern to Say’skel and Lord Warden Cryt. The Lord Warden would pay 100 gold marks apiece to anyone who could locate and dislodge this hobgoblin threat from the dungeon before it became too entrenched.

Another option was presented to help curtail the hobgoblin threat to Blackpool and the rest of the borderlands. The Storm Crow agent had revealed that their initial negations with the hobgoblins had occurred at a stronghold located beneath a large forested hill some two days upriver of Blackpool. Known as Hob’s Hill, this wooded mount stood on the western bank of the River Phol. The nearest “civilized” settlement to the hill was a rough-and-tumble outpost called Fort Wolfshead, a place frequented by prospectors, fishermen, trappers, and barbarians, most of whom avoided Hob’s Hill altogether.

Lord Warden Cryt surmised that, rather than lopping off the “sword-wielding arm” of the hobgoblin threat, striking its head clean off would prove more decisive. He was therefore willing to pay 250 gold marks each to anyone willing to travel upriver to locate, scout out, and, if possible, disrupt the hobgoblin stronghold beneath Hob’s Hill. Travel could be arranged, but the agents would need to provision themselves. Half their payment would be provided upfront to allow for this. In any event, time was of the essence and something had to be done soon.

Say’skel stepped from the room to allow the Society to discuss the Lord Warden’s proposals. There was some talk of tackling both missions at once by sending half their number north to Hob’s Hill while the rest assaulted the redoubt in Stonehell (which is precisely why I had Say’skel summon all the adventurers. Resource management is an important skill in these games and I was interested to see what the guys would do with their numbers). In the end, it was decided that a portion of their membership would travel to Stonehell to deal with the hobgoblin expeditionary force and possibly gain some intelligence regarding the stronghold under Hob’s Hill. They requested magical aid and received a potion of healing with three draughts in it. Their request for an official writ identifying them as agent of the Lord Warden was turned down, however, for the following reason:

The spirit of Norrim Gaz was able to identify one of the other two Storm Crow agents operating in the Kinan-M’Nath. That agent was a human magic-user who went by the name “Jaben Frost.” Frost was a young male with pale blond hair and a penchant for wearing ice-blue robes. He was active in and around Stonehell Dungeon, but his exact whereabouts were unknown. The third Storm Crow agent’s identity was unknown to Gaz, meaning that almost anyone might be working for that foul league. Since Lord Warden Cryt and Say’skel believed that the Crows were unaware of how much the forces of civilization in the Kinan-M’Nath had learned, they didn’t want to tip their hand by sending writ-bearing agents about who would be bound to raise the suspicions of the enemy.

As it turns out, the secrecy of these missions was already in jeopardy. Word had leaked out that a Storm Crow agent had been slain near Blackpool. This news caused a cloud of fear and paranoia to settle over the frontier town. Everyone in Blackpool knew that the presence of a Storm Crow was an omen of evil things to come. Suspicion of outsiders was rife, there was a run on arrows and weapons, and even guard dogs were hard to come by as the residents prepared to defend themselves. This accounted for the increased and more vigilant guards at the gate.

The party left the keep and began to prepare to return to Stonehell. Unfortunately, their departure was delayed by four days as they waited for certain members to complete their training. Whether this delay will have nasty consequences remains to be seen…

The party, composed of Aieglos, Anwar, Baragkus, Grumble, Kaldar, Krunk, and Waren, along with two recently hired linkmen, Dirk Sodbuster and Rolf Sheepminder, returned to the dungeon. Having procured a trio of hounds, the party intended to revisit the strange woman known as Klydessia of the Sisters of the Argent Moon to see what they might learn about the second level of Stonehell and the hobgoblins who laired there.

Things were going well for the adventurers and they were closing in on their destination when they reached the crossroads that led to both the former orc lair and the cricket caves. It was then that Kaldar’s ears detected the soft padding of feet coming from the direction of the caves. The party prepared to defend themselves, gripping their weapons and raising their shields. That’s when the first ferret of enormous proportions peered its cure fuzzy head around the corner and blinked at them with its adorable albeit beady little eyes.

Then came another ferret. And another. Each bounded into the intersection like a fuzzy coil of springs and before the party knew it, they stood facing eight of the 3’ long weasels. (I’ve decided that a pack of giant ferrets is officially known as a “tussle.” I don’t care what science might say.) The fuzzies started chittering as they got a whiff of the three dogs that accompanied the band, their lean flanks suggesting it had been awhile since the weasels had eaten. This agitation was enough to send Krunk over the edge and he charged the tussle with weapon held high. Baragkus followed in his wake.

A pitched melee broke out between the two fighting men and the ferrets, with one of the spring-loaded fuzzy wuzzies landing a critical hit on Krunk. The thought of being slain by a bunch of oversized house pets send the berserker into his first frenzy and he began hacking at the cute widdle nookums. Waren and Grumble, situated in the party’s second rank, took out the occasional ferret that dodged between the warriors to try and get at the hounds.

Aieglos, looking to get a shot in at those ferrets not locked in combat at the rear of the tussle, had Dirk and Rolf set the 10’ ladder they were carrying against the wall of the corridor and began to scale its rungs. That, my friends, was a tactic I did not expect to see, but I suspect it won’t be the last time that I see it. Fortunately, Krunk’s berserker madness defeated the last of the fuzzy threats before the ladder offensive could see actual combat.

As the berserker cooled down, wounds were dressed and the barbarian quaffed a hearty draught of wine. But, just as the band was preparing to move on, they caught the sound of something else headed their way…

Wednesday, November 10, 2010

Useful Advice for Exploring and Surviving the Megadungeon

This is primarily for the Stonehell Dungeon players, but I recommend the series to anyone looking for a basic primer on how to successfully tackle a megadungeon and come out alive.

Lord Gwydion of the What a horrible night to have a curse blog is writing a multi-part series that focuses on successful techniques to use when exploring a megadungeon setting. Since the focus of the Watchfires & Thrones campaign has been on Stonehell lately, I thought this might make informative reading for those of you looking to either increase the wealth you walk out with or to bump up the chances of making it out in one piece. I’ll be updating the links as they come so check back here regularly.

Tackling the Megadungeon: Intro
Scouting Missions
Fact-finding Missions
Combat Missions
Rescue Missions
Acquisition Missions
“Special” Missions

Monday, November 8, 2010

Dirk Sodbuster, Hireling

Dirk spent his whole life as a simple farmer. Now, wracked by disease and sensing his end approaches, Dirk seeks to have one glorious adventure after seventy-seven years of tilling the soil. Even in his fading years, Dirk remains perceptive of falsehoods, white lies, and has a knack for spotting overlooked details.

Rolf Sheepminder, Hireling

This laconic shepherd lost his flock to wolves. With no money to replace them and limited options, he's taken to hiring himself out as a torch-bearer and pack mule to adventurers. Rolf saves his wages and avoids strong drink.

Sunday, November 7, 2010

The Storm Crows

This cabal of war profiteers earns its fortunes off of human suffering. Wherever the potential for strife exists, the Storm Crows operate. Whether it’s selling arms to both sides of a conflict, price gouging war-torn settlements for food and supplies, or enslaving refugees and selling them off, these amoral businessmen and women are the lowest of civilized creatures.

The Storm Crows method is to send a trio of agents into a prospective marketplace to gather intelligence, fan the fires of conflict, and sow the seeds of chaos. These initial agents operate in secrecy until conflict becomes unavoidable. Only then do they reveal themselves and begin ushering the first of the Storm Crows' armored caravans into the war zone. Their banner is a black crow on a field of crimson, gripping a trio of silver arrows in its left foot.

Tuesday, October 26, 2010

Watchfires & Thrones Session #26

The party arose from a well-deserved rest following their exploits at the Groaning Ruins to find that, despite their recovering of the Blood of Amencia, their purses were no more filled than before. Things were getting so bad that some members had to borrow substantial sums from Anwar to train. (“If you live, you pay me back. If you die, I get your body. Those are the terms.”) With their rent at the Mad Manor due before the end of the week, the band needed funds and fast. An expedition to finally take the fight to the Ghost Beggar bandits was planned and the party began to prepare.

Magics were cast upon the meager haul of items that the party pulled from the Groaning Ruins. Of them, only a finely-crafted shield bore any magical dweomer. Selling off the candelabra they found brought them a mere 10 gp: a poor reward for their troubles. Lastly, but most impressively, the party went down to the cold storage room cum morgue in the Mad Manor’s cellar to try and work the magic of the Blood of Amencia on the dead Grumble Battleaxe. Hands were held, prayers were intoned, and the glowing gem was placed upon the dwarf’s cold, still breast. As the party observed, the glowing gem began to pulsate slowly, eventually taking up the rhythm of a beating heart. Once it reached the tempo of a healthy dwarven heartbeat, Grumble’s eyes sprang open, the glow dimmed, and a network of cracks appeared in the divine gemstone. A slight glow remained, possibly signifying that the gem still has some power left. It was entrusted to Lyrax for safe keeping prior to their departure for the dungeon.

The party delayed their trip for a day so as to allow Anwar to scribe some new spells into his collection and to accommodate Hoover’s training. The adventurers’ plan to track the bandits to their hideout relied on the half-elf’s skill at following trails and without him they’d undoubtedly be back to poking around idly hoping for the best. During this downtime, the barbarian, Dardath, who had been spending much of the past weeks brawling and debauching in Blackpool town, reacquainted himself with the band. His purse was much depleted and he was determined to be a part of the Ghost Beggar raid. When Anwar and Hoover were done with their tasks, the raiders, consisting of Anwar, Dardath, Hoover, Raijek, Waren, and Rondo Fleagle, headed back into the foothills of the Crowhaunts looking for revenge and plunder.

They arrived at the canyon without incident and headed towards the switchback trail that looked to be the most likely path to a possible hideout. The party had never run into trouble in the box canyon before, but they remained cautious as they headed deeper into the defile—a precaution that was about to pay off. Hoover’s keen elven ears detected the sound of a winding windlass coming from the large copse of trees that grew close to the southern wall of the canyon. A moment later, a pair of quarrels hummed out of the seemingly dense woods, striking Dardath and Raijek. Injured, but not downed, the two led a charge into the trees to confront their assailants. As Raijek crossed into the grove, the rest of the party noticed that he seemingly vanished and no sign of movement could be glimpsed amongst the boles. This did nothing to slow their charge, but it seems that the dungeon and its environs are never lacking in mysteries.

Once the party entered the copse of trees, they found four Ghost Beggars and engaged them in battle. Three of the bandits were quickly slain before the fourth dropped his crossbow and surrendered. The party, pleased to have someone to interrogate for a change, began doing so with the promise of tying the bandit to a nearby tree and leaving him alive if he told them what they wanted to know. This led to a lot of back and forth between the bandit and the party, as well as amongst the party themselves. The bandit agreed to the binding, but wanted a knife so that he could eventually cut himself free (he was concerned about being easy prey for monsters). The party was originally fine with this stipulation until it was argued that they couldn’t be sure if he would tell them the truth. It was decided that they’d let him go with all his gear if he led them close enough to the bandit lair so that they could verify his information. He agreed and the party, with the bandit in the lead and unbound, headed up the switchback trail and over the canyon lip.

A short journey down the trail led close to where the bandit claimed him and his fellow gang members laired. At this, the party began discussing what to do with the bandit. Some were in favor of tying him up until they cleared the lair; other weren’t sure. Seeing that his continued freedom and possibly his life were again being dickered over, the bandit decided to take his own future into his hand (or his feet rather) and took off down the trail like a pack of hellhounds were at his heels. His moved so swiftly that even the ranger and monk were surprised and he quickly put distance between the mostly armor-clad party. The twisting trail made it difficult to get a bead on the fleeing bandit, so even missile weapons were unable to stop him. With the party in pursuit but far behind, they watched in dismay as the Ghost Beggar dashed into the camouflaged mouth of a cave and heard him raise an alarm.

The band entered the lair a half minute later to find two bandits blocking their path. The space beyond the cave mouth had been turned into a crude stable, serving to house a half-dozen horses. Four tunnels exited the cave and a few flickering torches illuminated the gloomy grotto. The party’s former prisoner was nowhere to be seen. A battle erupted as the two bandits charged the party, but the leather-clad outlaws couldn’t do much against the more experienced and armored adventurers. As the two bandits fell under the party’s attacks (“Surrender and we’ll let you live!” they cried as they hacked the bandits to pieces), four more outlaws poured into the cave from the north. The fighting men of the party closed with these new assailants and an invisible Anwar kept an eye out for more while Waren started saddling one of the steeds in case a sudden departure was needed. As the fighters clashed, Dardath was heavily wounded, but they party managed to slay three of their assailants. The fourth, unable to join in the battle due to a bottleneck in the tunnel, was seen slipping back into the cave the bandits had entered from, seemingly intent on outflanking the adventurers.

As the third bandit fell, another trio charged down the tunnel to the west, intent on repulsing the adventurers. A battle line was formed across the tunnel entrance and it wouldn’t be long before these three were also slain, leaving the party a few moments to catch their breath and prepare for the next wave of attackers. Dardath was restored to health with the party’s last potion of extra-healing and the other injured members took the time to bind their wounds and consume an invigorating round of wine.

A full twenty minutes passed and no new attackers appeared. Anwar use this time to sneak about some and get a better idea of the layout of the cave system, while Hoover kept an eye on the cave mouth and Rondo turned his infravision down the yet-untraveled eastern tunnel. Waren continued saddling horses.

The bandits still refrained from counterattacking even after more time had elapsed, leaving the party to speculate that they were either fewer in number than originally anticipated or were waiting in ambuscade for the party. The band cautiously began to plumb deeper into the caves.
A bounty of stolen bags, barrels, crates, and sundries was found in the next cavern. Several week’s worth of plunder lay heaped against the walls of the chamber, but most of it was valuable only in bulk. The party would find no easily portable valuables here. Anwar slipped out the cave’s northern exit while the rest of the party ransacked the containers. The sorcerer learned that a larger cavern lay to the north, one that showed no signs of being occupied. It was a natural cave, thick with stalagmites and stalactites, and the wavering glow of torches could be discerned coming from around a bend in the cavern.

After he returned to the party with this discovery, the adventurers headed down a tunnel that exited the loot cave to the southeast, for it was in this direction that the flanking bandit seemed to be headed. Just off this tunnel was a small cave that served as storage for the cavern-stable. A small farrier’s outfit, spare saddles, and a sizeable pile of bagged horse feed occupied the cave. Dardath stepped forward and swung his axe into the pile of sacks—and was rewarded by a scream and a fountain of gore as the flanking bandit found his hiding place become his final resting place.

Moving further down the tunnel took them around a bend where the odor of human waste was heavy in the air. The tunnel terminated in a cave that held buckets filled with feces and urine, but also contained a set of chairs and a table that were dust-covered and decrepit. They seemed to be decades old and were definitely not used by the bandits. A tunnel exited the cave to the north, but it too was dusty and disused.

The party reconvened at the stable cave to plan their next move. Rondo went to explore the western tunnel and had a nerve-wracking two-on-one battle with a pair of bandits intent on sneaking up on the party. He successfully dispatched his attackers before the party could run to his aid, proving that his continued employment was helpful to the party’s long-term survival. Exploring more, the band found that this tunnel led to a dusty cavern that held dry-rotted, empty barrels of ancient origin. It was obvious that the bandits had little use for this part of the caves. With three paths now available for the party to head deeper into the caves, they choose the most-travelled and headed towards the natural cavern Anwar had found north of the loot cave.

Once there, the party found that several low tunnels, each no more than 3’ or 4’ feet high, exited that cavern, and that a more accessible tunnel led to small watch post—one seemingly abandoned in haste. Another low-ceiling tunnel exited this area and the party suspected that it was through this that the ambushing bandits had skulked. Rondo and Hoover dipped low to confirm this and did indeed find themselves back in the disused cave with the empty barrels.
Deciding to rejoin the party by way of the stable cave and loot cavern, the mismatched duo head east…but stopped abruptly when they heard voices coming from the stable. A trio of bandits had just return to the lair and was staring at the carnage they came home to. Rushing out of the darkness, Hoover and Rondo did battle with the bandits only to discover that the dice chose this moment to become fickle. The two second level fighters had a hell of a time dispatching the three outlaws, and one even managed to escape out of the mouth of the cave before the melee ended with the dwarf and half-elf injured but alive.

The sound of battle brought the rest of the party back to the stable and the adventurers took one final rest before plunging back into the Ghost Beggars’ lair. Although battered, the party was determined to lance this boil of inequity before they returned to Blackpool. They returned to the natural cavern and headed towards the flickering light. Unfortunately, nobody was prodding ahead with a 10’ pole and Dardath found a crossbow trap the hard way, taking a pair of bolts to the upper body in the process.

Immediately thereafter, the party got a clear look at the cavern from which the torchlight came. An obvious living quarters and common room, the large cave held numerous bedrolls, cook fires, footlockers…and six sword- and crossbow-armed bandits laying in wait. In another cave mouth, one set high above the cavern floor, stood a menacing figure dressed in heavy armor and a robed man who began gesticulating as soon as the party entered his view. Every so often in these game of ours, the success or failure of a battle comes down to a single die roll. If the dice go one way, the heroes gain the upper hand and evil is defeated. Should they go another way, the villains carry the day (or at least make success an implausibility). This was one of those encounters. With four crossbows aimed at them and a magic-user about to unleash a sleep spell upon them, it would bode extremely ill for the party if they lost the initiative in the first round. The dice clattered…and the bandits won.

Bolt sailed across the cave, striking Raijek and Dardath. Then, the robed man completed his spell and everyone but the invisible Anwar fell into a slumber. With the entire party seemingly incapacitated, two of the bandits strode forward to slit their throats. Anwar, risking it all, kicked the inert form of Waren, simultaneously rousing the sleeping cleric and spoiling his invisibility. His sudden reappearance surprised two-thirds of the bandits, but a crossbow bolt ruined his own sleep spell. Waren continued the awaken chain by jostling Rondo, who passed it own down the line. Incredibly, the party was able to get back up on their feet and fight but it was a near thing. Anwar’s second sleep managed to drop two of the bandits before they could kill any of the still unconscious adventurers, and those who were awake held off the rest long enough to get everyone roused. As the battle raged on the cave floor below, the two men on the ledge above watched dispassionately. When the last of the bandits fell under the attacks of the Planewalkers, the two stepped back into the cave and vanished from view.

The battle ended with one slumbering bandit at the party’s mercy and a sparse three-score copper pieces amongst the bodies. The once-again invisible Anwar climbed up the rickety ladder that led to the cave overlooking the living area and found a luxurious living space (for a cave) with two exits leading out of it. There was no sign of either of the men who occupied it moments ago.

Victorious, albeit by the skin of their teeth, the party began to debate their next action. Heavily wounded and deep inside the bandit lair with an unknown number of enemies still about, the band was split. Should they flee now and return rested or continue to press their luck to recover as much treasure as possible before it inevitably vanishes with the soon-to-be fleeing bandits?

The solution to this dilemma will become known when we meet again in two weeks.

Monday, October 18, 2010

Watchfires & Thrones Session #25

The party, now safely back at the Mad Manor, began casting about for rumors relating to the revival of the recently dead. Having spent a sizable fortune on returning Mock to life, they needed a cut-rate solution to their dead Grumble problem. Luckily for them, they heard a tale about a ruined monastery just down the river from Blackpool. They bribed a local fisherman to take them downstream to the base of the rocky promontory upon which the Groaning Ruins stood and, before long, found an entrance into the catacombs below.

Anwar had taken the precaution of turning himself invisible the night before the party left for the ruins. However, always a team player, he was more than willing to continue being the party torch-bearer and mapper. This lead to the inclusion of a floating torch to the party’s ranks and a miniature-less base to the party’s figures on the battle map. His role as torch-bearer would be short lived, however, when Fanta gave him grief about his chosen role and Anwar thrust the flaming brand into the Old Blood’s hand.

For the sake of complete disclosure, I must now reveal that this week was a busy one and I didn’t have the time to craft the entire session’s adventure from scratch. Standing in for my own imagination was James Maliszewski’s “The Ruined Monastery” from Fight On! #1. James has been kind enough to use parts of Stonehell Dungeon in his Dwimmermount campaign; it’s only fair that I return the favor. There be spoilers ahead…

Down in the catacombs, the party found a crumbling meditation chamber, its wall scarred by the excavations of previous adventuring bands and other less seemly creatures. A band of ravenous rats scurried forth to defend their lair once the party moved into the chamber but, aside from an unfortunate nip suffered by Krunk, the rodents were swiftly dispatched. A search of the chamber turned up a tarnished candelabra and the 2’ tall wooden statue of the goddess, Amencia. The statue seemed to have put to one side and then forgotten, and, although it was not crafted from precious metals, the party decided to drag it along with them. A wise decision as it would turn out.Past the meditation chamber lay a circular room with a sunken pool. The basin was filled with dirty water and the floor and walls of the room were covered by a massive colony of that pernicious dungeon threat, green slime. This led to some humorous arguing by the party. The metagaming faction posed that there had to be treasure in the pool—the presence of the green slime as a barrier could mean nothing else. The other faction argued that they weren’t going to mess around with the stuff but if the metagaming thinkers wanted to do so, that was fine by them. A dead rat was tossed into the pool and a crowbar slightly dissolved before the party left the room behind them, unexplored.

The winding corridors brought the party to a barrel-making woodshop, a place where the monks made containers for their wine (“This is a monastery! You know what monks keep in their cellars?” exclaimed Anwar, the Diet Coke of Evil™, at one point.). Upon entering this cave, the demihumans chose to examine the area with their infravision and kindly asked the Fanta and the invisible Anwar to outside and down the hall so that the torch Fanta carried would not spoil their infravision.

As the rest of the band scouted the cave, the two magic-users stood waiting to be called back into the company of their armored companions. As they did so, the sounds of padding feet was heard from directly behind them. Turning around, the two found themselves staring at the leanest, largest-headed wolf they had ever glimpsed. The beast growled and leaped towards Fanta, as he was the only visible target.

Fanta was lucky enough to fire of a magic missile, but the bolt inflicted only minor damage upon the beast. The wolf counteracted with the lightest of nips and the fight took on a certain mincing quality as the melee turned into more of a slap-fight than brawl. This continued until Krunk and Waren, alerted by the sounds of battle, arrived to put down the beast. A search of its corpse turned up a crude leather collar around the wolf’s neck. Somebody owned this thing.

Pressing on through the treasure-free workshop, the party found themselves back in the winding halls of the catacombs. A short distance away from the workshop stood an unusual section of corridor. In a wide alcove stood a stone pedestal, bare of any decoration. Immediately, the party decided to place the wooden statue atop the podium to see if that had any effect. Upon doing so, Hoover’s keen ears caught the sound of grinding stone coming from somewhere to the north. The party headed in that direction.

A choice of passages presented itself and the band continued northwards, coming out in a ruined scriptorium. The shelves had collapsed, a pool of inky water covered the floor, and the ceiling looked as if collapse was imminent. A pile of fuzzy yellow books stood in the corner, inviting exploration, and Hoover, Waren, and Anwar headed towards that while the rest poked the black water with their pole. Hoover, clutching his specially-built, collapsible 10’ pool in hand, extended the rod and prodded the pile of ancient texts. The piled collapsed and a gout of yellow mold spores erupted in a fatal cloud. A cloud with a 10’ radius. It seems they make poles that long simply for this kind of an event and the party escape unharmed from the deadly spores.

The inky pooled turned out to be exactly that: ink from the scriptorium mixed with rainwater. At this point, the party was ready to return back to their choice of passageways, but a small cadre decided to check a northern alcove for secret passages. As they did so, the remaining party found themselves accosted by another one of the large-headed wolves who appeared on the far side of the inky pool. Charging at Hoover, the wolf was almost sent flying into the pile of killer books, but ranger’s shield bash/deflection maneuver failed. It was a good try, though, and a reminder that just because the rules don’t have feats or explicit rules to adjudicate something like that doesn’t mean it’s not allowed. In fact, it’s even encouraged by yours truly. The rest of the party rushed from the alcove and the wolf was swiftly slain.

With the scriptorium a bust, the party did indeed return to where the passages diverged and followed the wider of the paths. This brought them to another crossroads and a prolonged discussion about which way to go. All the time, I was snickering and shaking my head (“My blood pressure goes up when you do that, Mike”), for their choice in this matter determined whether or not we’d be able to conclude the day’s adventure in a single session or extend it to next week. I fully expected the longer choice to be made, but Krunk’s insistence that something was to be found to the north took the party that way.

There, some of the party found an opened secret door; the rest were unable to comprehend that a passage existed. Despite efforts to physically guide them into the concealed passage, only three of the band possessed the proper philosophical outlook to pass through it. In the chamber beyond, a slain monk with an ancient key was found (and looted). While this was occurring, the rest of the party had a run in with slinking spiders. The poisonous predators were overcome, the party reunited, and deeper they went into the catacombs.

Another intersection was encountered and could have derailed the “Let’s get this done by 4 PM” train, but the party detected a faint light coming from one tunnel, so the invisible Anwar was sent down the corridor to discover what was causing it. From around a corner, the turban-wearing sorcerer caught sight of a cowled figure attempting to open a stout iron door. A quartet of skeletons stood at rapt attention, their empty eye sockets focused on the entrance to the chamber. The mage tiptoed back to the party to make his report.Preparing for battle, the party moved down the corridor as quiet as they could, but the clanking and jingling of their armored fighters alerted the cowled figure. “Dispatch whoever is making that noise,” he commanded and the skeletons rushed around the corner and into the party’s line of sight—and immediately spun back around and fled under the effects of two clerics’ turning attempts. The party followed in the wake of the running bones.

Confronted by the party, the cowled figure commanded them to go elsewhere and leave him be. He had as much right to be in the catacombs at they did. Fanta approached to negotiate and get a better view of the locked door, suggesting that the party’s mages might be of assistance in opening that portal. With both sides planning to betray the other as soon as possible, a truce was forged—and immediately broken by Krunk’s sword. The cleric put up a token defense before succumbing to the party’s attacks. The skeletons were herded out of the chamber by Aieglos and Waren, and the party discovered that the key Fanta had found did indeed unlock the heavy iron door, reveling a spiral staircase beyond.

The party proceeded down the stairs, descending deeper and deeper into the earth until they passed the 150’ mark. There, the stairs emerged from the roof of a tremendous cavern, its center holding a circular labyrinth. From their vantage point on the stairs, they could see there was a red glow emanating from the middle of the maze.

At the bottom of the stairs, the party approached the labyrinth’s entrance. Walls of 10-foot height, crafted of brass, composed the maze. It was decided that Anwar, being still invisible, would enter the maze and try to reach its center, for that was there the party believed they would find the goddess’ blood. Tapping carefully ahead of him, the sorcerer stepped into the labyrinth.The sorcerer soon discovered that the labyrinth had a strange property: every time he moved, a horrible groaning arose (thus giving the ruins its name) and the two innermost sections of the maze turned at different speeds, alternating the maze’s layout. Despite this constant motion, Anwar could not foresee any difficulty reaching the maze’s center, provided he had enough time. Which, of course, was not about to be given to him.

As he closed in on the blood’s resting place, there was a sudden clap of thunder and Anwar caught the glimpse of an animated suit of armor appearing atop a glowing rune carved at one of the labyrinth’s dead ends. This constructed guardian made its way toward the magic-user, seeming to be in no way affected by his invisibility. Luckily, every time the animated armor moved, so did the maze. Even its guardians affected the labyrinth’s layout.

A cat-and-mouse game quickly evolved between the magic-user and the animated armor, with Anwar getting close to the center of the maze. There, he could see a blood-red gem floating at eye level and glowing with a crimson light. His move to snatch up the bauble was thwarted when the gem’s guardian suddenly stood in his path thanks to a turn of the wheel. To make matters worse, there was another crack of thunder and a killer frog appeared in the maze and began to hop towards the mage.

Now surrounded, Anwar moved to escape the labyrinth while Rondo Fleagle, seeing both the mage in danger and the only sizeable treasure so far discovered, entered the maze. With now four creatures moving about, the labyrinth was in constant motion. Sections of it became veritable turntables, whisking the adventurers and the maze’s guardian past one another with barely enough time to exchange blows. Anwar found himself boxed in during one of the maze’s rotations, flanked by both the deadly frog and the sword-wielding suit of armor. Both struck at the sorcerer and succeeded in bringing the now very visible mage to Death’s door.

With Anwar downed and the guardians’ attention on his now-recumbent form, Rondo was able to charge through the middle of the labyrinth, snatching the gem from the air. This attracted the guards’ attention. At the same time, there was another thunderclap and an albino ape appeared in the maze, sniffing about for prey.

With their own members outnumbered, the party took action to try and rescue them (or at least the gem). Aieglos climbed up the stairs to try and pepper the guardians with arrows, but discovered that an invisible barrier prevented his missiles from hitting inside the maze. Hoover and Krunk entered the maze to try and take some of the heat off Rondo and to pull the bleeding Anwar to safety. With so many intruders inside, the labyrinth spun even more, increasing the chance of more guardians appearing. And appear they did. In short order, a zombie was summoned, followed by a second killer frog, a pair of stirges, and even one of the dreaded Tomb Herd. Things were looking poorly for the party.

A lucky turn of the maze, however, brought Rondo and Hoover close to one another and the dwarf, aided by the ranger, leapt to safety. Meanwhile, Krunk was trying to reach the unmoving Anwar with the guardians closing in. Another revolution of the wheel brought the near-dead mage past Hoover and Rondo, but he sped past too quickly for either to grab him. Waren stepped towards the mouth of the labyrinth as the zombie approached Hoover and Rondo and managed to turn it…but another revolution or two of the maze had the repulsed zombie fleeing back towards the duo. The two took it down as it reached out to attack them.

Krunk was meanwhile dodging the guardians and reached Anwar. Throwing the magic-user over his shoulder, he carefully maneuvered himself. Having by now figured out how the maze rotated and what to expect, Krunk stepped just enough to get himself lined up for a fast run for safety. As the labyrinth spun one more time, the berserker weaved his way down a twisting path and jumped free of the spinning maze. Free of the shifting pathways and bearing the relic they came to acquire, the party fled the cavern. A quick but cautious journey back through the catacombs brought them back to daylight in time to meet their ride at the dock. They headed back upriver, intent to bring Grumble back from the grave…