Showing posts with label Ghost Beggars. Show all posts
Showing posts with label Ghost Beggars. Show all posts

Thursday, December 9, 2010

Watchfires & Thrones Session #30

I’ll be honest: I hit the wall about an hour before Sunday’s session wrapped-up and I’m still feeling a little crapped out when it comes to the creative fantasy bit. Let’s get this done, then.

Play resumed with the party standing at the T-intersection and Grumble investigating the sounds of SOMETHING coming down his branch of hallway. His infravision detected nothing; his ears barely heard the sound of trickling liquid coming from the gloom. He wisely rejoined the party and formed ranks just as three ghouls came clamoring into the light of the party’s torches.

Aieglos and Waren both called upon the power of their deities to repulse the unclean things, but failed to turn them away. This left them in the position to take the first of the ghouls’ blows and Waren fell to their paralytic claws. Aieglos suffered minor damage, but his elven blood was immune to the ghoulish pathogen. Despite these early injuries, my ghouls continue to fail miserably as threats and the party’s fighting men quickly dispatched the trio of hungry dead. Grumble threw Waren’s body into a mercenary’s carry and the band headed towards the surface to heal and strategize.

After they crossed the Pit of Inconvenience and before they reached the H Room, Anwar pleaded for the party to examine a closed door that they have passed several times. The desire to find a route that leads deeper into the dungeon and avoids the 10’ deep pit the party always needs to negotiate has been an ongoing concern for the sorcerer—he’s even made inquiries as to how much time and man-power would be required to excavate a passage around the pit.

Opening the door revealed an ancient living quarters. The decrepit bunks were caked with dust and the few footlockers that lay strewn around the floor showed signs of being looted in the dim past—except for one, that is. This suspiciously unopened container drew the party’s interest and Kubik the Thief was shuffled to the party’s front ranks to deal with the situation. A nearly half-hour process then began as the two hit point thief carefully made sure that the route to the box and the chest itself were trap-free. Only after he was sure no mantraps awaited the greedy did he pry open the rotted box. Inside were twenty chapbooks and a vial of dried ink. Although worth some gold to booksellers, one could only be disappointed after all the preliminary antics that led to the books’ discovery. About this time, Waren began to stir. The ghoul tetanus had worn off.

The party left the dungeon and return to Blackpool to find a small celebration was underway in the town square. Tuns of ale had been broached , a boar was turning on a spit, and a small group of minstrels played on a simple platform. The townsfolk were imbibing with relish—a much different atmosphere than had been hanging over the town since the rumors of a Storm Crow agent being discovered. When inquiries were made as to why the town was celebrating, the answer came that Azix Tsam, the local gray-man merchant and one-time patron of the party, had recently fallen into some unexpected money and was spending a portion of his windfall to revive the Blackpoolians’ falling morale. Groans erupted around the table as the players realized that Tsam’s windfall was from the Ghost Beggars’ treasury , the one which they never discovered during their exploration of the bandit lair. Despite this ill-met news, the fighting men of the party availed themselves to the free viands and even heard a drunken tale of a giant turtle devouring boats in the Murkmire Marsh north of town. Super Mario jokes were made and you can bet that this will be the last time I try and slip an adventure seed to you bastards! You’re on your own from here on out…I hope you like Stonehell.

After a round of healing and rest at the Mad Manor, the party reorganized and headed back to the dungeon minus Waren. Aside from a brief, uneventful run-in with a mountain lion watching them from the gate house’s battlements, the party returned to the second level of the dungeon without incident and began their plan to investigate the locked door they encountered and to continue to search for a back entrance to the hobgoblin lair. Tick, tock. Tick, tock…

Finding the entrance chamber to the second level empty of hobgoblin sentries, the party retraced their footsteps only to run into six of the creatures lying in ambush in the south corridor. Armed with spears, swords, and arrows, the hobgoblins were arrayed in such a way as to allow all of them to attack the party. These were no stupid, blood-thirsty orcs. The hobgoblins displayed keen military minds, and had it not been for a well-timed sleep spell, the encounter might have turned bad for the party quickly. The party collected some loot and departed the area with alacrity. The mysterious locked door awaited them nearby.

The locked door proved to be a mixed bag. They knocked the door open, but only to discover the room was a dusty and deserted storeroom. A strangely pink salt lick coated one wall and when Anwar tasted the salt, a horrible sensation wracked his body, leaving him feeling as if something grabbed his soul and twisted. He came out of incident unharmed, but perplexed. Two bags were then filled with the substance, totaling nearly 40 lbs. of the pink crystals. Poisoning a water supply was mentioned as a possible strategy, but let’s leave that aside for now.

The party encountered a quartet of giant toads as they departed the salty storeroom and Rondo was nearly devoured by one of the beasts. If they believed in omens, the party might have turned back then…

After dispatching the toads, the party soon found themselves back at the T-intersection they had started the session at and we called it a day. I kid, but it won’t be the first time I’ve had a group of players start and end a session in the exact same place.

The party pressed on north from there and, after a turn in the corridor, came into a large angled room. A herringbone pattern decorated the floor and the vaulted ceiling rose above them to end in pointed arches. From the darkness ahead, arrows began to rain down upon them. Charging into the gloom, they found another half-dozen hobgoblins waiting for them. Once again they faced an organized group and several wounds were received just getting into position where they could fight their orange-skinned opponents. Anwar’s sleep spell was negated by a hobgoblin arrow and the melee broke out in full. The party won the day and began to pick up on some of their opponents’ tactics. Ranks were rearranged and both arrows and spears were added to the party’s armory.

Past the angled room, the party found a strangely balanced pair of rooms at a crossroads. To the east lay a octagonal room whose sole decoration was a 12’ tall obelisk covered in occult sigils. The air in the room was surprisingly fresh and the floor remarkably clean. Speculation was made that this might form part of the dungeon’s ventilation system.

To the west was another octagonal room, but rather than an obelisk, this room held a 6’ tall metal pole tipped with an flag-like iron arrow. Another passage exited the room to the north. As the room seemed to lead away from where the party expected to find the hobgoblin lair’s back door, the room was left alone for the time being, but further exploration of its mysteries is intended.

A bit further down the corridor, a small, somewhat triangular room was discovered. A carving of a three-lobed eye looked down upon a dusty altar that bore a trio of brass scrolls. Malcolm Reynolds leaned into the corridor to shout, “Trap!”, and the party bypassed the shrine.

Just down the hall, the band caught sight of a low fire burning beyond a large archway in the corridor’s eastern wall. Surrounding the fire were a handful of the crazed human descendants of Stonehell’s original prison population. Knowing these base men to be cannibals, the party charged into action…and found three more of the evil men positioned in places they couldn’t see. Battle began to rage.

From the onset it was clear that Rondo and Baragkus, now at the front of the party, were in for the worst of it. Quickly surrounded, Rondo was being assailed on all sides and his blood rained onto floor in rivulets. With Aieglos’ prayers gone for the day, only scrolls remained to heal the wounded dwarf and the tide of battle was not allowing the elf time to move into position and ready the holy writs. Somewhere, perhaps in the Scrolls of Skelos, it is written that “when the magic-user has to draw a weapon and join in the battle and enemies are fought with a hand-held arrow, things have gone bad.”

The melee continued and the initiative dice continued to thwart the party. In fact, I don’t think they won initiative once during the entire session. Although superior to their enemies, the party had to endure a round of berserker attacks before they could return the favor and Rondo was suffering from this. Just before the last of Stonehell’s grim men fell under the party’s weapons, Rondo was slain and slumped to the cold flagstone floor. Silence fell over the party as they looked down on the body of their longtime comrade-in -arms.

We ended the session there.

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…

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.

Friday, August 27, 2010

Watchfires & Thrones Session #18

Wherein dungeon ecology is observed and critical hits are revamped.

Although originally intending to journey down the unexplored branch at the Y-intersection of the caves they were exploring, the adventurers made a last-minute call to return to the “blue cave” and head deeper into the cave system from there. Their logic was sound, for they’ve come to realize that many of their fights turn into “strike and retreat” battles, and they wanted a clear line of escape should things go pear-shaped.

Venturing west of the blue cave, they found a large grotto filled with oversized mushrooms and dog-sized crickets munching happily upon the fungus. A faint phosphorescence spilled off the mushrooms to provide a gloomy light. Skirting the mushroom forest, the party suddenly halted when the crickets ceased their contented chirping. The two groups stood stock still as the party paused to see if the crickets would resume their cries, while the insects waited to see if the party was a threat. After a minute of motionless expectation, the party broke first and continued deeper into the cave to where it opened into an even larger cavity.

At this point, it’s time for a flashback:

Earlier that day, a trio of adventurers descended the last stretch of old army road to arrive at the broken walls of Stonehell’s gatehouse. These hearties were Dardath the barbarian, Kaldar the half-elven fighting mage, and Ozwald Cobblepot the magic-user. Spurred on by the tales of treasure and glory awaiting those who brave the depths of Stonehell Dungeon, the trio had set out from Blackpool to take their chances at the delve. Skirting past the crumbling gatehouse, the trio approached the carved entrance to the dungeon proper. As they passed the large southern copse of trees, however, a great weariness fell upon them and they quickly succumbed to an enchanted slumber.

The trio awaked to find themselves bound, gagged, and strapped to an oversized mushroom in an unfamiliar cave. Standing over them were a group of sketchy-looking humans dressed in tattered and stained leathers and each bearing a sash of yellow and black. These cold hearts gave the band a rough once over, seemingly to try and identify the trio. It seems that a band of “so-called adventurers” had given these gentlemen and their friends some difficulty in the recent past, and they had prepared an ambush for them. In a case of mistaken identity, Dardath, Kaldar, and Ozwald had been captured by the Ghost Beggars seeking to entrap the Society of Plane Walkers. C’est la vie!

With their captors’ interest in them waning, the three newly arrived adventurers faced an uncertain fate, but, before things could turn ugly, one of the bandits announced, “The crickets have stopped chirping!” With that, bags were plopped over the three adventurers’ heads and the sound of men scurrying for cover was all they could discern.

Back in the cricket cave, our usual adventurers had just decided to move deeper into the larger grotto when they caught the sight of shadowy forms moving amongst the mushroom. Out stepped two Ghost Beggars with loaded crossbows aimed at the party, followed immediately by sword-wielding comrades dressed in chainmail. Ambush!

The melee that followed was in the party’s favor almost from the start as the Ghost Beggars were once again not bringing their A game thanks to my continuing trend of rolling poorly for the opposition. In a slight digression, I must attest to the 100% pure Zocchi randomness of my two sets of Gamescience Precision dice: they seem to rarely connect, but, when they do, it hurts (see below for more). The party was in no danger of perishing despite the bandits’ ambuscade and they had soon cut down all but one of the outlaws.

The one surviving members was quickly trussed up while the party un-trussed the trio of adventurers they discovered in bondage. After introductions were made all around, the party got down to interrogating their prisoner. However, unlike Sfroat, this Ghost Beggar was loathe to talk (thanks to a number of extremely hostile reaction rolls). This resulted in the outlaw being placed into Lace’s less than tender hands. Despite the alignments of several onlookers, the assassin soon began removing fingers from the bandit in order to get him to talk. A number of factors (including a natural 1 on a CON check) kept the bandit from spilling his guts and he even took a chunk of flesh out of the assassin’s neck with his teeth when she leaned in to remove another digit. That ensured his abrupt demise.

The party was able to determine that the natural chimney which led to the bandits’ hideout lay in a small alcove just off the main grotto where they now stood. The adventurers began planning an assault on the bandits by scaling that shaft. They had just began to outline a sortie when they were interrupted by the sound of excited squeaking come from one of the tunnels that led into the fungus grotto. Despite the players’ predictions, this was not the sound of an approaching basketball team but rather a swarm of ten or more large black rats, their red eyes ablaze with panic. The party prepared for battle, but were both relieved and surprised when the rodents made an abrupt turn to the north and passed the adventurers without so much as a glance. The reason for this haste was soon apparent as a band of kobolds, each armed with forked spears and clutching bags from which the naked tails of slain rats protruded entered the cavern hard on the heels of the vermin. It seems that rat season was open in Stonehell and the kobolds were out to bag their quota.

After this interruption, the party again turned their attentions to the natural chimney and decided to send Raijek the monk up the shaft to scout ahead and to try and find the means by which the bandits ascended and descended . He was all set to go before someone suggested trying to determine how high of an ascent he faced. With this, Aieglos shot a flaming arrow up the shaft. A roll of natural 20 meant the missile sailed past any protruding rocks or other obstacles and the party watched in astonishment as the arrow rose to almost the very limit of the bow’s range—some 200 feet! This scuttled the plan to send the monk free-climbing up into the darkness.

With that option off the table, the group decided to leave the dungeon proper and explore the caves they had seen in the walls of the box canyon with the assumption that one of those natural tunnels might connect with the bandit caves. Turning their backs on the mushroom grotto, they headed back to the dungeon’s entrance.

Unfortunately, the lure of the Wheel of Fortune proved too powerful for them to stick to their original plan and the party found themselves back in the abandoned fane of fortune. Two more spins of the wheel resulted in another paralyzed adventurer (Raijek) and another with an uncertain result (Ozwald). The monk’s sudden incapacitation forced the party to return to Blackpool to get him restored, accompanied by much grumbling on the part of the certain members of the band.

After spending a day in town and getting the new members of the expeditions settled in the Mad Manor, the party returned to the box canyon and ventured up the switchback trail that lay close to the entrance of the dungeon. Speculating that any tunnels that connected with the bandits’ lair would be the westernmost, the two cave mouths that abutted this pathway seemed to be the best candidates.

The party entered the first cave, Dardath probing carefully ahead with a 10’ pole. The cavern seemed to be deserted, holding only leaves, wind-blown debris, and the remains of a shattered chest. Two tunnels exited the cavity, but the area’s appearance didn’t lend itself to being the secret back entrance to the bandits’ lair. Nevertheless, the party pressed on.

As they moved towards the broken chest with the intent of making sure nobody left plunder behind, they were suddenly surprised by a large form detaching itself from the ceiling and dropping down atop them. A random die roll determined that this beastie, a camouflaged crab spider, landed atop Aieglos to sink his venom-laden fangs into the elf’s neck. I rolled for the spider’s attack and a groan went up around the table as a natural 20 stared up at the assembled group. A roll of seven points of damage meant that the 1st level elf had suffered a whopping fourteen points of damage— enough to kill even the toughest fighter.
However, this event caused us to address the issue of critical hits in the campaign. As a rule, I’m not big on critical hits and fumbles, but they’ve become a part of role-playing games and most players seem to expect them—even in games that don’t include them in the rules as written. When Watchfires & Thrones began, I left the issue of critical hits undecided until we experienced our first natural 20 in play. That occurred in the very first session when there were only four of us (myself and three players). I gave the group several options as to how we would handle critical hits and the choice was made that a natural 20 meant double damage. Since that time, critical hits have been the primary cause of PC deaths in the campaign. As I mentioned above, when I roll my Zocchis’ I tend to miss a lot, but when I hit, I hit hard and people die.

Since the campaign has grown so much since that first session and there are only three people from that first day who are still involved in the game, I’ve been long meaning to readdress the issue of critical hits and this seemed as good a time as any. So I asked the players what they wanted to do: keep our original decision or revise it. Having seen the effects of my critical hits on their numbers over the last six months, it was decided that natural 20s would now result in maximum damage rather than double damage. I think this is for the best and it is the method I would have second-most preferred to begin with (the first would be no criticals at all).

However, to keep emotions from interfering with this vote, I refused to reveal whether any change in critical hit protocol would make a difference to poor Aieglos. Poor Pete was left hanging as a jury of his peers unknowingly decided his elf’s fate. When the decision to revise the critical house rule came down, we returned to the fate of the martial cleric. Under the new rules, the spider’s bite now inflicted a still impressive eight points of damage on the 7 hit point cleric/fighter, dropping him to -1. Since PCs can survive into negatives equal to their level, Aieglos was still alive, but only barely. Another round and he was dead, plus there was still a save vs. poison to be made. Luckily, Aieglos made his saving throw and the presence of Mars Markus directly behind him with a cure light wounds ready meant that the Reaper passed Aieglos by that rainy Sunday afternoon, leaving Dave still in the lead with most PCs’ lost in the campaign. In the meantime, the rest of the party dispatched the arachnid with no further casualties.

Despite a thorough search, the cave proved to be empty of further threats, treasures, or secrets, so the party headed off into the southern tunnel. This opened into a long-abandoned living area filled with moldy sleeping furs, rusted weapons, and leaking ceiling. A few giant centipedes were disturbed and slain as the room was explored, but again there was nothing of interest. It was growing more and more unlikely that this series of cave leaded to where the party wanted to go.
They pressed on and found another grotto laden with gypsum flowers. A good twenty pounds of the substance was collected on the chance that it might be worth something to someone (“There’s a finite amount of the stuff in this cave,” reasoned Jack, “so it must have some value!”). A smaller cave contained simple pictographs of cave goblins, but that brought the party back to the entrance. This was certainly not the passage they were seeking.

With one more cave in sight and the trail leading up and over the rim of the canyon, the party decided to try their luck on the next cave and headed down the trail towards it…