Sunday, May 8, 2011

Watchfires & Thrones Session #44

[Cue flashback music]

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

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

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

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

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

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

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

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

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

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

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


The two had become walking dinner bells.

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

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

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

Thursday, May 5, 2011

Tarfuhl

Lawful Level 1 Hurg
Played by: Pete

STR: 16 (+2 to attack, damage, and open doors)
DEX: 11
CON: 16 (+2 hp)
INT: 10
WIS: 9
CHA: 12

Hit Points: 10
Armor Class: 6

Special Traits/Abilities: None

Languages: Common, Hirgish, Elven

Weapons: Two-handed sword, light crossbow
Armor: None
Magic Items: None

Objects of questionable value: Instant Hurg tent kit

Experience: 617 (+10%)
Last Update: 5/08/11

Ivan

Neutral Level 1 Fighter
Played by: Jack

STR: 12
DEX: 7 (-1 to missiles/intiative, +1 to AC)
CON: 10
INT: 11
WIS: 6 (-2 save vs. spells)
CHA: 15 (-1 reaction)

Hit Points: 6
Armor Class: 6

Special Traits/Abilities: None

Languages: Common

Weapons: Long sword, shortbow
Armor: Scale mail & shield
Magic Items: None

Objects of questionable value:

Experience: 107
Last Update: 5/5/11

Trevor

Neutral Level 1 Magic-user
Played by: Jud

STR: 7 (-1 to attack, damage, and open doors)
DEX: 8 (+1 to A.C./inititative, -1 to missile)
CON: 12
INT: 16 (+2 languages)
WIS: 8 (-1 save vs. spells)
CHA: 11

Hit Points: 11
Armor Class: 5

Special Traits/Abilities: None

Languages: Common, Anatic, Elven

Weapons: Daggers x2, silver dagger
Armor: Fine silk robe
Magic Items: None

Spellbook: Charm person, magic missile, read magic, sleep, continual light, locate object

Objects of questionable value:

Experience: 117 (+10%)
Last Update: 5/9/11

Lordarain Brigmore

Lawful Level 1 Cleric of Iaestis, Father Moon
Played by: Matt

STR: 12
DEX: 10
CON: 11
INT: 6
WIS: 11
CHA: 16 (-1 reaction)

Hit Points: 2
Armor Class: 3 (4 w/o shield)

Special Traits/Abilities: Natural climber (87% chance to climb walls)

Languages: Common, High Vertias

Weapons: Mace
Armor: Slpint & Shield
Magic Items: None

Objects of questionable value:

Experience: 106
Last Update: 5/8/11

Sunday, April 24, 2011

Howling Wilderness Map

Now that the party's adventures in the distant North have come to a fiery conclusion, resulting in their map becoming a gentle rain of ash in a dragon's lair, I thought I post my surviving copy as a reminder of all the fun we had under Hob's Hill.


That sound is my players lighting torches, sharpening pitchforks, and howling for my blood.

Next week: It's new 1st level characters back in Stonehell. The dungeon has some surprises in store for these hungry young adventurers. I can't wait to see what we come up with this time around (other than the octopus that is).

Wednesday, April 20, 2011

Watchfires & Thrones Session #43

After their brief but ferocious encounter with the giant killer shrews, the party headed south down a newly discovered tunnel. Before long, the fetid smell of mold and large carnivore was detected in the air, under which was the scent of fresh water, and Grumble and Kejair, as the demi-humans of the party were sent ahead to scout. The party had come to believe that water would lead them out of the caves underneath Hob’s Hill and were now dedicated to finding that precious liquid.

Grumble and Kejair progressed a short distance before coming to a cave, one which seemed to have a small grotto located behind it. The smell was thicker here and the duo crossed the cave cautiously towards the smaller opening. Their progress was halted by the snuffling, growling hulk of an owlbear who emerged from the cave and hooted at them menacingly. The two turned and ran; the owlbear dropping to all fours in pursuit. As the dwarf and elf reached the party, the owlbear’s claws tore apart Kejair, splattering the walls of the tunnel with gore.

The owlbear was a tough opponent, but volleys of arrows and the fact that it could not connect with both its claws to rend the party to pieces led to its ultimate defeat. The party returned to its lair and found a small clean pool of water inside, the source of the smell they had detected, but not a way out. Taking a new path, the party found themselves once again near the throne room of King Don III and decided not to deal with his madness again unless absolutely necessary. They returned to the octagonal entry chamber to pursue one of the few remaining paths left open to them.

This tunnel brought them south, past were a side passage branched off from the main path. The party trudged along, intending to continue down the main thoroughfare when a translucent pseudopod emerged to swipe at Baragkus. The blow missed, but a large cubic form followed close behind, threatening to envelop the entire party. Gelatinous cube!

The band turned and fled, but poor Baragkus was overtaken by the cube and devoured. Hoping to retrieve his corpse before it was completely dissolved so as to raise him from the dead, the party turned to battle the beast. Axe blows, arrows, and a finely time flask of oil and thrown torch defeated the beast, allowing the party to recovered the fighting man’s body and collect a score or two of gold coins. Hardly an equal trade.

Now burdened with Baragkus’ body, the party turned down the side tunnel and again detected the smell of water, although this time it bore a slightly sulfurous taint. In a small cave adjacent to the passage the party discovered a mineral laden pool of water, which again provided no egress from the caves. Continuing along, they became excited to see a doorway ahead of them, the first they had encountered outside the eight that stood in the octagonal chamber. After examining the door, the party opened it and almost began to cry.

It was an octagonal chamber.

Luckily, the party noticed that this one lacked the “N” they had inscribed on the northernmost door way in the first octagonal room they had found themselves in. This led them to suspect they had either encountered a second such chamber or that the door had been replaced in their absence. Either was a likely scenario at this point. They sat scrutinizing Mars’ map and concluded that unless there had been grievous errors, they had indeed found a second chamber.

Deciding to finish their explorations before tackling a new batch of doors, the party headed towards the main tunnel, only to hear the heavy sounds of footfalls. They ran into the two ogres they had previously encountered, who expressed their distress of coming to watch over them only to find them gone after their initial encounter. The party explained that they had gotten lost and the ogres offered to lead them back, but the party dismissed the help. The ogres shrugged, filled their waterskins from the sulfurous water of the cave, and departed.

The party took a left at the side tunnel-main tunnel junction and found that the main tunnel terminated in a dead end, exactly as the ogres had told them it would. Some poking around revealed another false wall, one that led back into the grotto that held the slain wizard and the treasure trove. The party decided to rest again in this sanctuary before exploring the doors in the second octagonal room and rested without incident.

Healed and prepared for new challenges, the party ventured back to the octagonal chamber, encountering a quartet of flying piranha birds as they went. After dispatching the avian killers, the party found that the door to the chamber was open, as were three of the doors within. From one came the smell of water and the sound of churning rapids. Could it be?

Yes, it could. The party found themselves on a rocky beach, a roiling subterranean river heading to the east away from the labyrinth of caverns. Knowing the river they had crossed to reach the hill lay in that direction, the party followed a narrow rocky ledge that abutted the water and came across another rocky beach and wide tunnel some 500 feet down the watercourse. They ventured into the tunnel with both caution and exasperation. Would this underground hell never end?

Taking one of the tunnel’s forks by whim, the party headed on an east and southern route that took them to the site of a large rock fall. The tunnel continued on at the top of the rocky incline and the fall appeared to be relatively stable and climbable. Seeing as up was the direction they wished to go, the band elected Gareth to scale the slope first and the dwarf began his ascent.

Halfway up the slope, a giant rattler was disturbed by the climber and struck out at the dwarf. With no weapon at hand and poison fangs in his face, Gareth threw himself back and into the air, tumbling down the slope and damaging himself in the fall. The great snake advanced on the party, slithering down the rocky course, but was slain by arrows and daggers before it got close enough to strike. The snake dead, the party scaled the slope without incident and continued along the tunnel that awaited them at its apex.

As the group followed this new tunnel, exhaustion had taken its toll on their senses and they were surprised by an old and hated foe: the crab spider. Dropping from the ceiling above into their very midst, the arachnid sank its fangs into Grumble, pumping poison into the wrestler’s bloodstream. A blown saving throw later, the dwarf lay dead on the ground and a potion of human control in his gut, the last ditch effort of pouring unidentified potions into a dying party member having failed a second time.

Now down another fighter (and burdened by his corpse as well as Baragkus’), the party continued down the passage, praying for the sight of daylight. They instead found a large cavern occupied by the motionless forms of two large iguana-like lizards. The reptiles lay stretched out; their eye shut tight, and taking no notice of the party. So the adventures naturally decided to kill them.

To do so, Korlack drank a potion of invisibility and his elven cloak was given to Cullen. The plan was to sneak up to the lizards and stab them in their sleep. The two crept forward (assumingly) and Korlack plunged his dagger into the slumbering lizard, which immediately awoke and was peppered by arrows. As each struck, the beast’s back grew redder and redder and waves of heat flowed off the animal. One last arrow struck home and the lizard died, expelling a blast of fiery breath into the air as it collapsed onto the ground.

That’s when the party noticed that the second lizard remained unmoving. “Cullen,” they called out, but not reply came. That sonofabitch! He had taken the cloak and snuck off, obviously thinking that he had a better chance of getting out of this place alone with a magical cloak than with these trouble magnets. Oh, the party was pissed.

At the far end of the lizard cave stood a stone, slab-like door, which the party pried open despite its great weight. In the small cave beyond it lay a decrepit living quarters. A skeleton dressed in plate armor lay slumped on a creaking chair, a longsword near it bony hand. A quiver of five arrows hung on its back and a broken longbow lay under an ancient table. The party helped themselves to armor, arrows, and sword and continued to search the room, finding a secret door in one wall. This led to a narrow, slightly upward heading passage that ended in a blank wall. Further searching found the secret door at this dead end, and the concealed portal was opened to reveal an awesome sight beyond it.

A great cavern stretched out before the party. At the far end was a wide tunnel from which the dim light of the surface world shone. At long last the exit had been found! One problem: Between them and the exit lay the great form of a red dragon!!!

The party returned to the skeleton’s room and planned their egress as best as they could. It was decided that Mars Markus would cloak them all in a silence spell to cover their crossing. Marlowe would bear the magical arms they had found and equip himself with one of the rings of fire resistance. If all turned bad, Marlowe would try and fight the beast while the others ran with their slain comrades, hopefully buying them time to escape. The party rested fitfully and then prepared. Slinking back up the tunnel, they entered the cavern.

The party followed the southern wall, slipping past the dragon’s body until they reached the midway point of the cavern. That’s when the dragon’s head rose, its neck pivoting to place the party directly in the wyrm’s line of sight…and more importantly, breath.

The dragon inquired as to whom was sneaking into his home and the party was forced to try and talk their way out of their dire predicament. Shedding the silence spell since it no longer did them any good, the band began to tell the dragon their story—their arrival in this world, their exploits in Stonehell, their involvement in the Hobgoblin War—anything to keep the beast’s attention and win mercy from it.

As Mars recounted their tale, the dragon listened with interest at first, but as the story dragged on, it became less entertained and began to drum its talons impatiently. The party pressed on, hoping for a streak of luck that would save them. The dragon, eventually deciding that these interlopers needed a reminder of the prowess of its kind, shifted its great bulk, inhaled, and incinerated the party.