Sunday, 13 July 2025

Macho Mandalf's Reappearing Cream Container

Rationale: do I need one for a spell so cool?

Macho Mandalf's Reappearing Cream Container (Illusion/Phantasm)

Level: 2 
Components: V, S, M
Range: 0
Casting Time: 2 segments
Duration: Special
Saving Throw: Negates
Area of Effect: 4" x 3" area

Explanation/Description: When this spell is cast the magic user materialises a small cream container in his grasp. The hypnotic scene of the container skilfully being made to appear and then disappear will cause any creature looking at it to become fascinated and stand gazing at it as long as the spell caster continues to maintain the shifting interplay of hand and container. Note that the spell can captivate a maximum of 24 levels, or hit dice, of creatures, i.e. 24 creatures with 1 hit die each, 12 with 2 hit dice, etc. All creatures affected must be within the area of effect, and each is entitled to a saving throw. The magic-user needs to utter a certain well known phrase for the spell to take effect, and he must gesture appropriately while the spell is active. The material component is a small cream container that is consumed at the expiration of the spell.


So, what did this cost?

Dungeon Masters Guide Page 115, Spell Research                            Reappearing Cream Container


Although a great library of arcana exists in the Minas Mandalf Keep, for this spell the University Library was used for reference. 





Duration of research: 2 Week base (minimum 3)







Chance of Success: 10 base +20 (Int) +17 (level) - 4 (spell level *2) = 43%

Note that according to the above formula, adjusting the chance of success upwards is VERY expensive. A domain would need to be at least an order of magnitude more wealthy to consider such spending.

However, when you consider the conditions under which spell research is possible, the cost in time may well be a bigger loss; if you have the money then finishing the spell research ASAP could indeed be worth it.



Results

Base cost 400 gp per week.

Weekly variable of 200 to 800gp for additional materials. 

Duration of research: 2 Week base (with a minimum of 3)

Macho Mandalf was successful on week 5, and the total expenditure ended up at 5600gp. 

Wednesday, 9 July 2025

Trollopulous Adjusted Session 119 (Machodor #70): Beneath the Steading

Today's map
    

Introduction


The downtime take over of the Hill Giant Steading by a clan of halflings continues to draw attention from the players. This module is good to the last drop!


Timekeeping


This session began on June 19th, 2025with the player characters adventuring until June 20th. Downtime for these characters begins the next day.

Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchmen Rabbit (FMT 3/3/4) Thomas (C3) and Poindexter (M5)
Bumblebore  (Level 5 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy
Savant (Level 1 Magic-User
Julius L'Orange  (Level 1 Fighter of Machodor)


Downtime


A letter from the Hill Giant Halfling Steading reached the Ice Castle.

From the hand of Cormac O’Brien, Chief of Clan O’Brien
Written this 17th day of June
Honoured Sever the Hatful,
The upper steading stands secure, its halls cleared by our brave kin at great cost. Yet, a shadow lingers beneath. This past week, our scouts have uncovered a vast warren of orcs dwelling in the depths below, their numbers far greater than we can face alone; and I sense even greater evil may be present among them. Until your response arrives, we hold the upper steading, but the tunnel beckons with danger. I seek your wisdom and strength.
By the old gods, I await your counsel.
Cormac O’Brien


Session Report


Intrigued and a little alarmed by this letter, the players decided to investigate, riding hard through the day to arrive just before dusk. They were welcomed as heroes, particularly Sever, although the halflings were surprised to find that Lucky O'Brien was not among their number (the party did not enlighten them  as to why). They described to Sever that in an initial foray into the basement they had spotted orcs ready with crossbows. They retreated and had not gone back down the stairs to investigate since. Forewarned, the party moved in for the kill.

Combat #1: Orcs

Rounds: 6

Result: Party Victory

Highlights: Having first been scouted out silently, the orcs make-shift fortification slowed down the fight considerably, but the result was a fairly easy victory.


Savant cast Sleep and halved the number of opponents, while Sever and Julius battled on the front line. This was very dangerous work for Julius, but just another day at the office for the Ranger. The others kept an eye out on the eastern exit, and were rewarded by spotting reinforcements from that direction. Well place Magic Missiles halved their number, taking out a crossbowman with a poisoned quarrel before he could shoot, and then Rabbit chased down the remainder as they fled back the way they came.

When the henchman reported back, the party retraced his steps and explored the corridor beyond, which soon turner to the north east, past the next turn they could hear water, and as that tracked with what they knew about the place, and noting that one wall here had seen recent work, they returned to room (1). Rabbit noted the difference in texture in the walls here, a subsequent search found a secret door which lead into the prison area (3). In the first cell (I) was a sleeping bugbear, snoring loudly, he was completely out it from drinking giant wine. Quietly they advanced and checked the other cells; cell (II) held a human prisoner, cell (III) an elf chained to the wall, cell (IV) just skeletons, and cell (V) contained 5 orcs. Quite a bit happened in rapid succession, Julius was keen to test the wine bottle and found that, just like the bugbear, he could not stop himself from over indulging; he became greatly intoxicated and remained so for the rest of the session. 

DMG p82

Sever interrogated the orcs, and found their spokes-orc, one Bargash, to have a convincing story of being locked up in here for being the brother of the orc leader of a rebellion. He told of how the orcs had taken advantage of the sudden relaxation of security in the wake of the party's first venture into the steading, but things had gone quiet since he was captured. Meanwhile Bumblebore engaged with the elf, using Knock to free him, and with a very good reaction roll to boot, the elf, named Gilthaniel, offered his service for 1 year in exchange for this kindness. Bumblebore was astounded later at the elf's abilities.

The conversation with the orcs over, Bargash's life hung by a thread, would a temporary alliance serve the party's interests more than the typical treatment they meted out to orcs? Yes, by a whisker, and on this turned much of the rest of the session. For a soon as he left the cell block, Bargash saw the walls beyond and exclaimed, "I don't remember that being there!" this became his catch phrase as he inadvertently allowed the players to find all the hidden areas that had been sealed off by stone giants in an attempt to hide their doings.

With the safety of the steading above so close, they now sent back Savant, the human prisoner Barry the engineer, and Gilthaniel, to stay with the halflings before continuing on.

Now knowing what to look for, they found more secret doors and room (2). The place was trashed, and the culprits were not hard to find.

Combat #2: 2 Carnivorous Apes

Rounds: 2

Result: Party Victory

Highlights: Sever tried his go to spell, Speak with Animals, but the monsters won initiative and ruined his spell by trying to rip his arms off. Sever returned the favour while his henchmen held back Julius who was "Shuure" he could show those monkeys a thing or two.

A thorough search found a lose stone in the floor, and inside was the treasure left behind by the previous owner. Happy at the unexpected haul, Sever did a quick head count. Where was Bargash? He had used the confusion to escape! There was no sign of the orc, but only one way he could have gone. Sever tracked him through 26 & 27 to a very unusual sight, a spiral stair hewn right into the rock, it went down and down; part way he found the body of the hill giant overseer who's room they had just tossed--killed by a solid blow from a blunt weapon. Sever guessed there had been some sort of falling out between this giant and the Cloud Giant. Finally the stair broke through into the ceiling of a vast frozen cavern. The giants had escaped by digging right down to the Cavern of Ithaqua below! What they had done then was a mystery, it was a long drop to the ice covered ground below. Bargash stood nearby, frozen in fear, and the ranger simply picked him up and carried him back to his cell.

That rarest of creatures, an Orc Sever let live.
Now for the first time Sever used Were'shbane's ability of Clairaudience to rapidly explore through the former bugbear barracks of rooms (4-8), though it yielded only a gold piece here and there, left behind by the creatures before they had risen to take over the steading above.

Next they explored south of room (8). Finding a big group of 20 or so orcs on the other side of a rock barrier, they laboriously (and ingeniously, using Invisibility and Silence 15' Radius) cleared the way for Bumblebore to cast Fireball; from what he judged to be a safe distance. He ignored a bad feeling of evil coming from the south and let loose...

His judgement was "perfect", only a few singed hairs.

The sounds of death and destruction reverberated back down the corridor, but there were still sounds of orcs, and other things alive, down there. These would have to keep for another time.


Session Statistics: 

Wilderness travel: 36 Miles

Combats: 3

Rooms mapped: 19

Combat rounds: 9

Treasure & Items
5404gp
9 Gems 10,550gp
Jug with the equivalent volume of 4 Potions of Water Breathing 1600xp
15,954gp, 17,550xp

Monsters
67 Orcs 1,340 xp
1 Bugbear 0 xp
2  Troglodytes 120xp
2 Carnivorous Apes 715xp

19,729 XP &  15,954 GP  Assignment
Sever (E) 4384 XP & 3545 GP
 and Poindexter (E) 2192 XP & 1773 GP
 and Thomas (E) 2192 XP & 1773 GP
 and Rabbit (E) 2192 XP & 1773 GP
Bumblebore (E*) 4384 XP & 3545 GP
Savant** (E) 95 XP & 1 GP
Julius L'Orange (E) 4384 XP & 3545 GP

* would have been S if he had passed up the Fireball chance.
** missed the bulk of the haul sadly for him.


Graveyard


Paul (Henchman Paladin level 3) Effected by the Imprisonment spell touch attack from a Styx Devil in session #117. Might not be dead, but is definitely at least six feet under for all intents and purposes.

Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3),  killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe in the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39








Trollopulous Adjusted Session 118 (Machodor #69): Journey in the Cavern of Ithaqua

Giuseppe's map
       

Introduction


This week the party was ready to forge a route to the Glacial Rift of the Frost Giant Jarl, but who would be in that party? 


Timekeeping


This session began on June 12th, 2025with the player characters adventuring until June 17th. Downtime for these characters begins the next day.


Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchmen Thomas (C3) and Poindexter (M5)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
with henchmen Steelvien (F4) and Rhoikos (M4)
Sheamus (Level 7 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade
with henchman McScales (Lizardman F4)
Deadeye Donny (Level 5 Monk of Machodor)
Julius L'Orange  (Level 1 Fighter)


Downtime


Giuseppe had a dream featuring the Shedu they met last session, who passed on some (sekret) information and corrected his map.

Sever had been keeping an eye on the hill giant steading with his wolves, trying to ensure nothing got in or out. On the 9th of June he was surprised to see a band of halflings readying themselves for an attack on the place. The ranger elected to join them in doing so and, much to his surprise (and chagrin), it turned out that Lucky O'Brien had made his way there as well. The pair aided in the attack, in particular foiling a fiendish trap, and now the steading belongs to the O'Brien clan of stout halflings. Perhaps significantly, there were no giants involved in the defence, only bugbears. I ran this impromptu event over discord all thanks to one random encounter.

Slippery Pete had been off on his own business the last few weeks, but returned just in time to aid the party in their endeavours.

Session Report


Day 1: Dispute & Descent.

Pete will bounce back
Giuseppe began the day by declaring that, as a Paladin, he had had enough of non-good party members, thieves in particular. Suspicious individuals would be subjected to know alignment if they wished to join, or continue, adventuring with the party. It was quite likely this had been precipitated by the new halfling thief, Lucky. Slippery Pete, who had "risked his life on many occasions for the sole benefit of the others" was particularly put out, while Lucky shrugged and rode off with the human. 

Could a non-BROSR theatre-kid single-party-spotlight game handle a development like this? I think not. The elite players involved took it on the chin, chose other characters who were available, and the session continued. What wider impacts will this event cause, stay tuned to find out.

With the matter of party composition settled they opened the door in the bowels of the Ice Castle that led into the cavern below. Having mapped the route to the base of the mountain last session, the party were able to navigate at mostly 5-times speed, greatly reducing the chances of random encounters. Never the less they did find some interesting details among the pillars they noted down to investigate "on the way back". 

They had previous guessed at the distance to the frost giant stronghold at about 18 miles, so they had come prepared for a journey. The day ended with them having to cast about for a place to stay, they eventually found an underground "crystal cave" big enough for them to rest in, and as a bonus nothing was in there already. With the Fabled Ice Jewel of Frigia they were fairly comfortable all things considered.

Day 2: Non stop south

The miles stretched on as the terraced mountain receded. Light could be seen far to the south, as though un underground sun was just hanging there, obscured by mist. Back to the north this light was reflecting off some vast shiny edifice, but the player characters were not much interested in that and stuck to their plan. At various points along the way they were able to get a clearer view of the wider area, and it became obvious that they were not at "sea" level; but on a large plateau, that itself had terrace like ramps, miles away to the east and west. Perhaps these led down to the coast? Again, the day passed without enemy action and this time they found a fissure in the ice, open to the sky, that they climbed down and made camp in. 

Day 3: Wind chimes and a brush with the enemy

As they continued they had lots of weird encounters with the local geology, including "screaming" wind carved ice stalactites, yet somehow no creatures disturbed their trek. Finally, the way ahead was blocked by a frost-cracked chasm spanned by a bridge of ice. This was very dangerous looking, and so they party tied a rope to Donny and sent him forward, trusting to his agility. He squatted down, spear across his back, and made his way forward, until confronted with a rune right in the middle of the bridge. 


"I poke it with my spear..."



Combat #1: Aspect of Ithaqua

Rounds: 6

Result: Party Victory

Highlights: Materialising right out of the centre of the bridge, a hideous snow-formed, giant-sized, and vaguely human being, with the tell-tall pair of red eyes. It was a match for the image on the medallion Sever wore (taken from the hill giant steading). Its eyes flashed with unholy power, causing all to make a saving throw vs fear; Sheamus, Steelvein, and (not altogether reluctantly) Julias set off running (notably this was a different kind of fear to the spell, they started running immediately). McScales then decided to run after his boss to keep him safe.

Missile weapons from Giuseppe, Sever, and the henchmen did effect the monster, smashing through the body and causing damage, and there might have been some Magic Missiles as well. Donny stood up to fight toe to toe with the foe; until its racking claws knocked him off the bridge, to begin plummeting down into the depths below. Sever, who had kept one foot on the rope, now snatched it up so that Donny only had to contend with careening into the wall.

With Donny making his way up, Sever went forward to fight, secure in the knowledge that he had his Wings of Flying if he too was knocked off the bridge. But the creature was now regenerating the earlier damage.

Just as it looked like victory was in the balance, the red-eyes flashed again and the pulse of fear saw Sever running back across the bridge, and practically over Donny, who dodged just in time. The monk then managed to inflict enough damage to cause the avatar to be destroyed. Its eyes became lifeless and the top half of the body toppled over the edge into the abyss below, the rest disintegrated

Victorious, yet battered and dispersed, the party spent some time getting themselves back together (none of the runners drew encounters of their own, lucky) and, as it was late in the day, decided to make camp right there. This was the first time they had done so in the open, on prior nights they had sensed that doing so was dangerous. A rain of giant icicles in the night, which nearly killed Julius and ruined Donny's tent, taught them the truth of their suspicion.

Day 4: The Glacial Rift

The next day by mid morning they were able to make it to the location on their map that matched where the teleport ring would send them. Nearby they found a pair of paths leading down into a rift in the glacier. The rift stretched over 300 feet long, and was almost as deep. There were signs of Frost Giant footprints everywhere. Mission accomplished (if you didn't count getting back anyway). The turned around and returned across the ice bridge well before dark. 

This time they knew they wanted shelter, and after a searching into the evening, found what looked like another "crystal cavern". This one was occupied. Sever and Donny managed to surprise the occupants, and Sever, instead of going for Speak with Animals as he often does, cautiously backed out with the monk. Then Sever brought up Poindexter.

Vapoured Vapour Rats

Combat #2: 7 Vapour Rats

Rounds: 1

Result: Party Victory

Highlights: The second use of Fireball in the campaign was not nearly as important as the first, but it was very effective. 

They disposed of the bodies and made camp in the cave, with the night again passing uneventfully (I swear it's like the cavern wants them to reach the Frost Giant stronghold).

Day 5 & 6: Returning Home

Often when the players say "they'll do X on the way out." they either forget or for some reason things don't work out. In this case, as they passed the regal looking statue, they did investigate further and made a discovery. The Statue, of the Frigian Queen, Fria, spoke. Her words were initially unintelligible, however Sever was ready for this, having Poindexter memorise Comprehend Languages. In an interesting innovation, Sever had had his henchman leave one level 1 slot unused after resting the night. This, he argued, meant that Poindexter needed just 15 minutes to be ready to use the spell, rather than the usual 4 hours and 15 minutes. Since the magic-user was still fresh, having only walked a short way and without any combat or exertion of any kind, I allowed this (though I rolled for a random encounter, of course). I wouldn't make this a blanket acceptance of the tactic, probably any significant issue like damage would put the character out of a state in which they can memorise a spell.

Anyway, in translation the statue said: “Visitor know this: the Ice Jewel of Frigia is the heart of my rule, the anchor of our frozen realm. Should it ever be stolen, woe to Frigia—its glaciers will weep, its storms rage unbound, and Ithaqua’s chains will shatter. Guard it, or doom us all.”

Was this an actual communication, or just a recorded message? One player suggested the whole place was a place for Frigian school excursions. It seems as good an explanation as any. 


Session Statistics: 

Wilderness travel: 34 Miles

Combats: 2

Rooms mapped: 0

Combat rounds: 7

XP for the Vapor Rats and their treasure reduced according to DMG p84.

Treasure & Items
Vaporised Vapor rat mixed with gold slurry and cracked gems 3500gp
2 Silver sludge balls 320gp
Puddle of melted Platinum 1200gp
5020gp total reduced to 1757xp (28(HD+SA/EA) vs 80(HD+SA/EA) )

Monsters
1 Aspect of Ithaqua 13,000 xp
7 Vapor Rats 490 base xp reduced to 171 xp (28(HD+SA/EA) vs 80(HD+SA/EA) )

14,928 XP & 5020 GP  Assignment
Sever (E) 1900 XP & 669 GP
 and Poindexter (E) 995 XP & 335 GP
 and Thomas (E) 995 XP & 335 GP
Giuseppe (E) 1900 XP & 669 GP
  and Steelvein(E) 995 XP & 335 GP
  and Rhoikos (E)  995 XP & 335 GP
Sheamus (E) 1900 XP & 669 GP
 and McScales (E) 995 XP & 335 GP
D. Donny (E) 1900 XP & 669 GP
Julius L'Orange (E) 1900 XP & 669 GP




Graveyard


Paul (Henchman Paladin level 3) Effected by the Imprisonment spell touch attack from a Styx Devil in session #117. Might not be dead, but is definitely at least six feet under for all intents and purposes.

Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3),  killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe in the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39







Tuesday, 8 July 2025

Trollopulous Adjusted Session 117 (Machodor #68): The Cavern of Ithaqua

That's a big cavern alright!
      

Timekeeping


This session began on June 5th, 2025with the player characters adventuring until the end of the day. Downtime for these characters begins the next day.

Player Characters Present


Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy and Tawadros (F6) and Rhoikos (M4)
Thomas (Level 5 Cleric of Machodor, henchman of Sever the Wrathful)
 with henchmen Poindexter (M5) and Paul (P3)
Deadeye Donny (Level 5 Monk of Machodor, wielder of the Lancespear+2)
Lucky O'Brien (Mysterious Level 1 halfling thief, showed up out of nowhere)


Downtime


Sever was busy levelling up in Minas Mandalf and so his henchman Thomas was the leader of his other henchmen for this session (taking a loyalty penalty for doing so). Sheamus was busy at Castle Irish and so his player introduced a new character, one who would have wide ranging effects beyond all expectations.

Session Report


Having discovered a connection between the giants at the hill giant steading and the icy cavern below the Ice Castle, the party was now in possession of a one-time means of teleporting to a Frost Giant stronghold there. Not wanting to trust solely to this device, however, they set out to scale the mounting terraces leading down into the area that matched up with their map, in the hope of finding a route that would allow them to come and go. But first they would need to actually get to the bottom of the mountains.

They easily retraced their steps to the area where they had found a secret door leading into the the mountain it self, here was an abandoned structure--the purpose of which they did not know--that allowed travel without exposure to the harsh conditions that prevailed outside. Rather than stick to the plan, they chose to explore as they went. As they entered a square room with four pillars, they surprised a strange creature apparently examining one of them. 

"Linger not in these halls, lest you encounter worse than shedu."
Encounter #1: Zerathiel the Shedu

Rounds: 2 surprise segments.

Result: Parlay

Highlights: The other planar creature knew much that he was willing to share, but was the DM ready to share it? The inchoate abduction was locked away in my head, suddenly now was as good a time as any to share it. As it happened, the shedu's manner of speaking meant his words were hard to follow in any case. He warned them that they stood in the Cavern of Ithaqua, the Wind Walker, a primal force of cold and madness as well as servant of he-who-must-not-be-named. The cavern was a place where the barriers between the planes were weak, easing the way of travel for powerful beings such as himself. 

During most of this he was showing more interest in the sculptured pillar than the party. Then he noted that Giuseppe was holding the Fabled Ice Jewel of Frigia (Gurt being unavailable, he had relinquished it for the moment), and suddenly he was much more interested. He told them that the nation of Frigia lay many miles south, across a "sea choked with ice and mist". He quizzed them about the Jewel (collectively the players managed to remember where they had obtained it), and told them that its loss had precipitated a civil war in Frigia, which in turn had led to the rise of Ithaqua worship in that land. He asked them to consider taking the jewel there. In return he promised to check on the Ice Pyramid and see if there was anything he could divine about its connection to these evil powers.

He left by the same door the party had entered, and now it was their turn to examine the pillar. They found it had been warped, as though by a chilling wind, and the face of the woman depicted was frozen mid scream. Spooky, but upon further examination they found a secret compartment with some interesting items so it was worth it.

Right in the very next room, there was another high powered encounter, but this time of a very different alignment. I only realised later that it was the party's presence that prevented the shedu being the one to walk through that doorway first!

Don't let him touch you!
Combat #2: Malvoryx the Styx Devil

Rounds: 2 Surprise segments, 1 round

Result: Party Victory

Highlights: Again, there's nothing to say such a powerful creature cannot be surprised under the right conditions, so I let the roll stand. He was just coming out of the stairwell onto a raised area of the room. Initially the party were confident, but soon missile weapons proved useless. Lucky O'Brien saw that as a good reason to step back outside of the room and "guard the entrance". The others closed in for melee while Poindexter and Rhoikos went with Magic Missile. This is a great spell when you absolutely have to get some damage in, but against a creature with magic resistance, not so much. At first I forgot the most important part of the rules for magic resistance, which is that the base percentage is modified +/- %5 for each level below level 11 of the caster. Fortunately I was able to resolve the miss match quickly, and fortunately for the players enough missiles got through to really help with taking down the creature. A prolonged melee would have been no joke. Paul tried to grapple the monster, and thankfully with my handy unarmed combat spreadsheet at the ready he was able to get a finger lock. For creatures immune to normal weapons, I still allow the unarmed combat holds but not the damage.

To add to the fun, the first proper round started with tied initiative! "Their touch causes 2-8 hit poins of damage and has a 50% chance of inflicting an Imprisonment spell on the victim (with no saving throw)." I flicked around in my PHB, and, under the pressure of the moment, could not immediately find the level 9 spell entry for Imprisonment. When I finally found it there was another pause as I read through the description and did my best to describe what happened next.

"the recipient is entombed in a state of suspended animation (cf. temporal stasis) in a small sphere far below the surface of the earth."

To the great fortune of the (remaining) players, with the damage inflicted in the surprise segments they were able to reduce the monster's hit points to zero in the first round (which was tied initiative). But this was of little comfort to Paul as he sank into the ground.

Anyone would think I had a thing against Paladin henchmen...

Unlike the Shedu, this creature of the lower planes was not talkative (not that he was given the same chance, but anyway), he merely cursed them, saying "Malvoryx has marked you for death." before he dissolved into form and matter. He left behind a box, clearly radiating evil, and trapped with a curse to boot. Naturally the players stashed it and hoped to profit later.

After this sobering experience, the party still wanted to explore rooms rather than make directly for their objective below. Fortunately for them, the worst of today's encounters was behind them and they eventually descended again without further incident. When they eventually reached the bottom of the last terrace, a vast plane of ice beckoned them; but, they were fatigued after their encounter with the powerful Styx Devil and chose not to continue. They retraced their route safely back to the Ice Castle.

Session Statistics: 

Wilderness travel: 1 Miles

Combats: 1

Rooms mapped: 8

Combat rounds: 1

Treasure & Items
2000 Frigian gp
3 Jars or Frigian Ointment 1500xp
10gp Agate, 
500gp Peridot,
500gp Garnet,  
2000gp, 
Star Sapphire: translucent sapphire with white “star” centre
Malvoryx's Box...

Monsters
1 Styx Devil (Malvoryx), material form vanquished 1595 xp

8,105 XP &  5,010 GP  Assignment
Thomas (E) 1,247 XP &770 GP
 and Poindexter (E) 624 XP & 385 GP
 and Paul (E) 0XP &  0GP
Giuseppe (E) 1,247 XP &770 GP
  and Bishoy (E) 624 XP & 385 GP
  and Tawadros (E) 624 XP & 385 GP
  and Rhoikos (E)  624 XP & 385 GP
D. Donny (E) 1,247 XP &770 GP
Lucky O'Brien (E) 1,247 XP &770 GP


Graveyard


Paul (Henchman Paladin level 3) Effected by the Imprisonment spell touch attack from a Styx Devil in session #117. Might not be dead, but is definitely at least six feet under for all intents and purposes.

Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3),  killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe in the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39








Wednesday, 18 June 2025

Trollopulous Adjusted Session 116 (Machodor #67): Cockatrice Hunt!

    

"This is our forest!"-- Zyrrith Wildthorn

Introduction


Following last week’s triumphs, many of Machodor’s heroes were occupied with training to advance their levels. Sheamus seized the opportunity to pursue his audacious plan to breed “chicken jockey” troops. He persuaded a motley band of adventurers, including several henchmen of the players off training, to join him on a quest to secure a cockatrice feather and troll blood for a sage’s alchemical experiments, leading them south to the Tuarhievel Forest.

Timekeeping


This session began on May 29th, 2025with the player characters adventuring until June 3rd. Downtime for these characters begins the next day.

Player Characters Present


Sheamus (Level 7 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade
with henchman McScales (Lizardman F4)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator+3, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) 
with henchman Anri (M4) and Cedric (C1)
Dusty (Level 4 Druid, henchman of Karshe)
Roger  (Level 2 Pegasus Corps Ranger of Machodor, henchman of Sever the Wrathful)


Downtime


An ancient map indicating the location of the two forests
Sheamus, driven by his vision Castle Irish fielding chicken jockey troops, consulted a sage in Minas Mandalf who revealed that cockatrice feathers and troll blood were essential for breeding experiments. Tavern-hopping across the city, Sheamus then learned that cockatrices inhabit sylvan forests and were currently migrating between Tuarhievel and Sielwode, approximately 120 miles south of Minas Mandalf. Yes, this session occurs outside of the Bandit Mountains!


Session Report

Day 1: Planning and travel to Tuarhievel (May 29, 2025)

Having planned out his expedition, Sheamus realised that the best location to try was the forest of Tuarhievel (the X on the left of the map). This made sense as it was the summer nesting for Cockatrice. Most of the party clambered aboard the Rocket Cycle, while Roger had his Pegasus. The weather was good and they made the vicinity of the forest by lunch time. The forest beckoned and so in they went full of confidence, but the day ended without any discovery. However, that night did not quite pass so uneventfully. Roger was on duty in the last watch when he heard the sound of heavy feet moving through the undergrowth. He had just enough time to wake up Sheamus before a guttural growl revealed the presence of two horrible creatures charging at them.

Combat #1: 2 Trolls

Rounds: 3

Result: Party Victory

Highlights: Sheamus was still groggy and chose to start stringing his bow, but before he could do so the creatures were upon him. Their claws racked him viciously but somehow he avoid their  even more terrible jaws.

Gurt, being a civilised paladin, has a tent that he camps in with his henchmen (even if the fact that one is actually a henchwoman is a source of amusement to the others). The holy warrior sprang into action in his pyjamas, relying on his dual wielding ability to protect himself. Dusty cast Entangle, it was in the hope of getting the trolls before they reached melee combat range, but instead got them as they reached melee range, with the results that Anri and Cedric were also stuck fast. Roger and Sheamus, with McScales leaping into action from the other side of the rocket cycle, whittled down the hit points of the trolls, and then Gurt arrived to get them some more. Next round the party won initiative, and this was needed with Sheamus on his last legs. The party combined to down both trolls.

A few heals later and Sheamus was collecting Troll blood by the gallon in purpose build flasks, then they burned the creatures to a crisp (somehow not attracting anything else, they were still practically at the forests edge so that probably explains it). The party were please with achieving one of their goals so quickly.

Days 2–3: Tracking the trolls (May 30–31, 2025)

Roger found he could track the trolls, so they set off in the hopes of finding a lair, the Rocket Cycle was kept on hover mode to be quiet as possible. The forest became thicker as they moved deeper in, slowing their advance. The could now cover only about 5 miles a day and nothing of note happened before nightfall. Next morning they continued on the Troll trail until they encountered some crows (I was tempted to reference the womenz division here but managed to avoid the distraction).

Encounter #1: 12 Crows

Rounds: 4

Result: Parleyed for information.

Highlights: Dusty managed to get off a Speak with Animals spell as half of them flew off (don't we all love DMing when that spell is used?) and the crows were able to indicate with their beaks where they had seen some Cockatrice the day before. This was to the east, but the troll trail led south. The players decided to keep on south after the hoped for Troll lair.

Day 4: The Barkburr grove (June 1, 2025)

A day or so later they came upon an open clearing. Immediately they had a bad feeling about the two troll shaped trees in the center of it; they looked very lifelike, but were clearly not alive. Other trees nearby had strange clumps on them.  


Encounter #2: Barkburrs 

Rounds: N/A

Result: Avoided.

Highlights: Suddenly, Dusty recognised (with only an 8% chance to do so) that this was the grove of Barkburrs (see MM2 p14, the whole page!). The party  were just 10 feet out of range of the things as he explained the danger of the creatures launching themselves at unwary adventurers. Fortunately, with this warning the party did not trigger an attack.




It was clear though that tracking the trolls further was out of the question, so they abandoned their lair hunting and returned to where they had marked their conversation with the crows. Once there they continued in the direction indicated by the crows finding nothing, until nightfall, and wondered if the crows had been messing with them. That night, while Sheamus was on watch, their little camp was suddenly surround by the elves who gave the forest its name.

Day 5: Surrounded by bastard elves! (June 2, 2025)


Encounter #3: 20 Tuarhievel Grugach Elves

Rounds: n/a

Result: Parleyed for information.

Highlights: Sheamus managed to get Anri to translate for him and also offered a Potion of Heroism to the leader of the elves, one Zyrrith Wildthorn, who was mounted on a giant stag. The elf passed on a clue to a cockatrice sighting and granted them three days to follow up before he would once again demand tribute if he ran into them again.

Though impressed with the party's goals, he scoffed at their following the troll tracks looking for the monsters' lair, "We don't allow their kind to lair in our forest, they must have been passing through."

At one point Gurt, being a good Paladin, was going to going into evangelisation mode with these elves. I can only assume someone messaged him in the back channels, because he stopped before I could confirm what he had said. I then immediately forgot about it, but later I remembered I was going to get right into my Appendix N to answer, "We will not worship your White Christ!" Maybe next time.

They parted on relatively good terms with elves and followed the directions they had received from them. These led south into the thickest part of forest, which was now canopied to such an extent that it would not be possible to fly out without having to cut their way through to the sky. They would need to return to a more lightly forested area first. Heedless, they plunged on until they reckoned they had gone as far as the elves had suggested, then camped.

Day 6: Cockatrice Hunt (June 3, 2025)

Night passed and then they resumed their searching. Soon they found a petrified rabbit, and from there found tracks again heading south. I decided to determine from the results of Roger's tracking rolls just how fresh the tracks were, his next roll came up 01: they were near! Dusty fired off a spell that none of us had seen used before: Locate Animals. Would this work on Cockatrices? Well each of the different Druid Animal spells has a slightly different take on valid targets, the DMG didn't add any light, so I decided it did work. Of course, the range is quite short on the spell and, as Dusty's player kept having to remind me - he had no Greater Mistletoe -- so it was even worse for him. On the second round of his second casting of Locate Animals, he finally pinged on something up on a crag of rock deep within the canopy.

They set about an ambush with spells Snare and Trip. Then Sheamus used a charge on the Hawkman Bracelet for Invisibility 10' Radius, which covered the Rocket Cycle and everyone on it. Roger stepped off and stood with his Pegasus and began a hooting yell that he hoped would attract the Cockatrice (and nothing else). What could I do? Of course I checked to see if this drew another encounter, and it did. At the same time as Roger heard the screech of approaching bird life from the rocky cliff ahead, 4 stags wandered up to see what was making the noise. They didn't know what to make of the ranger; it was not their lucky day.

Combat #2: 5 Cockatrice

Rounds: 6

Result: Party Victory

Highlights: Two Cockatrice were attracted to the Roger's calls, they flew out from the cliff ahead of the invisible Rocket Cycle and went in his direction. Unfortunately for the party this meant they sailed right over the traps they had laid and right over their heads towards the targets they could see. Unfortunately for the stag's they looked like just as good targets as Roger and his Pegasus, one was turned to stone immediately while the other made its save. Dusty cast Hold Animal but, realising at the last moment (DM adjudication) that this spell wouldn't effect the cockatrice he targeted the stags instead (should I downgrade him for that? hmmm), one was held. Roger, who had chosen to flee on his Pegasus, made it away free and clear, he turned to provide archery support from a safe distance. 

Next round Gurt dramatically leapt off the back of the Rocket Cycle and joined the fray. Three more cockatrice burst out of their lair in the cliff face and were ready to join in, but Dusty threw Entangle up at the trees (remember the thick canopy) and I ruled that it was just as effective as if they had been on the ground. Two were stuck, but a third made its save and came down to get Gurt from behind. The Paladin's saving throw was good and he struck about him with his sword and knife. Sheamus and the others joined the fray and put down the three cockatrices (with Gurt passing another petrification save) while there was still three rounds left on the Entangle. Not taking any chances, the characters pulled out their ranged weapons and proceeded to annihilate the two remaining monsters before the spell expired.

They raided the lair (loot below) and were ready to pull out; but again, with the canopy, that was not going to happen immediately. Instead they retraced there trail back to an area less dense with trees. They manged to take off just as a big group of Trolls (were those elves lying, or what?)  noticed them, but they were too far away to prevent their departure.


DM Resources


This hex map from Mr Wargaming was very handy to use live in session to keep track of the party's movements. I used it as a 30 mile hex of forest containing 6 mile smaller hexes. As events occurred I noted them down in the numbered boxes. Very useful and now a permanent resource if the players return to the area in the future.

Session Statistics: 

Wilderness travel: 102 Miles

Combats: 2

Combat rounds: 9

Treasure & Items
8 gems  500, 100, 1000, 1000, 50, 100, 50, 5000 total: 7800gp
3 jewellery 12000, 11000, 4000: 27,000gp
Cloak of Elvenkind (Tuarhievel Grugach elves) 1000xp
2 Cockatrice eggs (Sarumin offers 100gp each for them)
Identify Costs 450gp

Monsters
2 Trolls 1626xp
5 Cockatrice 2225xp

39,651 XP & 34,350  GP  Assignment
Sheamus (E) 7,209  XP & 6,245 GP
 and McScales(E) 3,605 XP & 2,123 GP
Dusty (E) 7,209  XP & 6,245 GP
Gurt (E) 7,209  XP & 6,245 GP
 and Anri 3,605 XP & 2,123 GP
 and Cedric 3,605 XP & 2,123 GP
Roger (E)  7,209  XP & 6,245 GP



Graveyard


Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3),  killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe in the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39





Trollopulous Adjusted Session 115 (Machodor #66): Cashing in at the Steading

    

 
The big score

Introduction


This week I decided the giants weren't going to sit back and take it any more, and so put them into a more active defence posture, it didn't work out so well for them.


Timekeeping


This session began on May 22nd, 2025with the player characters adventuring until May 25th. Downtime for these characters begins the next day.

Player Characters Present


Sever the Wrathful (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchmen Paul (P1) and Poindexter (M3)
Giuseppe (Level 7 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy and Tawadros (F5) and Rhoikos (M2)
Deadeye Donny (Level 4 Monk of Machodor)
Marty O'Tool (Level 2 Irish Cleric from Brovenloft, wielder of the Mace of St Patrick)

Downtime


In the aftermath of last session the wolves that Sever had persuaded to betray the giants had charged off in pursuit of escaping orcs. By the time Sever caught up with them again at the waterfall that was their de facto lair, there were only 9 of the 14 left. A Speak with Animals spell provided this explanation"Bad-whip-giant find us in forest, he kill one. Three obey and follow him, the rest follow me back to you. You better than giant."

The remaining wolves and the Ranger's henchmen kept the steading under watch, there were no further attempts by orcs, or anything else, to escape. But mid week there was a change of tactics by the giants. Four groups of five giants emerged, each carrying rocks and weapons, and formed a diamond-shaped perimeter. They appeared quite particular about their formation, positioned 200 yards apart, ready for ranged combat, able to cover each other to counter aerial or ground assaults. They worked in shifts, sometimes only three groups came out, sometimes four. It was clear they had a morning shift and an afternoon shift, and at other times retired to eat in the steading.

Session Report


The players marched out of the ice castle and brought their dwarf unit and ballista with them, along with the human footman of Sever's Captain Falcon and some heavy riders under Giuseppe. Over a two day period they methodically made their way to the vicinity of the forest to the north east of the steading, then created a solid defensive position at the forest's edge from which to strike the giants; building it up between shifts so as to not be observed. There were a couple of fun random encounters of gargoyles and poison snakes, but the players were able to negate any threat they posed.

Closer observation showed that each squad was led by a Stone Giant, with a fully grown Hill Giant supported by three hill giant teenagers. These latter were excitedly throwing rocks to each other and occasionally at the stone giant when he wasn't looking. The stone giant always managed to catch them and thrown them back to the amusement of all. Suddenly the party was feeling conflicted about what they planned to do to these guys. In one group the hill giant held a whip and had three dire wolves and this certainly steeled Sever's resolve to kill them.

Combat #1: 4 Giants' Squads

Rounds: 5 with 2 surprise segments for Sever

Result: Party Victory, one enemy squad escaped.

Highlights: Sever and Rabbit took on one group and got surprise. Giuseppe led the conventional assault and his choice to bring his heavy riders with him spread the damage from incoming rocks significantly.  Donny reached the 4th round of a combat and had no-one to hit with his extra attack (being a 4th level monk). Marty O'Tool used Bless on the troops and then hunkered down for the duration of the fight. This combined with Prayer was a big force multiplier.


A stone giant and some teenagers were the only survivors of the battle and they fled into the steading. The party moved inside the palisade and prepared to go in after them. After clearing the first boulder trap at the entrance, Sever had his henchman Thomas cast Find Traps, which is really one of the most OP spells a cleric getswhen used right. With it and the fact that they had mapped this first area, they would be able to get to the stairs with little trouble. A teenager hill giant with a spear had other ideas.

 

Combat #2: One hold out Hill Giant Teenager

Rounds: 2 (both tied initiative) 

Result: Party Victory

Highlights: Deftly avoiding the rock trap, Giuseppe and Sever cornered the defender in room 9. The brave hill giant youngster gave his all so the others had time to get away.


The party's upper level route


The party kept on and passed the secret doorwaythe secret door, dismantled last session, remained where they had left it it leaning against a wall; its handle with the poison dart trap glowed at them as they passed. Down the stairs and to the left, it was clear that this underground structure had been created by someone other than hill giants. The stone work was fancy and the ceilings were buttressed every ten feet. There was a rock trap there at the base of the stairs that Sever set off deliberately, which he was pleased about until he proceeded to set off a trap in the next section of floor (by deliberately crushing it with a rock) that activated a double ballista concealed at the other end of the corridor. Giuseppe's shield vs missiles came in handy there, and it would not be the only time today. 



The corridor went north, then west and spilled out into a very large room. As they entered the room, they spied a gleam at the western end; it looked like a spilled coffer of gems and jewellery. They congratulated themselves on not investigating this "obvious trap", and moved south to examine a heavy set of bars blocking the way out of room 29. These bars promptly opened and let out some hangry manticores. To make matters worse, portcullises fell down in their wake to block both exits to the room.

          Combat #3: 4 Crazed Manticores

Rounds: 4 

Result: Party Victory

Highlights: This was a crazy fight in more ways that one. The creatures remained airborne and launched a volley of tail spikes (24 in all) at the party, it was a free for all and many found the armour and shield of Giuseppeand were deflected.

As it was clear the monsters were going to press the ranged attacks from the air, Donny fished out a Potion of Flying for Sever to use to go up after them. Next round the crazed creatures targeted all their 24 spikes at one player; Donny. When his number came up I felt a little bad, but it was clearly the best tactic to concentrate fire, and with this roll I abducted that they chose an obviously unarmoured foe. However, though the Monk may have been unarmoured, he was far from defenceless; his special monk deflection ability came into play. Out of 24 shots 15 would have hit, and of these he blocked 8. The remaining 7d6 damage left him with 7 hit points to spare!

The party's lower level route
Sever flew up the engage the monsters; and his henchman Thomas cast Command on one of them, commanding it to 'Sleep'. It failed its save and fell to the ground, causing 3d6 falling damage, but also waking it back up. Next round the ground based players hammered away at this one and the thing once more chose to hit Donny, and got him with a bite. Sever struck one so forcefully it was unable to keep flying and so it also fell in a heap, shook itself off and looked for payback.

Now it was time for round 4, and what a round it would be. Having been cruelly prevented from having his first extra melee attack during the giant fight, Donny was not about to miss out this time. He hit, and hit well, really well. I grabbed the PHB and checked my combat wheel to be sure; yes, he had stunned the manticore (probably saving his own life in the process). He then proceeded to roll 02 for the chance to kill! I couldn't believe it, he needed 4% or less, the monk had straight up killed the thing (given the human head this seemed reasonable to me). Not yet done, with his extra attack the monk finished off the other fallen Manticore, while Sever got the last one (note that various arrows and Magic Missiles has been pouring in from henchman all along).  What a fight.

With the last gasp of the Find Traps spell the PCs spotted room 31 beyond room 30, and it contained 7 chests; two of these glowed for a second and then the spell expired. Rabbit and Donny's Find & Remove Traps skills were on fire today and they managed to avoid some nasty tricks including a second trap inside the first one. The loot in the chests was merely adequate, was this the real treasure room? With hit points and spell resources running low, the players decided to pull out and regroup with what loot they had. Sever impulsively tested the one potion in the treasure pile, and discovered it was a potion of Poison (he made his save, but that could have been a very expensive failure! As you'll see below in the treasure section). 

On the way out Giuseppe remembered to try and dismantle the double ballista and take it with them. As this was right in front of the secret door to the real treasure room (33), I allowed Rabbit a chance to discover it, and with a result of a 2 he found it. The pit trap beyond the secret door gave Sever another brush with death, but fortunately he set it off without anyone else stumbling into it, and managed to survive. There was much loot to be had in the room beyond, so much that they need a veritable bucket brigade of troops to get it all out. Nothing was game to stop them doing so.


Session Statistics: 

Wilderness travel: 36 Miles

Combats: 3

Combat rounds: 11 

Treasure & Items
13,000cp 
27,300sp 
7,140ep 
27 Copper Ingots worth 360gp
11 Ivory Tusks 11,000gp
980 cheap gems 980gp
Potion of Poison (smashed by Sever) 0XP

23,840gp
4,139pp 
Lots of Gems worth 18,600gp
Jewellery worth 8,500gp
Cask with items of some kind inside (to be investigated in downtime)
6 Magic Arrows 300xp
Magic Spear/Lance +2 2000xp 
Two magic swords with magic sheaths 3300xp
Identify Costs 2700gp

Monsters
3 Stone Giants 7,430xp
4 Hill Giants 7,100xp
9 Hill Giant Teenagers 7,290xp
4 Manticores 3,572xp

120,335 XP &  89,343 GP  Assignment
Sever (E+) 20,056 XP & 14,441 GP
 and Rabbit (E) 10,028 XP & 7,220 GP
 and Thomas (E) 10,028 XP & 7,220 GP
 and Poindexter  (E) 10,028 XP & 7,220 GP
Giuseppe (E) 20,056 XP & 14,441 GP
  and Steelvein (E) 10,028 XP & 7,220 GP
D Donny (E+) 20,056 XP & 14,441 GP
Marty O'Stool (E) 20,056 XP & 14,441 GP

Those of you with keen eyes will have noticed the E+ rating, I just made it up based on some even-better-than-elite performances, I figure they can be used to cancel out a previous S rating. I'm using them just on a trial basis for now.

Graveyard


Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3),  killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe in the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39





Macho Mandalf's Reappearing Cream Container

Rationale: do I need one for a spell so cool? Macho Mandalf's Reappearing Cream Container (Illusion/Phantasm) Level: 2  Components: V, S...