Tuesday, 14 October 2025

Trollopulous Adjusted Session 133 (Machodor #84): Return to the Ruins of Trollopulous

Slippery Pete leads the way.

   

Introduction


There a many 1 to 1 time pay offs in this session, so this write up is very different to normal. It's going to look a bit like a story game; but remember, it's not a story game, it's an Appendix N game.
     

Timekeeping


This session began on October 2nd, 2025with the player characters adventuring until the end of the 7th. Downtime for these characters begins on the 8th.


Player Characters Present


Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
and henchmen Bishoy (F6) Tawadros (F6) Steelvein (F4) and Rhoikos (M4)
Slippery Pete (Level 9 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Bumblebore  (Level 7 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy and henchman Gilthaniel (elf F5/M8)

Downtime


Sever and Sheamus brought the golden couch, captured in the previous session, to Minas Mandalf and found that it was indeed worth a fortune. More, they learned that it was associated with a noble family in Trollopulous, a place steeped in mystery, and the Adventurers Aid Society offered them a mission to go there and attempt to make an even larger profit. Slippery Pete returned from what ever he has been doing since being kicked out of the party by Giuseppe in May. The thief had a knowing look on his face, but the Paladin let it slide. 

Session Report


Even if they had wished to take it with them into possible danger, with no means of easily transporting the golden couch—both Sever and Sheamus were pursuing other goals, they were forced to leave it behind. After waiting for a terrible storm to pass, a small group of heroes—supplemented by a unit of Giuseppe's horse crossbowmen—set off from Minas Mandalf and followed the road in the direction of the Ruins of Trollopulous, and the unknown. 

A passing pegasus patrol waved them on as far as Nummi's tower, a stark edifice rising from the centre of a vast crater. The copper dragons' lair—built in accordance with the treaty between them and Macho Mandalf—loomed over the landscape, a watchful sentinel against whatever evils may still fester in Trollopulous’ shadow. 

Pete was keen to look in on the Dragons, but to his disappointment they were elsewhere today. He did attract the attention of the Machodor aligned pug men who lived at the tower, and after some mutual bonding, a group of seven of them decided to join the party the next morning.

The seven pug men

With the enthusiastic, but unmounted, pug men with them on the ill kept road beyond Nummi's tower, the remaining journey took most of the next day. Finally, with the air growing heavy, thick with the scent of decay and damp stone, they regarded the walls of Trollopulous through a rising evening mist. Here they halted, staring at the crumbling ramparts. As per the rumours, the once mighty city now lay in desolation. The gate was guarded by devilish Erinyes, who leered at them as they approached.

Somehow Slippery Pete, who, it transpired, had spent some of his months-long down time here, felt confident he could get past the guards. He trotted forward on his well-travelled horse, Pepper.

"My lovely ladies, I have business within. You seek evil-doers to drag down to the infernal regions, and I am not that."-- Slippery Pete

He gave a gem and a kiss on the hand to each, and they let the party through just like that.

Leading the others, Pete guided Pepper through the shattered gates of Trollopulous in the fading light of evening, and, like a torch flaring in the dusk, a sudden clarity pierced their minds. The oppressive weight of the ruins, and the menacing Erinyes unravelled into a startling truth. 

The Erinyes were no devils, but human soldiers clad in browned-iron mail, their faces now visible in the torchlight. The men chuckled, holding up the gems Pete had given them, and holding up their hands he had kissed, their laughter echoing softly. 

Glancing up from the gates, they saw clouds of spores swirling from towering, mushroom-like figures silhouetted against the darkening walls, their fungal forms glowing faintly. 

Details of his previous visit returned to Pete, the spoors from the mushroom men (remnants and descendants of the funguys from July 2021) were the source of the illusion, and he explained to his confused companions that leaving the city will trigger an effect from the spoors to make them forget the true nature of the place and only remember the illusion. Some immediately started taking notes.

The city around them, though a shadow of its former glory, was alive and rebuilding. Fresh timber braced sagging buildings, and a few children scampered through alleys. Yet, the scars of Trollopulous’ fall remained—cracked stones, boarded windows, and a faint whiff of decay from the undead quarter. And, in the distance, the Tower of Ultimate Evil loomed, clawing at the starless evening sky.

The thief led them to the same inn he had stayed at previously, the Tall Mug. The four story building was a somewhat noisy establishment, but big enough to put up the the heroes, their troops, and their horses for the night.

The next morning found the entire inn surrounded by troops. Someone had dobbed them in. At the head of the procession rose a blast from six trumpets. Giuseppe, Bumblebore, and Slippery Pete—discretely behind the Paladin's shoulder, went down to see what the fuss was. 

The trumpeters wheeled to either side. A line of pike-men behind them executed the same movement, and there strode forward a venerable, clean-shaven, stern-visaged man in a black toga narrowly bordered with silver. 

He raised his hand in a dignified salute, and announced gravely, "I am the chamberlain of Radomix Kistomerces, Overlord of Trollopulous, and here is my wand of authority." He produced small silver wand tipped with a five-pointed bronze emblem in the form of a starfish.

He then drew a scroll from his toga, unrolled it, scanned it briefly, then looked up. "Are you Giuseppe, Paladin of Machodor?"

"Yes, I ama Paladin of Machodor anda Broventloft," he answered.

The chamberlain turned towards Slippery Pete. He once more consulted his parchment. "And you are—your pardon, but it's written here—that long-suspected burglar, cutpurse, swindler, and assassin, Slippery Pete?"

"Hey, I'm no assassin," he answered.

As if those answers settled everything, the chamberlain rolled up his parchment with a snap and tucked it inside his toga. "Then my master wishes to see you. There is a service which you can render him, to your own considerable profit."

They were then escorted to the newly rebuilt Overlord's Palace, and ushered into the presence of Radomix Kistomerces. The guard leader halted and announced them, his voice booming off the vaulted ceiling: "Hail, Lord Radomix! Western adventurers from the Machodor border, as per your orders!"

Radomix Kistomerces lounged upon his divan—a couch of polished oak and velvet, its frame a match for the one the party wished to sell. It had the same sweeping curves as their golden lounge, though it lacked the gleam. To his right towered a hulking barbarian, red mane spilling over mail, a massive sword slung across his back. To his the left sat a smaller, hooded figure in gray leather. These looked on curiously at the conversation which followed.

"This Slippery Pete is quite the wit, wouldn't you agree Mouser?" -- Overlord Radomix Kistomerces

It transpired that not only was the Overlord, a descendant of Acererak Kistomerces who described himself as having arrived from another "world bubble" to set things right in the city, interested in paying a vast sum for the gold lounge, he also had a problem only a Paladin could help him with.

With a wave in the direction of the Tower of Ultimate Evil, and the graveyard which surrounded it, he began. "The Kistomerces crypt, guardian of relics and bones. Weeks past, a dread took root there. Fear pours from its gate. The inner chamber once held the tomb of Acererak Kistomerces, my kin's shadowed progenitor. Now a void yawns in its place—a pit of absolute black, twenty feet across, exhaling this terror. You job is simple; enter, discover its source, and end it."

The party agreed and marched off to the graveyard, starting with an escort of 100 pike men and a hoard of onlookers. However, as they got closer to the Tower, these hangers on began to drop off, until scarcely 10 pike men remained to help them open the gates and point out the columned crypt, then they too fled.

The party found that as long as they stayed within Giuseppe's paladin aura, they could withstand the feeling of dread. They advanced into the grave yard and used the Overlord's own key to open their way into the mausoleum below. They explored cautiously, and finally found themselves at the far end of a long series of burial chambers, with one conspicuously isolated door ahead of them.

Beyond was a 20' square room with one entire wall dissolved in some sort of "non-reality" substance. When Trollopulous was subject to nuclear attack in 2022, a magical failsafe had activated, which sent the rest of the Tomb of Acererak Kistomerces far to the south. But this field was an indication that the tomb's magic was not entirely disconnected from this entrance they stood in.

The feeling of terror was clearly emanating from here. 

Just in front of the insubstantial wall was the only decoration in the place; a plinth holding a lion, head turned towards them, and the lion had one of its paws placed delicately over a sphere of some kind of metal a few inches in diameter. Giuseppe wanted to grab this immediately, but he had not shared that with Bumblebore, who ordered his henchman Gilthaniel to cast Push. I rolled initiative for both of them and the Push spell went first, causing the sphere to leap out of the grip of the statue, evade Giuseppe's grasping hand, and disappear into the void beyond.

Did someone say, "Fetch!"?
There was a moment when the two player characters gave each other a look, then the void then began to quiver and take shape, as a familiar creature (the demon that escaped them some sessions ago in the Tomb of Kistomerces) stepped forth--holding the sphere in its dog headed jaws!

Combat #1: Type III Demon

Rounds: 5

Result: Party wins

Highlights: This void was indeed connected to the rest of the Tome of Kistomerces in the Bandit Mountains, and the demon used that connection to travel here and recuperate after being brought down to 1 hit point by the heroes in their last encounter. Now it was ready to smash the underpowered party, starting with Giuseppe!

Before the demon could attack, Giuseppe lifted his sword and called to the orb, which by some instinct he felt would respond to him. It flew out of demon's mouth, sailed over to the Paladin, and attached itself to his shield with a gleam of magical power. This angered the demon, and it made a b-line for it, but Giuseppe's Protection from Evil kept it at bay. His henchman now weighed in, and so the demon took its frustrations out on them, nearly killing Steelvein. 

Bumblebore let fly with Macho Mandalf's Flying Elbowand I ruled in the first round that the spell was subject to the magic resistance of the demon, and subsequently all four elbows the seventh level magic-user could evoke failed to over come it. 

Next round Giuseppe voided the protection zone and attacked with his Dragonslayer, the paladin being the only one to get a hit in. With the demon returning 5 attacks a round, the equation was not looking good for a party without Sever and Gurt.

Not to be discouraged, Bumblebore let fly with another brace of Macho Mandalf's Flying Elbows. This time I remembered; the summoned elbows count as a non-magical attack, and therefore should not be subject to magic resistance. This fact, in combination with the demon's lack of resistance to normal weapons, actually makes this a killer spell against them. He now rolled for 8 successful pummelling attacks against the demon's dog-like head, though I ignored the non-lethal portion of the damage, the real damage added up and the monster howled in pain.

The magic-user's success was just as well as the henchmen, even with their magical weapons in some cases, were unable to overcome the very strong AC of the demon.

Slippery Pete snuck around and managed to get a good shot in with his dagger, but the place was so well lit that the demon saw him out of the corner of its eye and no backstab was possible.

Having expended his quota of Elbow spells, Bumblebore now rolled out some custom spells of his own.

First: Bumblebore's Inconvenient Sphincter 

Result: stopped by magic resistance.

Second: Bumblebore's Backpack of Getting Carried Through the Dungeon Again

Result: sadly this last one took effect too late to see what it did, as Giuseppe struck home with his blade and the creature collapsed back into the stuff of the chaotic void. They stared at the void, it stared back at them, at length they decided to let it be.

The heroes returned in triumph to the Overlord's Palace and told Radomix of their victory, then bantered around a bit with him. He paid them for their efforts and the party were readying to leave. Knowing the effects of the fungus spores, they had been scrawling down every detail on paper in the hopes of referring to it later. But now Giuseppe had the brilliant idea of sharing this problem with the Overlord, who, through his chamberlain, offered a much better solution: go to the Myconid Kingwho lived in the old Prancing Umber Hulkto obtain from it a special flask of spores, which when inhaled would allow them to keep their memories!

Now this king began as an emissary that arrived in Trollopulous in July 2021. He was given asylum by Macho Mandalf. This quote from Jeffro has finally paid off four years later!

All that is left of the Mushroom Man faction is the two little diplomatic missions they sent out… which currently do not even know the fate of their king and their people. (Of course, there might be a few spores popping up here and there later on. And if Mushroom Men are not classified as changelings, The Prancing Umber Hulk may well end up getting a potion brewing sideline.)

By the magic of 1 to 1 time, these few spores have turned into a major faction within the city of Trollopulous.

The Prancing Umber Hulk

The party were given a "wand of authority" which indicated their relationship with the Overlord. Even the troops would snap to attention when Bumblebore waved it in a flourish. The spores were  then obtained without any problems. 

With arrangements made, the party returned to Tall Mug, collected the troops, and started to turn for home. And it was about this point that they realised no one had seen the pug men since last nightapparently the former Trollopulous residents were last seen lifting a drain-hole cover.





Session Statistics: 

Wilderness travel: 183 miles
Downtime begins on: October 8th
Combats: 1
Rooms mapped: 3
Combat rounds: 4
Losses: none

Treasure & Items
5,000 gold rilks (5% conversion fee to machos)
Reward from Adventurers Aid Society for info on Trollopulous 2000gp 
Magic sphere attached to Giuseppe's shield 1000xp

Monsters
Type III Demon 3,240xp

11,240 XP &  6,750 GP Assignment
Giuseppe (S) 2043xp & 1,227 gp
and Bishoy (E) 1022xp & 614 gp 
and Tawadros  (E) 1022xp & 614 gp 
and Steelvein  (E) 1022xp & 614 gp 
and Rhoikos  (E) 1022xp & 614 gp 
Slippery Pete (S) 2043xp & 1,227 gp
Bumblebore  (E) 2043xp & 1,227 gp 
and Gilthaniel (E) 1022xp & 614 gp 

Slippery Pete didn't try to steal enough, Giuseppe wasn't worried about him thieving enough.

Graveyard


Rhoikos (Henchman Magic-User level 4), smashed by a Mummy fist in session #126. RAISED FROM THE DEAD

Thomas (Henchman Cleric level 6), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Josef Ironbeard (Dwarf Fighter level 1), Killed by a Symbol of Death in session #126.

Matthias Steelvein (Henchman Fighter level 4), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Sever the Wrathful (Ranger level 9), Killed by two pains in the Annis in session #122. RAISED FROM THE DEAD

Anri (Henchman Magic-User level 4), found dead with a ghastly chest wound in the Ice Castle, with her heart missing she was unable to be revived, in downtime after session #122 

Symeon (Henchman Cleric level 2), Only strong enough to wear studded leather, he was torn to shreds by Troglodytes in session #121

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 to 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





Bumblebore's Inconvenient Sphincter


Level (Ill 2, M-U 3)

Range: 8" +1/level

Duration: 3 turns

Area of Effect:1 Creature or Object

Components: V,S

Casting Time:3 segments

Saving Throw: half-size hole

Explanation/Description: This spell opens a hole on the underside of the target (the side that is currently facing the ground), in the hopes that something important might fall out.  If the target is a creature, it gets a saving throw, objects do not. The width of the hole is a percentage of the size of the target equal to the caster's level + 1d10.  Obviously, the larger the hole the more likely that something important may fall out.  Because of variability of targets, this must be left up to the DM.  Obviously there are major differences between intestines falling out of a small hernia and a heart or lungs falling out of an armored chest.  Did the ship dump bilgewater or the pirate treasure chest to the bottom of the ocean?  You get it.

If the target is capable of rolling after the sphincter opens, it magically slides around to face the ground no matter their position.  A belly opening might slide around to expose the spine if a cow were to do a barrel roll.

The verbal component of this spell is shouting, "Not again!"  The somatic component is clutching one's buttocks with both hands.  At least one hand must be free for this clench, although the other can be holding a staff or wand or something.  If the other hand is holding a torch or lantern there is a 1 in 6 chance of igniting the caster's clothing.

Bumblebore's Backpack of Getting Carried Through the Dungeon Again

Level (Ill 3, M-U 4)

Range: 13"

Duration: Special

Area of Effect: One Creature

Components: V,S

Casting Time: 7 segments

Saving Throw: Negates


Explanation/Description: Should the target fail its saving throw, the caster summons a backpack upon the target of the appropriate size for the target and immediately teleports into the backpack.  If the target already has a backpack, that backpack and all it's contents switch places with the caster upon teleport.  No matter the new backpack's size, the caster will fit snugly within it, but may peek his head out of the backpack to look over the target's shoulders.  No matter what size the caster is to fit into the backpack his head will be full-size while peeking out.

While riding in the backpack, the caster can neither attack, nor be attacked by the target until the caster wills the spell to end, or until the target leaves the current plane (caster will not follow the target into the ethereal or any other plane of existence).  All effects (both negative and positive) currently affecting (or that come to affect) the caster also affect the target.  All damage dealt to the caster is dealt equally to the target (as well as all healing). The backpack does not add any weight to the target, and indeed they may be lighter if they had a full backpack get replaced by this spell.

Note that while the caster and target can attack, use abilities and cast spells at other targets, they can in no way affect one another.  Also note that the caster cannot steer the target and must go wherever the target goes.

The verbal component of this spell is the phrase "Protect Me!"  The material component of this spell is a scrap of canvas that has spent at least 4 hours in the possession of a Fighter, Ranger, Paladin or Monk. 

Monday, 29 September 2025

Trollopulous Adjusted Session 132 (Machodor #83): The Couch Saga Continues

What Fluid saw
  

Introduction


Scholars of the Trollopulous campaign will remember the Naga-hide couch--and the struggle to claim dominion over it--from the dungeon near Whocaresville, but that's nothing compared to the solid gold couch the party was going after in today's session, the one they hoped to dig out from the buried lair of Acererak Kistomerces. 
     

Timekeeping


This session began on September 18th, 2025with the player characters adventuring until the end of the day (the rocket cycle is a real time saver). Downtime for these characters begins on the 19th.


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 henchman Thomas (C6), and Poindexter (M6)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
Fluid the Druid (Level 8 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewbladewith henchman McScales (Lizardman F5)
Bumblebore  (Level 7 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy and henchman Gilthaniel (elf F5/M8)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax)
with henchmen Cedric (C4)


Downtime


Giuseppe spent his time not thinking about becoming a dwarf and losing his Paladin status. After three days of holding off the mental change into a dwarf (to go along with the physical change last session) Fluid was finally successful in casting Dispel Magic on Giuseppe, and the Paladin was back to normal.

Session Report


The heroes, mostly located in Guarda at the moment, have so many possible actions to choose from that the beginning of the session saw a lot of discussion back and forth. Eventually, a return to the Tomb of Kistomerces was decided upon. I've no idea why, as they'd already cleared the place out...

In reality, and unknown to the players there was a time crunch in play. An NPC party I had rolled up was following they party's trail into the tomb, and would return with the golden couch worth--mega gold machos--if not intercepted this week.

I had determined that there was a 10% chance per day of such a thing, then another roll to determine success. They had been successful.

In an application of what we call the "Burroughs Rule", I'd decided that any encounter in the tomb itself would be with this NPC party. This worked out as a 1/3 chance of happening at the speed the heroes could move thrown the known location; and it came up positive. Then I established they were in the long access corridor before the grand corridor, and rolled for which exact section (just near the branch leading to the false entrance).

Anyway, after a carefully managed approach, the party was advancing down the long access corridor with the many pillars running down the middle of it, when...nothing happened. I had had everyone roll a d6, with a result of a 1 meaning they heard the NPC party going past, with the size of the player's party none of them hearing anything was against the odds. Looks like they were going to be out of luck. 

However, once they reached the grand corridor, I gave Sever a chance to notice the markings on the ground of the other party's passage, since the heavy couch would be difficult to manoeuvre and, thanks to their recent exfiltration, there was lots of broken off plaster to leave prints on. The ranger spotted it and, after some investigation, was able to follow the tracks back up the corridor the party had just arrived from. The tracks ducked down into the side passage with the false door trap, and back out again.


"I think we just missed them."-- Sever

The couch party were moving at 3" a round, and the tracking party were moving at 6". One caught up with the other in the "Shadows" room near the exit, with the PCs at the top of the stairs and Sever shouting for what ever it was he couldn't see--to halt. All hell broke loose.

I figured this would cause a loyalty check within the NPC party, and the result was that their leader and three henchmen kept going with the couch, while the remainder sought to deal with the PCs. The party could hear the voices, shouting in incomprehensible Sidonian, all arguing.

Combat #1: NPC Party

Rounds: 5

Result: Party wins

Highlights: A knight and warrior met Giuseppe and Gurt at the bottom of the star, hoping to hold them there. A cleric cast hold person and got Giuseppe, the Paladin then went on to take double maximum damage from two shots of the knight's 2-handed sword; he was in trouble!

Bumblebore let fly with a barrage of Macho Mandalf's Flying Elbows at the enemy fighter's helmet, he must have felt like he was rung like a bell!

Gurt stepped up to protect his fellow paladin and face off both enemy warriors at once, stabbing left and right.

Fluid, oblivious to the melee and still in crow form, flew past the fleeing and invisible enemy to head them off, stopping just before the "Snake" room entrance. Here he returned to human form, waited, then cast Faery Fire. From my rushed re-reading the spell, I could not see that it would not work on the intended targets even though Fluid could not see them (in fact the spell is specifically designed for it this!). He was rewarded with the image at the top of this report. At the same time as the spell went off, Sheamus, who had used his Hawkman Wristband to go Invisible and give chase, caught up with the group from the other side; and now there were two separate fronts in the battle. The Irishman found that these were lower level henchmen he faced, who dropped the invisible couch and engaged him.

Back in the shadows room, Cedric cast Hold Person on the enemy knight and fighter, when both failed their saves the complexion of the battle completely changed. Now it was the enemy fighter's turn to take maximum damage.

Sever jumped from the stair in dramatic fashion and attacked the cleric and did her two grievous wounds, but in return an invisible enemy got him with a back stab from where he had been waiting for just such a chance.

I made two big errors here that would have flipped the situation back into a much more even fight, and I was kicking myself later; but I'm not going to say what they were. If by chance something similar happens again, I will heave learned from that mistake...

Fluid saw the enemy caster--who, though illuminated with Faerie Fire was still invisible--cast a spell and he was no longer there. The remaining henchmen were no match for Sheamus and the party emerged victorious. 

When the dust settled, they had kept the knight alive and took him prisoner--after he tried to poison himself; the first use of Slow Poison I can remember and it was to stop him doing so. A follow up Neutralise Poison from Fluid and the prisoner was back to square one.

There was lots of speculation from the heroes over their captive and his party; but, with the couch in hand, they were prepared to call an early end to the delve and head back to Guarda, after gathering the loot from the fallen. All this was a bit of a logistical exercise but it is another tale.


Session Statistics: 

Wilderness travel:  23 Miles
Downtime begins on: Sep/18
Combats: 1
Rooms mapped: 0
Combat rounds: 4
Losses: none

Treasure & Items
Ring (cursed) of Weakness This item totally messed up evaluating the treasure in downtime, and I think this is the first session report I have published before the treasure and XP was decided.
Updated with assignments:
Golden Lounge 25,000gp, or more! Awarding XP for now, gp later depending on developments.
2 * Platemail +1 1600 xp 
Black Platemail 5000gp
Medium Shield +1 250xp
Two-Handed Sword +2 800xp
Longsword +2 800xp
Short Sword +2  4000gp
Flail (footmen) +1 4000gp
Dagger +1 1000gp
Spear +1 or 3000gp
Holy Symbol of Astarte (Evil) & Amulet of Shadows (Evil) handed in to MM for 1000gp
Potion of Healing 200xp 

Monsters
NPC Party 5990xp

52,640 XP & 18,000 GP Assignment
Sever (E) 6,580xp & 2,250gp 
and Thomas (E) 3,290xp & 1,125gp 
and Poindexter (E) 3,290xp & 1,125gp 
Giuseppe (E) 6,580xp & 2,250gp 
Fluid (E) 6,580xp & 2,250gp 
Sheamus (E) 6,580xp & 2,250gp 
Gurt (E) 6,580xp & 2,250gp 
and Cedric (E) 3,290xp & 1,125gp 
Bumblebore (E) 6,580xp & 2,250gp 
and Gilthaniel  (E) 3,290xp & 1,125gp 

Graveyard


Rhoikos (Henchman Magic-User level 4), smashed by a Mummy fist in session #126. RAISED FROM THE DEAD

Thomas (Henchman Cleric level 6), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Josef Ironbeard (Dwarf Fighter level 1), Killed by a Symbol of Death in session #126.

Matthias Steelvein (Henchman Fighter level 4), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Sever the Wrathful (Ranger level 9), Killed by two pains in the Annis in session #122. RAISED FROM THE DEAD

Anri (Henchman Magic-User level 4), found dead with a ghastly chest wound in the Ice Castle, with her heart missing she was unable to be revived, in downtime after session #122 

Symeon (Henchman Cleric level 2), Only strong enough to wear studded leather, he was torn to shreds by Troglodytes in session #121

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 to 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, 23 September 2025

Trollopulous Adjusted Session 131 (Machodor #82): In Search of the "Old Greenbloods"

 

Guarda, on the night of the Blood Moon

Introduction


Last session the party completely finished exploring every inch of the Tomb of Kistomerces. With the loot they retrieved it was possible for some of the characters to train, and, as usual when this happens, and with other changes in the roster, the final party selected had quite a different make up.
     

Timekeeping


This session began on September 11th, 2025with the player characters adventuring until the end of the day (the rocket cycle is a real time saver). Downtime for these characters begins on the 12th.


Player Characters Present


Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
Fluid the Druid (Level 8 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade
with henchman McScales (Lizardman F5)
Bumblebore  (Level 7 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy and henchman Gilthaniel (F5/M8)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax)
with henchmen Cedric (C4)


Downtime


On the night of the full moon, when all the adventurers were sleeping, a red dragon (not Lord Inferno, this one was sinewy, almost graceful, compared to his bulk) appeared in the sky and breathed fire fire all over the town. It was then heard screeching in an unknown language as it sped off to the north east. The resulting fires spread unchecked across Guarda, with three major sites: the market, garrison, and  the residential district near Echellet's villa. The bucket brigades, demoralized by dragon fear aura, were disorganised, dropping buckets or fleeing. Then Giuseppe stepped into the heart of the chaos,  “People ofa Guarda!” he bellowed, “By God’s grace, we will not let our home fall! Stand together, fight the flames! The dragon isa gone, my blade tells me this isa so. Fight for Guarda!" His words galvanised the fleeing people, and their courage began to return. Soon, other adventurers joined in and the town was saved. But what was it all about?


Session Report


The players were not too sure of their goal for this session, and with the caller out for the night, options variedly wildly; but, once they got word of an incident with Giuseppe's troops guarding the Valley of Pillars, they decided to check this out; as it was on the way to anything else they might consider doing.

After they arrived, Bishoy and Tawadros reported that during the week rocks had rained down on their camp from the top of the gorge above, the taciturn dervish fighters had simply moved the camp out of range to await Giuseppe's return.

A note, appended to a large rock, thrown by persons unknown.

This note was enough to spur the party into action. With Sheamus and the rocket cycle in play (the fighter looking for a cash injection for his Chicken Jockey project) they decided to take only those who could be carried (driver plus six passengers) with Fluid taking bird form to make a party of eight.

By making use of the ride, they were able to easily ascend and start making their way south into the gorge as it carved its way into the mountains, over-flying the "covered" areas where the path was not visible from the air. They reached the three-way exit to the large semi-covered area they were familiar with, and here paused to consider; they had previous found evidence of spider activity--webs, in a rubble blocked passage to the south west, and there was a similarly rubble strewn path to the south east. From the air they could see that both areas had openings in the rock above that had not been visible from ground level.

Picking the south east entrance, the adventurers chose to fly right down into the 20' diameter hole leading into what was a (web-less) lair of Huge Spiders. Completely unintentionally, this design turned the cave into the perfect (or nearly so) death trap for a party on a conveyance such as the Rocket Cycle.

As the cycle descended, the cavern widened to about 30' in diameter. Their Continual Light lit up the lair, exposing--and triggering an attack from--nine man-sized spiders. These guys can jumped 30' and surprise on 1-5. By incredible good fortune, even without Sever and his Ranger bonus, the party was not surprised. Never the less they were surround by giant jumping spiders who threatened to overwhelm them, exciting!

Combat #1: 9 Huge spiders

Rounds: 3

Result: Party wins

Highlights: The first round was tied initiative, Sheamus reversed thrusters but was bitten by spiders. I had to think about what would happen to the rocket cycle if he succumbed to their poison, but he made his save and pushed through. Bumblebore, for the first time I think, got off Sleep and three of the arachnids fell back down into their lair, others exchanged blows and were knocked off by the swordsmen. Next round, as they made a safe distance, Bumblebore followed up with a Fireball that neatly accounted for the remaining spiders, and all their treasure.

Out of some desire for completeness, I guess, the adventurers now when back to the other cave, where they had seen webs before and now knew to be more cautious. There was a brief discussion regarding Fluid's ability to converse when in Crow form, and also what signals he should use to indicate danger, and then e flew into what was also a spider cave, while they others watched from above.

Kaboom!
Combat #2: 14 Large spiders

Rounds: 1

Result: Monsters evaporated

Highlights: Crow form Fluid managed to get out of the entrance safely, though pursued by a dozen or so cat sized spiders. Bumblebore had Gilthaniel launch a Fireball down there and blow them all up, this time when they went in to search there was some few coins that had survived the blast, but no other exits.

The way ahead now was all underground, and they new the passaged narrowed and twisted in such as way as to make the rocket cycle a problem. Instead, it was decided, they would just fly over the place and scope another way in; they knew there was an open valley further down if nothing else. This area has taken on a real third dimension to the exploration which is unusual.

They found another opening leading down into a grassy canyon, and exploration proved that it led to the lair of the cockatrice they had seen in a previous session. Various precautions were taken, but the beasts were not home. They found a crudely formed feeding trough, and beyond was a passage leading down. Sheamus tasked McScales with guard duty and left the rocket cycle behind in the grassy canyon.

The passage wound down and down, around until their direction was difficult to gage, finally levelling out into a series of sweeping arc-shaped natural-passages that went a long way further on. One of these led into a 4-way intersection and after choosing a direction they found one that terminated in a cavern . The cavern was dominated by a (obviously magical) pool, being feed by drips from above (was this  magic related to the Tomb of Kistomerces somewhere above?).

Detect Magic revealed that even the drips were enchanted

Bumblebore waded out into the pool of glowing water, the magic dissipated, and he...did not reveal what happened, but everyone assumed it was a good thing. This feeling probably led to Gurt trying out the next pool, but it was not a good result for him; he lost one point of Intelligence, making him the dumbest paladin alive. 

The sweeping corridor-like caverns continued on for hundreds of yards. There was a repeating pattern of four-way intersections leading to pools. In one Giuseppe's hammer was turned to solid silver; in another, the remaining half of Bumblebore's staff (he lost half to the Pugface in the Tomb of Kistomerces) was turned into solid platinum.

Finally, the monotony of corridors and pools was broken by the sight of a skeleton--seemingly standing guard--at the next 4-way intersection. It was holding two rusty looking swords and turned towards them as they spotted it at the far range of their Continual Light

a very dedicated sentry?
Combat #3: Strange skeleton

Rounds: 3

Result: Party victory 
  
Highlights: Turn undead from both Paladins did the trick, but the fleeing skeleton soaked up a lot of damage as it ran and looked like it could take a real beating, so much so that it threatened to get away from them with its greater speed, but Giuseppe was ready--with his magic armour that grants the power to charge (once per day) at the rate of an unencumbered man--and he managed to catch up and destroy it that round.

Sir Giuseppe of Brovenloft (before)
There was no good loot on the skeleton, just the obvious rusty iron weapons and a helmet. Moving on, they found that the tunnels continued "eastward", repeating the previous pattern of curving away for hundreds of yards before either reaching a cross-road, or terminating in "pool rooms". Finally, Giuseppe decided to try wading into one. It did not work out so well. The magic of the pool he had chosen was Polymorph Other.

I now had to choose how to determine what he was turned into, and decided to roll on the wilderness encounter table, coming up with Dwarf. I then thought that maybe the Magic-user version of Reincarnation would be more appropriate, but actually it turned out that the number I rolled would have ended up as a dwarf either way. I guess it was meant to be. It was great fun to describe what happened and have the players realise what had happened.
 
Can you have a Dwarf Paladin? From the spell description, Giuseppe had a 25% chance per day of becoming a Dwarf mentally as well as physically, so I ruled that he would remain a paladin until the mental change was complete. If somehow he was returned to his normal form before then, he would still be a paladin. He made the first check--and the system shock that went along with it, and then Fluid stepped up to try and fix the problem. Sadly, his Dispel Magic failed.

Though they had been heading gradually eastwards and perhaps were nearing the end of the tunnel system--and finding out what lay beyond--this last setback was enough for the heroes, they retreated back to Guarda, with an amusing pit stop in the Valley of Pillars, where Bishoy and Tawdros found out that their boss now needed to be tied to the saddle to ride Bonecrusher. 


Sir Giuseppe of Brovenloft (after)



Giuseppe hoped that Fluid would have more success with Dispel Magic during downtime.












Session Statistics: 

Wilderness travel:  23 Miles
Downtime begins on: Sep/12
Combats: 3
Rooms mapped: 10
Combat rounds: 10
Losses: none (well, technically)

Treasure & Items
8cp, 6pp
Three and a half feet of Platinum, equivalent to 356pp 

Monsters
9 Huge Spiders 1602 xp
14 Large Spiders 1036 xp
Odd Skeleton 975 xp

5,423 XP &  1,810 GP Assignment
Giuseppe (E) 861 xp & 279  gp 
Fluid (E) 861 xp & 279  gp 
Sheamus (E)  684^ xp & 279 gp 
and McScales (E) 431 xp & 139 gp
Gurt (E) 861 xp & 279  gp 
and Cedric  (E) 431 xp & 139 gp
Bumblebore (E) 861 xp & 279  gp 
and Gilthaniel  (E) 431 xp & 139 gp

^ missed skeleton fight

Graveyard


Rhoikos (Henchman Magic-User level 4), smashed by a Mummy fist in session #126. RAISED FROM THE DEAD

Thomas (Henchman Cleric level 6), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Josef Ironbeard (Dwarf Fighter level 1), Killed by a Symbol of Death in session #126.

Matthias Steelvein (Henchman Fighter level 4), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Sever the Wrathful (Ranger level 9), Killed by two pains in the Annis in session #122. RAISED FROM THE DEAD

Anri (Henchman Magic-User level 4), found dead with a ghastly chest wound in the Ice Castle, with her heart missing she was unable to be revived, in downtime after session #122 

Symeon (Henchman Cleric level 2), Only strong enough to wear studded leather, he was torn to shreds by Troglodytes in session #121

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 to 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, 17 September 2025

Trollopulous Adjusted Session 130 (Machodor #81): Victory, in the Tomb of Kistomerces


     
Songs were sung and tales were told, marsh mellows were toasted


Introduction


In a bit of a first, the party failed the return to a safe spot (i.e. Guarda) from the tomb at the end of last session. Realising they had no way out of the tomb, the heroes settled into what they hoped was a defensible spot and hunkered down to rest.

Timekeeping


This session began on September 4th, 2025with the player characters adventuring until the end of the day. Downtime for these characters begins on the 5th.


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 henchman Thomas (C6), Rabbit (FMT 445), and Poindexter (M6)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
with henchmen Steelvein (F4) and Rhoikos (M4)
Fluid the Druid (Level 8 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick)
Snorri (Level 1 Dwarf Fighter from Schloss Ragnar)

Downtime


Either by good fortune or design, they had plenty of clerical magic to summon up food and water, and with no random encounters occurring the adventurers were able to take on the challenge of surviving until next the session. They had troubling dreams, but were these natural or super-natural? In the morning the heroes explored a little bit up and down the corridor in down time. The time was well spent, using Wizard Lock to seal the pit traps, Create Water to wash the poison off the spikes in them, and brute strength to bend back the spikes so they were no longer a threat. While doing so they discovered a secret door in the south of the bottom of the third pit trap. Sever sent his henchman, Rabbit, through Invisible; but the usually reliable--I joking say he's "too good for this party"--henchman came running back in a panic, and was so scared that he could say nothing more than gibberish.

Giuesppe and Marty teamed up to investigate the black altar in the chapel, and were able to achieve some sort of success they improved their sleep.

Later they found strange things occuring, like the spikes in the pits getting repaired over night. They checked the locked door at the end of the corridor and thought they could hear laughter and music coming from some distance behind it. As the days wore on a greater and greater sense of foreboding settled on them.

Session Report


The build up came to a head when the session opened with finishing off the last night of downtime. The hitherto background whispering--something like "A-ser-ur-ak Kist-om-er-ces"--rose to an audible chant; Giuseppe and Snorri were on watch when a hideous creature appeared before them, right out of the walls of the tomb.


Combat #1: Type III Demon

Rounds: 3

Result: Monster fled

Highlights: The monster could not approach in the face of Giuseppe's Protection from Evil, so it used Telekinesis to try and pull Snorri out of safety. Fortunately the paladin was able to grab a hold of the dwarf.

A lot of magic missiles were fired off by the henchmen and we had to apply the magic resistance rules thoroughly. Considering the level difference between 11 and the casters, they all had little chance of success, even with me letting each missile get a separate resistance check, and yet two got through which, when combined with the melee damage were nearly enough to kill it; but not quite.

The demon then won the next round's initiative, and managed to get off Teleport without Error before the party--still in their pyjamas for the most part, could finish it off. I'm sure this denizen of the abyss will forget the whole thing and not hold a grudge. That kicked the session off with a blast, but the pace immediately slowed as caution became the watchword.

The remainder of the night passed without any other issues, and in the morning the party advanced through the narrow crawl space hidden by the secret door in the third pit, and from there went down two sets of stairs. Fluid had cast Detect Magic before bringing up the rear, and he was rewarded with a find--a secret door on the first stair. Meanwhile, at the bottom of the next stairs, the heroes were discovering that the corridor there contained fear gas. Most made their saves, and so it was a bit of a nothing-burger as those who resisted grabbed a hold of those few who had failed before they could run off. If the saving throw results had gone differently it could have been a much more dangerous outcome.

They backed from the corridor and up the stairs to regroup and plan. Through the gas Sever and Giuseppe had seen a door on the southern wall mid way down the corridor, but they didn't want to mess with that right away when it meant standing around in the fear gas to do so. Instead they examined the door Fluid had found. There was no apparent means for opening it; but, as it was magical, they gave Dispel Magic a try. In fact they gave it three tries, but sadly these spells were not able to overcome the magic of the Lich whose tomb this was. Too bad for them.

Now the clever players used Unseen Servant to safely open the door in the fear gas corridor from the safety of the stair outside of its effects; and, lo and behold, the gas dispersed when they did so. The door was easily pushed open and led to a cobweb choked stair--going down into darkness. When the party approached--very wary of the webs--they saw a silver truncheon, or something of similar size and shape, at the bottom of the stairs. Here there was much back and forth over what to do; in the end success was found in Rabbit's flaming sword. Rhoikos then brought up what proved to be a shining silver mace with Unseen Servant (still in effect from earlier). This doughty looking weapon was given to Snorri, and then they advanced cautiously in to the room at the bottom of the stairs. 

Combat #2: Lich "Acererak Kistomerces"

Rounds: 2

Result: Glorious Party Victory

Highlights:  The monster resisted all spells and took a number of blows without flinching. The silvery mace seemed to be the most effective weapon and the hits from it appeared to really do him in, while the others were just mopping up the last of its hit points.

As soon as the Lich was down there was an eerie silence, that soon was broken by the sounds of rocks splitting and falling--causing dust to fly all over. Dutifully, I started counting to ten, but the players had declared they were fleeing I before got to two. They had the presence of mind to grab nearby treasure, but had to leave the golden couch--too bad. The collapse was expanding to the whole place, from every room they retreated back to and paused for a moment in, they could see dusty plumes from fallen masonry billowing out--almost in pursuit of them. This continued until they reached the Chapel, once the giant lock closed behind them it seemed to be safe--for now. They paused to assess their treasure, it looked pretty good. Amidst the loot was a scroll with a number of first and second level magic user spells. There was also a map that looked like a treasure map. 

The problem from here was: how to get out?

Wizard of Trollopulous 


They back tracked into the grand hall and we had a digressing on Scrolls. All three casters could not cast Knock, so that ruled out spending the time to memorised it, instead they used the just looted scroll on the secret door; finding a 10' cube room beyond. What followed was a very annoying period for the players; but fun for me, as every round spent searching out and finding more secret doors--and ways to open them--saw a random hero take a bolt of magical energy, which appeared out of nowhere, preceded by a high pitched voice of one "Iucounu". "Iucounu Strikes!" "Iucounu Stings!" Etc etc, until the party agreed as one that, if they ever got their hands on this Iucounu guy, it would be a bad time for him. There were about half a dozen small rooms, all connected by secret doors, all with different means of opening them. This might have been fun on the way in to the tomb, but for a party trying to escape it was anything but.


Finally, the series of secret doors ended in a larger room that was some sort of torture chamber. Immediately--as they piled out to avoid another shot from Iucounu--a fearsome many-armed creature appeared that opposed them going further.

Combat #3: Huge Gargoyle

Rounds: 1

Result: Party Victory

Highlights: Finding something they could take a swing at after all the Iucounu business, the adventurers charge in, surrounded the hideous monster, and pounded it into the ground.


Fluid pulled a collar--studded with 10 gems--off the creature, and examined them carefully, finding them suspiciously shaped. They also discovered a note: 

Clearly, not of much use on their way out of the tomb.

Having lost many hit points and exhausted most of their spells, the heroes were resigning themselves to camping right here in this room, still unsure how far (or close as it happened) they were from an exit. This proposal proved too much for the Fluid, the druid threw open the door into a corridor leading east, ran down to the end and pulled the door handle there. This last door was stuck on the other side but in his frenzy the "Scourge of Trollopulous" manged to pull it open, and found himself back in the main entrance corridor. They were free!

The brave adventurers had defeated the Lich of Kistomerces, and never needed to return to this horrible place again...right?

Session Statistics: 


Wilderness travel:  11 Miles
Downtime begins on: 05/Sep
Combats: 3
Rooms mapped: 4
Combat rounds: 0
Losses: none

Treasure & Items
8,007sp
6,008ep
4,002gp
284pp
Jade Coffer 5,000gp
6 Potions of Healing 1,200xp
Begemmed Crown 25,000gp
29 gems 760gp
Scroll with 6 Spells (Erase, Friends, Jump, Protection from Evil; Leomund's Trap, Shatter)*
Gargoyle collar with 10 suspiciously shaped gems. 1,000xp
* XP for these spells is on a 100xp per spell level basis for who ever takes the scroll. Note that the XP accrues whether the character can learn the spell or not, and whether it is written into a spell book or not. Consider what spells might be handy to have on a scroll that you would normally never memorise.
Treasure Map

Monsters
Lich "Acerak Kistomerces" 1000xp
4 Armed Gargoyle (not six, it had a bite and tail attack not extra arms) 3874xp
Type III Demon escaped 

47,660 XP &  39, 586 GP Assignment
Sever (E) 6,355 xp & 5,278 gp 
and Rabbit (E) 3,177 xp & 2,639 gp
and Poindexter (E) 3,177 xp & 2,639 gp
and Thomas (E) 3,177 xp & 2,639 gp
Giuseppe (E) 6,355 xp & 5,278 gp 
and Rhoikos (E) 3,177 xp & 2,639 gp
and Steelvein (E) 3,177 xp & 2,639 gp
Fluid  (E) 6,355 xp & 5,278 gp 
Marty (E) 6,355 xp & 5,278 gp 
Snorri (E) 6,355 xp & 5,278 gp 



Graveyard


Rhoikos (Henchman Magic-User level 4), smashed by a Mummy fist in session #126. RAISED FROM THE DEAD

Thomas (Henchman Cleric level 6), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Josef Ironbeard (Dwarf Fighter level 1), Killed by a Symbol of Death in session #126.

Matthias Steelvein (Henchman Fighter level 4), Killed by a Symbol of Death in session #126. RAISED FROM THE DEAD

Sever the Wrathful (Ranger level 9), Killed by two pains in the Annis in session #122. RAISED FROM THE DEAD

Anri (Henchman Magic-User level 4), found dead with a ghastly chest wound in the Ice Castle, with her heart missing she was unable to be revived, in downtime after session #122 

Symeon (Henchman Cleric level 2), Only strong enough to wear studded leather, he was torn to shreds by Troglodytes in session #121

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 to 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 133 (Machodor #84): Return to the Ruins of Trollopulous

Slippery Pete leads the way.     Introduction There a many 1 to 1 time pay offs in this session, so this write up is very different to norma...