Monday, 24 November 2025

Trollopulous Adjusted Session 139 (Machodor #90): Catastrophe in the Skalrath

  


Introduction


Still in Brovenloft and it is nearly December! The available players return to the Skalrath in the hopes of clearing the impediments to their return to Trollopulous. This session is not the first time I've stared down the barrel of a TPK, but it is the first time such a high level party has been defeated in Machodor session history. Read on to see how.


Timekeeping


This session began on November 20thwith the player characters adventuring in Brovenloft until their presumed untimely demise.

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 (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Cedric (C4)
Oblate (Level 3 Illusionist)


Downtime


Gurt had an idea that he could find some mud and such that would allow the party to camouflage themselves in order to travel through the swamp without attracting the notice of the besieging Grothak army. By some miracle of good fortune he found some mud with this property and enough of it to cover everyone in the party. 

Ramallo (NPC Cleric) had worked with her sister Sheena (NPC Cleric) to enable to latter to use Locate Object to find the Vreshka (the swamp making magic item) in the Skalrath. Scrying the place from the outside was unreliable, but it should work once they were inside the tombs.

Session Report

With supplies in the Dervish caves coming into question, and Sheamus down to just two more uses of his invisibility bracer, the adventurers were desperate enough to accept Gurt's proffered mud solution. Soon they had clambered out into the swamp covered in the stuff. By carefully sticking low to the ground they managed once again to evade detection as they advanced through enemy territory. About two hours later they arrived at the Skalrath, and were again faced with the problem of getting in without being attacked by hidden guards. They chose to brazen it out, attracting the attention of submerged Grothak that let fly spears at them from the safety of the water.

Combat #1: Undead Grothak sentries

Rounds: 1

Result: Party evaded

Highlights: Instead of engaging the enemy the party relied on luck and armour to just run past the defenders, Oblate led the way in his lighter weight gear. But, as the Illusionist reached the ruined stone entrance to the Skalrath, several strange-smelling Grothak—flippers flapping, got in before him and disappeared down the stairs. Upon reflection Oblate thought they creatures smelled of death and decay.

The adventurers went in and tried to find the trail of the fleeing frogs, but it seemed clear that they moved via the swampy water that poured in from the outside, there was a lot of it and multiple directions they could have gone while staying in it. Giuseppe brought forth a prized magic item he only rarely uses, an Onyx Dog. The magic dog, Garm, complained that it needed a fresh scent to follow and there was none; the party considered going back to fight the Grothak still out there and so obtain a new source of the sent, but in the end choose to plunge on and hope to get a new scent as they went.

Once down inside at the bottom of the first stair, Sheena cast Locate Object and found that the Vreshka was in range, roughly south east. This direction helped make the decision on which way to go, and the party returned to the area with the mummy warrior general they had killed some sessions back. A door in that area they had not yet explored opened to reveal a long corridor with many niches in the walls—graves they knew would have some small amount of valuables in them, but the adventurers were goal focussed and push on past these without investigating them. They shoved open a wooden door at the end of the corridor, revealing—among other things—that it joined up with the large water logged cavern they had previously explored part of.

Combat #2: Undead Ambush

Rounds: 4

Result: TPK?

Highlights: It seems likely that the frogmen sentries had warned the defenders of the adventurers' approach; The front rank: Giuseppe, Sheamus, and Gurt confronted two axe-wielding mummies at the doorway, these were flanked by more skeletons and undead Grothak; but it was impossible to tell initially just how many foes they faced. Worse, skeleton warriors now poured out from the carved sepulchre in the walls behind them, cutting off escape. 

Initially the heroes were not too concerned, with two paladins and two clerics, they tried to turn undead, but with multiple undead types, and the inherently evil nature of the place, only a few skeletons were turned; not nearly enough, and the tougher undead could not be effected while the weaker ones remained. At the end of the first round a Hold Person spell, cast from somewhere ahead, settled on the front rank—Giuseppe and Sheamus failed their saves were out of the fight. A catastrophe. Sheena had been bringing Dispel Magic for the last few sessions, but needed Locate Object this time. Another Hold Person got Gurt next round and Bishoy too. 

Meanwhile the mummies laid into the front liners with their axes, while skeletons mauled the back line. Incidentally, the first three rounds were all tied initiative, which gave the skeletons wielding short swords an advantage. The others fought bravely, Oblate trying an illusion, but it was hopeless by then. With his last breath Giuseppe—though held, forced words out of his throat to Garm: "fleetocave...tell...themwhathappened...Sever..avengeUS..." with no thought but to obey, the magic dog ran from the battle, jumped down in to the water and made a break for it. The last the beast saw they were all down and being wailed on while a new, even bigger mummy approached them, casting a spell.


Session Statistics: 

Wilderness travel:  4 Miles
Downtime begins on: N/A
Combats: 2
Rooms mapped: 3
Combat rounds: 5
Losses: see below

Treasure & Items
none

Monsters
1 skeleton

XP &  GP Assignment
N/A

Graveyard

Giuseppe (Paladin Level 8), missing in the Skalrath and presumed dead in session #139

Bishoy (Fighter Level 8), missing in the Skalrath and presumed dead in session #139

Tawadros (Fighter Level 8), missing in the Skalrath and presumed dead in session #139

Sheamus (Fighter Level 8), missing in the Skalrath and presumed dead in session #139

Gurt (Paladin Level 6), missing in the Skalrath and presumed dead in session #139

Cedric (Cleric Level 4), missing in the Skalrath and presumed dead in session #139

Oblate (Illusionist Level 3), missing in the Skalrath and presumed dead in session #139

Eniac (Magic-User level 1), killed by a poisoned Grothak spear in session #137 

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 138 (Machodor #89): The Wall of Fire

Wall of Fire, level 5 Druid spell
 

Introduction


This session is a study in limitations, the food supplies in the dervish cave cannot last forever, but it was the charges left in Sheamus' invisibility bracer the brought about a change in tactics.


Timekeeping


This session began on November 13thwith the player characters adventuring in Brovenloft until the end of the day. Downtime for these characters begins on the 14th.

Player Characters Present


Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Cedric (C4)
Oblate (Level 3 Illusionist)


Downtime


Again there was not much opportunity to take any downtime actions, stuck in a cave as they were. During the week a group of giant frogs (later recognised by Fluid as Toads) took up residence just outside the the secret door to their hide out. The druid wanted to talk to these things, and was also quite keen to use one of his powerful spells Wall of Fire on the army outside.

Sheena Sadros (NPC Cleric level 5), Ramallo (NPC Cleric level 12), Bishoy, and Tawadros put their heads together to work out a rudimentary table of of Hieroglyphs to use in the Skalrath (Sacred Tomb).

It's a work in progress

Session Report

Happy with the spotlight on his Druidic abilities, Fluid started off by casting Speak with Animals and opened the secret door from the dervish supply sietch leading into the cave—that led out into the swamp beyond. One of the giant Toads there stood ready to talk, while the others looked ready to make a meal of him. At once the druid seized the initiative and began talking. Among more mundane toad matters, he learned that the toads until recently used to occupy another cave not far away "five big hops"; but ther had been found by the huge frog army, pressed into service, and moved to this location to help with the siege. The creatures missed their previous cave, and described how it was quite similar to this one, except that water flowed into the middle of it from the swamp, then through an opening in the wall—a wall much like the one Fluid had just stepped through—and into unknown depths beyond. This latter point—eventually—was recognised as a reference to the alternative exit to the supply caves, the access tunnel to which was previously discovered to be underwater. Maybe the adventurers could slip out that way, and thereby avoid a direct conflict with the frogman army?

It was worth checking out, so the heroes travelled through to the other side of the cave system—to where the corridor was filled with water. Fluid changed into an otter and dived in to investigate: in a few minutes he had returned to report that the way—although clear—was risky, at one point the in rushing water plunged into a deep underground chasm in which he saw a river (he got a close look as he was nearly dragged down into it). Knowing it was there, they might be able to navigate past the waterfall and out into the cave beyond—if they cared to take the risk.

They did  not, and so it was back to plan A—toad wrestling. Did I not mention that while using Speak with Animals Fluid had somehow convinced the toads to put up a bit of sham resistance to the party leaving—just a bit of "wrastling"? In return the adventurers would make it worth the toad's while, somehow.

Combat #1: 5 Giant Poisonous Toads

Rounds: 2 segments of surprise.

Result: Party evaded

Highlights: Having taken such a long to time to come out, I rolled for surprise and they got it. Having agreed to "wrastle" the party obliged with mixed results—two toads stunned and two with humans desperately grasping on to their slippery legs. But Sheamus was having none of the plan, he slashed at the nearest toad, giving it a bloody gash. As soon as the other toads saw this they were overcome with a blood frenzy and dived on their fellow, and the party got free.

At the edge of the cave's exit, trying not to notice the slurping and crunching sounds behind him, Fluid now "fired off" his Wall of Fire spell, and the group moved forward under the presumed protection within its 60' radius. 

Combat #2: Grothak Army

Rounds: 9 

Result: Party won, I guess.

Highlights: The frogmen army had no idea what was going on, but they soon decided the ring of fire was related to the dervish—perhaps an attempt to break the siege, and they attacked en masse. I came up with a hasty system for how many of them could either jump over, or swim under, the wall of fire each round. The danger was great as the Frogmen plunged from the sky with their long speers, but thankfully this time their weapons were not poisoned. In contrast, the giant frogs, having no weapons, could be attacked as they were landing, and the party concentrated their own attacks on  the monsters before they could bring their huge maws to bear on them. The enemy got smarter after this and began ducking into the water to evade the wall of fire and pop up once the edge passes over their heads. This threatened to go out of hand, but in the end they did not arrive in sufficient numbers to overwhelm the adventurers. After about 5 rounds of this there was a sudden end to the reinforcements and the remainder ducked under the water to escape. 

On the 10th round the Wall of Fire winked out, and the party took stock; somehow Oblate had survived going down to 1 hit point, and the rest had escaped with scratches and bruises. There was no sign of pursuit.

In another 2 hours they once more reached the "ambush zone" at the entrance to the Skalrath. Not wanted to use an invisibility charge, and feeling that they had no more subtle means of getting in, they marched up and hoped for the best; and that is what they got, no attack was forthcoming. Gratefully, they plunged down into the tombs. 

Quite a bit of cautious exploring ate up the time and allowed the players to work on their map, not easily in the oddly shaped and oriented Skalrath. The main finding was a water covered stone stair, that led into the bottom of the huge cavern—one they had caught a glimpse of from the top of a waterfall last session. Tempted by the sight of bronze doors in the southern wall of the of cavern, they left the water and explored further, discovering an annex and a long corridor before finding another large stone wheel-like rock—an indication of a possible tomb beyond. Between Sheamus and Gurt, they soon had the stone rolled away to reveal a sealed room.

          Combat #3: 2 Mummies

Rounds: 4

Result: Party victory 

Highlights: Shrugging of the supernatural fear of their enemy, the front rank of heroes moved in and took the brunt of the mummies' attacks. One of the mummies had fangs like a viper, and these nearly did for Gurt; but the party prevailed in the end without losses.

They searched around and finally found loose stone which lead to a really good haul underneath the sarcophagus. I had some fun allocating hieroglyphics to hint at what the items were. After distributing the loot for carrying, they decided that they had made a sufficient score to head home, hopefully with enough time to make a detour to find the other cave entrance the giant toads had mentioned before night fell.

The other cave wasn't a long way out of the way "Just five hops or so," the toad had said. The detour also had the advantage of, perhaps, making their return less likely to be expected from that direction. But something else was out there, glowing provocatively at them.

Encounter #3: Will-o-wisps

Rounds: N/A

Result: Party refused to take the bait.

Highlights: None really, though there was some fun reminiscing of the time Sheamus did follow these creatures and the party ended up with a huge haul out of it.



The detour in the return trip allowed them to confirm that the other cave looked much like the one they were familiar with, only this one was mostly filled with water—to the extent that the secret door at the back had been forced open, and the water allowed to flood into the corridor beyond. That wasn't particularly actionable intelligence, but the detour had only cost them and extra turn or two. Turning for home, they got as close as they dared and then charged towards the entrance cave—in the hopes of getting in before the army spotted them. By a tremendous piece of good fortuned they did so and, even more, then managed to surprise the remaining toads there again.

          Combat #4: 4 Giant Toads

Rounds: 2 segments of surprise

Result: Party victory 

Highlights: The toads didn't know what hit them.


With a relatively successful delve behind them, they settled in to rest and make plans for the next one.


Session Statistics: 

Wilderness travel:  7 Miles
Downtime begins on: 14/11
Combats: 4
Rooms mapped: 4
Combat rounds: 14
Losses: None

Treasure & Items
cedar chest containing 1,500gp
silver inkwell and stylus TBA
small gilded cedar incense altar with 25 sticks of 
frankincense TBA
chryselephantine statuette of a unicorn with onyx horn TBA
long scroll rolled around a pair of bone handles carved with glyphs TBA
two vials of ginger-scented brown liquid (potions of healing) TBA
six terracotta scroll jars containing carefully rolled vellum magic-user scrolls TBA
four terracotta canopic jars of embalmed organs TBA

Monsters
22 Fralnix (Giant Frogs) 1,716 xp
8 Grothak Frogmen 448 xp
1 Mummy xp 1390 xp
1 Weird Mummy xp 1490 xp

6544 XP & 1500 GP Assignment
Fluid (S^) 872xp & 200gp 
Giuseppe (E) 872xp & 200gp 
and Bishoy (E) 436xp & 100gp
and Tawadros (E) 436xp & 100gp
Sheamus (E) 872xp & 200gp 
Gurt (E) 872xp & 200gp 
and Cedric (E) 436xp & 100gp
Sheena (NPC) 872xp & 200gp 
Oblate (E) 872xp & 200gp 
^marked down for double dealing with friendly animals

Graveyard


Eniac (Magic-User level 1), killed by a poisoned Grothak spear in session #137 

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 137 (Machodor #88): Naga ambush

 

Introduction


In this session a new player is introduced to the joys of Brovenloft, while another returns after a long break and gets back in the swing of things right away. I give everyone a course on how to survive getting poisoned in AD&D 1e.


Timekeeping


This session began on November 6thwith the player characters adventuring in Brovenloft 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) 
with henchmen Bishoy (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Cedric (C4)
Connor (Level 3 Fighter)
Eniac (Level 1 Magic-user, RIP)


Downtime


Again there was not much opportunity to take any downtime actions, stuck in a cave surrounded by a frogman army as they were. The two captured griffons were proving a handful, even with the supplies of their favoured frogmen feed. Fluid hurt his back doing something "druidical" and he would provide no further details than that.

Session Report

The portal from Trollopulous opened again and through stepped Connor and Eniac. How would Brovenloft treat these new comers? After quick introductions all around, the party once again considered their best course of action, eventually they tried a repeat of the stealthy advance through the lines of the Frogman army outside, using Sheamus' invisibility bracer. Partway to the Skalrath the heroes could hear the sounds of chomping ahead of them.


Encounter#1: 10 Giant Beavers

Rounds: 0

Result: Party evaded

Highlights: The party managed to find a way around the group of animals without anyone using the phrase "Nice beaver." 


The adventurers pushed on and reached the approach to the Skalrath with no further encounters. The way was clear to head in using the same approach where they had been ambushed last week...so they advanced and hoped for the best.

Unbeknown to them, since their previous foray to this location, the Naga that they had encountered and evaded last week had also found their way to the Skalrath. The creatures had used their charm ability to get some of the frogmen working for them. They had set up three positions in the swamp water around the entrance, one on either side of the causeway, and one behind the ruined stone entrance, each with a naga and ten Grothak—all practically invisible in this environment. It was almost as if they had some inkling the adventurers would be coming to this place, but if so they were not entirely ready when they sprung their trap.

Combat #1: 30 Grothak and 3 Spirit Naga

Rounds: 2 Surprise segments and 9 rounds

Result: Costly Party victory 

Highlights: The initial leaping attack by 10 Frogmen proved deadly, their spears were poisoned! One such spear tip found its way inside Eniac's defences, and the magic-user was down.

Hold Person came out of nowhere, well it came from somewhere on the party's left; and it got Sheamus, fortunately for him after the surprise attacks were resolved, but the Irishman was now a spectator in this fight to the death.

Three Magic Missiles launched from the swamp on their right, two of them fizzled as they hit Giuseppe's shield, but the last one hit home.

The engaged Grothak now utilised their go-to tactic of a fighting withdrawal back into the water; but, this time, with two paladins available who were not concerned with the nasties in that water, the monsters were pursued. As the pair plunged in, the water came up to their waists-—and then stopped there—it was not too deep to fight in. I probably should have applied a penalty to the human's attacks at this point though, next time.

Sheena (NPC Cleric level 5) cast Silence 15' Radius in the direction the Magic Missiles had come from; did it work? No one could tell.

Now a Naga appeared at the top of ruined stone entrance to the Skalrath ahead of the a party, she was flanked by 10 spear wielding Grothak. This confirmed the suspicions of the party members who had fought the naga before. The newcomer then cast Lightening Bolt and the dice came up in the party's favour here, as she let loose at the paladins rather than the lower level characters, and they were happy to absorb the damage. 

Connor stepped in front of the held Sheamus and brandished his weapons at the frogmen ahead of him at the Skalrath entrance; he drew a round of thrown spears for his troubles, withstood them all, and returned a javelin of his own for good measure.

Gurt and Giuseppe mowed down the frogmen in front of them and then, not finding a naga there, split up; Gurt ran over and engaged the frogmen defending the Skalrath entrance with the visible naga; while Giuseppe ran back across the causeway and into the swamp on the other side in pursuit of the naga there. His magic armour's charging ability would give him a possible chance of catching her—if could just spot her in the drowned forest; but he could not manage to do so in the gloom. 

Discretion brought him up short to try and Detect Evil, and this was just as well as 10 more Grothak lay in wait just under the surface of the water—spears set to receive any such charge as the paladin was contemplating. Even so, he was in a lot of danger, and Cedric bravely went in to help. 

Sadly for Gurt's henchman, although Giuseppe's armour and shield proved superior to the amphibians' attacks, Cedric's were not; a spear nicked him—he gasped as the poison in his system took hold, and he went face down into the swamp. It was not over though, Sheena went in after him dragged him out, then cast a spell.

I had a bit of fun rubbing it in to a relived Gurt that an NPC had saved his henchman; but in hindsight I missed a trick by not describing first her pulling off Cedric's boots and socks and rubbing garlic on his feet.

It was a long and costly battle, Eniac was lost to a poisoned spear, but there was still a chance for Cedric. The workings of the Slow Poison are not really what you might expect, and take a while to get to grips with. In this case he had 5 hours before he would again succumb to the poison, unless it was neutralised first.

The problem was that no one with them had Neutralise Poison, those who might have it were back at the cave, two hours march—and another use of Sheamus' wrist band, with its now dwindling charges—away. But they had little choice than to try.

When they got back the adventurers found that Ramallo (NPC Cleric) had just used this spell and so could no do so again for the moment, bad luck there. Fortunately, Fluid was able to get up off his bed for long enough to cast it, and Cedric was saved!

The return trip used more precious invisibility charges, and again the party approached the entrance wearily, but nothing was left to stop them getting inside this time—perhaps the naga had given up?

The water logged stone-carved stairs descended into a natural passage that curved this way and that, before passing a worked alcove on the way down into a large triangular area. The water from swamp followed the path down, mostly filling the edges of the area with vegetation debris as it did so, and continued out the far points of a triangle shaped chamber. Here and there the walls were worked smooth, and had rows of niches carved into them.

They retraced steps from their previous delve, then followed the stream of swamp water to where it spilled out over a 20' tall waterfall into a larger chamber. From their vantage point at the top of the waterfall, it appeared that a more navigable entrance to the cavern was back in the other direction. They noted this down and returned to open another series of chambers, the last of which was clearly a tomb.


Combat #2: Mummy

Rounds: 5 rounds

Result: Party win

Highlights: Even with the added difficulty of turning the creature in this evil tomb, Giuseppe stepped forth and brandished his crucifix—and the monster fled...only as far as the end of the room, where he was beaten down over the next few rounds. A sad end for the former great warrior and general.

They gathered up a small amount of loot and decided to set off for their home base in order to get there before nightfall. With another use of Sheamus's hawk man wrist device, they passed invisibly through the sunken ranks of the frogman army undetected, the adventurers made it safely back into the dervish cave by nightfall.


Session Statistics: 

Wilderness travel:  4 Miles
Downtime begins on: 08/11
Combats: 2
Rooms mapped: 5
Combat rounds: 14
Losses: Eniac

Treasure & Items
111 cp
140 sp
32 gp
Conical boars’ tusk helmet with a winged crest TBA
Magic Sickle-shaped short sword with a hilt fastened in the shape of a six-armed demon TBA

Monsters
30 Frogmen 1800xp
1 Mummy 1390xp

3,230 XP & 32 GP 140 sp 111 cp Assignment
Giuseppe (E) 587 xp & 6gp 25sp 21cp
and Tawadros (E) 294 xp & 3gp 12p 10cp
and Bishoy (E) 294 xp & 3gp 12p 10cp
Sheamus (E) 587 xp & 6gp 25sp 21cp
Gurt (E) 587 xp & 6gp 25sp 21cp
and Cedric (E) 294 xp & 3gp 12p 10cp
Connor (E) 587 xp & 6gp 25sp 21cp
Sheena (NPC) 587 xp & 6gp 25sp 21cp

Graveyard


Eniac (Magic-User level 1), killed by a poisoned Grothak spear in session #137 

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, 5 November 2025

Trollopulous Adjusted Session 136 (Machodor #87): The Place that should not be opened

 

"Should we be looting this stuff?"--Sheamus


Timekeeping


This session began on October 30th, 2025with the player characters adventuring in Brovenloft until the end of the day. Downtime for these characters begins on the 31st (perhaps something spooky in downtime...)

Player Characters Present


Fluid the Druid (Level 9 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)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) 
with henchman Cedric (C4)


Downtime


There was over a week of downtime between sessions, with the heroes stuck in a cave in a desert-swamp in Brovenloft. Giuseppe, Bishoy, and Tawadros were engaged in alignment/religious discussions with the other dervish. Sever got bitten by his griffon when he took his eyes off it for just a moment.

Late in the week another Dervish group, around 100 men led by the fighter Ishbi, arrived. The group included a high level cleric, "reverend mother" Ramallo.

Session Report

There was some exposition as the heroes questioned the reverend mother, who had quite a bit to say. However, the old woman spoke only in a halting common, lapsing often into words Ishbi was required to translate for the adventurers.

longhouse vibes

It transpired that, having escaped the surprise night attack by the Grothak (Frogmen) and going into hiding with the survivors, Ramallo had used a Commune spell to find out certain pertinent facts:

  • The Grothak have a magic item that turns desert into Morkul (Swamp)
  • This Vreshka (Swamp generating magic item) must be destroyed to return the land to normal
  • The Grothak have inadvertently opened "The Place that should not be opened"
  • The Grothak army includes a Nathruk (giant amphibian monster)
  • The prophecy of "Those who had forsaken their brothers, will return to save them (a clear reference to Bishoy and Tawadros)" is at hand, and also where to go to find them.
With this knowledge gained from the spell, she set out with the able bodied survivors of the initial attack on horseback, leaving the wounded and camels in a hidden Sietch (place of assembly in time of danger) to join the dervish and adventurers here at the hidden supply cave, but:
  • Their force were attacked on route by Frogmen riding Fralnix (giant frogs). 
  • It is clear that the Grothak were encamped inside the Skalrath (Sacred Tomb, i.e. "the Place that should not be opened") and have made their Threxil (swamp lair) there.
  • This army pursued the dervish all the way here and are camped outside right now.
  • Ramallo was wounded on the journey and won't be able to cast spells and such for a week.
Additionally
  • The dervish had a device that would alter the portal destination from Trollopulous so that it would send any reinforcements from that temple to the cave they were in. The portal opened, admitting Gurt and his henchman Cedric to Brovenloft.
  • When pressed about the danger of the Skalrath, Ramallo intoned that some weapon was buried there that could threaten all of Brovenloft. Sheamus openly spoke of recovering the weapon for use by the Irish!

Ramallo offered the services of her younger sister, Sadros (NPC Cleric Level 5), who the players quickly referred to as "Sheena". Sheena could lead them to the the Skalrath using her holy symbol (a tooth-like long dagger) as a guide. The players agreed, whether they bought the prophecy business or not, they all had the same frog—erm, Grothak—problem that needed to be dealt with. 

The next issue was: how to leave the cave without being immediately attacked by the Grothak army camping outside; in the swamp, the enemy had the unique ability to besiege them while being largely hidden themselves. There was an alternate exit to the supply cave, but unfortunately its entrance must now be under the surface level of the swamp, as the entire passage leading to it had been found to be filled with water. 

Fluid considered bringing out one of his big guns: Insect Swarm, but was this spell truly an appropriate one to use against frogs, Sheamus pondered? When I told them that I had considered this very point and had determined how to adjudicate what would happen, Fluid demurred. Too bad really.

Instead, Sheamus stepped up and suggested using his hawk man wrist bracer—with its ability to generate a field of Invisibility in 10' radius around them—to leave undetected. This met with general approval and the small party of five set off. With the sounds of thunderous croaking around them more than covering their own, the invisible party made their way north without being detected. After a turn elapsed Sheamus deemed it safe to become visible again (unlike the spell, his bracer used 5 charges per turn, out of a maximum 40, so it can only be used sparingly). They took cover and confirmed that no attack came as they did so, then, when nothing happened, moved on. An hour later they ran into something perhaps even worse than frogs, huge creatures lumbering through the swamp from the east towards them.

Encounter#1: 5 Hippos

Rounds: 0

Result: Party evaded

Highlights: The adventurers experienced a full on fight or flight response in the face of the approach of these obviously powerful—but at that point unidentified—creatures. When they were revealed to be hippos the party opted to let them pass if they would, and with a good encounter check, they did so.

After this encounter Sheamus checked the power on his hawk man bracer and confirmed his suspicion; just like the Rocket Cycle, it was also out of range of the recharger—in another plane back at Castle Irish—and so it had not recharged at all from that first use of Invisibility 10' Radius. He had enough power remaining for more uses, but not that many more. 

The party kept on slogging through the marsh, trying to stick to the terrain that was easiest to walk on. Even with Sheena to guide them, they were forced to switch back and forth many times, it was a difficult march. After another hour of this they were ready for a break. When Fluid spotted a large snake-like creature pushing through the murky water nearby, he took it to be like others that he could converse with—as had happened a few times recently. Using Speak with Animals, he intended to use his charm to extract information. When, instead, the creature that responded to the spell was revealed to possess the face and hair of a human woman, he switched to a different kind of charm.

"Don't be like that, baby."
Combat #1: 3 Spirit Naga

Rounds: 2

Result: Party evaded

Highlights: The naga ignored the druid's advances and tried to charm him in return, but fortunately for Fluid his druidic powers saved him. She then cast Mirror Image. Fluid went for Faerie Fire. Sheamus and Gurt pushed to the water's edge and tried to chop the creature's head off; but they succeeded only in hitting her illusions, though by the end of the first round they had gotten all of these. When Fluid's spell went off it revealed two more naga that had been hiding nearby, casting defensive spells of their own.

Next round a panicked Cedric cast Chant (mixing up the difference between 1 round casting time and 1 turn casting time and earning an S grade). Sheena cast Silence 15' Radius, the naga made its save, but that still left both in the range of the spell effect; while the naga on Fluid backed off into deeper water, was covered by his Summon-ed Insects and also was Silenced for her troubles. Neither Sheamus nor Gurt were prepare to pursue her into the unknown depths of the water, and things were briefly at a stale mate.

That's when the adventurers decided to evade. I consulted the DMG rules on outdoor evasion, and they ended up with a 50/50 chance, the roll worked out in their favour. I'm sure the monsters will forget all about it and not try to get revenge at some point.

Finally, after another two hour slog, Sheena indicated—with the point of her dagger, that they were approaching their destination; a sink-hole like depression, in which a dark pool of swamp water was draining. Within the hole could be seen stone-carved stairs, over which the water ran down into darkness. There were two approaches that made it possible to reach the stairs without wading through water, and the party took the direct southern approach. Just as they were about to head in, they were oh-so-lucky not to be surprised by the frogmen guards waiting for them in the water.

Combat #2: 5 Frogmen

Rounds: 2 rounds

Result: Party win

Highlights: "Ware! Grothak!" shouted Sheena. The Frogmen executed well performed leaps into the party's ranks, but lost initiative and were killed before they could manage to back into the water for another try. 

Although they carried no more than a few coins each, Sheamus was very interested in collecting more primo griffon food, and soon had the frogmen prepared and stacked up nearby, to be picked up on the way back from exploring the sink hole (assuming they made it back out alive).

The carved stairs descended into a natural passage that curved this way and that, before passing a worked alcove on the way down into a large triangular area. The water from swamp followed the path down, mostly filling the edges of the area with vegetation debris, and continued out the far points of a triangle shaped chamber. Here and there the walls were worked smooth, and had rows of niches carved into them. There were also markings that appeared to be writing, but no one could decipher them. Sheena could only say that Ramallo had told her that the place was built by a people of surpassing evil—precursors to those who once worshiped Kangsta Wrapper's ancestors—who lived in the distant past and buried their dead here. The walls also showed signs of prior damage, possibly from earthquakes or the like, as did the floors.

A huge, wheel-like rock up against the west wall was definitely "giving door vibes" as my daughter might say, and after two tries Sheamus and Gurt were able to shove it aside, revealing a properly worked L-shaped tomb area beyond. The adventurers had just taken up position in the room when they were attacked by undead—that had apparently just climbed out of sepulchre in the walls to meet them.

Combat #3:12 Skeletons

Rounds: 5

Result: Monster beat down

Highlights: Between two clerics and a paladin, these skeletons were no sooner in formation than they were trying to run away, but they had nowhere to go. Sheamus and Gurt advanced on them, and nearly fell through a weakened section of the the floor in their attempt to beat down the turned skeletons.

Below the fallen floor they could see a passage leading southwest, so they jumped down to investigate, finding it to be any easy less-than-ten-foot drop. 

On the lower level the heroes found a series of rooms and corridors—many with more sepulchre niches, and explored in a fairly hap hazard fashion. They did manage to collected some items of apparent value, and also noted down some markings for future reference, but with their camp some hours march away and a night march through the swamp not to their liking, they chose to return before making any significant progress.

Back out in the triangle room they heard the tell-tale sounds of Frogmen echoing into the area from the south; it was apparent that more of the creatures were down there, and they reflected that they'd found no sign of the Grothak past the tomb entry; perhaps they could not move the rock? With this thought and in the nick of time, they rolled the rock back and left before they could be discovered.

The return trip was faster. With another use of Sheamus's hawk man wrist device, they passed invisibly through the sunken ranks of the frogman army undetected, although there was a close call with a curious giant frog, the adventurers made it safely back into the dervish cave by nightfall.


Session Statistics: 

Wilderness travel:  4 Miles
Downtime begins on: 10/31
Combats: 3
Rooms mapped: 8
Combat rounds: 9
Losses: None

Treasure & Items
40 cp
65 sp
22 gp
Gold trinkets and coins ??
4 Vases ??
4 Canopic jars ??

Monsters
5 Frogmen 300xp
12 Skeletons 240xp

583 XP & 25 GP Assignment
Fluid (E) 167xp & 7gp 19sp 16cp
Sheamus (E) 167xp & 7gp 19sp 16cp
Gurt (E) 167xp & 7gp 19sp 16cp
and Cedric (S) 83xp & 3gp 13sp 5cp
Sheena (NPC) 83xp & 3gp 13sp 5cp

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





Thursday, 30 October 2025

Trollopulous Adjusted Session 135 (Machodor #86): A Call from Brovenloft

Sever, Fluid, Giuseppe, and Sheamus in the Temple of Kangsta Wrapper
  

Introduction


In the grand tradition of the Trollopulous campaign, October is a special month. Some of the norms of play are relaxed, and these generally work out as a bit of a headache to DM: anyone can enter Brovenloft in October—using the various means of planar travel, but no one may leave the demi-plane of dreads until November 1st. In today's session that meant several characters whose players were unavailable were left behind, will they miss out on Brovenloft entirely? Only time will tell.     

Timekeeping


This session began on October 16th, 2025with the player characters adventuring until the end of the 20th. Downtime for these characters begins on the 21st.

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 (C6), and Rabbit (FMT 445)
Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)


Downtime



Having reached Fluid's treehouse camp at the end of last session by nightfall, the night passed uneventfully—except for a few attempted advances on the party's paladins by two of Fluid's more brazen wives—but these were rebuffed without any loss of paladin-hood (or catching anything for that matter).

Session Report

The heroes set off to retrace their route to Trollopulous and passed the day in silence--still brooding over the fake treasure map.

Next morning they were wakened by the approach of what turned out to be a large group of grugs, after a brief exchange of information the party continued, reaching the outskirts of the Trollopulous without incident. There they found Bishoy and Tawadros with the Manticores (Giuseppe's mounted crossbow men) well dug in to a nice little spot that was now also occupied by guards from the city who were trying to impress the paladin with their dedication (and through him the Overlord).

The two dervish were happy to see their lord, who they had faithfully served for two years since converting to Lawful Good alignment, but they were also agitated over a shared dream in the night. They believed the dream to be a real communication from their brother dervish back in Brovenloft, most likely using the temple in the Street of Gods as a conduit. They implored Giuseppe to go there and investigate.

Even though this was also something the Overlord had asked of them, the heroes were a little bit unsure of the wisdom in taking this course of action, but they entered to the city (without tipping the "Erinyes" guards, to their disappointment) and made their way through the evening streets of Trollopulous to the Temple of Kangsta Wrapper. Here men who had bound themselves head to toe in linen bandages were handing out fliers and rhyming very poorly.

Sever greeted this with a sneer.

Though the deceased mummy himself had been evil, it seems that he had made a good impression on at least some of the survivors in Trollopulous and these worshipers, and the people as a whole in fact, were not themselves evil.

And once the powerful adventurers had indicated an interest, the priests were very happy to put them up for the night and allow them to use the portal—which they explained was the source of the commotion, in the morning.

During the night however, some drunken revellers (off-duty city watchmen in fact) woke everyone up banging on the front doors of the temple with rhymes that even the priests would disown. This encounter was neutralised—after a fashion, when Sever punched out the leader, a sergeant. City watchmen sergeants can be 3rd level you know, so this one survived to tell the tale, but only after he and his friends decided to take their fun elsewhere.

In the morning the party filled up on supplies made other such preparations. The Manticores, having not seen any action for a while, indicated that they were very happen to accompany Giuseppe on this planet hopping mission, and it will be interesting to see if any of them make it back alive.

The portal activated with a whoosh, and the party rode through, finding themselves in the oppressive heat of the dry domains, south of the deep desert, but still a desert with all the discomfort that entails.

There was no dervish contingent to welcome them, but there were broken weapons and other signs of battle. The ground nearby was inexplicably damp, and large webbed footprints were evident—these were all heading in a north-north east direction, so the party set out to follow them.

Sever sent up Rabbit to reconnoitre invisibly, the half-elf returned after an hour with a report of a dark area of vegetation ahead of their line of march. Also, flying creatures could be seen over the same area, though they were too far away for him to identify.

It was about this time that Sheamus made a disturbing discovery, planar travel had broken the connection between the rocket cycle and the recharging energy station at Castle Irish, and the battery was no longer getting its remote top up of power. He would have to be very careful not to exhaust the battery while still in the desert.

The party kept heading north, and after some hours the dark area of vegetation identified by Rabbit had grown to block the horizon. It was a swamp, yes a desert swamp! Not only that, griffons were nearby and—with the wind coming from an unfortunate angle—they could smell the party's horses.

Combat #1: Ten Griffons

Rounds: 5

Result: Party win

Highlights: The Manticores turned out to be very handy, in that their horses provided a focus for the attention of the attacking griffons, four were killed and carried off by the second round of combat. The remaining griffons engaged the likes of Sever, Sheamus, and Giuseppe, with the former two battering the great beasts into unconsciousness, while the paladin showed no mercy to the one which savagely clawed Bonecrusher.

Somewhat side-tracked by the prospects of a captive griffon, Sever and Sheamus spent some time repeatedly beating the creatures senseless until they finally quieted down and deigned to eat some of the humans' rations. These were not exactly to their taste, but between the ropes and rough handling they gave up trying to escape, for the moment.

With night approaching they reached the edge of the swamp. Fluid made a very careful effort collecting samples to create an Hallucinatory Forest that matched the make up of the trees in the swamp. This would pay dividends in more ways that one.

Combat #2: 10 Frogmen

Rounds: 2 Surprise segments, 3 rounds

Result: Party win

Highlights: Sheamus was on watch, but the frogmen achieve surprise with their mighty leaps. They didn't all concentrate on the Irishman though and attacked targets sleeping nearby, those with dexterity reaction adjustments were safe once they were awake.

The creatures started well—getting the drop on the Irishman, but were immediately on the back (webbed) foot once the party were up and fighting. They attempted to withdraw, but found that—to their great surprise—they were no longer on swampy ground, Fluid's ruse had convinced them otherwise; and so they could only withdraw at their slower speed of 3" a round. The party overwhelmed them—all the ones to be seen at any rate—before they could recover from this mistake.

Rejecting a hot pursuit into the swamp at night, the heroes instead chose to wait until morning. Someone had the idea of feeding the griffons the dead frogs and, by the magic of reaction rolls, it turned out that they LOVED eating frogs, the beasts became much more manageable. But then, as the next day dawned, the random weather generator took a hand and bad weather struck, a terrible sand storm blotted out the sky. They couldn't take to the air even it they had wanted to (neither could their griffons, which was a silver lining). The choice was to either hunker down in their camp and wait out the storm, or proceed into the swamp; they chose the latter.

The party readied themselves, Sheamus tethered his captured griffon in front of the rocket cycle; using the beast to save battery power. Bonecrusher, healed from the previous fighting, stood by impassively, knowing its magic horse shoes would be a boon in either terrain. Fluid changed shape into a Poodle, which I had no idea was actually a good idea. Once they were ready they plunged into the swamp.

DMG p49

From here they were able to continue in a roughly north east direction, risking getting lost; but, in a great piece of fortune, encountered "Men" in the swamp before this happened. This encounter result could only mean one thing, a remnant of the Dervish force even I didn't know about! There were 50 men, on foot, trudging through the swamp, led by cousins of Bishoy and Tawadros—named Tawbish and Shoytaw, and they were very happy to find their relatives here. 

The dervish troop had been searching for fellow survivors after the frogmen had defeated them in battle. They told how one moment they had been camped in the desert, and that night had awoken with a swamp right next to their position, and from it Frogmen attacked in great leaps, some of them themselves mounted on giant frogs! Many horses and camels, not to mention men, had been lost, but many also escaped, including their cleric and magic-user. The group had been attempting to find the others, but had been just about to turn back when they stumbled on the party. They gave the captured griffons, and rocket cycle, a wide berth, and led the adventurers back via a blazed trail to their camp; a hidden supply cache in a rocky outcrop just above the water level.


Session Statistics: 


Wilderness travel:  Infinity+14 Miles
Downtime begins on: 10/21
Combats: 2
Rooms mapped: 0
Combat rounds: 8
Losses: 4 horses

Treasure & Items
120 cp
111 sp
40gp

Monsters
4 Griffons 2784xp
10 Frogmen 300xp

3,126 XP & 42 GP Assignment
Sever (E) 521xp & 7gp 
and Thomas (E) 260xp & 3gp 10sp
and Rabbit (E) 260xp & 3gp 10sp
Giuseppe(E) 521xp & 7gp 
and Bishoy (E) 260xp & 3gp 10sp
and Tawadros (E) 260xp & 3gp 10sp
Fluid (E) 521xp & 7gp 
Sheamus (E) 521xp & 7gp 

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 139 (Machodor #90): Catastrophe in the Skalrath

   Introduction Still in Brovenloft and it is nearly December! The available players return to the Skalrath in the hopes of clearing the imp...