Sunday, 30 March 2025

Trollopulous Adjusted Session 105 (Machodor #58); Out of the cold and into the Pizza Slice of Doom

   

Things have changed in the Pizza Slice of Doom

        

Timekeeping


This session took place on 06/03/2025, and the PCs adventured for 1 day.

Introduction


What's been going on in the PSoD!? Time to do a restocking exercise that restocks the very walls of the Dungeon itself.

Player Characters Present


Slippery Pete (Level 9 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Sever (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Maverick)
Sheamus (Level 7 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F3)
Karshe (Level 6 Fighter, bearer of the Military Trident) with henchmen Harlan (F/T 3/3) Dusty (D4) and Isaac (C4)


Downtime


Giuseppe and his henchmen and troops continue to hold the fort at the Ice Castle, allowing Karshe and his henchmen to make ready for a session from Castle Irish. Other players characters made their way to Castle Irish.

Session Report

The usual trip up to the high plateau at the top of the volcano's surface was interrupted; the lift platform stopped, and then began to shudder alarmingly. Slippery Pete shimmied up on of the four ropes keeping the party from plummeting to their deaths. There was a fight going on up there!

Combat #1: Irish v Irish (with Sever, and Slippery Pete providing morale support)

Rounds: 3

Result: Party Wins

Highlights: Slippery Pete saw that the Irish troops, about 60 in all, were fighting each other. It was clear that one side was trying to damage the lift platform (by chopping the rope) while the other was trying to prevent them using (mostly) non-lethal means. He used his Hat of Disguise to make himself look like Shaemus as much as possible and then tried to impersonate him when he got to the top of the rope; somehow they fell for it and his bluster raised the defenders morale. Meanwhile, Sever used his Wings of Flying to fly up and help out. I adjudicated this as a mass battle at 1/10 scale, with Sever adding his multi attacks vs 0-levels and attempting to subdue, it was all over in another round.

It turned out that most of the attackers had no idea what they were doing or why, and one of them had lost his mind completely, talking about how "tentacle faces made me do it, to be shurre!". These men were secured by the remaining Irish and soon order had been restored. When pressed for further information, the other Irish guards noted nothing in particular out of the ordinary had preceded this event, except an odd feeling that the skyline of the Cyclopean city, some distance away in the centre of the volcano, had changed and had gotten smaller in some undefinable manner.

The party made their way over to the entrance to the Pizza Slice and climbed in, finding the interior much as they remembered it. That was the case right up until they reached the area leading to level 2. Last time this area had been filled with water and tall reeds that had been washed down from the forest level. Now the whole area was blocked off by a wall consisting of familiar looking greenish basalt cyclopean stone. There was a five-pointed archway standing out from the stone, in the centre of which they found a gem embedded. Hanging on either side of the archway were two metal skull caps connected by wires that disappeared into a conduit in the ceiling. The party had seen similar skull caps before, but Sever had trashed them, and the door they were connected to, before anyone had had the courage the see what happened if one was adorned.

The gem appeared similar to those used by the standard locked doorways in the Sky City. This time, they had the ring that Prince Barin had given Sever, and they decided to try it out. Sure enough a beam of light sprang from the gem set in the ring and it connected with the one set in the stone archway. When it did so there was a sudden change and now a space had appeared in the wall, easily wide enough for the party to walk through.

Not content with this, Sheamus made a sudden play for the skull caps; putting one on himself and having his henchman McScales don the other. There was a visible spark of energy transmitted through the connecting cables, then the light died. Whatever had happened, had happened. When they disconnected the skull caps apparently none the worse for the experience, the pair realised that Sheamus had gained one point of strength, and McScales one point on intelligence! So that's what these skull caps did? However, the process was clearly not without inefficiency, Sheamus had lost two points of intelligence and McScales a like number of Strength.

As this pushed Sheamus up from 17 to 18 strength, I had him roll for the exceptional strength allowed to a fighter and he came up with a 57. Combined with the magic Strength from the Drewblade, the Irish fighter's current strength was now 18:00 (after a quick check of the rules to see if it could go even higher confirmed it could not). 

McScales, two points smarter.

After Sheamus finished strutting about happily, and McScales stopped quoting Flowers for Algernon, the party stepped through the doorway into a corridor beyond that had completely transformed. Although the overall dimensions were the same as before, what was firstly a metal corridor, and then later flooded with water and filled with reeds, was now entirely composed of cyclopean stone, a greenish basalt carved with strange and disturbing figures, just like that from the city out on the surface of the volcano! The stone walls rose up to a groined (snigger) ceiling 30' above, which was filled with deep shadows that their continual light seemed unable to fully dispel. 

Still confident, the party advanced towards the end of the corridor, but before the T-intersection (that they knew previously had been a 4-way intersection) a head sized metal sphere descended from above and surprised them. It seemed to have no internal monologue, and first announced that it was scanning the intruders, then had determined that they were a significant threat, and finally sent out a beam that resolved into a curtain like tear in reality; beyond which was another place!

This other place appeared to be the toxic waste room, as seen from the north entrance; and there, atop the large cylinder in the center of the room, was a group of Hawkmen with a crew served weapon of some kind. With them were a number of hulking creatures that looked like Hawkmen mutated by some evil intelligence. These latter flew right through the tear in reality to attack the party, supported by multiple blasts from the weapon. Slippery Pete tried to hide in shadows.

Combat #2: 5 Mutated Hawkmen, 
                    3 normal Hawkmen with an automatic blaster

Rounds: 6

Result: Party victory

Highlights: The Mutant Hawkmen planned to swoop down and grapple anyone stunned by    the automatic blaster; but the targeted players shrugged off the effects, and also took one of the mutants down with McScale's net as it flew through the energy curtain. The PCs, led by Karshe and his henchmen, converged on this one while the others flew up to the ceiling. Here the monsters came up with plan b, levering out stones and dropping them down on the players. Not only could this be very damaging, the strange stones could stun a sensitive observer with psychic damage. Sever, having already used his wings for the day, rued that necessity as otherwise he could have flown up to engage the mutants. Instead, the super strong Ranger pulled a huge stone from his pouch and threw it through the energy curtain at the 3 Hawkmen and their weapon. This not only worked, it could actually damage the weapon itself. Later Dusty the druid cast Obscurement, which blocked the enemy targeting them from ahead or above, while they beat the snot out of the downed mutant hawkman.

Having been thwarted by the unlikely efforts of a Druid & Ranger, the monsters retreated back through the energy curtain, which then disappeared. The party pushed their advantage and advanced to the toxic waste room, noting in several places their map was out of date, some corridors were now sealed off with walls of stone.

A particularly disturbing mural had been added to the nook in the middle of the north corridor.

The prince's ring once again worked to open the east door to the room, through which the party saw just a single figure on top off the toxic waste cylinder; as they watched the Hawkman finished packing up the weapon Sever's rocks had damaged, tapped something on his wrist, and turned invisible. They shut the door quickly and then went all the way around, finding the corridors there too were also now rendered in or made of cyclopean stone, and opened the door on the opposite side. 

There was no sign of resistance, and Slippery Pete went forward and managed to scoop out the mustardy goop from the pool into a container he had obtained for just this purpose; but, while there, he could also see that from the other side of the pool a green liquid was rapidly displacing it the mustard, and within that liquid something large was moving. At this point he spotted McScale's magic spear sitting on the causeway, within easy reach if he could get over there. 

There was a lot of discussion over how to achieve what was a simple 10' jump, but it is easy to be sympathetic with the caution given what was just 10' below. Pete managed to get across and grab the spear, getting a good look at the huge amoeba like creature that he was fortunate enough to surprise (and so could withdraw without engaging). He didn't like the idea of climbing back over with the spear in hand; and so he tossed it over, rolled very badly, and there was a hush while I consulted the ever useful misses table:


As he was simply trying to throw the spear through a doorway, I applied the last sentence of this rule (which I had not really noticed before) and determined that the spear sailed through without hitting the side and bouncing into the goop below. "Mesa had significant concerns man," said McScales, probably.

Having achieved their goal, the party withdrew without further incident*

I think it is interesting that the events of this session could easily be taken for those of a conventional play session: the get-along-gang dig deep to help their friend secure an item for a quest the DM has imposed on him. However, with the BROSR what might look conventional is anything but, player agency made these events happen. Afterwards, Slippery Pete paid each of the PCs 342 Gold Machos, with each henchman getting a half share of 171 Gold Machos. What a guy.

*not quite true, but at least no further incident that the party detected.



Session Statistics: 

Wilderness travel: 6 Miles

Combats: 2

Combat rounds: 9


Treasure and XP


Trollopulous Adjusted Session 105 (Machodor #58)

Treasure & Items
4 "blocks" of strange shaped green rock. Destroyed by Sir Troland after men stationed nearby complained of nightmares.  0 gp
1 block of strange shaped green rock & 1 Mutated Hawkman body. Seized off Slippery Pete by a St. Raul patrol. 0 gp

Monsters
1 Mutated Hawkman 2020 XP
1 Hawkman 145 XP

2164 XP & 0 GP Assignment
Slippery Pete (E) 360 XP & 0 GP
Sever (E) 360 XP & 0 GP
Sheamus (E) 180 XP &  0 GP
 McScales (E)  180 XP &  0 GP
Karshe (E) 360 XP & 0 GP
  Harlan (E) Dusty (E) and Isaac (E)  180 XP &  0 GP


Graveyard

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), killed again by the toxic gas of an Achaierai in session #72

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

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

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

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

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

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

Tuesday, 18 March 2025

Trollopulous Adjusted Session 104 (Machodor #57); Beneath the Ice Castle

            

The door out of the Ice Castle into the depths below

Timekeeping


This session took place on 27/02/2025, and the PCs adventured for 1 day.

Introduction


Having taken the Ice Castle in the previous session, and then having weathered the worst of the Bandit Mountains' winter months there; the party was now ready to explore the mysteries beneath the castle beyond the Wizard Locked door.

Player Characters Present


Slippery Pete (Level 9 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Sever (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchman Rabbit (1/2 Elf F/M/T 1)
Giuseppe (Level 7 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy and Tawadros (F5)
Sheamus (Level 7 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F3)
Gurt the Green (Level 5 Paladin of Machodor, wielder of the Longsword+3, rider of Artax) with henchman Solaire (P3) and Anri (M3)
Bumblebore  (Level 5 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy


Downtime


There were rumours of a sighting over Christmas of the Countess Echellet, dressed in Red flying a sleigh, over Gimmelwald. (The Dragon cult who captured her have  sick sense of humour.)

Troops had been assigned to supply runs to and from Guarda, and these had managed to operate unmolested. However others were not so fortunate. A caravan from the far off city of Tear, who the PCs had run into in session #55, tried to make it all the way to Gimmelwald and beyond, only to be massacred by a surprise attack which had all the earmarks of the Master of Winter.

Session Report

For some time now the guards assigned to it had reported a strange sound emanating from the other side of the Wizard Locked door at the back of the castle. A sort of 'tinkling' sound, as though icicles were falling onto a solid surface and breaking. 

Slippery Pete wanted to listen, and I took a moment to calculate if he was Keen Eared, which I should have done long ago but better late than never.

DMG p.60

Amazingly, Pete has keen ears after all, which as a thief I interpret as being a +10% bonus to his normal thief skill, Hear Noise. However,  at this time, even he could not hear anything.

The players took this in and then formulated a marching order, with all the henchman there was quite of bit of jostling. When they were ready Bumblebore cast Knock. The door opened to once again reveal a cylindrical passage which was also made of the strange ice that composed the castle itself. Previously they had mapped the passage for about 1800 feet, heading mostly straight with a slight downwards incline. Since they had done so they could retrace their steps at 5 times mapping pace.

This image would have been handy to have ready during the session

They moved in and down the tunnel for some distance until their Continuous Light spilled onto a figure ahead of them. The medium sized creature had wings, looked to be constituted of a icy substance itself,  and was apparently biting off and eating chunks from the conduit that ran along the side of the tunnel. large parts of the conduit had been torn down already; was this the source of the 'tinkling' sounds? 

At their approach the elemental creature looked up and noisily spat out its "food" and said something unintelligible; accompanied by a gesture that rendered its meaning easy to guess. 


Combat #1: Ice Mephit

Rounds: 1

Result: Party Wins

Highlights: Neither side was surprised, but the party won initiative and had the creature beaten in one round before it could react. However, he was not alone, and the PCs saw another one taking off at speed down the tunnel away from them.


The players figured that the flying creature was too fast to catch regardless of their actions, so they cautiously continued down the tunnel, prepared for another fight if it should appear. Bumblebore snatched up a piece of conduit the dead ice mephit had been munching on, wiped off the drool and pocketed in within his robes. From here the party ended up going all the way to the end of the tunnel without further incident. As they approached where it spilled out onto a high cliff, they could see that the icy walls had begun to deteriorate to the point that a natural rock tunnel within which it was set was party visible. Atop the cliff they could see they had reached a vast icy cavern that stretched well beyond the limit of their vision. Near the cliff edge was a flat section of ground like a angled terrace running back and down in the opposite direction that soon disappeared into an icy mist that enshrouded the whole area.

Suddenly they saw ahead of them, hovering beyond their reach past the cliff edge and out over the abyss beyond, was the Mephit. The creature was gesticulating in their direction but was also apparently directing other creatures to attack. Looming out of the mist flew for white dragons!

 

Combat #2: Ice Mephit and 4 White Dragons

Rounds: 1

Result: Party Flee

Highlights: The party were not surprised, but they did lose the crucial first initiative. The dragons swooped by in pairs, one pair casting Fear while the other used breath weapons. Before the part could react they had done their damage and flown on back into the cover of the mist. Several party members failed their Fear save, which I incorrectly declared meant that they were off and running before the breath weapons landed, but according to the spell description you don't actually run away until the next round. The breath weapons were not very damaging though so I don't think this made a difference to anyone.  


When the ice dust had settled the players found that Rabbit, Sever's first henchman, was unconscious and within a whisker of death. The non-feared party members grabbed him and headed back up the tunnel to catch the others. They ended up going all the way back to the castle to regroup and get Rabbit stashed away for healing. Once this was done the party returned to he site of the ambush and carefully peered about. I described how the conduit from the tunnel continued up to and over the cliff edge. Slippery Pete peered over and found that it went down and down out of sight in the mist, but there was a small cave entrance visible about 30 feet down and 15 feet away from the conduit.

Bumblebore made Pete Invisible and the thief climbed down and examined the place, finding that indeed it was a lair of some kind and barely making it out with his life (and some treasure, a suit of halfling sized leather armour). He reported back to the party that there were indeed 4 dragon looking creatures in there, but they were much smaller - just babies - compared to the ones they had seen earlier. They had been alert enough to wake up and hit the invisible thief with a breath weapon on his way out, so he wasn't keen to go back in there by himself.

So, a lair, treasure, and dragons (of some kind). What to do?


faster than Roll20 anyway.

Here we had a bit of a ToTM fail, and so paused while I drew a crappy picture which helped give everyone a better grounding in what was going on. Such things are crucial if players are to be able to make meaningful decisions, and, as always, what might be clear in your DM brain is not necessarily easy to convey over discord. Probably also I was a bit rusty after the Christmas break.

Finally the players, being particularly concerned over the narrow entry and climb down to it, choose not to pursue the lair. Instead they chose to explore the 50' wide terrace leading down into the mist. It was not an easy decision, but I chose to rate them all down for it later. The AD&D player ratings are a bit of a blunt instrument after all. 

The mist reduced reliable visibility to 30' feet, and immediately they could sense something uncanny about it. It seemed to suck the heat and life right out of them. It would be tougher than normal to proceed, at least for everyone but Sever and his Ring of Warmth. They proceeded down and found that the mist was weaker towards the mountain side, and here they could see numerous nooks and crannies' that could be hiding anything. A large opening revealed a natural cavern, and here their continual light stretched far enough to show a threshold, arch, and door, in the far corner from the entrance.

Bumblebore began examining a near by wall; while Pete, still Invisible, scooted forward to check the door for traps. He reached the threshold; but, before he could start checking it something huge (perhaps alerted to his footsteps?) dropped from the ceiling.

Combat #3: Lurker Above * 4

Rounds: 3

Result: Party Victory

Highlights: The leathery mass completely engulfed the small thief, who immediately begun trying to reach his dagger while holding his breath. But this wasn't the only problem, another section of ceiling dropped on the exposed Bumblebore; and, two more sections were moving towards the other players. Next round Bumblebore was also engulfed, but he was holding his Wand ready and managed to Paralyse the Lurker in position, which meant he was still stuck in there. Both guys needed immediate help, but with the melee types free to move, and aided by a breath attack from O'Malfoy, the party emerged relatively unscathed from the battle after just a few rounds.

A little more circumspect but still Invisible, Slippery Pete checked the door for traps and, finding none, opened it. Inside was something very unusual, a tree, with roots embedded in cracks in the floor, sat in a small cavity in the cavern wall that the door had been covering. Within were a number of copper and gold box shaped items; there were also baubles of the same material hanging from its branches.

The party were taken aback by this and very suspicious, but in the end were content to let Slippery Pete pull out the valuables while they stood nearby, ready for anything. After this was successful the party were ready to mess with the tree, but Pete had other ideas.

It turned out the tree could talk!

It described itself as the Tree of Knowledge, and offered information if the party could offer it something in return. There was now much back and forth over what to do, if this thing could tell them about the dragons it would be well worth their time, but in the end the party left without extracting much knowledge first. Maybe next time?
Talking Tree of Knowledge


Session Statistics: 

Wilderness travel: 0 Miles

Combats: 3

Combat rounds: 5


Treasure and XP

Trollopulous Adjusted Session 104 (Machodor #57)

Treasure & Items
Gold & Copper boxes and baubles, 12,025gp one box with three gems 2000gp,500gp,10gp
Potion of Speed 200 XP
Leather Armour +1 300XP

Monsters
1 Ice Mephit 250 XP
4 Lurkers Above, Lurker Aboves? Whatever. 8,800XP

24,085 XP & 14,535GP Assignment
Slippery Pete (E) 2804 XP & 1710GP
Sever (S) 2804 XP & 1710GP
 and Rabbit (E) 14 XP & 0GP
Giuseppe (S) 2804 XP & 1710GP
  and Bishoy & Tawadros (E) 1402 XP & 855 GP
Sheamus (S) 2804 XP & 1710GP
 and McScales (E) 1402 XP & 855 GP
Gurt the Green (S) 2804 XP & 1710GP
  and Solaire (E) 1402 XP & 855 GP
  and Anri (E) 1402 XP & 855 GP
Bumblebore (S) 2804 XP & 1710GP


Graveyard


Convess (Pegasus) treacherously killed by a lightning bolt from Usama's henchman wizard in session #94

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), killed again by the toxic gas of an Achaierai in session #72

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

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

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

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

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

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










Tuesday, 11 March 2025

Trollopulous Adjusted Session 96 (Machodor #56); Taking of the Ice Castle

 

The mysterious Ice Castle

          

Timekeeping


This session took place on 05/12/2024, and the PCs adventured for 6 days.


Player Characters Present


Slippery Pete (Level 9 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Sever (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength)
Giuseppe (Level 7 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy and Tawadros (F5)
Sheamus (Level 7 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F2)
Gurt the Green (Level 5 Paladin of Machodor, wielder of the Longsword+3, rider of Artax) with henchman Solaire (P3) and Anri (M3)


Downtime


After the battle in session #54 (still to be recorded), a number of player characters and their henchmen trained and went up levels. 

Reports reached Guarda that a merchant caravan had been badly shot up by Ice Storms fired from the Ice Castle that sits across proposed trade route to the south of the Master of Winter's valley. "Something should be done about it."


Path followed in this session


Session Report

The Ice Castle was not just a threat, it was a mystery; previously Slippery Pete had snuck in and surveyed the place, finding a magically locked door at the back of it.

For the first time, the players mustered a force of troops that was almost entirely paid and outfitted themselves. This would allow them to reap the full benefit of any mass battle successes they might achieve (see session #54 report when I've finished it).

Towards the end of a three day march the force reached the vicinity of the Ice Castle unmolested. Here the players schemed and decided to find some sort of back way to approach without risking attack from the long range ice weapons that they feared. They found a previously unexplored valley at the foot of the mountain and dug in.

Having left their men in a safe encampment, the players worked their way up and around the mountain side. Their planning left a little to be desired, and night fell while they were still climbing up to the summit of a shoulder that they hoped would lead down to the outcrop of rock above the Ice Castle. 



In the middle of the night, Gurt, who was on watch with his henchman, was alerted by the strange sensation that a blizzard was trying to enter the cave they had taken shelter in. It was in fact three Yeti; they failed to surprise him.

Combat #1: Yeti

Rounds: 4

Result: Party Wins

Highlights: It turned out that the cave was in fact the Yeti's lair, there were women and cubs hiding in a sub section of tunnel, they had been trapped when the party had chosen this spot; but, now with their males here, the females crept out of hiding to attack from behind. A nasty close quarters fight followed, but the party prevailed. At the back of the cave the party found 6,000 Gold Machos!

Now I'll let you into the method I use for random encounters like this. I generally have a good idea of what is and is not in a given area of the Bandit Mountains, sometimes more exact than others. Naturally, if no encounter rolls were positive we just keep going from the next morning; but, if, there is an encounter in the night I just roll among the available watchers (usually not Magic Users, Clerics, or Thieves if man power is sufficient) to randomly assign who was on watch at the time. I recall a great deal of game time in my youth being wasted on who was going to take which watch of the night. "I'll take the first watch." "Mate leave my watch alone!" etc etc. In a four hour online session no one has time for that.

In this case the encounter was with Yeti, but that is not all; Yeti have a low 10% chance of being in lair and I rolled under the target. This called for some DM abduction; the only conclusion was that the party had un-fortuitously chosen the Yeti lair as their camp for the night!

I can easily imaging a conventional DM prepping this encounter and then ensuring the party found the cave, decided to stay there, and so on; then staging the arrival of the Yeti in the middle of the night. Players can sense this and don't like it.

The next morning was foggy, hampering them as they tried to determine their direction over to the castle. They followed the general slope down while they could, but then was a conundrum. Ahead were a scattering of large boulders, there was no clear direct route to follow, and when they pushed on, they suddenly found a very large "rock" had stepped out in front of them and was barring their way. With unusual creatures, in fact all creatures, I try to describe what the players see, but I'm not great at this, so I usually relent and show a picture eventually.

This creature proved to be the Rock equivalent of a Treant, a Galeb Duhr.

I knew these guys were up there, and had established that they were afraid of the cold magic of the occupants of the Ice Castle and were following orders to prevent anyone approaching from this direction. A random encounter in the area would be with them. The monster manual doesn't say what languages they can speak, so I assumed only that of their alignment. With communication being so difficult, and them being a direct obstacle to the party's objective, I was expecting a fight; which could well have been deadly indeed. What happened next was the most fun part of the session for me.

Fortunately, the party got a good reaction roll, and the Galeb Duhr made an attempt to communicate. And it was off to Slippery Pete's private channel for a discussion. 

DM: "You hear a voice coming from the large boulders ahead, it sounds like... a rock speaking."

Galeb: "Bad men hurt us if we let you pass, return whence you came." 

Pete (The Pious and Humble): "Hail, well met rock friends. Bad men, you say? My companions can help free you from them. Also, how can they hurt a rock?"

Galeb: "Those in the Castle Below have the power of COLD! We fear them using it on us."

Pete (TPH): "So do we. That's why we come from this direction. We mean to extirpate them. Would you help us? (Charisma reaction +10)".

The roll was positive.

Galeb: "You must prove your STRENGTH, send forward your strongest to ME."

Pete: "I will consult with my strongest.."

Soon Sever was walking forward to take on a feat of strength contest with the Galeb Duhr. Seeing the diminutive Ranger, the rock creature was not initially impressed, but when Sever threw a rock many times further than the Galeb Duhr could throw one, it changed its tune. After some further negotiations the rock creature was prepared to help the party. 

Now, I started this session expecting some kind of mass battle to take the Ice Castle; what would these new players bring to the table? Well according to MM2 they can cast Passwall once per round, indefinitely, at the 20th level of magic use. And so he created a path for the party, right through the mountain, directly down to a spot just above the battlements. This path would last just about an hour in case their assault failed and had to retreat. 

The only downside was that the party could not see out from inside the Passwall tunnel; so they leapt out, ready for anything.

Combat #2: Ice Castle defenders

Rounds: 6

Result: Party Victory

Highlights: The defenders had created a checker board like defence system of Glyphs of Warding. They could somehow avoid activating them, while the players could not. The defence was led by a high level fighter and his squad of Spetum wielding assistants; the shoe was on the other foot and party's weapons were dropping all over, sometimes landing on a square they knew must hold a Glyph. They were forced to pull out back up weapons. I though this was cool, but I sensed some frustration among the players. 

Finally the party prevailed and they sought new opponents on the further battlements.

However, the other defenders were now nowhere to be seen, and it appeared they had fled earlier in the battle. Almost as though it was the sort of thing they had done before (they had). Hastily assessing the loot on their defeated opponents Anri went to Identify the sword belonging to the enemy leader; but, alas, it was an Evil aligned sword and she took almost enough damage to kill her. Thankfully for the party's further plans, however, she manged to survive.

The players searched out any possible hiding places in the castle and then approached the mysterious "bank vault style" door. With Bumblebore away (secret Magic User business), eyes returned to Gurt's henchman, but Anri had memorised Invisibility that day instead of Knock. She set about memorising it for the next day while the troops were brought up to occupy the castle. The next morning Knock did the job and the door was opened. Beyond was a tunnel, constructed of the same strange ice-like material of the Castle itself. The tunnel lead far away and down into the mountain; terminating at a vast icy cavern. There was no sign of the enemy. The players chose not to pursue any further, but to consolidate and occupy the castle for the winter.

Session Statistics: 

Wilderness travel: 18 Miles

Combats: 2

Combat rounds: 10


Treasure and XP

Trollopulous Adjusted Session 96 (Machodor #56)

Treasure & Items
6000 Gold Machos (in the Yeti lair, how did they get there?)
Evil Aligned Longsword 5000gp (handed in to Minas Mandalf by Sever)
10 suits of platemail, 1 shield, 9 Spetum, 10 daggers

Monsters
6 Adult Yeti 3210xp
3 female Yeti 600xp
3 young Yeti 60xp
3 Level 3 brigands 495xp
6 Level 4 brigands 1480xp
1 Level 7 Brigand 850xp
2 Undead constructs 560xp
Total 7255xp

18,255 XP & 11,000 GP Assignment
Slippery Pete (E) 2608 XP & 1467 GP
Sever (E) 2608 XP & 1467 GP
 army 1/2 share 733 GP
Giuseppe (E) 2608 XP & 1467 GP
  and Bishoy & Tawadros (E) 1304 XP & 733 GP
Sheamus (E) 2608 XP & 1467 GP
Gurt the Green (S, lack of care of henchmen with the evil sword ) 2608 XP & 1467 GP
  and Solaire (E) 1304 XP & 733 GP
  and Anri (S, lack of care with the evil sword ) 1304 XP & 733 GP

Graveyard

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), killed again by the toxic gas of an Achaierai in session #72

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

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

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

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

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

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

Monday, 10 March 2025

Trollopulous Adjusted Session 95 (Machodor #55); Return to the Desert

 

This week I suddenly needed the larger scale map 

     

Timekeeping


This session took place on 21/11/2024, and the PCs adventured for 2 days.

Introduction


After the mass battle of last session (not yet published), the players sorted themselves out a very different party of characters for this week; but there was synergy with the desert related rumour they chose to pursue, as those characters had looked into it way back in 2023. Since that time the area effect by the sudden appearance of the desert  south west of Minas Mandalf had spread all the way up to the Bandit Mountains.

Player Characters Present


Karshe (Level 6 Fighter, bearer of the Military Trident
  with henchmen Harlan (Dwf F/T 2/3) Dusty (D3) and Isaac (C3)
Primus (Level 4 Fighter of Machodor, member of the Order of the Rising Sun)
Deadeye Donny (Level 3 Monk of Machodor)
Ignatius the Smiter (Level 1 Cleric of Machodor)

Downtime

  • Many player characters were off training to level up
  • Sever laid Convess to rest in a ceremony in Minas Mandalf, he is now raising a new mount.
Rumours
  • On the night of the last full moon (15 Nov) numerous witnesses claim to have seen the Countess Echellet running through the streets of Guarda. It is claimed she was observed going into the mountains via a trail to the east.
  • Refugees from villages and thorps displaced by the encroaching desert have been increasing in number in Guarda. The latest batch (18 Nov) report being chased by little blue men until a strong Pegasus Company force provided air cover. Enquire with the 6th company 4th platoon leader, Ajaxxed, if interested to learn more.


Session Report

A long time has passed since the desert first appeared, and the situation has now festered to the point that it was knocking on the doors of the Bandit Mountains near Guarda. The players dismissed the rumour of a Countess Echellet sighting as a bait, and chose instead to approach the Pegasus 6th Company. With the information provided by Ajaxxed (NPC Pegasus Corps section leader) and a promise from him to keep an eye out and help direct the party to the right spot, they set off. It was a windy day, but at least the wind was out of the east and not blowing sand into their eyes. No one likes that. In the afternoon they reached the indicated place. They carefully crept along the dune to a stone slab, that, when moved, was found to be wedged over what proved to be stairs going down into the ground. 


The party began cautiously, checking for traps on the stairs and the short tunnel beyond, at least until they had entered the first real room. Here they promptly set off a simple-but-effective trap that, while not deadly, made a lot of noise in the confined space of a 40 by 40 foot room. The party waited for something to respond to the noise; but when it looked like nothing was going to, they continued on. At the far end of the room was its only exit, leading north. They went through to find that the passage beyond immediately turned west, where there were stairs going down. There was some joking congratulations about conquering the first level easily, and then the party descended. 

The straight stair terminated at a long corridor, also heading west. Here the corridor was filled with the debris of broken statues and decorative attachments of wall that had fallen, or been torn down, in the past. They began picking their way over the uneven terrain when a set of gooey arms sprang out of the wall to their left, clutching at the nearest adventurer.



Combat #1: Stun Jelly and 20 Xvarts

Rounds, 7: Monsters win surprise for 2 segments, party win,  monsters win, party wins, party wins, monsters win.

Result: Party victory

Highlights: It was a very good thing for Donny that it was Karshe and his henchmen playing today, and not Giuseppe and his, the extra healing kept him alive.

Having no Rangers in the party really cost them here with a surprise roll of 2. I rolled to see which target the Stun Jelly went for; and it chose the unarmoured Monk, missed on its first attack, but the second engulfed Donny and paralysed him (while dealing continuous damage as well). Then, 20 Xvarts, who had been alerted previously by the setting off of the noise making trap, and were laying in wait amongst the rubble, leapt up to attack and threw a net over Karshe and Primus. Both fighters were stuck and got a good pummelling (well, stabbing) from ten of the little guys who were jumping all over them. 

Somewhere at the back was a magic-user xvart with two Magic Missiles, he sent them at Primus. Hit points were dropping everywhere, but once surprise was over the party began to fight back strongly. In the following round Karshe and Primus were able to cut through the net and start up the "multi attacks vs less than one HD creatures" and it was soon over for the xvarts (except for the magic user who got away).

Exploration continued and the party were carefully searching an apparently empty room when Karshe heard something coming from the wall ahead of him.

Combat #2: Thoqqua

Rounds: 2 Monsters win, Monsters win

Result: Party Victory

Highlights: A super heated mini purple worm shot out of the wall right at Karshe and did significant initial damage, fortunately his equipment in the area passed item saving throws from the exceptional heat. 


The battle had destroyed some invisible clay pots, revealing a big pile of copper coins and a robe that proved to be magical. Once again, a Karshe henchmen filled a gap by casting Detect Magic here. This also had the incidental effect of revealing a secret door or two, and their opening mechanisms as well. One door opened in the south wall onto the corridor that led back to the surface; the other was in the north wall. Initially the party decided to leave it alone. However, temptation proved too strong for Dusty the Druid and he opened it, just to take a peak. Beyond was a small landing with four ghouls looking at him hungrily, and stairs going down. Wait, what was looking at him? Too late! 


Combat #3: Ghouls

Rounds: 1 Monsters win

Result: Party Victory, monsters fled

Highlights: The undead attacked and won initiative, hitting Dusty and Karshe for significant damage. However, both made their saves against Paralysis and fought on. This was useful as Isaac was then able to successfully Turn Undead, which gave the fighter and druid at the front a chance to take out 1 of the creatures before the other 3 sped away down the stairs.

In moments there was nothing left but a very cold draft coming from somewhere down below, in the direction the ghouls had gone. Despite some encouragement on my part, the players felt that they had pushed their luck far enough, and turned for home. After an uneventful night in the desert they made it back to Guarda, with the help of passing Pegasus Riders to guide them. This was not before I made one roll for getting lost, which I insisted on doing because I've never done one before in the campaign and wanted to break that run.

 

Session Statistics: 

Wilderness travel: 30 Miles

Combats: 3

Combat rounds: 12


Treasure and XP

Trollopulous Adjusted Session 95 (Machodor #55)

Treasure & Items
3006cp,303sp,4gp,5gp,6pp,
100gp Gem
40 10gp base value gems (from the body of the Thoqqua)
22 10gp,2 12gp,1 15gp,1 13gp,1 8gp,1 7 gp,2 5gp,1 4gp,1 10gp,8 20gp gems: total 459gp
Robe Of Useful Items (Identified for 350gp) 15,000gp
15628xp

Monsters
1 Stun Jelly 189xp
19 Xvarts 171xp
1 Thoqqua 125xp
1 Ghoul 97xp


16,210 XP & 15,278 GP Assignment
Karshe (E) 2947 XP & 2777 GP
 and Isaac (E) 1473 XP & 1389 GP
 and Dusty (E) 1473 XP & 1389 GP
 and  Harlan (E) 1473 XP & 1389 GP
Primus (E) 2947 XP & 2777 GP
Ignatius (E) 2947 XP & 2777 GP
Donny (E) 2947 XP & 2777 GP

Graveyard

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), killed again by the toxic gas of an Achaierai in session #72

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

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

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

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

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

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


Tuesday, 25 February 2025

Trollopulous Adjusted Session 93 (Machodor #53); The Calm before the Storm

         

So peaceful

   

Timekeeping


This session took place on 07/11/2024, and the PCs adventured for just over 6 days.

Introduction


This was a very strange session that somehow achieved one significant objective for the party, albeit not one that they were very happy about.

Player Characters Present


Slippery Pete (Level 8 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Sever (Level 8 Pegasus Scout Regiment Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Convess)
Giuseppe (Level 7 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy and Tawadros (F5)
Sheamus (Level 6 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F2)
Gurt the Green (Level 4 Paladin of Machodor, wielder of the Longsword+3, Rider of Artax Ferrum, ) with henchman Solaire (P1) and Anri (M1)
Boduke (Level 2/2 Dwarf Fighter/Thief)

Downtime


There were some repercussions for certain patrons from the Revenant Rain in the last session; for some the living dead were more of a nuisance, but for others it was much more serious. Yet all survived. The players were concerned that their enemies might have stolen a march on them and were intent on another attack.


Session Report

Fully recovered from Halloween, the party the party plotted their next attack from the town of Guarda. 

Sever now had a weather spell, I don't recall ever seeing one getting used, but in this case it proved very useful as they managed to dodge a hail storm by predicting when it would happen. The Pegasus regulars, with Sixtus the company cleric, flew out to Tora Bora and there he cast a Divination spell to determine the enemy's strength. As expected, there were several hundred men in the area, but also a strong force of Druids; something that confirmed speculation about the source of the strange explosives the Durka Durka tribesmen had used on them last session.

Checking on the readiness of the town's forces; one militia unit would take a day to be ready to move out, the other two days. The players decided to wait for the full force to be ready and so they set off with 50 contracted dwarves, 3 ballistae, 50 of their own troops, 200 Guardan militia.

The next part of the session saw a big failure of communication in exactly which section of the map we were talking about, and this required a retcon rendering a certain piece of good luck moot. Unfortunate but always a risk with online play. Anyway, by the 10th they had brought their army to the east of Bora Tora (see the map below) and set themselves up on the west, with some idea that Slippery Pete could sneak in and do something and then the rest of the party would drive the enemy into their own troops. I don't know how that would have worked out, but in the end the day of the 11th dawned and, not inappropriately given real world considerations, a rare weather event derailed everyone's plans.


Blame https://donjon.bin.sh/d20/weather/


Psychic Calm! I consistently use this website for weather in the campaign, and I've always leaned into the rare supernatural events when they come up; but was this going too far?

It was only a few moments before everyone realised that this was the perfect chance to send in a lone hero to try and take advantage of the opportunity. To be honest I never had much hope for Slippery Pete getting out alive again until this turn of events.

As you can imagine, the session became the Slippery Pete show while this was going on, but there was no way to really avoid that and the others were very good sports. After all, Fluid is always an entertaining player!

Not overly trusting of the weather effect in any case, the thief disguised him self as a Talibandit with his Hat of Disguise and also used a precious swig of his Potion of Invisibility to effect entry safely.

Fake map
He managed to find his way through the entire base, at first trying to use the fake map provided by Allo, which of course proved pretty useless. Actually finding his way through the real thing he was able to determine that their former prisoner had probably lied to them. 

On a number of occasions his stealth failed to prevent him being noticed by the defenders, but, with the Psychic Calm in effect, they were not interested in responding violently. Somehow he kept finding his way forward towards his goal.

As you can imagine, I had never envisioned this contingency! 

However, Pete did not have completely free run of the place, several times he was nearly killed by viscous traps; including a self-sealing spiked pit trap that filled with water. By pure intuition the Thief opened the door defended by this trap in a way that rendered it ineffective, good stuff.


Real map

With the rest of the party unable to contribute, Pete continued on until he actually met Usama Loot Laden himself, who was taken in by his disguise and let the adventurer go. Finally he found a cell that most likely, until recently, had held the Countess Echellet. The place was empty now, the only item of interest here was a scroll hidden under some bedding.

Soon after this his luck ran out and he fell into a deep pit trap, only his Climb Walls ability allowed him to get back out with a few HP left. Retracing his steps out of the underground complex, Pete returned to the party with the scroll while the Psychic Calm was still in effect. This was just as well as, upon attempting to read the scroll, he became Confused. Given the supernatural weather, the confusion effect was fairly harmless, but otherwise could have been very dangerous if others had tried to read the scroll as well. 

When he was back to normal, however, there was something he could read at the bottom of the scroll; scrawled in the hand of Usama's magic-user; "You are too late, the precious countess has gone to the dragon cult." 

There were groans of disappointment over the chat, but they resolved to make the culprit pay dearly.

The next morning dawned grey and overcast, but the weather was otherwise normal. The players were pretty cranky at events which had taken up a large part of the session without getting to kill anything (much less the enemy they sought). Their army was right at hand on the other side of the mountains, but success was far from assured if they advanced up them. However, they also didn't want to just march back to Guarda empty handed again either. The compromise was to move the army north just a few miles into a small blind valley, where, for many long months without anyone investigating closely, a rumoured village lay. Finding here that although the place had been destroyed by a passing tornado, the position itself was relatively defensible, they moved in in force.


Session 53 Map


However, the village was not actually abandoned at all, the remnants of a Gnoll tribe (whose men folk were swayed to follow Usama, until he betrayed them) were ready to vent their long frustration and man-hatred; they poured out of caves at the base of the steep mountains at the back of the valley to attack. The mass battle that followed was quick and brutal. In the aftermath the skies darkened, and, when rain began to fall on the vulture covered bodies, the party decided that smelly Gnoll caves were preferable to being outdoors when it was known that druids were about.



Mass Combat #1 : 400 angry Gnoll feminists

Rounds: 3

Result: Party wins at the loss of some militia.

Highlights: Sever's Ranger bonus prevented the Gnolls from achieving surprise, and they went on to loose initiative on consecutive rounds. Sheamus blasted with his rocket cycle to good effect.

 

 


Session Statistics: 

Wilderness travel: 20 Miles

Enemy Bases mapped: 1

Combats: 1

Combat rounds: 3


Treasure and XP

Trollopulous Adjusted Session 93 (Machodor #53)

Treasure & Items
2787 ep
2010 gp
8 Gems:  100 gp Obsidian. 500 gp Garnet. 500 gp Spinel. 350 gp Coral. 50 gp Obsidian. 5 gp Blue Quartz. 35 gp Tiger Eye Agate. 100 gp Rhodochrosite. Total 1640gp
Potion of Speed 200xp
Potion of Clairvoyance 300xp
Philter of Glibness 500xp
Potion of Ventriloquism 200xp
Potion of Fire Giant Strength 650xp
Total 6893xp 5043gp

Monsters
400 Gnoll females/pups 6053XP

Mass Combat adjustment 400HD vs 350HD = 100%;  
Scale 1/20
(6/20 [PC force component] + 2/20 [PC kill component] = 8/20)
12,946 XP adjusted to 5178 XP

5178  XP & 5043  GP Assignment
Slippery Pete (Level 8, E) 690 XP & 630 GP
Sever (Level 8, E) 690 XP & 630 GP
 army 1/2 share of gold 315 GP
Giuseppe (Level 7, E) 690 XP & 630 GP
  and Bishoy & Tawadros (Level 5, E) 345 XP & 315 GP
Sheamus (Level 6, E) 690 XP & 630 GP
  and McScales (Level 2, E)  345 XP & 315 GP
Gurt the Green (Level 4, E)690 XP & 630 GP
  and Solaire (Level 1, E)  345 XP & 315 GP
  and Anri (Level 1, E)  345 XP & 315 GP



Graveyard

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), killed again by the toxic gas of an Achaierai in session #72

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

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

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

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

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

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


Trollopulous Adjusted Session 105 (Machodor #58); Out of the cold and into the Pizza Slice of Doom

    Things have changed in the Pizza Slice of Doom          Timekeeping This session took place on 06/03/2025, and the PCs adventured for 1 ...