Sunday, 27 July 2025

Trollopulous Adjusted Session 120 (Machodor #71): Cat and Mouse with the Master of Winter

         

Player's line of march (200 yard hex scale)

Introduction


It is the time of the Summer Solstice, and the Master of Winter's valley is bereft of the protection of avalanches. It is the perfect time to for the player characters to risk an incursion, or is it? A coordinated plan of recruiting by several PCs culminated in an invasion and a theatre of the mind mass battle. But was everything as it appeared to be?


Timekeeping


This session began on June 26th, 2025with the player characters adventuring for 1 day. Downtime for these characters begins on the 27th.

Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchmen Rabbit (F4/MU3/T4) and Poindexter (M5)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
with henchmen Bishoy (F6) Tawadros (F6) Steelvien (F4) and Rhoikos (M4) Symeon (C2)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade
with henchman McScales (Lizardman F5)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) 
with henchmen Anri (M4) and Cedric (C3)
Bumblebore  (Level 5 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy
Louie the Presto-tator (Level 1 Illusionist of Machodor)


Downtime


Giuseppe brought reinforcements from Guarda to meet with Sever's troops at the Ice Castle, while Sheamus brought Irish down from Castle Irish. They players had made their plans to meet up in the valley itself.

Session Report


The troops were made ready while Sever scouted the valley. He found: famers in the fields, a patrol riding about; also a unit of men in robes, with nasty long knives, doing some sort of military drill exercises. The stronghold of the Master of Winter, a cube shaped monastery built into a mesa in the middle of the valley, looked like it always did, with no sign of activity within. He also noted that the floor of valley was mostly covered in an unseasonal frost, with the only clear section being around the crops and the City of Caves with Glass Walls (known to have a population in thousands, made up of thralls who only know what the Master of Winter has told them to believe about the world)

The troops found that, other than being cold to walk through, it the frost presented little barrier as the army advanced into the valley through wider south eastern entrance.

As the player's force advanced, the patrol rode around to meet them, taking up a position at the base of the mesa and waiting; but the players chose to turn away from the mesa and head east, towards the city. What was this tactic, I wondered? The patrol made haste to cut them off. Its leader, one Garulon, spoke to them in the archaic fashion common to the valley's inhabitants:

The Master of Winter's stronghold

“Hail, wayfarers, who tread the frozen bounds of our lord’s demesne! I am Garulon, sworn captain of the Master of Winter’s guard, keeper of this vale’s sanctity. By what right or purpose dost thou venture into this realm protected from the eternal frost, speak true, for the ice heareth all, and our lord’s gaze pierceth the heart. Name thy intent, and let it be weighed ‘gainst the cold truth of this land. We offer parley, as our master bids, yet tarry not overlong, lest the wind deem thee foe.”

The party saw this, rightfully, as a chance to go all in on the speeches, and Giuseppe gave one of his best in his Italian accent. Gurt and others joined in; but the conversation ended in impasse, and Garulon raised one arm and rode away to the East. The party were scheming their next move when the patrol captain dropped his arm, the signal for the Trebuchets in the stronghold to let loose. Carefully marked, the party's army was within range of the weapons and soon huge, 2' diameter rocks clattered into their formation, killing and maiming man and dwarf.

Incidentally, Gygax somewhat perversely provides no guidance on the use of siege weapons in a scaled battle.

Thanks Gary!

With the party's army represented in 1:10 scale, I allow that such weapons apply their damage to the whole "figure" (10 men in this case), so a hit is a likely kill but one unit of 10 is as much as one shot can do. Clunky, but fair I think. Also, if a catapult or trebuchet miss occurs, the rules say to go to the GRENADE-LIKE MISSILES section to find where the missile struck; but this lists misses in units of feet, which if applied as written would mean a siege engine can't miss hitting someone in a formation, so instead I decided to interpret it as units of 1" instead. 

The shocked party consulted their artillerists as to the likely range and firing rate of the enemy, and then moved their army out of harms way asap while their enemies were reloading. It was observed that the trebuchet fire had come from near the top of the mesa, below the cube like monastery; and doors, similar to those known to allow entry at the bottom of the structure, were seen closing; presumably to protect the weapons while they were being reloaded. Was this an alternate way in..?

Party in black
Meanwhile, the retreating patrol met up with the fanatic knife-wielders, a decision was made to fight, and hundreds of men started pouring out of the City of Caves with Glass Walls. I had determined a roll for how many might do so ahead of time, and the results indicated a well armed 100 or so, and 200 more behind them with more rudimentary weapons. The patrol set up behind the front lines.

This lead to a fascinating bit of manoeuvre warfare using the 200 yard per hex map. I didn't know what exactly I'd be needing this for when I made it, but now I had it we were able display the movement without handwaving in typical ToTM fashion. With the party's army anchored to the heavy foot moving at 6" per round, significant time passed in this fashion as the distance between the forces dropped and orders were given on both sides.

Just before the kick off, Bjorn (Were-bear ally and Gimmelwald survivor who's sister is missing) threw in a wild card. Seeing that the attention of the city's entire populace was on the field of battle; he decided that now was his chance to mention that he had seen something he desperately wanted to go and investigate. Yes that's right, madman that I am, I left the door open for splitting the party at the outset of a mass battle. When some players went for it I had to run both actions at once. Thankfully those players are elite and coculd handle hastily typed chat on discord for a while.

In my defence, it's what my (N)PC would do.

Giuseppe acquiesced to his friend's idea (opsec requires that I'm vague as to the details), going so far as to allow Bumblebore and Louie to accompany him.

Now came the action.


      Combat #1: Defenders of the City with Glass Walls

Rounds: 35

Result: Party Victory

Highlights: Sheamus' charge of the light brigade terminated by a fireball from the patrol's magic user. The Irishman then fighting against 50 fanatics. Poindexter returning fireball for fireball. Giuseppe's annihilation of the farmers surprise attack from the crop field. Gurt's charge into the militia. Sever's forbearance. Anri catching 20 citizens in a Stinking Cloud.

While the foot stood just outside of missile range, Sheamus took his light horse around to hit the right flank of the fanatics, with him was Giuseppe and his medium horse, looking to counter any reinforcements from the nearby fields (which Sever had noticed from the air). Just as Sheamus and his men were about to make contact, a Fireball flashed out--from a magic-user with Garulon--and exploded, killing everyone but Sheamus himself (who managed to swerve in time to make his save). He ploughed into the enemy unit anyway and stayed there until he had avenged his unit by killing every last fanatic (with about 3 hit points to spare!)

A unit made up of farmers came out of the fields, but they were wiped out by the waiting Giuseppe, it was a slaughter. Then the two sides' footmen units engaged. Gurt detached from his unit and let loose with a Javelin of Lightning into the enemy force, taking out a commander, before performing a flanking attack on his own on the opposite side of Sheamus.

As the foot engaged on both sides the initial clash was about even, but in the wake of the Patrol leader retiring from the field, the militia unit failed a morale check and ran back into the volunteer levies behind, causing them--all but 20 who had been trapped in Anri's Stinking Cloud--to also check their morale and fail.

The remains of the patrol fled back into the city as the well trained militia was wiped out trying to flee. The remaining 180 or so citizens volunteers made a break for it and shut the main doors of the city behind them. 

With field now uncontested, the army advanced and Gurt tasked his henchwoman Anri with casting Knock on the city gate--a huge slab of the familiar ice-like material--but the spell was not enough to do the job. Seeing this, the people inside shrank back in terror, paying no head to the party's entreaties to talk it out with them.

For an unexpected conflict this went quite well, particularly having the 200 yard hex map ready allowed a lot of manoeuvring which is unusual for AD&D battles I've run. Some aspects (like artillery) have made me revisit my decisions about how to run these battles, going back to Swords & Spells for guidance and to re-assess from first principles. I'm still happy with my basic method, but I've decided to do away with the templates I have been using to track each unit; good as they have been, they are more unwieldly than I like when running a battle. Instead, I will expand the unit listing Brig has created in the character spreadsheet we use. On my to do list is a full write up of what I've learned running mass battles in Machodor.

In the aftermath of the battle, a dejected Bjorn returned with Bumblebore and Louie in tow. The Illusionist's face paled when he realised that his starting position on the back of the Rocket Cycle would have meant his death by Fireball. 

Did they return with useful intelligence? That's a tale for another time.

All this, and still there was no sign of the the Master of Winter's real forces much less the  man himself. Was this incursion so unthreatening that it was beneath him, or was he just so enervated in the summer heat that he could not rouse himself to action?

The players thoughts now turned to withdrawing while they were on top. They chose the narrower exit to the valley directly south of the battle site, and the army retreated to the Ice Castle with prisoners in tow. These were a fairly dejected bunch, particularly the ones who had been barfing up their breakfast in the Stinking Cloud; but all drew upon their last strength to resist leaving the valley. Once forced outside though, they wondered at the world beyond, which--being summer--was nothing like the frozen hell scape they believed it to be. Only time would tell if they stayed loyal to the Master of Winter or could be persuaded to see reason.

Session Statistics: 

Wilderness travel: 8 Miles
Downtime begins on: 27/06
Combats: 1
Rooms mapped: 1-ish
Combat rounds: 35
Killed: 20 Irish Light horse, 5 Dwarf Heavy Foot, 10 Human heavy foot.
Wounded: 5 Dwarf Heavy Foot, 10 Human heavy foot

Treasure & Items
453 Strange icy 'chips' (perhaps what they use as money in the city) 
150 chain mail (50% damaged)
50 long wicked ice daggers (these seem to be melting)
63 spears
Bjorn secretly awarded Bumblebore and Louie 50pp each for helping him.

Monsters
40 Farmers 400 xp
20 volunteers captured 200 xp
75 militia killed 750 xp
25 militia captured 250 xp
20 patrol men-at-arms killed 400 xp

2000 XP &  0 GP  Assignment
Sever (E) 222 XP & 0 GP
and Poindexter (E) 111 XP & 0 GP
and Rabbit (E) 111 XP & 0 GP
Giuseppe (E) 222 XP & 0 GP
and Bishoy (E) 111 XP & 0 GP
and Tawadros (E) 111 XP & 0 GP
and Steelvien (E) 111 XP & 0 GP
and Rhoikos (E) 111 XP & 0 GP
and Symeon (E) 111 XP & 0 GP
Sheamus  (E) 222 XP & 0 GP
and McScales (E) 111 XP & 0 GP
Gurt the Green (E) 222 XP & 0 GP
and Anri (E) 111 XP & 0 GP
and Cedric (E) 111 XP & 0 GP

500 XP &  500 GP  Assignment
Bumblebore (E) 250 XP & 250 GP
Louie the Presto-tator (E) 250 XP & 250 GP


Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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








Sunday, 13 July 2025

Macho Mandalf's Reappearing Cream Container

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

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

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

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


So, what did this cost?

Dungeon Masters Guide Page 115, Spell Research                            Reappearing Cream Container


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





Duration of research: 2 Week base (minimum 3)







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

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

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



Results

Base cost 400 gp per week.

Weekly variable of 200 to 800gp for additional materials. 

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

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

Wednesday, 9 July 2025

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

Today's map
    

Introduction


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


Timekeeping


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

Player Characters Present


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


Downtime


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

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


Session Report


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

Combat #1: Orcs

Rounds: 6

Result: Party Victory

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


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

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

DMG p82

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

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

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

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

Combat #2: 2 Carnivorous Apes

Rounds: 2

Result: Party Victory

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

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

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

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

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

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


Session Statistics: 

Wilderness travel: 36 Miles

Combats: 3

Rooms mapped: 19

Combat rounds: 9

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

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

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

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


Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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








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

Giuseppe's map
       

Introduction


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


Timekeeping


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


Player Characters Present


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


Downtime


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

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

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

Session Report


Day 1: Dispute & Descent.

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

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

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

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

Day 2: Non stop south

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

Day 3: Wind chimes and a brush with the enemy

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


"I poke it with my spear..."



Combat #1: Aspect of Ithaqua

Rounds: 6

Result: Party Victory

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

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

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

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

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

Day 4: The Glacial Rift

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

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

Vapoured Vapour Rats

Combat #2: 7 Vapour Rats

Rounds: 1

Result: Party Victory

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

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

Day 5 & 6: Returning Home

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

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

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


Session Statistics: 

Wilderness travel: 34 Miles

Combats: 2

Rooms mapped: 0

Combat rounds: 7

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

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

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

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




Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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







Tuesday, 8 July 2025

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

That's a big cavern alright!
      

Timekeeping


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

Player Characters Present


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


Downtime


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

Session Report


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

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

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

Rounds: 2 surprise segments.

Result: Parlay

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

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

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

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

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

Rounds: 2 Surprise segments, 1 round

Result: Party Victory

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

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

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

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

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

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

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

Session Statistics: 

Wilderness travel: 1 Miles

Combats: 1

Rooms mapped: 8

Combat rounds: 1

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

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

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


Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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








Trollopulous Adjusted Session 125 (Machodor #76): Iron Golem Battle

  deep within the City of Caves with Glass Walls   Timekeeping T his session began on  July 31st, 2025 ,  with the player characters adventu...