Wednesday, 9 July 2025

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. 


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 8 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.

Session Report


Day 1: Descent and travel south.

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 center 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 plummet 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: ??

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