Wednesday, 27 August 2025

Trollopulous Adjusted Session 128 (Machodor #79): The Tomb of Kistomerces

Translated from Old Trollopulean
    

Timekeeping


This session began on August 21th, 2025with the player characters adventuring until August 22nd. Downtime for these characters begins on the 23rd.


Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchman Thomas (C6)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
with henchmen Bishoy (F6) and Tawardros (F6)
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick)
Bumblebore  (Level 5 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy
with henchman Gilthaniel (Elf F5/M8)
Gorfag (Level 5 half-orc Fighter whose name translates as "Hero Astonishing")

Introduction


Last session the party unearthed a tomb of some kind in the mountains south of the valley of pillars. It was a costly find however, with four deaths, and this week they planned to return and loot the place for all it was worth.

Downtime


Sever brought the dead to Minas Mandalf for Raise Dead spells. The cost of this was less than normal as some clerics there have reached level 9, where as previously the only ones who could cast the spell were level 12 and so it was 1500 gold machos more expensive. So, the players have that going for them. Sever also had his henchman cast Comprehend Languages on the rubbings Giuseppe had taken from the entrance to the tomb. Seeing the name Kistomerces, he asked about for any further information on this Kistomerces, and found that it was the same name of a formerly powerful and influential family in the city of Trollopulous.

Also in downtime Giuseppe moved his troops from Guarda to secure the location in the Valley of Pillars with the path up into the mountains.

Session Report


They worked their way back into the mountain ravine and checked in with their friend the giant venomous snake. Giuseppe brought a goat to feet the monster, and it liked the fresh meat even more than the iron rations Fluid had given it previously.

After this the adventurers went east again and soon had reached the entrance to the tomb. They braced themselves and went up the stairs, but there was no repeat of the Symbol of Death from last session. They found the room above was much as they had left it, but the remains of the mummies were gone, and the sarcophagus was again closed. They pried it open again and found it to be empty. 

The carving depicted the location of a city, with a river to its east and swamps to its west, a vast jungle stretch across the area north of the river. The players recognised this as a depiction of Trollopulous from long ago; before the weebs, before the rampant disease (Fluid wasn't here to feel guilty this time), before it became the Ruin of Trollopulous.

To the east from the mural was a straight stair leading down into a 30' by 20' passage, with double doors at the far end. The ceiling here was filled with thick cob webs, and that started the tingling of the players spider senses.

They backed up and executed a complicated plan the burn away the webs, which revealed a poorly held together ceiling, consisting of large stones that looked like it could collapse at a touch, so of course they touched it: with a Spiritual Hammer. The whole thing came down--safely for them--and the made there was across the fallen rocks to the door, it was fake and set up to bring down the ceiling if opened.

Returning to the mummy sarcophagus which they had opened, they followed the exit to the north, a 20' passage that soon turned east into a long passage with a central column every 20 feet. The columns were normal, but caused spooky shadows to form from their light sources. Marty insisted on checking every single one for hidden compartments, and was finally rewarded on the very last one: which held 4 gems covered in an invisible contact poison that Fury sniffed out before it could harm anyone.

Along the way down to this point they had found and avoided another trapped set of doors down a southern corridor. And finally they found the east corridor ended in a cave in, rubble and debris blocked further travel in that direction:

 or did it?


The party set their digging-machine-ranger to moving the rocks, and after a turn they realised that the passage was just as blocked as when they had started. An Illusion? Marty cast Dispel Magic and was rewarded with the sight of the rubble disappearing, and a very different corridor to the south appearing.

It was clear that they now stood at the threshold of the tomb proper.

This first main corridor was filled with pits, the first set off by Sever--smashing a box attached the wall--and he plummeted down 30' onto poisoned spikes. Feather fall saved him again, but he could only do that once (although his henchman also had one of these spells memorised). 

Bumblebore and Gilthaniel found some hints of markings with meaning on the red-tiled path, he kept an eye on it as they advanced; and the Invisible Rabbit, who got a good roll on his Read Languages skill, also thought they might be able to make something of its meaning once they had travelled the full path. 

The party moved forward cautiously, Bishoy & Tawadros tapping with their pole arms as they advanced. This proved crucial as between them they discovered a bunch more pit traps. Finally they reached a place where the red mosaic path branched in two, one branch continued south to stop at a wall almost immediately, the other went into a mist filled archway.

And at this point those examining the path found they could read a message on the ground, like one of those old optical illusion puzzles that would reveal itself if you stared at it long enough.



Beyond this writing, directly ahead was the end of the hall, and here was a giant green devil face set in mosaic. Bumblebore placed a coin with Continual Light on the end of his staff and inserted it into the mouth of the thing, and came a way with a rod and no coin.

The face radiated both evil and magic.

Now there were many discussions about what all these riddles could all mean. They returned up the corridor and tested and (re)examined each of the pit traps, but these pits were just as they appeared, although only 10' deep compared to the one Sever went down, and there were no secret doors or other means out of them. Knowing that all this caution had used up the remaining daylight hours outside, the party decided to carefully record all the riddles and return to Guarda to plan their next foray.


Session Statistics: 

Wilderness travel:  22 Miles
Downtime begins on: 23/Aug
Combats: 0
Rooms mapped: 4
Combat rounds: 0
Losses: none

Treasure & Items
4 gems : 2,020gp

Monsters
none

2,020 XP & 2,020 GP Assignment
Sever (E) 269 xp & 269 gp 
and Rabbit (E) 135 xp & 135 gp
and Poindexter (E) 135 xp & 135 gp
Giuseppe (E) 269 xp & 269 gp 
and Bishoy (E) 135 xp & 135 gp
and Tawardros (E) 135 xp & 135 gp
Marty (E) 269 xp & 269 gp 
Bumblebore (E) 269 xp & 269 gp 
and Gilthaniel (E) 135 xp & 135 gp
Gorfag (E) 269 xp & 269 gp 


Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe 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, 26 August 2025

Trollopulous Adjusted Session 127 (Machodor #78): On the trail of the Ogres

   

 


Timekeeping


This session began on August 14th, 2025with the player characters adventuring until August 15th. Downtime for these characters begins on the 16th.


Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchman Thomas (C6)
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) Rhoikos (M4) Steelvein (F4)
Fluid the Druid (Level 7 Druid, former wearer of the Ring of Kings)
Bumblebore  (Level 5 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy
Dribbledruid (Level 4 Half-elf Druid)
Josef Ironbeard (Level 1 Dwarf Fighter from Schloss Ragnar)


Downtime


Sever's troops reached his fortress in the Valley of Fear, meanwhile his henchman Thomas used Speak with Dead on the dead Sidonian adventurers. Bumblebore returns to Guarda but left his new henchman back at Castle Irish.

Session Report


With a few characters and players unavailable, the party made the decision to go back on the trail of the Ogres again. A thunderstorm delayed their departure, but after it cleared a bit they rode on to the Valley of Pillars and scrambled up the ravine to their previous camp site by night fall. This time there was no nightly encounter and they set off under cloudy skies to the south, soon retracing their steps to the area with three exists, two blocked by rocks. After detecting the signs of spider webs, the party decided to push on without investigating further. 

Ignoring the area where they had previously encountered Cockatrice, the sound found themselves in a new section of the tunnels, and then the way forward was blocked by a large boulder; a simple problem but one that we had some fun with. Sever sent his Weasel familiar, Fury, scuttling through a gap below the boulder to check what was on the other side. He came back right away with, literally, his tail between his legs. Something had him spooked!

Fluid now clambered over the boulder where there was a gap between it and the ceiling of the chamber beyond. He saw an exit to the south and to the east, and between the two something was hissing at him.

Encounter #1: Venomous Snake

Rounds: 1

Result: The Snake let them pass

Highlights: Fluid lost initiative but managed to get down into the round cavern and cast Speak with Animals as a gob full of poison sailed past his face. 

The snake was initially barely civil, but when Fluid shared some of his food with it the beast soon came around. The party then joined the druid as the latter explained that to the snake that these guys were ok.

To the south from here was a passage that opened up into a large cavern. Here they found and easily avoided some likely piercers hiding among the stalagmites and beyond the cavern it opened out to the sky and a valley heading south west, the far side of which was about a mile away. Convinced that there was more to see inside the tunnels, they returned to the snake; this time Sever casting Speak with Animals and the thing was happy to eat some more food and continue to let them be.

They went east and the here-to-fore natural tunnel turned sharply south, and it was possible for Josef the dwarf to find that it had been squared off and partially smooth, but the workmanship of an unknown kind. The passage continued and looped around before continuing east again, and here it soon turned into a fully worked passage of stone. The passage ended in a large and sealed slab of stone. There was writing on it.

sadly no one had Comprehend Languages available

The edging of the door was sealed with something that had become brittle over time, and the party were able to push the vast slab forwards into a cavity beyond. There they found themselves standing in the ten foot square entrance to larger room, with stone columns in the corners, and stairs ahead on the far wall going up to the north. As they took this in, the shadows cast from their Continual Light sources starting moving--of their own volition--and taking upon themselves the forms of men.

Combat #1: 10 Shadows

Rounds: 1

Result: Party Victory

Highlights: Bumblebore practically begged Sever to back everyone out of there and down the corridor, far enough that the magic user could use Fireball. They chose this risky maneuverer on the Shadows as they were forming up from whatever layer of hell they had come from. It worked. 

With the shadows destroyed, the party searched the room and found that one of the pillars contained some gems in a hidden compartment, they bagged these and headed up the stairs.

Now, I had a pretty good idea what was in this area, how it differed from the tunnels outside etc; but, as usual, I was rounding things out with Appendix A. What happened next is a good case study of taking a roll and sticking with the result; because although it was very bad result, it fitted my idea of the area well, so I had to keep it; otherwise why roll at all? This discovery in turn reinforced my idea of what this place was all about.

They went up the stairs and...

A roll of 20 on Appendix A table V.I just says: Symbol. So I checked on both the Magic-user and Cleric version of the spell, I was prepared to go for the latter as being more appropriate for a tomb, however I then realised that only the Magic-user version has unlimited duration, so switched back to that. I discussed this with the players as I was adjudicating, and you could cut the atmosphere with knife. There are eight possible manifestations of the Symbol spell, so I rolled a d8, and came up with a 1--Death, which has this effect: 

"One or more creatures whose total hitpoints do not exceed 80 are slain."

Ok, but how does that effect a party going up the stairs and setting it off? First of all, Sever has more than 80 hit points, so he was unaffected--tough bastard. I was tempted to just go down the marching order from Sever, but then decided it would be more a case of a random result of who was looking up at the wrong moment. I would roll and apply the death effect, adding the hit points of the slain as I went--until I reached 80. 

Sadly, Josef's number came up first, and the dwarf was gone; then Thomas and then Steelvein were the next unfortunates, before the remaining 3 hit points could not be applied to Dribbledruid (a close one for him!)

The dead fell and rolled back down the stairs, to the shock of the survivors. That wasn't enough to turn them away though, someone was going to pay for this! They arranged the bodies respectfully, and then remounted the stairs; they lead up into a large room with a sarcophagus ahead in the center. Sever went forward to open it, and promptly fell down a 30' pit trap. However, the ranger was ready with Featherfall, and landed safely. He threw his rope up as the others came forward to help him get out of the pit, when the lid of the sarcophagus slid open and four mummies came out to attack!

I described it as a "Mummy Clown Car"
Combat #2: 4 Mummies

Rounds: 4

Result: Party Victory

Highlights: The battle turned into a scrum with the characters all getting up into Giuseppe's Protection from Evil zone, but this also put them well into the "mummy swipe" zone. Before that though, Bumblebore set O'Malfoy on the highly flammable monsters and his familiar's breath weapon worked to great effect on them. He then wasted a charge from his Wand of Paralysis to learn that mummy's are immune to this attack form. Giuseppe himself may have been immune to the mummy rot-touch, but Fluid was not. Fortunately the Druid had Cure Disease memorised, because why wouldn't the "Scourge of Trollopulous" have that particular spell memorised? Rhoikos was extremely unlucky to be hit with exactly the right about of damage to kill him.   

After wrapping up the fight with its occupants, the party found within the sarcophagus were a large quantity of ancient coins and, hidden among them, was an obviously valuable necklace. Now they were prepared to withdraw with their dead, and seek help back in civilisation. Their friend the snake gave them an inquiring look as they went past, but otherwise they were able to re-join Bishoy back with the horses, and then return to Guarda safely by the end of the day.

Session Statistics: 


Wilderness travel:  22 Miles
Downtime begins on: 16/Aug
Combats: 2
Rooms mapped: 4
Combat rounds: 6
Losses: Josef, Steelvein, Thomas, Rhoikos all killed

Treasure & Items
5000 ancient gold coins
3 gems : 1,100gp
1 Jewelled Necklace 10,000gp

Monsters
10 Shadows 3270xp
4 Mummies 5608xp

24,978 XP & 16,100 GP Assignment
Sever (E) 4,703 xp & 2927gp 
Giuseppe (E) 4,703 xp & 2927gp 
and Bishoy^ 1,464 xp & 1,464 gp
Fluid (E) 4,703 xp & 2927gp 
Bumblebore (E) 4,703 xp & 2927gp 
Dribbledruid (E) 4,703 xp & 2927gp 

^minding horses

Graveyard


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

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

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

Matthias Steelvien (Henchman Fighter level 4), Killed by a Symbol of Death in session #126.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe 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, 25 August 2025

Trollopulous Adjusted Session 126 (Machodor #77): Guardan variety adventures

  

 


Timekeeping


This session began on August 7th, 2025with the player characters adventuring until August 8th. Downtime for these characters begins on the 9th.


Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchman Thomas (C6)
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)
Fluid the Druid (Level 7 Druid, former wearer of the Ring of Kings)
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick)
Gorfag (Level 4 Half-orc fighter, formerly known as Fagor)


Downtime


The players decided that the Ice Castle was no longer worth the trouble and risk of occupying, they packed up and move out, heading to Guarda where their troops would go their separate ways. Steelvein was on the lookout for getting work for Giuseppe's mounted crossbowmen from one of the merchant companies in the area.

Session Report


The players' force reached Guarda with no problem during downtime, they deposited Giuseppe to rest from his near death experience last session, and dispersed their troops in town. The question was, what to do? Recently, Giuseppe and his henchmen had defeated a group of ogres near the Valley of Pillars, which was less than a day's ride east. They had then tracked the monsters to a narrow gorge leading deeper into mountains to the south from the valley. 

I'd forgotten all about it.

Instead I was working on all the information on recent events in Guarda. Pegasus Corps 6th Company had pulled out, leaving Machodor officially represented by an embassy mostly staffed by a small Pegasus Express contingent. The town was booming with trade, and traders, from the cities to the south; Battra, Biblos, Sidon, & Tyre by name. With this trade had come some disruption to the usually more peaceful town.

The party set off on a lovely clear summer's day, and made it to the Valley of Pillars with a few hours before night fall. There was some reminiscing on events that had occurred in the valley previously, this is where Giuseppe first obtains his holy warhorse Bonecrusher, while Sever scouted the way forward from the air. Starting from the spot Giuseppe had helpfully marked by placing ogre heads on spikes, the ranger found that the rising gorge levelled out about 200' up. From there the gorge continued into the mountain side, at times visible and an other times returning to the embrace of the mountain; no telling what was in there. 

Even with rope it looked too difficult for the horses to get up there, so Tawadros was detailed to look after the mounts while the rest climbed up to adventure on. By the time they had made it up the sun was setting, and the clearing at the top of the rise looked like the best place to camp. The nearly full moon gave them plenty of light. Sever was on watch at 1am when he heard the sound of voices from the path ahead to the south. It sounded like two men conversing; but, as he waited, whoever--or whatever--was making the sounds failed to appear.

Sever woke the rest of the party, using his familiar Fury to do so quietly while he appeared unmoving. They set about getting their armour on while Fluid transformed into an Owl and went forward to check it out.

Encounter #1: ?

          Rounds: N/A

Result: Monsters withdraw

Highlights: Silently the Fluid-Owl glided over behind an overhanging piece of rock down the trail. Looking back he saw four, 4-legged creatures. They had hooves and ugly, badger-like heads. Whatever they were playing at, they soon gave up when the party chose to put on their armour and get ready. They raced past Fluid unawares, heading south. 
 

The Druid reported back to the party and then intended to return to owl form, but someone remembered that the druidic shape-change ability is more restricted than that. He can become a "reptile, bird or mammal" and each type can only be assumed once per day. There was some speculation that he could become a bat and continue scouting, but at any rate the party decided to move forward together.

Sever was unable to actually find the creatures tracks, a rare failure, but since there were few directions for the monsters to go the party opted to move forward, for once keeping their Continual Light sources hidden and relying on the bright moonlight to see by. After passing in and out of overhangs, the path ahead finally plunged into darkness, beyond this they eventually found a round-ish cave with 3 exits; two narrow and one wider, all had passages that either switched back or soon curved out of sight.

A more thorough search failed to turn up anything, except for a random encounter, something was coming towards them from eastern exit, clucking as it approached.

Encounter #2: 2 Cockatrice

Rounds: N/A

Result: Monsters withdraw

Highlights: Sever managed to impress the creatures that today was not the day to mess with him, and they backed up the way they had come. Would they return at the worst possible time? The party were willing to take that chance.

Fury confirmed that the smell of what ever it was they were following was still detectible here, and it seemed strongest near the wider south west exit, so they went that way. The curving natural passage spilled out into an oval cavern with three tiers, at the floor level were the four creatures they had been tracking, but that wasn't all. 

It was a trap!

Combat #1: NPC Party

Rounds: 13

Result: Party Victory

Highlights: The four Leucrota charged, one impaling itself on Sever's spear, and then there were three. Gorfag came forward to augment the front rank, and then a magic-user appeared on the upper ledge and cast Slow on them, and then a cleric appeared nearby and cast Silence. The players immediately grasped that they were taking on an enemy with powers much like themselves.

The party was made of of adventurers from Sidon, and they weren't interested in negotiating. 

Next round the enemy cleric cast Hold Person, snagging the hapless Gorfag and also the cleric Marty, fortunately Fluid shrugged off the effects. 

So, after two rounds of enemy action: all of our heroes were Slowed, two of them were Held, one was Silenced. A leader type among the enemy, and his lieutenant, scrambled down from the ledge to engage in melee, leaving the casters with five men-at-arms to protect them. It was a bad start to say the least. I found myself contemplating the post TPK situation; it could have been fun having survivors taken back to Sidon to be sold as slaves, maybe sent for a stint rowing a trireme. I could see it now; this would be no story-game-theatre-kid-spotlight-party thing, those characters would be stuck there and maybe not played for weeks, it might be the end for them, who knew?

These thoughts were shelved as the party gradually began to claw their way back out of trouble.

Rhoikos managed to get far enough away to for everyone to realise that he was the one with the Silence spell on him. From where he had moved to he could see the Wall of Ice the enemy magic-user had used to trap them here and prevent any escape; but the St. Raulian couldn't tell anyone!

After this came one of the swingiest combats I can remember, my d20 was coming up 19s & 20s or 1s & 2, and hardly anything in between. Fluid, having saved against the Hold Person, managed to get out of the silence effect and cast Summon Insects on the enemy cleric. Marty's player wanted to cast Command on the magic-user; could he do that while under a Hold Person spell? Well it requires verbal component only, and Hold Person doesn't stop you breathing, so I ruled he could cast it as long as he could say the word without moving his lips. 

So what did he say? "Fawl!"

The enemy magic user had high enough intelligence (and level) to get a save, but he failed! Following the command, he toppled over the side of the higher ledge, landed on the one below, then continued off that to land with a splat on the cavern floor. As he had no control to brace himself, I applied double normal falling damage; he also lost the spell he was planning to cast. Not at all bad work from Marty there, but the purple clad adventurer was struggling to rise, though it wasn't clear if he could still do so.

The clash between the Leucrotas and the two fighters against Sever and Bishoy was a titanic affair, with Sever going shield up to really lower his AC, making him very very hard to hit, but even so with my dice rolling he was losing hit points and dishing out damage in equal measure, even with the Slow happening. 

Dorrinal kindly reminded me that the party should be automatically losing initiative because of that, at least according to the PHB (page 104), but the monsters had been winning it most of the time anyway. Later I argued that the initiative procedure in the PHB is trumped by that of the DMG (page 63), which does not say this about Slow. We'll probably sort this out again next time.

Fluid now went spear out and charged the enemy magic-user, this brave act was rewarded with ten arrows from the men at arms; but they all missed! The charging druid impaled the magic-user before he could do what ever he was planning to do, and next round the druid returned to the main melee under the hail of another 10 arrows; and somehow only 1 out of 20 actually hit him. Don't ask me how, but I suspect he messed with the discord dice roller.

Meanwhile on the ledge the Insect Swarm was nipping hit points away from the cleric while she batted at them ineffectually. Finally some of the men at arms came over with torches to try and shoo the little flying bugs away, would this work?

The enemy leader had been taunting away at Sever from the moment the fight was out of the field of the Silence spell, and now several rounds passed with little more than harsh language being exchanged. Somehow the bad luck rolls had extended to the remaining Leucrota. As the battle stretched on the duration of both Slow and Hold Person was actually coming in to play.


The enemy cleric was reduced to a desperate action; she had the men-at-arms douse her in oil and set it on fire! "It was going to hurt," they said, "Do IT!" she answered. This would definitely drive off the bugs, but it also caused 4d6 damage; I rolled a total of 22, and she only had 20 left! Down she went in a similar manner to the magic user, she did not rise again.

First the Slow, the the Hold Person, and finally the Silence expired, they party was back to their full number and no one had been killed.

During the war of words in the melee it became clear that these Sidonian adventurers had a particular problem with Machodorians, but they were both finally cut down before they could give their reasons.

With the last of the adventurers dead, the men-at-arms threw down their weapons and surrendered. It turned out they had been hired on in Guarda, and didn't even speak the same language as the adventurers. All the loot, a considerable pile of coin, was then packed up, along with the bodies for later magical interrogation, and they returned to Guarda safely (after waiting for the Wall of Ice spell to expire).

Session Statistics: 


Wilderness travel:  22 Miles
Downtime begins on: 09/Aug
Combats: 2
Rooms mapped: 3
Combat rounds: 13
Losses:  none somehow

Treasure & Items
6000gp
12 gems: 8,166gp
Scroll of Protection from Undead 1,500xp
Magical: Mace, Longsword*2, Staff, Bracers 4050xp
testing of these shows the weapons are better than normal weapons, one longsword is better than the other, the Bracers provide some form of extra protection to AC.
Spell Books 1st: Magic Missile, Message, Shield, Read Magic; 2nd: Invisibility, Web; 3rd: Fireball, Slow; 4th: Wall of Ice. 100xp per spell per spell level to Rhoikos (for those he doesn't already have)

Greater Identify * 2 = -1200 gp
Cursed Dagger 0gp
Dagger+2 1500gp

Monsters
4 Leucrota  2964 xp
NPC Party Shadow Talons 4010 xp

28,190 XP & 14,466 GP  Assignment
Sever (E) 4906  xp & 2411 gp 
Giuseppe (E)  4906  xp & 2411 gp 
and Tawadros^  (E) 1,206  xp & 1,206 gp
and Bishoy (E) 2453 xp & 2411 gp 
Marty O'Tool (E) 4906  xp & 2411 gp 
Fluid (E) 4906  xp & 2411 gp 
Gorfag (E) 4906  xp & 2411 gp 

^minding horses

Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe 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






Wednesday, 6 August 2025

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

 

deep within the City of Caves with Glass Walls
 

Timekeeping


This session began on July 31st, 2025with the player characters adventuring until August 2nd. Downtime for these characters begins on the 3rd.


Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchman Thomas (C6)
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)
Fluid the Druid (Level 7 Druid, former wearer of the Ring of Kings)
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick)
Gorfag (Level 4 Half-orc fighter, formerly known as Fagor)


Downtime


Having interrogated the slain red dragon, Skarathax, with Speak with Dead; Sever set off in search of its lair, said to be on the western side of the active volcano within which also laired Lord Inferno. After a week of combing they area, they hadn't found...well anything, but then they found this:

It matched the description and had traces of Fire Giants

They put it on their list of targets, of which there were now many. However, transport was an issue, with Sheamus off doing something else there was no Rocket Cycle available. So, they chose a target within walking distance.

Session Report

The Horn of Bjorn

The party gathered themselves in the slush of the ramparts of the Ice Castle. Fluid had determined that it was going to rain, and this started at dawn. Giuseppe hauled out a horn that the Were-bear Bjorn had give him, and after some hours of sounding it the Gimmelwaldian lycanthrope appeared, with 9 black bears in tow.

As the one most familiar with the terrain, Bjorn lead them off to the east in order to cross the bare mountains around to the area behind the City of Caves with Glass Walls. No one wanted to risk the direct route via the Master of Winter's valley itself.

The trip expended the remainder of the first day, and night fall found them exposed on the mountain side; however some searching found a little defensible box canyon that they made camp in. The night did not pass peacefully, they were awoken by a chorus of wolf-like howls.


Encounter #1: Werewolves?

Rounds: N/A

Result: Monsters withdraw

Highlights: Bjorn returned to bear form and, with his fellow bears, drowned out the wolf howls with their own calls. The monsters lost interest and moved on.

The next morning was cloudy, but the rain had cleared. From their camp site Bjorn pointed out little puffs of steam venting out from various places. The one closed to the city was the one they had explored last time. The chimney-like opening dropped down into the earth, and Sever led the way down after Giuseppe has scanned about for evil, or dragons, or evil dragons. Part way down the easy descent Sever put his hand on a Glyph of Warding, which exploded in freezing ice. He was well prepared to take the brunt, and so they pushed on; but then it seemed he got past a Glyph that the next person set off. There seems to be any number of glyphs down here. Then the channel narrowed and was now only about a foot in diameter, enough to allow the steam out, but not them in. It wasn't like this before, the Master of Winter's men must have taken steps to prevent trespassers. Thoroughly annoyed the party retraced their climb and got back outside.

Bjorn suggested other channels down must exist, so they set off to search for them, and found many examples of steam shafts; but only one that looked like a good prospect. Rather than risk a repeat of the first climb down, this time Fluid shape-changed into a humming bird to survey the route. This was a good idea that saved time, he soon returned with a report that this shaft too had been narrowed part way down. He had returned to human form to convey this information, to be more efficient with his ability they came up with a method of communication that allowed him to explore the next few steam shafts and report; until, finally, he found one some miles away that was unprotected.

This descent was thankfully without opposition, and once at the bottom they found themselves in one of the Bandit Mountains characteristic long, wedge-shaped shafts; this one running north east to south west, probably for many miles. It was wide enough to march two-abreast at the base, but it narrowed above their heads, up into the shadows.

The party set off and were making good progress when a strange thing happened.


Combat #1: 4 Cave Fishers

Rounds: 3

Result: Party Victory

Highlights: Bishoy and Tawadros were both snatched by thin and sticky tendrils shot out from high above them by crab-like cave monsters. They were being reeled up into the darkness! Bishoy had a magic sword and was able to chop through the tendril; a mixed blessing as he then took 3d6 falling damage, while Tawadros hacked away without effect. Fluid, still in humming bird form, flew up, turned into an ape, and attacked one of the monsters, while the others pepper them with missile weapons and spells. Tawadros was reeled up into claw range and tried to give as good as he was getting. When the creature died (non of them had a lot of hit points), it let go of him, and the henchman plummeted 60 to a nasty end below, or he would have if Sever had not readied himself to cast Feather Fall at just the right moment. The ranger has become the nerd.

Fluid poked around up on the ledge for treasure, but there was nothing of value there. The party rested and recovered some hit points before continuing. They passed a vast underground natural stone bridge without incident, then found several partial cave-ins along the route; these, they surmised, corresponded to the steam shafts that had been partially collapsed. They climbed over the rubble and continued.

During their journey the steam in the passage had been increasing in volume, and now they saw an exit up ahead from which it was pouring in; they had reached their destination. The crept forward and had a look; the huge room was dominated by a gigantic furnace on the western wall, radiant heat and steam both illuminated and obscured details. Above in the high ceiling were vents through which the steam ascended; and before all this was the huge metallic construct they had scouted last time. They decided to Leeroy Jenkins it!


Combat #2: Iron Golem (and his controller)

Rounds: 7

Result: Party Flees!

Highlights: Prayers were said, and the eyes of the construct swivelled toward the attackers as Sever, Giuseppe, Tawadros and Gorfag closed in, and it breathed out a horrible cloud of poison gas. Only the half-orc failed and found himself Slowed. Everyone else wailed on their metal opponent, and found their weapons had no effect! What's more, Bishoy called out that he had seen some sort of magical spell being cast through a small hatch which had opened, and just as quickly closed, in the main door to the furnace.

The golem started moving more quickly than before, it was now Hasted.

It was time for plan B: Fluid took to the air and tried to find something he could do on the top of the furnace. Sever switched to shield and dagger, his dagger being a special +3 vs Large Creatures one, in the hope that this would be strong enough magic to effect the golem. Giuseppe tried to draw the enemy's attention to help spread the damage around. There was a sudden clamour: who had the Rod of Cancellation they had found in the halfling steading last week? This item was in no way guaranteed to work against the golem, but it was worth a try! Tawadros started scrambling through Sever's backpack in the hope of finding it.

Next round the golem pounded Sever twice, but the Ranger found his dagger worked and he inflicted damage of his own backed with the power of this girdle. Tawadros worked his way around behind the enemy while trying to find the Rod, Giuseppe got the golem's attention, Gorfag (slowly) tried to get over to the furnace and help Bishoy spot whatever was going on there. Then the little hatch in the furnace door opened again, this time a small streak of flame flashed out--targeting the golem--and blossomed into a fireball. Giuseppe and Sever made their saves, but Tawadros failed; and you know what that means:

"Items exposed to the spell’s effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected." PHB p73

Was the Rod going to be melted before anyone had a chance to use it? In a story-time-theatre-kid game, I as the DM may have planned this encounter to rely on the Rod of Cancellation, and so now faced the conundrum of what to do if it failed its save. PSHAW! Let's turn to the item saving throw table. 

DMG p80

Fortunately for the party though, I had already established (i.e. mentioned off hand for flavour and was now stuck with it) that the rod was made from metal, and so--being a magic item--it saved on a 4+. So they had that going for them, but the bad news was this: the Fireball spell had healed the golem of the damage inflicted by Sever, the heat fusing the cuts his dagger had made in its leg and repairing the damage. What a dirty trick.

Tawadros shrugged off the burning pain of the Fireball and had a swing with the Rod next round, but missed. Giuseppe then dodged under the swinging fist of the golem and around to take over from his henchman, relying on his better combat ability to increase their chances of hitting. Sever got the golem with a double dagger stab. The golem itself missed for a change, which I didn't think was possible until then. Things were balanced on a knife's edge. 

Now, the huge door to the furnace opened, and a gigantic fire elemental walked out, brushed by Bishoy and Gorfag (who dived out of the way in slow motion) as though they were nothing, walked right up and stood in the same space as the golem, healing it with its fire damage. What a dirty trick!

In the depths of the open furnace Bishoy thought he saw a man shaped figure moving amid the flames, then it was gone...

The next round Giuseppe took over on the Rod of Cancellation, and got a hit! But nothing happened. The description for this item does not cover golems, and I had not told the players my ruling since they had no way to know: they just had to find out by trying. The item description does include artefacts and relics, as well as very powerful armour, so I had decided that it required a number between these two to take effect on the golem. The item description also does not say explicitly what happens after a failed attempt to use it, I ruled that they could keep trying.

Two more rounds passed, I think between Giuseppe and Sever they hit 3 times with the Rod; but none took effect, and that was pretty bad luck. Things got worse when another fireball flashed out, healed the golem, and hurt them; Giuseppe was reduced to 0 hit points and went down.

They were so close to victory, but another bad round could mean death for them all. Yet, how could they flee when Sever was engaged with the golem?

Fortunately he was wearing these babies
Boots of the Skirmisher: These boots always appear to be ordinary foot gear, but upon command may change from low soft, to high hard, etc. The true power of the boots enables the wearer to "redeploy", i.e. break off from melee combat, without drawing a free attack from opponents. This power may be used at will. Additionally, once per day, when utilising the redeploy power, the boots also convey the power to pass through overgrown areas (undergrowth of tangled thorns, briar patches, etc.) without leaving a discernible trail and at normal movement rate, as per a 3rd Level Druid.

TBH I'd forgotten Sever had these. With the boots power they could withdraw relatively safely; if they won initiative, if someone could grab Giuseppe, and if everyone else was out of the way by the end of the round. Fluid helped by casting Obscurement.

They won initiative.

The party fled for their lives out and back down the passage. Although the golem was tall enough that the Obscurement spell only came up to its chin, the construct could not see them in the mists, and so they had time to escape. Even with the Haste spell still in effect it couldn't catch them as they retraced their steps and hauled themselves up and out of the mountainside. They returned to the slushy Ice Castle with a dejected Bjorn and a walking wounded Giuseppe; they had learned much, but at great effort and with no tangible rewards.

Session Statistics: 


Wilderness travel:  18 Miles
Downtime begins on: 03/Aug
Combats: 2
Rooms mapped: 1
Combat rounds: 10
Losses: Giuseppe (unconscious)

Treasure & Items
none

Monsters
4 Cave Fishers 608 xp

608 XP & 0 GP  Assignment
Sever (E) 94 xp & 0 gp 
and Thomas (E)  48 xp & 0 gp
Giuseppe (E) 94 xp & 0 gp 
and Tawadros (E)  48 xp & 0 gp
and Bishoy (E)  48 xp & 0 gp
Marty O'Tool (E) 94 xp & 0 gp 
Fluid (E) 94 xp & 0 gp 
Gorfag (E) 94 xp & 0 gp 


Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe 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, 5 August 2025

Trollopulous Adjusted Session 124 (Machodor #75): Crawling with Carrion Crawlers

a young O'Brien clan member
             

Introduction


Time once again to visit the halfling steading, the party find a truly unique situation and make out with a score.

Timekeeping


This session began on July 24th, 2025with the player characters adventuring until July 25th. Downtime for these characters begins the 26th.


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 and Poindexter (M5) and Thomas (C6)
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) 
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick)
Louie (Level 1 Illusionist of Machodor)


Downtime


The individual player characters completed their business (getting Raised from the Dead in the case of Sever) and met at the Halfling Steading.

Session Report



under the halfling steading
They were greeted by Cormac O'Brien, the clan leader. He informed them that his men had kept a close eye on the barrier they had thrown up to prevent access to the stairs that led down into the Cavern of Ithaqua far below; but, he admitted sheepishly, a squad of six halflings had failed to show up to their post and were now nowhere to be found.

They players noted this and set off down the stairs. First they checked in with the guards near room (2), who had were actually not very close the where the barrier was between (26) and (27). The halflings informed the party that they had fallen back to this area gradually over the last few weeks. It became clear that the proximity to the entrance to the Cavern of Ithaqua was too much for them.

From here they explored and found the pool in area (22), noting the underwater passage that went to the east from there and 4 spigots from which water poured into the pool.

Explored and found a pad locked area (with the lock open) in (24), went through it and up the corridor where they found a way to turn off the spigots, which they did, with an idea that the water would running of of the pool in (22) and allow them an easier time of travelling out of the shoot at it's bottom.

Next they found the wine cellar (25) and the missing six halflings. It was clear that they had skipped guard duty to get plastered here with the giant strength wine that was stored here (very strong wine that is, not wine that gives you giant strength, just to be clear. They returned the drunk halflings to Cormac, along with the very high quality wine they found--with warning not to drink it.

Giving the pool time to empty, they crossed to the south western section of the underground area to check it out, finding it largely abandoned prison cells and other giant facilities (9 &12-16). The latter included a torture chamber (15). Two Iron Maiden's stood flanking other torture machinery, and when Marty O'Tool investigated one, it sprang open. Something was inside! Another something sprang out at Tawadros from the other one. 

Combat #1: 2 Ghasts

Rounds: 2

Result: Party Victory

Highlights: Marty was delighted to be jumped by the undead creature, and hit him with his Mace. A quick re-check of how the Mace of Disruption worked and he had destroyed the thing, while the rest of the party took care of the other one.




In area (16) they found a number of dwarf bodies had been hack to bits, their legs still clapped in irons. It looked as though when the giants moved out they had decided these slaves were too much trouble to bring with them. In "restocking" this room I considered whether the influence of the nearby altar to Ithaqua may have brought some evil out of these poor dwarves, but the dice ruled differently and nothing happened when the party checked them over.

Having cleared out evert other place they knew of, the party was ready to take the plunge and crawl through the now empty cistern into area (23).

They ground the area literally covered in piles of bleached white bones. It was impossible to move without shuffling through the bones, as they got out of the river and formed up there was a tell-tall clink of coins. A search found some copper pieces, and as they walked through the next area another search turned up some jewellery. As far as the players were concerned, this was great! The only problem was it required an entire turn to search a 10' square section of cave floor, even with the help of Were'shbane's detection abilities, but the return on investment looked like it might be worth while. They kept it up until they neared a sink hole in the northern most section of the cavern. 

Combat #2: 3 Carrion Crawlers

Rounds: 4

Result: Party Victory

Highlights: The party had fortunately placed themselves so that only the front rank were in immediate danger. Giuseppe succumbed to a paralysing feeler after the battle had been largely won.

At the pace they were searching Giuseppe recovered before they needed to move far, and then the big payoffs started happening. Armour, weapons, a shield, and a rod of some kind, along with coins, gems and more jewellery. It was a new kind of fun, thanks Gary.

Could be a lot of treasure or a lot of nothing

It wasn't all plain sailing in the cavern picking up loot though.

Combat #3-5: More Carrion Crawlers

Rounds: 8

Result: Party Victories

Highlights: Any given encounter could have resulted in disaster but fortunately the party were never surprised (Sever's Ranger bonus once again) and so were able to beat down the monsters before they could become a serious threat.




When Louie found a magic blue ring--with stylised little fish marked on it--he impulsively put it on and, deciding it was a ring of water breathing, declared he would stick his head in the water and take a big breath in. It was instead a Ring of Swimming.

Finally with the last area searched the party found themselves opposite a sinkhole in the south west of the cavern; could there be more treasure in there. No, but there was this thing!


One ugly mother...
Combat #6: Giant Mother Carrion Crawler

Rounds: 4

Result: Party Victory

Highlights: This monster was three times the size of a normal Carrion Crawler, had three times as many Paralysing tentacles that were so long they interfered with blows aimed at its body. Even when "dead" it still thrashed about and paralysed Sever. 

The party gathered themselves for a rest and by the time they had their collective breath back, the paralysed had also recovered. They returned via the same route and reported back to a worried Cormac, "You'se been gone for hours!"

Session Statistics: 

Wilderness travel:  0 Miles
Downtime begins on: 26/July
Combats: 6
Rooms mapped: 11
Combat rounds: 18
Losses: Louie almost drowned, but he'll get better after a week of rest.

Treasure & Items
366 cp, 389 sp, 53 ep, 328 gp, 12 pp
3 Jewellery: 1900 gp
7 Gems:  1804 gp
Exceptional Wine: 7,600gp
Aegis of the Dire Wolf 1200xp
Rod of Cancellation 10,000xp 
Potion of Healing 200xp
Potion of Super-Heroism 450xp 
Potion of Gaseous Form 300 xp 
Ring of Swimming 1,000 xp 
12 arrows+1 240xp
Broadsword+1 400xp 
Hammer+2 650xp
Platemail+2 1,750 
Scalemail+2 1,100xp 
Scroll of Protection from Petrification 2,000xp
8 Greater Identification spells cast 4,800 (Identification costs have gone up to 600 gold machos, times are getting tougher in Minas Mandalf)

Monsters
2 Ghasts 580 xp
8 Carrion Crawlers 5,200xp
1 Giant Mother Carrion Crawler 1,980xp

39,170 XP &  GP 16,920 Assignment
Sever (E) 7,795 xp & 2,820 gp 
and Poindexter (E) 3,897 xp & 1,410 gp
and Thomas (E)  3,897 xp & 1,410 gp
Giueseppe (E) 7,795 xp & 2,820 gp 
and Tawardros (E) 3,897 xp & 1,410 gp
and Bishoy (E) 3,897 xp & 1,410 gp
Marty O'Tool (E) 7,795 xp & 2,820 gp 
Louie (E) 7,795 xp & 2,820 gp 


Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe 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 129 (Machodor #80): Stuck, in the Tomb of Kistomerces

A mysterious portal Introduction Last session the party scratched the surface of the Tomb of Kistomerces, avoiding death at two false entran...