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 123 (Machodor #74): Cockatrice Capers

            

The Ring of Kings

Introduction


Time once again to visit the forest of Taurhieval for a bit of cockatrice hunting, and more.


Timekeeping


This session began on July 17th, 2025with the player characters adventuring until July 21st. Downtime for these characters begins the 22nd.


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) and Thomas (C6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade
with henchman McScales (Lizardman F5)
Fluid the Druid (Level 7 Druid, wearer of the Ring of Kings)
Gorfag (Level 3 Half-orc fighter, formerly known as Fagor)


Downtime


Anri killed in downtime at the Ice Castle. At first the Master of Winter was blamed, but then the Ithaqua scarab was found where her heart should have been, and no further investigation was made. Gurt returned her body to Minas Mandalf and, since she could not be raised without a heart, buried her there.

Having previously secured cockatrice feathers and troll blood and having provided this--along with copious funds--to a sage in Minas Mandalf, Sheamus has received the promised Potions of Cockatrice Controls from said sage and is ready for the next stage; impregnation of some chickens. There was just one more suggestion from Eldric the Sage, a Druid known as Fluid--reputed to live north east of the Ruins of Trollopulous--might be interested in some work (having a lot of children--and wives--to support) as he could use the macho's a success would bring.

I adjudicated Sheamus's trip on the Rocket Cycle from Minas Mandalf, to the jungles NE of Trollopulous to pick up Fluid, and then on to the Ice Castle, and we got on with the session proper.

Session Report


Things got off to a slow start with a thunderstorm raging throughout most of the day. Choosing not to travel under those conditions, the party set out on the following day. Sheamus loaded some hens into the the Rocket Cycle's storage section, they should be pretty safe in their as long as the hatch wasn't sealed.

They reached the edges of Tuarhievel at lunch time, and finished the day about six miles into the light outer parts of the forest. They made camp, probably not that far from where they were attacked by Trolls last time around; but this time it was a wholly different kind of threat that came upon Sheamus as he stood watch before dawn.

A 20' tall walking tree, with massive outstretched arms and an evil look on its "face" pushed its way through the trees towards him. The fighter quickly alerted the rest of the camp and soon they were all puzzled whether this creature was a danger or not. I played the part of an Ent and gradually began speaking slower, and slower, until I was really messing with them. Finally, it demanded tribute, and some small amount of stuff was offered by Shaemus. Fluid, feeling that Treants were his territory, and wanting to show his worth to the party, came forth to negotiate; but the next thing he knew the "Treant" had disappeared, and so had his Ring! What he did see for a moment was a small, human like creature running away south in a comically exaggerated fashion. Then it became Invisible.

The chase was on. Now, it is obviously a tricky proposition to follow in this situation; but there is nothing that says Leprechauns pass without trace or anything like that, so I ruled that it was possible to track it, and Sever began looking. Fluid wasn't waiting for him though, he changed shape into a hound of some kind and set off alone in pursuit. Sadly, the woodland sprite was faster, and it was going to get away; but then Sheamus fired up the rocket cycle and blasted off after it as well.

Sever and his henchmen took to the air on their winged steeds (still fairly easily done in this lighter area of forest) and then Sheamus found that the very trees had warped in his path, to form a veritable wall of wood; he blasted it with the Rocket Cycle's guns and kept going. Would all this attract attention?

"too be shurre its a nice lookin' ring."

Yes, yes it would, a roll on the encounter chart brought up some elves to see what was going on. Not just any old elves, but the same group of Grugach they met in session last time they were in Taurhievel. Zyrrith Wildthorn  and his band were apparently the border patrol for this forest. The meeting had been relatively cordial at the time. This time Fluid, who had not been at the previous meeting and did not know this elf at all, was in no mood to stop and chat, but the elves, mounted on stags, were sitting on the trail the Leprechaun was leaving as it tried to escape. The human got lippy about not messing with a druid; and that's when the elves opened fire on him.

Zyrrith

Combat #1: Zyrrith's hunting band

Rounds: 2

Result: Negotiated draw

Highlights: A full volley of arrows nearly did for the legacy Trollopulous character right there and then, but he survived and immediately changed shape to a mouse (incidentally healing himself 10% in doing so). A caster on the elf side then caught Sheamus, McScales, and Gorfag on the rocket cycle with a Web spell.

Sever had had enough of watching all this from the sky, he dropped down through the canopy, landed, and engaged the elf leader head on. Thomas cast Prayer and Rabbit let fly with his own arrows. Sever with his bonus attack rolled first, but then so did Zyrrith (meaning he was level 7+ himself). The two clashed and hit points plummeted on both sides, but Zyrrith had a couple of lieutenants who had also closed in; and it was looking bad for Sever. 

That's when Sheamus hit the Rocket Cycle's booster button. Naturally, such a burst from its thrusters caused the surrounding Web to immediately ignite, and also saw the cycle disappear at 48" speed right off into the deeper forest. It was all the Irishman could do to keep from running into a tree and wrecking his beloved mount, McScales and Gorfag wisely chose to simply hang on.

Sever now had a change of heart; since no one on either side had actually been killed yet, maybe it wasn't too late to talk it out? He challenged the elf to parlay instead of wasteful death, and I rolled 98 on the reaction check. 

Seemed good to me.

Somehow the bell was un-rung and the elves began to take amusement in Fluid "the so called" Druid's plight. Of course, Fluid didn't tell him of the immense power of the ring the Leprechaun had stolen, and I'm sure this loss will have no downstream effects in the campaign...

In the end, having provided a little bit of advice on where to find cockatrices, the elves rode off happy that they had had the better of the exchange; incidentally destroying any trace of the Leprechaun's tracks. And that was that, Fluid gave up then right? No, he wasn't done yet. He cast a Call Woodland Beings spell in the hopes of attracting creatures who might know about the Leprechaun, it was certainly worth a try.

DMG p44

This spell is pretty well known for saying words to the effect of "of course your DM will know what creatures are in the area"; but, as I looked at the spell details in the DMG, I realised that I pretty well did know, based on the three categories listed and the forest section they were in. The chase had brought the party into the middle category of Slyvan forest. So, who showed up? Sadly not sprites or the like that Fluid wished for; but three centaurs. They were friendly, but in the end were about as helpful as the elves.

Fluid and the rest of the party were prepared now to count the ring as lost, and to get on with their actual goal. They started off to head into the deeper forest, and were just on the border of the thickest interior at twilight. This time, a search for a good campsite found a habitation. It was a hut made from wood, gathered rather then felled, and when they knocked on the door a man popped his head out of a second story shutter/window an greeted them cautiously but warmly. It seemed that him and his wife grew mushrooms and lived a quiet life in this peaceful forest.


They seem harmless enough...

Happy at the prospect of a roof over their heads (all except for Fluid, who maintained that he would sleep outside [probably to get unsupervised access to the mushrooms]), the players negotiated room and board for the night. Rabbit went out and hunted up some, erm, rabbits, and a wonderful meal was made and the old couple were amazed to hear tales from the lands of Machodor (the bumpkins had never even heard of Macho Mandalf!)

When they were ready to call it a night, the old couple went up a rickety looking corner staircase into the loft above--where they usually slept--and the party doffed their armour and began the first watch (naturally they were not so trusting as to not have a watch).

Surprise!

Combat #3: 2 Annis & 4 Cockatrice

Rounds: 4

Result: Costly Party Victory

Highlights: Gorfag was unfortunate enough to be on watch when the nefarious plan got underway. A Sleep spell put him out of action and then hatches hidden in the walls opened; to admit trained Cockatrice! Fortunately, Fury was on the job and his keen senses allowed him to notice and alert Sever. He in turn alerted the rest of the party, and then it was kill or be stoned.


Sever leapt up in his pajamas and grabbed Were'shbane and shouted orders to his henchmen. Gorfag was attacked and turned to stone. Fluid heard the commotion from outside and tried to get in to help, but the door wouldn't budge! Sheamus woke up and was immediately in two minds; should he attack or should he use his Potion of Cockatrice Control? He chose the latter and ordered McScales to be on the alert. The potion worked on a cockatrice, another was killed, and then a monstrous figure appeared at the top of the stair; 8' tall, blue skinned, with glossy black hair teeth and sharp nails.

Sever went after the monster, turn undead from Thomas proved ineffective, Sheamus had control of two cockatrice and the other was killed before after it had turned Rabbit to stone. Poindexter applied Magic Missiles liberally. Fluid used Warp Wood to tried and force the door, did you know there's a rule for that? 

His spell worked and he threw open the door to see another Annis dropping from a hatch in the ceiling right into the party! With no armour, Sever was absolutely brutalised by the one on the stairs and caught in a bear hug; but he had managed to hit it first, and with some Magic Missiles at just the right time the creature went down before it could finish off the Ranger.

Having two Cockatrice under his control gave Sheamus a feel for his future Chicken rider forces, he turned the creatures on their master; but was unable to get many hits in, and when he did the monster made its save vs petrification.

Fluid cast Summon Insects, this was good enough to kill Elric, it should work on the Annis, he hoped.

Next round Sever threw himself at the remaining monster and hit it hard, but the Annis returned the favour with interest, scoring just enough damage to kill ranger. The combination of remaining henchman and Fluid with his spell brought the monster down soon after.

With Sever's wrath stilled, what should have been an amusing round of "let's impregnate chickens with cockatrice" had a more bizarrely sombre aspect to it; but, as Sheamus pointed out, it had to be done or Sever's sacrifice would be in vain.

After success in this endeavour Sheamus set the cockatrice loose, and the party returned the way they had come without encountering any opposition; all the way to Minas Mandalf. Another step along the road to Chicken Jockeys was complete. 

Session Statistics: 

Wilderness travel:  90 miles
Downtime begins on: 22/July
Combats: 2
Rooms mapped: 1
Combat rounds: 6
Losses: Sever the Wrathful killed, Rabbit and Gorfag petrified

Treasure & Items
3000cp
3000ep
6000gp
4 Jewelry 11,000 gp
11 Cockatrice Eggs 2,200gp (from Sarumin on the way to MM)
Ring of Spell Storing 22500 gp
Boots of Striding and Springing 2500 xp
Potion of Super-Heroism 450 xp

Monsters
2 Annis 3300xp
2 Cockatrice 830xp

5450 XP &  GP 20,715 Assignment
Sever^ (E)  4,360 xp & 3,452 gp 
and Poindexter (E) 2,770 xp & 1,726 gp
and Rabbit^ 2,180 xp & 1,726 gp
and Thomas (E)  2,770 xp & 1,726 gp
Sheamus (E) 5,540 xp & 3,452 gp 
and McScales (E) 2,770 xp & 1,726 gp
Fluid (E) 5,540 xp & 3,452 gp 
Gorfag^ (E) 4,360  xp & 3,452 gp

^ no combat xp but xp for loot

after selling the ring of spell storing.
Sever (E)  3,333 xp & 3,750 gp 
and Poindexter (E) 1,667 xp & 1,875 gp
and Rabbit (E) 1,667 xp & 1,875 gp
and Thomas (E) 1,667 xp & 1,875 gp
Sheamus (E)  3,333 xp & 3,750 gp 
and McScales (E) 1,667 xp & 1,875 gp
Fluid (E) 3,333 xp & 3,750 gp 
Gorfag (E)  3,333 xp & 3,750 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 126 (Machodor #77): Guardan variety adventures

     Timekeeping T his session began on  August 7th, 2025 ,  with the player characters adventuring until August 8th. Downtime for these cha...