Tuesday, 5 August 2025

Trollopulous Adjusted Session 122 (Machodor #73): The Glacial Rift of the Frost Giant Jarl

I bet you were expecting frost giants.
           

Introduction



Sometimes all your planning can be thrown out by a dragon at your door.


Timekeeping


This session began on July 10th, 2025with the player characters adventuring until July 11th. Downtime for these characters begins on the 12th.


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)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
with henchmen Bishoy (F6) Tawadros (F6) Steelvien (F4) and Rhoikos (M4)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade
with henchman McScales (Lizardman F5)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) 
with henchmen Anri (M4) and Cedric (C4)
Fagor (Level 4 Half-orc Fighter)


Downtime


Giuseppe healed up from his run in with the Master of Winter's dragons and returned to the Ice Castle.

Session Report


A random encounter you say, oh, on the dragons sub-table, a red dragon; an Ancient red dragon. How's that for the start of a session. The party were ready for anything but this.

Breakfast with Skarathax
Combat #1: Skarathax the Crimson Scourge, Ancient Red Dragon

Rounds: 6

Result: Party Victory

Highlights: Sever taking to the air and nearly failing his save vs red dragon breath.

There were a number of reasons why I anticipated this fight to be anything but an aerial battle, but when Sever declared he was going to activate his Wings of Flying and charge at the dragon; all bets were off and we were looking at pages 50-53 of the DMG. I got my hex paper out.

There was also the fact that the melted walls of the castle had blocked access to the stables, meaning all the mounts--rocket cycle included--were stuck and unusable in the short term. Sheamus set McScales to digging through the debris.

In hindsight if I'd made a local map at a smaller scale, like I had recently done for the Master of Winter's valley, we could have have used it to good effect for this scenario. But, not have prepared one, the old fashioned way had to do, and I adjusted height with cubes and market the exact positions with d4s.

In the first round Sever and the dragon clashed, the former striking with Were'shbane and the latter breathing fire for 80hp and biting (I learned of that combo on DMG p51) the ranger for 3d10. More than half his hit points were gone. If he had failed his save he (not to mention his magic equipment) was toast. But Sever's damage pushed the dragon close to its limit of flying, and, as both combatants zoomed past each other, subsequent rounds became a manoeuvre battle. Surprisingly, by ascending and trying to turn for another run at the ranger, the dragon sealed its doom. Sever made use of his better turning circle (class C) to get behind the larger creature (class E) and gradually hauled it in, until he could attack it from behind. 

The others could only watch and hope. I didn't (and don't) think that dragons can breath directly behind them, nor can they twist in the air and use their front claws or jaws; but I did let Skarathax use his rear claws, which narrowly failed to bring Sever down. The ranger then dealt a blow that pushed the dragon into the hit point zone where it could no longer maintain any semblance of flight, and it crashed down into the mountain side below.


Exciting aerial battle

This battle went for about 45 minutes, a bit of a "in medias res" start for returning character Fagor the half orc, but he took it all in his stride then pitched in as they spent the rest of the day stripping and cleaning the dragon carcass.

The next day they used the teleport device captured from the hill giant steading, and before they knew it they had arrived in the Cavern of Ithaqua right before the rift that held the Frost Giant lair. Handy, but a one off journey; for which reason they brought the Rocket Cycle along with them. The change in conditions was marked, from summer to icy winter like cavern, without the Fabled Ice Jewel of Frigia they would have been in immediately danger; but, with it, they were able to take stock and move out.

They chose the path the the right and went down.


The footing as difficult, but the passage seemed safe enough, as long as you stayed away from the 250' drop into the frozen wastes below in the bottom of the rift.


Combat #2: 4 Winter Wolves & 7 Yeti

Rounds: 3

Result: Party Victory

Highlights: Into the first caves nearly invisible were Yeti awaiting them. Just as the party were cautiously exploring, winter wolves struck them from behind.

This fight was pretty tense, the group found itself with the squishies having nowhere to go while the warriors had nothing to fight; or, at least so they though, until the Yeti joined the party. Did these yet have anything to do with those working with the Master of Winter, well they party didn't given them a chance to answer any such questions.

The leader of the yeti did wield a sword, suggesting higher intelligence; initially the sword registered as magical so Gurt directed his henchwoman Anri to cast Identify on it. I don't recall anyone doing this in the dungeon before, with Macho Mandalf's Greater Identify available to them, but more expensive, maybe this would be a good idea...

 

It was not, and I didn't even mention the fish swallowing thing

Having established with this that the sword was in fact not magical, but the subject of a Nystul's Magic Aura spell; various apt expressions were trotted out, and then they continued on.

The path ahead narrowed, and they set up a system of ropes to hang on to. The module anticipates the party tying themselves together, but this was a full on relay station of ropes and spikes. With the howling wind covering the sound of their hammering, they were able to get in enough spikes to their satisfaction and work their way safely around the narrow section of path. Beyond the path widened and there were two entrances into the side of the glacial rift. One was filled with steamy mist from some sort of fissure in the floor, Rabbit scouted it Invilibly and cound nothing of danger or of value. He then tried the same on the next cave, and again did not find anything, but as this cave was clear of mist they chose to move in and investigate. That's when the pets of the Yeti jumped them.


Combat #3: 2 Snow Leopards

Rounds: 1

Result: Party Victory

Highlights: The leopards leapt down on Sheamus, Sever would have like to use Speak with Animals; but the animals were soon dispatched before he had the chance.


They way forward held two choices, a ramp on the left leading down in the frozen floor hundreds of feet below. After this the path continued on this level and narrowed once again. Rabbit when on into this area and reported the all clear and that a wider area was beyond. The party set about creating another rope station. Just as they were getting ready to use it, a huge white head popped around the corner--from where Rabbit had explored--and looked at them. The head also had a large body, a loud shout, and friends.

Combat #4: 3 Frost Giants

Rounds: 3

Result: Partial Party Victory

Highlights: Both sides exchanged thrown rocks and missile weapons. Giuseppe used his great shield to block the rocks and protect the lighter armoured party members. One of them giants caught a rock from Sever, so he gave up on that game, activated his wings, and went on the attack. Gurt and Sheamus took on the closest giant and Fagor tried his laser rifle on the others, but missed. Soon the party got the upper hand, and one giant fled inside with Sever on his tail, but to an area with a number of diverging corridors, so the party chose not to pursue.

They returned to where they had previously stashed the Rocket Cycle in the Yeti leaders cave, and got it ready for travel. Once outside they chose to head not for the Ice Castle, but the Halfling Steading, which should be a similar distance away and hopefully safer to get to. The only problem was passengers, they would need to take a couple of trips. This worked to their advantage however, as the ones left behind discovered a hidden cave that looked to be free of Ithaqua's influence.


The rocket cycle ride was educational in more ways that one, not did it prove to be an alternative route to the glacial rift, they could see in the distance that this was no mere cavern. As the Shedu had said, this was an area where different worlds came into the contact, and they could see over the waters a sky that was not the sky of Trollopulous nor Machodor. 

And in that sky they saw strange creatures flying over the ice choked sea.

The creatures who showed no interest in the party, looked like a spatulated fish, or a flat rice paddle from the side with four pairs of wings that resembled fins, numerous ivy-like tentacles hanging from both sides of their bodies. Each one also sported three black eyes on each side of its head, and an elephant-like trunk for a nose. The party let them be.

Once everyone had made it to the halfling stead, they tasked the halflings with setting up a barrier and to guard it well, lest any denizens of the cavern should enter via the same method. 

Session Statistics: 


Wilderness travel:  16
Downtime begins on: 12/July
Combats: 4
Rooms mapped: 4
Combat rounds: 13
Losses: 6 Ice Castle guards killed 4 badly burned wounded (and the front of the Ice Castle melted to slush)

Treasure & Items
11 huge ivory tusks 8,800gp
Ice-like longsword (not magical) 

Monsters
Ancient Red Dragon  5200xp
7 Yeti 3910xp
2 Snow Leopards 452xp
2 Frost Giants 5900xp

24,262 XP & 8,800  GP  Assignment
Sever (E) 2,426xp & 880gp 
and Poindexter (E) 1,213xp & 440gp
and Rabbit (E) 1,213xp & 440gp
and Thomas (E) 1,213xp & 440gp
Giuseppe (E) 2,426xp & 880gp 
and Bishoy (E) 1,213xp & 440gp
and Tawadros (E) 1,213xp & 440gp
and Rhoikos (E) 1,213xp & 440gp
and Steelvein (E) 1,213xp & 440gp
Sheamus (E) 2,426xp & 880gp 
and McScales (E) 1,213xp & 440gp
Gurt the Green (E) 2,426xp & 880gp 
and Anri (E) 1,213xp & 440gp
and Cedric (E) 1,213xp & 440gp
Fagor (E) 2,426xp & 880gp 


Graveyard


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









Sunday, 3 August 2025

Trollopulous Adjusted Session 121 (Machodor #72): Bargash meets Slargash

          

Follow along on the map for session #72

Introduction



This week a greatly reduced party sets off to finish some business at the Halfling Steading.


Timekeeping


This session began on July 3rd, 2025with the player characters adventuring until July 5th. Downtime for these characters begins the next day.


Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchmen Rabbit (F4/MU3/T4) and Poindexter (M5) and Thomas (C6)
Mathias Steelvien (Level 4 Fighter of Saint Raul)
with henchmen Rhoikos (M4) Symeon (C2)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) 
with henchmen Anri (M4) and Cedric (C3)

Downtime


After the successful battle against the forces of the Master of Winter, Giuseppe set off from the Ice Castle with his troops and henchmen to take the prisoners and freed thralls--some of whom may have been from Gimmelwald--back to that troubled Bandit Mountains town. It turned out not to be as easy as he suspected. More details here.


Session Report

After a swift journey from the ice castle the party arrived a the halfling stead to find a group of halfligns running across the open ground from the nearby light forest. They were running for good reason as behind them were a dozen hungry looking ogres!



Combat #1: 12 Ogres

Rounds: 2

Result: Party Victory

Highlights: Poindexter's perfectly aimed fireball did for the majority of the Ogres.


The party swept in and saved the halflings and were given a heroes welcome in the steading.

They spent the night and in the morning went down into he basement. The first place they checked was the cell block were they had left the Orc Bargash, but before dealing with him, curiosity has them examine the cell they had not yet opened. It was a trap!


Combat #2: 3 Skeletons

Rounds: 1

Result: Party Victory

Highlights: Not really sure what Gygax was going for with this "trap" encounter, I guess it was guaranteed to make some noise and alert any guards, but that was no issue to this party.


Sever grabbed Bargash who began to again talk up his ability to the negotiate with the leader of the orcs in this place, his brother Slargash. Sever went along with this but it is unclear what his intentions were in accord with his prisoner's.

Rabbit was made Invisible and he went forward to scout the Orc's position, Poindexter used this information to target them from way across the cavern. The rest of the party backed up the corridor with their fingers in their ears, staging near a blocked off door--that was giving them an unsettling feeling of what might be beyond. Gurt found a distinct whiff of evil from that direction.



Combat #3: 44 Orcs remnants

Rounds: 2

Result: Party Victory

Highlights: For the second time in a few weeks Poindexter's perfectly aimed fireball did for the majority of the orcs, only the leader, Slargash, survived the impact. 

Slargash came staggering out, holding a sword in one hand and a crossbow in the other. Knowing that the orcs used poisoned bolts, Sever took no chances, he grabbed a hold of Bargash and used him as a shield. The orc caught a bolt in the backside and was then thrown unceremoniously at his wounded brother with the force of a catapult. And it was over.

The orcs had camped in the east section of the cave behind two barriers, near where there were two passages north, they had little of value and even less survived the fireball, but the PCs were happy to find some gems on Slargash.

They moved forward and searched the area thoroughly.

Sever spotted something moving along the wall towards him, saving the party from being surprised for 3 segments! The creatures that occupied the area to the north were coming to see what all the commotion was.

I should have shared this map in the session
Combat #4: Troglodyte clan

Rounds: 3

Result: Party Victory

Highlights: The creatures were making their way down the narrow connections between the two sections of cavern. Most of the party took up a position to deal with the ones coming from the north, but only Matthias Steel vein and Symeon the cleric moved to hold the western entrance to the orcish area.

A Web spell trapped many of the Trogs, I generally only allow a save for Web if there is some possible place a target could escape to that isn't covered in the stick fibres; in this case they were all in a narrow channel that was easy for the spell to fill from top to bottom. Sever and co killed the first few to make it through before the Web hit, but a dozen more--plus the leader--came in from the west and killed Symeon right off the bat, leaving Mathias hungry for vengeance. 

I've been learning recently that since I've got maps in the module, I should take advantage of them to quickly augment the ToTM positioning. This is a tricky judgement call though, as it is so easy to override the vivid images only pure ToTM can achieve. Hopefully I'll do better as we keep playing.

North of the troglodyte lair was another large chamber to the west. Large leathery creatures slithered out to greet them.

Encounter #1: 6 Giant Subterranean Lizards

Rounds: N/A

Result: Party Parlayed

Highlights: Sever used Speak with Animals and got a very positive response when he offered the creatures the mass of dead enemies behind them.

The lizards did their best of accommodate the Ranger's questions and indicated a large chamber existed at the other end of a subterranean river. They warned of "eaters of the dead" that lived there and the players took this on board.

The party fell back to the entrance area and discussed what to do next. They decided to check on the location where they had had the "bad feeling". The room was typical of the other barracks and or prison cells they had seen, except for the new tunnel dug into the southern wall. It was from there that the cool wind and feeling of evil emanated.

Gurt was determined that the statue was not to be left undisturbed, but it was only when there was a successful Dispel Magic from Poindexter that they were able to topple it from its altar. Sever placed a sack over its head while Gurt wailed on it. Then something odd happened, a brooch--or scarab--appeared from within the statue, coming right out of its back. The thing was of a similar size and shape to the amulet that Sever had, only this one radiated magic.

Session Statistics: 

Wilderness travel: 36 Miles
Downtime begins on: 06/July
Combats: 4
Rooms mapped: 6
Combat rounds: 8
Killed: 1 Henchman, Symeon.

Treasure & Items
8043cp 40
6023sp 301
3 Rings with gems 1gp
119gp
15 gems: 3820gp 
3 jewellery: 4250gp
Scarab of Insanity (Identification costs 450gp) 1500 xp

Monsters
11 Ogres 2220xp
1 Ogre Leader 465xp
3 Skeletons 66xp
44 Orcs (including Bargash and Slargash) 638xp
Troglodytes: 20 Males , 13 females, 7 Young 1560xp

14,980 XP &  8081 GP  Assignment
Sever (E) 2305 XP & 1243 GP
and Poindexter (E) 1152 XP & 621 GP
and Rabbit (E) 1152 XP & 621 GP
and Thomas (E) 1152 XP & 621 GP
Steelvien (E) 2305 XP & 1243 GP
and Rhoikos (E) 1152 XP & 621 GP
and Symeon (DNF) 0 XP & 0 GP
Gurt the Green (E) 2305 XP & 1243 GP
and Anri (E) 1152 XP & 621 GP
and Cedric (E) 1152 XP & 621 GP


Graveyard


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 94 (Machodor #54); The Storm

Usama Loot Laden (and mount)
            

Timekeeping


This session took place on 14/11/2024, and the PCs adventured for 3 days.

Introduction


This session has taken a long time to complete the write up for. In some cases the fog of war was necessary but mostly I had to think a bit harder than normal and that always slows the process. The understand the context of this session I recommend you read the one before it

Player Characters Present


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

Downtime


The players had varying bad dreams while trying to get some rest in the Gnoll caves. Natural anxiety, dread prophecy, who knows?

Session Report


As the sun rose on a clear morning, a sentry posted at one of the cave system's six entrances reported something strange at the exit to the little cul-de-sac like valley the ruined village was in; trees, lots of trees! Over night, seemingly by magic, a huge forest had formed. Going forward to investigate, they soon found their worst fears proven, the forest extended in such a way as to arc from one end of the exit to the valley all the way to the other side, half a mile away; creating an enclosed space that narrowed down to about 200 yards at its far end, and there in front of the trees was an army drawn up and waiting, the Talibandits. The party could see Usama himself ride forward, waving a white flag, escorted by 4 warriors and another bearing a banner.

Local map showing the caves


Three players rode forward, with three Pegasus riders backing them up. Only one of the players attempted to read what was on the enemy's banner, which written in Illusionary Script, and this required him to make a saving through, which fortunately for him he made and so was not magically Confused. With the banner a failure, but with them all in range; Usama's magic user ally, Invisible off to the side, cast her Lightning Bolt (much as she had done on another occasion); and all hell broke loose.  

Goodbye faithful steed
Combat #1: Usama's Treachery

Rounds: 2

Result: Party flees!

Highlights: The bolt got Sever, Gurt, and Sheamus, and their mounts, and sadly Convess the Pegasus failed his save and took full damage, which was enough to kill the faithful steed. By the time the survivors reacted the image of Usama had wavered and disappeared, it was an Illusion!

The magic user ran off somewhere into the trees, but when they tried to pursue they found them too thick to make it further than 10' per round (as per the spell); and to make it worse they heard the growls of summoned bears in there. They were forced to retreat.

The Talibandit troops jeered and laughed as the PCs raced back to the presumed safety of the valley, but it was soon apparent this this was no place of safety; numerous shots rang out from the mountains nearby. Durka Durka's tribesmen had taken up position there and were able to rain down shots with their enchanted acorns with impunity. The players whole force hesitated at the threshold to the village and tried to think of a way out of their predicament.

Slippery Pete volunteered to climb up there and took off to do so (an uncharacteristically brave move, but perhaps he figured he would be less of a target up there). The small unit of Pegasus archers tried to make and impression but were out matched in fire power, an soon forced to land. Now time dragged, would the battle start, or would attrition keep slowly piling up? I had no planned solution here, this was not a "round 1 this happens, round 2 that happens, the PCs can influence the out come by winning such and such set piece small scale combat." which I've seen advised around the place. No, bottled in like they were, the ball was in the player's court completely. You could sense the tension!

The first attempt to reclaim the initiative was to send some of the unwounded Pegasus air cavalry out in pairs to seek reinforcements, two went to Guarda, and two to Schloss Ragnar. The speedy mounts were able to evade the Durka Durka fire and get clear, but even they would not be able to reach their respective destinations and return with help in less than four hours. Could the PCs army hold out that long, would they try?

I wondered if they might seek safety in the caves. They could have tried, the entrances would have been defensible; but they found the former gnoll home instinctively unsafe, I guess. In fact, I'd dropped a clue or two (that had gone unnoticed) to the existence of an underground river that actually led out of the rear of the caves and could have been used to escape, or flank the enemy, or perhaps even led to the discovery of a path into the basements of Tora Bora...but we'll never know now.

Instead, Giuseppe came to the fore with a inspired tactic; he would take the dwarf unit up the mountain side and directly engage the Durka Durka's there. This was a great example of a player influencing the world around him, do dwarves really have such an ability? Well, it seemed reasonable to me at the time! Later I rationalised that perhaps dwarves could locate navigable ways to ascend that other races might not, particularly with Giuseppe able to lead them up there with Bonecrusher's Horseshoes of a Zephyr. I decided this put them in open or skirmish formation, but that was a small price to pay to escape the stalemate. Suddenly the hunters became the hunted. As they got moving the the Durka Durka druid's realised their danger and cast a number Obscurement spells, and at the same time Slippery Pete was moving in to flank them all by himself (so brave!). With his men on the mountain now in danger, the Durka Durka druid leader, Putda bin Outwillya, pressured Usama to advance and engage the enemy; and the bandit leader was happy to do so.

battlefield in action

Combat #2: Battle of the Ruined Village

Rounds: 11

Result: Party Victory

          Highlights: The enemy closed and sent both sides exchange missile file while setting up for a charge. Once this opening rounds passed each unit settled in for a slugging match back and forth, losing sight of other parts of the battlefield.

Usama, astride his might mammoth, was in the centre of his heavy foot on the left wing. When the units clashed, Sever and Gurt began wading through the 0-levels and soon met with the man himself. They did not have things their own way, Usama had many levelled henchmen to protect him, as well as some druids. In the end running the druids with all this going on proved a bit too much for me to fully exploit, I abducted later that maybe Putda wasn't all in with his support of Usama.

Meanwhile the other units had also crossed the no-man's land between them and engaged. The militia from Guarda suffered heavy losses with only the guidance of Sheamus to keep them together when one of their leaders fell. 

There were plenty of places to lose this battle, the place to win it was always going to be with the villainous Usama and those who faced him, and he gave as good as he got--both verbally and physically.

Usama in happier days

Finally the last of Usama's protectors fell and the man himself was on his last legs. The female magic user, who must have had a thing for her boss, tried to run up Invisibly and use a Fear spell to save him. However, she did not quite make it and instead effected one of the militia units and caught some of her own troops in the area of effect. Usama fell next round after a rousing speech no one recorded, and the magic user was then caught by Sheamus and his rocket cycle, which ran her over as she tried to flee back to the safety of the forest.


Among the vanquished were ten captured officers, men who lacked the malevolent zeal of their leader and were merely typical bandits seeking easy plunder. These men readily surrendered when Usama fell. Twenty archers, gripped by the last minute Fear spell, fled into the forest, only to meet a grim fate as bears devoured them. Vultures circled overhead as the party began the somber task of looting the fallen enemy.

Later that day, Sixtus arrived with reinforcements from the Pegausu Corps Sixth Company. Though too late to influence the battle's outcome, his timely intervention allowed the party to dispel an illusion cloaking a section of the forest that prevented their leaving the field. Within this revealed area, they discovered the Talibandits’ packhorses and carts, brimming with loot and harboring a few prisoners. The captured officers disclosed that Usama had abandoned his mountain lair, collapsing its entrances, with plans to relocate to the Ruins of Trollopulous.

The party gathered the loot and their fallen comrades, returning to Guarda. That night, a fierce thunderstorm tore through the battle site, as if nature itself recoiled at the Druids’ actions that day—though such musings remained speculative.

They reached Guarda by midday on November 16, 2024, and set about assessing the value of their hard-won spoils.


Some lessons learned


The unit template I'd prepared before hand really helped make this session manageable, but I immediately made some changes to it; eventually I want the units, particularly those owned by the players, to have these standing by like character sheets, ready to go at a moment's notice. At the time I was still thinking in these terms but have moved on to a different way of doing it.

Template use example with Giuseppe's "Swords!" unit

With theatre of the mind and mass battles, there is crucial cut off point were it is no longer possible for some players to visualise what is going on. This varies from player to player. Loosing track of things is also not necessarily bad, it can simply be a reflection of the fact that this mode of play can be more chaotic than anything a single party might encounter in a dungeon. 

However in this case the battle became more complex than necessary as I made the smaller Talibandit forces (20 archers, 20 cavalry) etc into their own units, instead of combining some of them. Since the cognitive over head is per unit--regardless of each unit's size--this is something I will avoid in the future. Similarly, for the forces of good, the two militia companies were so similar in make up that they were easy to confuse.

Experience rules

Something that is not covered in the DMG is the experience earned for Mass Combats. While Troops do not earn experience from kills or loot--given the possibilities of large amounts of both--I don't believe it is intended play for a group of player characters to get full experience just for tagging along in a battle.  On the other hand, players should be rewarded for the spoils of a mass battle when warranted. Ever since our first big battles at the beginning of the Machodor Sessions I have applied a scaling to the rewards; but, as with all things, judgement is required. 

So here is my method for balancing this: 

First calculate the ratio as per DMG pg.84 "If the average hit dice or level is 10 times greater than the average level or hit dice, there must be an adjustment of at least halving or doubling the experience point (x.p.) award as the circumstances dictate, except if the lesser group is approximately 20 times more numerous than the greater value group."

In this case it was approximately 350HD vs 350HD so 100% initial value is warranted.

Now for my additional calculation:

The Base XP adjustment is the scale used in the battle (i.e. 1/10 in this case). If the players are just tagging along in the battle then they get 1/10 the XP reward.

Now, adjust the base for the percentage of the forces on the PC's side that they have footed the bill for themselves, in this case the it was approximately 115 hit dice with 250 hit dice 

Further adjust the base for the kills by PCs themselves, in some cases this can be a very significant contribution.

For this battle is works out as:
 (115/250 [PC force component] + 1/10 [PC kill component] = 5.6/10) * 74,858XP = 29,943 XP

 

Session Statistics: 

Wilderness travel: 18 Miles

Combats: 2

Combat rounds: 12


Treasure & Items
5000 sp, 4000 ep, 5036 gp,
Gems (11): 10 gp Azurite, 10 gp Azurite, 10 gp Eye Agate, 100 gp Bloodstone, 200 gp Moonstone, 50 gp Obsidian, 500 gp Aquamarine, 500 gp Chrysoberyl, 500 gp Moonstone, 7 gp Tiger Eye Agate, 800 gp Emerald. Total Value: 2687 gp.
Jewellery (13): 5800 gp Sceptre, 11000 gp Coronet, 7000 gp Chalice, 6000 gp Earring, 4000 gp Decanter, 400 gp Sceptre, 4000 gp Clasp, 1200 gp Headband, 6200 gp Goblet, 1000 gp Ring, 400 gp Clasp, 800 gp Decanter,  500 gp Statuette. Total Value: 48300 gp.

Greater Identify expenses: -5,850gp
14 Magic Arrows+1 280xp
3 Platemail suits+ 2400xp
2 Shields+1 500xp
2 Scalemail suits+1 1000xp
Mace+1 350xp 
Lance+1 600xp
Knife, Buckle+2 200 xp
Spear+2, throwing 1200xp
Boots of the Skirmisher 1000xp
Evil Longsword bounty from the Authorities in Minas Mandalf of 5000gp

Level 1 Spell book: Read Magic, Light, Shield, Comprehend Languages 300xp to Anri
Level 2 Spell book: Web, Stinking Cloud, Invisibility
Level 3 Spell book: Lightning Bolt, Phantasmal force
Level 4 Spell book: Fear

equipment: 
40 suits of Platemail, 12 need repair
60 suits of Ringmail, 18 need repair
80 suits of Chainmail, 24 need repair
20 Bec de corbin
80 shields
30 spears
60 longswords, 18 need repair
20 morning stars
10 Short bows 100 arrows

Monsters
180 Talibandits 3600XP
1 Level 4 Druid 225 XP
41 Durka Durka warriors 1230 XP
Mammoth 4000 XP

Mass Combat adjustment 350HD vs 350HD = 100%;  
Scale 1/10
(115/250 [PC force component] + 1/10 [PC kill component] = 5.6/10)
74,858XP adjusted to 41,920 XP

41,920 XP & 52,423 GP Assignment
Slippery Pete (E) 5589 XP & 7178 GP
Sever (E) 5589 XP & 7178 GP
 army 1/2 share 3589 GP
Giuseppe (E) 5589 XP & 7178 GP
  and Bishoy & Tawadros (E) 2795 XP & 3589 GP
Sheamus (E) 5589 XP & 7178 GP
  and McScales (E) 2795 XP & 3589 GP
Gurt the Green (E) 5589 XP & 7178 GP
  and Solaire (E) 2795 XP & 3589 GP
  and Anri (E) 2795 XP & 3589 GP



Graveyard

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Downtime between Machodor sessions #71 and #72: The Master of Winter Strikes Back


Giuseppe on a milk run to Gimmelwald.

Sever is not the only one with exciting downtime actions. After session #71, Giuseppe and his men undertook a journey to Gimmelwald. After the successful battle against the forces of the Master of Winter, Giuseppe set off from the Ice Castle with his troops and henchmen to take the prisoners and freed thralls--some of whom may have been from Gimmelwald--back to that troubled Bandit Mountains town. It turned out not to be as easy as he suspected.

Saturday, June 28th.

Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
with henchmen Bishoy (F6) Tawadros (F6) Steelvien (F4) and Rhoikos (M4) Symeon (C2)

Summer should warm the Bandit Mountains, but an unnatural chill grips the pass, a narrow trail pinned between two towering peaks, their cliffs looming on both sides. You guide Bonecrusher forward, the grey clouds hanging low above. Behind you the troops and prisoners shuffle, with Bishoy and Tawadros bringing up the rear. Rhoikos, Steelvein, and Symeon, ride with you.

X marks the spot

A sudden roar shatters the silence. A White Dragon dives from the clouds above, its icy breath engulfs you and Bonecrusher. A lithe figure in white boots astride the dragon raises a Wand of Frost; an ice wall materialises as she flashes past, cutting you off from your troops. Beyond the wall you hear the sudden screams of your men, and the prisoners. Yeti descend from the cliffs, their fearsome gaze and claws ready.

A second dragon flies in from the rear of your line, having completed a strafing run, readying another breath. Rhoikos and Symeon are gone, dead or alive you don't know. Steelvein looks grim but ready, Bonecrusher stamps defiance. Bishoy’s shouts fade from beyond the ice wall. The Master of Winter’s trap is sprung—what will you do?

You yell your orders, "Steelvein, to the cliffs! Take cover from the dragon's breath!"

Thoughts course through your mind; "Charge the yeti, make them pay. Gain cover and create space for Matthias to escape and race to Gimmelwald. But first Matthias has to take a one in a million (1 in 20?) shot at the magic-user with his crossbow."

Declaration turns to action.


"Giuseppe...wake up. GIUSEPPE!"

The next thing you know Matthias is shaking you awake, his voice urgent. “Sir, get up," he shakes you again, "Giuseppe!” he pleads, face grim. You stir from darkness, an icy blast the last thing you remember. Instinctively you turn your head, Bonecrusher, your loyal steed, lies splayed out unnaturally nearby, frost coating his flanks. There's something you should be doing, but what?

"Use your lay on hands sir, quick!" 

You sit up to try, unsure if you can.

“I don’t know what happened to the others,” Matthias began. “Maybe the dragon fear sent their mounts fleeing, maybe they're safe," he shrugged. "That spellcaster in white boots, I shot at her—missed, but I got her dragon. It didn't like that,  they flew off. I couldn't see the Yeti with the Wall of Ice there, but I could hear. It was horrible. No one's alive in there.” 

Your Dragonslayer sword lies a few feet away, its glow dimmed with the dragons gone. For a moment you turn to the Wall of Ice, then shake your head; having been reduced to unconsciousness, you're in no shape to go over it, much less fight anything. Matthias scanned the sky, tense but resolute. His hand drifted involuntarily into a ration pack. “What now, sir?” he asked, taking bite.

Your head spins as you crawl to Bonecrusher, to see if your steed yet lives. You find a powerful pulse. Your thoughts return to your henchmen, "Rhoikos! Symeon!"

Mathias was the only one there.

Giuseppe gasped out, "We have to get word to Sever and the Pegasus Corps. Take us to Gimmelwald and pray there is a patrol in town."

Bonecrusher lived, yes, but could not be ridden. Matthias put Giuesseppe on his own warhorse, and they travelled in that manner. Later they found Rhoikos and Symeon compelling their draft horses back in towards them. They were chagrined but otherwise ok.

You are completely spent by the time you arrive in Gimmelwald, and you don't remember much about what happened next.

Days pass. July 6th

Wounded and weary, you lie in a modest cot within Gimmelwald’s stone-walled infirmary, the summer warmth barely easing the unnatural chill that lingers in your bones from the Bandit Mountains’ ambush. The narrow pass’s horrors—ice walls, dragon breath, and Yeti slaughter—haunt your dreams, but a week’s rest has mended your flesh, your strength returning. Bonecrusher, healed by your Lay on Hands after Matthias roused you, stands ready in the stables, his strength renewed. Your Dragonslayer sword rests in its sheath. 

As you prepare to depart for the Ice castle, Staadman Krellard approaches. His weathered face softens with respect as he clasps your shoulder. “Giuseppe,” he says, voice rough but warm, “you’ve faced the Winter’s wrath and lived. The town owes you for freeing those prisoners, even if they fell. Your heart’s strong, and that blade of yours still hums for justice. Restored, you’re a terror to that frozen tyrant. Go give him hell, and know Gimmelwald’s prayers ride with you.”

You nod in appreciation. The road to the ice castle looms, treacherous and cold, but your resolve burns brighter. Bonecrusher snorts, eager to charge. The Master’s trap failed to break you—now, it’s time to strike back yourself.




Trollopulous Adjusted Session 122 (Machodor #73): The Glacial Rift of the Frost Giant Jarl

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