Tuesday, 26 August 2025

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

   

 


Timekeeping


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


Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchman Thomas (C6)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
with henchmen Bishoy (F6) Rhoikos (M4) Steelvein (F4)
Fluid the Druid (Level 7 Druid, former wearer of the Ring of Kings)
Bumblebore  (Level 5 Magic User of Machodor, wielder of the Wand of Paralysation) and Firedrake Familiar O'Malfoy
Dribbledruid (Level 4 Half-elf Druid)
Josef Ironbeard (Level 1 Dwarf Fighter from Schloss Ragnar)


Downtime


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

Session Report


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

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

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

Encounter #1: Venomous Snake

Rounds: 1

Result: The Snake let them pass

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

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

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

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

sadly no one had Comprehend Languages available

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

Combat #1: 10 Shadows

Rounds: 1

Result: Party Victory

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

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

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

They went up the stairs and...

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

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

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

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

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

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

Rounds: 4

Result: Party Victory

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

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

Session Statistics: 


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

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

Monsters
10 Shadows 3270xp
4 Mummies 5608xp

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

^minding horses

Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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






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

      Timekeeping T his session began on  August 14th, 2025 ,  with the player characters adventuring until August 15th. Downtime for these ...