Wednesday, 17 September 2025

Trollopulous Adjusted Session 130 (Machodor #81): Victory, in the Tomb of Kistomerces


     
Songs were sung and tales were told, marsh mellows were toasted


Introduction


In a bit of a first, the party failed the return to a safe spot (i.e. Guarda) from the tomb at the end of last session. Realising they had no way out of the tomb, the heroes settled into what they hoped was a defensible spot and hunkered down to rest.

Timekeeping


This session began on September 4th, 2025with the player characters adventuring until the end of the day. Downtime for these characters begins on the 5th.


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), Rabbit (FMT 445), and Poindexter (M6)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
with henchmen Steelvein (F4) and Rhoikos (M4)
Fluid the Druid (Level 8 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick)
Snorri (Level 1 Dwarf Fighter from Schloss Ragnar)

Downtime


Either by good fortune or design, they had plenty of clerical magic to summon up food and water, and with no random encounters occurring the adventurers were able to take on the challenge of surviving until next the session. They had troubling dreams, but were these natural or super-natural? In the morning the heroes explored a little bit up and down the corridor in down time. The time was well spent, using Wizard Lock to seal the pit traps, Create Water to wash the poison off the spikes in them, and brute strength to bend back the spikes so they were no longer a threat. While doing so they discovered a secret door in the south of the bottom of the third pit trap. Sever sent his henchman, Rabbit, through Invisible; but the usually reliable--I joking say he's "too good for this party"--henchman came running back in a panic, and was so scared that he could say nothing more than gibberish.

Giuesppe and Marty teamed up to investigate the black altar in the chapel, and were able to achieve some sort of success they improved their sleep.

Later they found strange things occuring, like the spikes in the pits getting repaired over night. They checked the locked door at the end of the corridor and thought they could hear laughter and music coming from some distance behind it. As the days wore on a greater and greater sense of foreboding settled on them.

Session Report


The build up came to a head when the session opened with finishing off the last night of downtime. The hitherto background whispering--something like "A-ser-ur-ak Kist-om-er-ces"--rose to an audible chant; Giuseppe and Snorri were on watch when a hideous creature appeared before them, right out of the walls of the tomb.


Combat #1: Type III Demon

Rounds: 3

Result: Monster fled

Highlights: The monster could not approach in the face of Giuseppe's Protection from Evil, so it used Telekinesis to try and pull Snorri out of safety. Fortunately the paladin was able to grab a hold of the dwarf.

A lot of magic missiles were fired off by the henchmen and we had to apply the magic resistance rules thoroughly. Considering the level difference between 11 and the casters, they all had little chance of success, even with me letting each missile get a separate resistance check, and yet two got through which, when combined with the melee damage were nearly enough to kill it; but not quite.

The demon then won the next round's initiative, and managed to get off Teleport without Error before the party--still in their pyjamas for the most part, could finish it off. I'm sure this denizen of the abyss will forget the whole thing and not hold a grudge. That kicked the session off with a blast, but the pace immediately slowed as caution became the watchword.

The remainder of the night passed without any other issues, and in the morning the party advanced through the narrow crawl space hidden by the secret door in the third pit, and from there went down two sets of stairs. Fluid had cast Detect Magic before bringing up the rear, and he was rewarded with a find--a secret door on the first stair. Meanwhile, at the bottom of the next stairs, the heroes were discovering that the corridor there contained fear gas. Most made their saves, and so it was a bit of a nothing-burger as those who resisted grabbed a hold of those few who had failed before they could run off. If the saving throw results had gone differently it could have been a much more dangerous outcome.

They backed from the corridor and up the stairs to regroup and plan. Through the gas Sever and Giuseppe had seen a door on the southern wall mid way down the corridor, but they didn't want to mess with that right away when it meant standing around in the fear gas to do so. Instead they examined the door Fluid had found. There was no apparent means for opening it; but, as it was magical, they gave Dispel Magic a try. In fact they gave it three tries, but sadly these spells were not able to overcome the magic of the Lich whose tomb this was. Too bad for them.

Now the clever players used Unseen Servant to safely open the door in the fear gas corridor from the safety of the stair outside of its effects; and, lo and behold, the gas dispersed when they did so. The door was easily pushed open and led to a cobweb choked stair--going down into darkness. When the party approached--very wary of the webs--they saw a silver truncheon, or something of similar size and shape, at the bottom of the stairs. Here there was much back and forth over what to do; in the end success was found in Rabbit's flaming sword. Rhoikos then brought up what proved to be a shining silver mace with Unseen Servant (still in effect from earlier). This doughty looking weapon was given to Snorri, and then they advanced cautiously in to the room at the bottom of the stairs. 

Combat #2: Lich "Acererak Kistomerces"

Rounds: 2

Result: Glorious Party Victory

Highlights:  The monster resisted all spells and took a number of blows without flinching. The silvery mace seemed to be the most effective weapon and the hits from it appeared to really do him in, while the others were just mopping up the last of its hit points.

As soon as the Lich was down there was an eerie silence, that soon was broken by the sounds of rocks splitting and falling--causing dust to fly all over. Dutifully, I started counting to ten, but the players had declared they were fleeing I before got to two. They had the presence of mind to grab nearby treasure, but had to leave the golden couch--too bad. The collapse was expanding to the whole place, from every room they retreated back to and paused for a moment in, they could see dusty plumes from fallen masonry billowing out--almost in pursuit of them. This continued until they reached the Chapel, once the giant lock closed behind them it seemed to be safe--for now. They paused to assess their treasure, it looked pretty good. Amidst the loot was a scroll with a number of first and second level magic user spells. There was also a map that looked like a treasure map. 

The problem from here was: how to get out?

Wizard of Trollopulous 


They back tracked into the grand hall and we had a digressing on Scrolls. All three casters could not cast Knock, so that ruled out spending the time to memorised it, instead they used the just looted scroll on the secret door; finding a 10' cube room beyond. What followed was a very annoying period for the players; but fun for me, as every round spent searching out and finding more secret doors--and ways to open them--saw a random hero take a bolt of magical energy, which appeared out of nowhere, preceded by a high pitched voice of one "Iucounu". "Iucounu Strikes!" "Iucounu Stings!" Etc etc, until the party agreed as one that, if they ever got their hands on this Iucounu guy, it would be a bad time for him. There were about half a dozen small rooms, all connected by secret doors, all with different means of opening them. This might have been fun on the way in to the tomb, but for a party trying to escape it was anything but.


Finally, the series of secret doors ended in a larger room that was some sort of torture chamber. Immediately--as they piled out to avoid another shot from Iucounu--a fearsome many-armed creature appeared that opposed them going further.

Combat #3: Huge Gargoyle

Rounds: 1

Result: Party Victory

Highlights: Finding something they could take a swing at after all the Iucounu business, the adventurers charge in, surrounded the hideous monster, and pounded it into the ground.


Fluid pulled a collar--studded with 10 gems--off the creature, and examined them carefully, finding them suspiciously shaped. They also discovered a note: 

Clearly, not of much use on their way out of the tomb.

Having lost many hit points and exhausted most of their spells, the heroes were resigning themselves to camping right here in this room, still unsure how far (or close as it happened) they were from an exit. This proposal proved too much for the Fluid, the druid threw open the door into a corridor leading east, ran down to the end and pulled the door handle there. This last door was stuck on the other side but in his frenzy the "Scourge of Trollopulous" manged to pull it open, and found himself back in the main entrance corridor. They were free!

The brave adventurers had defeated the Lich of Kistomerces, and never needed to return to this horrible place again...right?

Session Statistics: 


Wilderness travel:  11 Miles
Downtime begins on: 05/Sep
Combats: 3
Rooms mapped: 4
Combat rounds: 0
Losses: none

Treasure & Items
8,007sp
6,008ep
4,002gp
284pp
Jade Coffer 5,000gp
6 Potions of Healing 1,200xp
Begemmed Crown 25,000gp
29 gems 760gp
Scroll with 6 Spells (Erase, Friends, Jump, Protection from Evil; Leomund's Trap, Shatter)*
Gargoyle collar with 10 suspiciously shaped gems. 1,000xp
* XP for these spells is on a 100xp per spell level basis for who ever takes the scroll. Note that the XP accrues whether the character can learn the spell or not, and whether it is written into a spell book or not. Consider what spells might be handy to have on a scroll that you would normally never memorise.
Treasure Map

Monsters
Lich "Acerak Kistomerces" 1000xp
4 Armed Gargoyle (not six, it had a bite and tail attack not extra arms) 3874xp
Type III Demon escaped 

47,660 XP &  39, 586 GP Assignment
Sever (E) 6,355 xp & 5,278 gp 
and Rabbit (E) 3,177 xp & 2,639 gp
and Poindexter (E) 3,177 xp & 2,639 gp
and Thomas (E) 3,177 xp & 2,639 gp
Giuseppe (E) 6,355 xp & 5,278 gp 
and Rhoikos (E) 3,177 xp & 2,639 gp
and Steelvein (E) 3,177 xp & 2,639 gp
Fluid  (E) 6,355 xp & 5,278 gp 
Marty (E) 6,355 xp & 5,278 gp 
Snorri (E) 6,355 xp & 5,278 gp 



Graveyard


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe to 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 130 (Machodor #81): Victory, in the Tomb of Kistomerces

      Songs were sung and tales were told, marsh mellows were toasted Introduction In a bit of a first, the party failed the return to a saf...