Monday, 24 November 2025

Trollopulous Adjusted Session 139 (Machodor #90): Catastrophe in the Skalrath

  


Introduction


Still in Brovenloft and it is nearly December! The available players return to the Skalrath in the hopes of clearing the impediments to their return to Trollopulous. This session is not the first time I've stared down the barrel of a TPK, but it is the first time such a high level party has been defeated in Machodor session history. Read on to see how.


Timekeeping


This session began on November 20thwith the player characters adventuring in Brovenloft until their presumed untimely demise.

Player Characters Present


Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Cedric (C4)
Oblate (Level 3 Illusionist)


Downtime


Gurt had an idea that he could find some mud and such that would allow the party to camouflage themselves in order to travel through the swamp without attracting the notice of the besieging Grothak army. By some miracle of good fortune he found some mud with this property and enough of it to cover everyone in the party. 

Ramallo (NPC Cleric) had worked with her sister Sheena (NPC Cleric) to enable to latter to use Locate Object to find the Vreshka (the swamp making magic item) in the Skalrath. Scrying the place from the outside was unreliable, but it should work once they were inside the tombs.

Session Report

With supplies in the Dervish caves coming into question, and Sheamus down to just two more uses of his invisibility bracer, the adventurers were desperate enough to accept Gurt's proffered mud solution. Soon they had clambered out into the swamp covered in the stuff. By carefully sticking low to the ground they managed once again to evade detection as they advanced through enemy territory. About two hours later they arrived at the Skalrath, and were again faced with the problem of getting in without being attacked by hidden guards. They chose to brazen it out, attracting the attention of submerged Grothak that let fly spears at them from the safety of the water.

Combat #1: Undead Grothak sentries

Rounds: 1

Result: Party evaded

Highlights: Instead of engaging the enemy the party relied on luck and armour to just run past the defenders, Oblate led the way in his lighter weight gear. But, as the Illusionist reached the ruined stone entrance to the Skalrath, several strange-smelling Grothak—flippers flapping, got in before him and disappeared down the stairs. Upon reflection Oblate thought they creatures smelled of death and decay.

The adventurers went in and tried to find the trail of the fleeing frogs, but it seemed clear that they moved via the swampy water that poured in from the outside, there was a lot of it and multiple directions they could have gone while staying in it. Giuseppe brought forth a prized magic item he only rarely uses, an Onyx Dog. The magic dog, Garm, complained that it needed a fresh scent to follow and there was none; the party considered going back to fight the Grothak still out there and so obtain a new source of the sent, but in the end choose to plunge on and hope to get a new scent as they went.

Once down inside at the bottom of the first stair, Sheena cast Locate Object and found that the Vreshka was in range, roughly south east. This direction helped make the decision on which way to go, and the party returned to the area with the mummy warrior general they had killed some sessions back. A door in that area they had not yet explored opened to reveal a long corridor with many niches in the walls--graves they knew would have some small amount of valuables in them, but the adventurers were goal focussed and push on past these without investigating them. They shoved open a wooden door at the end of the corridor, revealing--among other things--that it joined up with the large water logged cavern they had previously explored part of.

Combat #2: Undead Ambush

Rounds: 4

Result: TPK?

Highlights: It seems likely that the frogmen sentries had warned the defenders of the adventurers' approach; The front rank: Giuseppe, Sheamus, and Gurt confronted two axe-wielding mummies at the doorway, these were flanked by more skeletons and undead Grothak; but it was impossible to tell initially just how many foes they faced. Worse, skeleton warriors now poured out from the carved sepulchre in the walls behind them, cutting off escape. 

Initially the heroes were not too concerned, with two paladins and two clerics, they tried to turn undead, but with multiple undead types, and the inherently evil nature of the place, only a few skeletons were turned; not nearly enough, and the tougher undead could not be effected while the weaker ones remained. At the end of the first round a Hold Person spell, cast from somewhere ahead, settled on the front rank--Giuseppe and Sheamus failed their saves were out of the fight. A catastrophe. Sheena had been bringing Dispel Magic for the last few sessions, but needed Locate Object this time. Another Hold Person got Gurt next round and Bishoy too. 

Meanwhile the mummies laid into the front liners with their axes, while skeletons mauled the back line. Incidentally, the first three rounds were all tied initiative, which gave the skeletons wielding short swords an advantage. The others fought bravely, Oblate trying an illusion, but it was hopeless by then. With his last breath Giuseppe--though held, forced words out of his throat to Garm: "fleetocave...tell...themwhathappened...Sever..avengeUS..." with no thought but to obey, the magic dog ran from the battle, jumped down in to the water and made a break for it. The last the beast saw they were all down and being wailed on while a new, even bigger mummy approached them casting a spell.


Session Statistics: 

Wilderness travel:  4 Miles
Downtime begins on: N/A
Combats: 2
Rooms mapped: 3
Combat rounds: 5
Losses: see below

Treasure & Items
none

Monsters
1 skeleton

XP &  GP Assignment
N/A

Graveyard

Giuseppe (Paladin Level 8), missing in the Skalrath and presumed dead in session #139

Bishoy (Fighter Level 8), missing in the Skalrath and presumed dead in session #139

Tawadros (Fighter Level 8), missing in the Skalrath and presumed dead in session #139

Sheamus (Fighter Level 8), missing in the Skalrath and presumed dead in session #139

Gurt (Paladin Level 6), missing in the Skalrath and presumed dead in session #139

Cedric (Cleric Level 4), missing in the Skalrath and presumed dead in session #139

Oblate (Illusionist Level 3), missing in the Skalrath and presumed dead in session #139

Eniac (Magic-User level 1), killed by a poisoned Grothak spear in session #137 

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

Trollopulous Adjusted Session 137 (Machodor #88): Naga ambush

 

Introduction


In this session a new player is introduced to the joys of Brovenloft, while another returns after a long break and gets back in the swing of things right away. I give everyone a course on how to survive getting poisoned in AD&D 1e.


Timekeeping


This session began on November 6thwith the player characters adventuring in Brovenloft until the end of the 7th. Downtime for these characters begins on the 8th.

Player Characters Present


Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) 
with henchmen Bishoy (F6) and Tawadros (F6)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Cedric (C4)
Connor (Level 3 Fighter)
Eniac (Level 1 Magic-user, RIP)


Downtime


Again there was not much opportunity to take any downtime actions, stuck in a cave surrounded by a frogman army as they were. The two captured griffons were proving a handful, even with the supplies of their favoured frogmen feed. Fluid hurt his back doing something "druidical" and he would provide no further details than that.

Session Report

The portal from Trollopulous opened again and through stepped Connor and Eniac. How would Brovenloft treat these new comers? After quick introductions all around, the party once again considered their best course of action, eventually they tried a repeat of the stealthy advance through the lines of the Frogman army outside, using Sheamus' invisibility bracer. Partway to the Skalrath the heroes could hear the sounds of chomping ahead of them.


Encounter#1: 10 Giant Beavers

Rounds: 0

Result: Party evaded

Highlights: The party managed to find a way around the group of animals without anyone using the phrase "Nice beaver." 


The adventurers pushed on and reached the approach to the Skalrath with no further encounters. The way was clear to head in using the same approach where they had been ambushed last week...so they advanced and hoped for the best.

Unbeknown to them, since their previous foray to this location, the Naga that they had encountered and evaded last week had also found their way to the Skalrath. The creatures had used their charm ability to get some of the frogmen working for them. They had set up three positions in the swamp water around the entrance, one on either side of the causeway, and one behind the ruined stone entrance, each with a naga and ten Grothak—all practically invisible in this environment. It was almost as if they had some inkling the adventurers would be coming to this place, but if so they were not entirely ready when they sprung their trap.

Combat #1: 30 Grothak and 3 Spirit Naga

Rounds: 2 Surprise segments and 9 rounds

Result: Costly Party victory 

Highlights: The initial leaping attack by 10 Frogmen proved deadly, their spears were poisoned! One such spear tip found its way inside Eniac's defences, and the magic-user was down.

Hold Person came out of nowhere, well it came from somewhere on the party's left; and it got Sheamus, fortunately for him after the surprise attacks were resolved, but the Irishman was now a spectator in this fight to the death.

Three Magic Missiles launched from the swamp on their right, two of them fizzled as they hit Giuseppe's shield, but the last one hit home.

The engaged Grothak now utilised their go-to tactic of a fighting withdrawal back into the water; but, this time, with two paladins available who were not concerned with the nasties in that water, the monsters were pursued. As the pair plunged in, the water came up to their waists-—and then stopped there—it was not too deep to fight in. I probably should have applied a penalty to the human's attacks at this point though, next time.

Sheena (NPC Cleric level 5) cast Silence 15' Radius in the direction the Magic Missiles had come from; did it work? No one could tell.

Now a Naga appeared at the top of ruined stone entrance to the Skalrath ahead of the a party, she was flanked by 10 spear wielding Grothak. This confirmed the suspicions of the party members who had fought the naga before. The newcomer then cast Lightening Bolt and the dice came up in the party's favour here, as she let loose at the paladins rather than the lower level characters, and they were happy to absorb the damage. 

Connor stepped in front of the held Sheamus and brandished his weapons at the frogmen ahead of him at the Skalrath entrance; he drew a round of thrown spears for his troubles, withstood them all, and returned a javelin of his own for good measure.

Gurt and Giuseppe mowed down the frogmen in front of them and then, not finding a naga there, split up; Gurt ran over and engaged the frogmen defending the Skalrath entrance with the visible naga; while Giuseppe ran back across the causeway and into the swamp on the other side in pursuit of the naga there. His magic armour's charging ability would give him a possible chance of catching her—if could just spot her in the drowned forest; but he could not manage to do so in the gloom. 

Discretion brought him up short to try and Detect Evil, and this was just as well as 10 more Grothak lay in wait just under the surface of the water—spears set to receive any such charge as the paladin was contemplating. Even so, he was in a lot of danger, and Cedric bravely went in to help. 

Sadly for Gurt's henchman, although Giuseppe's armour and shield proved superior to the amphibians' attacks, Cedric's were not; a spear nicked him—he gasped as the poison in his system took hold, and he went face down into the swamp. It was not over though, Sheena went in after him dragged him out, then cast a spell.

I had a bit of fun rubbing it in to a relived Gurt that an NPC had saved his henchman; but in hindsight I missed a trick by not describing first her pulling off Cedric's boots and socks and rubbing garlic on his feet.

It was a long and costly battle, Eniac was lost to a poisoned spear, but there was still a chance for Cedric. The workings of the Slow Poison are not really what you might expect, and take a while to get to grips with. In this case he had 5 hours before he would again succumb to the poison, unless it was neutralised first.

The problem was that no one with them had Neutralise Poison, those who might have it were back at the cave, two hours march—and another use of Sheamus' wrist band, with its now dwindling charges—away. But they had little choice than to try.

When they got back the adventurers found that Ramallo (NPC Cleric) had just used this spell and so could no do so again for the moment, bad luck there. Fortunately, Fluid was able to get up off his bed for long enough to cast it, and Cedric was saved!

The return trip used more precious invisibility charges, and again the party approached the entrance wearily, but nothing was left to stop them getting inside this time—perhaps the naga had given up?

The water logged stone-carved stairs descended into a natural passage that curved this way and that, before passing a worked alcove on the way down into a large triangular area. The water from swamp followed the path down, mostly filling the edges of the area with vegetation debris as it did so, and continued out the far points of a triangle shaped chamber. Here and there the walls were worked smooth, and had rows of niches carved into them.

They retraced steps from their previous delve, then followed the stream of swamp water to where it spilled out over a 20' tall waterfall into a larger chamber. From their vantage point at the top of the waterfall, it appeared that a more navigable entrance to the cavern was back in the other direction. They noted this down and returned to open another series of chambers, the last of which was clearly a tomb.


Combat #2: Mummy

Rounds: 5 rounds

Result: Party win

Highlights: Even with the added difficulty of turning the creature in this evil tomb, Giuseppe stepped forth and brandished his crucifix—and the monster fled...only as far as the end of the room, where he was beaten down over the next few rounds. A sad end for the former great warrior and general.

They gathered up a small amount of loot and decided to set off for their home base in order to get there before nightfall. With another use of Sheamus's hawk man wrist device, they passed invisibly through the sunken ranks of the frogman army undetected, the adventurers made it safely back into the dervish cave by nightfall.


Session Statistics: 

Wilderness travel:  4 Miles
Downtime begins on: 08/11
Combats: 2
Rooms mapped: 5
Combat rounds: 14
Losses: Eniac

Treasure & Items
111 cp
140 sp
32 gp
Conical boars’ tusk helmet with a winged crest TBA
Magic Sickle-shaped short sword with a hilt fastened in the shape of a six-armed demon TBA

Monsters
30 Frogmen 1800xp
1 Mummy 1390xp

3,230 XP & 32 GP 140 sp 111 cp Assignment
Giuseppe (E) 587 xp & 6gp 25sp 21cp
and Tawadros (E) 294 xp & 3gp 12p 10cp
and Bishoy (E) 294 xp & 3gp 12p 10cp
Sheamus (E) 587 xp & 6gp 25sp 21cp
Gurt (E) 587 xp & 6gp 25sp 21cp
and Cedric (E) 294 xp & 3gp 12p 10cp
Connor (E) 587 xp & 6gp 25sp 21cp


Graveyard


Eniac (Magic-User level 1), killed by a poisoned Grothak spear in session #137 

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





Wednesday, 5 November 2025

Trollopulous Adjusted Session 136 (Machodor #87): The Place that should not be opened

 

"Should we be looting this stuff?"--Sheamus


Timekeeping


This session began on October 30th, 2025with the player characters adventuring in Brovenloft until the end of the day. Downtime for these characters begins on the 31st (perhaps something spooky in downtime...)

Player Characters Present


Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) 
with henchman Cedric (C4)


Downtime


There was over a week of downtime between sessions, with the heroes stuck in a cave in a desert-swamp in Brovenloft. Giuseppe, Bishoy, and Tawadros were engaged in alignment/religious discussions with the other dervish. Sever got bitten by his griffon when he took his eyes off it for just a moment.

Late in the week another Dervish group, around 100 men led by the fighter Ishbi, arrived. The group included a high level cleric, "reverend mother" Ramallo.

Session Report

There was some exposition as the heroes questioned the reverend mother, who had quite a bit to say. However, the old woman spoke only in a halting common, lapsing often into words Ishbi was required to translate for the adventurers.

longhouse vibes

It transpired that, having escaped the surprise night attack by the Grothak (Frogmen) and going into hiding with the survivors, Ramallo had used a Commune spell to find out certain pertinent facts:

  • The Grothak have a magic item that turns desert into Morkul (Swamp)
  • This Vreshka (Swamp generating magic item) must be destroyed to return the land to normal
  • The Grothak have inadvertently opened "The Place that should not be opened"
  • The Grothak army includes a Nathruk (giant amphibian monster)
  • The prophecy of "Those who had forsaken their brothers, will return to save them (a clear reference to Bishoy and Tawadros)" is at hand, and also where to go to find them.
With this knowledge gained from the spell, she set out with the able bodied survivors of the initial attack on horseback, leaving the wounded and camels in a hidden Sietch (place of assembly in time of danger) to join the dervish and adventurers here at the hidden supply cave, but:
  • Their force were attacked on route by Frogmen riding Fralnix (giant frogs). 
  • It is clear that the Grothak were encamped inside the Skalrath (Sacred Tomb, i.e. "the Place that should not be opened") and have made their Threxil (swamp lair) there.
  • This army pursued the dervish all the way here and are camped outside right now.
  • Ramallo was wounded on the journey and won't be able to cast spells and such for a week.
Additionally
  • The dervish had a device that would alter the portal destination from Trollopulous so that it would send any reinforcements from that temple to the cave they were in. The portal opened, admitting Gurt and his henchman Cedric to Brovenloft.
  • When pressed about the danger of the Skalrath, Ramallo intoned that some weapon was buried there that could threaten all of Brovenloft. Sheamus openly spoke of recovering the weapon for use by the Irish!

Ramallo offered the services of her younger sister, Sadros (NPC Cleric Level 5), who the players quickly referred to as "Sheena". Sheena could lead them to the the Skalrath using her holy symbol (a tooth-like long dagger) as a guide. The players agreed, whether they bought the prophecy business or not, they all had the same frog—erm, Grothak—problem that needed to be dealt with. 

The next issue was: how to leave the cave without being immediately attacked by the Grothak army camping outside; in the swamp, the enemy had the unique ability to besiege them while being largely hidden themselves. There was an alternate exit to the supply cave, but unfortunately its entrance must now be under the surface level of the swamp, as the entire passage leading to it had been found to be filled with water. 

Fluid considered bringing out one of his big guns: Insect Swarm, but was this spell truly an appropriate one to use against frogs, Sheamus pondered? When I told them that I had considered this very point and had determined how to adjudicate what would happen, Fluid demurred. Too bad really.

Instead, Sheamus stepped up and suggested using his hawk man wrist bracer—with its ability to generate a field of Invisibility in 10' radius around them—to leave undetected. This met with general approval and the small party of five set off. With the sounds of thunderous croaking around them more than covering their own, the invisible party made their way north without being detected. After a turn elapsed Sheamus deemed it safe to become visible again (unlike the spell, his bracer used 5 charges per turn, out of a maximum 40, so it can only be used sparingly). They took cover and confirmed that no attack came as they did so, then, when nothing happened, moved on. An hour later they ran into something perhaps even worse than frogs, huge creatures lumbering through the swamp from the east towards them.

Encounter#1: 5 Hippos

Rounds: 0

Result: Party evaded

Highlights: The adventurers experienced a full on fight or flight response in the face of the approach of these obviously powerful—but at that point unidentified—creatures. When they were revealed to be hippos the party opted to let them pass if they would, and with a good encounter check, they did so.

After this encounter Sheamus checked the power on his hawk man bracer and confirmed his suspicion; just like the Rocket Cycle, it was also out of range of the recharger—in another plane back at Castle Irish—and so it had not recharged at all from that first use of Invisibility 10' Radius. He had enough power remaining for more uses, but not that many more. 

The party kept on slogging through the marsh, trying to stick to the terrain that was easiest to walk on. Even with Sheena to guide them, they were forced to switch back and forth many times, it was a difficult march. After another hour of this they were ready for a break. When Fluid spotted a large snake-like creature pushing through the murky water nearby, he took it to be like others that he could converse with—as had happened a few times recently. Using Speak with Animals, he intended to use his charm to extract information. When, instead, the creature that responded to the spell was revealed to possess the face and hair of a human woman, he switched to a different kind of charm.

"Don't be like that, baby."
Combat #1: 3 Spirit Naga

Rounds: 2

Result: Party evaded

Highlights: The naga ignored the druid's advances and tried to charm him in return, but fortunately for Fluid his druidic powers saved him. She then cast Mirror Image. Fluid went for Faerie Fire. Sheamus and Gurt pushed to the water's edge and tried to chop the creature's head off; but they succeeded only in hitting her illusions, though by the end of the first round they had gotten all of these. When Fluid's spell went off it revealed two more naga that had been hiding nearby, casting defensive spells of their own.

Next round a panicked Cedric cast Chant (mixing up the difference between 1 round casting time and 1 turn casting time and earning an S grade). Sheena cast Silence 15' Radius, the naga made its save, but that still left both in the range of the spell effect; while the naga on Fluid backed off into deeper water, was covered by his Summon-ed Insects and also was Silenced for her troubles. Neither Sheamus nor Gurt were prepare to pursue her into the unknown depths of the water, and things were briefly at a stale mate.

That's when the adventurers decided to evade. I consulted the DMG rules on outdoor evasion, and they ended up with a 50/50 chance, the roll worked out in their favour. I'm sure the monsters will forget all about it and not try to get revenge at some point.

Finally, after another two hour slog, Sheena indicated—with the point of her dagger, that they were approaching their destination; a sink-hole like depression, in which a dark pool of swamp water was draining. Within the hole could be seen stone-carved stairs, over which the water ran down into darkness. There were two approaches that made it possible to reach the stairs without wading through water, and the party took the direct southern approach. Just as they were about to head in, they were oh-so-lucky not to be surprised by the frogmen guards waiting for them in the water.

Combat #2: 5 Frogmen

Rounds: 2 rounds

Result: Party win

Highlights: "Ware! Grothak!" shouted Sheena. The Frogmen executed well performed leaps into the party's ranks, but lost initiative and were killed before they could manage to back into the water for another try. 

Although they carried no more than a few coins each, Sheamus was very interested in collecting more primo griffon food, and soon had the frogmen prepared and stacked up nearby, to be picked up on the way back from exploring the sink hole (assuming they made it back out alive).

The carved stairs descended into a natural passage that curved this way and that, before passing a worked alcove on the way down into a large triangular area. The water from swamp followed the path down, mostly filling the edges of the area with vegetation debris, and continued out the far points of a triangle shaped chamber. Here and there the walls were worked smooth, and had rows of niches carved into them. There were also markings that appeared to be writing, but no one could decipher them. Sheena could only say that Ramallo had told her that the place was built by a people of surpassing evil—precursors to those who once worshiped Kangsta Wrapper's ancestors—who lived in the distant past and buried their dead here. The walls also showed signs of prior damage, possibly from earthquakes or the like, as did the floors.

A huge, wheel-like rock up against the west wall was definitely "giving door vibes" as my daughter might say, and after two tries Sheamus and Gurt were able to shove it aside, revealing a properly worked L-shaped tomb area beyond. The adventurers had just taken up position in the room when they were attacked by undead—that had apparently just climbed out of sepulchre in the walls to meet them.

Combat #3:12 Skeletons

Rounds: 5

Result: Monster beat down

Highlights: Between two clerics and a paladin, these skeletons were no sooner in formation than they were trying to run away, but they had nowhere to go. Sheamus and Gurt advanced on them, and nearly fell through a weakened section of the the floor in their attempt to beat down the turned skeletons.

Below the fallen floor they could see a passage leading southwest, so they jumped down to investigate, finding it to be any easy less-than-ten-foot drop. 

On the lower level the heroes found a series of rooms and corridors—many with more sepulchre niches, and explored in a fairly hap hazard fashion. They did manage to collected some items of apparent value, and also noted down some markings for future reference, but with their camp some hours march away and a night march through the swamp not to their liking, they chose to return before making any significant progress.

Back out in the triangle room they heard the tell-tale sounds of Frogmen echoing into the area from the south; it was apparent that more of the creatures were down there, and they reflected that they'd found no sign of the Grothak past the tomb entry; perhaps they could not move the rock? With this thought and in the nick of time, they rolled the rock back and left before they could be discovered.

The return trip was faster. With another use of Sheamus's hawk man wrist device, they passed invisibly through the sunken ranks of the frogman army undetected, although there was a close call with a curious giant frog, the adventurers made it safely back into the dervish cave by nightfall.


Session Statistics: 

Wilderness travel:  4 Miles
Downtime begins on: 10/31
Combats: 3
Rooms mapped: 8
Combat rounds: 9
Losses: None

Treasure & Items
40 cp
65 sp
22 gp
Gold trinkets and coins ??
4 Vases ??
4 Canopic jars ??

Monsters
5 Frogmen 300xp
12 Skeletons 240xp

583 XP & 25 GP Assignment
Fluid (E) 167xp & 7gp 19sp 16cp
Sheamus (E) 167xp & 7gp 19sp 16cp
Gurt (E) 167xp & 7gp 19sp 16cp
and Cedric (S) 83xp & 3gp 13sp 5cp

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





Trollopulous Adjusted Session 139 (Machodor #90): Catastrophe in the Skalrath

   Introduction Still in Brovenloft and it is nearly December! The available players return to the Skalrath in the hopes of clearing the imp...