Monday, 24 November 2025

Trollopulous Adjusted Session 138 (Machodor #89): The Wall of Fire

Wall of Fire, level 5 Druid spell
 

Introduction


This session is a study in limitations, the food supplies in the dervish cave cannot last forever, but it was the charges left in Sheamus' invisibility bracer the brought about a change in tactics.


Timekeeping


This session began on November 13thwith the player characters adventuring in Brovenloft until the end of the day. Downtime for these characters begins on the 14th.

Player Characters Present


Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)
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


Again there was not much opportunity to take any downtime actions, stuck in a cave as they were. During the week a group of giant frogs (later recognised by Fluid as Toads) took up residence just outside the the secret door to their hide out. The druid wanted to talk to these things, and was also quite keen to use one of his powerful spells Wall of Fire on the army outside.

Sheena Sadros (NPC Cleric level 5), Ramallo (NPC Cleric level 12), Bishoy, and Tawadros put their heads together to work out a rudimentary table of of Hieroglyphs to use in the Skalrath (Sacred Tomb).

It's a work in progress

Session Report

Happy with the spotlight on his Druidic abilities, Fluid started off by casting Speak with Animals and opened the secret door from the dervish supply sietch leading into the cave—that led out into the swamp beyond. One of the giant Toads there stood ready to talk, while the others looked ready to make a meal of him. At once the druid seized the initiative and began talking. Among more mundane toad matters, he learned that the toads until recently used to occupy another cave not far away "five big hops"; but ther had been found by the huge frog army, pressed into service, and moved to this location to help with the siege. The creatures missed their previous cave, and described how it was quite similar to this one, except that water flowed into the middle of it from the swamp, then through an opening in the wall—a wall much like the one Fluid had just stepped through—and into unknown depths beyond. This latter point—eventually—was recognised as a reference to the alternative exit to the supply caves, the access tunnel to which was previously discovered to be underwater. Maybe the adventurers could slip out that way, and thereby avoid a direct conflict with the frogman army?

It was worth checking out, so the heroes travelled through to the other side of the cave system—to where the corridor was filled with water. Fluid changed into an otter and dived in to investigate: in a few minutes he had returned to report that the way—although clear—was risky, at one point the in rushing water plunged into a deep underground chasm in which he saw a river (he got a close look as he was nearly dragged down into it). Knowing it was there, they might be able to navigate past the waterfall and out into the cave beyond—if they cared to take the risk.

They did  not, and so it was back to plan A—toad wrestling. Did I not mention that while using Speak with Animals Fluid had somehow convinced the toads to put up a bit of sham resistance to the party leaving—just a bit of "wrastling"? In return the adventurers would make it worth the toad's while, somehow.

Combat #1: 5 Giant Poisonous Toads

Rounds: 2 segments of surprise.

Result: Party evaded

Highlights: Having taken such a long to time to come out, I rolled for surprise and they got it. Having agreed to "wrastle" the party obliged with mixed results—two toads stunned and two with humans desperately grasping on to their slippery legs. But Sheamus was having none of the plan, he slashed at the nearest toad, giving it a bloody gash. As soon as the other toads saw this they were overcome with a blood frenzy and dived on their fellow, and the party got free.

At the edge of the cave's exit, trying not to notice the slurping and crunching sounds behind him, Fluid now "fired off" his Wall of Fire spell, and the group moved forward under the presumed protection within its 60' radius. 

Combat #2: Grothak Army

Rounds: 9 

Result: Party won, I guess.

Highlights: The frogmen army had no idea what was going on, but they soon decided the ring of fire was related to the dervish—perhaps an attempt to break the siege, and they attacked en masse. I came up with a hasty system for how many of them could either jump over, or swim under, the wall of fire each round. The danger was great as the Frogmen plunged from the sky with their long speers, but thankfully this time their weapons were not poisoned. In contrast, the giant frogs, having no weapons, could be attacked as they were landing, and the party concentrated their own attacks on  the monsters before they could bring their huge maws to bear on them. The enemy got smarter after this and began ducking into the water to evade the wall of fire and pop up once the edge passes over their heads. This threatened to go out of hand, but in the end they did not arrive in sufficient numbers to overwhelm the adventurers. After about 5 rounds of this there was a sudden end to the reinforcements and the remainder ducked under the water to escape. 

On the 10th round the Wall of Fire winked out, and the party took stock; somehow Oblate had survived going down to 1 hit point, and the rest had escaped with scratches and bruises. There was no sign of pursuit.

In another 2 hours they once more reached the "ambush zone" at the entrance to the Skalrath. Not wanted to use an invisibility charge, and feeling that they had no more subtle means of getting in, they marched up and hoped for the best; and that is what they got, no attack was forthcoming. Gratefully, they plunged down into the tombs. 

Quite a bit of cautious exploring ate up the time and allowed the players to work on their map, not easily in the oddly shaped and oriented Skalrath. The main finding was a water covered stone stair, that led into the bottom of the huge cavern—one they had caught a glimpse of from the top of a waterfall last session. Tempted by the sight of bronze doors in the southern wall of the of cavern, they left the water and explored further, discovering an annex and a long corridor before finding another large stone wheel-like rock—an indication of a possible tomb beyond. Between Sheamus and Gurt, they soon had the stone rolled away to reveal a sealed room.

          Combat #3: 2 Mummies

Rounds: 4

Result: Party victory 

Highlights: Shrugging of the supernatural fear of their enemy, the front rank of heroes moved in and took the brunt of the mummies' attacks. One of the mummies had fangs like a viper, and these nearly did for Gurt; but the party prevailed in the end without losses.

They searched around and finally found loose stone which lead to a really good haul underneath the sarcophagus. I had some fun allocating hieroglyphics to hint at what the items were. After distributing the loot for carrying, they decided that they had made a sufficient score to head home, hopefully with enough time to make a detour to find the other cave entrance the giant toads had mentioned before night fell.

The other cave wasn't a long way out of the way "Just five hops or so," the toad had said. The detour also had the advantage of, perhaps, making their return less likely to be expected from that direction. But something else was out there, glowing provocatively at them.

Encounter #3: Will-o-wisps

Rounds: N/A

Result: Party refused to take the bait.

Highlights: None really, though there was some fun reminiscing of the time Sheamus did follow these creatures and the party ended up with a huge haul out of it.



The detour in the return trip allowed them to confirm that the other cave looked much like the one they were familiar with, only this one was mostly filled with water—to the extent that the secret door at the back had been forced open, and the water allowed to flood into the corridor beyond. That wasn't particularly actionable intelligence, but the detour had only cost them and extra turn or two. Turning for home, they got as close as they dared and then charged towards the entrance cave—in the hopes of getting in before the army spotted them. By a tremendous piece of good fortuned they did so and, even more, then managed to surprise the remaining toads there again.

          Combat #4: 4 Giant Toads

Rounds: 2 segments of surprise

Result: Party victory 

Highlights: The toads didn't know what hit them.


With a relatively successful delve behind them, they settled in to rest and make plans for the next one.


Session Statistics: 

Wilderness travel:  7 Miles
Downtime begins on: 14/11
Combats: 4
Rooms mapped: 4
Combat rounds: 14
Losses: None

Treasure & Items
cedar chest containing 1,500gp
silver inkwell and stylus TBA
small gilded cedar incense altar with 25 sticks of 
frankincense TBA
chryselephantine statuette of a unicorn with onyx horn TBA
long scroll rolled around a pair of bone handles carved with glyphs TBA
two vials of ginger-scented brown liquid (potions of healing) TBA
six terracotta scroll jars containing carefully rolled vellum magic-user scrolls TBA
four terracotta canopic jars of embalmed organs TBA

Monsters
22 Fralnix (Giant Frogs) 1,716 xp
8 Grothak Frogmen 448 xp
1 Mummy xp 1390 xp
1 Weird Mummy xp 1490 xp

6544 XP & 1500 GP Assignment
Fluid (S^) 872xp & 200gp 
Giuseppe (E) 872xp & 200gp 
and Bishoy (E) 436xp & 100gp
and Tawadros (E) 436xp & 100gp
Sheamus (E) 872xp & 200gp 
Gurt (E) 872xp & 200gp 
and Cedric (E) 436xp & 100gp
Sheena (NPC) 872xp & 200gp 
Oblate (E) 872xp & 200gp 
^marked down for double dealing with friendly animals

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

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