Sunday, 5 April 2026

Trollopulous Adjusted Session 142 (Machodor #93): Victory, for real, in the Tomb of Kistomerces

 

Ready for the final push
   

Introduction


After six sessions the party is finally approaching the end of this module. I think it is fair to say that none of us really like it as written. As in Machodor session #92, at points I quote directly from the module and critique them. What has elevated the enjoyment are the background threads of Bumblebore and Giuseppe's quest to obtain the missing fragment of his sword.


Timekeeping


This session began on December 18th 2025with the player characters adventuring until the end of the day and then travelling to Guarda and on to Minas Mandalf. Downtime for these characters begins on the 20th.

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), and Rabbit (FMT 445)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Rhoikos (M5) and Steelvein (F5)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigiawearer of the Armour of Most Superior Defence, rider of Artax) 


Downtime


Fortunately, this did not happen in downtime.
With the party safety camped in the grotto room with the Sylph Aeoline, they were able to thoroughly explore the place in down time without attracting further demonic attention by sleeping in a corridor. They explored widely and, having tried various means to force it open, they came close to going through the door at (16) by destroying it completely. With no Knock spell available to them, they chose not to, and so, unknowingly, avoided death in the trapped corridor beyond.

On the day of the session, Sheamus and Fluid's players were unavailable. I ruled that they had succumbed to the ever-present pressure of evil in the place and suffered a bout of insanity. That, or they had breathed in too much of the gas in the grotto and became stupefied. Either way they could only follow the other adventurers and not provide any support.

A magic mouth, left by Bumblebore of all people, alerted them to the presence of a secret door.

Session Report

click to see the route in detail

Proceeding from the grotto through the secret door at (23), the adventurers found the additional secret hatch in the floor but chose to first explore the corridor east as far as (23a). I did not even describe the stairs that lead nowhere—the module offers no description of them and doing so would have been a waste of everyone's time (UPDATE: unless the stairs are there as some sort of refuge from the trap below).

The east door leads to a passage full of sleep gas. As written:
The most likely place that will be found, however, is the passage full of sleep gas which is reached by the east door. When the doors to the north (which open to the sleep gas area) are opened, everyone in that passage will instantly collapse in slumber for 2-8 turns. Each turn of slumber roll a d4, and if a 4 results, a stone juggernaut (rather like a steam roller) comes out of the 20’x20’ room to the north and rolls 1-6 spaces (10’- 60’) south then west as determined by a roll of d6. Everything it rolls over is squashed to a pulp. There is no appeal. (If the party is in this way destroyed, show them GRAPHIC #23 ) 
This is the trap I dislike most in the entire module. I would be embarrassed to run it as written and hand the players a TPK from it. I have no great objection to a no-save sleep gas in principle, but having it instantly fill the passage the moment the doors are opened strains credulity—there is no explanation for why it does not spread into the adjacent corridor as well. I ruled instead that it takes one round for the gas to spread sufficiently to take effect. In the event, the party stayed in the main corridor and had Rabbit open the double doors. When the half-elf reported what lay beyond, Sever wisely ordered him back. Rather than advance to the next door, they returned to the floor hatch at (23).
ADAMANTITE DOOR: Although it is marked secret, it is very evident; the marking is simply to make certain that its actual nature is known. It has permanent anti-magics on it, and there is no magical or physical way of forcing entry. There are 3 slots in the door at about waist height. If 3 sword blades are shoved simultaneously into the slots, the 1' thick panel will swing open. THIS IS A ONE WAY DOOR WHICH CANNOT BE PREVENTED FROM CLOSING IN 5 ROUNDS!
I have questions: Does "blades" mean straight into the door? If so, there are three holes you can see through, yet nothing is mentioned about that. If the swords go in sideways, the hilts—nearly a foot wide themselves—present a nearly identical geometric problem. And having spent their swords to open the door, the text says nothing about recovering them before it swings shut. They would almost certainly be trapped between door and wall. I ruled that the closing door ejects the swords into the corridor. When the Machodorians arrived they found three such swords already lying on the floor—left there by the Sidonian party on their earlier passage through. The heroes divined their purpose and the party moved on into room (25).
THE PILLARED THRONE ROOM: There are scores of massive columns in the huge chamber, and each of these 3‘diameter pillars radiates magic when detected for. Any character who touches a pillar with or without intent will uncontrollably float upwards (levitation) until he or she bounces gently around on the ceiling just as a child’s helium balloon. To stop this effect a dispel magic or remove curse spell must be placed upon each such individual. (Use GRAPHIC #25 to display this 110’ square, 30‘ high room.) There seems to be a gentle breeze in the room, for any character floating amongst the many-hued columns will begin drifting north eastwards or north westwards (towards locations A or B). From the entry the observant character will be able to observe part of the dais (D) or room 27, if a bullseye  lanthorn is employed.
The party explored carefully without touching any pillars—sensible given what they have learned in this tomb. They noted the doors to the north and ranged the room's perimeter, and then Giuseppe's sword resonated toward the southeast corner.



There they found: cinders, ashes, charred bones and skulls, the crisped and blackened remains of clothing and gear, arms and armour—thoroughly awful and frightening—encircling a huge, glowing orange gem. From the purple colours and ornamentation of the destroyed equipment, it was plain that something had gone catastrophically wrong here for the Sidonian party. Whether Bumblebore had led them into it, or merely failed to prevent it, remained an open question. Among the wreckage lay a Gold Key and—to Giuseppe's considerable surprise—the True Point of his sword blade. He had expected the hilt; this was something else. The Sidonian party were in possession of the fragment all along. It fused with his weapon the moment he took it up, increasing its powers immediately. The sword's sense of further components then fell silent.

Next they examined the throne in the middle of the southern wall of the room.
 
Contrasting with the pastel colors of the floor and pillars of the hall is the stark blackness of the huge dais atop which rests an obsidian throne inlaid with silver and ivory skulls. Upon the throne rest a crown and a scepter, both of which will give off an aura of magic. The crown of gold negates the pillars’  levitation effects and enables the wearer to see within the hall as if he or she were in normal daylight, but outside this place the wearer is blind! Furthermore, the wearer knows that the crown can be removed only by touching the scepter to its top. The scepter is of electrum, with a gold ball at one end and a silver knob at the other. If the silver end is touched to the crown, the wearer is instantly snuffed out, turning to a fetid powder which cannot be brought back to life no matter what (wishes notwithstanding). If the golden knob is used upon the crown, the wearer can lift it from his or her head. Examination of the throne will reveal a small replica of the crown inlaid in silver upon the lower front panel of the seat. If the silver end of the scepter is applied to this inlay, the throne sinks and reveals a 5‘ wide passageway.
Gurt did so, after placing the crown upon his own head. This allowed them to travel down into the next area and up the stairs to (24), where, unlike in the module, the doors here were already open. But Gurt, blind beyond the hall's confines, could not see this. It was time to remove the crown. He touched the silver end of the sceptre to it, and—

A brief digression:

Several places in this module produce instant irrevocable death. My approach throughout has been to adjust these outcomes as follows. As well as the existing mechanic where characters are spat out naked at the pugman visage (6) with all non-living matter sent to location (33), I added a third outcome: the character is deposited in the mummy sepulchre near the entrance, where they will be slowly embalmed and turned into a mummy unless someone releases them within 24 hours. 

The implication from this latter fate being that the mummies destroyed by the party in session (#78) were failed tomb robbers.

My table for the crown's silver-end effect: 1–2 destruction as written; 3–4 spat out naked at location (6); 5–6 spat out naked into the mummy sepulchre.

The result was a 3, and Gurt was gone, the rest of the party knew not where.

After several attempts at image generation I decided that this scene was better left to the imagination. 

And so it was down to two player characters and their henchmen. Ahead, at the top of the stairs, the famous—in certain rpg forums—mithril doors had been opened by someone, so it seemed likely that at least some of the Sidonian party were still alive. They advanced past the doors, thus avoiding the business of drowning in blood if they were damaged.

If the door is attacked by force it will not budge, but if it is scratched or nicked it will show red and if cut by a sharp weapon it will begin to gush forth blood - the blood of all those who have died within the area of the Tomb! The red flow will cascade down the steps and fill the area to the top of the 1st step in 6  rounds, and each round thereafter it will rise higher by 1 step. In 20 rounds it will completely fill the foyer to the ceiling. 

Is this a reference to The Shining? The timeline suggests no.

Next was the "False Treasure Room (30). This played largely as written. After the false lich in room (18), I could not tell whether the players were buying the trick or not—I suspect not. More importantly, this was as far as the Sidonian remnants had reached: Bumblebore and the Shadow Knight Ackabhaal the Black Rider.

Bronze Urn: This gold filigreed container is very large, and a thin stream of smoke issues from a tiny vent in its brass stopper which is sealed shut with gold fill. This gold must be pried out to open the urn. If the stopper is removed, an efreet will come forth. If the urn has been battered, knocked about, shaken, overturned, etc., the creature will be in a fury and attack. Otherwise, it will perform 3 services for the party and then depart. 

Bumblebore, having somehow persuaded Ackabhaal that the disaster in the southeast corner of the pillar room was the fault of the party cleric rather than himself, convinced the Shadow Knight to use the Efreet's three wishes to position the two of them for an ambush of the Machodorian party following behind. Both readied their most powerful spells. The trap was set.

So that was the state of the room when Sever and Giuseppe came in, they collected some of the loot that was available here, found their way out of the room and into the corridor (32) and, finally—Gary has some more time-wasters here—discovered the entrance into the true crypt (33).

As soon as they stepped inside Bumblebore and Ackabhaal appeared, ready for battle!

Combat #1: The Demi-lich Acererak Kistomerces

Rounds: 5

Result: Party Victory

Highlights: Giuseppe immediately sensed the remaining sword fragment—the hilt he had long anticipated finding here. Calling to it, the hilt flew across the vault and fused with his blade. Sanctus Draconis Interfector now functioned as a +4 weapon, the fragments reunited at last. Whether it would prove sufficient to damage the skull remained to be seen. From prior clues in the tomb, Giuseppe had directed Rhoikos to prepare Shatter against the possibility the skull might be vulnerable. Bumblebore had of course prepared Shatter—and by fortunate coincidence, the Sylph Aeoline knew it too.

Rabbit, Sever, and Steelvein engaged Ackabhaal directly, and found him a ferocious opponent: a damage-reflection enchantment turned wounds back on his attackers, while damage he inflicted healed his own wounds. Thomas's healing kept the fighters going.

All that now remains of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e. a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost(see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) controlled by Acererak. and this thing will attack immediately. (The dust will waver and fall back if it is struck by blow or spell, as if suffering actual damage, so formation of the ghost is not too improbable.)

TBH this whole thing makes no sense to me, it would only make sense if the party enters the room and then refuses to interact with anything else. In the event, with everything else going on no one noticed the dust storm as a threat an it dissipated in 3 rounds as written. However:

The demi-lich can tell which member of the party is the most powerful, and it will usually select a magic-user over a fighter, fighter over a cleric, a cleric over a thief. The soul of the strongest will be drawn instantly from his or her body and trapped within the right eye jewel, and the gem eye will gleam with wickedly evil lights as the character‘s body collapses in a mass of corruption and moulders in a single round-totally gone.

Bumblebore's sacrifice
Giuseppe proved his weapon could strike the demi-lich, two Shatter spells struck home, and they were off to a good start. But the good start could not last. Bumblebore was destroyed first. He appeared to have expected exactly this outcome. He gave an enigmatic Obi-Wan Kenobi smile in the moment before the skull claimed him—and as he fell, he dropped a scroll. Rhoikos scrambled to pick it up.

After an initial burst of damage, the rounds started passing without further damage being inflicted on the demi-lich Kistomerces. With the greater magical threat eliminated, the skull turned elsewhere. First, Aeoline was destroyed in the same manner as Bumblebore. Then, to his great horror, Ackabhaal too was destroyed. This took the pressure off some of the heroes as he had been getting the upper hand, but they were helpless to aid Giuseppe as the next round started. The party won initiative. Things were so desperate the Rabbit tried hurling a gem a the skull, but missed and the priceless gem shattered against a wall. Giuseppe swung and missed. Then Rhoikos, the fragile magic-user henchman, had completed Reading Magic on the scroll Bumblebore had dropped, looked up and cast the spell contained within.

Shatter.

The skull cracked. The life-force of Acererak Kistomerces was destroyed.

The party stood a moment in the silence of the crypt, gathering themselves, making sense of what had just happened.

The loot was considerable and—mercifully—mostly portable. Among it was the entirety of Gurt's kit, which the party recognised and sadly distributed among the henchmen. Exfiltration followed through a sequence of secret doors that the module insists upon even after victory (to what end at this point is genuinely unclear), and eventually the party emerged into the main entrance corridor (3), where a naked Gurt was waiting with evident relief. His armour—the Armour of Most Superior Defence, won in Brovenloft—was returned to him, along with the rest of his belongings.

Dénouement

Bumblebore's scroll also contained instructions: carry the skull's remains back to Guarda and to find his rooms there where his henchman Gilthaniel and Familiar O'Malfoy would be waiting. The party did so. They found a bizarre room, where Simulacra of Bumblebore and the other party members had been maintained in careful suspension. 

If the skull is destroyed, each gem trapping a soul must make a saving throw versus magic as if it were the character trapped within. Those failing their save contain no life force - the demi-lich drained the soul and devoured it before being destroyed. Those which succeed still contain the character's soul, and this is evidenced by a faint inner light (and visible as a tiny figure within the gem if viewed with true seeing, true sight or a gem of seeing.) The soul can be freed by crushing the gem, but some material body must be ready within 10’ distance to receive it - a clone, a simulacrum, a souless body of some sort.

The gem containing Bumblebore's soul was shattered per his instructions. The simulacrum stirred into life.

He thanked the party for saving him. For restoring the timeline. For other things that made no sense to them whatsoever. He apologised, somewhat sheepishly, for having collected hair and tissue samples from them over the preceding months to create the Simulacra—a contingency against precisely the sort of deadly powers the demi-lich had just demonstrated. The players were content to pocket their loot and leave that particular thread well alone.


Session Statistics: 

Wilderness travel:  18 Miles
Downtime begins on: 12/20
Combats: 1
Rooms mapped: 7
Combat rounds: 5
Losses: Aeoline, Gurt's dignity

Treasure & Items
from session #92
20 base 10 gems (100,50,50,50,50,20,10,10,10,10,10,10,10,10 6,5,5,5,5,5) 446gp
520pp
Ring of Protection +1 2000xp

from session #93
gems
1*1000,5*50,4*100,77*10, 10*5 = 2,470gp
1 50,000gp emerald
1 100,000gp black opal

12 potions:
 Healing, ESP, Heroism, Oil of Etherealness, Plant Control, Longevity, Flying, Philter of Love, Human   Control, Longevity, Flying, Water Breathing 4650xp
6 scrolls (XP goes directly to the person who gests each scroll at 100xp per spell level):
 Druids (6) Speak with Animals, Detect Snares and PitsNeutralise PoisonWarp Wood, Produce   FlameConjure Earth Elemental
 Cleric (1) Create Water
 Cleric (1) Purify Food & Drink
 Magic User (3) Identify, Mending, Invisibility
 Magic User (5) Write, Burning HandsContinual Light, Phantasmal Force, Animate Dead
 Protection - Undead 1,500xp
Ring of Spell Storing (Magic User spells) Message, Knock, Mirror Image, Tongues 2500xp 
Rod of Lordly Might 6,000xp 
Staff of Curing 6000xp
Manual of Puissant Skill at Arms 8000xp
Pearl of Wisdom 500xp 
Bucknard’s Everfull Purse (CP and Gem kind) 4,000xp

Cursed Broad Sword-2, non-intelligent sold for 1000gp
Cursed Longsword+1, Intelligence 14, Neutral Alignment, Detect Evil/Good 1" radius, Detect Magic 1" sold for 1000gp
Cursed Spear of Backbiting sold for 1000gp

Shadowknight's Armour, Shield, and Sword sold for 9500gp

Broken Staff of the Magi "fixed" for 2200gp
costs for 13 * 300gp opals for Greater Identify deducted.

Monsters
Skull of the Demi-lich Acererak Kistomerces 100,000xp
Gary actually sets this up as story gaming reward rather than straight up killing XP. I've applied it as a full share for the PCs who killed Kistomerces and a half share for everyone else who's characters were present.

268,016 XP & 162,216 GP Assignment
Sever (E) 52,505xp & 32,269gp
and Rabbit (E) 26,252xp & 16,134gp
and Thomas (E) 26,252xp & 16,134gp
Fluid (N/A) 9,812xp & 435 gp
Giuseppe (E) 52,505xp & 32,269gp
and Rhoikos (E) 26,252xp & 16,134gp
and Steelvein (E) 26,252xp & 16,134gp
Sheamus (N/A) 9,812xp & 435 gp
Gurt (E) 43,414xp & 32,269gp


Graveyard


Oblate (Illusionist Level 3), killed and eaten by the Nathruk in the Skalrath in session #140

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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Trollopulous Adjusted Session 142 (Machodor #93): Victory, for real, in the Tomb of Kistomerces

  Ready for the final push     Introduction After six sessions the party is finally approaching the end of this module. I think it is fair t...