Tuesday, 3 June 2025

Macho Mandalf's Accelerated Maturation

Rationale: The use of the 3rd level spell Haste to bring creatures to maturation sooner was resulting deaths after System Shock failures. This spell is designed to make the use of Haste for this purpose obsolete.



Macho Mandalf's Accelerated Maturation (Alteration)

Level: 4 

Components: V, S, M

Range: Touch 

Casting Time: 1 turn

Duration: Permanent 

Saving Throw: Negates

Area of Effect: One creature

Explanation/Description: When this spell is cast a flex of arcane might surges through the target, hastening the natural flow of time within its form to bring forth maturity ahead of schedule. This spell ages a single creature by 5 years instantly, advancing its physical and mental development to match—be it a young warrior bulking into peak strength or a fledgling beast growing to full ferocity. Unlike the reckless haste of lesser spells, this enchantment tempers the shock of rapid aging, granting the target a +4 bonus to his Constitution for the System Shock roll to withstand the strain.

The caster intones a deep, resonant chant, flexing both hands in a gesture of raw power, while crushing a pinch of diamond dust (worth 100 gp) mixed with a drop of the caster’s own sweat—symbolizing life’s vigour and time’s passage. If the target fails his saving throw vs. spell, the aging takes hold, maturing muscles, sharpening instincts, and deepening wisdom as appropriate to the creature’s kind. A fledgling dragon might gain a size category, a squire could harden into a seasoned fighter, or a sapling beast might sprout to its prime.

However, time’s touch is not without cost. If the System Shock roll (per PHB, p. 12) fails, the creature becomes unconscious, though death is not an automatic fate as with lesser magics, it will occur within 24 hours if the recipient does not receive a Heal spell. Willing subjects may forgo the saving throw, embracing the transformation, but the System Shock roll remains. Creatures already at or beyond their natural maturity gain no benefit, and undead, constructs, or beings immune to aging are unaffected.

Material Component: Diamond dust (100 gp) and a drop of the caster’s sweat, consumed in the casting.

Notes:

  • Consult the DM for specific effects on growth, strength, or abilities based on the creature’s type and age categories (e.g., DMG, p. 13, for character aging; MM, for monster maturation).


So, what did all this cost?

Dungeon Masters Guide Page 115, Spell Research                                       Accelerated Maturation


Although a great library of arcana exists in the Minas Mandalf Keep, for this spell the University Library was used for reference. 





Duration of research: 4 Week base (minimum 5)







Chance of Success: 10 base +20 (Int) +17 (level) - 8 (spell level *2) = 39%

Note that according to the above formula, adjusting the chance of success upwards is VERY expensive. A domain would need to be at least an order of magnitude more wealthy to consider such spending.

However, when you consider the conditions under which spell research is possible, the cost in time may well be a bigger loss; if you have the money then finishing the spell research ASAP could indeed be worth it.



Results

Base cost 800 gp per week.

Weekly variable of 400 to 1600gp for additional materials. 

Duration of research: 4 Week base (with a minimum of 5)

Macho Mandalf was successful on week 1, and the total expenditure ended up at 4,400 gp. Let's hope this results in a saving compared to using Haste.

 

Monday, 2 June 2025

Trollopulous Adjusted Session 112 (Machodor #63): Let's check on the Ice Pyramid

  

"That's just ice falling from the Pegasus' hooves, right?"

Timekeeping


This session took place on 01/05/2025, and the PCs adventured for 3 days.

Player Characters Present


Slippery Pete (Level 9 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Sever the Wrathful (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchmen Thomas (C4) & Rabbit (FMT 2/2/3)
Giuseppe (Level 7 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy and Tawadros (F5) and Rhoikos (M2)
Sheamus (Level 7 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F4)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator+3, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Solaire (F3) and Anri (M4) and Cedric (C1)

Downtime


There are two kinds of really good downtime actions: those that might set the seeds for future adventure, and those that shave off time that would otherwise be used up in session. During the couple of weeks since session #62 the players were off doing various things of the first kind, including an exploration off the map by Giuseppe. What was there? It just so happened the I had been reading G1 and decided this was perfect for the place for a hill giant steading. Now I know module usage is a bit of a no no, but after reading it I thought to myself, "Self, what is the worst that can happen? They might just ignore it". And when the session started the players set off to somewhere they had never been before as a group. That's just a normal Thursday for a BROSR DM.

Session Report


Sever's henchmen had been keeping tabs on the Ice Pyramid, an enigmatic structure presumed to be associated with the Master of Winter in some way; but, so far, little explored by the players and then only in down time. As it happened, recent scouting just missed certain events there, so there was little news to go off. It was time to go there and see for themselves. Sat in the Ice Castle, there was much discussion among the players as to the precise route to take, and whether to bring their troops along with them. I consulted my "avalanche risk table" and waited for them to come to a conclusion. In the end they decided to send some guys off to Guarda (I forget why now) and only take Sever's Pegasus scouts and those who could fit on the Rocket Cycle. The exception here was Giuseppe, who split the difference by riding Bonecrusherwith his magic horse shoes—which would allow him to easily scale mountains.

Giuseppe chose the pass marked with X

After a few hours’ flight from the Ice Castle, Sheamus, Sever, and their companions arrived at the Ice Pyramid. Unlike their last aerial scouting by Sever's henchmen, who had found the structure had sealed shut but was otherwise dormant, now its icy walls radiated arcane power and malevolence. They landed nearby and, after probing the glowing runes with to no avail, Sheamus touched one of the swirling sigils on the Pyramid’s face, only to be stunned for his troubles. As Sheamus stood unresponsive, someone suggested using the Erase spell on a rune, but Sever's henchman, who knew the spell, remained at Fort Wrath. Undaunted, Sever resolved to retrieve him, a mere few hours’ flight on Mustang.

Meanwhile Giuseppe's approach was interrupted. Bad luck, or Yeti?

Click to see how he escaped disaster!

Sever returned from Fort Wrath with Rabbit, who cast Erase on a glowing rune, but alas, the sigil was unaffected by the spell, its magic unyielding. Giuseppe now arrived astride Bonecrusher, accompanied by a new ally, Bjorn the Were-bear, who bore a grim tale. Last year (way back in session 51), Bjorn had witnessed the Master of Winter’s brutal raid on Gimmelwald, powerless to halt the slaughter. Ever since, he had prowled the Bandit Mountains, seeking vengeance. A month prior, under the full moon’s light, he had tracked the Master himself, borne aloft on a dragon at the head of his frost-wreathed troops. Though unable to strike, Bjorn had observed a strange ritual at the Ice Pyramid, its runes flaring as a Yeti leader chanted, the Master’s troops vanishing in an icy flash while the Master departed, bearing the a torque he had certainly not worn before. Captivated by this lore drop, the party pondered its import, though its value to them remained uncertain.

Bjorn
Having spent hours probing the Ice Pyramid’s secrets to little avail, the party deemed their investigation complete and turned to Giuseppe’s tale of hill giants he had spied during recent travels, resolving to confront them for what they hoped would be a swift victory with tangible rewards.

Having returned to the Ice Castle by dusk, the party rallied Giuseppe’s Swords! unit—seventy heavy footmentheir other troops scattered across the Bandit Mountains and thus unavailable. The next morning they set forth on a two-day march toward the hill giant fort, while Sever and his Pegasus Corps would scout the stronghold from the skies. After a day’s vigilance, their aerial watch revealed some fifteen giants lumbering forth to patrol, hunt, or guard the rugged crags, alongside six dire wolves stalking the shadows.

Sever rejoined Giuseppe’s Swords unit and reported while they were establishing camp for the night in a rugged valley. Nightfall descended and most of the players threw themselves down to sleep, perhaps dreaming of hill giants and treasure.

At the dead of night, a sentry’s cry rang out from the camp’s edge, "ORCS!"

Combat #1: Ambushed by 180 Orcs

Rounds: 4 (party win, party win, enemy routs, party pursues)

Result: Costly Party Victory

Highlights: The orcs, having stealthily encircled Giuseppe’s Swords unit, surged from all sides, their war cries shattering the silence. Somehow the party prevailed in a deadly mass combat.



There are a few ways to handle a combat of this kind, but for me I tend to immediately slip into the scaling mode and mass combat as I have shown in previous session reports; however beginning the fight camped for the night added some challenges since I usually only do that with the party alone. This prompted me to treat it as a standard night encounter in determining who was ready to respond to the attack immediately and apply similar methods to the troops.

Of the fourteen in the party—Sheamus, Giuseppe, Sever, Slippery Pete, Gurt, and nine henchmen, including two pure casters—I excluded the casters from watch duties. So, for each three-hour watch period over the twelve-hour night, three characters stood guard. By rolling three times I determined that, during the ambush, Giuseppe, his henchman Tawadros, and Sever were on duty, positioned at opposite ends of the camp. I assigned ten footmen from the Swords! unit to guard duty, while the rest, unarmoured, scrambled to respond grabbing shields and spears at Giuseppe's urging.

In hindsight, I should have asked the party about their camp's disposition, as their lack of input led to misunderstandings about positioning. Generating terrain features for the valley would have helped with verisimilitude. Anyway, working with what I had, I ruled that the orcs, undetected until their assault, had closed to melee range, granting them an initial advantage without formal surprise. This limited the party’s ability to charge, though I ultimately allowed it, reasoning that Giuseppe, Tawadros, and Sever were not right on the front line maintained by the troops. I even allowed mounts to be used where it seemed appropriate.

All this turned a potentially long battle into something well under 30 minutes. Sever with his extra attack in the first round, plus charging, was the first to do damage; with his lance he totalled 52 on his first hit. Now in a standard 1:1 scale battle that's one very dead orc, but in mass scale at 1:10, the effect is like a "Cleave", and can apply to more than one orc. The damage is adjusted for scale, 5.2, and applied to the average hit points for a 10 orc "square", 4.5, so one square of 10 was gone, with 0.7 hp left over and recorded as "wounds" for the unit. Giuseppe now added his damage as well, the Swords! unit had their go, then the Orcs rolled their remaining attackers. With most of their targets only protected by a shield, the orcs caused 6 casualties out of 7 squares of Giuseppe's unit, effectively eliminating the whole bunch. This was a major setback; but, if the party could somehow hold the field, many men could still be saved. Sever switched to his two handed sword after his charge, did more damage and wiped out another unit of 10 orcs, while Giuseppe did damage with his second attack.

While this was going on the remainder of the party were waking up and deciding what to do, most choosing to grab a weapon and fight, but Sheamus, always concerned for his armour, set about getting dressed by McScales (and missed the whole battle doing so, earning himself an S rating).

Next round, with Sever having cleared a way straight through the enemy front ranks, he reached the leader put him down. The morale of these orcs failed immediately afterwards and the remainder fled. Still in mass combat mode, Sever gave chase with some others, while the healers and paladins worked on the fallen. I applied the same scaling to their healing, i.e. total it and divide by 10 then apply the the unit the result saved men who would otherwise have died. In the aftermath, the orcs had left behind a nice collection of wagons for the party to claim as their own. These came in handy to load up the many wounded and drag themselves back to the Ice Castle. The Giants would have to wait. I wondered if they players would get side tracked away and not return for a year (Spoiler: they did not).


Session Statistics: 

Wilderness travel: 36 Miles

Combats: 1

Combat rounds: 4

Treasure & Items

682ep,5000cp,3000sp
12 gems:50,10,10,50,1000,10,500,500,500,500,500,100:3730gp
3 potions: Hill Giant Control, Invisibility, and Diminution: 1050xp
total value: 4,246 GP, 5296 XP

Monsters
100 Orcs 1500 XP


6,796 XP & 4,246 GP Assignment
Slippery Pete (E) 715 XP & 447 GP
Sever (E) 715 XP & 447 GP
 and Poindexter (E) 358 XP &  223 GP
 and Thomas (E) 358 XP &  223 GP
Giuseppe (E) 715 XP & 447 GP
  and Bishoy 358 XP &  223 GP
  and Tawadros 358 XP &  223 GP
  and Rhoikos (E)  358 XP &  223 GP
Shaemus (E) 715 XP & 447 GP
  and McScales (E) 358 XP &  223 GP
Gurt the Green (E) 358 XP &  223 GP
  and Solaire (E)  358 XP &  223 GP
  and Anri (E)   358 XP &  223 GP
  and Cedric (E) 358 XP &  223 GP


Graveyard


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







Monday, 14 April 2025

Trollopulous Adjusted Session 109 (Machodor #62): Terraces, Ruins, and Scales: Lair of the Gynosphynx

"Speak your question and leave your offering."
 

Timekeeping


This session took place on 10/04/2025, and the PCs adventured for 1 day.


Player Characters Present


Slippery Pete (Level 9 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Sever the Wrathful (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchmen Thomas (C4) & Poindexter (M2)
Giuseppe (Level 7 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy and Tawadros (F5)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator+3, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Solaire (F3) and Anri (M4)
Marty O'Tool (Level 2 Irish Cleric from Brovenloft, wielder of the Mace of St Patrick)



Downtime


During the week player characters had scattered to take advantage of the loot they had won, they dribbled back in over the last few days before this session began.

As commander of the forces at the Ice Castle, Giuseppe was first to hear reports of a something banging on the door to the under world. He gathered a party together and then investigated.

Slippery Pete had finally managed to secure a magical oil from Professor Dorol in Saint Raul, this oil enabled him to return to his previous height. He affected as though there had never been an issue.


Session Report


With Sheamus' player using an alternative character, Marty O'Tool, today; we had to do a little delving into his history. It turns out he was a member of the Machodor Order of the Rising Sun, those brave fellows who had saved the Sun some two year back; but not only this, he had adventured in the River Dungeon, and from there brought back a fabulous weapon versus evil, the Mace of Disruption that he  had dubbed the "Mace of Saint Patrick". In the intervening time he had forgotten that this wasn't just a cool name for his mace.

The tunnel beyond the door appeared pretty much the same as last time, Sever was able to identify the tracks of a large creature, or creatures, moving away; and there were also some small marks on the door. Though they were not deep marks, at more than seven feet height above the floor, they were disturbing. The party formed up and advanced down the tunnel. They made it back to the Ice Cavern and retracted their steps down the terrace there, then discovered that this terrace spilled out onto another heading down and switching back to the east. So there was more than one of these terraces; how many were there, where did they lead? 

Last session I realised that my outdoor scale map should be in yards not feet, but as I had already drawn up the terrace(s) as five squares or fifty feet wide, I figured I could just say the map was yards left to right and feet up and down. Would this confuse me later? Yes, yes it would.

A little later they stopped at a strange ice-over pool. It looks as though there was a depression here that had filled with liquid that had then frozen, and was now a series of icy shards similar to a broken mirror. It gave off a bad aura, to say the least. Slippery Pete, shortly followed by Marty O'Tool, bravely examined the obstacle, though at only 10 feet in diameter it was easily avoided. Both staggered back stunned; but after a few rounds recovered to report visions they had seen.

Marty saw: a vast white plane surrounded by a sea of mist. The vision was terminated by a horrible pale face with two red eyes looking at him.

Pete saw: a tall mountain with multiple connecting terraces leading down onto a vast white plane. The vision was terminated by a horrible gaunt face with two red eyes looking at him.


After some experimentation they decided to leave the pool and continue exploring. They soon found a cave entrance to the north, leading into a series of natural tunnels partially carved out in some areas. 

A well travelled path lead inside.

Heading west into a narrow spiralling corridor, they were greeted by a disembodied voice travelling out of a pit before them: "Who seeks the wisdom of the Sphynx? Speak your question & leave your offering." 

Slippery Pete offered a small gem and asked how he could gain Wisdom. The answer was: "Wisdom comes with time and experience."

Gurt offered a valuable ring asked asked for knowledge of a sage, expert in horse carriages. The answer was: "Seek the man known as Talmarand many miles to the south and west, in the city of Tyre."

Marty offered a bottle of space-cat blood (obtained from that same Traveller adventured way back), he had a good question but the bottle broke, spilling the blood over the floor; the sphynx returned no answer.

They considered all this when there was a scream behind them from Anri:


Combat #1: Dark Creeper

Rounds: 1

Result: Party (Pyrrhic) Victory

Highlights: From somewhere a small creature had appeared, snuck up on the party silently, and tried to pick pocket Anri's magic dagger. This attempt failed, causing general alarm; but, though it was easily dispatched by Sever, as soon as it was dead its body exploded into a searing bright light, leaving two henchmen blinded for over an hour. Happily though, the explosion left behind two gems in its wake.

It was about this point I realised that I had made no effort to describe the voice of the Sphynx (and certainly my range of voices doesn't stretch very far), so I mention that that it had been a sultry feminine voice. The players quickly re-evaluated the situation "Ah, a Gynosphynx!"; but in the end decided that she had treated with them in good faith and to leave her alone.

They returned to the central area of the caves and advanced north and then east, finally sending Slippery Pete forward to scope out a room at the end of a winding cave tunnel. As his Continual Light fell on some detritus at the far end of the room, a number of unhappy looking little furry heads popped up to see what who was disturbing them. Saved from surprise by his dexterity, the thief quickly backed up into the Ranger behind him.

Combat Encounter #2: Vapor Rats

Rounds:  1 

Result: Party Negotiated

Highlights: Not for the first time in the campaign; but rare enough to be noticed, Sever chose other than instant violence in response to potential danger. He cast Speak with Animals and threatened the creatures not to attack. To everyone's astonishment, they creatures responded by turning into vapor then rushing out past the party and going who knew where. 

A search of the rat lair turned up a badly decomposed and mostly eaten body (probably human), along with four electrum pieces and two pieces of jewelry (score!). They gathered these up and after checking the rest of the local cave system, when back outside. The glare, and freezing mist, was still there waiting for them.

They continued on and eventually rounded back onto another terrace, part way down this one they found another entrance into the mountainside. This one was some sort of ruin, before the entrance of which were the remains of two rows of columns, and among them they found the foundations of an old altar. The foundation stone hid a stairwell going down. Slippery Pete led the way and found an l-shaped room beyond a door beyond the landing at the bottom of the stair. He signalled the rest of the party to file in and start taking in the ambience of the place; an archway to the north east, a door in the western most part of the north wall, and a bunch of owlbears piling in from a natural tunnel just out around the corner of the l-shaped room, to the west.

Combat #3: 5 Owlbears

Rounds: 3

Result: Party Win 

Highlights: The creatures came up at the party and go into their faces, but in the end were pretty easily dealt with thanks to the front lines holding them away from the squishier low levels. Giuseppe took the brunt of the damage, while Anri wavered on casting Stinking Cloud, eventually casting Magic Missile. This was for the best, as she could have hit the fighters at the front with Stinking Cloud. (This isn't an old Gold Box game, after all.)

Sever was able to track the owlbears, noting the difference between Indoor & Outdoor tracking he was able to determine they had gone down a level and then outside onto a lower level terrace, that looked much like the ones they had already travelled. Here the trail went cold. They backed up and skinned the Owlbears, and bagged a lot of body parts for various reasons, then proceeded back down to search the lower level again. They gave the first room a good search and found, tucked into a little dead end tunnel, two sacks containing some gold shaped items (yes, that's what I said) and a trap that Slippery Pete was able to foil while Sever watched carefully over his shoulder. After this the retraced their step, secured the door in the Ice Castle, and made downtime plans.


Session Statistics: 

Wilderness travel: 1/2 Mile

Combats: 2

Combat rounds: 4

Treasure & Items

2,000gp worth of "snow flake and gem" gold figures
4 ep
2 Gems:50gp Tiger Eye,500gp Peridot
2 items of jewellery:3000gp silver head piece with gems, 1000gp silver armlet with gems
total value:6552gp 

Monsters
1 Dark Creeper 119 XP
5 Owlbears 2305 XP

8976 XP & 6552 GP Assignment
Slippery Pete (E) 1122 XP & 819 GP
Sever (E) 1122 XP & 819 GP
 and Poindexter (E) 561 XP &409  GP
 and Thomas (E) 561 XP &409  GP
Giuseppe (E) 1122 XP & 819 GP
  and Bishoy & Tawadros (E)  561 XP &409  GP
Marty O'Tool (E) 1122 XP & 819 GP
Gurt the Green (E) 1122 XP & 819 GP
  and Solaire (E)   561 XP &409  GP
  and Anri (E)   561 XP &409  GP


Graveyard


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







Trollopulous Adjusted Session 108 (Machodor #61); Ice Lizard's (W)reckoning

  

          
There's a lot going on under the Ice Castle


Timekeeping


This session took place on 03/04/2025, and the PCs adventured for 1 day.

Introduction


After getting S ratings in session #57 for bypassing a 'dragon' lair that Slippery Pete had explored, the party were ready to kill those baby white dragons and their larger kin if necessary. However, unbeknown to them, these weren't dragons at all.


Player Characters Present


Sever the Wrathful (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchmen Paul (P1) & Poindexter (M2)
Giuseppe (Level 7 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy and Tawadros (F5)
Sheamus (Level 7 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F4)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator+3, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Solaire (F3) and Anri (M3)
Julius L'Orange (Level 1 Fighter)


Downtime


Having accepted the thankless task of commanding the forces at the Ice Castle, Giuseppe arranged for a caster from Guarda to Dispel Magic on the Wizard Lock-ed door in the castle, saving the party from expending a Knock spell every time they wished to use it. Good work.

I.T. and McScales have been working on the captured sentinel robot head from the PSoD. Although non-operational, they had success extracting some of its memories. They were disturbed to discover what they called the "Liber qui nominari non debet", an audiobook* version of a forbidden tome being compiled by the Old Ones. 

*I didn't come up with that but it made total sense when one of the players said it.

Session Report


The tunnel appear pretty much the same as last time, except for the area of the 'conduit', this was nearly completely gone, mostly likely consumed by Ice Mephits like the ones they had tangled with in session #57. The found no opposition and took up positions to invade Part of these preparations were a rope ladder which Sever now hammered into position.

Earlier I had established the following rules that are relevant to what happened next. If approached in the day time, 1d4 Ice Lizards would be out hunting. Any so doing would be returning in 1d6 turns. Those remaining in the lair might be sleeping or might be awake. That seemed reasonable and low prep, as low Intelligence creatures they had no plan as such to deal with intruders.

So now it was time to roll and evaluate the results. The d4 came up with 4! I had to second guess myself here for a bit, would they really leave their lair unattended? Well they had some reason to be weary of an attack, their lair had a narrow and difficult to reach entrance. Also, their treasure (though substantial) , was not of much interest to the creatures. So I went with it. The "return time" rolls came up with 1,1,2 & 3. I scribbled down time markers.

10 archers were placed on lookout as Sever climbed down and established that the entrance was clear. Giuseppe came next and sent out a ping of Detect Evil, with no result. The lair itself was 70' away. Time to move in.

With the substantial party of 12 intending to make their way down the ladder one by one, I was now able to count down to when the first two of the creatures would return, with the suspicion that they would not all make it inside first. The countdown ran out with Julius having just made it into the entrance (the party shuffling down the narrow fissure with each new arrival) and Sever's henchman Paul coming down the rope ladder.

Combat #1: 2 Ice Lizards

Rounds: 1 surprise segment and 3 rounds

Result: Party Win

Highlights: From out of the swirling mist two Ice Lizards flew, holding between them a large herbivore they were bringing back to feast on. To add insult to injury, they got 1 segment of surprise; this they used to fling the dead shaggy cow thing into the fissure, right at Julius. Sporting a large shield, I decided that the new adventurer had a 50% chance of looking in the right direction to get it position to help. The dice came up his way and he simply blocked the creature from sliding further into the party.

Paul (Sever's new Paladin henchman recruit) was not so lucky, the other Ice Lizard breathed its frosty breath weapon on him. The Paladin made his save and took only 4 hit points. Good right? Well it turns out he only had 4 hit points. Now, we know that 0 hp is not instant death; but what if you are on a rope ladder? Well, as it turns out, then 0 HP is instant death. The unfortunate Paladin plummeted down out of sight into the mists below. The return fire from Solaire, along with 9 0-level human archers, and Irishman Shaemus, with his current 18:00 strength and a specially bought bow to match, got a solid hit in.

I wonder how he's doing now?
Next round, in the narrow funnel of rock in which the most of the rest of the party were strung out in a long line, the Ice Lizard flew in and its breath weapon got all of them, starting with Julius. I ruled that he had a bonus to his save due to cover from the large herbivore and shield, but he rolled very well and blocked the worst of it anyway. The rest of the party found that they faired better than expected from the blast; but why? Gurt held aloft the now glowing Fabled Ice Jewel of Frigia, which apparently provided similar protection to a Ring of Warmth, but to everyone within a certain radius. Thank King Vultan for the Old Ones in the PSoD getting their hands tentacles on it in time for the party to take it off them.

With their formation completely around the wrong way and with no means to rearrange themselves, all they could do was advance into the main section of the lair; not knowing that it was unoccupied. Here they started searching for enemies and detecting evil. Meanwhile, outside, the Ice Lizard there flew up and cast Fear: catching Sheamus, Solaire, and the 9 0-level human archers up there. 

The two characters saved; but most of the archers failed, and half of them dropped their bows in fear. Next round all but two would run way. Someone (I think Solaire) caught the little ice dragon with an arrow and, the hit point threshold crossed, it could no long fly and plummeted down to join Paul somewhere below.

With the outer threat gone, Shaemus scampered down the rope ladder and with McScales started tag teaming Ice Lizard #2, trying to subdue it. As a dragon crossbreed, similar to Firedrakes, I've ruled that subdual is possible and they managed to do so before it could get in its own Fear spell.

The danger was over (or so they hoped) and the party inside the lair began a careful search and gathering up of the treasure. According to the rules, after a fight a party needs to rest for 1 turn (searching around can be done in this time, and, given that most of the party hadn't actually fought, I was more lenient), Sever went to retrieve the body of his henchman (kicking out the dead woolly cow absent mindedly as he did so) and Giuseppe positioned himself to guard the entrance. Ice Lizard number 3# was due back part way through this period, so I allowed that Giuseppe would have been in position when it arrived. Sever had disappeared into the mists below and for a change was the one receiving comms in his own channel.


Combat #2: 1 Ice Lizard

Rounds:  1 

Result: Party Win

Highlights: For the first time in the campaign Giuseppe was able to wield his Dragonslayer sword against an actual dragon (of sorts); at least I allowed the bonus to be applied. But does this really count if no one was there to see it? Anyway, the Paladin prevailed and became ever more wary.

Combat #3: 1 Ice Lizard

Rounds: 2

Result: Party Win 

Highlights: Ice Lizard #4 arrived just as Sever was carrying Paul's body back up the rope ladder. At this point I was glad I had a method in place and had a clear conscience over the hard time I was giving them. Giuseppe killed the previous Ice Dragon and finally things were back under control when the new one arrived.

The party gathered up the loot and sent it back with their Dwarf mercenaries (triggering a loyalty check), along with Paul's body, and the party reset to continue forward. They first returned to the scene of the talking tree from session (#57?), but it was nowhere to be seen. Neither was the door or the landing that had been there either, only a shallow nook was remaining. WTH?

They now continued down the terrace into unexplored areas filled with the icy mists. The mists moved and flowed in an unnatural fashon, and each part member started to get a strange feeling about what was going on in their depths. 

Sever went to investigate the edge of the terrace and found he could see nothing beyond. When he turned back, a group of strange icy undead looking creatures had been advancing on the main body of the party while he was scouting:


Combat #4: 7 "Ice Men" 

Rounds:  3 rounds

Result: Party Win

Highlights: It turned into a big old unarmed combat fest. Fortunately, after some trial and error I've been preparing a spreadsheet for storing all the variables required for such combat and I finally was ready to use it. All seven "Ice Men" went for grapples but were fended off by the stout front line of Giuseppe, Gurt, and Sheamus. The next round the enemy used claw/claw/bite routines, with the latter giving Giuseppe a nasty nip; the paladin's eyes misted over and he went on a rampage against his allies! This turned into an unarmed combat extravaganza that thankfully ended when McScales threw his net over four battling player characters and Giuseppe was beaten into submission.

Sever retraced the steps of the creatures and found they stopped some 70 yards down the terrace ahead. It was uncanny, as though they had come out of nowhere or had simply been dropped there out of the sky. This was enough for one day, the party retreated to the Ice Castle and locked the door.

Epilogue with Sheamus

DM: You get back to Castle Irish safely. Do you take Polk {Sheamus named him} to show Sarumin (NPC Wizard)?

Sheamus: "Yes"

Sarumin: "This is not a dragon, but an Ice Lizard, a creature perhaps bred from dragons in similar manner to the Firedrake."

Sheamus: "Oof"

DM: He immediately casts Charm Monster.

Sarumin: "Although subdued, that thing is not smart enough to stay that way. It may have attacked me on sight, but it is safe for now.""

Sheamus: "Do you know of any potential buyers?"

Sarumin: "Certainly, if you are interested, I will purchase the creature from you. For the right price."

Sheamus: "800 gold"

Sarumin: "Done!"

DM: Sarumin has a Firedrake familiar, you get the feeling it is not too impressed with his purchase.



Session Statistics: 

Wilderness travel: 1/2 Mile

Combats: 4

Combat rounds:  9

Treasure & Items
10,000gp in foreign coins extracted from the frozen gore in the Ice Lizard lair,
also 5 items of jewellery:
1. 1800gp wrought gold fertility figure
2. 2500gp thin human figure of jade
3.  8000gp gold cube with gems
4.  3000 silver diadem with gems
5.  300gp wrought gold pin
total value 25,600 gp (not bad! thank who ever allocated treasure type G to these guys)

Flask of an Oily Substance: Seems to provide some benefit against cold. 1000xp
Ice Token (Greater Identified) : BIRD — a token which when activated can be used to drive off any sort of hostile avian creatures or as a vehicle of transportation equal to a roc of the largest size in all respects (1 day duration). Can be used once only. 500xp
Bracers (Greater Identified) of Defence AC 7 1500 xp

Scroll of 4 Magic User Spells (Blink (3), Hallucinatory Terrain (4), Phase Door (7), Charm Plants (7)) 

Monsters
3 Ice Lizards 1020xp
7 "Ice Men"  1890 xp

31,510 XP & 25,600 GP Assignment
Sever (E) 3939 XP & 3100 GP
 and Poindexter (E)1969 XP & 1550 GP
 and Paul (E)  0 XP & 0 GP
Giuseppe (E) 3939 XP & 3100 GP
  and Bishoy & Tawadros (E) 1969 XP & 1550 GP
Sheamus (E)  3939 XP & 3100 GP
 and McScales (E)  1969 XP & 1550 GP
Gurt the Green (E) 3939 XP & 3100 GP
  and Solaire (E)  1969 XP & 1550 GP
  and Anri (E)  1969 XP & 1550 GP
Julian (E) 3939 XP & 3100  GP


Graveyard


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), killed again by the toxic gas of an Achaierai in session #72

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

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





Trollopulous Adjusted Session 107 (Machodor #60); Finale at the Pizza Slice of Doom

   

          The lair of the Old Ones



Timekeeping


This session took place on 20/03/2025, and the PCs adventured for 2 days.

Introduction


This is something like the 15th session in the PSoD! The players have laboriously pushed forward against all opposition, and recently have engaged some of the creatures the Old Ones who run the place have created. Essentially though, this week is another 'dungeon restocking question' and I answered it with something radical; the rulers of the dungeon have finally had enough of the meddling PCs and have laid an ambush for them, using all of their resources in an attempt to stamp out the interlopers once and for all!

Player Characters Present


Slippery Pete (Level 9 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Sever the Wrathful (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchmen Rabbit (F/M/T) & Thomas (C2)
Sheamus (Level 7 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F4)
Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator+3, bearer of the Fabled Ice Jewel of Frigia, rider of Artax) with henchman Solaire (F3) and Anri (M3)
Karshe (Level 6 Fighter, bearer of the Military Trident) with henchmen Harlan (F/T 3/3) and Isaac (C4)


Downtime


A player character who died last session was buried, while a henchman has developed a phobia of the Pizza Slice of Doom and refuses to ever return.


Session Report

The group sat out a day of rain and prepared for the following day, which was clear. The newly refurbished lift platform at the volcano, now with chains instead of rope, lifted them into position without incident.

The party descended into the PSoD and retraced their steps through the maintenance level, now strangely devoid of life, until they reached the doors of cyclopean stone that led two level two.

They looked at their map of the next level and started giving orders for what they would do when they reached the toxic waste room and the door there that was their goal. However, they never made it that far. The enemy had set up an ambush at the first T-intersection, which the party stumbled onto and were surprised for 1 segment. This was the worst possible start for them and the best for the enemy.

In real time this was probably the longest surprise segment ever, as I had to lay out the full series of events that constituted the ambush. Firstly, at the head of the corridor, just out of sight on the left, was a Shoggoth (the one they had wounded last week, fully recovered and looking for revenge). On their right was another Shoggoth that had been invisible, it became visible as the Old One that was riding it used the Psionic Discipline Mass Domination.

Also in place was a sentry droid, the kind they had seen before that could create a curtain in reality that physically connected two places. Now the robot did so again, in this case the connected spaces were the lair of the Old Ones and the area directly behind the party, there was no escape!

"Battle map"

Instead of the passage they had just traversed, what they could now see behind their formation was a large cyclopean stone room; with some few corridors zig zagging out of it giving the impression the room sat at the center of a maze. They recalled that McScales had told them of the maze when they first met him. The 50' square room was dominated by a huge cube of latticed cyclopean stone. Within this cube was an Old One working at a large control panel 10 feet high (though to make things even more confusing, some characters thought they could see two Old Ones in there! [One of these enemies was using the Psionic version of Invisibility, which can only effect so many levels and creatures at one time]). Outside of the cube were four Mutant Hawkmen, hovering near a large number of metal skull caps connected by cables; some of these held dead Kenku or Hawkmen still strapped into them. At the base of the cube a conjunction of this cabling connected to a much larger Giant Mutant Hawkman standing all of 18' tall!

Now for the Mass Domination: the party were in four ranks of 3, so 12 possible targets for it. As an Old One is an enigmatic eldritch intelligence, I decided to determine targets randomly and abduct the reasoning later. With the psionic point cost being 10 plus the level of the target, targeting lower level characters was both more efficient and more likely to be successful; but on the other hand getting the party's big guns would be more expensive, only slightly less likely, but much more devastating to their chances of victory. The dice came down and the entire rear rank, henchmen Thomas and Rabbit, and also Slippery Pete were effected; along with Karshe from the front rank and Solaire from the second rank. Those effected were ordered to walk through the energy curtain and connect themselves to the skull caps on the other side. They all failed their saving throws and moved to comply. Unknown to anyone at this stage, the third Old One had targeted Sever with Molecular Agitation, this would take a while to get going but would eventually be as bad as a Druid's Heat Metal spell.

imagine the one on the left riding the one on the right


The first proper round saw the party members who could do so moving to react, with the spell casters Anri and I.T in the (now) rear rank opting to cast Stinking Cloud and Spiritual Hammer respectively, and this would have been a very effective combination - had they not been immediately accosted by the flying mutant Hawkmen. Three of these swooped down to grapple the entire rear rank, only Harlan had a weapon ready to attempt to fend them off. However I also allowed I.T. a chance to fend off the grapple attack since the component for his spell is a real War Hammer. Both failed to fend and so all three were successfully grappled and immediately brought back by the hulking creatures, strapped in, and connected to the skull cap contraptions. 

Sheamus and McScales took on the Shoggoth on the left, while Gurt took on the one to the right, and Sever activated his Wings of Flying and flew up to take on the Old One riding the right Shoggoth. This Old One was trying to go invisible again and sure didn't expect anyone to reach him up on his mount. The ranger chopped the eldritch monster in half, but then started to feel a little itch from his armour. The Psionic Domination ceased, however the damage was done, by the end of that round eight characters had been connected to the weird skull caps, and their life forces were being messed with. Some found they lost hit points while others gained them, others gained constitution or lost wisdom. Karshe and Paladin Henchman Solaire even had their alignments swapped! Not only were abilities being exchanged, clearly some part of the energy generated was being siphoned off into the Giant Mutant Hawkman, whose closed eyes above twitching tentacles where its mouth should be, began to open.

The fourth mutant Hawkman went after the flying Sever, and Gurt declared that he had been keeping a Potion of Speed ready to be used at a moment's notice. He wanted to use it and then attack. This flummoxed me, since most of the time players hoard potions or use them out of combat, I felt that doing both was not allowed; but when put on the spot I couldn't see a RAW that clearly says so. I allowed it at the time, and of course the next round someone wanted do the same with a Potion of Healing. There's a lesson there.

Those tied to the skull cap contraptions could now try and break free, but the mutant Hawkmen nearby tried to stop them escaping while the machines recharged. One of these was caught up by the Giant Mutant Hawkman and smashed into the floor with tremendous power; rushed into action by the Old Ones, was the huge creature was out of control?

The slug fest continued on the other side of the battle with a fortunate initiative win for the party; the extra attacks of Sever and Sheamus trumping the Shoggoths and taking them down to a level that they were soon finished off before they could return attacks. Gurt and Sever immediate made for the Giant Mutant Hawkman, incidentally crossing the energy curtain to do so, and just in time before the giant started on the henchmen near him. However the now heavily wounded Sheamus and McScales hung back at the T-intersection, with the former plying his bow (though to little effect).

The big hitters of Karshe (who had freed himself), Sever, and Gurt kept the GMH busy while the others tried to make themselves useful. The most successful of these was I.T. who Karshe ordered to try and do something with the conduits running to and from the cube. Well he did something alright, he disabled the cobbled together power system altogether! The robot sentry head deactivated and crashed to the ground, not incidentally ceasing to project the energy curtain before it did so. To Sheamus' and MsScales' dismay, the rest of the party was now trapped in what ever location the curtain had been connected to. With nothing else to do, the pair grabbed up the nearby loot (including the robot head) and pulled out.

Sever's armour finally became too hot for him to be able to continue the fight. Thinking quickly, and using his super strength, he began tearing the platemail from their supporting straps and hurling it away piece by piece. He now took on the GMH within nothing but his sword and harsh language! 



Meanwhile, the Old One with the Molecular Agitation chose a new target and now it was Karshe who started to feel the heat.

Gurt went down to 0 hp after a GMH claw/claw/bite routine hit, but a miraculously low damage roll prevented it from being worse. Sever and Karshe were able to finish the job and the misunderstood monster that was the GMH collapsed with an enigmatic look on its face, and died in front of them.

Slippery Pete, having wriggled his small body out of the restraints attached to the skull caps, climbed up the cube and began searching for a way in. He found one in time to disrupt the Old Ones in there (he could see the other monsters that was not able to include the thief in the effect of its Psionic Discipline Invisibility). Though the thief's backstab failed to hit, the eldritch creatures soon decided that this was not the time to stick around and fight hand to hand, one utilising Probability Travel for them to escape.

It was suddenly quiet, and while it looked like all the loot in the Pizza Slice of Doom was stashed in the cube, which they rushed lest Slippery Pete started making choice selections, they had no idea where they were or how to get out with the treasure. I was staring down the barrel of having to adjudicate this in downtime! But Sever and Karshe put their heads together and asked I.T. to see if he could manage to jury rig the power projection to the robot sentinel - even for a short amount of time - and with his overpowered Gammaworld mutation he was just able to so by reversing the polarity of the synchroniser (or something). By this time Sheamus had brought the sentinel to the surface near the Irish lift camp. He dropped the thing in horror as it came to life; but then saw his friends racing through the sputtering energy curtain. They made it just before the sentinel stopped working for good, took their loot back to Castle Irish and began counting it out.

Later, when Sever was back at the Pegasus Tower in Minas Mandalf some loose ends were tied up: 
You receive a message from Scout Regiment Commander Erwin.
"Thought you'd be interested in this. Machodor Psi Corps detected two signals entering the astral plane from the Bandit Mountains, squads 1 & 2 were sent to intercept. They report two 'Old Ones' destroyed, no casualties."


 


Just one battle this session, and it was a doozy, though a bit of slog to read through I imagine. If you made it this far, thanks. It was a blast to use multiple Psionic Powers and such powerful creatures together; and yet again the party prevailed, proving they were up to the task. What will happen in the PSoD now that the influence of these eldritch horrors is over, who can say? Certainly, the Irish camp up on top of the extinct volcano will be happy to go home.


Session Statistics: 

Wilderness travel: 6 Miles

Combats: 1

Combat rounds: 8

Treasure & Items

Chunks of metal of the following kinds and values:

Copper 8000cp
Silver 6000sp
Gold 6000gp
Platinum 200pp

1 floating head robot sentinel (inoperative) 500xp
2 “Rooka Pistol” Hawkman hand-crossbows 1200xp
1 Hawkman Bracer of Invisibility? 1500xp
1 Huge White Gem 2000xp
(“Mesa knows dis one. Me thinks dat’s da Fabled Ice Jewel of Frigia!”-- McScales)
4 Rings in a box 1000xp

a great quantity of jewelry:
1. Gold crown set with gems (6000 gp)
2. Gold necklace set with gems (4000 gp)
3. Gold necklace set with gems (5000 gp)
4. Gold necklace set with gems (8000 gp)
5. 2 x Gold pendant set with gems (6000 gp)
6. Gold ring set with gems (5000 gp)
7. Ivory bracelet (200 gp)
8. Ivory brooch (700 gp)
9. Ivory crown (200 gp)
10. Ivory pendant (200 gp)
11. Platinum brooch set with gems (11000 gp)
12. Platinum crown set with gems (6000 gp)
13. Platinum crown set with gems (8000 gp)
14. Platinum ring set with gems (5000 gp)
15. 2 x Silver earrings set with gems (3000 gp)
16. Silver ring set with gems (5000 gp)
17. Wrought gold bracelet (600 gp)
18. Wrought gold necklace (700 gp)
19. Wrought silver and gold earrings (300 gp)
20. Wrought silver and gold earrings (800 gp)
21. Gold brooch set with gems (5000 gp)
Total value = 89,700 gp

Total (not counting magic items) 97,320gp

Monsters
Giant Mutant Hawkman 15850 XP
4 Mutant Hawkmen 8200 XP
2 Shoggoth 18,910 XP
1 Old One 1000 XP
Total Monster XP 43960
 
141,280 XP & 97,320 GP Assignment
Slippery Pete (E) 17,280 XP & 11,449 GP
Sever (E) 17,280 XP & 11,449 GP
 Thomas (E) and Rabbit (E)  8,640 XP & 5,725 GP
Sheamus (E) 17,280XP & 11,449 GP
 McScales (E)  8,640 XP &  5,725 GP
Karshe (E) 17,280 XP & 11,449 GP
  Harlan (E) and Isaac (E)  8,640 XP & 5,725 GP
Gurt (E) 17,280 XP & 11,449 GP
 Solaire (E) and Anri (E)   8,640 XP & 5,725 GP

Graveyard


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), killed again by the toxic gas of an Achaierai in session #72

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

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



Macho Mandalf's Accelerated Maturation

Rationale: The use of the 3rd level spell  Haste to bring creatures to maturation sooner was resulting deaths after System Shock failures. T...