Wednesday, 15 November 2023

Trollopulous Adjusted Session 47 (Machodor #24); The River Dungeon

     

Machodor

Timekeeping


This session took place on 09/11/2023, and the PCs adventured for 6 days. 

Player Characters Present


Lance Errant (Level 1 Paladin of Minas Mandalf, E)
Marty O'Tool (Level 1 Cleric of Dublin, Brovenloft, E)
Comfort Rod (Level 1 Cleric associate of the Robopriest, E ) 
Slap Dashington (Level 1 Blue skinned Monk from outer space, E ) 

Introduction 


I'm doing this write-up out of order with the remaining two Brovenloft '23 sessions, since they're taking longer than a normal session report would. Anyway, with all the main Player Characters still stuck in Brovenloft, this was a week where the players could choose a new start, or follow up on the "Sand" mission from Machodor session #9, or something else based on various rumours going around. In the end it was a bit of everything; three level 1 characters that had adventured before, and a brand new paladin with godly stats thanks to Method III.

Session Report


Minas Mandalf, Holy City & Capital of Machodor. The perfect place for a new bunch of Lawful Good characters to make a start on their adventuring career. The attendant at the Adventurers Aid Society looked them up and down and suggested a job sponsored by the Merchants' guild; someone, or something (perhaps goblins) has been raiding and robbing their river barges coming up from the Bandit mountains to the south.

The merchant representative offered them the use of a small barge, and three men-at-arms who could double as rowers. 

DMG p54


Referring to DMG p54, and, for some reason, completely missing the option to use a sail (perhaps it had been damaged by goblins); then, checking the map, I judged they could cover the 65 miles or so to the mountains at a glacial 1 mile per hour. It would take about 3 days, most of that time being in "inhabited/patrolled" areas. Fresh and keen for adventure they set off, reaching Gnomesville by the end of the first day without incident. Apart from other water borne traffic there were no encounters until sunset on the third day, when a full pride of 11 lions could be seen on the western shore. The party decided to let them be.

Next morning they continued on and soon reached a river lock. The men-at-arms/bargemen volunteered that the river worked its way right through the mountains via locks such as these; built by unknown parties in the distant past, they were largely automated, although occasionally the merchant guild sponsored craftsmen to maintain them.


Having gained about 50 feet in altitude, they continued on up river, following the path many long years of weathering had carved between the mighty walls of the mountains on either side.

They started noticing openings in the wall to their right; some were well above the stony beach about 10' back from the river, others at water level. They picked one of the latter and beached their craft nearby, then assigned two of the men at arms to guard the vessel.

Marty O'Tool gave a blessing to their endeavours and they went in (see map below).

The corridor, carved out of the stone but long weathered to remove any but its most basic features, went west, branching off to the north west after 10', and continuing on 50' before opening into a 40' square chamber. Within the chamber were two Fire Beetles apparently investigating a large chest that sat against the north wall.

Lance clashed his sword against his shield and attempted to intimidate the Fire Beetles; the reaction roll indicated success, and they scuttled away from the chest and off through the north east exit. The party now eyed the unprotected chest and lamented the fact they had no thieves were with them, until Slap pointed out that Monks have thief skills. He determined there were no traps on the chest, then threw it open to reveal it was filled with a mixture of copper and electrum coins. When he stuck his hands in to begin counting the coins, I had to make an interesting adjudication.

I was thinking that given the situation, it didn't make much sense that an unprotected chest was just waiting here; but, as the Appendix A result showed, it was not unprotected at all. In fact it was a fiendishly clever trap, the coins were poisoned! As a monk, Slap needed 13 to save against the poison; with a result of a 9, was that it for the blue skinned novice? Thinking of monster poison, I was pretty sure it was. However, I wasn't really sure, as Appendix A gives no guidance on what type of poison can be placed on treasure. This case called for a closer look at the DMG's poison rules.


DMG p. 20

Given the context, it was clear to me that goblins had poisoned the coins and left the chest here for just this reason; to kill greedy adventurers. So what kind of poison would they use?

Since even goblins wouldn't rely on adventurers to put coins in their mouths, I ruled out Ingestive. Insinuative types C&D looked way too expensive for goblins to fabricate, so I randomly selected between A & B; getting A. Now the footnote for this poison allows for a +4 on the saving throw, and this was just enough for Slap to succeed when he otherwise would have failed (I ruled that goblins apply such poison as well as a trained assassin, meaning that there was no further saving throw bonus). 

But wait, right next to the saving throw bonus information, the above table lists the chance of tasting/smelling/seeing the poison. So for Type A there is a huge 80% chance that Slap would actually have detected the presence of the poison before grabbing the coins. I rolled for this and he comfortably passed. We immediately had to retcon that Slap never even touched the poisoned coins! 

If I had prepped all this I could have simply chosen the type of poison; but, with Appendix A, until now I'd simply assumed that poison such as this worked as save or death; but there is a lot more to it than that. In typical BrOSR fashion, the players were all invested and interested in finding out the RAW interpretation, even while Slap's life was on the line; everyone patiently waited the few minutes as I worked through all this. DMs, get yourself Elite players if you can.

The party checked the handles of the chest and, finding them to be free of poison, proceeded to carry it back out to the stony river shore and left it near their barge. They gave a quick explanation to the bargemen on watch and then returned inside.

They checked the north west passage and found a small chamber where the two Fire Beetles had taken refuge. Again, the party concluded that it was not worth tangling with such creatures; instead they went south, passed through an enclosed room where there was a lot of broken glass strewn about the place; then into a 40' square chamber. This featured one large passage leading back out to the beach, and three other exits; one west, one south west, & one south east. 

As they reached the archway leading to the western passage, 15 Giant Rats were coming the other way. Again, neither side was surprised and Lance's intimidation had them running back the way they came, which turned out to be a 30' passage that terminated at a staircase going down. Not convinced of the merits of going deeper just yet, they moved to explore the south west exit to the chamber and ran into 13 Goblins. Once more, neither side was surprised and it was also no surprise when the goblins attacked.

The party were well placed to hold the 10' wide archway and placed Brim, the man-at-arms, next to Lance, both with spears set, followed by Slap with a spear of his own, then the two clerics bringing up the rear. Comfort Rod Cursed the enemy in a manner that somehow did not draw the wrath of the Paladin (but may still when he thinks about it later).

pretty dang useful versus Goblins
The charging goblins broke against the spears set against them; though Slap missed, Lance and Brim between them reduced their number by two. Now, as the goblins made their charging attacks, Lance's player pointed out that his Protection from Evil aura should result in a -2 penalty for them. I hadn't considered this to be the case for mere creatures; but, the spell description, even though it mentions specific powerful summoned creatures and the like, also says "any and all attacks launched by evil creatures" so we went with that.


Next round the Curse took effect, so, this combined with the Paladin's aura gave the goblins a -3 penalty. It's important to note that this penalty is in effect a improvement in the party members' AC, and not a reduction in the goblin's rolls to hit (see Mr Wargaming's excellent treatment here). Two more of the enemy went down, to be replaced by those in the next rank; meanwhile Lance spotted some from the rear rank running back down the corridor and away from the party. 

Before this battle I had yet to determine if it was possible to circle around to the south east archway in the chamber by moving down the south west corridor; but a roll or two on Appendix A determined that the two areas actually did join up, and of course the goblins would know this.

Maybe a round or two passed while the fight continued, with only Brim the Man-at-arms taking any damage; but then the goblins won initiative as the four who had circled around to come at the party from behind now charged into the chamber at the two clerics. Perfect tactics! Alas for them, they concentrated on Comfort Rod's Ringmail and Shield, and missed every time. This failure, along with the steady attrition at the front, proved too much and the goblins broke off and fled; the party's front rank eliminated the ones there with their free attacks; but three of the those at the rear managed to get away from the swinging blunt weapons of the clerics.

Not wanting to give chase, nor wanting the goblins to get away, the party went down the south west corridor in order to 'head them off at the pass'.

I managed to keep this thought to myself

I rolled to determine which direction the goblins would flee, and they went the other way to the south; so far unexplored by the party. As it turned out, it was the only reasonable direction for the goblins to flee. Disappointed at losing them, but not wanting to go through the door and continue the chase, the party set about mapping and resting from the fight, looting the bodies etc. They soon after found a triangle shaped room was the only area to the west. Inside was broken packaging that matched the description of some missing wine crates. Upon reflection the broken glass they had previously found must have been that of wine bottles. Drunk goblins!

The party continued their exploration, pretty much now cautiously pursuing the goblins who had gotten away. They cleared another chamber and then a corridor that eventually turned west. Suddenly, from a hole in the ceiling, a flask of oil was emptied on Comfort Rod; followed by a flaming cinder and the sound of goblins' guttural laughter. Fortunately Rod was able to catch the cinder and throw it clear, receiving only minor burns in the process. He then wisely declared the need to wash off the rest of the oil in the river. Everyone agreed they had pushed their luck far enough for one delve, and when they were ready they set off back to Minas Mandalf, arriving without incident a day and a half later.


Addendum


The River Dungeon
This was a really fun session to run, the location was based on a simple idea, but one that was different enough to add a bit of a unique flavour. The north section of the Bandit Mountains is not one the players have spent any significant time in, so it had both a familiar and new feeling to it. For the dungeon, I simply turned to a new page, drew up one full side as the River, and treated it like an an Appendix A corridor; generating side passages and such down its length; but only on one side. At the beginning of the session I had ready the first entrance corridors and the room or chamber they lead to; from there in session it built up to this map (right).

The players might not come back to this location or with these characters; but, already their choice to explore here has made the dungeon more playable for next time. If they don't return, more fun than prep has already occurred here, so nothing is wasted. 

I highly recommend solo playing with DMG Appendix A, as it really helps with applying the randomness on the fly; practice with answering the question "What do these result mean?" is a rare example of worthwhile prep.






Treasure and XP



Trollopulous Adjusted Session 47 (Machodor #24)


Monetary Treasure

1000cp
750ep
100sp

Treasure Total: 385 GP/XP


Items

10 Goblin ears (collected by Brim the Man-at-arms and given to the merchant guild) 10 gp

Monsters

10 Goblins 160 XP

Monsters Total: 160 XP


XP & GP Assignment

Lance Errant (Level 1, E) 109 XP & 79 GP
Marty O'Tool (Level 1, E) 109 XP & 79 GP
Comfort Rod (Level 1, E )  109 XP & 79 GP
Slap Dashington (Level 1, E )  109 XP & 79 GP


Graveyard


Jacques Ocular (Level 1 Magic User), 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, 6 November 2023

Trollopulous Adjusted Session 45 (Machodor #22); The Rave Maze of Kangsta Wrapper

   

Finally, ripping off Desert of Desolation pays off


Timekeeping


This session took place on 27/10/2023, and the PCs adventured for 1 day.

Player Characters Present


Giuseppe (Level 6 Paladin of Rome, Brovenloft, E)
Sheamus (Level 5 Rocket Cycle Fighter of Dublin, Brovenloft, E)
Sever (Level 6 Pegasus Corps Ranger of Machodor, E)
Verdana  (Level 1 Paladin from Brovenloft, E)
Deltacron (Level 1 Fighter/Thief, E ) 
Godleve, Slippery Peter, and Bumblebore remained in the Amber Light

Introduction 


At the beginning of this year's Brovenloft I decided to break all the BrOSR rules; as well as using the Amber light from Castle Amber, I was going to make use of a module I still have from the 1980: Desert of Desolation. I have fond memories of playing this, but I expected that adapting it would be an exercise in futility, and that's pretty much how it turned out. Although the Pyramid section particularly seemed like an easy conversion to do, it was actually difficult and time consuming. I ended up throwing out so much that it would have been easier just to steal the central conceit of one map (above), which I modified anyway. Even this map I had to go back and pencil in the correct the numbering which in the module (being a collection of modules I3-5) had gotten wrong or left blank.


Session Report

The Amber Light faded and the party, augmented by Giuseppe and new character Verdana, took stock of the situation. Having navigated the and escaped the Maze of Tupacman, they had explored series of worship rooms and found a secret area, which appeared to have already been plundered. The Amber Light had returned them the the Main Worship Hall.

After confirming they had pretty much explored everything else, they went down the last unexplored corridor and found another worship room. The 30' square room was filled with dervish worshippers being lead by a cleric performing a ceremony involving another huge statue of Kangsta Wrapper. In its outstretched arms it held an altar bowl about chest high, or 15 feet off the ground. Within the bowl was a low flame. As they watched, the priest threw an offering into the bowl; the flames leapt up high and completely consumed the offering, then died back an instant later.

There were 12 dervish worshippers in all, including the priest, and the party narrowly decided to parlay. The priest introduced himself as Uminum, in the service of Kangsta Wrapper. There was some mystery solving now; to cut a long story short, these guys had been locked in the pyramid since last Brovenloft, and their numbers had dwindled over that time, along with their faith. Some had even literally disappeared without trace. They party's arrival, and subsequent reveal of the secret doors behind the other Kangsta statues, threw them even more. After a short scuffle with the strongest adherents, most of the dervish, but not the priest himself, agreed to accompany the party through what they now believed to be a teleporter (the bowl of fire).



Although there was some trepidation, at length everyone stepped into the fire; each experienced a feeling of being burned to ashes and then rematerialising elsewhere. Elsewhere took the form of a hexagonal room 30' across. There were four equidistant exits, all unadorned archways; but beyond them it was impossible to see more than a few feet.

The module describes how the exits to this first room are filled with swirling sulphurous orange mists; these mists temporarily disorient those who enter them so they cannot determine how long they were inside, how many steps they took etc. A bit weird really, but this was one thing that I thought could easily be moulded into something more suitable to Kangsta Wrapper. I decided to change it so that, instead of mists, entering the maze would lead to a Rave, the effect of which was pretty much the same level of disorientation. The flashing lights could be seen, and pulsing music could be faintly heard from where the party now stood. 

After choosing a direction at random and passing through the first archway, the lights became blinding, and the music deafening; at some indeterminate time later the party emerged into a small corridor and realised for the first time that this maze would be very difficult to navigate. I stupidly suggested they could still give me compass directions for their movement; but I immediately had to reverse on this and insist on only left-right-straight etc instructions from the PCs. At least that way I would know which direction they were going. Soon they had no little where they were in relation to where they had started, the maze appeared to go on endlessly with every new area much like the rest. Sever had the idea of marking numbers on the floor so that they could recognise when they entered an area they had been to before.

Eventually they arrived at a T-intersection (15 on the map) where there had been a battle of some kind. Dead gnome bodies were strewn about along with those of some humans. It seemed neither side had won since a sled bearing several chests was left behind; there was also a sword, the weapon detected as magic (and then evil), it was thrust through a body right into the floor. The party wisely ignored the cursed blade, but unwisely set off a trap on the chest which sent out a barrage of poisoned needles, one paralysing Shaemus for an unknown duration.



A check of the other chests found 500gp in each; but the trapped chest, which sat on top of the others, held only smelly orc socks. They spent the time waiting for Shaemus to recover in repairing the sleigh and transferring some of their loot to it. The dervish now had the task of dragging the sleigh with them. They continued on and found Room 31 held a giant scythe blade hanging like a pendulum, the obvious trap was carefully skirted by the PCs, and, noticing a narrow ledge at near the domed ceiling, they climbed up and investigated.

In the original module, trap rooms (mostly all the 30' square rooms around the outside of the maze) all had observation platforms where priests from the next level could watch "plundering thieves meet their death". This effectively meant that every one of these rooms was an exit to the maze, and that, along with the next level itself, didn't fit with what I wanted. Instead I leveraged the idea that these rooms held viewing frames similar to those the party had encountered last session in Tupacman's maze. These allowed observation and communication to and from the room, but not movement. 

The frame on the ledge was active and they could see, as though simply looking through a window at them, the Robopriest and another figure. Before this pair were a great number of active frames, presumably showing other parts of the maze; it looked as though they had been trying to monitor them all at the same time. The PCs yelled to get their attention and woke the other figure who had been asleep. He introduced himself as a Priest in the service of Kangsta Wrapper.


Weird al-Hotep.

In a brief info dump, the pair explained that alien creatures from another dimension, known as Githros, had invaded the pyramid and tampered with the teleportation devices. Perhaps in their haste to establish control the creatures had neglected to disable teleportation to and from the Rave Maze. To escape then, they would have to find a room (28) which held a teleportation well, guarded by a sphinx, which was a match for the fire brazier they used to get into the maze. From there they could teleport to the actual tomb of the Kangsta located elsewhere within the pyramid. Doing so and restoring the teleport system was the only way to get out and return home.

The party asked about how they could more easily navigate the maze and eventually they instructed the dervish to link arms as they moved through the Rave areas, with the guys at each end keeping a hand on the walls on either side as they did so. This method was effective in giving them an idea of which directions they had taken while inside. Combined with observing the numbers they had marked on the ground, they made some progress. 

Then they were surprised by a group of 4 elves moving silently. Immediately it was suggested that this was a cross over with my solo play group, and that they should kill them while they could. However, although the names were similar, these were different elves; survivors of a force sent by the King of Elfland to try and eliminate Kangsta Wrapper (in the original module, they were in fact doppelgangers). They had been stuck in here for a year and did not know their enemy was long dead. No one in the party bothered to fill them in on that fact.


familiar looking elves

One other curious item, the Elf leader wore headphones they had acquired and identified as Headphones of the Kangta. Wearing them it was possible to block out the sound while navigating the Rave, allowing the user to determine how long they had been inside.

The elves were keen to help once they got the idea that the party were heading to the true tomb of Kangsta Wrapper. So, with the dervish stretching out in a row to touch each wall, and the Headphones, they were able to navigate back to the elf's hideout and pick up their other two companions. From there they headed north, coming to a four-way intersection (8). The elves had not previously explored further than this area due to hearing the roar of a ferocious beast from beyond.

They went left and found a door with a crude sign affixed to it, on which the words "Knock first" were written. The party decided to do just that and found inside (room 26) a group of Brovenloft Irish tomb robbers (in the module they were normal bandits), lead by one Paddy O'Leary. Immediately impressed by the presence of two Paladins in the party, and no less by the fact they had a plan to escape the maze, these worthies also threw in with the group and now the "party" had swelled to a small army of 5 PCs, 10 Dervish, 6 Elves, and 10 Irish. 

Once they realised that Paddy had with him the Sunglasses of the Kangsta, which permitted him to navigate the maze without the flashing rave lights effecting his ability to discern the directions he was taking, their confidence soared and they zeroed in on room 28; the one with the Heiracosphinx and the well that would allow them to escape the maze.

The sphinx sat on a ledge beyond the well on the opposite side of the room (which, incidentally, glittered with coins): "I have just one question, has my lord returned?"

The players rightfully surmised that this was not a riddle; but a prelude to the creature attacking them. I forget now what they actually answered, but they won initiative and killed the Sphinx so quickly that it was not a memorable fight. The loot was good though, thousands of gold coins and a Topaz. They added this to their collection and lined up their huge party to step into the well. As they did so it felt to them like they had become one with the water, and, travelling quickly through channels within the Pyramid, popped out, dry again, in a large room filled with 16 pillars in a pattern of four rows. 

Now they were in the tomb of the Kangsta proper.

The place had been the scene of a violent and destructive battle. No sooner did they make a move to investigate when they were attacked by six Githros; these were the creatures Weird al-Hotep had warned them of (originally this particular group were minotaurs in room 25, but in this form they had been smart enough to find their way out of the maze). Three of the red leathery attackers were in the form of drones; lizard like, they could run on all fours and now did so to charge up to attack the dervish swordsmen who were bringing up the rear of the party. Of the remainder, one looked like an Elf (in fact resembling one of the elves' former party members they had lost), one a Gnome, and one a Human.

The one thing the creatures had in common were large bulbous eyes that seemed to emit some sort of sub-visible light. This had the effect of a Cloak of Displacement, which caused all of the initial attacks on them to simply miss their targets. The ensuing battle was tense; the layout of the place, with all the pillars and the nearby wall, made if difficult for the party to bring their superior numbers to bear. But a great deal of luck went their way; attacks and damage were spread so evenly around the dervish that none of them fell, and eventually the party's return attacks against the six enemy took their toll. As each one was dispatched, it dissolved into a gooey red paste then faded out of existence; gross. While this was going on, Deltracron decided to explore down the south west exit; I rolled on Appendix A and came up with a spiked pit trap, which he promptly fell into. His dwarven constitution saved him from death, if not embarrassment, and the rest of the party were able to finished the battle and pull him out before the trap closed him in. Then the Amber Light returned once more to keep them safe until next week.


Treasure and XP



Trollopulous Adjusted Session 45 (Machodor #22)



Monetary Treasure

Gold from chests and Hieracosphinx 

7000gp
500gp Topaz

Monsters

Heiracosphynx 1080 XP

3 Githro drones 900xp
3 Githro simulacrum 1200xp

Treasure Total: 7500  XP

Monsters Total: 3180  XP


XP & GP Assignment  

Giuseppe(Level 6, E )  3004 XP & 2368 GP
Sheamus(Level 5, E )  2610 XP & 1974 GP
Sever (Level 6, E )  3004 XP & 2368 GP
Deltacron (Level 1, E )  1031 XP & 395GP
Verdana (Level 1, E )  1031 XP & 395 GP


Graveyard


Jacques Ocular (Level 1 Magic User), 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

Thursday, 19 October 2023

Solo Play Session 3: All too easy

      

Elf Team B



Introduction


With the other three elves training, Fingar the Fighter/Magic User wants to go back out, and finds 3 more guys to go with him.

Rolls
S 13 I 13 W 14 D 17 C 15 Ch 13
S 18 I 12 W 16 d 16 C 16 Ch 16
S 13 I 13 W 18 D 12 C 13 Ch 12


Elf
S 13 I 13 W 14 D 18 C 14 Ch 13
S 18 I 12 w 16 d 17 c 15 ch 16
S 13 I 13 w 18 D 13 C 12 Ch 12

Class
Assassin 3 S 13    I 13 W 14 D 18 C 14 Ch 13
Fighter  1 S 18:13 I 12 W 16 D 17 C 15 Ch 16
Assassin 4 S 13    I 13 W 18 D 13 C 12 Ch 12

Age
Assassin 3 Age 122(M) S 13    I 13 W 13 D 18 C 15 Ch 13
Fighter  1 Age 148(M) S 18:13 I 12 w 15 d 17 c 16 ch 16
Assassin 4 Age 117(M) S 13    I 13 w 17 D 13 C 13 Ch 12


HP & Secondary Skill & Money 
Assassin 3 S 13    I 13 W 13 D 18 C 15 Ch 13 HP 5  40gp Teamster
Fighter  1 S 18:13 I 12 W 15 d 17 C 16 Ch 16 HP 12 130gp none
Assassin 4 S 13    I 13 w 17 D 13 C 13 Ch 12 HP 5  90gp none



Timekeeping


This session took place on 28/09/2023, and the Characters adventured for 1 day.

Characters Present


Fingar (Level 1/1 Elf Fighter Magic User)
Neldor (Level 1 Elf Assassin)
Voldar (Level 1 Elf Fighter)
Zeno (Level 1 Elf Assassin)

Downtime 


With three of the four original characters from Team A out training, the remaining member approached the Assassin Guild Master about gathering some more like minded fellows. Three elves answered the call.


Session Report

The party arrived without incident and descended into Appendix A. Like a bigshot, Fingar lead the way around the dungeon for the newbies, heading straight for level 3; but, the place proved to be eerily quiet. I rolled for each chamber and room they had previously explored as they again passed through them, but nothing had taken their place; spooky. For "restocking" here I used the standard room contents table but ignored rolls above 17. Mr Wargaming applies a -3 penalty to the roll, which amounts to much the same thing. 

With the way this level is developing, the dungeon could easily end without any further expansion thanks the rolls on Appendix A exhausting the possibilities. I am using an A4 page of graph paper for each level, without any constraints beyond that; it would be strange to have a dungeon peter out with only a quarter of a page used (tune in to future reports to see if that happens). 




Finally, in chamber B, the party happened upon 7 fire beetles and surprised them for one segment. Even with just one segment to work with, Elf archery again won the day before the enemy knew what was happening. This one was a pay day, the beetles were dragging along with them (somehow?) 2250 ep, and, a strange jug like item. The party decided it would be worth selling back at town (and boy, was it) so, even though they were at full strength; they returned to Elf Town, again without any encounters along the way.

Proving Grounds of the CHAS Overlord Level III


Team B thinks this dungeoning stuff is easy, one encounter becomes two levels! They will be training for two weeks and not be available until October 14th. It is interesting to note XP for Gold and 1 to 1 time at work here, the first is motivation to head back to town after a big (or even a presumably big) score, the second means that the group is immediately out of play while they train.


Treasure and XP


Monetary Treasure
2250ep

Monsters
7 Fire beetles 224XP

Items
Jug (Alchemy Jug, identified in town) sold for 12000gp!

Monsters Total: 224 XP
Treasure Total:   13125 XP

XP & GP Assignment 

Training until 14th October
Fingar (Level 2/2 Elf Fighter Magic User) 3337XP & 3281 GP
Neldor (Level 3 Elf Assassin) 3337 XP & 3281 GP
Voldar (Level 2 Elf Fighter)  3671 XP & 3281 GP
Zeno (Level 3 Elf Assassin) 3337 XP & 3281 GP

Graveyard


Empty so far

Tuesday, 17 October 2023

Trollopulous Adjusted Session 44 (Machodor #21); The Maze of Tupacman

  

Follow along at home


Timekeeping


This session took place on 13/10/2023, and the PCs adventured for 1 day.

Player Characters Present


Sheamus(Level 5 Rocket Cycle Fighter of Dublin, Brovenloft, E)
Sever (Level 6 Pegasus Corps Ranger of Machodor, E)
Bumblebore (Level 3 Magic User, Machodor University Associate, E)
Deltacron (Level 1 Fighter/Thief, E ) 
Godleve, Slippery Peter, and Giuseppe remained in the Amber Light

Downtime 


Within the protective Amber Light in Brovenloft the PCs were able to experiment with the magic items they had found last session and work out that they included magic armour and a longsword of significant power. The hat remained a mystery.

Deltracron, a dwarf from "E-bro-on" warped into the room with them from some other place and decided to join in the search for the Robopriest (Patron Cleric, Level 12).

Session Report

Last session Slippery Pete had found a trap with a chute going doing two levels at the top of a stair not far from the Crypt Thing room. After examining the area it appeared that the Robopriest and his henchmen had gone that way, not having tampered with the Crypt Thing themselves and been teleported away.

After much fiddling around, the trap door was triggered and then wedged open so the PCs could lower themselves down by rope. Once at the bottom a passage lead north then turned east into another corridor. The party felt a tingling sensation as they entered this area, and the dwarf volunteered that he sensed they were now deeper underground than before.

The walls of the corridor were covered in detailed paintings in the same style but unlike others they had seen so far. One large mural featured a line of pelicans and several "Cars" recognisable to Brovenloft veterans as horse-less carriages: a 90's Cadillac, with a strange barrel projecting from a window towards the driver of the second car; a brand new 1996 BMW 750 with a black man in a black outfit at the wheel; the third car held three women apparently in conversation with the BMW driver: one wearing Pink, one Cyan, and one Red.

There was also some writing around this mural. It turns out we had not yet established which languages Were'sbane could speak/read, so one is now allocated to early 90's gangsta via hieroglyphs.

The lyrics translated to: "No one knows my struggle, they only see the trouble." "Even though you’re fed up, you gotta keep your head up." What hidden meaning, if any, did these words have?

They continued past the mural and, after 60', there was a four way intersection. Here they turned right and down another 60' to another four way intersection. The walls along this path depicted spectral ghost-like beings chasing and consuming the souls of humans. Upon further investigation, the figures wore Pink, Red, Black, and Cyan.

They turned right again followed the corridor 50' west, and then 40' south. The lack of rooms or chambers was becoming a cause for concern when Sever, looking to his left, saw, to his shock, that Sheamus was gone; in his place was a tall mummy wearing sunglasses and a lot of bling, the infamous Kangsta Wrapper! The Ranger readied Were'sbane before he heard the mummy asking him, in Sheamus' voice, what was he was doing? 

The Fighter assured the rest of the party that this was just an illusion and patted himself down; he was still the Irish giant that they knew and he still had his equipment. Satisfied by this, the party continued pretty much turning right where ever possible, travelling more turning corridors; before rounding a corner and seeing a strange mummy creature, obviously female, whose bandages held a faded red tinge.

Both sides were surprised for one segment; but, as nobody playing this week had high enough dexterity to negate this, we moved on to the next round. The female mummy turned and fled, apparently at the sight of "Kangsta Wrapper". What on earth? 

The party cautiously continued in the opposite direction, coming to a T-intersection just as the illusion on Sheamus dissipated. Here a similar looking, but pink, mummy faced them from their left, and a Cyan female mummy was down the corridor to their right; where they could see, just behind her, the beginning of a stair going up. Both mummies were clearly going to attack.

The mummies charged, but the party won initiative, so I allowed them to reposition to meet the attack from within the corridor they had just stepped out of; this meant the two mummies attacked from the front of their position rather than from either side. Since this was just a matter of a few feet it seemed fair enough.

The first round saw both sides just warming up; but things got even warmer next round when Bumblebore tasked O'Malfoy with a strafing breath weapon run across the face of the front line. Due to the proximity, but also considering the cover of the walls, I ruled that Sever and Sheamus could save for 1/2 or no damage (rather than full or half); but unfortunately they both failed and burned for 5 hit points. Sheamus, who pointed out that O'Malfoy had already bit him in session #12, added this to his grudge against the magic user's familiar.

Both mummies failed their saves and also took extra damage due to their weakness to fire. Sever and Sheamus then finished off the pink mummy, leaving only one; but, at the same time, the red mummy returned from their rear and ran into a well prepared dwarf who was looking for just such an eventuality. What no one was expecting was a tall mummy in black rounding a corner in front of them.


Tupacman!

No one failed the ensuing fear save, and the mummies closed to attack, missing every single time ( I was devastated). As these mummies required a save vs fear on any hit, this was somewhat unexpected. With their hands full at the front, the party had to rely on Deltacron in the rear holding up the Red Mummy on his own, and if the enemy dice had been even average he would not have survived. Their luck held and the party beat down each remaining enemy until the monsters collapsed, dematerialising as they did so. Soon they were free to continue exploring.

Having noticed a possible stairway, to the east, earlier; they chose to investigate and indeed found a stair going up one level; but, it lead to an apparent dead end. The walls here had fewer pictures and featured a large, empty, frame like construct. Convinced that there must be a secret door here, the party spent about a turn searching; but found nothing. 

However, something found them. Approaching from the bottom of the stair was what appeared to be the very same three female mummies, looking very much...undead; they showed no fear and were going to come up the stairs after them.

Suddenly on the blank frame-like area of the wall, there appeared a moving picture, as though the wall had become glass and revealed a room beyond. Standing there was the Alexus Murphius, the Robopriest.  He thrust his holy symbol, a shield shaped badge, forward dramatically, and declared: "Bitches leave!"*

The undead monsters were turned and they fled away into the maze. The Robopriest then explained, in his flat monotone way, that he had found his way through the maze (I had run this with the Patron in downtime, one spell was enough to solve this problem for him; can you guess which?) and was now in an observation room that was magically projecting his presence to them. 

The top of the stairs did lead to an exit, a teleporter, but it only became active after "Tupacman" had been "killed" for a second time; but they had to hurry, after 5 minutes he will reform and the teleporter will deactivate.

There was a bit of back and forth over the details; but then the connection terminated, and they were on their own again.

Now with a much better handle on the situation, the PCs came up with a plan to find another spot with the Kangsta illusion glyph. As they moved they found large gold ingots had appeared, spaced every 10' or so along the corridors. They picked up those in their path, but did not risk clearing out the whole place and becoming encumbered. Knowing what to look for, they soon found a glyph to the south east and not long later, the red mummy rounded the corner in front of them. Once again Shaemus transformed into an image of the Kangsta and the mummy fled, then they advanced until they found Tupacman. Sheamus declared he was going to go "Biggie smalls" on him; but I didn't get the reference. 

They engaged the monster and soon wiped him out. There was just one hitch, the mummy's final attack hit Sheamus and the fighter, in Kangta form, failed his save vs fear and ran off. Only Deltracron could stop him, doing so by becoming a living speedbump for the giant human to trip over: in the process taking what was probably enough damage to knock him temporarily unconscious; but I forgot to check on that. Anyway they raced back to the stairs before Tupacman could return and found the floor of the room at the top glowing with the light of thaumaturgic circles and the like. 

They stepped through and came out...elsewhere. They were disappointed to find they had not arrived at the location the Robopriest was broadcasting from, instead they were on their own in some sort of indoor temple;  50' by 40', with a row of columns running on either side and there was a 20' tall statue of the Kangsta with its back to the north wall.

A brief search yielded no further information, so they left via a narrow corridor that ran both east and west and came to another, similar, room; but without the rows of columns. There was also a lot of writing on the walls in the now familiar script, some of which read:

"The RatKingCoal found me, like KV5

Come see my crew who were buried alive!

My studio's in the basement downstairs

You know that the Kang's got the sweetest of lairs!"

Deltacron discovered that the statue in this room could be opened via a mechanism hidden in its big toe. Beyond were more corridors and rooms, and the party really motored through them, somehow avoiding any random encounters. They discovered that the whole area was part of a hidden tomb that had, sadly, already been discovered and looted. The only thing of note was an encounter with a Poltergeist which only served to muddy the waters even more. 

The Amber Light closed in and they vowed to get to the bottom of this mystery next session.

* This of course references a famous scene in Robocop. A story goes that Verhoeven did not understand the pejorative nature of the term, and on set routinely referred to the actresses as bitches. For the rest of the session we did so as well, even though I never mentioned this history.


Treasure and XP



Trollopulous Adjusted Session 44 (Machodor #21)

UPDATE: XP now allocated

Monetary Treasure

30 Gold ingots worth 300gp

Monsters

Tupacman *2 1000 XP
Bitches     *3 1200 XP

Treasure Total:   300 XP

Monsters Total: 2200 XP


XP & GP Assignment N/A 

Bumblebore (Level 3, E )  610 XP & 60 GP
Sheamus(Level 5, E )  650 XP & 100 GP
Sever (Level 6, E )  670 XP & 120 GP
Deltacron (Level 1, E ) 570  XP & 20 GP


Graveyard


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

Comfort Rod (Level 1 Cleric), Killed in a Psionic duel with a Balrog in session #42, or does it just look that way?

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


Wednesday, 11 October 2023

Trollopulous Adjusted Session 43 (Machodor #20); From Machodor to Brovenloft

 




    

Timekeeping


This session took place on 06/10/2023, and the PCs adventured for 1 day.

Player Characters Present


Giuseppe (Level 6 Paladin from Rome, Brovenloft, E)
Sheamus(Level 5 Rocket Cycle Fighter of Dublin, Brovenloft, E)
Sever (Level 6 Pegasus Corps Ranger of Machodor, E)
Godleve (Level 5 Cleric of Machodor, E)
Slippery Pete (Level 4 Thief of unknown heritage, E)
Bumblebore (Level 3 Magic User, Machodor University Associate, E)
Jacques Ocular (Level 1 Magic User, E ) 

Downtime 


Sever investigated rumours of the Black Knight but found nothing useful to go on. Some say he was defeated, other later reports say he is still out there challenging people

October 1, The haze of fear gas around the Robopriest's fortress changes character, becoming an obscuring mist
October 3, Ringo the Caveman arrives at the Gassy Fortress on a flying dinosaur. He brings warning that these mists are a sign that the domain has been connected to Brovenloft
October 4, The Robopriest conducts a thorough search and finds a basement where the walls are now covered in strange pictures


He gathers his strongest supporters and goes in to find out whether this is a manifestation of law or chaos. He does not return, and after a few days his retainers plead with the player characters to investigate.


Session Report

Choosing to leave behind mounts and the Rocket Cycle, the party descended into the depths of the unsecured area of the Robopriest's strong hold (the Gassy Fortress). A staircase went down five levels, ending in a square basement with two doors in each wall. Sever was able to find tracks leading out of the western most door on the north wall. There were clearly the tell tale scuffs of the Robopriest, Alexus Murphius.

There were markings on the wall that were a mixture of pictures and text, and Slippery Pete tried to read them. Fortunately for him, I ruled that they were "special young readers" hieroglyphics, and he could make out the gist of some of them:

"All these girls are mid

So I'm back in my pyramid

Holdin on my king's rod

Sailing to the sun god

Creepin you like marty krofft

Out here in the Brovenloft" 

'Relics of tha Kangsta' (BrOSR Publications 2022)

This dispelled all doubt, if any still remained, that they were no longer in Machodor.

A straight run down to a four way crossing, and straight beyond this to a 20' by 30' room in which a solitary, pale, skeletal thing wearing a brown hooded robe sat on a throne. Was it regarding them? Was it alive, undead? They could not tell.

"I poke it with my ten foot pole" -- Slipper Pete


Slippery Pete poked it with his ten foot pole. The creature stood and raised its arms and shouted something in Neutral; then, all the PCs but Giuseppe disappeared!

Sheamus and Sever, the two toughest melee fighters, materialised in the same room, 600' east of the Crypt Thing. Godleve landed 200' east of them, and Jacques, to my horror, although also in the same direction, materialised 1000' away. 

Slippery Pete appeared one dungeon level down. I interpreted this as directly down from the room the Crypt Thing was in, so, he potentially had the easiest job to get back; but, would the dungeon let him?

No way...

I wonder how man DM's over the years have looked at this monster and thought: no way...

Now, some (actually quite a bit, Appendix A dungeon generation is addictive, I'll admit; but, it's practice, not prep!) of the first level of the dungeon was already done, but not 600' away, much less 1000' away! So I simply turned the page and began mapping again. 

I considered resolving this highly unusual situation in separate chats, and keeping each separate group in the dark about the others; perhaps there is a method that would do this, but in the end I chose to just give each separate group 10 real time and/or game time minutes before moving to the next one. It was probably a pain for the players, but hopefully worth it in the end. I enjoyed adjudicating it, but it certainly helped that I've been doing some solo play Appendix A recently. In fact, it wouldn't surprise me at all if, when this monster was created, it was expected that you would resolve it using Appendix A or something like it.

Sever and Sheamus found themselves in a 30' by 30' chamber, with only one exit through the wall west. It was otherwise empty apart from numerous paintings on the walls. They immediately set to searching for secret doors and such.

Godleve found himself in a 30' by 30' room with no obvious exits at all, again with numerous paintings and some carvings in the walls. He too began searching for a way out.

Slippery Pete found himself in a 20' by 20' chamber with three exits. The room contained two large stone coffers, and 3 giant toads. His sudden appearance in the room had granted him surprise, and he hastily made for the nearest exit before the toads noticed him. Beyond there he found the passage turned left and ended in a pit.

Jacques found himself alone in a 20' by 30' room with doors in front, behind, and to his left. He set about using his torch to try and determine if there was a breeze coming from any direction (the 'always follow your nose school of dungeoneering') but with all the doors shut there was nothing noticeable for the novice magic user. He found the door ahead lead to an empty 10' square room, could not open the door behind him, but could open the door to his left; which lead down a corridor.

By good fortune, each transported player had a reason to head in the correct direction, whether by a door or corridor; but who knew how long it would take to find each other again? The teleports, though far away for the most part, could have been worse at dispersing the party, and they were all off in the correct direction to make it back together (what would happen at the end of the session if they didn't?)

Back to the room with the Crypt Thing. Bumblebore, who had been busy hitting the books in the Gassy Fortress, caught up with Giuseppe, and immediately drew the ire of the Crypt Thing by disturbing its treasure; three large chests and a big pile of loose silver coins. The monster quoted some Kangsta, in neutral, then tried to send the newcomer away (his ability only works once per party, but I allowed this since Bumblebore had just arrived) and the Machodorian Magic User resisted the teleportation magic. Perhaps this bred overconfidence, because he then started a fight!

Giuseppe, who was still looking for an alternative course of action that might cause his friends to re-appear, was forced to defend the magic user, who had attempted to cast Macho Mandalf's Flying Elbow. The undead beat him to the scratch and ruined the spell before it could be cast. And a very strange battle was on.

Meanwhile, Slippery Pete had found his way to a pit and found that it went one level up and one level down. Even the insides of the pit were painted in the same manner as the rest of the place, but, he noticed that the shading was subtly different on this level, and the level above him was the same shade as what he had experienced in the dungeon before meeting the Crypt Thing. Only a thief could have managed to scale the insides of the chute, open the trap door at the top, and get out again; so it was lucky that it was Slippery Pete who ended up in this location!  He soon found himself at the bottom of the stairs and could hear the sounds of battle nearby and went to investigate.

After an exhaustive search, Sheamus and Sever found nothing apart from the obvious exit to their left. They went in that direction and soon found a branch curving off to their left, but the western route went on and on for over 180' (consecutive rolls of 1 or 2 on Table I, this suited the situation just fine) before finally ending up in a 20' by 30' chamber with a door ahead of them. They opened the door, still yet to run into nothing under the headings of monsters or treasure, and found it led to a T-intersection, with one branch continuing away west. They then had the idea to deviate from their route and head south, but, first, used a bag of flour they just happened to have (!) to leave foot prints they could follow to return to the path. One room south then one room east, and, bingo, a big pile of coins just sitting there on the floor!

Godleve discovered a secret door to the west, opened via a mechanism hidden in a likeness of Sobek's crocodile jaws, and leading to a short corridor also heading west, with a door 30' ahead at its end. Upon stepping into the corridor he activated a pit trap, falling 10' to the bottom, but which he managed to scramble out of before it closed him in. A potentially deadly encounter for a single adventurer.

He continued on and found that it was a one way door, stepping through found him in a 60' long corridor culminating in another one way door. Within the room beyond was visible two flights of stairs going down. There was yet another one way door to the west and here he had, unknowingly, reached the room Sheamus and Sever had started in. He followed their route right up until he found the flower foot prints they had left on the floor.

Sever and Sheamus discovered that the coins were in fact protected by 3 Shockers: man sized bipedal creatures, clothed in faint light blue sparks; which which proceeded to deal out 30 points of electrical damage between them before being discharged and collapsing into piles of dust. The pair of PCs, who had plenty of hit points left, were pretty happy with the results and were scooping coins into their sacks when Godleve, who had heard the noise and come to investigate, joined them.

Jacques proceeded west initially, but then turned south and then south east, before turning west again and entering a giant hexagonal room; it was the first he'd found with anything of note in it; treasure and a monster. A single, ghastly, obviously undead, creature, in the form of an animated putrid corpse, riddled with fat green worms. Neither side was surprised, but the magic user won initiative and proceeded to throw a flask of oil, which hit and very nearly killed the 4HD creature; who's hit point I had rolled very low for. 

The creature charged and hit Jacques with a pair of flailing fists, reducing him to 1 hit point. He evaded a nasty case of leprosy; but, not the hideous fat green worm that jumped from the monster, onto his head, and immediately started burrowing in. Now, I had carefully worked out that Jacques was outside the range of the creature's fear aura when he threw his flask; but, when it moved to attack him, I forgot he was now in range and rolled for initiative as normal for the next round. Jacques won initiative and chose to smash another flask of oil on the creature; and actually killed it, but, splash burning oil damage got him for 1 hit point, and he went down. The ugly green worm went to work.

An improbably close battle for a 1st level character, but he probably should have just ran.



Slippery Pete did not immediately throw himself into battle when he saw what was going on in the throne room; instead he quaffed a sip of his Invisibility potion (I think he's used it 4 times now) and went to investigate the chest glowing under the effects of Bumblebore's Detect Magic spell, which he had cast because nothing else seemed useful against the robed undead creature. Meanwhile, Giuseppe was wailing away with his sword and certainly having some effect.

Pete threw open the chest and found, among numerous coins and jewellery, three glowing items; a suit of plate mail, a foppish hat, and a longsword. He grabbed the latter, and, after a short discussion about whether thieves can use longswords (they can), and next round ended the battle with a backstab. There was much rejoicing.

The creature did not go down with out a loud and lengthy monologue from the writings of the Kangsta. So loud in fact that it could be faintly heard by Sheamus, Sever, and Godleve. They gathered up the coinage on the floor and proceeded west. They came to a strange revolving stone door, which they navigated without incident, and came into a chamber; there, a Mummy was guarding the place from intruders such as them.

Sheamus and Godleve failed their saves vs the Mummy fear and froze in the face of the monster's advance. Fortunately, Sever passed and met the monster's attack. Unfortunately, in doing so, he took a hit and contracted mummy rot. With a Paladin and a Cleric in the party, however, he was not unduly concerned by this. Next round Sheamus pulled himself together enough to join in. Combat went on until Godleve, too, could join in. He was unable to turn the creature and so proceeded to help smash it into bloody bandages.

The monster's last words echoed through the dungeon

Finding a mummy with no treasure prompted a round of searching, and with Sever's sword it was probably worth the time; however, while they were at this, 3 more Shockers came through the revolving door. Thinking fast, Sever used is wooden handled spear, while Godleve emptied out a water skin on the ground. Both tactics helped dissipate the damaging energy of the Shockers, and Godleve himself found out that his Hawkman Mace did not conduct electricity.

This last battle drew the rest of the party towards them, and they ended up meeting half way and then returned to the treasure pile where it had all begun. The session was nearly over, and they were in Brovenloft, famous for being impossible to leave during the month of October, what to do.

An Amber light appeared and surrounded them...then a gravelly voice could be heard:

"Listen up yo one two one two

I'm Macho Mandalf and here's what I'll do for you


There's a certain mad rule in a module of old

Covers resting an' healing or so I'm told


At the end of a session just look for the light

An' hope when Jeffro sees this he don't start a fight


Now don't be thinkin hey ole Macho's goin soft,

Just try to survive a month of Brovenloft"

Oh Yeah



Treasure and XP


Trollopulous Adjusted Session 43 (Machodor #20)


UPDATE: Now reflects Treasure and XP after returning to Schloss Ragnar in Machodor on November 18th

Monetary Treasure

4000 SP
8000 EP
1250 GP
400 PP

GP Total: 7450

13 Items of Jewellery: value 16,700 gp

Pimp Coronet 1800
Decanter 2000
Coronet 100
Buckle 600
Brooch 2000
Comb 2000
Bracelet 1400
Brooch 1200 
Kangsta Statuette 1600
Earring 1100 
Seal of the Kangsta 1200
Anklet 700
Fob 1000

Total: 24,150 GP

Items

Plate mail +2 1750xp,
Foppish Hat of Disguise 1000xp, 
Longsword +1, +2 versus magic-using or enchanted creatures 600xp
 
1350 Gold for Identification Costs subtracted from total

Monsters
6 Shockers 462 XP
1 Mummy 1326 XP
1 Crypt Thing 395 XP

Treasure Total:   27,500 XP

Monsters Total: 2183 XP


XP & GP Assignment (balanced by level) 
Giuseppe (Level 6, E )  6053 XP & 5410 GP
Slippery Pete (Level 4, E ) 4657 XP & 4107 GP
Bumblebore (Level 3, E )  3209 XP & 2705 GP
Sheamus(Level 5, E )  5105 XP & 4509 GP
Sever (Level 6, E )  6053 XP & 5410 GP
Godleve (Level 5, E ) 5105  XP &4509 GP
Jacques (Level 1)



Graveyard


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

Comfort Rod (Level 1 Cleric), Killed in a Psionic duel with a Balrog in session #42, or does it just look that way?

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


Wednesday, 4 October 2023

Macho Mandalf's Greater Identify

Rationale 

The traditional level 1 spell, Identify, has a major limitation not often actually imposed by DMs:

"The item to be identified must be examined by the magic-user within 1 hour per level of experience of the examiner after it has been discovered, or all readable impressions will have been blended into those of the characters who have possessed it since"

Essentially, unless you can cast Identify in the dungeon, or you can return to a town with a magic-user who knows this spell - and the means to pay him to use it - within a few hours, it is of no use. Without Identify, you are left with expensive enquiries to Sages or Bards, or simple trial and error.

This is such a huge mismatch between expectation and reality that I wonder if it is by design, and that Gygax expected player characters to research an improved version of this spell. (I actually did this research last year but forgot to blog it)


Macho Mandalf's Greater Identify (Divination)

Level: 3                                     Components: V, S, M
Range: 0                                    Casting Time: 3 turns
Duration: 3 segments per level Saving Throw: Special
Area of Effect: Once Item

Explanation/Description: When a Greater identify spell is cast, one item may be touched and handled by the magic-user in order that he may possibly find what dweomer it possesses. The item in question must be held or worn as would be normal for any such object, i.e. a bracelet must be placed on the spell caster’s wrist, a helm on his or her head, boots on the feet, a cloak worn, a dagger held, and so on. Note that any consequences of this use of the item fall fully upon the magic-user, although any saving throw normally allowed is still the privilege of the magic-user; and this more powerful spell adds an additional +2 to such rolls. For each segment the spell is in force, it is 30% + 10% per level of the magic-user probable that 1 property of the object touched can become known — possibly that the item has no properties and is merely a ruse (the presence of Nystul’s magic aura or a magic mouth being detected). Each time a property can be known, the referee will secretly roll to see if the magic-user made his or her saving throw versus magic (again with a +2 bonus). If the save was successful, the property is known; if it is 1 point short, a false power will be revealed; and if it is lower than 1 under the required score no information will be gained. 

The item will never reveal its exact plusses to hit or its damage bonuses, although the fact that it has few or many such plusses can be discovered. If it has charges, the object will never reveal the exact number, but it will give information which is +/-10% of actual, i.e. a wand with 40 charges could feel as if it had 36, or 44, or any number in between. The item to be identified must be examined by the magic-user within 1 day per level of experience of the examiner after it has been discovered, or all readable impressions will have been blended into those of the characters who have possessed it since. After casting the spell and determining what can be learned from it, the magic-user loses 6 points of constitution. He or she must rest for 4 turns per 1 point in order to regain them. If the 6 point loss drops the spell caster below a constitution of 3, he or she will fall unconscious, and consciousness will not be regained until full constitution is restored 24 hours later. The material components of this spell are a pearl (of at least 300 g.p. value) and an owl feather steeped in wine, with the infusion drunk and a live large miniature carp swallowed whole prior to spell casting. If a luckstone is powdered and added to the infusion, probability increases 25% and all saving throws are made at +6.


So, what did all this cost?

Dungeon Masters Guide Page 115, Spell Research                                       Greater Identify


For this spell the Minas Mandalf University Library was used for reference, so that all may benefit. 






Duration of research: 3 Week base (minimum 4)








Chance of Success
: 10(base) +18 (Int) +12 (level) -6 (spell level *2) = 34%

Note that according to the DMG 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 600gp per week.

Weekly variable of 300 to 1200gp for additional materials.

Duration of research: 3 Week base (with a minimum of 4)

After success on the seventh week, the total expenditure ended up at 8700gp. (we'll need to charge a lot of adventurers to recoup the research costs on this one)

Trollopulous Adjusted Session 129 (Machodor #80): Stuck, in the Tomb of Kistomerces

A mysterious portal Introduction Last session the party scratched the surface of the Tomb of Kistomerces, avoiding death at two false entran...