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09 July 2015

The Sleestak Map (Quasqueton, lower level)

The adventurers got this crude map from some friendly sleestaks on the lower level.  The crudeness of the drawing / writing is solely due to the difficulty sleestaks have holding pens in their claws.  It has nothing to do with the fact the DM was in a hurry...
[click to embiggen]

Player Maps (so far)

Here are the two levels of Quasqeton that the players have mapped.  They're rather incomplete, but i'm chalking that up to the darkness and dankness in which they were made.  It's totally not just that we can't keep track of stuff...
 
Quasqueton, lower level




Quasqueton, upper level









20 June 2015

Leaner and Meaner [session 14]

Adventurers Present
Bilbo - hobbitish rogue
Mossmullet - dwarfley (now) cleric
Orsek - dwarfley barbarian wizard
Red Shpee - elfin rogue
Wilfred Fizzlebang - gnomic (now) paladin 

As the group returned to the business of clearing out the infested caverns of Quasqueton, they found themselves slightly fewer in numbers than before.  Fortunately, they were also more focused on the tasks at hand and all immediately set off in pursuit of Jonesy the ratling (rat king?).  They tracked him through the bat cave by his footprints, and discovered they suspiciously ended at a wall.  Not surprisingly, a secret door was discovered.  Then more secret doors were revealed, leading to the discovery of the Rat King’s Treasure!  And that two-faced rodent-man, Jonesy.
 

Confronting and chastising the duplicitous ratling, the group ordered him to open one of the three treasure chests in the room.  They chose to mostly ignore the two oddly-lifelike statues which were also visibly present, or to do any further investigation of the room.  Which proved to be a mistake, because suddenly 4 more ratlings appeared, the 2 statues came to life, and all concerned attacked!  Except the slippery Jonesy, of course, who once again beat a hasty retreat in the face of danger.  He is a scavenger, after all, not a predator.
 

The battle went well for the group, with only 1 person being pummeled into unconsciousness (I’m fairly sure that’s better than average) before the beasts were all slain.  Even the discretion-oriented Jonesy met his maker, his escape thwarted this time by Red and Mossmullet.  The statues proved rather hardy, each coming back from unconsciousness/death one time, before being battered into dusty debris.  The bad guys (or at least former owners) of this cavern handily dispatched, the party turned to counting the loot.
 

And what loot it was!  In addition to well over 300 gp in coin and gewgaws, the party got its first magic item!!!  A wonderful, glowing +1 shield was discovered!  Fizzlebang, being the group’s lone character dedicated to fighter-type activities, claimed the wondrous prize.  As large as he is (the fellow’s a gnome), Fizzlebang secured his flanks from all danger as he strapped it to his back.  Huzzah!
 

That’s when the Sleestacks chose to locate the adventuring party again, and offer their thanks for killing off the goblinoid invaders.  Or maybe just to tell the party it was time to get gone?  But a critically successful attempt to influence the lizardlings resulted in them fixing and filling out the party’s map for them.  Huzzah again!
 

The party then went exploring again, newly armed with their superior info.  They navigated themselves to a natural amphitheater baited with a stack of gems!  There were 10 of the bright, shiny objects, and the acquisitive gleaming proved too much to resist.  The 12 stirges which attacked the group, however, did not.  They were resisted successfully, dying loud and bloody deaths and splattering the group with extracted gnome-blood (which is apparently the flavor of candied walnuts?).

The gems were interesting, primarily for the involving and interactive manner in which the players got to roll for each gem’s value.  In an inspired use of his previously-earned Inspiration, Orsek attempted to kick-start the group’s fortunes by substituting a 30-sided die for a 6-sided valuation roll.  While the unfortunate roll didn’t bear much fruit, the thought and planning behind it were appreciated and admired by all…who stood to gain from it.  Seriously!
 

The group took a long rest, and then ventured over to the FORBIDDEN ROOM.  Opening the door to the crescent-shaped FORBIDDEN ROOM, the party found…wait for it…two gold pieces, sitting stacked one upon the other, smack-dab in the middle of the floor.  Not at all suspicious.  But…once again the shininess and the goldiness proved too much for the avaricious adventurers.  The brown ooze which dropped from the ceiling, barely missing Fizzlebang’s head, came as, well, not exactly a surprise.  What did surprise the group, you ask?  Three things:  1) the ooze was immune to pointy damage (shocker), 2) cutting the ooze resulted in two smaller oozes to kill (OK, slightly shocking), and 3) literally shocking the ooze was completely ineffective (shocking!  Or, not shocking?  Un-shocked?).  The putrid pseudopodia scored a brutal acid-bath bashing blow on everyone’s favorite gnome, thus illuminating why the Sleestacks memorialized their disinclination to visit.  Thereafter, Orsek and Mossmullet’s cold spells helped to crystallize and damage the grungy gunk, and blunt fry-pans brought the encounter (and the session) to a close.  In a final moment of soul-searching introspection, Fizzlebang allowed that there might have been good reason for the cavern to be named FORBIDDEN.
 

Next up – the Pool of Water!  Exciting!  Or at least wet!

Party Experience Gained
Combat:  150 each
Exploration:  150 each

Session 14

Adventurers Present
Bilbo - hobbitish rogue
Mossmullet - dwarfley (now) cleric
Orsek - dwarfley barbarian wizard
Red Shpee - elfin rogue
Wilfred Fizzlebang - gnomic (now) paladin 

The adventurers, with their bodies aching and their minds angered, discussed a plan to find the traitor, Jonesy. They found footsteps in the grime, following them down a cave. They hit a wall, but knew that they could keep travelling, for the cost of teleportation was too high for a simple cave ratling. They found a secret door, and they kept forging on. They found two secret doors, and one had statues and chests behind it. Before checking the other one, they decided to loot the chests. Before they could, the statues began to attack and ratlings flooded in to take their revenge, all of them while Jonesy was hiding behind a chest. They defeated the vermin and their large figurines, including Jonesy as he tried to flee.

They decided to use the second secret door, but they found themselves in a room that they recognized. They were discovered by the sleestacks, who were friendly and gave them a map. They discussed where they would go next using the map.

They decided on the Hall of Eggs, where they found several gems and were attacked by stirges, which they defeated. They took a long rest then travelled to the Forbidden Door. They found two gold coins, which they decided to pick up. Suddenly they were attacked by a slimy cube. This monster, too, they bested in combat.

Party Experience Gained
Combat:  150 each
Exploration:  150 each

18 May 2015

The Eight Points of Chaos [unlucky session 13]

So.  There were eight heroes who awoke in Quasqeton.  Eight characters trying to pick the best direction to adventure.  Eight voices fighting to be heard.  In short, a cacophony.  Thus started the day, and the chaos rarely clarified.

Still, progress was made.  Leaving the security of the secret door-ledge guardroom, the party happened upon a wandering carrion crawler.  The mob of adventurers made short work of it, and scored a happy windfall of visceral jewelry upon dissecting the disgusting beast.  Then it was back across the pit-trap, and on into uncharted territory.  A large cavern contained a giant spider, which Robinhood slew with a well-placed arrow [editor's note: i think this was actually a well-placed javelin thrown by the party gnome, Wilfred].  A horde of seven screaming skeletons then descended upon the group, and a general melee ensued.  Sadly, the party forgot their previous hard-won knowledge about the futility of trying to stabby-pointy a fleshless construction of bones, so the combat went less-well than it should have.  Eventually, however, the undead had their “un”s bashed into dust, thus returning them to a more properly dead state.

From there, the group followed Mossmullet’s misguided musings that, since the dungeon was only rumored to have two levels, taking the passage which went down (rather than one of the two which remained level) would likely lead to a quicker off-shoot of the caverns.  That advice proved quite wrong, as they found the largest cavern yet (which is reportedly filled with bats).  Exploring brought them to a low-roofed passage inhabited by four rat-folk.  Some pointless discussion devolved into threats and then blows, and the rattlings were quickly subdued.  But not before Robinhood inexplicably attempted to bite one of them while in combat (perhaps he’s rabid?  Should we be concerned?).  The lone surviving critter begged for mercy, promising to show the group the “rat-king’s treasure”.  The heroes decided that the survivor deserved some leniency for ratting out his king, at least until the treasure was in hand.  But the dirty rat led them into a rat-trap instead!  Attacking in groups, seven giant rats beset the adventuring party.  Meanwhile, the ratting ratling slipped out through a rat hole, and made good his escape.  The party defeated the rats, and explored another cavern filled with columns and not much else.   And thus ended the slowest of dungeon crawls to date, notable primarily for endless debate, disarming a shrieking skeleton, attempting nibbling on a murderous ratling, and a general disorganized shamble of an exploration.

But great minds are already working upon a top-down reorganization of the mob of dopey do-gooders, and forming them into a more efficiently effective team.  Hopes remain high that the reign of cacophony, chaos and confusion will come to an end, and be replaced by motion, direction and leadership.  And if not, well, it was still fun, and there really isn’t any great urgency in getting to whatever awaits us at…White Plume Mountain!
   

16 May 2015

Area Map

Here, at long last, is the map of the area we are adventuring in.  Sorry I can't draw.

      
















































[click to embiggen]

And, if you really want it, here's an even bigger version (brace yourself, it's close to 5 mb) suitable for printing.

07 May 2015

The Treasure Map!

The adventurer's finally recovered Nuno's treasure map, and it has a poem written on the back.  Here they are:
poem
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treasure map
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