Bilbo, Mossmullet, Orsek, Red Shpee, SMASH, Robin Hood, Wolfy, and Wilfred Fizzlebang went down the corridor indicated by the Sleezestacks lizard-folk. They went almost directly into (what turned into) something of a trap. Coming upon an intersection with paths leading onward and to both sides, they paused a moment to think over which way to go. Before any decision was reached, a barrage of arrows came flying from either side passage, as 4 goblins made good their surprise attack.
Things went reasonably well for the goblins for a brief time, with Mossmullet fumbling and dropping his mace in a bumbling attack, and many of the party's spells and arrows going awry. While the group thereafter recovered and managed to slay those four, they were immediately replaced by 6 more goblins sneaking in from the rear. While the party attempted to deal with this new threat, things went downhill. Some of the tactics employed by the party proved a bit ineffective. After multiple attempts to grapple and subdue one of the goblins, Robin Hood had to be rescued from death on two separate occasions. Fizzlebang apparently experienced a psychotic break, and took the opportunity to thrash the grappling fighter within an inch of his life. As things devolved into a general melee, the goblins received a serious reinforcement, 5 more goblins accompanied by a bugbear and 2 giant spiders. Things looked a bit dire, when the goblin hordes proceeded to put up a pretty good fight. The fight was a reasonably matched one, although the party was probably the more powerful group. But Wolfy went down in combat, and multiple requests to the two-headed hamster god went unanswered with any type of aid. And requests for assistance from the cave bats met with no greater success.
And so began ... the running away. A motion carried to abandon the intersection, in favor of safer ground. Unfortunately, with multiple members of the party unconscious and defenseless on the ground, some party members refused to retreat and leave them to their fates. As first two, then another, then another, and then yet another of the party fled from the increasingly lopsided battle for the intersection cavern, things began looking a bit grim. Also, those who fled may well have gone just a bit too far, for they soon found themselves face to face with ... another cavern holding 5 more goblins, all danced out and ready for a feast on dwarf stew. The initial confrontation with Bilbo and Red Shpee went not-so-well for the rogue-runners. Bilbo was bleeding and unconscious post-haste, and only Red Shpee quick-witted quick talking kept the encounter from becoming a total disaster. Stalling the gnoshing goblins with tales of tasty-fresh dwarf down the hallway, Red managed to avoid imminent death until help could arrive.
And the help which did arrive was an acrobatically gifted hobbit healer! Springing spritely over the goblins' noggins, Wolfy Spared the ailing Bilbo, sacrificing his own health to ensure his fellow hobbit's survival. The goblins attacked, but were surprised to find that Red the elven backstabber was NOT their friend! Murdering two of the distracted humanoids, then withdrawing silently to Sneak Attack two more into the afterlife, Red managed to contain the brewing disaster and save the imperiled hobbits.
Meanwhile, back at the intersection, Orsek and Mossmullet battered the spiders, bugbear, and remaining goblins down, with the help of the sometimes conscious, sometimes unconscious Robin Hood. Loot was hard to come by, but Mossmullet did find a few gold on the bugbear. He magnaminously shared it among the party, giving a double share to Red Shpee for his battle prowess. He then gave his own share to Orsek because "a kinsman who stays and fights with you is worth more than gold."
With the melees finally concluded, the party rested and recovered in the goblins mess hall. A mostly grisly and unsavory stew of Nuno Rockhead was sadly discovered in the goblin stew-pot. Well, sadly to most...SMASH decided that cannibalism wasn't so bad ... and neither was Nuno (Ick!).
After the clerics healed themselves and the party, they re-focused their quest. Saving Nuno no longer an option (except as left-overs), the party set out for the less-noble task of saving his treasure map. Unfortunately, all they found (thanks to the one-armed goblin they Spared from Dying) was that the big boss-man goblin had fled the destruction and slaughter in the caverns, taking everything of value with him.
The party raced to locate the disappearing dastards, and managed to catch a glimpse of goblins making good their escape in the forests below the secret-exit cliff. It remains to be seen if rappelling down the cliff and pursuing the goblinoids is within the party's powers, or if they've come up short in their secondary quest (for treasure) as well.
The adventures of a bunch of valiant rapscallions that hail from Deeyin Deel (or thereabouts).
22 March 2015
01 March 2015
February 29th [session 10]
Bilbo, Mossmullet, Orsek, Red Shpee, and Smash awoke from their slumbers, to find that they'd be (re)joined by Robin Hood, Wolfy, and a gnome Wizard named Wilfred Fizzlebang. Fresh from their (for some rather troubled) dreams, they picked up where they'd left off the day before, and began exploring and mapping. They met with a small mischief of large rats, whom they quickly dispatched without difficulty, other than Bilbo almost being gnawed to death by them. Then it was on to a quick pratfall in a pit-trap, leading only to a fake door. Then some more exploring, retreading old ground where previous battles were fought days before. Remains of pies and orcs were found, but nothing else of interest or value. The party did find another pack of giant rats, but remembering Bilbo's prior near-death experience, they wisely decided that this time parley and interpretive dance were the best paths to take past the rodent-ious roadblock. Finding little more of interest (other than grabbing that superior mace from the day before), they descended down to the natural caverns below the dungeon proper.
Once descended, our heroes found things a bit more exciting. Pits and bats and doors without traps led them to...a dimly lit cavern containing denizens of the dead! Undead, that is. A quick melee with a ghoul was immediately followed by a massed charge of 8 skeletons. The group being in rather shaky shape after losing initiative and having three members with 2 HP or less, the clerics of the group did their thing: 6 of the undead were sent packing, Bilbo was spared from dying, and a powerful second level Prayer of Healing powered up the battered heroes to previously unheard-of levels of health. Fully restored and re-armed for battle with blunt-damage weapons, the party quickly dispatched the 2 braver skeletons, then pursued their scaredy-bones brothers. A flask of oil was splashed upon them by a resourceful and vengeful Bilbo, and then flash-fried by a powerful blast of Burning Hands! The only skeleton not immediately charred into powder was quickly blasted with Sacred Flame, as Smash picked up the Spare.
The heroes pressed on into an extra-large cavern, where they met and squished two unpleasantly large (150 lbs) spiders. Despite being bitten by one, Bilbo continued his rampage by dispatching the first. The other Nast-rachnid quickly joined his mate in death. A quick trip down a side passage revealed two goblins playing cards. After a brief and unproductive discussion, things turned ugly, and the heroes resorted to violence. The goblins fell quickly. The door they guarded proved to be a hidden spy-perch, opening into the outdoors, and a narrow ledge 40' in the air. Confirming that the ledge led nowhere, the party went back inside and discussed their options.
The decision was made to back-track to see if the rope still hung down from the first level of the dungeon (which it did), and the group then made the acquaintance of three unhappy lizard-men. These sssneaky fellows were less than cordial, but proved willing to set aside their dislike of us, to express their even greater dislike of the colony of bug men (bugbears?) which were invading their living areas and causing them havoc. Upon our solemn word that we'd help them out with their "bug" problem, they spilled some of the details of where we should go next, to locate these mutual foes. They also (maybe) decided to give us free passage to that area, no doubt so that two of their enemies could meet, clash, and end at least one of their problems for them. What happens when these various forces connect and clash...is the story for another day!
Once descended, our heroes found things a bit more exciting. Pits and bats and doors without traps led them to...a dimly lit cavern containing denizens of the dead! Undead, that is. A quick melee with a ghoul was immediately followed by a massed charge of 8 skeletons. The group being in rather shaky shape after losing initiative and having three members with 2 HP or less, the clerics of the group did their thing: 6 of the undead were sent packing, Bilbo was spared from dying, and a powerful second level Prayer of Healing powered up the battered heroes to previously unheard-of levels of health. Fully restored and re-armed for battle with blunt-damage weapons, the party quickly dispatched the 2 braver skeletons, then pursued their scaredy-bones brothers. A flask of oil was splashed upon them by a resourceful and vengeful Bilbo, and then flash-fried by a powerful blast of Burning Hands! The only skeleton not immediately charred into powder was quickly blasted with Sacred Flame, as Smash picked up the Spare.
The heroes pressed on into an extra-large cavern, where they met and squished two unpleasantly large (150 lbs) spiders. Despite being bitten by one, Bilbo continued his rampage by dispatching the first. The other Nast-rachnid quickly joined his mate in death. A quick trip down a side passage revealed two goblins playing cards. After a brief and unproductive discussion, things turned ugly, and the heroes resorted to violence. The goblins fell quickly. The door they guarded proved to be a hidden spy-perch, opening into the outdoors, and a narrow ledge 40' in the air. Confirming that the ledge led nowhere, the party went back inside and discussed their options.
The decision was made to back-track to see if the rope still hung down from the first level of the dungeon (which it did), and the group then made the acquaintance of three unhappy lizard-men. These sssneaky fellows were less than cordial, but proved willing to set aside their dislike of us, to express their even greater dislike of the colony of bug men (bugbears?) which were invading their living areas and causing them havoc. Upon our solemn word that we'd help them out with their "bug" problem, they spilled some of the details of where we should go next, to locate these mutual foes. They also (maybe) decided to give us free passage to that area, no doubt so that two of their enemies could meet, clash, and end at least one of their problems for them. What happens when these various forces connect and clash...is the story for another day!
07 February 2015
In the Dreamlands [session 9]
In a surprise twist, 3 of our hardy adventurers left behind their mortal bodies and took an astral journey to some sort of Dreamworld, even as their bodies remained sleeping in the fastness of Quasqueton dungeon. Red Shpee, Orsek and Mossmullet awoke to find their astral/dream bodies were exactly like their regular bodies. Only sleepier...!
They found themselves in an outdoor garden, surrounded by 30' tall hedges. It was the first of 10-12 interconnected gardens they would explore, with a maze-like series of hedgerow corridors connecting them. This first garden had a golden tower in the middle. There was a door, and a keyhole in that door, but no mechanism to pick the lock. The door couldn't be forced, nor the tower climbed, so the 3 adventurers set off down the hedge corridors in search of a key.
They were immediately beset by the first of many, many roving bands of mushroom men. These incessantly hostile and well-armed bipedal shrooms attacked the party, quickly proving that they were not fun guys. Nor did they ever grow on us. Using magic and muscle, the shroomlings were defeated, and the party moved into the next garden. This garden was a replica of the first garden (as were almost all the following gardens), except that it contained...wait for it...an 8' tall chicken/dragon hybrid. No, really. The party considered running from the chicken-thing, but that would have made them look like...cowards. So they killed it instead. The next corridor led to the first of MANY attacks by wandering tortoises. Which actually doesn't sound so bad. But they were a lot faster than expected, and big enough to knock a person down! Still, the brave trio engaged and successfully dispatched the reptile, moving on to the next garden.
Where they encountered...Filip the goblin. Who had an axe buried in his head. But seemed uncommonly alive again, despite that fact. The party attempted and temporarily succeeded in returning Filip to a more properly deceased state, but that didn't last very long. He showed up again in two more of the gardens, each time confoundingly alive and reading a storybook, each time too confused to enlighten the players about where they were, or why, or what the meaning of the dreamworld might be.
The players eventually found another tower of silver, and yet another tower of obsidian. These were otherwise identical to the golden tower. They were also plagued in their travels by equipment-stealing bats, many more charging tortoises, and oodles of murderous mushroom men. They did acquire a golden sword stuck in a stone, and eventually found a silver key. Inside the silver tower they located a hidden stairwell which led to a room containing the obsidian key. It was guarded by a small green dragon (like, dog sized), which Orsek chopped in half directly. Inside the obsidian tower they located a horse-sized red dragon. Red Shpee used a very tricksy illusion of the closed door, making the door appear to be closed even while we opened it and gained initiative, advantage, and sneak attacks. All of which were totally wasted by two full rounds of nothing but misses by the party! The dragon eventually wised up to the trickery, and charged the party. The battle raged for another couple of rounds, but the hearty adventurers prevailed again!
It should be noted that on two different occasions, both Orsek and Mossmullet came within inches of death at the hands of the fungal furies. Red Shpee was forced to save the day. If a return to the dreamworld should occur, the top-heavy toadstools best prepare themselves for Mushroom Madness 2: Dwarves of Destruction!
They found themselves in an outdoor garden, surrounded by 30' tall hedges. It was the first of 10-12 interconnected gardens they would explore, with a maze-like series of hedgerow corridors connecting them. This first garden had a golden tower in the middle. There was a door, and a keyhole in that door, but no mechanism to pick the lock. The door couldn't be forced, nor the tower climbed, so the 3 adventurers set off down the hedge corridors in search of a key.
They were immediately beset by the first of many, many roving bands of mushroom men. These incessantly hostile and well-armed bipedal shrooms attacked the party, quickly proving that they were not fun guys. Nor did they ever grow on us. Using magic and muscle, the shroomlings were defeated, and the party moved into the next garden. This garden was a replica of the first garden (as were almost all the following gardens), except that it contained...wait for it...an 8' tall chicken/dragon hybrid. No, really. The party considered running from the chicken-thing, but that would have made them look like...cowards. So they killed it instead. The next corridor led to the first of MANY attacks by wandering tortoises. Which actually doesn't sound so bad. But they were a lot faster than expected, and big enough to knock a person down! Still, the brave trio engaged and successfully dispatched the reptile, moving on to the next garden.
Where they encountered...Filip the goblin. Who had an axe buried in his head. But seemed uncommonly alive again, despite that fact. The party attempted and temporarily succeeded in returning Filip to a more properly deceased state, but that didn't last very long. He showed up again in two more of the gardens, each time confoundingly alive and reading a storybook, each time too confused to enlighten the players about where they were, or why, or what the meaning of the dreamworld might be.
The players eventually found another tower of silver, and yet another tower of obsidian. These were otherwise identical to the golden tower. They were also plagued in their travels by equipment-stealing bats, many more charging tortoises, and oodles of murderous mushroom men. They did acquire a golden sword stuck in a stone, and eventually found a silver key. Inside the silver tower they located a hidden stairwell which led to a room containing the obsidian key. It was guarded by a small green dragon (like, dog sized), which Orsek chopped in half directly. Inside the obsidian tower they located a horse-sized red dragon. Red Shpee used a very tricksy illusion of the closed door, making the door appear to be closed even while we opened it and gained initiative, advantage, and sneak attacks. All of which were totally wasted by two full rounds of nothing but misses by the party! The dragon eventually wised up to the trickery, and charged the party. The battle raged for another couple of rounds, but the hearty adventurers prevailed again!
It should be noted that on two different occasions, both Orsek and Mossmullet came within inches of death at the hands of the fungal furies. Red Shpee was forced to save the day. If a return to the dreamworld should occur, the top-heavy toadstools best prepare themselves for Mushroom Madness 2: Dwarves of Destruction!
18 January 2015
Session 8 notes
The players wandered through the dungeon, while making a map. They entered a room with a glowing crystal, and the door closed behind them. When they left the room, they got teleported to a similar place with the room.
They entered through fancy double doors, and there was a high class library with glowing 2 giant glowing red beetles. They entered combat, and they returned successful. They thoroughly searched the library.
They returned to exploring. They found the trick to the teleport room, and began fixing their maps.
Mossmullet got stuck in a cell and they fought some rats in a tool room.
The found a fuel room with some coal gnomes. They found some gold and a smith room. They brutally smashed 2 skeletons. They began to explore a natural cave, but stumbled around while lowering to explore it, so headed back to level one.
They found a demented caterpillar of doom and killed it. They defeated a zombie and went to rest.
They entered through fancy double doors, and there was a high class library with glowing 2 giant glowing red beetles. They entered combat, and they returned successful. They thoroughly searched the library.
They returned to exploring. They found the trick to the teleport room, and began fixing their maps.
Mossmullet got stuck in a cell and they fought some rats in a tool room.
The found a fuel room with some coal gnomes. They found some gold and a smith room. They brutally smashed 2 skeletons. They began to explore a natural cave, but stumbled around while lowering to explore it, so headed back to level one.
They found a demented caterpillar of doom and killed it. They defeated a zombie and went to rest.
17 January 2015
Getting Not-Lost [session 8]
The group picked up staring at the bodies of the stirges they'd polished off during the last session. Present and participating were cleric SMASH!, fry-pan wielding Rogue Bilbo, elven rogue Red Sphee the Exterminator, Orsek the wizard-barbarian, and Mossmullet, a dim-witted dwarven fighter who wandered in from even-he-didn't-know-where. The group decided to begin attempting to map out their travels in this goblin and monster-infested maze, in an attempt to stop constantly retracing their own footsteps. Surprisingly, this paid great dividends, and the beginnings of a plan to both A) find the kidnapped dwarf, and B) thereafter locate an exit from the maze, began to take form!
Leaving the bodies of the flying pests behind, the intrepid rescuers blazed a path around a few corners until they were beset by a pair of GROUS - Giant Rats Of Unusual Size. Unfortunately, these animal friends were too besotted with ravenous hunger for any friendships to form (or Animal Husbandry to occur), so the group did the murder-death-kill thing.
The explorers next got to employ their weapons against a giant, corner-hogging formation of magical glowing Quartz. While weapons did prove effective in rendering this stone less-lifetastic than they found it, they were still unable to prevent the misbehaving mineral from teleporting them to the domicile of another, veeeery similar chunk of Quartz. And thus the mapping thing got off to a slightly rocky (Score!) start. But the group persevered, and eventually they located themselves back onto the map.
Wandering a bit further afield, a large library was located and cleared of two dog-sized fire beetles. These beasties provided both some fire-glands to our wizard, and a pungent coating of bug-guts to Mossmullet (a fine compliment to his green "do"). A spirited search of the library turned up 2 healing scrolls (which were entrusted to SMASH), lots of splinters of wooden tables, a book about The Life of Cows, and a huge terrarium containing a colony of fire beetles running behind the library walls.
Moving right along, the dwarves & friends company went and located a lovely portcullis trap, which Mossmullet conveniently triggered and got trapped behind. While attempting to free their bumbling companion, the remaining adventurers opened a nearby door, which contained a great store of mining supplies, 1 really nice mace, some rope, a lever to open the portcullis, and 3 starving GROUS. After an exciting and damaging battle which inspired the group to set aside their fry-pans and resort to actual swords and hammers, victory over the GROUS was achieved by the would-be lunchables. It should be noted that Red Sphee the (ex)Terminator lived up to his name, killing all three of the GROUS by stabbing them through the head! The group then freed the dopiest dwarf, and then helped themselves to the spoils in the storeroom: a rope and a crowbar. But not the really nice mace.
It was not long before the group came upon the smithy-center of this mysterious maze. The coal room provided our height-challenged heroes with the opportunity to tower over some even smaller sentient humanoids - 4 bound coal-gnomes. These little fellows were less than a foot tall, bound and gagged, and left in a barrel (which was presumably going to be shipped to some exotic destination, so the little guys could be used as props for Travelocity). The looming adventurers opted to free them, requiring only that the gnomes lead them to the treasure in the nearby smithy before decisively foreswearing the chance to die-cast the little fellows in molten iron. Because they're the good guys.
It wasn't long before some shrieking skeletons arrived to stab some of the party within a hairs-breadth of unconsciousness/death, which quickly inspired our heroes to set aside the sharps and resort back to the fry-pans again. Some effective SMASHing occurred, and the oddity of "Second Wind" ability allowed Mossmullet to reclaim his spleen and return it to its usual location inside his body. Then they explored the 3' hole in the floor, which turned out to be 30 or 40' deep, and led to a...whole...nother...level. Of caverns. Which was briefly explored (sort of twice, kinda) by SMASH before it was decided to save that level for another session, as the hour grew late.
Deciding to map out juuust a little bit more, the group returned to the land of many 10x10' rooms. However, only 4 or 5 of these small-but-pointless rooms led the heroes to the maze's trash-stash, where they were beset by a creepy carrion crawler centipede. Missile weapons were deployed, including arrows, axes and freeze-rays, but the monster still managed to down SMASH with a paralyzing poisonous tentacle, before group finished it off with melee weapons. That accomplished, SMASH recovered from his injury while an autopsy of the centipede rendered up four 100gp-sized gems, a one-use paralyzing whip-tentacle, and two doses worth of poison from the bug's glands. Meanwhile, the two rogues went looking for trouble around a corner...and found it! A zombie followed them back to the group, but was quickly dispatched when Orsek beheaded the foul brain-eater.
The adventurers then went into one of the nearby 10x10' rooms, wedged the doors shut with pitons, and finally rested for the night. At least one will awaken to a whole...nother...level!
Leaving the bodies of the flying pests behind, the intrepid rescuers blazed a path around a few corners until they were beset by a pair of GROUS - Giant Rats Of Unusual Size. Unfortunately, these animal friends were too besotted with ravenous hunger for any friendships to form (or Animal Husbandry to occur), so the group did the murder-death-kill thing.
The explorers next got to employ their weapons against a giant, corner-hogging formation of magical glowing Quartz. While weapons did prove effective in rendering this stone less-lifetastic than they found it, they were still unable to prevent the misbehaving mineral from teleporting them to the domicile of another, veeeery similar chunk of Quartz. And thus the mapping thing got off to a slightly rocky (Score!) start. But the group persevered, and eventually they located themselves back onto the map.
Wandering a bit further afield, a large library was located and cleared of two dog-sized fire beetles. These beasties provided both some fire-glands to our wizard, and a pungent coating of bug-guts to Mossmullet (a fine compliment to his green "do"). A spirited search of the library turned up 2 healing scrolls (which were entrusted to SMASH), lots of splinters of wooden tables, a book about The Life of Cows, and a huge terrarium containing a colony of fire beetles running behind the library walls.
Moving right along, the dwarves & friends company went and located a lovely portcullis trap, which Mossmullet conveniently triggered and got trapped behind. While attempting to free their bumbling companion, the remaining adventurers opened a nearby door, which contained a great store of mining supplies, 1 really nice mace, some rope, a lever to open the portcullis, and 3 starving GROUS. After an exciting and damaging battle which inspired the group to set aside their fry-pans and resort to actual swords and hammers, victory over the GROUS was achieved by the would-be lunchables. It should be noted that Red Sphee the (ex)Terminator lived up to his name, killing all three of the GROUS by stabbing them through the head! The group then freed the dopiest dwarf, and then helped themselves to the spoils in the storeroom: a rope and a crowbar. But not the really nice mace.
It was not long before the group came upon the smithy-center of this mysterious maze. The coal room provided our height-challenged heroes with the opportunity to tower over some even smaller sentient humanoids - 4 bound coal-gnomes. These little fellows were less than a foot tall, bound and gagged, and left in a barrel (which was presumably going to be shipped to some exotic destination, so the little guys could be used as props for Travelocity). The looming adventurers opted to free them, requiring only that the gnomes lead them to the treasure in the nearby smithy before decisively foreswearing the chance to die-cast the little fellows in molten iron. Because they're the good guys.
It wasn't long before some shrieking skeletons arrived to stab some of the party within a hairs-breadth of unconsciousness/death, which quickly inspired our heroes to set aside the sharps and resort back to the fry-pans again. Some effective SMASHing occurred, and the oddity of "Second Wind" ability allowed Mossmullet to reclaim his spleen and return it to its usual location inside his body. Then they explored the 3' hole in the floor, which turned out to be 30 or 40' deep, and led to a...whole...nother...level. Of caverns. Which was briefly explored (sort of twice, kinda) by SMASH before it was decided to save that level for another session, as the hour grew late.
Deciding to map out juuust a little bit more, the group returned to the land of many 10x10' rooms. However, only 4 or 5 of these small-but-pointless rooms led the heroes to the maze's trash-stash, where they were beset by a creepy carrion crawler centipede. Missile weapons were deployed, including arrows, axes and freeze-rays, but the monster still managed to down SMASH with a paralyzing poisonous tentacle, before group finished it off with melee weapons. That accomplished, SMASH recovered from his injury while an autopsy of the centipede rendered up four 100gp-sized gems, a one-use paralyzing whip-tentacle, and two doses worth of poison from the bug's glands. Meanwhile, the two rogues went looking for trouble around a corner...and found it! A zombie followed them back to the group, but was quickly dispatched when Orsek beheaded the foul brain-eater.
The adventurers then went into one of the nearby 10x10' rooms, wedged the doors shut with pitons, and finally rested for the night. At least one will awaken to a whole...nother...level!
13 December 2014
Session 7
The party FINALLY entered the dread halls of Quasqueton...
They were threatened by some Magic Mouths, but were unimpressed.
They came across the remains of some previous explorers who had not fared well. Corpses were strewn about an intersection of corridors. When examined, some of these attacked! But the zombies were defeated.
They took the left passage, which after a bit, turned left again. After another while, they came to a passage on their left with a secret door. They followed it, coming to a T intersection. They turned right. And promptly exited Quasqueton they way they had come in!
They re-entered the dungeon. And this time they learned their lesson. No, not the one about mapping being a good idea, but at least that three lefts and a right equal a U turn...
Wandering the halls, they encountered:
They were threatened by some Magic Mouths, but were unimpressed.
They came across the remains of some previous explorers who had not fared well. Corpses were strewn about an intersection of corridors. When examined, some of these attacked! But the zombies were defeated.
They took the left passage, which after a bit, turned left again. After another while, they came to a passage on their left with a secret door. They followed it, coming to a T intersection. They turned right. And promptly exited Quasqueton they way they had come in!
They re-entered the dungeon. And this time they learned their lesson. No, not the one about mapping being a good idea, but at least that three lefts and a right equal a U turn...
Wandering the halls, they encountered:
- An abandoned dining room
- An abandoned kitchen
- An abaondend lounge, with a large statue and a giant poisonous spider! Which was defeated.
- Winding passages
- Many small empty rooms
- A small room with an orc guarding a pie. Attempts to trick the orc into giving them the pie were tragically unsuccessful, and combat was joined. The orc was slain and the pie taken.
- More winding passages
- Some wandering zombies. Don't forget to make sure they're really dead...
- Three guest rooms. One of which housed several orcs. The dirty orcs were slain. Alas, the dungeon pie was lost in the scuffle. Another lesson learned: climbing into bed with a bunch of dead orcs can result in a bad case of Dungeon Funk. Unpleasant, but not fatal or even crippling (this time at least).
- Still more winding passages. Still no mapping, though.
- Some horrbile mosquito-bats. But they were easily defeated.
06 December 2014
On the way to Quasqueton... [session 6]
We met Frank and Jones, a two-headed giant. They wanted dwarf for breakfast. They got death.
Then we were ambushed (unsuccessfully) by some bumbling goblins. The smallest goblin was so bumbling that he took out two of his comrades himself. We spared his life and he joined our party. His name was Filip.
Alas, the goat men that we ran into after that seemed to be dread enemies of the goblins. There was some confusion about whether Filip was our friend or our prisoner. Filip ran away and the goat men attacked. Robin chased after Filip, Wolfy chased after Robin, while Bilbo, Red Spy, Orsek and SMASH battled the goat men despite being outnumbered. And that battle did not go well. Wolfy ran back and forth between trying to help Robin and healing fallen adventurers. But, finally, the four were victorious. Beaten and bruised we continued on, our new 'friend' Filip still in our midst...
At least until our next encounter with goat men, right in the shadow of Quasqueton. These goat men immediately attacked Filip, slaying him with expertly thrown hand axes. Should we avenge him? We were hurt, our spell and healing resources sorely depleted. Surely retreat was the prudent option. Red and Bilbo did just that. But Robin and Wolfy were enraged and charged into battle. Orsek and SMASH wouldn't let their allies fight alone. When Bilbo and Red saw their friends in battle, their retreat became a wide flanking maneuver. Tragically, by the time they got around, the goat men had downed all four who had fought, and had even slain Orsek's faithful hound, Ripper. Luckily, the savage goat men had disappeared back into the woods after their savage victory. Bilbo and Red bandaged up their fallen comrades, and we all made camp for the night to heal up.
Tomorrow we enter the dungeon of Quasqueton!
Then we were ambushed (unsuccessfully) by some bumbling goblins. The smallest goblin was so bumbling that he took out two of his comrades himself. We spared his life and he joined our party. His name was Filip.
Alas, the goat men that we ran into after that seemed to be dread enemies of the goblins. There was some confusion about whether Filip was our friend or our prisoner. Filip ran away and the goat men attacked. Robin chased after Filip, Wolfy chased after Robin, while Bilbo, Red Spy, Orsek and SMASH battled the goat men despite being outnumbered. And that battle did not go well. Wolfy ran back and forth between trying to help Robin and healing fallen adventurers. But, finally, the four were victorious. Beaten and bruised we continued on, our new 'friend' Filip still in our midst...
At least until our next encounter with goat men, right in the shadow of Quasqueton. These goat men immediately attacked Filip, slaying him with expertly thrown hand axes. Should we avenge him? We were hurt, our spell and healing resources sorely depleted. Surely retreat was the prudent option. Red and Bilbo did just that. But Robin and Wolfy were enraged and charged into battle. Orsek and SMASH wouldn't let their allies fight alone. When Bilbo and Red saw their friends in battle, their retreat became a wide flanking maneuver. Tragically, by the time they got around, the goat men had downed all four who had fought, and had even slain Orsek's faithful hound, Ripper. Luckily, the savage goat men had disappeared back into the woods after their savage victory. Bilbo and Red bandaged up their fallen comrades, and we all made camp for the night to heal up.
Tomorrow we enter the dungeon of Quasqueton!
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