Pages

11 October 2015

Travelling [session 19]

Adventurers Present
Bilbo - hobbit
Mossmullet - dwarfley tempest cleric
Orsek Ungart - dwarfley barbarian wizard
SMASH - dwarfley life cleric

After we load the loot into a mining cart we decide to press on when Orsek and Bilbo get very tired. With Bilbo in the cart we push on until we hear a bush say “Halt, if you leave the treasure you can pass." The bush shoots Orsek with an arrow. Orsek angrily uses burning hands on the bush. We check behind the bush and discover that a goblin was in it. The goblin is nowhere in sight. SMASH and Orsek are tired from searching and climb into the cart with Bilbo, leaving Mossmullet pushing it alone. We get to Korsso’s cave and meet Korsso again. We sleep.

Korrso leads us to a room we have never been in before. We find a statue of a three legged toad and SMASH brings it to the altar of three legged toads in the other room. We leave while Korsso is asleep and march to Franklin’s tower. We see a goat man but he doesn't attack us. Bilbo and SMASH get back in the cart. We pass Franklin’s body. We get to the cloak room to put the treasure in it when we find a talking walking stick. We find out that he has a brother that is a wand. We find Charlee and sleep in the parlor. 

We go to the oracle for what seems (and may be) hours. We leave the oracle and head to Brambleham. SMASH gets in the cart. We see three alligator heads that turn out to be a hydra. The heads burn and die until the hydra floats down the river. We chase after it and get hydra blood. SMASH is even more tired but casts a spell to fix it. Mossmullet enhances himself. SMASH gets more tired and Bilbo and Orsek get in the cart. Orsek leaves the cart thanks to another of Mossmullet's spells. Two goblins come, one has a bush hat. Orsek burns a tree it says "ow." Sling bullets fly and bounce off bush hats. Orsek hits another tree it also says "ow." Orsek burns the second goblin. Mossmullet smashes Bush-Head. SMASH keeps the bush hat as a trophy. And we finally make it back to Brambleham.

Party Experience Gained
Combat:  231 each
Exploration:  5 each

Pushing the Cart [session 19]

Adventurers Present
Bilbo - hobbit
Mossmullet - dwarfley tempest cleric
Orsek Ungart - dwarfley barbarian wizard
SMASH - dwarfley life cleric

Some adventures are about discovering unexplored territory and solving mysteries.  Some are about managing combat and defeating the enemy.  And some, like today’s endeavor, are about cleaning up the mess and trudging home.  This session’s play was the story of getting the survivors and their spoils safely back from the caverns of Quasqueton to their home base in Brambleham.

In an arduous three-day journey, the (reduced) party of adventurers pushed themselves to the limits by force-marching along the river banks of the dread forest surrounding Quasqueton.  Complicating and aggravating this task was the potentially pyrrhic desire to transport back the larger and bulkier items of value the group had recovered in the dungeon.  Still, the group was dead set upon making the attempt.  Implementing the plans from the day before, the four adventurers loaded up their outsized valuables into one of Quasqueton’s mine carts and headed back toward civilization.  Remembering and heeding the warnings they’d received long ago in Brambleham, they resolved not to be caught out in the open forest when night descended and the evil denizens of the deep woods came out to hunt.  Thus, three dwarves and a hobbit strained mightily to push the heaping cart along the stony shores of the river, while still reaching their sheltering way-stations along the path home:  the Kaves of Korsso, Franklin’s Tower, and their ultimate destination of Brambleham.  The problem lay in that those three havens were each spaced a full-day’s march from each other along the forested river, while travelling with a weighty cart of treasures does not make for a regular day’s march!  Thus, only a seriously forced march would accomplish the group’s dual goals of keeping their treasure, and still reaching safety each night at the only obvious shelters.

The first day’s journey went relatively uneventfully, with the only encounter being a single (highly delusional) goblin bandit.  From the relative safety of a bushy thicket, the goblin promised to let the heroes walk on unmolested once they abandoned their treasure.  Predictably declining this offer, the party prepared for combat.  The nimble goblin stole the initiative and shot Bilbo with an arrow, then skittered away and hid before the retaliatory fire and steel could end his thieving goblin life.  Rather than waste additional time and resources upon the nefarious nuisance, the party lumbered on.  It wasn’t long before the true difficulty of this weighed-down walk revealed itself:  every couple hours brought the possibility of an additional level of exhaustion for each of the struggling stevedores.  Mossmullet, child of Varga, began an unending muttering of prayers for endurance to his patron goddess, and was rewarded with the Enhanced Fortitude to bear his share of the burden with uncommon ability.  The other members of the party didn’t fare so well.  Although the Kaves of Korsso finally appeared as the sun departed the sky, hobbit Bilbo’s endurance gave out before they’d reached that destination.  He finished the final leg of the day’s journey riding in the back of the cart as the others pushed on.

The weary adventurers spent that night getting reacquainted with the lost Sleestak Korso, breaking bread and sharing (stinky) sleeping quarters with him in his sheltered cave.  Rising refreshed and ready, they briefly explored the rest of the Kaves (finding nothing of interest) before setting out for the second leg of their return journey.  The second day of pushing the cart was even less eventful than the first day, but again their true enemy was exhaustion:  by the time the burdened bunch reached Franklin’s Tower, Bilbo, Smash and Orsek were all cart-bound with multiple levels of enervating exhaustion.  Only Mossmullet, filled with the divine fervor and Fortitude of the Queen of Winter, was able to bear up for the second full day of toilsome treasure-hauling.

Franklin’s Tower offered the group both a good night’s sleep on the first beds anyone had enjoyed in many a day, as well as a couple of previously-missed valuables!  Mossmullet located the magical puppet Charlee, and claimed it as his own.  Orsek recovered Franklin’s old walking staff.  And I do mean old: the staff revealed itself to have been carved over 400 years ago!  And by revealed, I mean “said”.  As in, immediately after being grasped by wizard Orsek, the staff started actually talking!  The obviously magical walking staff stated that it was carved from the same branch as some other wand (hmmm, maybe it can tell us more?), that it liked going on walk-abouts (maybe it knows the area we’re in better than we do?), and drinking pina coladas.  OK, I made that last one up.  The staff actually assured the group that it had no need for food or sleep (might it make a good watch-dog for a sleeping mage?).  Anyhow, after stowing the treasures from the cart in the Tower’s cloakroom, the over-tired party sacked out.

Before leaving the Tower for the third day’s journey, the group visited the gooey oracle-thing in the Tower’s cellar.  This was the knowledge they gained:
  • White Plume Mountain is an active volcano
  • The monster in the bubbles is a giant crab of some sort
  • The trap at the end may involve a frying pan, and kills by drowning
  • The trap is triggered by randomly, by foolishness
  • There are three weapons in White Plume Mountain: a sword, a hammer, and an artifact
  • The “Yaga” is a crone who has alchemy
These insights cost the party many a purloined pickle, but the deceased Franklin footed the bill.  Also discussed were some ideas about how to Gumby yourself into the books of Hairy Potter, but I didn’t record those details.

Day three of pushing the cart home brought about some far more serious adventure, but not before the group had already succumbed to the wearying price for their monumental journey of greed: both Bilbo and Smash were too tired to trudge on and full speed and were riding the cart as Orsek and muttering Mossmullet pushed on.  That was when the watchful hobbit spied what appeared to be an alligator cutting through the waters of the river directly toward them.  The group prepared for battle as two other gator-heads broke the surface.  The party was then slightly shocked and alarmed when one of those heads suddenly reared up upon a long, sinuous neck!  Not alligators at all!  Still, the seasoned adventurers kept their heads and launched a first-strike as the monsters swam up.  Mossmullet fumbled off an ill-advised and ineffectual Bane spell, but Orsek electrocuted all three with a well-chosen orb of Chromatic lightning, Smash blasted one with a Guiding Bolt, and Bilbo fired off an arrow.  Then came the big reveal: the party faced not three creatures, but only one hydra!  It was game on, with the hydra heads biting and seriously injuring Smash and Orsek in revenge.  But the party triumphed in the end when Bilbo splashed oil upon the beast, Smash delivered another powerful Bolt, Mossmullet Thunderwaved a couple of the hydras heads to sleep, and Orsek unleashed a Burning Hands which both fried the remaining head and lit the monster on fire.  Hooray!  Party 1, monsters 0.

As the exhausted bunch finally came so close to Brambleham they could almost taste the pork, the price of their earlier unwillingness to secure their flanks came home to roost: the persistent and larcenous goblin had tracked them down, and brought along a friend!  The two brave (foolhardy) goblins positioned themselves between the adventures and their goal of Brambleham, and this time they were ready to fight!  And low, what a fight it was.  This pack of seasoned warriors - mighty mages and powerful priests aided by their faithful hobbit friend - had as much difficulty slaying these two goblins than they had the hydra.  The long-drawn-out combat went three full rounds.  Chromatic Orbs were hurled and missed.  Varga’s Winter’s Chill touched one goblin, who merely shook it off.  Arrows and maces bounced fecklessly off goblin armor.  The hamster god’s Commands were heeded and slowed down the goblin assault, but still left the creatures fit for fighting.  And goblin arrows bit dwarf flesh.  Still, at some point the gods of probability caught up to the outnumbered and outgunned goblins, and they lost their gambit for the group’s goods: one succumbed to one of Orsek’s Orbs of explosive fire, and the other’s skull crumpled under a dwarfley mace.  The fight, and the long, long journey home, were finally finished.  The worn explorers stumbled on to Brambleham, decisively pushing the cartful of fortunes to their destination, with new adventures (and enhanced wealth) waiting to be explored another day.

Party Experience Gained
Combat:  231 each
Exploration:  5 each

07 October 2015

Quasqueton Level One Complete Map

Here is the adventurers' final map of the first level of Quasqueton.  I'm not going to say it's perfect, but it will get you where you need to go...
[click to embiggen]

06 September 2015

Finishing Up [session 18]

Adventurers Present
Bilbo - hobbit
Hugh Kha-Rez - draconian barbarian
Mossmullet - dwarfley tempest cleric
Orsek Ungart - dwarfley barbarian wizard
Red - elfin rogue
SMASH - dwarfley life cleric

The adventures set out this fine morning with a distinct task in mind; finishing the exploration of the tunnels and caverns of Quasqueton.  Happily, the goal seemed achievable as long as the party’s progress was steady and substantial.  If only there weren’t too many interesting but time-intensive matters like the room of many pools, which required intensive investigation, this dawning day should prove the party’s last in the dark depths of the nigh-endless underground complex.
 

Alas, there was a bit of a fascinating and diverting complication in each of the first three rooms explored on this day.  Starting the day by exploring the map and realizing that there were some inexplicably large blank spaces upon the map, the party spent the first few turns searching for secret doors around these two large blocks of unexplored space.  Ultimately, they found secret doors leading into both areas.  But not before they attracted the attention of four wandering zombies.  The undead put up a good fight, but ultimately fell before the weapons and determination of the living.
 

Beginning with the first room, the wizard’s workroom, the party encountered lots and lots of options!  The workroom contained a table full of many different jars.  Most were time-wasting oddities, like gravel or ash.  But a few proved truly interesting, and one proved exceedingly valuable.  SMASH was thrilled when garlic was discovered and he could sacrifice some to his hamster deity.  A jar of cloves was located, which probably had some small amount of value.  But most interesting was the jar of poop.  Now, it wasn’t just any old poop…oh no!  This was dried dragon poop!   Mossmullet, the lucky locator of the desiccated dragon doo, attempted to carefully examine the poop to see if it appeared valuable in some way which might explain its preservation.  But the fumble-fingered dwarf badly mishandled the nugget, and managed to break it apart.  Which turned out to have been the best thing he could have done!  Because hidden inside was a single, gleaming gem worth 5,000 gp!
 

The next stop on the secret rooms of time-consumption tour was the wizard’s lab.  It held 5 giant centipedes, which attacked the party as soon as they began exploring.  While this group of fearsome explorers has previously tackled much deadlier foes, this particular battle proved rather taxing upon the party.  In particular, both rogues were struck by mandibles, poisoned, and knocked unconscious.  Red’s poisoning was especially virulent; he was not only reduced to zero hit points, but looked to be knocking loudly at death’s door!  Both clerics went to work upon Red, rescuing him from an early entry into the afterlife, while the remaining party members whittled down the numbers of the attacking bugs.  The battle was won and the ailing rogues (Lesser) Restored to health, but the mulleted minion of Varga expended most of his divine aid for the day to preserve the party.   The room held more fun for the group, with an exploding blast of laughing gas hidden in a crate, and a potion of invisibility (briefly) used up by SMASH.
 

The final leg of the Trifecta of Time-traps was a room infested with giant crabs.  Battle was again entered and survived by the explorers, this time with few serious casualties.  Bilbo exhibited his new-found hobbit powers to slough off damage, slipping again and again from the grasping claws of the jumbo crustaceans.  When the last claw was disjointed and the final crab cracked, the party broke them apart for an exceedingly tasty addition of daily rations.  They were also able to supplement their meal with side-dishes such as pickled herring, ale, and dried fruit taken from the 20 (or was it 10?) casks stacked in this larder.  SMASH was again thrilled to find something suitable (root beer!) for sacrifice to his hamster…god.  Mossmullet, feeling slightly ungrateful to his fierce patron, idly wondered if she might appreciate the sacrifice of a cannibalistic hamster priest….
 

From this point on, the pace of exploration sped up substantially, as the weary adventurers attempted to achieve the goal of finally clearing out the mazes of Quasqueton.  Some twisty paths, a stupid spiraled corridor, and some Burning-Hands-toasted giant rats later, the group came to a large, interesting, and danger-filled terrarium.  Exploring it led to Hugh's sampling mushroom after mushroom, in what looked surprisingly like Russian roulette (never a winning proposition).  While it wasn’t clear what god of luck was looking out for Hugh this day, his will must be powerful, for the dopey barbarian suffered no ill effects whatsoever.  Less lucky, however, were the 8 prior victims of the Creeper flowers at the back of the room.  These large, breezelessly-waving purple and yellow flowers apparently used powerful flower-power to enslave and zombify the minds of humanoids, controlling them like puppet-guardians when the explorers came too near.  Orsek opened up with a cone of Burning Hands, while the others engaged the surviving greenie-groupies in general melee.  The plant protectors were dispatched quickly enough, except for one taken prisoner so they might attempt to magically heal and rescue him.  It was then that Red found the entry in the wizard’s compendium of plant lore (taken the day before from the wizard’s closet, along with the spider-cloak) for the flowers the group faced:  the party finally realized the extreme hazard which the Creeper flowers posed.  With this revelation, magical attacks became focused upon the overgrown ‘corpse-plants’.  Orsek used his fire magic to scorch about half of the frightening plant, and Mossmullet finished it off with a critically-effective Shatter spell.  After picking off the smoldering scraps of Creeper, the party focused more upon their captive.  Lesser Restoration by the SMASH failed to fully restore the poor zombified plant-puppet, and it became clear that actually healing the man was beyond the party’s collective abilities.  So he was put down, as quickly and humanely as possible.  Happily, a search of the eight dead zombies revealed a suit of  +1 chainmail, and Mossmullet invoked the age-old “Finders Keepers” rule to retain the magical armor.  He did beneficently relinquish the +1 shield he’d previously acquired from Fizzlebang.  Since the wizard paladin was strangely absent this day, the magical shield went to SMASH.  And thus, the party doubled-down upon a growing tradition of passing magical items from one owner to the next.
 

As the hours grew late, the explorers found their way to the dungeon’s final room, where the previous occupants conducted their conferences and training programs.  Pushing aside the chairs, tables, coffee pots and laptop-projectors loaded with PowerPoint presentations about how to force enslaved orcs to painstakingly dig needlessly overlong tunnels and ridiculous spirals into an underground retreat, the group grabbed a silver mirror worth approximately 90 gp.
 

Returning to the trophy room, the exhausted explorers took stock.  They regarded their substantial collection of bulky-but-valuable treasures, and wondered how to possibly return as many of them to civilization (AKA the cash-heavy merchants who might liquidate the haul).  It was then that Red remembered the mining carts abandoned down below.  Two carts were fetched and loaded with the various large items, with the plan to return to Brambleham on the following morning.  With that, the group settled in, secured the room, and drifted off into pleasant dreams featuring the wealth and glory which awaited them upon their triumphant return.  Well…more or less triumphant.  Nuno Rockhead’s “return”, when SMASH’s gut was through with him, would surely be something far short of “triumphant”…

Party Experience Gained
Combat:  173 each
Exploration:  35 each

31 August 2015

Quasqueton, Level One Combined

The party did some more exploration, and was able to join up their two level one maps.  And here it is:

30 August 2015

Connecting the Dining Room’s Dots [session 17]

Adventurers Present
Bilbo - hobbit
Mossmullet - dwarfley tempest cleric
Orsek Ungart - dwarfley barbarian wizard
Red - elfin rogue
SMASH - dwarfley life cleric
Thik Thak - orcine fighter
Wilfred Fizzlebang - gnomic paladin

It was a large group of explorers who roamed the halls of Quasqueton on this leisurely outing.  Although perhaps not a great deal of territory was covered during this day’s perambulations, some good treasure was recovered and a fine task was accomplished – connecting up the party’s two maps of the upper level of Quasqueton, thus combining them into one, seamless whole.


The massed army of adventurers started in the longish room of the deceased flying monster, exiting out the other side into an oddly-shaped and relatively boring barracks room.  Nothing of value or interest was discovered, so the group backtracked over to the dining room area.  Deciding to head North from there, they soon stumbled into the great wizard’s bedroom.  An expensive bed frame worth hundreds of gold pieces was discovered, broken down, and made ready for transport by the party.  The moving men attempted to examine his nightstand as well (and pilfered 37 gp inside), but Thik Thak got a splinter or something, so the miffed marauders SMASHed the thing to bits.  Some annoying zombies showed up to distract the party from the serious work of moving furniture about, but they couldn’t provide union cards and were dispatched without pay.

The carefully disassembled bed having been safely tucked away for later retrieval in the trophy room, the party then riffled the wizard’s closet.  Putting on his dress-up clothes, trying to read his indecipherable books, and harshly judging his taste in cloth bolts, the group generally made a mess.  They did keep a cob-webby old magic spider-web-cloak, which was immediately coveted by the gnomish paladin to such an extent that he gladly traded away his magic +1 sword for it.  Thus began the sad wanderings of the most un-loved magic weapon in all the lands around Deeyin Deel.  Once praised for its good work at slaying zombies and given the name "Redead", the poor short sword was tossed aside by Fizzlebang for a newer, moldier magic item.  Red took the displaced sword in for a while, rather than simply leaving it to tarnish upon the floor.

From there it was on to the wizard’s spell-practice blast-chamber, where a extra-large skeleton with a great axe was hanging around waiting for some wood to chop up.  Failing that, but not caring much for the squirmy living humanoids who wandered in either, he settled for using his axe upon them.  Which didn’t end that well for him, I must say.  While he did inflict a sizable wound upon one of the group, the horde of the living soon overwhelmed him and sent him on to his final reward.

That done, the party wandered on to the false-door pit-trap room.  This lovely trap sent 5 of the 7 party members plunging 40’ down into the icy pool last seen in session 15.  The one with the shelf of skeletons, in close proximity to the FORBIDDEN ROOM of session 14?  Yeah, there.  So, Mossmullet almost drowned, being pulled to the bottom by his heavy chainmail.  But he doffed it smartly, swam out, and joined his other slightly-injured brethren upon the shores of the icy pool.  After using a little ingenuity (spike tied together at end of rope) and a little magic (Mage Hand), the dwarf’s beloved chain armor was recovered.  A couple spells were cast to repair the fallen heroes to a semblance of fitness, and they then trekked back upstairs to rejoin their less accident-prone fellows.

The group again returned to the area of the dining room, making it by far the most-visited area of today’s session.  This time, they set off to the West.  They discovered a long, skinny kitchen, complete with moldy old food.  SMASH did the Purify Food & Drink thing, gaining the party two days of rations when they otherwise might have gone hungry.  This being something vaguely resembling a root cellar (or the closest anyone’s seen to date in Quasqueton), perhaps the cleric’s god was made happy…?

Exiting out the other side of the kitchen, the explorers were delighted to (re)discover…the library!  Yes indeed, they were back on the map, so to speak!  The dots all finally connected, the group celebrated by burning some books to warm themselves up from their earlier icy bath (and picking up a few odd spellbooks for the wizard).  Once all fit, warm and hale, they set off again to locate new challenges.  Finding a nearby storage room containing all kinds of goods and oddities, their search was temporarily interrupted by the appearance of a swarm of stirges.  Although they did manage to suck some blood from a couple of the party members, they somehow missed the candy-flavored gnomish fluids coursing through Fizzlebang’s tiny veins.  So their deaths were both unnourished and un-mourned.  Ah well, nobody ever said a stirge’s life was easy.  After slaying the pests, the group sorted through the random junk left behind when the complex was originally abandoned.  Unsurprisingly, nothing of value was found.  EXCEPT for an exceedingly well-crafted light hammer, of clearly magical origin!

Needing a good way to deal some bludgeoning damage, Red gladly accepted the shiny new hammer!  I think somebody else might have taken his unpopular short sword.  Or maybe he kept it.  Or maybe it’s just lying there on the floor of the storage room to this day…?

Thus ended the session.

Party Experience Gained
Combat:  48 each
Exploration:  35 each

03 August 2015

Quasqueton Map - Level One, Part Two

Here's the second map of the first level of Quasqueton:

[click to embiggen]

Part one of the upper level is here.  Once the two maps meet up, i'll stitch them together...