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22 April 2016

The Nameless Necromancer Tower of Treasure! [session 25]

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

Although the Necromancer himself was already slain by the party the previous day (along with his psychotic but dangerously skilled shoveler), there remained two full levels of his shadowy tower home yet to explore. The adventurers spent this day clearing the foul wizard’s bastion of the lingering evils it sheltered, and greatly enriched themselves in the process.
 

The three stalwart heroes of the Cheddarbenders started the morning by ascending to the third of four floors in the tower structure. They came upon a large guard room filled with a dozen skeletons. The bony contingent attacked ferociously, and none of the three escaped their fury. Orsek, however, was most grievously wounded, for the skeletal commander hurled a Spear of Burrowing at the unfortunate dwarf, successfully striking him. Thereafter, the Spear stuck fast in his gut and burrowed ever-deeper each round, inflicting additional damage in the process. Undeterred, Orsek and his companions ground down the undead warriors until they were no more than bone meal. With the skeleton horde finally vanquished, cousin Mossmullet attempted to use his medical skills to painlessly extract the magical spear. Unfortuantely, despite Mossmullet’s display of passable surgical skill, the extraction proved mortal for the stricken Orsek. Only prayers and appeals to mighty Varga spared Orsek from the looming specter of death.  Mossmullet kept the Spear. 

The next room held the conquered Necromancer’s bedroom, and much loot was found within. Well, mostly it was found in the secret treasure room hidden behind the wizards’ wardrobe. Regardless, between the wizard’s bedroom and his secret treasure room, the party found many spell scrolls (claimed by the party wizard), a sizable amount of gold pieces, a magic ring of Turning Undead (handed to the party cleric), a robe of Shadow Servants (given to the sneaky little hobbit) , a gem of necromantic spell channeling (also claimed by the party wizard), and a pretty silver brooch of substantial monetary value. A pretty haul, to be sure! Before leaving that level of the tower, they found yet another secret treasure-stash room, which yielded up even more gold and spell scrolls. But only at the cost of being bush-wacked by a couple more wandering skeletons, who again dished out some damage to the three companions. 

The group then climbed all the way to the roof, which held nothing of interest. Descending back to the fourth level of the tower, they ransacked another small laboratory of the evil Necromancer. This room yielded a single spell scroll and a magic potion of unknown variety (but with an evil, black, swirly appearance). Passing through a door in the opposite side of the lab, they were confronted with what could only be the ultimate goal of their quest: a large black orb seated upon a pedestal. The group eventually got around to throwing tools at the orb repeatedly until it cracked, and then throwing it off the tower’s roof, shattering and destroying the evil object for good. The party also located a library upon that level, and after exterminating a small swarm of stirges (but not before the fell beasts sucked most of the blood out of our apparently tasty hobbit), they found a large stash of gems (of quite substantial value), a book about White Plume Mountain, and a potion of Healing. 

Their appetites for adventure, loot, and mayhem all sufficiently sated, the party took their (long) rest in the library. Their plan for the morrow? Return to Cheddarbend, announce the victorious completion of their mission of rescue to the hapless townfolk, and bathe in the gratitude and laurels of their accomplishments! With some well-spent coin, the trio of adventurers might well expect to increase their fame and abilities further yet (Level Up)!

Party Experience Gained 

Combat: 129 each
Exploration: 116 each

19 March 2016

Chancy Undertakings and Tough Undertakers [session 24]

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

Chedderbend is delivered!  Hooray for the heroes!   The pared-down group of 
Bilbo, Mossmullet and Orsek quested onward (and eventually upward) to discover the secrets of the Necromancer threat.  Exiting the trash chute…er, trash room, where they’d defeated the tentacle trash monster, they entered the bedroom of an ornery and dangerous underling of the Necromancer.  Igor the undertaker took umbrage at the party’s invasion of his bedroom, wasting no words before launching an attack.  Wielding his mighty shovel the way another might a great axe, he laid into the three heroes.  The danger to the heroic half-pints was significant; his shovel bit deep and hard, and he was heavily armored with plate mail.  This evil minion proved a brawler of no small accomplishment.  He took the best hits the party could deliver and kept fighting until the trio was badly battered.  However, the undertaker finally fled out the door, trying to raise the alarm and escape to the surface up the stairwell.  Unfortunately for him, the party proved faster, catching him at the base of the stairs, where they finally slew him.

Unfortunately for the party, the undertaker’s attempts at raising the alarm were not in vain.  Apparently roused from his mid-afternoon nap, the Necromancer himself came to investigate!  Gliding down the steps, he confronted the heroes and accosted them for their effrontery in invading his home.  Unable to explain their presence (in particular over the dead body of the Necromancer’s underling) under the guise of being mere wine sellers (cellars?), the heroes quickly recognized that the Necromancer had begun casting a spell.  Despite the fact that their just-concluded battle with the devilish shoveller had left them bloodied and bruised, they had little choice but to again fight for their lives.  Leaping immediately into battle, they managed to steal the initiative and cut loose with their best attacks.  Bilbo launched a missile.  Mossmullet bashed the wizard with his mace, and quickly discovered that the spell-caster’s necrotic powers would damage anyone striking him.  But the real risk-taker was Orsek.  Using a ridiculously low-level spell slot, the dwaven wizard launched his own all-out necromantic attack – the Finger of Death!  Ignoring the grave dangers of his mismatched abilities and the spell’s requirements, Orsek gambled all upon an unlikely throw of the dice – and WON!  Performing the difficult magick as though he were the hated Necromancer himself, Orsek threw a perfectly executed Finger of Death at the haughty and feared wizard.  Instantly bloodying the magical tyrant though they had, they could not prevent the Necromancer’s magical reply of a Malaise spell.  Orsek was struck, and suffered an enervating effect of exhaustion.  But the party soldiered on, and battered the Necromancer to his death before he could do for them first.

The three adventurers retreated into the undertaker’s bedroom.  They rested up, searched the bodies and furniture for loot, and recuperated back into some semblance of readiness.  Orsek re-seated the undertaker’s shovel blade onto his magical staff, creating a brand new weapon for himself.  Just as they finished up their recuperative respite and weapon redesign, the tower’s ever-present skeletons located them and attacked.  Herding a small horde of 8 zombies into the bedroom, 3 skeletons joined the attack by firing arrows from the back.  Crowding into the room through a single doorway, the undead proved easy prey for the party’s spell casters.  After the skeletons’ opening salvo of arrows, the entire horde was knocked back and set afire.  Only one lucky zombie survived the onslaught and struck back, slightly injuring Bilbo.  Once again, the party was able to finish off the enemy with no casualties.

Having located no further rooms or tunnels to explore below, the party exited the tower’s basements and finally proceeded up the tower’s stairs to the second floor.  Having searched the kitchens and dining room without event, the three adventurers came upon (no surprise) another room full of 6 skeletons.  These guardians gave an unexpectedly good account of themselves, with one landing a lucky blow upon brave Orsek, running him through with its spear and felling him.  While Orsek lay unconscious on the floor, Mossmullet and Bilbo fought for their lives.  The goddess Varga’s Winter’s Chill sufficed to weaken the undead and even slay a couple, but in the end it was the mace, shovel and fry-pan of the stalwarts which secured the heroes victory.  Bravely battling his way back to consciousness, Orsek rejoined the battle and struck the final blow with magical staff/shovel.

Exhausted and weary, the group secured the door, and took a well-earned long rest in the tower’s guardroom.  Awaiting them when next the venture forth will be the tower’s upper levels, which they can only hope holds both the sought-after Orb and the Necromancer’s many and wondrous treasures!

Party Experience Gained
Combat:  545 each
Exploration:  206 each

07 February 2016

Side Quest [session 23]

Adventurers Present 
Bilbo - hobbit
Mossmullet - dwarfley tempest cleric
Orsek - dwarfley barbarian wizard
Red - elfish rogue
SMASH - dwarfley life cleric

 

Turns out that Cheddarbend is being terrorized by an evil necromancer (name unknown), which the party only belatedly discovered (the townsfolk must have some aversion to discussing it). The town’s cows are being rustled and slaughtered, the townsfolk are disappearing one by one, and the lands laying to the west across the river are nothing more than necrotic, desolate wastelands. Those long-distressed western plains are known as the Tomblands, and the evil necromancer’s tower was only a half-day west. Somehow, the party gets sucked into undertaking a side quest to resolve this problem for the Cheddarbenders (who they weren’t especially fond of previously). But, whatever. Killing necromancers is rarely bad. Unless they’re Orsek. Then it’s a bit problematic.

So, the five set off across the Tomblands, taking in the lovely sights of ashy-gray plains, dead trees, stunted vegetation of other various types and the occasional herd of jackalopes. With nothing to hide behind and little to describe, the trip was super-quick and eventless.

Arriving at the tower, the party found a couple of zombie guards patrolling the tower’s main gate. The zombies were dispatched without any fuss, and the group went inside. They found a 30’ entry hall with arrow slits on each side. The rogues successfully snuck across without incident, but the armor-heavy dwarves awoke the towers defenders and took some arrows as they rushed through to the other side.

Emerging into the 50’ semi-circular chamber beyond, the group began the first of 3 battles with skeletons. They killed the skeletons, more came from a couple of side-rooms adjacent to the arrow slits. They killed that group, and more came down the stairs from up in the tower. They killed those skeletons as well. What remained were lots of bones, rusted weapons, and the lingering screams of thousands of dead babies.

Finally finding the (inevitable) secret door leading to the stairs leading down into the cellars, the party decided that down was better than up where necromancy towers are concerned. So, they went downward and found a series of laboratories and supply rooms with little of interest. Proceeding further down, they found a supply room with 20+ stirges. It took some effort (and getting wounded), but the party managed to eradicate them without dying. The door on the other side of the storeroom proved interesting, in that it was barred from the outside (the side the party was on).

Opening it up and finding a room full of trash and waste, they naturally decided to go on in. Brave SMASH led the way, and was immediately attacked by a trash-tentacle monster (TTM)! The TTM grabbed SMASH and pulled him prone, but he was quickly rescued by the party’s attacks upon that tentacle. The monster seemed quite dangerous, so Orsek broke out the BIG guns: he made his first Overcast, and burned a second-level spell slot to cast Finger of Death! The spell misfired, but Orsek was able to control and cancel the magical energies before anything really bad/fatal happened. Orsek decided to try again, burning another second-level slot while attempting Finger of Death again. This time, the spell went off, immediately slaying the TTM! Unfortunately, it also blasted Orsek into near-death unconsciousness. The clerics managed to save him, and the session ended there.
 

Coming up: into the necromancer’s tombs.

Party Experience Gained
Combat: 135 each
Exploration: 148 each

To the Necromancer! [session 23]

Adventurers Present
Bilbo - hobbit
Mossmullet - dwarfley tempest cleric
Orsek - dwarfley barbarian wizard
Red - elfish rogue
SMASH - dwarfley life cleric

 

So last session Red got into a bit of trouble while "feasting" and the kindly church of Termas bailed him out.  Well, there was one tiny condition: that he destroy the dread Orb that the local necromancer was using to terrify the populace. Apparently, some of the locals had noticed disturbances in the graveyard AND a bunch of livestock had suddenly come up ill (this last had nothing to do with Orsek's magical research, honest).


So, off to the Necromancer's tower we headed. The trip was pretty uneventful. Jackalopes were encountered; but we didn't mess with them, and they didn't mess with us. Did we fight some orcs? Maybe. Honestly, I can't remember. Upon reaching the tower, we did battle some zombies, who were promptly sent back to their graves.


The front door was unlocked, and we managed to sneak past the guards into the entry room of the tower. Where we were promptly set upon by those same guards. Skeleton guards. We fought those off, and the second wave that came as well.


Ignoring the stairs up, we searched for, and found the secret door to the basement. On the first basement level we found a pool of black slime, some store rooms and a magic lab. Orsek took a book from the lab, but there was little else of note here. We continued down.


Looking for trouble, we pushed past the first door we saw. It was old and broken; not even closed all the way. Inside was another store room, but this one held a nasty surprise: a nest of stirges. Having faced these little scourges before, we knew just what to do and dispatched the blood-bats forthwith. The storeroom had one other door in it. And it was barred on this side, as if keeping something locked behind it.


It is said that discretion is the better part of valor. It has never been said that we are valorous. We unbarred the door and entered to find a pile of rubbish. Two tentacles sprang forth and attacked us. The battle was joined!


It should be noted here that in his magical studies, Orsek has unlocked the mysteries of several high-level spells. Mysteries and spells that he has no business knowing or trying to cast. And now back to the battle...


It wasn't going particularly well. Our attacks seemed to be only momentary setbacks to the hungry beast (of which we still had only seen two tentacles). So Orsek decided to cast Finger of Death on the thing. Unleashing this kind of power could have unexpected (and disastrous) results for our lowly wizard. But in this case, the result was ... nothing. No Finger of Death, no catastrophic failure, no warp in the space-time continuum, nothing. So, naturally, he tried again the first chance he got.


This time it worked! The beast was slain. Alas, the backlash from the powerful magicks reduced Orsek to death also.


Alas, poor Orsek! We knew him - a fellow of infinite jest, of most excellent fancy.


Or something like that. As it turns out, upon further inspection by the clerics, Orsek was only "mostly dead." Which, as you no doubt know, means he was also slightly alive. Our two miracle-workers brought him fully back to the land of the living (and delving).


(Our session was a bit shorter than usual; we ended right there, without any of the usual settling in for the night.)


Party Experience Gained

Combat: 135 each
Exploration: 148 each

An Updated Map

[click to embiggen]
We are expanding our little world.

Sorry the art is so crude.  And that i forgot which font i had originally used for the labels...

06 February 2016

A Spooky Tower

[art originally by dyson logos - my apologies for mangling it]
Here is a spooky tower.  Perhaps a dread necromancer lives in it.  And perhaps our doughty (or at least doughy) heroes are headed here...

16 January 2016

The Hills Have Orcs (and murderous bunnies) [session 22]

Adventurers Present
Bilbo - hobbit
Mossmullet - dwarfley tempest cleric
Orsek - dwarfley barbarian wizard
Red - elfish rogue (for most of the session)
SMASH - dwarfley life cleric

Awakening inside the Temple of Greed, the stalwart adventurers gathered their (gold-heavy) belongings and headed outside to a beautiful morning of sunshine and jackalopes.  As before, the clearing outside the temple was filled with a dozen of the grazing little beasts.  Unlike before, the critters scattered and fled at the approach of the party.  Perhaps feeling a bit peckish, SMASH opted for killing one of the antlered rodents before it got clear.  Surprisingly, this maddened the jackalopes into an all-out assault upon the party; they wheeled in place and charged as one!

The well-armed and armored band of warriors were never particularly likely to be defeated by a clutch of angry bunnies, horns notwithstanding.  That said, the furry furies acquitted themselves rather well; the inflicted some serious damage upon both of the more-poorly-armored party members (now where did that Red get off to this time?), using their antlers to repeatedly gore both Orsek and Bilbo into a rather serious state.  Luckily, the dwarfs & co. finished them off before anything truly tragic could occur.  But the group was left wondering what they might possibly put upon the headstone of a friend who succumbed to the jack-rabbit juggernauts.

The hares killed, skinned and dressed, and the party refreshed by a short rest, they again took to the road toward Cheddarbend.  Though the weather was mild and the babbling river pleasant enough, this day’s sojourn through the hilly badlands around Cheddarbend was not to be an easy one.  At every turn, their travels were interrupted by a series of unhappy encounters.

First there was the noisy, marching company of orcs, stomping and singing loudly as they trod the riverbank.  Our heroes laid in wait for them, taking shelter among the rocks and springing out only once the foolish humanoids stepped into their ambush.  The belated Red's arrows felled a brace.  Bilbo stabbed one nicely.  The dwarfs slew the rest of the dozen using their respective magics: Thunderwave, Burning Hands and Guiding Bolt.  Luckily, none of the shouting savages even struck a blow before their demise.

Later, in a somewhat worrisome turn of events, a second group of jackalopes appeared to disrupt the travellers' lunchtime meal (of jackalope, incidentally), and immediately attacked.  Perhaps they were disgruntled relatives of those bunnies who'd died outside the temple?  Perhaps they were simply enraged by the party's choice of lunchmeat?  They didn’t specify, but rather leaped (and bounded) into battle.  Alas, they did little damage to the adventurers on this occasion.  And so the travellers returned to the path.

The afternoon's encounters were both repeats of the morning's hazards, but with notable differences.  The party was strolling along the river's shore when they rounded a corner and came face-to-face with an even larger company of orcs - this one half again as large as the last!  There was little time to wonder about this surfeit of savage pig-men which apparently roam the hills in large bands, because battle was immediately engaged.  As luck would have it (thanks, Bilbo!), the party stole the initiative and launched their attacks first.  Again, they managed to make their attacks count: Bilbo threw oil, Red shot an arrow (though none of the enemy were felled this time), and the dwarfs again resorted to magic: Shatter, Burning Hands and Guiding Bolt.  After the party’s attack, two-thirds of the savage humanoids lay dead, and the remaining six were badly scorched.  Six singed orcs, as it turns out, are no joke!  They charged and laid about them, three of them ganging up upon and severely wounding poor Red.  The bloody rogue disengaged and killed one with his bow, whereupon his teammates came to his rescue: Orsek rendering Red invisible, and Mossmullet killing another with his mace before challenging the third to do battle with him.  The orc obliged, dealing the dwarf a damaging blow with his orcine great axe.  But the dwarfley cleric's patron deity Varga retaliated for hurting her priest, electrocuting the swine for his trouble.  Meanwhile, SMASH engaged and slew another orc, while Bilbo stabbed his attacker with his magic Frost-blade.  Orsek hacked the last one to death with his great axe.  While the party surely prevailed and escaped serious injury, even that brief taste of combats made clear that if the hobbit's luck hadn't given them the jump upon the orc-men, this encounter might well have led to the death of some or all of our heroes.

Last but…well, yes, also least, of the days travails was a final encounter with a third clutch of horned hares!  The weary and wary adventurers this time took the path of least resistance, and carefully skirted the jackalope-pack.  In what some of the party (Mossmullet, if no one else) felt was a definite relief, this third sighting of jackalopes did not seem inclined toward immediate homicide, laying to rest the fears of the more celestial-minded of the group that they might possibly have offended some great Rabbit-god in the sky by killing and eating his minions.  Whatever the reason, the hares kept their tempers and the party passed without trouble.

Cheddarbend!  What to say about this rustic hamlet in the hills?  That it's curios merchant is crooked and opportunistic?  That he’s also no sharp wit at evaluating gems?  That it boasts not only a temple to Varga Queen of Winter, but also to beloved Termas Tunneller?  That Jimmy "The Beetle" lends gold by the thousands to stray elves and hobbits he’s just met?  Well, yes.  All those things and more.

Or, we could simply stick to the game mechanics:  all of the five adventures turned the profits from plundering the Temple of Greed into enough experience to reach FIFTH LEVEL!!!!

Party Experience Gained
Combat:  115 each
[and everyone got goo-gobs of xp from trading gold for feasts, pledging gold to their patrons, and using gold for magical research]