New Page

Pagename:

2019-09-07 LiN03 - A Golem, A Pudding, & A Chasm

Rations Used: five rations each
Light Sources consumed: one flask of lamp oil.
Treasure: Electrum Disc (200sp?), Sparamantur’s trinkets (10sp), Black Pudding (20sp), Silver and Emerald icon (200sp), silver and gold inlays from shields (20sp), miscellaneous snakeman scrolls (??sp?).
Kills: Black Pudding, Skeleton, Stone Cobra Guardian.
Total XP: 725 (145 each)
PCs

The party is brought together by an enterprising merchant interested in the wealth that might be in the dungeon, a [[Nathaniel_Hocking?]]. Nathaniel’s plan is to send the party into the dungeon, and pay them for extracting the treasures. He has only served as a device to organize the party at this point.

Before the company sets out, Goldie arranges a funeral for his friends, Dave, Gaewyn Verdect, Jerry, and Loradiel. The funeral is a spectacular affair as Goldie spends his two gold coins on it. Much food is prepared and eaten by the attendees (their primary concern). Goldie delivers a strange and rambling speech about the dead and the need for performing a funeral.

After the funerals and various preparations, the party begins the trek to the dungeon. Heavily encumbered, the journey takes two days. Arriving at nightfall, they have an uneventful rest and enter the dungeon at morning.

Since Goldie is the only one returning to the Royal Lizard Pit, Goldie performs a cursory tour of the so-far explored dungeon. He points out the coffins not to be disturbed in the False Tomb, the secret passageway to the big lizard, and the zapping room of the Tomb atrium.

Informed of the lightning trap, Morrigan inspects the trap in the northwestern room. He discovers a pressure plate that had triggered the lightning trap and outlines it for the others. After that, they pry the electrum disc out of the wall above the stone coffin.

Moving clockwise, they next open the northern door. The light illuminates a rubble obstructed passageway. There is a gap near the ceiling that one could crawl through. Alphonse crawls through and discovers something wielding a big axe which nearly lands it on his head. Crawling away, they made a plan. They through a makeshift torch-arrow into the room to illuminate a skeleton snakeman wielding a big axe. Gorgi and Alphonse took turn sniping at the skeleton while it couldn’t hit them. After many minutes pass, Gorgi finally manages to destroy the skeleton, sneak into the tomb, and snatch 10sp worth of miscellaneous trinkets.

Continuing their clockwise movement, they open the next room (Room 14). They observe the simple and rudimentary tomb (in comparison with the other tombs they’d so far seen) and consider the lone sarcophagus. Urist listens to the sarcophagus and hears nothing. He taps it and is startled by a squishing reply. Urist readies himself while Alphonse uses his crowbar to push the lid off of the coffin. Doing so, a thick black slime with many small treasures embedded within it slithers out through the gap. Alphonse and Urist immediately run out of the room and prepare themselves to fight the slime.

Urist begins attacking the slime in melee with a hammer and Sister Clover begins spearing the slime. The rest of the party fires slings, arrows, and bolts into the melee, (striking Urist and Sister Clover more often than the slime). Urist is nearly struck down by friendly fire and digested by the black pudding. Finally, however, an arrow, a sling bullet, and a crossbow bolt finally kill the slime while it is spreading itself to digest the dwarf. The slime loses shape and slumps into an immobile puddle. Sister Clover casts cure light wounds and heals Urist. Picking rings, amulets, and other baubles out of the puddle, the party estimates its total value to be around 20sp.

Moving clockwise but skipping the ornately engraved door to the east, the party opens the wooden door to the southeast (room 15). Inside they find a silver and emerald icon (200sp) and a bundle of scrolls in an incomprehensible language. They keep the scrolls and the ocon both, expecting a scholar to find them valuable.

They continue on their clockwise circuit and find the empty, unfinished room (room 16).

With no other doors to open, the party examines the engraved door and opens it. The stairwell down is revealed. Alphonse holds a one end of a rope while someone else near the fountain holds the other end. Once Alphonse steps on the third step, the stairwell transforms into a ramp and Alphonse falls. Fortunately, the rope he’s holding prevents him from sliding down to wherever the stairwell led. Climbing back up, they notice that the stairwell resets after a minute.

Aware of their wounded nun (wounded only by friendly fire), the party decides to take a break from delving (about two hours in) and spend the rest of the day hunting. Golgi hunts with his sling, spending one rock and retrieving one rabbit. Alphonse expends 9 bolts in killing a faun (3 rations). Urist disappears into the hills chasing a deer with his hammer. Out of the tallow, the party manage to fashion two torches. In the morning of the next day (1 ration expended), Sister clover casts cure light wounds on herself.

Back in the tomb atrium, Alphonse steps down the stairwell. He finds a large stone statue, which also seems to notice him. The statue gazes at him. Alphone runs back up the stairs to report. Alphonse runs back down and shoots his crossbow at the stone cobra statue. In response, the statue moves to Alphonse’s left out of his view. The two decide to throw bodies down into the room (the five hirelings that have been rotting in the false tomb for the past week). The stone cobra guardian grabs the bodies and fling them into an abyss beyond, providing Gorgi and Alphonse with a chance to fire at it. Exhausting four of the five bodies in this manner, they manage to finally kill the statue. Now nothing guards the passage. The party pries loose some silver and gold inlays in some of the shields decorating the walls (20sp).

The party examines beyond the large shield-room and discovers a yawning chasm with a walkway to the right and left. The walkway is slippery. The party hammers an iron spike into the walkway, ties a rope to it and Gorgi walks to the right while holding the other end of the rope and finds a recessed doorway. The door is large and heavy stone, barred with a heavy stone. Gorgi finds that he is unable to lift the bar.

Gorgi shouts loudly in the chasm his findings and walks back. Gorgi walks in the same fashion to the left and finds a dead end.

With dwindling resources, the party decides to travel back to town. Still heavily encumbered, the party takes two days to reach the town (two rations used). Travel back to town is uneventful. Returning back to town, the party replenishes their resources.

Add Comment

2019-08-31 LiN02 - The Zappening

PCs

Rations Used: 3 Goldie, 1 everyone else
Light sources used: Flask of lamp oil, 1 candle’s turn (11 turns remaining).
Treasure Recovered: A Silver Icon of a scowling snakeman (50sp) and two decorative/functional Polearms (30sp each).

Our heroes return to town and picked up some stalwart adventurers from the Noxious Delights tavern. They travel over the hills to the Tomb and spend the night outside the tomb uneventfully. In the morning they investigate the wooden caskets they’d found. After finding nothing in the caskets and remarking on the five dead bodies spread between the false king’s tomb and the shrine to the snakemen’s god, they continue down the passage beneath the statue.

Gaewyn crawls down underneath the statue first and notices figures standing beyond in the dim light. He confers with his comrades and moves forward. Entering a hallway lined with six statues of snakemen warriors, they note that the second statue in the line is tilted. Jerry investigates the tilted statue and finds that it is connected to a secret door. They turn the statue and open up a secret door which leads into another room. In said secret room they find grody rotting furniture, two polearms, and a delightful silver icon of an angry snake-man worth 50sp (Room 10).

With their newfound loot in tow, they check out where the hallway led. They find an octagonal room with a well in the center and find a passageway leading out to their right. Gaewyn approaches the well and a crawling claw mummy fragment leaps out at him. Loradiel runs over to help him and another mummy fragment manages to leap out onto him. A combat ensues with people attempting to wrench the mummy fragments off of themselves or off of each other or trying to slice, sunder, and stab the mummy forearms. One mummy fragment is eventually battered and broken on the floor between Dave’s feet. While the other manages a choke-hold on Gaewyn (dealing him 4 damage). The last one is finally wrenched away by Loradiel and thrown to the well while Jerry sliced it with his polearm. The fragment sinks into the well, lifting its middle finger towards the heroes as its farewell (50xp/5).

After the excitement, the party examines the room full of clay statues that leads from the octagonal room. Jerry methodically smashes statue each statue until he comes to the last one. When he breaks the final statue, he notices with unease that its tiles weren’t steady. Upon examination, however, he realizes that it is a trap door (rather than his swift death).

Loradiel, Gaewyn, and Jerry venture down into the trap door and discover a secret passage to another room. They open the door and see a very large room supported by pillars. They can see to the other side of the room, but the ends of the room to the left and right remain in darkness. They can hear the bats roosting above in the dark ceiling. They see on the floor broken bits of shaped stone. Suddenly, they hear the dragging of a heavy chain across the stone floor. Spooked, Jerry closes the door.

Curious, Goldie asks about going into the room. His comrades equip him with a candle and shove him out the door, informing him his doom is on the other side. (Worth noting that Goldie had no spells and no weapon – only his candle) He walks into the room and hears the rattling chain and comes face to face with a large lizard’s head. Staring into the eyes of the beast, he feels pinpricks all over his body, his eyes glaze over, and his blood rushes in his head feeling a pressure change. However, he manages to shrug off whatever was affecting him (by rolling a 20 on his save). Disconcerted, the basilisk leaves him alone. Goldie begins searching throughout the room carrying his candle, calling out to the others what he sees. Intricate and life-like statues of goblins, humans (?), spiders, and bats. In his searches throughout the room, he finds the basilisk’s tail and attempts to stroke it. The basilisk, however, isn’t feeling it. The basilisk slaps Goldie to the ground, but Goldie is only bruised (minimum damage). The basilisk turns to glare at him once more, but Goldie simply gets up to leave (another natural 20 on his Save vs Paralyze).

Goldie rejoins the party as the luckiest man alive. Dave enters into the basilisk chamber and sneaks along the wall to his right through the darkness past the edge of the room and discovers two doors and a stairwell. One of the door is made of many stone snakes with no clear means of opening or entrance. He then comes back and reports his findings to the party.

The party returns to the octagonal chamber (Tomb Atrium) and decides to begin opening doors clockwise around the atrium. They begin with the first door to the left of the hall they’d first entered from (Room 12). Jerry checks the door for traps and finds none. Gaewyn opens the door and the party sees an electrum disc (they might estimate is worth quite a bit) set above a stone coffin. They begin walking through the passage way and halfway through Gaewyn steps on a pressure plate, triggering a trap. A bolt of lighting from the electrum disc zaps all the party, except Goldie who’s nursing his bruises in the atrium, killing all of them. Goldie drags the party away from the dungeon and back to town over the next few days.

Nearly all of the party is dead within three and a half hours of entering the dungeon.

Add Comment

2019-08-17 LiN01 - An Elf, A Thief, & Five Dead Men

PCs

  • Loradiel, Elf
  • Jerry, Specialist

Rations Used: 3
Treasure Recovered to Safety: 4 electrum amulets (10 sp each), Cursed Silver Ring (Save vs Poison or suffer 1d6 damage when removed)

Narrative

We started our noble adventures in the beautifully quaint town of Pogshire. The adventurers hear of the wondrous treasures that can be found in the abandoned dungeons. Those dungeons and their treasures, however, rest within the lands of noble lords and ladies. The lords generally expect to see what treasures are brought out of the dungeons and reward the adventurers with a portion of said treasures (or be granted a parcel of land). These lords, however, hold those lands in fief from the Countess (who, of course, got it in fief from the King, who you’d suppose got it from … the Authority?). It is widely understood that treasures brought directly to Countess Marsana (of County Anshuara) will save the adventurers a share of the treasure. Countess Marsana has made it known that she will grant a portion of treasure in return for land. A dungeon had been discovered not very long ago after a landslide revealed its entrance. Since it is untouched the Party figures this would be a good ruin to begin with.

Jerry seeks out Loradiel to convince him of dungeon delving. They decide that since they’re so few, they’ll head to the bar and convince drunkards to join them on their quest for riches. Making a disjointed speech, Jerry attracts the attention of three scoundrels and two farmers, hiring them at 2 share each. Alarmed at how many unsavory fellow knaves they have in the party, Jerry and Loradiel plot to kill off the hirelings through poison or tossing them into the jaws of a trap (using them as a living 10 foot pole). The three scoundrels are Bitho, Harold, and Tat and the two peasants are Alvin (fused teeth) and Herbie (toothless). They are, as far as the mechanics are concerned, “normal men.”

The seven miscreants set forth on the road towards the rumored dungeon. Jerry serves as scout, attempting to make sure there are no bandits on the road, as there have been rumors of their ambushes. Jerry notices someones hiding in a bush. He returns back to the group, whispers to Loradiel what he’s seen, and asks Harold to help him shoot a deer, telling him to flush it out of the bushes ahead. Harold obliges and approaches the bush. The man in the bush stands and draws a shortsword against Harold shouting for him to step away. Harold, failing in his morale, flees back to the group. Loradiel asks what the man in the bushes is doing. The man stammers unconvincingly and says he’d dropped his locket in the bush. Loradiel launches an arrow at the man and he immediately flees down the road. Loradiel inspects the bushes and finds no locket.

The party continues for the dungeon off of the trail and arrives at nightfall. Despite having been walking all day, the group decides to enter the dungeon. They inspect the entrance and decide that it is old.

Looking into the corridor, they find that there are four strange rooms at two intersections along a corridor that eventually ends at a barred door. The first intersection’s rooms have two clay snake-man statues alongside wooden coffins [a mistake on my part, the statues should’ve been inside the coffins]. The latter rooms have only wooden coffins. Loradiel discerns that the statues are hollow by observing its depression on the soil. Loradiel opens one of the coffins (Room 4) and presses his weight down onto the statue, breaking it and releasing a poison gas that renders him nearly unconscious and at 0 hp. Loradiel steps outside of the tomb after pocketing an electrum amulet and a silver ring from the coffin. Alerted to the dangers of poison gas inside the statues, Jerry instructs the hirelings to tie a rope around one of the statues (Room 2a) to pull it down. Tat, unfortunately, trips into the statue, breaking it open and exposing himself to the poison gas. He’s dragged out of the dungeon and placed next to the semi-conscious Loradiel. Jerry breaks the rest of the statues with arrows, waiting for the poison gas to dissipate.

After this, the party calls it a night and lies down to rest. During the night, Jerry, dubious of the loyalty of the hirelings places the amulets in a sack in one of the coffins and attempts to lift the bar on the door. He discovers that the bar is too heavy for one person to lift. At dawn, it’s decided that Loradiel will rest in his comfortable tent (it’s actually regular, but he’s the only one with a tent so it’s still pretty comfortable). This will earn him some faster recovery [since it was noxious fumes, I’d decided that Loradiel would heal as he had at least half his hp; I think a tent and bedroll allows comfortable healing in the wilderness]. Tat remains with Loradiel, despite feeling fantastic and making a full recovery [1 hp]. Alvin stays out with the two, keeping watch over them and tending to them.

Meanwhile, the rest of the hirelings and Jerry go into the dungeon to futz with the barred door. Right next to the door, they notice that there is a recess above them in the ceiling next to the door. He instructs one, then another, and finally all three of the hirelings to lift the bar. Jerry notices that as the stone bar is lifted that the iron pegs that hold the bar also begins to rise with the bar, but says nothing. Once the bar is fully lifted and the pegs stop rising, the click and clack of mechanisms is heard and the trap is triggered – a massive stone hammer, as large as the corridor, falls from the ceiling and crushes Bitho, Herbie, and Harold into the door with a sickening crunch. They, along with the door, are sent flying into the other room. The hammer retracts back into the ceiling.

Jerry runs back outside to report the tragedy and to recruit Alvin. They go back into the dungeon & they explore Rooms 6 & 7. In Room 6 they find a 20’x35’ room with a southern egress and three wooden, hinged coffins with paintings on their tops. The paintings illustrate a snake-man king and his two snake-brides. In Room 7 they find a horrid statue-shrine to what they figure is the snake-men’s god. They also discover a secret passage below the statue.

Alarmed at the statue and the passage deeper underneath it, Jerry throws rocks at the walls in Room 7. Nothing occurs. He then throws rocks at a bride’s coffin, waking the skeleton. Jerry and Alvin immediately flee. The snake-bride skeleton pursues them, & catches up with and kills Alvin, dragging him back to the “king’s tomb.”

Jerry and Loradiel discretely converse about their predicament. With a sinister plan in mind, Jerry convinces Tat to drag the corpses out of the king’s tomb for burial back at town (or at least under the stars outside of the dungeon). Tat agrees, and while his back is turned Jerry thrusts his spear into Tat’s back, killing him.. Jerry drags Tat’s corpse over to the statue of the snake God as tribute. Nothing else is done with the wooden coffins in the king’s tomb. [I grant 5 XP for killing Tat. This is wrong and not in the rules, but I thought it was funny and inconsequential. This would be a one-time occurrence for levity’s sake]

In the evening, Loradiel puts on the silver ring & discovers it’s magical abilities. His fingernail is transformed into a snake’s fangs. Loradiel takes the ring off & discovers that it’s somewhat cursed, suffering 4 further poison damage (reducing him to -1 HP, with the 2 HP he’d gained from resting for the day).

The next day, head back into town under no delusion that they will ever manage to convince anymore villagers to join them on their tomb-raiding excursions. Unless they can convince that naked dwarf and babbling mage over there….

Add Comment

Define external redirect: Nathaniel Hocking