Tuesday, November 19, 2024

"No traps"

Present:

  • Phoebe Lacrosse. Human Barbarian from Pugtown – Andrew
  • Griza Muso. Human Thief from Lakeside – Jeff
  • Balder Dash. Gnome Wizard from Toluene - Jamie
  • Bush Tucker. Human Rogue from Spite Anti - Darryl
  • Red Feuersturm. Human Temple Fighter of Hob from Toluene - Chris
  • MARMALADING: Malcom Gandhi. Gnome Thief from Brian – Kevin
  • MARMALADING: Napolean Twig. Elf Priest of Caribou Gorn from Pugtown - Ian
  • Joe Manco. Human Fighter from Toluene – Shane
  • Galena Alfdis. Elf Priestess of Vingt et Un from Palantir - Steven

 by Jeff 

"So" asked Bush, "What's the plan?"

The Massimo island plan
The party were gathered around the base of the circular stone tower, looking up its ivy-covered walls towards the battlements that ringed its circular top. A ring of arrow slits circled the tower just below the battlements, obviously too narrow to pass through. Otherwise, there were no openings, apart from the wooden door that sat just ahead.

Red had blinked his eyes open, wiped off the sticky marmalade that had dribbled over his face, and gathered his fragmented wits. [A four-week vacation, with a week boozing up on a cruise ship and another lounging around in Queenstown will do that]


"Where are we?" grunted Red, "What's this tower? Can I burn it?"
"Shhhh" whispered Phoebe, "We are on a small island, looking for Simeon 
Massimo"
"We think he could be in there" Phoebe finished.
"Oh" replied Red quietly.

"So, we are still on the quest to get that guy aye. I'm so looking forward to my +1 studded leather armour reward for this" Red concluded, rubbing his hands together in anticipation.
"Don't get ahead of yourself Red, we still need to catch the guy" noted Balder.
"No traps" noted Griza, crouched down in front of the door, "and not even locked"

Griza and Bush exchanged glances, eyebrows raised.

"Too easy mate" noted Bush.
"I agree" replied Griza, "I'll just take a look up at the roof before we barge in the front"

And Griza started up the side of the tower, swinging easily up the clumps of ivy that covered the walls. It wasn't until he was about halfway up, about 6m above the ground, that he noticed something odd with the ivy. It was writhing about under his hands and feet, almost as though the ivy was trying to restrain him. It was, and it did. Grabbing his knife and attempting to slash the ivy away from his limbs, Griza was soon wrapped tightly and held fast against the side of the tower wall.

"Hellppp" Griza mumbled from beneath the ivy.

Fortunately, Bush had been watching the climb and already had his rope lasso whirling above his head. With a deft throw the lasso spun over Griza's wrist, which was luckily protruding out of the ivy, and Bush drew it tight.

Phoebe and Red leant their weight, and Griza was quickly ripped out of the clutching ivy's grasp with a POP, and he tumbled off the side of the tower towards the ground. Balder cast a Feather Fall spell and Grizza floated gently to the ground, landing lightly on his feet.

"Ow" Griza complained, "That ivy has thorns"
"And you damn near ripped my arm off with all that pulling" he grumbled. "But thanks"

[I failed my attack role to cut my way out of the thorns, made my Luck roll to have something free to get lassoed, took 4 points of damage from the wrenching, and made my Save against the poison exuded by the ivy's thorns]

"Well, I guess the roof is out" concluded Griza, "It's the door then!"

Swinging the front door slowly open, Griza peered in. A dusty old entrance parlour, musty and smelling of things long dead and rotten, the room didn't appear recently used at all.

"There be creepy undead things in there!" noted Balder, his neck hairs all standing up on end.
"Do we need to be going in there at all?" asked Bush, "I not liking the vibe"
"What about a Locate spell?" suggested Galena, "On that pendant thing Simeon wears"

So, Galena cast a Locate Object on the pendant.

We had used a similar Locate to find the pendant when we were back on the mainland, which had indicated it was out here on the island. Napolean had used his magic locating twig for that, but Napolean had slumped to the ground in a [Covid positive] marmalade state, so we were forced to use up some of our dwindling supply of Magic Points to cast an actual spell.

"Back there" reported Galena, pointing back at the old, ruined keep, "But down below somewhere"

We figured that the most likely places for an old stair down would be under one of the four corner towers of the keep, or perhaps within the magically enchanted room in collapsed building, which room we didn't want to attempt to enter due to its magical aura and the magical trap on the door!

We searched the towers.

The first was totally collapsed, mossy stone masonry littering the ground within the stumps of the original tower walls. Nothing to see, and nothing found.

Bats covered the underside of the roof
The second tower was partially collapsed, although portions of the walls still stood to their original height of around ten metres, with the old conical roof perched precariously on top. A quick search didn't find anything of interest, although the underside of the roof was covered in bats, their red eyes glaring ominously down at us.

The third tower was similar, bats all over the underside of the roof, masonry rubble from the partially collapsed walls strewn across the ground. But tucked between the rubble we spotted an old wooden trapdoor, partially buried.

Red and Phoebe put their mighty strength to good use, and soon the wooden trapdoor was clear. All eyes turned to Balder.

"Not sensing anything" Balder noted.

All eyes then turned to Griza.

After crouching over the old trapdoor for a short period, Griza looked up.
"No magic, no traps, no noise" he pronounced.

The trapdoor was lifted, revealing a dark shaft that dropped away into the earth, a rusty old ladder pinned to one side. Griza went first, to reconnoitre, his magic spectacles perched on his nose. The ladder continued to the bottom of the shaft which dropped into a very large cave. One small entrance led off from the opposite side. The roof of this cave was also covered in bats. Huge bats, much bigger than those tiny ones up in the roof of the Keep towers. Griza silently climbed back up the ladder to report.

Red dropped a Silence spell down the shaft.

"That should do it" Red chuckled, "Won't hear us, and couldn't navigate even if they did"

Phoebe led the next climb, Balder immediately behind, with the rest following.

"Maybe I should just stay and guard the top here?" stammered Bush, peering down into the gloom.
But after glancing up at the the blanket of bats across the roof of the old tower above him, he eventually scurried down after the others.

The start of the lower caves

In the silence, the party crossed nervously below the huge bats and hurried into the opening on the far side of the cave. A narrow tunnel led off into the distance. Well, some ten-fifteen meters distance, before turning to the right and halting at a sturdy wooden door. Metal bands wrapped horizontally across the door at half meter centres, and a large metal lock prominently positioned in the centre.

"No traps" reported Griza, after studying the lock for a minute.
"But definitely magic" noted Balder.
"Oh" exclaimed Griza, 
backing up, "I shouldn't try to pick that then"
"What about that magic key we found in the other tower?" suggested Joe.

The magic key was produced, and as Griza slipped it towards the lock the bit blurred slightly and changed shape to slide smoothly into the keyhole. "Click"

Griza carefully swung the door open a crack and peered in. A small room maybe four meters across by six meters wide, a stairwell running up on the far left, a closed door to the near right marked with a death rune, and a rough circular opening in the wall directly ahead. No people or creatures, although stone rubble littered the ground around the circular opening. 

"Someone smashed through that wall" noted Phoebe.
"I bet that stair goes up to the magic room we found in the keep above" mused Balder, "You know, based on the distance and direction we have travelled along this tunnel"
"Straight ahead through that opening then" suggested Red, "You know, based on the last known location of that pendant we identified, ... and that ugly looking rune thing on that door"

Griza took point, Balder just behind him, and they led the party through the opening and into the rough tunnel beyond. The tunnel twisted and turned, angling to the left, and eventually opened up into a much larger cavern. Griza tried to pierce the darkness with his magic spectacles, but there was nothing to see. Balder's neck hairs began to prickle and rise up.

"Undead here" Balder whispered.
"And this is in the wrong location" declared Red, "Better head back to that other door"

We retreated back down the tunnel to the small room.

Griza checked out the stairwell first. As he cautiously peered over the top steps into the room above, a fire burst into life in a stone fireplace, and torches flickered on in scones placed around the walls. Now quite familiar with this type of presence activation magic, Griza wasn't perturbed at all, and glanced around the room. Some type of Necromancers workroom he figured, taking in the desk covered in papers, the blood-stained table covered with knives and clamps, and the large collection of jars and vials loaded with powders, dead insects, and other unmentionable things. No people or creatures, and everything covered in thick layers of dust.

"No traps" reported Griza and then slipping the magic key into the lock.

Another small room, three caged cells along the left wall in front of the door, all empty, and another door in the far wall past the cells. No people or creatures. Griza scuttled across the room to the door.

"No traps" reported Griza slipping the magic key into the lock.

Another room, maybe three times the size of the small one we were currently in. Straight in front of the door, and bedded into the stone floor, was a slightly raised black obsidian slab, sarcophagus sized and covered in strange markings. To the left beyond the obsidian slab stood half a dozen large vats, lidded, about one and a half meters high and half a metre in diameter. On the far left, in the same wall as the door we were peering through, was another door. The only other door!

CANKER


"That's Canker script" noted Red.

Everyone looked down at the strange makings on the obsidian slab.

"You shouldn't look at it though!" Red exclaimed.

[Canker, the God of suffering and death, is not well liked by the other Gods, and certainly not by Hob]

"It's definitely magical" noted Balder, "And it's humming a bit"

Skirting carefully around the obsidian slab, Griza approached the other door.

"No traps" he exclaimed and slipped the magic key into the lock.

Another small room, purpose very apparent! A pair of iron maidens stood against the far wall, a stretching rack and Judas cradle to the left, a large wooden table in the centre held an assortment of knives, spikes, needles, thumbscrews, and even a matching set of pears of anguish.

No people, creatures, bodies, or doors though.

"This is disappointing" grunted Bush, poking through the torture instruments on the table.
"That is magic" noted Balder, pointing at one of the smaller thumbscrews.
"Let me see" commanded Galena, testing the thumbscrew, and then slipping it into her bag.
"Now where?" wondered Phoebe.

A more thorough search of the torture room revealed a secret door, in the right-hand wall.

Griza had it open in seconds, and once again led off into the dark tunnel beyond.

"We're heading in the wrong direction again" noted Red.
"Sshhh" whispered Phoebe, "Let's go a bit further to be sure"

The tunnel twisted around to the left, then came to an intersection. Straight ahead the tunnel was blocked off with an old portcullis, iron bars slightly rusted, but solid and sturdy. To the right a man-made passage led off into the dark.

"Undead up ahead" stated Balder, rubbing the back of his neck.
"That way" instructed Red, "To the right. That's more where we want to go!"

Griza led off to the right. Almost immediately the passage was blocked by a solid metal door. 

"No traps" Griza declared.
"Ha, just kidding" Griza continued, "Definitely some kind of magical trap on this lock"
"Magic door confirmed" stated Balder.

Griza took a deep breath and slipped the magic key carefully into the lock. "Click"

The magic key was proving useful
The door swung silently open revealing a square room, strangely decorated.
The floor and walls were lined with a series of dark grey and light grey tiles, arranged in an 8x8 grid in a checkerboard pattern. The door had opened near the middle of the wall, let's call it d1, an opening in the left wall at the far corner, let's call it a8, led off somewhere to the left, and a seriously well carved imp brandishing two swords rested at the end of the wall to our left, at a1. Of particular note, and in total contrast to the other rooms we had recently been in, there wasn't a speck of dust anywhere!


"What's the bet it's all magical" grunted Joe.
"It's all magical" confirmed Balder.
"Don't step in yet" cautioned Phoebe.
"No traps" chuckled Griza, "I don't think a magically activated demon imp is classed as a trap"

Bush produced a rope, and Phoebe was securely attached to one end. Red and Joe gripped the rope, and Phoebe, drawing a big breath, took the first step in, d1.

[Richard made Andrew roll a save vs. divine magic (powered by the Gods), which Andrew chose to spend Luck points on to make sure it succeeded. As Phoebe took every other step, Richard made Andrew roll vs. divine magic]

Making sure to keep on the colour not matching the imp's tile, Phoebe carefully stepped and jumped across the tiles to the opening on the far left. d1-c2-c4-c6-a8.

"Stairs" called Phoebe, "Give me some slack and I'll check what's up here"

Phoebe disappeared into the opening and explored the stairs. She was back pretty quickly and reported that the stairs just went up to a small landing where a ladder led up to a wooden trapdoor in the stone ceiling above. Apparently, the trapdoor was blocked from above by something heavy. Phoebe had given it her all but couldn't budge it.

"Likely that second corner tower" stated Red, "That's where I think we would be"


As Phoebe carefully made her way back across the tiles, stepping exactly along the reverse path she took on the way across, she failed one of her divine magic saves! Everyone held their breathe to see what would happen. Would the magic imp activate and attack Phoebe with its two wicked swords, or would Phoebe just disappear with a POP, and be transported into some magic jar somewhere, or would the stone tiles swing open and drop Phoebe into a spike filled pit?

Nothing happened.

[Let's not bother with the saves any more suggested Andrew. OK responded Richard with a grin]

We retreated back down the tunnel to the room with the large, closed vats and the sarcophagus sized magical obsidian slab. Keeping off that slab, a careful search of the walls of the room was conducted. No secret doors here apparently.

Bush and Phoebe shot back to the checkerboard room, and keeping to the tile colour previously used, carried out a careful search of all the walls there. No secret doors there either.

"So, what now cobbers?" queried Bush.
"Maybe one of the vats has a hidden trapdoor in its bottom?" suggested Griza.
"Don't open them" warned Galena, "This isn't a nice place, and I hate to think what's in them"

But they were all able to be slid on the floor, and their edges lifted

"Maybe the magic sarcophagus slab will teleport somewhere?" suggested Griza.

The "immediately all follow" plan was enacted, and Balder, Phoebe, Red, and Galena stepped simultaneously onto the obsidian slab. The faint humming intensified, and the whole slab began to drop down into the floor.

"Crickey" yelled Bush as the first four slowly dropped out of sight, "It's some form of lowery thing"

The "lowery thing" deposited the first four into a small room, large wax candles were strewn across all the flat surfaces, and they all burst into flame at once. Strange runes were carved into the floors and walls, but there were no people and no creatures. But at least there was a door! A sturdy metal bound wooden door was located in one of the walls. The first four stepped off the slab, which slowly raised back to the room above, and the rest of the party descended, Bush, Griza, and Joe.

"Magic door" noted Balder.
"No traps" declared Griza, who slipped the magic key into the lock.

"BLAM"

A burst of light and bolts of electrical energy threw Griza back across the room, where he slumped against the stone wall, quite unconscious. 

"So much for the great magic key" declared Bush, peering at the melted and fused piece of metal still dangling from the lock, "I would have liked that for myself"

Healing spells were cast, using up even more of the meagre Magic Points left to the party.
[Healing rolls started out poorly with a 2, followed by a 3. The electrical damage totalled 8, and Griza was then only on 4 points out of a maximum of 11. A third Heal was cast, success, 6 more hit points! Almost perfect, but 3 Magic points consumed]

Griza grinned wryly as he stumbled back to his feet.
"It should be open now" he noted.

Listening first for any noise beyond, Griza pushed the door slowly open. The door opened into the right hand end of a long room running off to the left. Pairs of black circular obsidian columns formed a central aisle down the length of the room. Right in the centre of the room stood a raised stone dais supporting a black obsidian sarcophagus. There was no lid, but it was too high to see inside from the door. At the far-left end of the room, beyond the central dais, a stone door plugged the only other exit from the room. This door appeared to be covered in carvings of demonic Canker symbols.

Balder's neck hairs had sprung up with an audible snap.
"Ah ..." Balder called, "Undead much!"

But nothing was moving and there was no sound from the room, so Phoebe pulled her mirror out from her kit and strode boldly over to the central dais. Lifting the mirror overhead, Phoebe peered into the sarcophagus.

"Nothing" she reported.
"Um..." Galena stuttered, "That could be good, or very very bad!" 
"The 
sarcophagus is definitely magic" declared Balder.

Phoebe clambered up onto the table, careful not to touch the sarcophagus, and looked over the edge.

"Bad" she yelled, "Loris is lying in here, dressed in white robes"
"I have a wooden stake" yelled Bush, rummaging in his backpack.

[Darryl utilised his Resourceful talent, spent two Luck points, and found a wooden stake in his pack]

Just then, the far door swung open, and Simeon himself stepped into the room. Draped in velvet robes, he glided slowly forward towards us, the door closing behind him with a solid clunk.

"Oh shit" squealed Bush, "Crap on a bloody cracker" 

But we were prepared. Plans and backup plans had been considered, discussed, and discarded, and other plans made. What was a terrifying Vampire or two but more Undead to rid from the world!

"Silence" cast Balder at the floor at the end of the room, rendering Simeon unable to cast spells.
"Take that" yelled Bush, leaping up onto the dais and pounding his stake through Loris's chest.
"Charge" yelled Red, brandishing his magical two-handed mace and racing forward.

Simeon just grinned and dispersed into a cloud of gas which drifted back through the door. 
Red, Phoebe, and Joe were right behind him, the rest of the party following. Actually, Bush wasn't following. He was standing up in the 
sarcophagus and staking Loris over and over. "Take that, and that, and that" he was yelling.

As Red rushed through the door first, he found himself in a long room, oriented left to right, with another stone table in the centre. This time there was a naked elven woman strapped down to the table, and various knives and other devices of ill intent rested around the table's edge. The gaseous vampire could barely be seen, but Phoebe's keen gaze noticed it sucking quickly through a series of small holes along the top edge of another door on the far side of the table. Griza cautiously approached the door.

"No traps" reported Griza from in front of the lock.
"Locked though. I could open it, but not sure we want to barge into the unknown with a vamp!"
"I have a plan" suggested Balder.

While Bush "took care" of Loris, recovering a portion of jawbone to fulfil out contractual requirements, Griza and Galena rescued the woman from the table, and Phoebe, Balder, Joe, and Red each quaffed a half potion of Gaseous Form [We had discovered two Gaseous Form potions from the tower back on the mainland, along with the magic key, some Healing potions, and a Diminution potion] and followed Simeon through the small holes in the door.

Our gaseous crew flowed out of the holes into a short corridor, then into a squarish room dominated by four black obsidian pillars symmetrically arranged. Behind each pillar was a face carved into the stone walls of the room, each face depicting someone in agony, features twisted in pain and suffering. Directly opposite the short entrance corridor, beyond the pillars, a stairway led upwards.

There was no sign of the gaseous Simeon, so they flowed on across the room, between the pillars, and up the stairwell. An apparent dead end, so they flowed back down into the pillar room and drifted around a bit. Each of the screaming faces in the wall had an open mouth, and an open throat. Taking one face each, the gaseous crew flowed through the mouth and down the throat. Nothing. Flowing back into the room, they noticed that Red hadn't returned from his face.

Back in the room with the captive woman, Bush had appeared with Loris's jawbone, still partially covered in desiccated flesh, and sporting all its teeth, and Griza and Galena had freed the elven woman from the table. Tabatha was her name, and she was very grateful to be released. She had been snatched from the main road while travelling and had resigned herself to die on the slab when we had arrived.

Galena found Tabatha some clothing while Griza went to open the lock so they could follow the others. Surely they would have dealt with Simeon by now he figured. "Click", and they were through.

Striding into the pillar room, Bush, Griza, Galena, and Tabatha found Phoebe, Joe, Balder, and Red just solidifying from their gaseous form. Apparently, Red had found a small hidden chamber, about 2mx2m in size, down the throat of one of the stone faces on the wall.  It had taken him a little time to check it out, finding nothing of interest in there at all.

Simeon up close & personal


Rushing across the pillar room and up the stairs again, the party undertook a thorough search at the dead end. Sucess! A secret door was revealed, which swung open into the checkerboard room, at tile h8. Back on the trail of Simeon the vamp and led by Phoebe everyone carefully hopped across the tiles to the stairs. Phoebe rushed up the stairs first, magic sword drawn, and was almost immediately confronted by Simeon the vamp, back in human form, his vampire fangs barred and grinning hideously.


The stairwell went silent as Balder cast a Silence spell.
Phoebe and Simeon clashed in a silent flurry of motion.
Phoebe stagged back to the bottom of the steps, blood trickling from her face, as Simeon attacked again and again, moving impossibly fast. Phoebe staggered back from the stairwell onto the first tile, and Simeon moved off back up the stairs.

[Andrew had been attempting to dodge the attacks from the vampire. Dodge is a contested combat skill whereby if your dodge roll succeeds and is equal to or better that your opponents, you manage to dodge his attack. If dodging, you are unable to make an attack of your own as all your efforts are focussed on avoiding or blocking you opponent. Andrew failed Phoebe's first dodge and was struck for 7 points of damage, and had to make a saving throw against poison, which he made. Phoebe felt a nasty chilling pulse flash across her following the hit but managed to resist the vampire's necromantic effects. The second dodge was successful, but Phoebe was forced to retreat under the vampires' flowing attacks]

Bush let fly one of his magic arrows which pierced Simeon in the back, at which point his shape blurred and morphed into a large bat which raced away up the stairs.

"Fireball?" queried Balder excitedly.
"Hell no" screamed Joe, "You'd kill us all"

Phoebe grabbed one of the last the Healing potions from Bush and chugged it down. Then Phoebe and Joe rushed up the stairs. Simeon was gone. Combining their considerable strength, Phoebe and Joe managed to push open the trapdoor. The fallen masonry rubble from the tower was thrown aside and the trapdoor sprung open.

"Quick" yelled Balder, "The stables. He will be going for his creepy horse"

Running around the old keep, we made our way towards the stables, but before we got there the stable door was flung open and the black horse charged out, Simeon mounted on its back. Fire flashed from its hoofs and dark wings spread out from its back. It turned away from us and began to somehow climb up into the air.

"No you don't" yelled Balder, casting a Fireball directly at them.
CRUMP [10 points of damage was inflicted by the Fireball]

Bush sighted another magic arrow and drew back his bowstring.
TWANG [6 points of damage from the magic arrow]

As the maelstrom of flames subsided, we spotted the horse, crispy and laying dead on the ground. A faint hit of a gaseous form could be seen disrupting the smoke and heading towards the mainland.

"Catch this you bastard" yelled Balder, spending his last magic points to cast a Magic Missile.
ZZZZAAAPP [3 points of damage from the Magic Missile]

But the gas drifted purposefully away, heading back towards the mainland and the main buildings there.

"How are we going to find him now?" wailed Bush, secretly relieved that the vampire was gone.
"Can we use the Locate?" asked Joe.
"Not Napolean's twig" responded Balder, considering Napolean's current marmalading state.
"Not my spell" complained Galena, "Not enough magic power left"
"What about the compass?" asked Griza, "We left that back at the house attuning to the pendant"
"Bingo" Balder yelled, "Let's go, and let's go quickly"

We rushed back to the end of the island, through the tunnel, up the fiery demon shaft, up to the main hose kitchen, and back to the upstairs study where we had stashed the compass to allow it to attune.

"That way" shouted Balder, pointing out past the gatehouse and towards the coast road.
"But the wolves" noted Bush, "And the gatehouse guards with the roof mounted ballista thing"
"We'll avoid the gatehouse" instructed Joe, "But we'll have to chance the wolves"
"A few wolves" scoffed Balder, "No worries for you tough fighters"

Of course there were four of them, and not just ordinary wolves!
These were large skeletal wolves with fiery red eyes.
And we were very low on magic power.

"Give me a sword" yelled Tabatha the rescued elf.

A vicious combat ensued. The skeletal wolves were resistant to damage, bladed weapons were only doing half their normal damage as these creatures had no flesh to hack and chop. In addition, any successful attack by the wolves triggered a save vs. divine magic or suffer a form of necromantic hit point draining in subsequent rounds. Joe, Phoebe, Red, and Griza engaged a wolf each. Tabatha, with Phoebe's non-magical second sword, jumped in to assist Joe.

Joe, with his bladed weapon, took a hit in the first round and failed his save. Ouch.
But Red wielding his brutal two-handed mace dealt some serious damage to his opponent.
Griza took a hit in the second round but made his save. Phew
Joe made a critical hit and managed some extra damage (halved), but killing his wolf. Yay
Phoebe took a hit in the third round and failed her save. Oh no.
Joe and Red managed to wipe out another wolf, but Joe was taking draining damage every round now.
Tabatha the handy elf, managed to kill a third wolf. Going better now it seemed.
Griza took a hit in round four, 5 damage, but made his save. Lucky.
Joe takes 3 points of draining damage, was feeling ill and pulled out of the combat.
Phoebe 
takes 6 points of draining damage and pulls out of the combat to join Joe.
They both split the last Healing potion, and get some points back, 4 for Joe, but only 1 for Phoebe.
Joe takes another 5 points of draining damage and has to sit down with his head on his knees.
Phoebe takes another 4 points of draining damage and collapses, thrashing about violently on the ground and obviously seriously injured.

Meanwhile, Griza has made a critical hit into a wolf [rolled a 1, but the wolf's contested roll is also a 1 and as a result there is no damage either way, essentially a furious flurry of combat with no hits] Sigh!
And Red took a hit and failed his save. Things were beginning to look serious again!
Joe takes another 4 points of draining damage and collapses into convulsions on the ground. Yikes.
Galena figures that Holy Water must help against the wolf draining damage and pours a vial of her Holy Water down Joe's throat as he thrashes about. The convulsions stop, but he is still unconscious.
Red makes a mighty hit against the last wolf, but as a result of his previous saving throw failure, take 4 points of draining damage, and wasn't looking forward to the next few minutes.

Red grabs a vial of his own Holy Water and chugs it down, stopping the ongoing draining damage.
Red shares another vial of his Holy Water with the unconscious Phoebe, halting her convulsions.
First Aid is administered to Joe and Phoebe, which brings them back to consciousness.

"That looked tough" noted Bush wryly.

The howling of more wolves sounds from back behind the house and we staggered away, clambered over the low stone wall that surrounds the property, and headed off up the track towards the coast road.
The locating compass led us all the way back to Spite Battle, to the main graveyard!

"We're not going in there are we? asked Bush.
"We must hurry, while it is damaged and hopefully unconscious" declared Balder.
"But" worried Bush, "No healing left, sick fighters, no magic power!"
"I think it will take weeks to recover" noted Galena, "Lets rest up first"

Tuesday, November 12, 2024

What's the Plan?

 Present:

  • Phoebe Lacrosse. Human Barbarian from Pugtown – Andrew
  • Griza Muso. Human Thief from Lakeside – Jeff
  • Balder Dash. Gnome Wizard from Toluene - Jamie
  • Bush Tucker. Human Rogue from Spite Anti - Darryl
  • MARMALADING: Red Feuersturm. Human Temple Fighter of Hob from Toluene - Chris
  • MARMALADING: Malcom Gandhi. Gnome Thief from Brian – Kevin
  • Napolean Twig. Elf Priest of Caribou Gorn from Pugtown - Ian
  • Joe Manco. Human Fighter from Toluene – Shane
  • Galena Alfdis. Elf Priestess of Vingt et Un from Palantir - Steven
By Ian

Our group regroup in the house study. Everyone is tired and hungry. The night is passing into the early hours. At some point someone notices that the light that was shining weakly from the harbour has gone out or away - either way it is all darkness and mist outdoors. All is quiet except for the occasional  howl from the patrolling wolves.

Wearily the gang list out the remaining questions:
  1. Now that we have searched everything, where the heck is Simeon? He MUST have a workshop somewhere?
  2. Where to we hold up to get our spells back and heal? Balder is dying in this house and can't stay here?
  3. What were the lights in the harbour? What were they expecting?

"Well, we did only quickly search the stables at the time? Should we go there and pick apart the place?" offered Griza. 

"Yeah, might as well. We have all but run out of places to look at now. Maybe Balder will feel better there and we can rest up?"

As quietly as they could, the party head to the rear mansion door, through the smelly kitchen.

[The party roll a very lucky roll] The wolves were near but not close enough to cause any problems. The party cross the damp, foggy 30 or 40 meters between the house and the stables. Damn that is dark and cold.

Once inside, everyone looks around the stables. There are two stalls that house rather stunning horses. Based on their stature and quality, they looked very much like veteran light war horses.

Napolean steps forward "I have been studying zeee animal handling..." [Ian has upgraded Napolean's Animal handling skill as it aligns with a talent that allows 2 dice per check]

After a period of time needed to befriend the horses, Napolean manages to form a bond and they are happy for him to handle. Not so much for anyone else...

That night the stables are secured, watchers are set to the fighters as the spell casters all take grapes and wafers and opt for the full re-charge.

The night passes very peacefully and the spell point recovery was terrific with high rolls all round. Enough for the group to press on now that the sun is up.

"Ok, what's the plan?"

It's another predictable, damp and murky day ahead. The mists swirl around the buildings. The very few sounds from the surrounding areas travel with ease in all directions.

Rotting offal
Everyone is now back in the kitchen (holding their noses from the stench of the rotten offal from previous days). A quick explore around the mansion shows nothing has changed. Nothing moved. Nothing stirred. Exactly the same as the group left everything. 

"Well, I guess that is good news then? Or is it bad news?"

The party spend some time discussing options for the day:
"Should we identify the Simeon portrait that is magical? That might tell us the triggers and the destinations?" 

"Nahhh, we don't have all day for that. Besides, Balder would have to do it and he is looking very ill. Probably should make one part of today's plan to get Balder away from this house and area."

Joe stirs from his slumped marmalade position. A big stretch and yawn and he shakes his head awake, "What's the plan, team?"

The decision was made to take out the large, bald undead 'thing' (Mr Zombie) that sits between the house and the cave system under the tower. At least there would be a clear path when ever wanted without needing to cross above ground. The party make their way to the underground room before the monster and magical chair.

Balder casts Enchant Weapon on Joe's two-handed sword to give an additional boost +2 to hit and ability to hit magical creatures. Therefore Joe takes lead on combat, and the party opens the door to the room.

The creature calmly turns to look at the opening door. It stands and starts rapidly moving to engage the intruders.

A couple of frantic rounds and a well-organized attack, sees the creature destroyed quickly enough. Joe took some minor damage, but was in no trouble. It turned out the creature did not need a magic weapon to hit but had a LOT of resilience (HPs).

Once the creature is destroyed and disassembled to remove any chance of coming back, the group head to the cells and disemboweling table where, yet again, there was no change in the room. Nothing different or moved.

A further detailed search was conducted and, yet again, nothing new was discovered. Nothing missed.

"Ok then, what's the plan????"

More discussions and deliberations. Hmmmm.... "Where the heck IS this guy. He MUST be here somewhere?"

This starts Bush off: "Ahhh yeah, must be that fire room. Bet THAT is a secret tunnel". 

Eyes roll... "Yeah sure Bush - this isn't an action play. Talk about cliché".

"Nah, nah, I mean it. Bet ya a double-ty-dingo that is the tunnel". Bush is ignored...

The group move to the study where the magic portrait of Simeon is. 
"Hmmmmm. We could try and locate object on that fancy necklace of his???" Some smarty thought.

 "Yeah, that necklace looks pretty unique? Can't be too many that look that garish in the world?"

So, Napoleon, who is carrying the location twig (15 charges), programs up the necklace and lets fire a charge. The stick leaps, shudders and gets a clear hit!!!! That means that the item at least is within 500 paces. 

"Wow, that is odd. It is pointing straight out the harbour?". They move across the mansion site and triangulate with another locate charge from the twig. Confirmed. Out to sea through the fog.

"Ok, what's the plan then?". 

"He must have been on that boat? What a smarty he is then."

More pondering. The group run low on ideas.

Jonathan Livingston Napolean
"I can try something." Offers Napolean. "Although it is misty, it does seem to lift and fall? If I time it ok, I could be a seagull [druid ability] and head out the harbour for five minutes, and see if there is a boat moored there?"

Brilliant! Worth a try.

As the mists part slightly, and a faint extra ray or two of sunlight feebly tries to shine through, Napolean changes to the gull and heads out the harbour as fast as seagull can fly.

[At this point a luck roll is needed (darn and Napolean's luck is very poor. Something like 6 out of 20. A '1' is rolled; fate has worked in favour of the group.]

"We will not be using a boat any time soon."
As the gull heads up the harbour, a large monstrous sea serpent breaches the surface. It is huge. It effortlessly dives back under the waves and its large body follows. 

"Hmmmm. Guess we are not going to be using a boat any time soon. That was lucky spotting that from the air."

At the four-minute mark, and when the timer was thin on remaining 'at sea' time, finally an island appears in the distance, about 500m from the shore. "Ahhh, not a boat at all!". 

A very quick tour revealed an island about 500m x 200m. The island had a small rocky outcrop and scrub to one end, but otherwise very barren. Wind and ocean swept, there is very little chance of anything growing there. There is an old ruined jetty (no boat moored).

There were a series of 12ft high black statues in a formation near a central ruined keep and courtyard. The ruin was square in shape with a crumbling tower in each corner. The walls were in tatters and well beyond any normal definition of 'wall'. You could ride horses through the gaps.

Further on from the ruined keep and courtyard, toward the coast line that faces the mainland, there was a high tower. Napolean guessed that it was the same design as the one on the mainland. Who knows for sure? Seemed to be about the same and that is enough.

A strange black obelisk three-sided square (one side missing) was formed into the side of the island. The missing side was toward the tower. From this distance and speed, the guess is the same stuff as the statues. Looks very similar for sure. That is it,. Time is out. Napolean races back to the land and snaps back to Elf form just in time.

"Amazing recon. That provided a LOT of information and hints to answers. Seems the locate and the island would suggest we finally know where Simeon is!"


"Awesome. We are doing well now. What's the plan?"

More discussions and ideas floated.

"I tells ya" - oh no, it's Bush again... "It's that bloody fire pit. It's the secret tunnel to the island". "Ok Bush, how about YOU climb down into the fire and the demon and confirm that for us!!!".
Bush quietly replies, "Yeah, yeah, whatever. Suit yourselves. Just saying is all. You might want to check it out".

Back to the study. The group are sitting in front of Simeon's magic portrait again. "Now what???". In frustration, Balder reaches up and touches the portrait. I swirl of colour and wind and 'blip' he was gone. The others all look at each other. Oh well. They go through in quick succession. One after another the party members touch the portrait and are gone.
[everyone had to roll vs arcane save. Not one person failed! 100% saved]

The party were all together in the room at the top of the tower that was 30m from the mansion. It's the room that Gandhi had described. They all knew that there were a couple of undead guards in the floor below. They made sure the stairs downward were blocked off and secure.

The room they were in was very dusty and smelt damp and musty. Nothing had moved here for many, many months. It seemed to be a simple and comfortable (in its day) library or study room. Main feature is a desk in the middle of the room. Covered in dust and dirt.

The party search round and notice that there was ONE change from when Gandhi had first explored. There were a series of fresh humanoid footprints in the dust surrounding the desk. Not walking to or from the desk. Just AROUND the desk. Careful inspection showed that there was a single gap in the series of books on the desk, where the was one slot that was now dust free where a book has been removed. It seemed fairly clear that Simeon had teleported in, grabbed a book of interest and left again.

The investigation also revealed a death rune on a top drawer of the desk (magical trap). 

"Griza!!! We need your help".

"Wait!" Balder steps forward. "Don't risk it. Allow me..." 

Balder concentrates, waves his hands and blurts some gibberish. The room FILLS with ash and the party all cough and splutter. "What the????" 

[Jamie 'the 20' once again rolled for his spell check and fumbled with a 20. Luckily with the 2 luck Jamie spent, one option was to fill the room with ash. That seemed to be the less harmful option!]

Brave Balder decides to try again and, alas, fails - but at least not a fumble this time! But 2 points is lots of power points (total 6) from his pool.

Griza steps forward and the rest of the party scramble out onto the room parapet. They are all strapped in and cowering behind anything solid. That means they are all hiding behind Phoebe and Joe!

Griza tries the disarm and -karrrrummmmmpppph- the trap goes off. Griza and Balder who are still in the room make their saves vs. Arcane and take a modest half damage to a lightning bolt. Napolean chuckles. "I know that one!".

Galina heals up the electric damage. Well, should we say that Galina wanted to heal - but fails the spell check with a fumble. Her strength drops to '1' and she falls to the floor, unable to hold the weight of her own clothes or head. That wears off after a few minutes.

Napolean does the cures while Galina closely examines the floor wood grains.

The draw contained a small number of interesting items:
- 2x potions of gaseous form
- 1 bag of identify gems
- 1 bag of coins
- A magic key

Bush Tucker chooses to climb
All the party (except Bush) pass through the portrait again. While there was a moment of "Hey, what if there is another portrait on the island...." But no... everyone is ok and ends up back in the study of the main mansion. 

Bush choses to climb down the outside of the tower and cross the ground back into the house and the cells under the tower. He quietly waits there for something to happen.

"Cool. Now what's the plan?"

Again the next action is considered. "I think Bush was going to wait in the cell room. Let's go there". They move to the cell room and catch up with Bush. They try the magic key in the cell doors and sure enough - that is the master key for the cells. Another handy find if anyone gets accidentally teleported to them.

"Well, that is all done. Now what's the plan?"

Running low on things to do and try? 

"Fire tunnel!" a strong outback voice offers from the back of the room. The group decide to lower Bush down the well. They make sure he is safely tied and lower him down to explore. Nothing unusual. Solid walls leading a long way down to cold, dark, fresh water.

Everyone sits in the room with the well. The warm door is just there. Party members look to each other and away. Bush is there rubbing the door. "Yeah well, this is about it now! Ya sees. This is the place to look next. It's the fire demon hole I tell ya".

Shoulders slump and eyes roll. "Ok Bush, lets check out the fire demon and pit 'somehow'. It's on YOU if it all goes bad.". 

"NO WORRIES MATE!" Bush is elated. Finally!

Balder and Phoebe gently open the door. Bush is there peaking in too. Nothing has changed with the fire still venting from the pit and the statues still in place around the room. Balder and Phoebe make their Arcane saves and the room all looks still. Balder considers that it may very well be that the fire and statues are real, but the demon was an illusion?

Bush gets shoved from behind and stumbles, arms flailing, into the room. He trips and falls on his knees. Joe follows and both Joe and Bush fail their Arcane saves and a large fiery hand starts emerging from the fire pit. Napolean and Galina look in to see the commotion and they also see the hand of the demon reaching across the room. Joe and Bush scarper. The others cower in the safety of the well room.

Griza enters the room and seems ok. He studies the statues and reports back to the others. "Hey, why don't you try and cover zee statues and pentagrams" suggests Napolean? "It maybe zat zee pentagrams are zee source of zee power? Just an idea?"
The party search the mansion and return with a number of sheets and tablecloths and start covering the statues. As each is covered, the intensity of the fire diminishes. Eventually the last statue is covered and the flames go out. The party enter the room (no saves needed now) and peer down the fire pit.

Balder looks down. "Damn. There is a ladder and tunnel...."
Bush is dancing around the room. A kind of weird, music-less line dance with his thumbs tucked into his oversized belt buckle. Boots and knees firing in all directions. The party have never seen him move so much?

Griza leads the party off, down the firepit and into the tunnel. This is single file and seems to be heading toward (and under) the harbour.

Half a km later, the party emerge from a small cave onto the rocky outcrop waste area at the far left of the island. No change to the heavy mist and drizzle. Plenty of movement cover for sure.

Griza quickly scouts the island as per the description above. He checks the black statues and sees that they are some kind of very hard obsidian that matches the strange obelisk structure. Being near the obelisks and statues gives Griza and uneasy feeling. Beautiful in their own way. But sinister in other ways. One for the magic users to sort out he thinks.
Ruined Keep

He returns and the party agree that it is safe to move to the ruined keep. They get there and hide as best they can. The place is desolate and broken. Two buildings are odd in that they are not so ruined. A small square building in the middle of the keep grounds, to one side of what looks like a total collapsed building. Within the area of the collapsed building is a single room that still looks solid. It is not rusty or worn in any way. A quick check determines another magic trap on the door in the building room. Another Death rune.

The other building is a stable. In the stable is an intensely dark stallion that stares at the group. "Ahh, lets just leave that horse there shall we?" The group unanimously agree. Well Napolean would be keen to meet, another day perhaps.

Marine ghoul
A close up investigation of the tower shows that it is indeed a copy of the 4 story tower on the mainland. Arrow slits all around and, on the island, the front door not trapped and is unlocked.

Griza explores the dilapidated buildings near the rotten jetty and foul smells emit from underneath. A look under had a series of revolting eyes peering back. Kind of marine ghouls. Griza beats a hasty retreat. No sense in hanging around there.

The group gather at ruined keep.

"What a day! Terrific work. It's two bells before light and we really don't want to be on this island at night"

  • Balder has not deteriorated any further and feels ok on the island
  • Party is down on spell points
  • Party is healthy on fighters

The next decision is whether to press on and plan A the tower, or to rest up and rebuild resources. One for the start of next Tuesday!

Tuesday, November 5, 2024

Dirty House

 Present:

  • Phoebe Lacrosse. Human Barbarian from Pugtown – Andrew
  • Griza Muso. Human Thief from Lakeside – Jeff
  • Balder Dash. Gnome Wizard from Toluene - Jamie
  • Bush Tucker. Human Rogue from Spite Anti - Darryl
  • MARMALADING: Red Feuersturm. Human Temple Fighter of Hob from Toluene - Chris
  • Malcom Gandhi. Gnome Thief from Brian – Kevin
  • Napolean Twig. Elf Priest of Caribou Gorn from Pugtown - Ian
  • Joe Manco. Human Fighter from Toluene – Shane
  • Galena Alfdis. Elf Priestess of Vingt et Un from Palantir - Steven

By Phoebe 

Alicia Leafturner
Our group had been tasked by Thursa Demont to capture suspected necromancer Simeon Massimo. We had broken in to his residence in Kilgith Cove, battlewards from Spite Battle. Deciding that the sea route might be safer, we had rappelled and magicked down the cliffs (near his mansion) to a smugglers' cave entrance.

We had done a bit of exploring in here, and had rescued an elf girl, Alicia Leafturner.

But, already, all our spellcasters (Balder, Napolean and Galena) had used a lot of magic and were pretty low on power. We could not rest to recharge, as we had to get Simeon tout-suite. Should they discover that Alicia was out, the alarm would be raised. And being an undead-friendly place, we suspected this would happen tonight - in three hours.
Balder, undead-adjacent

Also, Balder's health was deteriorating. He was feeling sick all the time [CON was dropping ], but he could now "see magic". Any magic items or enchantments in his line of sight would take on an eerie glow.

We had established that Balder could no longer actually see Gandhi. Gandhi was wearing Bobbin's (the green dragon) jade ring, and he got told it made him invisible to undead. So, Balder being "undead-adjacent", it made sense he could not see Gandhi.

Cellar


Balder and Gandhi found a secret door. Moving some shelves opened a door to a tunnel, heading in the direction of the cliff top mansion. In we all traipsed, me leading the way.

After one hundred or so paces, it opened out into a room. There was a musky rotting stink - 
eau de cadavre desséché - and Balder's hackles rose.  

"Mr Zombie"
I brought Galena forward and she could sense undead. Gandhi went for a recon, and confirmed a tall ex-human, half-rotted, half-desiccated, zombie creature, with his belly cut open and intestines galore, seated upon a large chair, carrying a two-handed sword.

So Galena, with power of Vingt et un (and a bit of Luck), turned the creature. She held "Mr Zombie" at bay, allowing us all to safely progress.

There was a metal door here which was warm to the touch. Balder confirmed that the door and the chair were magic.

"Do not sit in the chair!" cried Napolean.

Gandhi confirmed that Mr Zombie could not see him, so cavorted about with his jade ring.

We did not need to open the warm metal door, because we found a secret door. It lead to a cellar storage area with bags of flour, sugar, onions, almonds, etc., and a doorway and stairway exiting.

So Galena kept Mr Zombie at bay, and that allowed everyone into the cellar. We closed the secret door effectively blocking our exit route. C'est la vie, as the elves would say.

There was another metal door here, warm and magic like the other one, and a door to a well - down six metres to water. Again, we wisely did not open that metal door.

The stairway up was single file, and finished on a door. With a rune.

"That rune says Death," quipped Balder.

But the door wasn't locked.

Griza opened it carefully. Immediately there was the smell of cooking meat. And frying noises.

The room was a kitchen. There was a large cook in here - as in HUGE, as in ogre-sized - wearing a cook's hat, with his back to us, frying offal in a huge iron frying pan. 

Phoebe fights the undead ogre cook

Napolean cast Silence on the whole kitchen area, and Joe and I engaged the cook in combat.

Everything went silent for him, so we didn't get surprise. He spun around - his belly open with intestines visible, like the downstairs zombie.

Joe's armour was chainmail so he became the whipping boy; this meant all of the ogre's attacks would be taken by Joe. Joe's weapon was not magic, so he couldn't actually damage the creature. But Griza and I had magic, so we hacked and cut it. 

Eventually it went down. Then we could tend Joe's wounds; we had to use a heal potion - no spells in the silence

We dragged the undead ogre body down the stairs and left it in the kitchen cellar, and here found a mop and bucket. So we cleaned up all the mess,

Kitchen had a door to the outside. We finally had an escape path. And it wasn't trapped.

Mansion


With the cook gone, we explored the rest of the mansion. Balder's new "see-magic sight" was a great help.
  • Lounge with trophy heads of mythical legendary animals: unicorn, manticore, cockatrice, werewolf, thylacine, llama. All magic. The unicorn had an intact horn. Joe wanted to break it off, but we said no. Besides, he already had one - we pointed out the unicorn horn poking from his backpack (which he got from the Emerald forest unicorn, killed by trolls, whose blood was poisoning the dryad stream  [ August ]). "Duh," he cried. "I forgot I had that."
  • Banquet hall with a 20-person table, with designer spider webs.
  • Snooker room, with dartboard, whisky cabinet (with bourbon, whisky and whiskey). One of the red snooker balls was magic, and there was a magic decanter.
  • Drawing room with a fire burning in a magical hearth.
  • Skeletal maid
    Entrance hall with the front door - which was magic and trapped.
As we explored, two figures shambled down the stairs. An undead butler and a man-servant.

These were soon put to the sword with Joe and I fighting, dutifully aided by Griza and Gandhi. 

During the fight, a third skeleton arrived, a maid this time. She was also destroyed.

Mention in dispatches to: Galena tried to turn them, but they were tough. Bush hit one of them with a magical arrow, but it passed through the rib cage and broke on the wall behind. And Griza got three criticals.

The butler had a set of keys, which was to prove useful later on.

Then we ventured upstairs:
  • Four bedrooms, with magic slippers and a magic hat
  • Three magical doors.
  • An office-cum-study-cum-library had one-way (magical) walls so you could look out into the entrance hall. It also contained books on necromancy and books on unnatural acts with cadavers, but no magic books. On the walls, of this room were four portraits: Loris Massimo, Simeon, Selina and another woman half-elf whom we didn't know.
  • The entire house had no room-shape-or-size inconsistencies, so no secret doors and no secret servant stairs.
Napolean volunteered to wait watching the road outside towards the gate-house of the estate (one hundred paces down the road).

We did not search thoroughly upstairs because there was only an hour until dark, so it was decided to return to the basement and to the warm metal doors. The first warm door was off the cellar, the other one in the room (with the tunnel to the smugglers cave entrance) which still had Mr Zombie wandering around.

Griza carefully opened the metal door and Balder peered inside, the rest of us nervously peered behind. It was a large stone room with a pit with in the centre. The pit had a low wall, and flames flickering up.

There were statues on either side of the door, and in corners of the room; carved statues, of people in torment

Balder confirmed that all statues were magical, and that the fire was magical.

Suddenly, a flaming creature reared up out of the fire, and with its long fiery arm, reached out for the door way.

Balder gave a squeak of terror, and Griza yelled too. Then Griza slammed shut the door before a fiery hand could reach through.

Galena, in the split second she had, confirmed that this thing was not undead detected. Balder saw that it was magical.

So much for that route!
Light in the bay

We re-convened.

Griza and Gandhi went outside to check the stables. 

The rest of us returned upstairs to ransack and search the study. Bush searched for servants' stairs. During the search, we noticed some lights out at sea in the bay, about 500 paces out.

Griza and Gandhi returned to report: Stables: Tack room, four stalls. Two fine horses and a cart. They also heard howling of wolves - in the grounds.

Darkness fell; it was night. Balder lurched and immediately felt more ill [ CON now 8. ]