DCC RPG: Champions of Snakedeep

Session 5

(we call this one… “Tomb of the Philosopher King”)

Roll call:

Gary – Erasmus the Elf (deceased) + Silvertongue the Minstrel + Laszlo (xferred from Todd)
Micah – Alavaro the Cleric of Uther + Aram the chick
Mark – Bruce the Cleric of Uther + Beets the disturbed turnip farmer / torch holder
Gator-Todd – Dosh the Dwarf + Rainbow the Warrior + Laszlo (xferred to Gary)
Bob – Roche the 2nd Level thief
Charlie – Publio the “Fighter”

The characters meet up in Snakedeep, where they heard rumors of a strange demonic-barfight throwdown with strange McQuestrian hillbillies (see Online Session #1). After some housekeeping and purchasing of supplies, the doughty heroes discuss two possibilities for adventure: 1) investigating the strange city that the Dwarves Tango & Cash had spoken of when rescued in Session 4 and 2) going into the Underways to clean out the “Cave Fishers” that killed various caravan members in Session 4.

Eventually it was decided to pursue Option 1. Uneventful journey to the Cluster and then down the Lord Fitzgerald Memorial Shaft. The heroic heroes of heroism made an uneventful journey to the secret passage into the city, finding it to be a warren full of stone corridors and passages, with a big central cavern containing a strange tulip-bulb-shaped palace.

A central staircase led down into the cavern where various corridors ran off into the town. Hearing a strange ghostly moaning, the adventurers decided to investigate this ghost and found an ancient tomb in which a ghost threatened them, while moaning to them to “give me my crown!” Amazingly, Alvaro was able to paralyze the ghost effortlessly and with Word of Command and they chopped the ectoplasm into bits. Shortly thereafter, they journeyed up a shaft into a catacomb tomb and found a strange marker in the Horcai language they could not move. Laszlo the farmer (Dosh’s retainer) was encouraged to press the various plates on this marking, and narrowly avoided plunging to his death in a pit trap. Next selection opened the passage deeper into the tomb.

Journeying into the tomb, the party discovered the statue and shadow room where they were set up on by three shadows cast by a magic brazier. Erasmus & Dosh were slain by one giant shadow before Publio managed to cover the brazier with his shield and the party managed to topple and destroy the statues. (Dosh was flipped and recovered).

Next, the party found a strange room with five statues and 5 war masks hanging on the wall. Through timely and successful casting of Second Sight, Alvaro determined to put a mask on the one robed-figure statue, who promptly opened the door to the next room. This door was labeled “True Destiny”.

The following room contained four sections- a treasure room, a lust-filled houri-room, a mini-temple with altar and priests, and a solitary figure on a stool sitting by a door emblazoned with a Horcai skull. Laszlo jumped right into the gold and Alvaro commanded him to leave, breaking the curse upon him. Dosh & Rainbow grabbed Laszlo and threw him into the Death section and Laszlo walked through the door and disappeared into an expanse of tractless white. Bruce the Cleric followed him, then Dosh and Rainbow, and after some experiments proved that they were still alive, the rest followed.

They find Laszlo trying on chain mail armor of an ancient Horcai noble, while Bruce is wearing the crown of a King. They ransack the bodies left on the slabs in the tomb room. There is one door left, with a warning not to disturb the contemplation of the king. Roche enters the room and finds a fearsome king contemplating a black orb hovering over his hands. This dead king grabs a perfect Horcai sword and nearly kills Roche in two quick swipes. Once again Alavaro intervenes and commands the king to freeze, at which point they make quick work of him. Laszlo keeps the chain armor and eyeball mace, Publio takes the little poison needle dagger he’s found and a strange magical chasuble, Bruce takes the crown. Publio is drawn to the black orb and does not resist its siren call— he gazes into its black depths and is totally entranced. As he’s torn away, he’s scarred emotionally and loses a point of luck. Foaming and fighting, they tie up Publio and carry him out of the tomb with Erasmus’s body.

As they made their way back out of the city, the ghost had reassembled and challenged them, commanding them to give up the crown. Feeling that they had already gained substantial treasure (chain, dagger, sword, war masks) they yielded the quite valuable crown and the ghost howled with triumph, running past them back into the city.

Feeling the chaos power within the chasuble, Bruce and Alvaro convinced Publio to yield it to them to destroy in the name of Uther (LAW!) and Publio was granted a point of luck back while both clerics were cured of disapproval.

Note: All retainers on this adventure will be 1st level for next session. Players may retain them, play them or throw them in the general roster.

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Online Session 1

Online Session #1 (Roll20+ Google Hangouts) Jan 29, 2013

Roll Call:

Gary – Shiloh the Halfling (freed Mykon slave and miner from Lord Fitzgerald’s Memorial Shaft)
Zack – Zuli McQuestrian the Priest of Chaos
Zack – Bronto McQuestrian the aged veteran general of a thousand battles
Drew – Drulli McQuestrian the slave-dwarf half-brother of Zuli
Drew – Handlestaff the Magenta – Wizard of nakedness

Some offscreen history established for the party at the outset:

Zuli and Drulli are half-brothers. Zuli was raised as the legitimate son of the bandit-chieftain Pumper McQuestrian. Drulli was his half-brother, a slave to the rest of the family. Bronto, Zuli’s uncle is estranged from the aged Pumper (heh). Handlestaff the wizard once tramped about in the hills of the Mcquestrian domain so when Drulli escaped slavery with the aid of Zuli and Bronto, they sought him out in Snakedeep as their lifeline and contact. Shiloh found himself at their table by pure chance.

An odd violet-and-gold wearing wizard began to declaim “Far away on the dim misty mountain of Evervale, North of the Great Stag Forest, there is a humble redoubt known as—” At this moment the shutters in the bar flew open and two assassins shot arrows at the wizard. One of them hit and the wound sprouted an imp!

  • A golden imp attacked and was slain by Bronto
  • Shiloh hurled himself at the first assassin and then out the window to attack him. Bronto covered the window with a table.
  • Handlestaff stole the wizard’s satchel off his body
  • Drulli engaged the second assassin and slew him.
    A big bald bystander who watched the combat approached the wizard and slew him with two mighty blows of his club.
  • Handlestaff approached a gang of thieves in the corner and asked them to help kill the big bald man.
  • More imps appeared, attacking Bronto and Zulli
  • Zulli slew the raspberry flavored imp
  • Bronto slew the golden imp and ran outside to attend to Shiloh
  • Shiloh fought the first assassin, who fumbled so badly that he was immobile for 4 rounds while Shiloh and Bronto finished him off.
  • The dying wizard puked up a huge squamous violet demon that attacked the big bald man; the thieves slew the bald man and ran away, Handlestaff paying them each one gold.
  • Zulli paralyzed the imp and put him in a sack, then in Bronto’s trunk. (Live clay imp!)
  • Handlestaff recovered a spellbook and one other book in the satchel, along with some coin.
  • Drulli harvested a short bow, 10 arrows, short sword and a strange snake-faced silver ring from the assassin’s body.
  • Hearing the cries and horses of the town guard, they fled the Wretched Hive for quieter taverns.

For next session:

Drew thinking that Handlestaff will study both books. Drulli will investigate the assassin’s ring.

Results of study to be published to the players for next session with additional happenings and hooks!

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Session 4

Session 4: The Underways
*
*Roll call:

Gary: Erasmus the Elf + Shiloh the Halfling
(Gator)Todd: Dosh the Dwarf + Lszlo the farmer + Rainbow the Warrior
Ian: Ms. Ironday + Feyrith the Elven Forester
Bob: Roche the Thief + Merkin the Locksmith

(Note: These 4 retainers were the Mykon slaves freed in Session 1, who eventually labored on the Lord Fitzgerald Memorial shaft.)

Session opened with 3 hooks provided to the assembled adventurers, with a 4th option to go totally sandbox. The party chose to hire on as caravan guards with a toad-man merchant named Hut-hut, who was taking a 10 wagon caravan to the underground city of Entropia. The wagons were pulled by scumback toad-men (Hut-hut and his men are of the “Spitter” tribes.) Each full party member was to be paid 20 gp upon successful completion of the mission. (Party agreed to take the freed Mykon slaves along as retainers for 1gp each). The party thought to hire a cleric, and interviewed (examined the character sheet) of Howard the Neutral, but disqualified him based on his statistics. (Poor Howard!) Instead, they were joined by a new Dwarf, Dosh the Mongolian and his acquaintance, Rainbow the Warrior.

(Before meeting up with Hut-hut, Ms Ironday followed him back to his toad-village in the swamps and observed him accessing the Ledge through the secret Toad-men entrance to the Underways).

Agreeing to meet Hut-Hut on the Ledge, they journeyed to the Lord Fitzgerald Memorial shaft, lowering themselves down and backtracking to meet Hut-Hut at the Ledge. (Presumably, he noticed that they had not used the Outhouse entrance behind the Dirty Space, but he said nothing about it, and he didn’t seem to spot the Lord Fitz Mem. Shaft when they passed it with the caravan.)

The party ventured forth with the caravan. They came across two dwarves who were hiding in a side entrance that went on into the darkness, and after some tense interrogation, discovered that they had fled an ancient Horkai city, claiming that it was beset by ghosts and the like. Apparently, they wanted to get to the safety of their brethren at the Dwarven outpost at the bottom of the nearest “Ramp” down. The party agreed to take them on for their help in pulling the wagons and extra swords.

After this, they encountered a Xorn, a bizarre earth elemental creature who insisted on eating their gems (of which they had very little.) When Dosh sniffed that one of the Dwarves had a gem, the gem was given to Erasmus the Elf who tried to fake out the xorn…. A short combat ensued and the Xorn disappeared into the stone floor, only to emerge moments later and kill one of the toad-men slaves, halting the caravan. All-out battle ensued and the Xorn leveled Ms Ironday but she was barely saved by Feyrith at the last moment. Eventually, the party was able to slay the Xorn before it retreated again, and the party recovered two gems it vomited up upon dying, as well as valuable and exotic xorn parts.

Shortly thereafter, the party encountered a high-pitched noise and as they approached it became extremely painful to pass it. This keening sound actually killed several toad-men slaves and guards, and killed Ms Ironday, although she was later found to have just barely survived. (Unfortunately, she will always hear a faint ringing in her ears). Her retainer Feyrith the Elf was slain by the terrible sound. These terrible cave fishers declined to attack, but are still lurking there and may need to built with if traffic is going to be increased between the Ledge and other parts of the Underways.

Turning right onto the Ramp, the party encountered six Sunless Elves— a race of pallid white elves who were exiled to the deeps long long ago and now make their homes there— they are the masters of Entropia. They had been enslaved by the Dwarves of the Ramp’s lower outpost and offered to secure a ransom if they were returned to Entropia. Erasmus hit upon the scheme of disguising them with the dead toad-men bodies, but when they approached the outpost, the dwarves they had rescued (Tango and Cash) betrayed them by telling the Dwarves the Sunless were hiding amidst the caravan. There was a tense negotiation in which the Dwarves agreed to let the party keep two of the hostages and return four of them— crediting two of them since the party had returned the two (treacherous) Dwarves to their safekeeping.

They came onto the main highway to Entropia and learned that the other direction led to the undeground section of the Spear (!), but went the other way toward Entropia as agreed.

Beat up and in need of some rest and healing, the party was looking for an inn and Hut-Hut had heard tell of such a place, but when they finally located it, it looked not particularly open and well-used and the party (slightly paranoid?) passed the place up.

Moving on, they encountered a sloth-storm— the tiny white insectoids attacked enmasse and were repelled but not before felling Murkin the locksmith. Erasmus tried to invoke the King of Elfland to help him in the slith battle by way of spellburn, and was required to do a pun, poem or song relating to their circumstances. His limerick did not please his lord, and he lost 12 Agility temporarily, and then also failed to Invoke Patron. They learned that the unclaimed (unenslaved) Sliths have a bounty on their heads, so they saved the heads to turn in for the bounty in Entropia.

Another narrow fissure in the wall was passed up and then a Mykon group was encountered. These strange creatures, not just the wide-brimmed toadstools encountered in the goldspice mine, but various other shapes and sizes of mykons as well, passed without incident until the last approached the party and encouraged them to worship “Oolech the Slime Lord”. They declined.

They arrived mostly intact at Entropia and were paid by Hut-hut as agreed (however, they did have to cover the 1 gp fee to enter the city). They paid their surviving retainers and ventured into Entropia, resting for a week in relative comfort, exploring the fungus markets, but not buying much as they were a little paranoid about the strange goods. Erasmus was able to sell the Xorn corpse for parts, and he shared a small pittance with Hut-hut, who looked very favorably upon the gesture.

Ms. Ironday saved one of the Xorn hands and had its claws and some Slith teeth made into 2 unique daggers. The Sunless tried to engage the party to take their special mushrooms (Black button mushrooms) and commune with the Voice in the Darkness at the Great Ebon Mirror on the wall of their city’s cavern. Roche declined, but Erasmus ascented and conversed with the Voice in the Darkness, which encouraged him to forsake the King of Elfland for his own patronage. Ms Ironday also tried one of the black buttons, and critically failed her fort save, lost for four days in an intense trance in which she conversed with the Voice. She is now addicted to the black button mushrooms, which are cheap and plentiful in Entropia but rather rare and hard to procure in the surface world. (1 button / 10gp in the surface world).

Hut-hut was willing to take the party’s help for a smaller fee to return to the Cluster and they safely returned, having cleared much of the ways of the most dangerous creatures already. They had also acquired some wax earplugs as well as cloth headcovers for bypassing the cave fisher nest.

Notes:
Roche achieved 2nd level— first 2nd level character for this campaign!
Shiloh and Lazlo each achieved 1st level! (So the Mykon slaves may eventually run as full-fledged adventurers).
This was the first adventure with no death of a character first level or higher.

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Session 3

Session 3

Sat, Dec 22, 2012

Roll call:

Shannon- Alyshia the Wizard
Bob – Roche the Thief
Charlie – Publio the Thief
Ian – Ms. Ironday the Thief
Mark – The 0-level Schlubs (Milo, Laetitia, Sovelior, Bruce)
Phil – Madsden the Dwarf

The party had decided to journey to the Spear, curious as to the exotic nature of this locale, and having heard tales of wild riches and great dangers within. They also picked up rumors in the Cluster of a party of adventurers that, hearing that Ampersax the Giant was no more, had ventured to the Spear, but had come back with strange insect-heads.

The party, joined by 4 fresh young newcomers, (Milo, Laetitia, Sovelior, Bruce)a mercenary (thief) named Publio and a sturdy Dwarf named Madsden journeyed to the Spear and found their old defeated adversaries, Ampersax and the Muttontaur— and they too had insect-heads. The party burned down the giant’s shack, enticing the two monsters out into the open where they were killed via missile fire and melee.

(Their efforts to entice the monsters with the smell of cooking meat attracted an odd imp-like creature that Publio immediately killed and Alyshia ate part of. Ew.)

As they charged into the Spear itself, its devastating energies washed over them. Most seemed unaffected, except for some temporary blinding and deafening but Publio had a dire pain in his side and Mr. Ironday was changed into a woman. (You can call me… Ms. Ironday).

Inside the Spear, they found the room of the Insectoids and battled their way in. Alyshia performed a massive spell-burn to fire a magic missile at the insect queen, which forced the drones back to defend her. (Cutting her forehead to drench her face with blood, 4 of her fingernails actually popping off of her hands in the casting). The queen was killed and the Dwarf destroyed its eggs, uncovering a cache of coins, weapons and a treasure map (!) showing the location of the “Witches College” in the Great Stag Forest to the Northwest. Also a strange purple jumpsuit with a zipper in the back and a bizaare pistol lasgun.

The party wavered on continuing but started investigating the next room, which contained a hatrack with a hat, an altar, a chalice and a pit with a 6-sided die. On the far were 6 exotic items in a clear case. The party started to explore and were attacked by monsters that suddenly appeared. When the halfling (Laetitia) rolled the die, everything re-set with the charactesr on the far side of the room and the objects back in their place.

Each time they rolled the die, an object was removed from the case. The party explored the items and experimented a fair bit before the dwarf blasted the case open with his new lasgun pistol. They seized various items but kept losing them as the die was rolled. In the end, the only two items they managed to keep was the Potion of Paragons, which temporarily increased Alyshia’s stats to 18s (for a day and night) and Faerie Boots, which transform the wearer into a pixie until removed. (Originally worn by Roche, but later given to Alyshia.) When the party bested the animal-men attackers, they interrogated the goat-man amongst them and got the last clue to the puzzle.

Eventually, the hat was worn, the chalice was filled with blood, and placed on the altar, and the die was rolled and came up 1. This opened two doors from the room— back the way they came and onward. The halfling ventured onward and discovered a strange traveller with bizarre weapons and the ability to create Graylings from strange little seeds that he carried. He was searching for magical books and traded healing “plasms” for Sovelior the dead Elf’s grimoire. He also mentioned several obscure things about the “Vessel of Eterniax” and also mentioned a place called… SPEAR CITY..?

Laetitia ventured back the way they had come and found a ball of goo on the floor. When she touched it, it wrapped her up in nasty goo and choked her, eventually transforming her into a ball of maroon goop. The rest of the party doubled back through the “goo” room and found the exit back out through the burnt shack and quickly left the Spear.

The group decided to go back to Snakedeep to try to sell the weapons and goods they had found, rather than return to the Cluster. On their return to Snakedeep, they encountered an Ant-Bear, and fighting it briefly, they drove it off. They encountered a group of Toad-men who didn’t want any trouble, and the two groups went their separate ways.

At this point, the entire party has returned to Snakedeep and is resting there with the semi-confident purpose of venturing down the Lord Fitzgerald Memorial Shaft at the nearest opportunity (next session).

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Session 2

Attending:

Micah – Alaver the Cleric
Gary – Erasmus the Elf
Todd W (Gator Todd) – Mork the Wizard
Bob – Roche the Thief
Charlie – Lord Fitzgerald

Fatalities: Mork, Lord Fitzgerald & Gulls the retainer

The session opened with our heroes returning to the Cluster from the brief journey to the Underways, in which they had rescued 10 slaves and acquired the heads of 3 mykons and multiple sacks of Goldspice.

What to do with the slaves? Alaver had converted one of the slaves to the worship of great Uther, so Alavaer retained this man, Aram the Squire as his 0 level retainer. The other four were freed on condition that they would do a service for their rescures, namely dig a pit some ways outside the Cluster to make a separate entrance to the Underways (and thereby avoiding the outhouse in back of the Dirty Spade).

The party hired a dwarven miner to help with the work and to oversee the crew of four and got to work.

Meanwhile, the party was discussing the last potentials: the Pearls of Heaven and Bulbs of Power in Harald’s Beardless Bar. They were approached by the botanist (and former turnip farmer) Mork the Wizard, who had been looking for help in investigating the manse of Armand Pitzkin the sorcerer, and one of the seven “Masters of Reality” in the Right Hand World. Mork was convinced that these Pearls and Bulbs were in fact some sort of reference to vegetables, since the sorcerer was known to have a garden at his manse. They decided to join forces and explore with the help of Gulls (Roche’s retainer) to guide them.

They set off for the manse and arrived nearby after one day’s travel and one night’s camping. In the early morning, they heard the sounds of an approaching band. Roche investigated and found 4 humans and a halfling making their way through the brush. After some conversation, this party was observed to speak in strange archaic language and had some coins that were unrecognizable; also they spoke of Snakedeep as a small village, rather than a large city. The party reasoned that perhaps this band was shifted in time by a mighty wizard. They wanted rest and refreshment, so Roche & co. pointed them back toward the Cluster and the mighty Band of the Crimson Lotus was on their way.

They found the manse and some went to investigate the front door, while others looked in the garden and its shed. The shed’s door opened and strange metal-geared creatures with the heads of halflings attacked the party. These tough buggers drove the party from the garden, almost slaying Roche & Fitzgerald in the process. The party observed that these creatures, though formidable, did not pursue them once they had left the garden. After some resting and camping the next day, they returned and attacked the shed from the fringe of the garden, destroying the halfling-bots and the shed. Searching through the gardens, they found the vegetable oysters that indeed had wondrous pearl onions inside, and then the magnificent garlic “bulbs of power”— scorchingly powerful and wondrously large. While searching around other plants, they found a barrow full of dead that contained various weapons and armor (chain mail!) that they appropriated, including a ring that Lord Fitzgerald claimed by Right of Destiny (i.e, Rock Paper Scissors with the Elf).

Still determined to enter the Sorcerer’s house, Lord Fitzgerald tried to crash through the front door but barely opened it. However, this appeared to get the attention of the house’s denizens, since a strange talking flower-man opened the door, had a brief exchange with them and closed the door. Frustrated, they circled to the other door of the house and again tried to open it. When the door was answered, Fitzgerald slew the flower-man attendant and they entered the manse.

Finding their way through a mostly mundane lower level of a wizard manse, they engaged with two mighty venus flytrap monsters that slew Gulls and Fitzgerald in the course of two separate combats. (The Elf claimed the ring that Fitzgerald had found.) Not before Aram opened a door that seemed to open up onto a strange city full of plant men, that looked to his untrained eye almost the size of Snakedeep… they chose to avoid that door. The Elf located a library and they perused several books including a promising title called “Deadly Glamours of the Unseelie Court” that might teach the Elf a spell…

Realizing that they had triggered some sort of alarm / defense with the flytrap creatures appearing periodically, they opted to leave the manse and return to the Cluster and eventually to Snakedeep to finish the mission of the Five Wondrous Potentials.

Thus they left the manse. The day back and the night were uneventful, but in the morning they were set upon by 2 Graylings (Stundts) and these savage monsters slew Mork the Wizard before being dispatched by Roche the badass thief and Erasmus the badass Elf.

The party returned to Snakedeep to turn in the bulbs and pearls to the Elves of the Spire. Having now satisfied their quest, they were given their choice: Did they wish to acquire the 50 gp or the gift of the Elf-King….??

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Session 1

Champions of Snakedeep:

Session #1, December 1, 2012

Roll call:

Micah- Mandarin the Elf (Deceased), Alavar the Cleric
Bob- Roche the Thief (+ Gulls the Smuggler as retainer)
Shannon- Alyshia the Wizard
Charlie- Kepli the Dwarf (Deceased), Lord Fitzgerald the Warrior
Ian- Mr. (day of the week)the thief
Gary- Erasmus Longleaf the Elf

Game started in an unnamed bar in the city of Snakedeep. (Pretty minor setting details.. more to come) The great sorcerers and dukes and generals that came to hire adventurers passed up our band repeatedly until Erasmus Longleaf showed up, with a mission from his Elven masters from the White Spire. His mission: Gain the 5 Wondrous Potentials and return them to the White Spire. The pay: Each man (or woman) who returns the prizes (when complete) entitled to 50gp OR a “gift from the Cloud King”— his (or her) choice. The 5 Wondrous Potentials are:

The Prize of Ampersax
The Bulbs of Power
The Pearls of Heaven
3 Hearty Mykons
1 sack of Goldspice

The adventurers signed on for this quest. Soon they were off to the nasty little town called the Cluster, which sits on the fringe of the Southern bogs. Known to be a place full of toad-men, criminals, low-lifes and other sorts of murder-hobos, the Cluster is a hotbed of “adventure”. The only clue that Erasmus was given by his Elven advisors was to seek the 5 Potentials in the Cluster.

The party entered the town and made their way to the Dirty Spade, a dirty, seedy tavern run by Mort the Toad-Man. After consulting Mort, a quiet well dressed man in the corner (named Benzel), the toad-men and some smugglers, they discovered that:

There is a giant named Ampersax that lives near the rock formation called the Spearpoint.
Mykons seems to refer to mushroom people who can generally be found in the Underway, the network of deep caverns connecting to the dark, lost places of the earth.
Additionally, per Mort the Toadman, the outhouse at the Dirty Spade connects to the Underway itself. (!)
(No information gathered on the Bulbs or the Pearls)

Faced with these two choices, the party agrees to venture forth on the trail of Ampersax. In addition, they retain the services of 4 smuggler-types (Gulls, Navi, Lucky Timmy and Kudas) at 4 SP total, 2 paid upfront.

They set off and find a shack built alongside the Spearpoint. Roche and Mr. Copperday scout the shack and find a misshapen giant with multiple eyes and a weird eyepatch sitting on some skins, with various animals in hutches. They sneak back and the party agrees to wait till nightfall and set up a tripwire and lure the giant out for a fight at that point, hoping to kill him and then find the prize inside.

During the night while they wait, they see the spearpoint rock formation glowing and humming with bright light several times.

Eventually they set their snare and the giant hears them, coming out to attack. He’s partly tripped and they begin attacking him. He slays Mandarin the Elf and the rest of the party kills him, but not before his companion(?) arrives from within the spearpoint.. the dreaded sheep-beast man-slayer known only as.. THE MUTTONTAUR. This savage double-axe wielding creature slays Kudas the retainer but is finally brought down by the Dwarf and timely multiple uses of Flaming Hands by the Elf.

Investigating the shack, they found several hutches of mutated animals as well as some gear and bones stowed under the skins that the giant used as a bed. There was a fine Elven longsword, a suit of chainmail that almost fit the dwarf and an odd sling that the giant had been using as an eyepatch.

At this point, the Spearpoint began to glow and hum, and the party was subjected to its effects. Most felt mildly sick but Keple the Dwarf actually found his mind exchanged— with the body of Alyshia’s badger familiar!

Horrified, they took the animals out and tried to see if the Spearpoint would irradiate them again and replicate the effect.. They waited about 12 hours and were subject to dozens of readiation blasts. In the end, they were brutally mutated with extra heads and finger like appendages. Alyshia took her badger back to town to have it “amputated” and healed while the Dwarf killed his extra heads and himself in disgust and horror.

In the meantime they have discovered that one giant white hen here has a blue ribbon attached— apparently the very same prize of the slain Asperhax. The party returns to the Clsuter, engages in some selling of loot and healing, etc. Erasmus carts the hen back to Snakedeep to give to the White Spire. Also, Navi takes a walk in the woods with Mr. Bronzeday and never comes back.

They re-gather at Mort’s and agree that they want to explore the Underway. Now they are joined by Alaver the cleric of Uther and Lord Fitzgerald, stout warrior. There’s some impassioned discussion about who should be the venture through the outhouse to the Undreway. Finally Gulls, the smuggler retainer negotiates to be paid a GP for doing it and stringing a rope line to guide the party.

Gulls does as agreed and they swim through the outhouse into a secret pool that comes up in a cavern that opens onto a passage into the Underway. Little Timmy has a tough time getting across and loses the rope, then actually drowns— no one is willing to try to save him….

But they do fish his body back out and take his stuff. (Awww… the old school.)

The entrance is guarded by a band of toadmen who demand a toll of 2 SP to enter, the party pays them.

They journey for several hours and find the MINE OF THE MYKONS. 10 slaves comb the spores of Goldspice powder from the Great Mushroom sprouted in the floor of the room, overseen by 10 mykons and their centibeast curs. A battle ensues with the party inflicting wounds on the Mykons before the remaining half decide to surrender and retreat. Lord Fitzgerald and Roche are both put down but Alaver alertly lays on hands to save them. They party grabs and decapitates three mykonoids and grabs multiple bags of Goldspice and then takes the 10 slaves out with them. (5 of the slaves were toad-men and were returned to the toad-men guards on the ledge in lieu of more toll being paid).

( As Alaver the Cleric has gained some Disapproval from the Lawful god Uther and must convert a follower— he converts the squire and makes him his retainer.}

Next session: Presumably, the party explores more of the area around the Cluster in an effort to find the Bulbs of Power and the Pearls of Heaven.

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