A tale of exploration from the last three sessions, told in maps. The players, +Chris C., +Daniel McEntee, +Rob Conley, and +Tim Shorts, decided to head back to Level 1 and they headed north, in search of ancient dwarven treasure.
The Session Session 20 ended with the brave adventurers entering Room 1 (Map A above) from the east and checking out the continual light on a wrought iron pole in the middle of the room.
The party moved north towards a second continual light on a pole in Room 2. The party had noticed that this area of the dungeon had simple stonework, yet it was of the highest craftsmanship. Obviously made by dwarves, which much time and effort.
The party entered Room 2 and mapped out the corridors leading west and north. It was Adzeer's plan that the party continue to turn left at every point until something turned up--like treasure or a better plan. The party was planning on exploring the southern door in the corridor heading west but Luven heard a series of deep guttural clucking sounds coming from the door at the far western end of the corridor (the door leading into Room 3).
The party decided to investigate and when the entered the room, they were greeted by a giant 9' tall chicken. And, based on the reaction of some of the party's magic items, it was no ordinary giant chicken. It was a demon chicken.
It was an angry demon chicken, so melee occurred immediately. The demon chicken was one tough old bird, but the party prevailed in surprisingly short order due to some quick spell casting that left the demon stunned for a few rounds. The demon chicken did not prove to be the challenge that it could have been, but it did trigger a flurry of off-color jokes [which you can read here].
Room 3 (Map A above) had a stone table with three flames coming out of it (near the door on the eastern side of the room), a serious of columns with continue light globes attached to them in sconces, and a simple stone altar on the western side of the room. It also had a secret door on the south wall, which was discovered by the party after checking out the flame table and altar.
The secret door led to a series of rooms, each connected by a secret door (Rooms 4, 5, and 6, plus Corridor 7). Room 6 had three locked chests in it, each lock being finely crafted by dwarves. Luven and Duncan were able to open the chests, despite the locks, and the party loaded themselves up with gold and silver.
The party decided to rest and recuperate in Room 5. This is where the session ended.
The Session Session 19 ended with the brave adventurers finishing up their trading with the goblin party in Room 1 (Map A above). The goblins, along with ponies, wagon, oafs, and glyff exited the room through the southern door.
The party was then left to debate what to do. There was considerable discussion about the dwarven treasure they had read about in Session 11. Allindrihl, the elven mushroom farmer, had told them about a similar location (same?) north of the mines on Level 1 (Session 16). The party realized that exploring the mines on Level 2 were not going to get them to the dwarven treasure, so they decided to head up the stairs from Room 1 (Map A above), which led them into Room 2 (Map B below).
Map B (1 square = 5 feet)
Room 2 was part of the mines of Level 1. They knew that the treasure was north of the mines, but they had into a dead end of sorts and did not know the way north from Room 2, so they decided to head west.
The party entered a large mining area with a pool of water in the middle (Room 3 on Map B above). The party did not have much time to contemplate this large room as they were attacked by a horde of undead dwarves, armed with picks. The party was outnumbered but they benefited by the lack of coordination among the undead dwarven things. The dwarves attacked piecemeal. A small group of them did duck out a side corridor but the party rightly guessed that they would be in for a flanking attack and prepared to meet it. In the end, the undead dwarves were overcome with only Luven suffering the effects of their attack (which turned out to be temporary).
The party continued west and found a narrow flight of stairs that led down to Room 4 (Map B above). There was a wooden trap door in the ceiling that the party managed to reach by lifting up Luven. He opened the trap door and found a narrow corridor heading east. Ansarkhan boosted the rest of the party into the corridor and then climbed in after (being a tall mushroom man, he only needed a bit of a vertical leap to get a good grip and pull himself up).
The party entered a small room, followed another narrow corridor and then found a secret door in the ceiling at the end of the corridor. They opened the secret door and ended up inside a stone sarcophagus with a dwarven skeleton. They popped the top off of the sarcophagus and found themselves in Room 5 (Map B above).
Room 5 and the room to the east of it each had eight sarcophagi in them, which the party deemed ripe for plundering. And some plunder was had by all.
The party then moved east to Room 6 (Map B above). This room contained a low circular dias with a wrought iron pole and a continual light globe securely attached to it.
I've had a hard time writing the session notes from our game night a few weeks ago, in no small part because of computer issues. There was no exploration and no combat in Session 19. Just a lot of groovy role-playing and bargaining that it is hard to capture in a blog post. The Cast Adzeer Mattiu, Hunter of the First Circle (Half Orc, Hunter): +Tim Shorts (Gothridge Manor) Duncan Kern (Gnome, Wizard/Thief): +Daniel McEntee Dante Rathburn (Human, Warlock): +Chris C. (The Clash of Spear on Shield) Luven Lightfinger (Human, Thief): +Rob Conley (Bat in the Attic) Larramore “Little Larry” (Kobold, Marksman): NPC Ansarkhan ("Mushroom Man", Fighter): NPC Diana (Human, Torch Bearer, Goat Driver): NPC Crystal Golem (Crystal Golem)
5 cave goats
Map A (1 square = 5 feet)
At the end of Session 18, the brave adventurers had decided to bed down for the night in Room 1 (Map A above). After an uneventful night, the party headed out of the room. Luven--his hearing now improved by the Earring of Stoss--heard some noise coming from Room 2.
Luven listened at the door in the south end of Room 2 and heard goblin voices. He was not able to understand what they were saying, but recognized the language. He had some childhood memories of his very wealthy uncle having some secret dealings with goblins (which Luven eavesdropped as a young sneak).
Before the party could prepare to cautiously enter the room, Luven ripped open the door and entered. In the room, he and the party saw the following:
Three goblins, one of which was two-headed, all wearing brightly colored clothing. The party later learned that their names were William, Fred, and Wilbur/Walter (the two-headed goblin).
Four oafs, which were similar to ogres, only shorter and thicker. They were heavily armed.
One glyff. Glyffs are small fey, about two feet in height that never speak. They function as attorneys to interpret the Seelie Accords.
One brightly colored wagon.
Two stout ponies.
After some initial hostile posturing, the party learned that (1) goblins are fey; (2) gobins liked to trade; (3) goblins have lots of cool stuff in their wagons to sell; and (4) in order to trade with a goblin, one has to sign the Seelie Accords, a giant tome of convoluted regulations that govern the lives of the fey.
After some fast-talking by William, the goblin spokesman, Luven signed the Seelie Accords and bought a much-needed restoration potion. Duncan, hesitant at first, was lured into signing the Seelie Accords as well. He was lured in by the offer of a free magic hat.
Dante was tempted to sign the Seelie Accords, but declined in the end. The goblins had explained that the main restriction was that the Seelie Accords prohibited Luven and Duncan from trading with any other goblins. However, Dante was skeptical, given the size of the Accords (several thousand pages of small print) and the dense, Byzantine language of the text. Adzeer, for his part, kept his counsel and simply waited for the trading to end.
Blogging was on the back burner for the month of November. The last big tasks of our merger were on my plate, which included me moving into my new position (COO of a larger organization) while still doing bits and pieces of my old job (CEO of a smaller organization). While the scope of my new position is narrower than my old, I went from leading 65 staff to leading 400 staff. I finally completed the physical move of my office this week and am taking the ton of Paid Time Off that I have accumulated. My body needs it, as I am in the middle of an auto-immune flareup (another reason why I have not been blogging). I am sure the flare-up is due to stress and lack of sleep, so I am mostly sleeping and reading during my time off.
I did get in a bit of gaming in November. I ran one session of the Montporte Dungeon and +Rob Conley (The Bat in the Attic) ran two playtest sessions of his revamped Majestic Wilderlands (combining elements of Fate, Fudge, GURPS, and Swords & Wizardry).
I have some catching up to do with the blog. I have three Montporte Sessions to write about and a few other items that I want to post this month.