8/28/13

Montporte Dungeon Campaign Session 14 Notes

The Cast
Adzeer Mattiu, Hunter of the First Circle (Half Orc, 3 Lvl Hunter): Tim (Gothridge Manor)
Duncan Kern (Gnome, 3 Lvl Wizard/Thief): Dan
Dante Rathburn (Human, 3 Lvl Warlock): Chris (The Clash of Spear on Shield)
Luven Lightfinger (Human, 3 Lvl Thief): Rob (Bat in the Attic)
Larramore “Little Larry” (Kobold, 2 Lvl Marksman): NPC
Ansarkhan ("Mushroom Man", 2 Lvl Fighter): NPC
Diana (Human, Torch Bearer, Goat Driver): NPC
Innerkhan ("Mini-Mushroom Man"): NPC
5 cave goats
Map A (1 square = 5 feet)
The Session
The session started with the intrepid adventurers in Room 1 (Map A above). They had been teleported into this area during the last session, leaving them clueless as to their location.

As the party was about to leave Room 1, Luven heard a small voice whisper, "Ansarkhan?" (Luven has a magic earring that improves his hearing). Luven traced the voice to a 4' tall mushroom in the room, where there was a row of cultivated mushrooms.

"Yes," Luven responded, as he approached the row of mushrooms. He was surprised when one of the mushrooms opened a pair of eyes. He spoke in broken Common tongue to Luven, and then in Elvish to Ansarkhan (the 7' mushroom man fighter in the party, an NPC). Ansarkhan recognized him as Immerkhan, a fellow mushroom man and friend of Allindrihl, the mushroom farmer elf. Allindrihl lives on the second level of the dungeon (the party had a long talk with him in Session 10).

Innerkhan, speaking Common, then explained to the party that he was spying for Allindrihl. Allindrihl had sent Innerkhan to hide in the mushroom farms of the "Breeders" as a spy. Innerkhan hid in a mushroom farm on the second level of the dungeon, near Allindrihl's lair. From there he could pick up important tidbits of information about the Breeders. Things were going well until he was boxed up and transported to his current location, as part of a colonization effort. Much like the adventurers, he had no idea as to his own location.

He also let the party know that (a) there had been some attack nearby and the leader of the Breeder colony, Temmrick, had gone off to investigate and (b) there was a lot of concern amongst the Breeders about a rebellion. Having told his story, Innerkhan asked to join the party.

While this was happening, Luven wandered away to the south, followed by Duncan. The party eventually caught up. They found Room 2, with a spiral staircase leading down. Luven told the party that there is always more treasure down below, so the party decided to descend. After a 100' vertical descent, they found themselves in Room 3 (Map B below).
Map B (1 square = 5 feet)
From Room 3, the party moved east into Room 4, which contained some bunks, made out of pressed mushroom fiber, and about a dozen gray cloaks and two black ones. Room 5 also contained bunks and, unlike Room 4, they were occupied. There were six humans in the room, three sleeping and three that were sitting around a small table. The humans were completely caught by surprise and, more importantly, had no arms or armor. The party tied them up and questioned them.

The humans said that they (a) Served Elias the One; (b) Were only "acolytes," not "novices;" (c) Did not have magic rings, unlike the novices; (d) Manufactured "gaunts" [simple weapon-wielding humans]; (e) Ate "meats" [herd-like humans]; and (f) Were assuming that the adventurers were acting on behalf of the rebellion. Hearing that these "acolytes" ate other human beings were reason enough for the party to kill them, which they did. In searching the bodies, Duncan found a small vial that was warm to the touch. He was able to determine that contained Chi, the life energy, and that it was incredibly powerful. The party carefully stored it in the chest of holding.

The party also learned that the gaunts respond to simple instructions by anyone, at least initially. However, once they are commanded by someone wearing a novice ring, they will only listening to those wearing novice rings.

Room 6 (Map B above) contained tables and benches, also made out of pressed mushroom fiber. The room was not occupied but there were platters that had bits of stringy meat on them.

The party moved west and then north to Area 7 (Map B above). It was a huge room, illuminated by harsh magic lighting from globes near the ceiling. There were heavy strips of golden metal running in parallel across the floor [like rails]. The party had seen the same type of thing during Session 12. There were also two gaunts, armed with halberds in the western half of the room (Area 8). They did not respond or even appear to notice the presence of the party.

Adzeer decided the party needed to huddle up. The group was lost and wandering around. They should talk about a plan of action. Before they could really get into a conversation, two acolytes peeked around the corner from Room 10. The party waved them over and they warily approached.

The acolytes, wearing gray robes, wanted to know why the party didn't have robes on. The party tried to convince the acolytes that they represented the acolytes' leader, Elias the One. The acolytes were not convinced and ran back to the west. The party quickly cut them down before the acolytes could turn the corner into Room 10 (Map B above).

Figure 1: Metal cask, only much bigger than this.
Having moved to the west to chase down the acolytes, the party then moved into Room 10 themselves. They were startled by what they found. Room 10 was a large room with a 30' x 40' hole in the floor. Coming up through the middle of the floor was a shiny metal round thing, like a cask or barrel, only much bigger (see Figure 1). It had a metal walkway out to the top of it, with some gadget thingies at the end of the walkway. There was also a metal ladder that led from the metal walkway down into the hole.

Like the big room they were leaving, Room 10 was harshly illuminated by light sources close to the ceiling. In the stark glare, the party could see a novice, some acolytes and a couple of gaunts, all staring in their direction with alarm.

Here is where the session ended.

The Dungeon So Far
Scale: 1 square = 5 feet
Level 1
Level 2 West
Level 2 East
Mystery Level
Another Mystery Level

7 comments:

  1. Each week I feel smaller, and the universe feels bigger.

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    Replies
    1. It is a surprisingly big universe...especially when you are lost.

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  2. Awesome write-up and great maps! I really like the mushroom men :)
    Can i ask you, where can i find the "extra" classes for Blood & Treasure that you are using, the warlock, hunter and marksmen classes. Are they published anywhere for B&T or are they homebrew? And in any case i would like to see them.

    I'm really liking your megadungeon - you are inspiring my own ongoing megadungeon for sure (43 sessions in, party has explored mostly the top 2 levels, as well as small parts of 2-3 more levels)

    Looking forward for the next installment!

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    Replies
    1. Thanks, Anders!

      Warlock and Marksman are both in Blood & Treasure. Warlock is a variant of the Magic-User class and Marksman is a variant of the Duelist class.

      The Hunter class was created by Tim Shorts. He published it in The Manor, #3, available as a PDF here: http://www.rpgnow.com/product/111094/The-Manor-%233?src=FrontPage

      43 sessions of anything is impressive, especially 43 sessions in a megadungeon. I am sure that I have a lot to learn from you.

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  3. Thanks a lot for the info!
    Seems like i should read the variant classes, which are actually some of the parts i havent read yet..!

    I did a small amount of "advertisement" for your blog btw, thought it should be mentioned in that context:
    http://land-of-nod.forumatic.com/viewtopic.php?f=8&t=833

    I am, as i state in that thread, GMing Pathfinder in our current campaign, but i think Blood & Treasure will most likely be the ruleset for my next campaign, that will also be megadungeon (plus environs, small city & town) based.

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    Replies
    1. Thanks, Anders! Blood & Treasurer has plenty of class options and similar things for players, but it simpler and players faster than Pathfinder. We are using the rules as they are written, although I am starting to write out my "rulings" as we go.

      I looked at your blog...do you have any recent posts about your campaign. I am still in awe of your 43 sessions.

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    2. Hi again, pardon the late answer.

      I don't really have a blog actually. The Northern Outpost is just a collective blog that I and a group of friends used over some years to record and arrange warhammer 40k tournaments for ourselves :)

      I sadly haven't got any records of the ongoing megadungeon campaign. We have session reports for, i think, the first 28 sessions or so, written out rather fully, but they are all in danish.
      The last 15 or sessions I have not really written full reports anymore, instead the players are recording happenings, rumours, NCP enemies and allies; missions; loot etc etc in an ongoing google doc spreadsheet, where they are rather cleverly continually updating info regarding locations, rumours, etc as they encounter them.
      They also write and maintain a list of their current and future objectives in the same spreadsheet.

      So if nothing else, i can give that as a suggestion for long-term interesting megadungeon play: have the players record rumours and objective etc...! It really helps their planning and it is also very interesting for me as a GM to see :)

      When i play to begin a new megadungeon campaign, i DO have thought/wishes about again writing session reports,and perhaps also posting maps, as i have done.

      In fact I am getting inspired to possibly start my own blog just to do that.

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