Showing posts with label skeleton. Show all posts
Showing posts with label skeleton. Show all posts

Sunday, May 22, 2022

Game log 15 May 2022: Another one bites the dust

Personae dramatis

Tulip, elf bard
Grignok, orc druid
Felcanis, elf cleric
Honsou, larcenous bowman

Quid occurrit

They go to the hallway in the right corner, and follow it to the end, past a turn to the right. The room wherein they find themselves looks familiar: long, narrow, and spreading out to the left. After walking through it for a bit, they find stairs going up to their left, and to the right, they find an open door, with dead giants rats on the other side. They go back to the turn to the right (now left) they passed, and found themselves in an old storeroom, with a no-longer-secret door to the right, past which they fought the ghouls. Thus, they go back to the room wherein they fought the giant toads.

Honsou unlocks the one door they haven't opened, which is on the other side of the way through which they first came into this room, which is on their right. Beyond the door are six armed skeletons standing ready in what looks like an old bedroom, with a bed frame and a wardrobe.

One skeleton rushes towards Mēnévē and swings its shortsword at her, but she steps back from the wild strike. Two skeletons rush Grignok, still in panther shape, and miss him with their swords. Honsou steps back and misses a skeleton with a broadhead a broadhead arrow. Mēnévē noses forward a step, and hits a skeleton with the her warhammer's flat side, getting past its shield and breaking a rib. Grignok grabs one of the skeletons that rushed him, its shield making it hard for the the skeleton to get away. Felcanis casts Armor on Tulip. Bill steps back, whinnies, and the ass of the ass hits a barrel behind him.

The skeleton near Mēnévē swing its sword at her, but she again steps back, but another another skeleton rushes her hits. A third skeleton rushes Tulip and misses with its sword. The skeleton near Grignok misses him with its sword, while another skeleton rushes him and likewise misses. Honsou misses another shot at a skeleton. Mēnévē steps back and readies her warhammer. Grignok tries to squeeze the skeleton's bones but cannot. Felcanis steps near Bill's head and swings her mace at the nearest skeleton but misses. Tulip steps and stabs at the skeleton near her, but it steps back. Bill backs up one to the side of the barrel.

Felcanis steps back from a skeleton swinging its sword at her, as do likewise Tulip and Mēnévē. One of the skeletons by Grignok misses hitting him with its sword, but one is behind him and hits, wounding him. Grignok nonetheless tries to squeeze the skeleton in his paws to dust. He cannot, but he turns to keep his back away from either skeleton. Honsou misses yet another shot at a skeleton's head. Mēnévē swings her warhammer's flat side at a skeleton, but it steps back. Felcanis steps and smashes her mace into the nearest skeleton. Tulip steps and stabs at the skeleton near her, but it steps back, and Bill backs up.

The skeleton by Felcanis falls from its wounds. Another skeleton steps and swings its sword at Mēnévē, but she steps back. A third skeleton steps and swings its sword at Tulip, but it can't get past the Armor spell. The two skeletons by Grignok swing their swords at him, but miss. The one in his paws cannot wiggle out, and he crushes it. Honsou readies his bow, and Mēnévē readies her warhammer, stepping back. Felcanis steps and swings her mace at the nearest skeleton and misses, and Tulip likewise steps and stabs with her rapier at the skeleton near her and also misses.

A skeleton steps and swings its sword at Mēnévē, who she steps back. Another skeleton steps and swings its sword at Tulip, but it can't get past the Armor spell. The two skeletons by Grignok swing their swords at him but miss.  Mēnévē swings her warhammer's flat side at a skeleton but misses. Honsou shoots a broadhead arrow at a skeleton's head but misses. Grignok runs around the skeletons near him and hits the skeleton near Felcanis and Tulip from behind, but doesn't hurt it. Felcanis swings her mace at the nearest skeleton and it steps back. Tulip steps and stabs at the skeleton near her and misses.

A skeleton steps and swings its sword at Mēnévē, but she steps back. Another skeleton bashes its shield into Honsou, but takes more hurt than it gives him. The skeleton Honsou keeps shooting steps and swings its sword at him but misses. The skeleton Grignok tried to slam turns and swings its sword at him, but he steps back. Honsou moves and shoots a broadhead arrow into the nearby skeleton from the side, dropping it. Mēnévē steps back and readies her warhammer. Grignok grapples the skeleton that bashed its shield into Honsou. Felcanis swings her mace at the skeleton Grignok that tried to slam, but it steps back into the hallway. Tulip runs behind that skeleton and tries to stab it, but misses.

The skeleton in the hall steps and swings its sword at Felcanis, who steps back. Another skeleton slams its shield into Mēnévē, hurting her a little as she steps back. Honsou moves and shoots a broadhead arrow at the skeleton that slammed its shield into Mēnévē but misses. Mēnévē steps back and swings her warhammer's flat side at the skeleton but misses. Grignok tightens his grip on the skeleton. Felcanis swings her mace at the skeleton in the hallway, but it steps back, and she steps back away from it, too. Tulip steps and stabs at that skeleton from the side, but misses.

The skeleton in the hall swings its sword at Felcanis, hitting her as she tries to step away. The other ungrappled skeleton tries to slam its shield into Mēnévē but she steps away, and it runs past. Honsou moves and shoots a broadhead arrow at the back of the head of the skeleton that slammed its shield into Mēnévē but misses. Mēnévē steps back and readies her warhammer. Grignok crushes the skeleton in his paws, and it turns to dust. Felcanis warily steps forward. Tulip steps and stabs at the skeleton in the hallway with her from behind, but cannot get through its bone.

The skeleton turns and tries to slash Tulip but she steps back. The other one steps and tries to slash Mēnévē, who steps away. Honsou shoots the skeleton in the hall with a broadhead arrow to its head, dropping it to the ground, but still moving. Mēnévē steps back and looks for an opening. Grignok grapples the skeleton by Mēnévē. Felcanis smashes the skull of the skeleton wiggling on the ground, shattering it. Tulip kicks its empty rib cage.

Mēnévē slams the side of her pick into the side of the skeleton, crushing it but not taking it out. Grignok keeps squeezing it, turning it to dust.

Sunday, May 1, 2022

Game log 23 January 2022, 6 February 2022, 6 March 2022, 3 April 2022, 1 May 2022: Big log two

Personae dramatis

Tulip, elf bard
Grignok, orc druid
Felcanis, elf cleric
Honsou, bowman

Quid occurrit

Angelista is weirded out by the manner of healing, so she walks off into the night. The night is otherwise uneventful. The next day, they make it to Káddrakos, after finding old caterwaul dung around midday, of which Grignok takes some.

Tulip has taken up a residence in the Winking Friar at Káddrakos. Honsou and Felcanis recognize her. Felcanis chats her up and asks her to come along, and she agrees. She mades 12 copper for the night, short change from the gnomes.

Honsou pickpockets the gnomes for 25 copper. A stooped gnome woman with wooden teeth comes up to him. "Hey, s-s-sonny, you look like my kind of boy." She leans over to his ear and whispers, "I know you have sticky fingers, dearie."

Honsou says, "Okay who doesn't?"

She says, "Who doesn't is right. Don't worry, your secret is s-s-safe with me."

Honsou asks, "Is this going to cost me?"

The woman laughs, and leads him to a booth. "S-s-s-s-sonny, I have a deal you might like. I have a few silver-coated spears that f-f-f-fell off a wagon a few weeks ago. You look like you might be the kind to want them. I think I can part with them for 100 copper each."

Honsou says, "I'll take a look at them first."

She shows off the array of spears. She has six. All the spears have a silver-plated point. One shaft has the word 'BRITNEY' carved into it. He can't get her to lower her price. The gnome woman sells him one of the spears, not the one marked "Britney." "Thank you, b-b-b-b-b-b-sonny."

The next morning they go back the way they came. It's generally clear today, a little bit warmer. Not far from the caterwaul shit, they spy a short person. He's a dwarf with no earlobes, and he scowls at them. "Stay away from my home! Especially you, orc! Watch it! I'm one of the Queen's Men!"

Tulip says, "I don't remember asking you where you work."

Grignok says, "You're a queen? I thought you were a Dwarf."

The dwarf says, "I'm no wet boy, orc!"

Grignok says, "Of course not, you're a dry dwarf. I'm the Casumaorc!"

Honsou tells everyone to calm down, but Grignok says he is calm, and that "NoWetBoy" is the upset one. He asks where the dwarf's home is, so that they can stay away, and the dwarf says that it's an old church to the south. Tulip says they'll steer clear of that. The dwarf says, "You do that, pointy-eared lembas muncher." This bothers Tulip greatly.

Grignok and the dwarf talk about theology. The dwarf says he worships Máhal, and that Grignok is "proof that Máhal has a sense of humor." Grignok says nobody is greater than the mother of the land, the Great Mork, and the dwarf says, "Mork can go back to Orson!" The dwarf storms off.

Honsou and Tulip choose to loot the dwarf's church while Grignok wants to teach him of the overlordship of the goddess Mork. So, Grignok turns into a panther and tracks the dwarf. The dward doesn't make much effort to hide his trail, so they follow him easily. Sure enough, he goes back to what looks like an old church. It looks like the church in Little House on the Prairie, only wrecked. There are a few broken windows. Tulip notices that the church is a no-mana zone, so her spells won't work. This bothers Tulip greatly.

The dwarf stands at the door. "What the hell are you all doing here? Go away, goat turds!" Honsou says they only want to see the church, but the dwarf says it's a wreck. Grignok slinks around to the back side as they talk. Honsou and Tulip ask to go inside, but the dwarf won't let them inside without paying him. Honsou asks how he wants them to pay him, and he shakes his head. "You're so simple that you couldn't sell a pie to a starving hobbit." He looks up. "Coin, how else?" After a few more words, he goes back inside and slams the door, then you hear him slamming something else. "Gah!"

Grignok jumps onto the roof and starts clawing it. Honsou climbs in through a broken window. Honsou can see him sit down on an old pew and sigh. "I so give up." Honsou creeps towards the door. Tulip keeps insulting the "half-shaved owl bear," and the dwarf mutters aloud, "Why is that tree-dweller still out there yelling at me?"

Tulip yells back, "Shut up, you dirt midget!"

Honsou opens the door, and the dwarf notices him, as the door isn't quiet. "Argh! Get out!" Grignok breaks through the roof, then tries to fall on the dwarf. He hears Grignok, then runs past Honsou and into the wild. "They're summoning pumas in my church!"

Tulip yells after him. "Yeah! Run away, you hairy brewery!"

Grignok runs around the church, knocking things over. Honsou searches, and finds seven silver pennies hidden in the lectern. He takes the money. Otherwise, there is just standard camping gear: kettle, wood axe, bedroll, that kind of stuff. Honsou takes that, too.

Grignok turns into an orc again. Honsou and Tulip talk about burning down the church. Felcanis isn't down with that, and neither is Grignok. The dwarf isn't far away, and yells out "No!" as he hears them ransack his home. "What the hell are you doing?" Honsou and Tulip heckle him some more as they tell him truthfully they're ransacking him, and the dwarf sobs. "Please stop! I'm sorry, I really am! How do you make money burning down my home?" Grignok poops on the steps to his church, then gets up, leaving an orc-sized green turd.

The dwarf rushes inside towards the lectern. "Please, I have four silver! I'll give it to you if you leave me alone!" Honsou shows the dwarf the coins, and he looks a little guilty and miffed as he sees the seven silver Honsou took. "Seems you found it." He goes inside, walks to the lectern, and looks. "Damn it!"

Honsou adds, "I also have your survival supplies."

The dwarf slams his open palm against the door frame. "Please, take my money, but leave my supplies!" Honsou asks if the dwarf has any more money, and the dwarf says, "That's it! I hunt pelts and bring them to town, and sometimes get a bounty. And I haven't gotten a bounty in awhile! You even took my bedroll!" Grignok asks him about the wood axe, and he says it's mostly for chopping up downed trees for firewood.

Grignok nods. "Hmm, that pleases Grignok. You are dumb, but wise. Why this place smell so funny?"

The dwarf realizes something. "Oh, I need to dump the honeypot." He goes and gets a big wooden bucket, then takes it outside. A minute or so later, he comes back. "Smell better now?" This doesn't sate Tulip, so he lets her take his bucket.

Grignok punches the dwarf in the arm. "We just picking with you, puny dwarf." Honsou and Tulip, however, still want to take the dwarf's stuff.

The dwarf sits on a broken pew and hangs his head down, sobbing. "I can't believe this. I have to turn to an orc for common sense!"

Grignok says, "Not all orcs are bad."

Tulip taunts, "Good, cry, you lumberfoot."

The dwarf wails, "I don't even know what that means!"

Grignok tells him, "It means your foot is made of wood. Or it's a weird Boy Scout rank." The dwarf throws him atop the stuff the murderhoboes don't take, and the murderhoboes take off.

A few hours later they see a wrecked hut with a wolf tree growing near it. The hut is little better than a thatched teepee, with the roof caved in.

Honsou pokes his head in. It's kinda moldy-smelling, and there's nothing much there.

They hear some buzzing in a hole under the roots of the tree. Tulip goes to check out the buzzing. Some swarms of wasps come out and sting her for several seconds as she runs. Grignok casts Windstorm to make the wasps fly elsewhere, and Felcanis casts Major Healing on her. "Don't do it again." 

As they get near evening, they start to see the dead wood and lack of animals that signals you're near Dībités Rock. Grignok can tell that nature is weak here. Past the trees they spot four men on horseback. Tulip looks at their banners. She thinks these riders are from the land of Dis Knee, and must have singing animals with them.

Honsou walks back by the mule. Grignok hides behind a tree. Felcanis casts Shield on Tulip. The riders move towards them. Honsou aims at the rear rider, Grignok starts casting Animate Plant, and Felcanis casts Armor on Tulip, then Sunbolt as the riders get nearer.

One rider rides up to Felcanis and misses, while another rider rides up to Tulip and misses. Honsou shoots a rider, but the arrow sticks in his mail and doesn't get through. Felcanis steps back and tosses Sunbolt at the rider, burning him. Tulip sings that the nearest rider is a douche, stunning him. She then casts Panic, making the two riders flee. When the other two come near, they bug out, too.

Felcanis casts Lend Energy to help Tulip. Honsou shoots a rider as they bolt.  Grignok finishes casting Animate Plant. "Come to me, servants of the forest!" The riders flee harder as they see the lumbering tree.

It's the evening so they camp for the night, an uneventful night. The next morning, they go into the dungeon, trekking down the tunnel out for an hour until they reach a room.

Grignok dons shiny battle armor. "It would be nice to have warrior woman here." He casts Partial Shapeshifting (Panther Paws); Felcanis casts Continual Light at torchlight level on Honsou's helmet. Grignok is no coward, but understands going first is hurtful.

Grignok checks out the passage. Ahead, there is a cliff that goes down about 10 feet. it has loads of handholds, but isn't mule-friendly. He heads back to group. "Hey, guys, come check out this cliff! It's far!"

Straight ahead Grignok sees a cavern wall. To the left, he sees a big spot with some kind of liquid, and what looks like a pond beyond this. To the right, he sees a cavern with a cliff there, too.

Honsou and Felcanis realize that the clerics led them through the area to the right. There is an empty metal trunk there that was there before. a rusty chain is linked to it, with the nearly-mummified corpse of a lizard of some kind.

They go left and see water. Near the edge of the water is a black glowing liquid in a shallow pit. Honsou jumps in while Tulip and Felcanis touch it, all get black goo on them. It does nothing, but Felcanis thinks this is some kind of alchemical goo. Some wizard was doing something with it eons ago and doesn't seem to have been finished.

Grignok goes up to the water and he casts Body of Slime. His armor falls to the ground and he turns into big green blob of goo, a grabasstic piece of amphibian shit. He jumps in the water and starts swimming.

He goes through the passage at the far end of the pool and into another pool. To the right there is a tunnel of some kind under the water. He swims through that passage, which goes for a bit, then into another cavern. He climbs out, there is a bridge here, and some old remnants of carts. If he pulls one, it will probably fall apart.

While this is going on, Felcanis notices a passage to HER right. Then she sees a big blob of slime walk out of it. Grignok ends his spell and says, "Honsou, bring me warrior armor!"

They go right and see some carts, a stream, some rocks going all the way to the ceiling and blocking the way, and a bridge across the stream. Not much is on the carts. There might have been some food or bags once, but now its dust. Once they get to the bridge, they see the passage on the other side once on it, as well as stairs going down on their bank.

They go athwart the bridge. Many bones of small rodents lie along the floor, as does the shed skin of a small snake. The follow the cavern, and after a bit it turns right, and starts being paved. There is a short flight of stairs down, ending in a door. 

The door is not trapped or locked, so Honsou opens it. The door opens into a room. A rough stone altar sits on its four round legs on a one-step dais. Standing to the left are three skeletons, with grey bones, and axes and shields. They start coming towards them.

Honsou steps and readies his bow. The skeletons move forward. Grignok moves backwards. Felcanis starts casting Turn Zombie. Tulip draws her rapier and steps.  Honsou pulls out an arrow, then moves. and the skeletons move forward. Felcanis keeps casting right behind Grignok. Tulip moves.

Honsou steps and shoots a skeleton, but the arrow gets in its shield. It tries to shield slam right back, but Honsou dodges. Another skeleton does the same, slamming down Honsou. One rushes towards Grignok, who grabs the skeleton. Felcanis casts Turn Zombie, and a skeleton flees. Tulip moves.

Honsou goes to kneeling. The skeleton in Grignok's grasp tries to break free but cannot. The other skeleton misses Grignok. Grignok keeps gripping the skeleton, and sees that its bones are made of stone. Felcanis and Tulip up.

Honsou pulls out his knife, rises, and stabs at the skeleton, but it blocks. Tulip stabs her rapier at it but can't get to the marrow of its stone bones. The skeleton in Grignok's grasp tries to break grapple again but fails, and the other skeleton misses Honsou. Grignok increases his grapple on the skeleton he holds. Felcanis casts Major Healing on Honsou. 

Honsou knifes the skeleton but it blocks again. Felcanis swings but it blocks her mace, and Tulip hooks her sword to its axe. The skeleton swings at Honsou but he parries. The skeleton in Grignok's grasp tries to wiggle free but fails. Grignok squeezes tighter on the skeleton in his hands.

Honsou stabs the skeleton but can't get through its bone. It unbinds his axe from Tulip's sword. She tries to hook her sword to its again, but cannot. Felcanis swings at it but it blocks her mace. The skeleton in Grignok's grasp fails to break free and stumbles. Grignok squeezes tighter on the skeleton.

Honsou stabs the skeleton but it parries. It tries to hit Felcanis but she parries. She smashes it, but it blocks Tulip trying to disarm it. The skeleton in Grignok's grasp cannot wiggle away from Grignok, but he can't grip it tighter.

Honsou disarms the skeleton and its axe flies near Tulip. It tries to shield bash Honsou but misses. Felcanis smashes it but cannot get through its bones. The skeleton in Grignok's grasp cannot get free, so he shoves it onto his claws and it splinters. 

Honsou and Tulip both try to de-shield the skeleton but fail. It slams its shield into Grignok cannot hurt him, so Grignok grabs it. Felcanis smashes it with her mace. Tulip tries to cut off its shield again but misses. Everyone starts piling onto it and after a few seconds, Grignok smashes it.

After they rest up, Honsou opens the door to the left. They see the skeleton Felcanis turned cowering in the corner to the right.

With the door open, they see a bend in the tunnel. To the right, there is a door. They see a cabinet at the bend ahead. Honsou checks out the cabinet, and sees that the cabinet is empty. There is a small box under the top of the cabinet that has a hole in it, with some wear around the hole. He thinks that this was once an acid trap, but someone triggered it. 

The hallway slants down and they walk around the bend, now walking parallel to the last hallway. Ahead, there is a crossroads, and to the left, before the crossroads, there is a hallway with stairs. The left hallway at the intersection ends in a door after a few feet.

They go to the door, and Honsou unlocks it. Beyond the door is a room with an old forge. Honsou spots some movement inside the forge, like little things wiggling. He sticks his hand in, and he feels a strange burrowing under his skin, with two holes on his forearm. Felcanis rushes to his side and sees that the holes are where two rot grubs had bit him. She grabs a pen knife from her first aid kit and cuts them out, then casts Major Healing on Honsou to heal the damage she did cutting them out.

They go down the hallway that was to the right when they reached the crossroads, and reach a room with a big table and benches alongside. Honsou checks for food, and no, there's the dust from bread, but even the mold has died. They go back to the crossroads and straight ahead from where they got to it. At the end of the hall, there is a long portcullis to the left, with wide gaps between the bars big enough for the seven hellshots behind it to move through.

Honsou readies his bow. Two hellshots try to slam Grignok but he steps away from one and parries the other with his hand. The others move towards the portcullis. Grignok starts casting Windstorm. Felcanis readies her mace. Tulip readies her rapier.

Honsou nocks an arrow and shoots it at a hellshot, but it bounces off the thick skin. One hellshot tries to stab Grignok with its spear, but he steps away. Another stabs Felcanis, and wounds her chest. A third comes from between the portcullis bars and slams into Honsou, while a fourth does the same to Tulip, but doesn't hit her hard enough to hurt. A fifth one tries to slam into Felcanis, but she dodges and it slams into the wall.

Grignok casts Windstorm, making a mini-tornado, and most of the hellshots fall down, other than the ones outside its winds and the one standing in the middle. Two of their spears go flying out of the tornado and hit the walls. Felcanis steps away. Tulip stabs one in the innards, but can't get through its skin, then steps back.

Honsou steps back and shoots at a hellshot nearby, but the arrow goes flying in the tornado. The hellshot in the eye of the storm stays put. Another tries to slam Honsou, but he steps away, while a third stabs Felcanis, nicking her. Grignok moves the tornado, nocking down two more hellshots, and one loses his spear, which flies over Honsou's head. Felcanis moves away. Tulip tries to stab a downed hellshot in the innards, but misses. Honsou shoots a standing hellshot in the guts with a bodkin arrow, and it gets through.

One hellshot stabs Grignok and nicks him. Another starts to stand up. The others are stuck in the tornado. Grignok moves the tornado, knocking down the last standing hellshots, and the others beat the snot out of the hellshots over the next few seconds, killing them.

Felcanis casts Stop Bleeding and Major Healing on herself. She casts Minor Healing on Honsou after a failure. 

They find nothing in the room behind the portcullis. They rest up, then go back past the crossroads and up the stairs.

An old workshop overlooks the stairs. There are some rotten saw horses, and an old workbench with a rusted saw on it. Honsou takes the saw. Ahead is a hallway that turns, as well as a door. Beyond the door is a privy with four dead bodies. 

Honsou finds a glass vial filled with brindled mint-green fluid on one of the bodies. Felcanis thinks this is a Major Healing Potion. She drops a couple of drops from the potion on the body, and it leaves a couple drops of green splotches with little faded bits of brown.

In the hall there is a slot running along the floor on the left side of the hall. It is 6 inches wide, 6 inches deep, and has a deeply rounded bottom. It runs the length of the hallway in this area. Down the hall, they see a hallway to the right, with a stairway going up in it. Ahead of them they see a couple of bunkbeds with the mattresses rotted away.

They go up the stairs to the right. At the top of the stairs, there is a door, and Honsou unlocks it. Beyond the door is an old room where folks kept weapons, and there are still rusty blades here. Honsou takes a big rusty knife.

On the wall to the right of where they came into the room is an opening to another room, with four alcoves—the one leading into this room, and three others. The iron frames of three bunkbeds in here, one in each alcove. They find nothing in the beds but Honsou sees that if he moves the bed on the far wall, something will happen. So Honsou moves the bed, and the wall slides.

Beyond the wall is a room with three cabinets ahead and to the right, and a way out to the left. Between the hoboes and any of this is a beast with many little legs and a ten-foot long segmented body. Eight writhing two-foot long tentacles come out of its head, right below its mandibles and toothy mouth. A stench of rotten meat is all over this beast.

The carrion crawler moves towards the group. Honsou gets out his bow. Grignok starts casting Lightning. Felcanis casts Sunbolt. Tulip holds her rapier before her.

Honsou shoots and his bodkin arrow gets in the innards of the carrion crawler. Grignok finishes casting Lightning. Felcanis tosses the Sunbolt at the crawler, but it flies past and bursts beyond it.

The carrion crawler's tentacles flail at Honsou, but do not land. Grignok moves around. Felcanis starts casting Sunbolt. Honsou pulls out his rusty knife and stabs, but misses.

The carrion crawler's again tentacles flail at Honsou, and again do not hit him. Grignok tosses Lightning at the crawler, burning it and stunning it. Felcanis finishes casting Sunbolt.

Honsou stabs at the crawler, and nicks it. It steps back. Grignok grapples the crawler. Felcanis lobs Sunbolt at the crawler, burning it. Tulip steps and stabs the crawler, nicking it.

Honsou stabs at the crawler, nicking it. Grignok keeps holding it tighter. Tulip tries to stab it, but can't get through its armor.

The carrion crawler's tentacles try to touch Honsou, but cannot. From there, Felcanis shield bashes it, Honsou and Tulip poke at it, and Grignok squeezes it. After a few seconds, Grignok rips its head off. He smears some of its guts on his cheek bones.

The room itself has a wrecked trophy case along the far wall to the right, with one trophy still in it as it is bolted to a plank. The trophy is a brass one of a man throwing a big ball from an underhand pose.

In the case is a small trunk as well. Honsou thinks taking or opening the trunk will trigger something. Grignok lifts the trunk, and falls seven yards into a pool of water. He summons an air elemental and it lifts him out, then shakes an airy finger at him.

Also in the trophy case is a small chest. In it are two bronze rings, a 3-kt iolite, a 4.5-kt ruby, and 25 copper farthings.

After some rest, they delve to the left and walk a few yards before the hallway turns towards the right. It then angles upwards, and they find themselves at the bottom of a well. Honsou looks around, and there are no coins, and no sunlight coming down.

Honsou can easily climb up the well; it isn't deep. At the top, it looks somewhat familiar. He sees they are underground, like a massive rock is covering a whole human settlement. Ahead and to the right is a big door. After a few minutes of looking around, he realizes this is the level right under the keep.

He wanders ahead and comes to a small house. He remembers the door here is heavy and locked, but cannot pick the lock so pours some acid onto it. As it burns, he goes to get the others. To bring the others up, Grignok summons an air elemental.

Once the acid has burned through the lock, Honsou opens the door. Inside the room, there is a woman in armor. She is stocky with a cleft chin and straight chestnut brown hair over her ears and her nose is broken and bloodied. The woman says, "Hoo are doo? My dame is Mēnébē." Grignok conjures a bit of wind to make his handsome orc hair flow. Mēnévē looks at him. "Wat da fung is dat orc? Dose fuggez bead me up and fugged dup my dose wen dey grabbed me!"

Grignok asks, "Grabbed you for what? I can get your nose fixed if ya like."

Mēnévē shrugs, "Beez da fugg owda me! I was dust passing drough da woods and saw da dead drees. Ow you gonna fix my fuggin dose?" Grignok asks Felcanis to heal Mēnévē's nose, but Felcanis says doesn't know the Restoration spell. "Fug id. Dere's nuddin here 'cept in da one doom. Don't go indo da one doom. My buddy Ádilos wen in dere an 'e poofed. Dere's a drunk in dere, but is a drap. You step in an poof you fuggin gone."

The gang goes into the next room, then opens the door to the right in that about which room Mēnévē told them. First Honsou steps in, and he disappears, then the others follow, though Mēnévē does not.

All of them show up before a marble altar shape of a box, with a big slab under it, sitting on the floor, with a wall on the other side. Honsou tries lifting the altar, but it's too heavy. After some chatter, Felcanis thinks the altar heals. She leads Bill up to it, and he vanishes. Once he does, Grignok lies down on the altar to save Bill, and also vanishes.

Grignok finds himself and Bill back in the room. Mēnévē stands on the other side of the threshold, and asks, "Wadda fug habben doo you?"

Grignok says, "Poofs, like you said."

Mēnévē asks, "How doo gebbak?"

Grignok says, "With more poofs. I don't know how it works, it just poofs and then you poof somewhere else."

Mēnévē asks, "Is Ádilos dere?"

Grignok asks, "What's Ádilos?"

Mēnévē says, "My fuggin buddy doo soo!"

Grignok says he didn't see anyone, and asks what he looks like. Mēnévē says that Átilos has a unibrow. Grignok says that she can come with and take a look for him with them. She dithers, then steps into the room and disappears.

Once she is gone, Grignok checks out the chest. He opens the chest; it's unlocked. Inside are 30 copper farthings, 5 silver pennies, and 3 gold pieces. Grignok stuffs them in the saddle bags, then walks out of the room with Bill, then back inside, and then he shows up again at the altar.

The floor has sand over it. There are footprints, some old ones, most recent are a few days old. The floor slants upwards to each side. They go up to the left, and they reach the same spot and there they see a bunch of dead bodies. Grignok nudges a body with a foot. "Looks like they are mushroom buffet now."

Mēnévē yells out, "Ádilos! Fug! I shoudda wen widdim." Grignok tells her that she would have ended like him had she done so.

They check the bodies. There are five bodies other than Átilos's. Átilos has battered heavy leather armor, a bow, and a warhammer, like Mēnévē, and she takes his gear. The other bodies each have cloth armor, a grapnel, a light cloak, basic lockpicks, a pistol crossbow, a smallsword. They also typically have some rope and other survival gear.

They loot the bodies, getting 145 copper off the dead thieves as well as their gear. As they loot, they hear tittering behind a door to the left. Honsou picks the cheap lock and opens the door. Behind the door are six hellshots.

He moves back and Mēnévē readies her warhammer. A hellshot slams Honsou and hurts him, but he stays up. Another tries to slam Felcanis, but she steps away. The others hold their spots. Grignok casts Windstorm. Felcanis readies her mace and Tulip readies her rapier. Tulip sings, "Red boy, rent boy, ha-ha, charade you are!" which stuns a hellshot. 

Honsou pulls out his knife and swings at a hellshot, but misses. Mēnévē steps and swings her warhammer at the stunned hellshot, greatly wounding it. The impaled hellshot stabs Honsou, hurting him. Another little guy steps and stabs at Felcanis and she steps away. A third slams her, wounding her a little, while a fourth rushes her with her spear but misses. The last two hold back.

Grignok moves Windstorm over three hellshots, all fall, one loses its spear. Felcanis and Honsou both step back. Tulip steps back and calls a hellshot a scruffy looking nerf-herder, which does nothing. Mēnévē pulls out her pick out of the hellshot, and it passes out. A hellshot tries to slam Mēnévē but she steps away.

Grignok grows his Windstorm, knocking down a hellshot. Felcanis whacks a downed hellshot. Tulip and Honsou both stab a hellshot but doesn't get through the tough skin. Grignok keeps up his spell, holds it. 

Four hellshots are in the whirlwind, one is out, and a fifth one is watching, not running. As such, the heroes have an easy time killing them off.

They go into the room, which was living space for servants, with three low beds. Felcanis casts Stop Bleeding on herself, and heals Honsou with Stop Bleeding and Major Healing as they rest.

They check the door to the right, and it's locked, so Honsou picks the lock. They walk down the hallway, and turn left.

They walk past a curtain, and Felcanis peeks behind the curtain, and she sees some movement, with the light shining past and lighting up what looks like fur. Felcanis backs up, but that won't help hide her now, as  behind the curtain are five giant rats.

Honsou pulls out his bow and shoots a giant rat, but it dodges. The rats rush forward. One nips at Mēnévē and another at Tulip, but both miss. Mēnévē steps back and swings her warhammer at a giant rat, and the pick goes in. Grignok casts Lightning. Felcanis steps and waits. Bill moves forward a few yards. Tulip steps and stabs the rat nearest her. Honsou shoots a nearby rat.

Two rats try to bite Mēnévē, and one wounds her. Another two rats rush to bite Tulip, but neither hurt her. The last rat misses Mēnévē, who pulls out her pick. Grignok lobs a lightning bolt at a rat near Tulip, burning but not killing it. Felcanis smacks a rat with her mace. Tulip steps back and pokes a rat, but can't hurt it. Honsou steps back, draws an arrow, and shoots a rat.

One of the rats falls from its wounds. Two rats step and try to bite Mēnévē, but miss. Another tries to grab her, but also misses. The last tries to bite Felcanis, but she steps back and gets her mace in the way. Mēnévē steps and swings at the most hurt rat in the fray, but misses. Grignok steps to the back and tries to cast Frostbite, but the spell fizzles. Felcanis smacks a rat with her mace. Tulip steps and stabs at a rat, but misses.

Honsou pulls out his knife and stabs a rat, which falls to the ground as he slashes it, hurt but not out. The rat tries to bite Honsou back, but can't get through his armor. Another tries to bite Tulip, but runs into the wall, hurting its teeth. A third tries to bite Mēnévē, but she steps away. The last bites Tulip, wounding her. Grignok casts Frostbite again, this time getting the spell off. Felcanis tries to smack a rat with her mace but misses. Tulip steps back warily. Bill edges forward. Honsou tries to swing at a rat, but his weapon turns in his hand.

One rat falls from its wounds. Another tries to bite Tulip, but she steps back. The third tries to do the same to Mēnévē, who also steps back. The last rushes to bite Tulip, but misses Mēnévē readies her weapon. Grignok grabs a rat's head from behind, making its brain freeze from Frostbite, killing it. Felcanis smashes the downed rat to the back of the head. Tulip steps back and tries to stab the rat, but misses. Honsou rushes to stab a rat, and knocks it down.

The one standing rat starts to run away. Mēnévē swings her pick into the downed rat. Grignok casts Lightning. Felcanis smashes the downed rat to the back of the head. Tulip turns, steps, and stabs, but can't hurt the rat. Honsou steps the downed rat in the innards. The last two rats drop from their wounds.

Mēnévē looks ill from the rat bite. Grignok looks at her, and says it's sewer rot and casts Cure Disease on her. Felcanis casts Major Healing on both Mēnévē and Tulip. They rest for 20 minutes before going into the next room.

They poke around, going up some stairs, when Felcanis and Honsou realize they've been through this part of the dungeon before. They go back down the stairs and down a short flight that stops at a wall. Honsou quickly understands that this is a secret door, and Felcanis backs up as he looks for a way to open the door. Honsou finds that he can push on the lower tiles of the brick wall and lift up the wall.

Beyond the door are a bunch of barrels and four big toads with sharp teeth. Honsou pulls out his bow. One toad rushes Grignok and tries to bite him, but he steps back. Another toad rushes Tulip and tries to bite her. She shoves her fist in the way, but it bites her body anyways. Mēnévē readies her warhammer. Grignok casts Lightning. Felcanis readies her mace and shield. Tulip steps out of the way. Honsou pulls out an arrow.

One toad tries to bite Honsou, but his armor stops the teeth. Two more toads try to rush and bite Felcanis, but neither one hurts her. Mēnévē tries to hit one of the toads by Felcanis, but misses. Grignok steps and zaps the toad by Honsou. Felcanis hits a toad with her mace. Tulip pulls out her rapier and tries to stab a toad, but misses. Honsou shoots a nearby toad, dropping it to the ground but not taking it out.

A toad bites Tulip before she can step away. Another toad tries to bite Mēnévē, but she steps away, her back now against "Bid da mood." The last tries to bite Honsou but misses. Mēnévē readies her warhammer. Grignok casts Lightning. Felcanis hits a toad with her mace. Tulip steps back, as does Bill. Honsou steps back and shoots a toad, but misses and instead hits Felcanis in the leg.

The toad on the ground starts to stand. Another bites Mēnévē, as does a third. The last bites Grignok from behind, but cannot get through his armor. Mēnévē steps, turns, and swings her warhammer at a toad. It still stands, but has her warhammer in it. Grignok steps back and lobs his lightning from behind at a toad, burning and stunning it. Felcanis hits a toad with her mace, killing it. Tulip pokes at a toad but misses. Bill will backs away. Honsou shoots a toad in its innards, dropping it but not killing it.

One toad hops back towards the room. Mēnévē tries to pull out her pick but cannot. Grignok kicks a toad in the head, dropping it. Felcanis steps behind the frog hopping into the room, dropping it. Tulip tries to stab the nearest toad in the innards, but cannot get past its breast bone. Honsou whips out his knife and stabs the toad in the head, killing it.

Grignok licks the toad and finds it tastes bad. Grignok bandages Felcanis. Felcanis casts Major Healing on Mēnévē and Tulip. They rest up, with Grignok casting Shapeshifting (Panther) on himself after a bad first casting and Felcanis casting Lend Energy to help get Grignok back strength.

Sunday, November 12, 2017

Game log 5 November 2017: Inside the tomb of deadly deathful death

Dramatis personae


Ash, squire
Kim, thief
Xórin, fox-man scout
Caleb, wizard
Mayhem, short barbarian
Kôštē, cleric
Villûdē, guide who held the horses

Quid occurrit


They quickly got the horses inside and shut the door, lest the evil turkeys kill the horses. From there, they started down the stairs. Kim went first, and when she stepped on a flagstone at the bottom, a strange music played. Loudly.

Kim was also blind, so Caleb told everyone else to jump off the stairs lest they step on it and go blind too. They took stock of the room, and found they were in the middle of a good-sized room. Instead of normal corners, the walls went slantwise, making an irregular octagon. There were four ways out: one to their west, one to their south, and two to their east. Kim’s sight came back after a few minutes, so they started west.

After a short flight of stairs down, they found themselves in a room with scorch marks. There had been a four-poster bed, but only some of the posts were left, the rest gone, likely having gone up in flames. On the south wall were scorched bookshelves, with no hint of the books that had been on them.

They heard a rustling in the wreck of the bed. Ash went to check it out, and a carpet viper struck at him. It missed his legs, and Ash cut off its head. Caleb tried to get some poison out of its fangs but couldn’t, while Mayhem took its body for later eating.

On the south end of the room, Kim saw that there was a door in the southwest corner. Caleb came near and felt its magic aura, but nobody could find a keyhole or other way of triggering it. Caleb thought it had a command word, but, being Caleb, blasted it with an Acid Jet. Nothing. Kim yelled out, “Open sezme!” but nothing happened other than Kim sounding dumb.

They walked back to first room, and found there was a squad of six skeletons. It was a short fight, with Xórin falling down and trying to kick a skeleton while on the ground but missing, Kim dropping her sword, and Caleb, after lobbing a Fireball, trying a new idea: Flaming Weapon on Kim’s dagger. Kim didn’t hit, however, and wound up picking up her sword. While she did so, she saw the words “Undying fame” on one of the skeletons’ blades. As she did so, five big centipedes came, but after Xórin killed two with his two strikes, the others fled.

They sat down for a rest. However, after only a few minutes, four skeletons came from the northern-most of the two eastern hallways. Caleb mostly held his torch with Continual Light, not wanting to waste his energy, while the gang quickly took care of the skeletons, with only Kim getting hurt. From there, they rested to let Caleb be at full strength, and then went down the south hallway. It did nothing but curl around and come back to the room with the stairs as the hallway in the southern of the two east wall hallways.

Though they thought that “undying fame” might open the door in the scorched room, they chose to go down the one hallway they hadn’t checked out—the northern one on the east wall. After a few turns, they came to a room, with eleven shady beings—skeletons, with one in bandages.

They held the breech as the hallway became room lest the skeletons put them in the middle, and two skeletons, one with a broadsword (the others had shortswords), came up to strike Kim and Xórin. After some misses, Ash and Mayhem moved to the sides, and Caleb, seeing the bandages on the one, started casting Flaming Weapon on Ash’s sword. It was a good move, as more skeletons came up to fight, the one with the bandages came into full sight—a mummy. This frightened Kim into doing nothing.

The gang held its ground, and the mummy moved up to strike Xórin after he felled a skeleton. Caleb cast Flaming Weapon on Xórin’s swords, and Ash tried to hit the mummy. Instead, he dropped his sword. A skeleton hit Mayhem, but he held his cool, and the mummy, trying to end Xórin’s life, dropped his sword. Xórin, for his blow, hit the mummy, but couldn’t get through the mummy’s armor, Caleb started casting Flaming Weapon on Xórin’s other sword. Kôštē, the cleric, moved up to Kim. Mayhem took out a skeleton, while Ash reached to grab his sword.

The mummy lunged for the knight in shining armor and tried to bite Ash. Ash’s armor stopped him, but he lost his grip on his shield. The cleric moved Kim out of the way while Ash tried to do the same to the mummy, but couldn’t. Mayhem’s axe nicked Mayhem’s leg. Caleb got off Flaming Weapon, lighting up Xórin’s second sword.

And the mishaps kept going, with a skeleton, trying to hit Ash, hitting the mummy in the back. The mummy, realizing that it couldn’t get through Ash’s armor, tried to bite Ash’s face, but missed. It was near enough that its spit would have dripped onto Ash’s face if it still were alive and had spit. Xórin, seeing the opening, stepped behind the mummy and put both hit swords into its back. The mummy dropped, and a voice came into Xórin’s head, saying, “Thank you. Your reward is behind the painting of the blonde woman in the hall.” Xórin, of course, had no idea what that meant.

Kim, after the cleric’s jostling, snapped back to the world. Ash got his sword and shield ready, and Kôštē, seeing him hurt, moved up to Xórin. The skeletons let out a flurry of blows, but only hurt Mayhem, who dropped his axe trying to ward off the blow. Mayhem gritted his teeth and punched the skeleton, doing nothing to it. Kim got back into the fight, Ash smacked a skeleton, and Xórin tried to take out a skeleton, not bothering to defend. He missed, and Kôštē got up to Xórin cast Major Healing on him. This was good, as a skeleton hit Xórin right after that.

Xórin again went all out, ignoring the pain, and tried to take out a skeleton, but dropped his sword. Mayhem grabbed his axe, while Kôštē cast Minor Healing on Xórin. Xórin came back and took out a skeleton, while Kim’s sword broke. Mayhem and Ash both hit but couldn’t take down skeletons. A skeleton stepped up and smacked Xórin, while another hurt Kim to where she was dizzy and seeing stars. She staggered, but stayed up.

Mayhem took down a skeleton, while Caleb and Kôštē handled healing—Caleb gave Xórin a Minor Healing potion while Kôštē cast Major Healing on Kim. Mayhem and Ash took down the last two.

Res aliae


Roman’s nephew Joseph was supposed to join us with a new character (a holy warrior), but slept in. Roman, who was supposed to bring a new character (a war cleric), instead ran Caleb, while I handled Mayhem. With the NPCs, I often let the players direct what they do in a fight as much as reasonable. I don’t want to be handling NPCs and leaving the players on the sidelines.

So, how do you handle gaming after your gaming buddy of 15 years died? Surprisingly quickly. As a result of being in the nursing home, our games went truly slowly. We had to deal with Chris’s meal times and sometimes wound dressings, so it took awhile to even start games. One of the front desk staff was a busybody and at one point made us move for no good reason (an administrator who saw it told us as much), there were the aging zombies who had never seen a roleplaying game, and the usual friendly chatter on top of all that. I wouldn’t have traded those last months of Chris gaming for a fast game, but I did like things flowing fast again.

For some reason, I had critical successes on parries become automatic hits against the original attacker. While this wasn’t according to Hoyle (and I had to explain that phrase to Roman for some reason during the game, incidentally; obviously, Roman’s father didn’t have Hoyle’s book of card games in his house!), it did speed things up a bit since the parry often took down a skeleton. No, I shan’t do it again, as it’s a bit much; I wasn’t thinking.

Two other matters for the players here, that happened at the end but I didn’t resolve as we were leaving:

  • Everyone will lose FP according to their encumbrance level. Yes, this means the cleric and Caleb will lose 2 FP, which will make everyone rest even more.
  • Caleb can see that both the mummy’s and the skeleton’s broadsword are magical. No, he doesn’t have Analyze Magic so he can’t be more specific.

A last note on Mayhem: running him made me realize just how well optimized Chris made him. Chris originally made him many years ago, for GURPS Third Edition. We updated him to GURPS Fourth Edition and tweaked things to fit the point level, which at first weakened him. But, now, the guy swings his SM -1 greataxe and parries as, for him, it isn’t unbalanced, and he’s at no encumbrance (ST 15, and armor sized for SM -1). He doesn’t have the reach a bigger barbarian would have, but he’s a tough little bugger.

Two days after the session, Roman and I went to Chris’s funeral. Roman, who also went to the visitation (I had to get stuff done at work before the funeral, and am not one for open caskets), put one of his minis in the casket with Chris, and I got to be a pallbearer at the cemetery. At the funeral, we may have picked up another player. Life works in strange ways.

Sunday, January 31, 2016

Game log for 31 January 2016

Dramatis personae:


Mayhem, a barbarian
Caleb, a wizard
Yémos, a cleric
Kim, a thief
Anêr, a swashbuckler
Kúflaug, an orc slave

Quid occurrit hoc in ludo:


Caleb got the pony to stop before it ran off the ledge.

Kim picked open the lock on the chest, but didn't see the trap, which squirted alchemical goo into her eye, burning it. In the chest was 12 copper farthings, 2 silver pennies, a bronze jewelry chain, a silver  jewelry chain, and an edged rapier that Caleb felt was magical and glowed when Anêr pulled it out of its scabbard. Yémos healed up Kim so she could see out of both eyes again, then the pony, Caleb, and himself.

From there they went deeper into the dungeon, away from the way where they had been before, which entailed a left turn. They passed by a lake, next to which was a shallow pit filled with glowing black goo.

The passage widened into a bigger cavern which had a stream cutting athwart it. Over the stream was a bridge, and standing next to the bridge were 17 dwarves. The dwarves did not take heed of the heroes until Caleb yelled at them, "Hail, all-mighty workers of the earth!"

One of the dwarves, who had a full head and beard of honey-blond hair and big forearms, greeted them back. "Hail, all-mighty moochers of our work!"

Dwarf: What brings you down here?
Caleb: A hole in the ground.
Dwarf: You would see the underground as that, wouldn't you? That's it? Only a hole?
Caleb: Admittedly we have yet to encounter any of the dwarven wonders that have been sculpted underground.
Kim: We're looking for some dwarven art, and to soak up its beauty and not take it.
Dwarf: If you find dwarven art down here, you'd be the first to find it. I think we'd do a better job of carving.

At this time, the heroes took stock of the heraldry of the dwarves, and guessed that they came from the northern lands of Mōr-Nembe.

Caleb: Do you know Likháfrikh?
Dwarf: Never heard of him. So, all you want down here are dwarven artifacts?
Caleb: No, no, no. I was just saying that if we find any, we'll admire the hell out of them, and let you know if we do.
Kim: Do you know of any bad things further in?
Dwarf: All we know is of a sword of amazing magic and might and it's ours. Ours, ours, ours.
Kim: Would you like help killing things on the way in?
The dwarf smiled: Well, m'lady, I think we would like that. I'm Gahfurúkhai.
After some introductions, Gahfurúkhai added, "As long as we find the sword, it's ours."
Caleb: What sword is this?
Gahfurúkhai: It's one that fights evil.
Kim: Cool!
Caleb: We don't like evil very much.

The now big gang went over the bridge, and into a cave that became paved and worked stone. They went down a short flight of stairs to a door. After listening at the door and finding it unlocked, Kim opened the door. Behind it were two big ochre puddles that seemed to shift forward a tad when she opened the door. Behind the jellies was a stone altar, and a hallway leading out.

Kim shut the door. Gahfurúkhai said, "You're all pussies," and opened the door. Kim and Caleb each took a shot—Kim with her bow, Caleb with a small Fireball—and then the jelly's pseudopod missed Kim. Anêr pulled out his new sword and went into the room, giving the jelly a slash, while Kúflaug missed with his smash.

Gahfurúkhai saw the flash of Anêr's new blade, and screamed, "You liars!" He rushed to strike Anêr, and smashed his mace into Anêr's back. Anêr fell forward into the room from the blow. Kim, however, dropped her bow and pulled out her sword, and lifted it to strike Gahfurúkhai. The dwarf, however, easily blocked her blow. Mayhem's blow, however, was true, and struck Gahfurúkhai in the back. The other dwarves, in the back of the hallway, started to pull away the heroes' pony, but she put up a fight.

Yémos rushed down the stairs and into the room to help Anêr, and Caleb fired up a Blast Ball, still eying the jellies. Anêr got on his hands and knees, while Kúflaug smashed the jelly. Gahfurúkhai, however, wasn't yet done with Anêr, and he dropped his mace and jumped on top of Anêr. This left Gahfurúkhai's back turned towards Kim, and she stabbed him in the neck twice. The dwarves at the top of the stairs, shocked, started to back away, and Mayhem turned around to look at them. Yémos moved Gahfurúkhai off Anêr, and Caleb lobbed his Blast Ball into the room to scorch the jellies. The jelly at the fore missed Kúflaug with its pseudopod, and Anêr started to crawl back. Kúflaug gave the jelly another whack.

Gahfurúkhai, now in pain, looked up at Yémos, and whispered, "We'll talk." Yémos instead healed Anêr. Mayhem grabbed the pony, while Caleb started casting another Blast Ball. Anêr again got on his hands and knees, and Kúflaug again hit the ochre jelly. Gahfurúkhai looked up at Yémos, and whispered, "Please." As he saw the dwarves holding back, Yémos cast Major Healing on Gahfurúkhai, staunching his wounds. Anêr stood up, Kúflaug kept wailing on the jelly, which went splat, and Caleb's next Blast Ball missed the jellies.

Gahfurúkhai at last passed out, and Kim glared at the dwarves, hoping to intimidate them with her blood-soaked body. Mayhem moved to smash the last jelly, but then the dwarves rushed to the top of the stairs. Yémos tied up Gahfurúkhai, and Caleb turned around and started casting another Blast Ball. The jelly missed Kúflaug. Anêr stepped towards the top of the stairs and missed a dwarf. Kim also stepped toward the top of the stairs to stab a dwarf, who blocked her blow. Mayhem turned around and started back up the stairs.

The dwarves swung at Kim, and one put his mace into Kim, who fell on her back. Another tried to hit Anêr, who parried the mace. Yémos grabbed Kim, and Caleb lobbed his Blast Ball at the dwarves in the back, scorching them. Anêr tried stabbing a dwarf in the face, but the dwarf blocked his blow. Kúflaug, with no jelly left alive, went back up the stairs.

Anêr, Kúflaug, and Mayhem made a wall at the top of the stairs and fought the dwarves. After a few seconds, Kúflaug took two blows that made him pull away. This let a dwarf move into the gap, but Yémos and Caleb, who had dragged Gahfurúkhai, pushed his sleeping body at that dwarf. "He's alive!" shouted the dwarf, and they pulled upstairs, while the gang went into the room and shut the door.

Yémos bandaged Kim, and started to work more on her wounds. However, from hallway into which the gang had not looked came nine skeletons—six with spears and spears, nine with swords and spears.

It was an odd battle, with many wild swings. Yémos not healing up Kúflaug came back to haunt him, as he had to heal Kúflaug once a skeleton downed him early. Later, Kúflaug went down again, and chose to play dead. It worked; the skeleton moved to fight Yémos. Caleb found that Acid Jet worked well against the skeletons, albeit slowly. Yémos, as he often did against skeletons, smashed them with his staff.

A skeleton who fought Anêr had a memorable (second) last stand. First, its spear broke. Then, it tried punching Anêr, who lobbed off its hand instead. Then, when Anêr tried to stab the skeleton, his new sword went flying. The skeleton then tried to bite Anêr, who quickly pulled out his old sword and lobbed off the skeleton's jaw. It still kept striking with its shield, though doing no harm. But in the end, it went down, along with the other skeletons.

Res aliae:


Boy, did I give rules I hadn't used much before a good workout. Grappling? Check, and I had an NPC start one. Lifting? Check, though moving the dwarf was mostly ad hoc. Since the one skeleton kept trying to bite and punch, those were unarmed attacks, and Anêr's killer Parry let him make attacks at its limbs. Shield bashes? Check; Biter (as the players dubbed it) didn't have many other choices left for attacks.

Not only for the sword, but also for the tactics do I wish Eric, Anêr's normal player, were available. He's willing to try Deceptive Attacks, which I had to point out to Chris, who runs Mayhem and Caleb. Striking the Face wasn't a bad idea against the dwarves, who had heavy armor, but not against the skeletons.

The three skeletons with swords were stone skeletons, which I rolled in the d30 DM Companion. Basically, they moved slower (Basic Speed 5.50 vs. Basic Speed 6.50) but with higher DR (DR 4 vs. DR 2).

The sword is indeed intelligent, though the characters don't know this. Its intelligence hasn't come into play, but I had always wanted to have one in a game. I might write a Pyramid article on these once I get some experience with these in play. Both the Weapon Spirit spell in GURPS Magic and GURPS Thaumatology have some advice, but both need some honing for Dungeon Fantasy. Obviously, I'm using rules I crafted from both Original D&D and Expert D&D. I feel I should remind everyone that Monsters & Treasure had swords as 20% of magic items, easily the most of any permanent item (scrolls were also 20%, and potions were 25%), which was intentional.

Peter V. Dell'Orto down at Dungeon Fantastic, the ur-blog for GURPS Dungeon Fantasy bloggers, had a discussion not long ago which touched on reaction rolls. As I said in the comments, I use them often. Today had many. So a tale of many reaction rolls:

The first reaction roll was 11: Neutral, when the gang met the dwarves. When Kim offered to help them in the dungeon, I made another roll, and I got 16: Very Good. That dropped a couple of levels back to Neutral when Kim shut the door to the room with the jellies. (There was something else going on which I shan't explain but had something to do with that spot in the dungeon.)

Let me back up a bit and explain something. Dropping a level, for a reaction roll, means -3. All the levels for reaction rolls are in groups of three. It's something to keep in mind when looking at penalties and winging it without rolls when that makes sense.

I didn't roll another reaction roll when Anêr pulled out the magic sword (and the players, incidentally, found it odd that dwarves would be looking for a rapier, which is odd when you think about it). He's a dwarf with Greed (12), so I made a self-control roll for him, which he failed. He wanted a magic sword, and someone else had one, maybe even the one for which he was looking. I thought it appropriate that he would go nuts.

The dwarves, worried for their leader, did have another reaction roll, and it was a 6: Bad. Their leader was in peril but quarters were close, so they started stealing the pony to start. (Unlike Caleb earlier, they didn't make Animal Handling (Equines) at default.) The dwarves failed a morale roll when they held back for a few seconds, but not by much (by 2), and they did outnumber the gang by almost 3:1, though they didn't have a spellcaster or missile weapons. When they got a good chance, they took revenge.

The last roll came when Caleb and Yémos threw their leader's body at them. It was another Neutral (I think a 10, but I didn't write it down), so I figured they would back off at that point, glad to know their leader still lived.

Sunday, July 19, 2015

Game log for 19 July 2015

This log is going to be short, in part because we did a whole lot of the same thing most of the game: fight skeletons. For anyone with the original Caverns of Thracia, it's room 27B. The one chance we had to liven up the fight, I blew. I held off the carrion crawler too long. Alright, it's a carrion crawler, so it's supposed to be stupid. That's my story and I'm sticking to it.

With a bit more verbosity for purposes of tracking this later:

The gang went down the hall behind the secret door, then opened the door at the end. The door opened into a big room with a rift splitting it in two and pillars going down the middle. First, they checked out and alcove near where they went into the room, and found a circular spot in the floor, about 10 feet wide, that looks like it has edges like a trap door. Near it and the wall were many small holes. Caleb thought they smelled like some kind of gas or oil.

Kim led the group along the right side of the room, and almost fell when she stepped on the edge of the rift, which gave way. After some chatter, Kim climbed along the wall to get over the rift, which was about 8 feet wide. After getting over Anêr and their gear, they had Caleb jump over, with rope tied to him. He needed it, too.

(At this point, Chris, who plays Caleb, started talking about how it would be neat if he had a spell on his sheet that he'd overlooked which would help. I felt kind and grabbed his sheet, looked, and pointed at a spell. I really shouldn't have.)

Caleb was struck smart, all of the sudden, and cast Levitate on himself, then went back over and Levitated Yémos, Kúflaug, and Mayhem.

(Truth be told, not casting Levitate on everyone was an FP saver. Caleb was about to need the FP.)

The gang walked along the wall, passing by rows of skeletons on the floor. They were lying nice and tidy, not sprawled out. They were hoping to get to the way out, which they could dimly see, without bothering anything, but had no such luck. As soon as the heroes passed the one pillar near the right side of the room on the far side of the rift, two skeletons stood up and struck at the gang. While they took out the skeletons, a carrion crawler came up behind them. However, it wasn't much of a match, as everyone took a smack before it could get its nasty tentacles on anyone.

Then came scads of skeletons, a few more coming every few seconds. They kept fighting them, with Yémos's staff being deadlier than wont.

(After awhile, John, who plays Kim, started to lament all the skeletons. Luckily, that was near the end of the time we had, so I told them just to go to the way out, with an opposed DX roll to see if the skeletons got any last strikes. They lost the roll, but none of the skeleton's blows did anything.)

World data? Heck, it's the same day.

Sunday, April 13, 2014

Game log for 13 April 2014

Present:

Yémos, human male cleric of Dōsaútōr, goddess of magic (Eric)
Mayhem, human male midget barbarian (Chris)

As NPCs:

Anêr, human male swashbuckler (Rett, Eric handled him)
Caleb, human male wizard (mostly held up a torch of Continual Light)

Log:

They started in the room with the shackles and found out that none of the shackles were worth keeping. Yémos tried looking for a tunnel that a man in bonds would have dug, but they found none.

They walked back to the small room with the five hallways out, and saw that the black pudding was slowly slinking down the hallway that led to the great hall. The pudding felt their air and started to turn towards them, and they chose to walk down the hallway to the right of the one that led to the chief's bedrooms whence they came.

strix
Louis Farrakhan's favorite
D&D monster.
The door lacked a lock, so they pushed it open and walked down the hallway to a room which had some old broken chairs around a big dais. Atop the dais was a big nest, and before they could turn to run, five striges came out of the nest to fight. Luckily, the striges could never get through their armor with their stingers, so the fight was short. In the hive were 40 silver pennies and 3 gold pieces. After looking at the pillars along the side of the room, which were mostly carvings of the gods, they went out the other hallway, which was on the other side of the room from the one through which they came into the room.

This room was a court, and there was a spot where a throne had been. In its stead was a stack of books. Yémos took the first book, which bore the name Walk with Me, My Friends by one Feoílklis of Erstókkīs, an island land well to the west that once ruled the mainland. The book was about the worship of a god of whom Yémos had not heard named Glanéťūr, who seemed to like putting men through his tricks. Yémos put the book in his backpack, and they took a look at the torches in sconces on the wall. Someone had hand-lit the torches, and not all were lit.

Pushover.
To the right of the way through which they came into the room was another door, which they pushed open. They walked through the hallway into a crypt, in the middle of which were two skeletons. In the short fight, Mayhem took a hit, which Yémos healed with Major Healing after the battle. Yémos saw what looked like a door with no knob or hinges, and after some prodding, pushed it to yield a glowing dark teal light. They threw a rock through the light and heard nothing, and when trying to touch the stone door again, Yémos found he could not. Mayhem pushed one of the skeletons through the light as well. After some chatting, the gang chose to turn back, though Anêr thought he could handle going through.

Pushes over PCs.
Back in the old court room, they chose to go through the next hallway to the right of the last one. The walls and roof of hallway and the caves to which it led had a sticky amber resin all over them. In the back of one of the caves, they saw four men in shadows, and Yémos called out to them. They shambled towards the gang, moaning the one word all zombies can moan: "Braaaaaiiiin." The fight with the zombies was nasty, and swords were breaking or flying all over the cave. Mayhem fell unconscious at one point, but Yémos healed him back right away with Minor Healing.

For he served the
Dungeon Master.
After the last zombie fell, the gang could hear and see a red demon with horns and a big scythe, and a man in leather armor walking on the roof of the cave. Caleb said the wall behind where the zombies were standing was odd, and Yémos stuck his head through it, and saw a pile of gold coins. Alas, living was worth more than gold at this time, so the gang ran back the way it had come, and the man on the roof jumped to the floor when they went back to the court room. Once there, they outran the man and the demon, and the man yelled back at them, "Go to your goblin friends!"

Once outside, the gang went over the hill and set up camp. From there, they could see a bunch of withered trees, which they guessed to be around Dībités Rock.

Notes:


A lesson one of the players learnt was that your Dodge is almost always your worst active defense. A worthy lesson.

The long and short of this short session (Eric had to go after about two hours) was that the players got their asses handed to them. The zombies were hardly fodder, and Anêr kept fighting, being Overconfident and all.

We gave the chase rules in GURPS Action 2 a workout at the end. I let them get away when they won one of the Quick Contests; we were short on time and they were trying to keep from a total party kill. Besides, the evil cleric didn't care much about them.

I can't remember if I gave them two or three character points. No big deal.