Wednesday, 10 November 2021

The Great Hall

Last weekend the players in my Swords & Wizardry campaign more or less did what I expected so luckily I had everything prepared. The problem with playing online on Roll20 is the need for maps. I can never be sure where the players might want to go and I might not have a map prepared. I do have some generic maps of trails in the forests, roads, and rivers but you cannot really have a generic dungeon map. So before this session, I had maps prepared for four possible directions I thought they might go. I bought a couple of Heroic Maps online and I created the other maps.

Once the session was over I gave some thought to what scene or scenes that occurred that I want to illustrate with a 3D Render. Usually, it is a pivotal combat moment or a dramatic landscape. This time I found that I really wanted to render their dinner in the Great Hall of a Lords' Keep. Something I always wanted to create.

Session 72: Stormcrow Manor

Lakima (human magic-user), Eathwund (human fighter), Alonso (human fighter), Aashdoshan (human necromancer), Lantosh (human fighter NPC), Fenris the Filch (human thief NPC).

The next day, with the gold they got from the Witch's lair, the Company of the Black Dragon make a large donation to the Church of St. Cuthbert. In return, healing prayers are chanted until every member of the group is feeling in top shape. They also visit Domago and Vervork who have recovered enough to be brought back to the Manor. Alonso takes the demon horns he procured over to Cromly and asks for them to be made into daggers. He also picks up his demon wing cape from Red Leatherworks.

That night, Lakima, Eathwund, Alonso, Aashdoshan, Lantosh, and Fenris head over to the Manor owned by Loris Raknian. Once the foot traffic has vanished, they advance stealthily on the Manor. Fenris checks the front door in the courtyard and tells everyone that it is locked. While Fenris works on the lock, the other party members take positions facing the door in the courtyard. Fenris holds up his hands to tell them he cannot get the door unlocked and at that moment the door opens. A guard standing in the doorway angrily tells Fenris to, “Take off, or I’ll have the watch on you!”

Aashdoshan casts Hold Person on the guard and then cobweb on his mouth to prevent him from yelling. As they step into the entry hall a magical suit of armor greets them, "Welcome to Stormcrow Manor". The challenge is loud enough to bring a second guard to investigate. Lakima casts Charm Person on him. This second guard tells them he is Tagil and that he is just a hired guard. He tells them he figures Master Loris is a smuggler since he hired guards. Tagil takes them to meet Loris Raknian in the downstairs bedroom. However, when they enter the room, they find the window is open and Loris has escaped into the courtyard. He is quickly captured by Lantosh and Alonso.

Loris tries to bargain for his release but refuses to tell them who he works for. Lakima accuses him of being just a middleman. Finally, Loris agrees to show them some documents and reaches into his desk. He pulls out a pair of vials, one he smashes on the floor, and the second he drinks. Loris gasps, apparently poisoned and he collapses to the floor. The second vial releases a black cloud that forms into a creature. The creature claws Alonso on the arm and he is frozen in place. Eathwund slashes at the creature several times and manages to avoid its claws. Eventually, he manages to kill it. It dissipates as black smoke. Once the creature is gone, Alonso is able to move again. Lantosh checks Loris and tells everyone that the merchant is dead. Aashdoshan decides to use necromancy to raise Loris as a zombie but the ritual fails. This puzzles Aashdoshan. Eventually, the adventurers conclude that Loris is only feigning death. Lantosh ties him up.

Tagil tells them he thinks the gold is kept in the cellar. Lantosh carries Loris along as they all head over to the cellar doors in the courtyard. Fenris checks the cellar doors and finds that the key to the doors is in the lock.  The two guards and the cook are allowed to leave.

Entering the Cellar, they find the type of goods they would expect of a merchant. They also see two doors. Behind one door is a storage room for ale. The other door is locked but they use a key found on Loris to open it. Fenris opens the door, then yells in alarm, and rushes from the door. Alonso and Eathwund, who were behind Fenris, see three horrific ghouls in the chamber. The creatures advance and attack. The three ghouls prove to be no match for the fighters and are quickly dealt with.

In the guarded chamber they find a pine coffin and an altar with a human skull on top of it. Fenris suggests that Alonso and Eathwund open the coffin. They do and inside they find bags of gold and silver and four journals. They also find a strange vial full of black liquid. The journals are written in common and detail the defenses of Edgerton, Caster’s Ford, and Ethelstan Keep. The last journal contains detailed notes on the personages of the Company of the Black Dragon. Known associates, family, habits, and the like. They learn that Aashdoshan has the Eye and the Leg bone of the Ghoul King in his staff. The likely target of Loris. It is clear from the notes that Loris is a spy for the Ghoul King.

During the commotion, Lantosh left Loris to his own devices and the merchant managed to wiggle up the stair to the courtyard. He is grabbed again now and taken inside. Now that it is clear he is not dead Loris drops the act. He again tries to bargain for his freedom without success. He confirms most of what they have learned but refuses to name the Ghoul King out loud. He confirms that Aashdoshan was the target of the attacks because the Ghoul King needs his body parts returned to be able to attain his full power. Loris genuinely seems to not be aware that he was dealing with a Mind Flayer. He only worked with the Mind Flayer’s Drow thralls. Loris also admits to arranging the theft of the Cudgel of St Cuthbert and sending it north with other agents. He mentions that two of his handlers or spies for the Ghoul King are upstairs on the second floor.

A search of the second floor reveals that the men left in a hurry. They also find a chamber with four paintings on artists’ easels. One painting is covered in a black cloth. Lakima goes behind the painting and removes the cloth. Aashdoshan is the only one brave (or foolish) enough to look at the painting. He sees the painting depicts two men in rags lying in a dungeon. He feels drawn into the painting but manages to pull himself away. Aashdoshan covers the painting and takes it with him.

Once they have learned all they can from Loris they take him to the Night watch along with the three journals showing the defenses of the settlements of the north. Then the heroes return to their manor.

The next day Aashdoshan uses Identify on the painting and learns it is a Painting of Confinement. He decides to hang it, covered, in his cellar laboratory. The rest of the group takes several days to rest. Domago and Vervork tell everyone that they should be ready to adventure again in a few days.

A few days after Vervork and Domago have recovered a message is delivered from Abbot Marta at the Church of St. Cuthbert. Three men and one woman have arrived from the south looking for Vervork. From their names and descriptions, Vervork reveals that they are retainers of his brother Roland Hauger, Lord of Hookhollow. Probably, they want to take him back to Hookhollow to work for his older brother, which is not something he is interested in doing. Lakima suggests they invite them to dinner at the Manor to see what they want.

That night, Jakub, the seneschal of Lord Roland arrives with some retainers. At first, he is reluctant to speak in front of strangers but Vervork assures him that anything can be said in front of his friends. Jakub tells Vervork that an illness befalls Roland’s son. He fell into a deep sleep and has not awakened. A message was found in his room demanding the return of the Journal of Valdemar. Vervork tells them some of his family’s background and the legends around the local barrows. Jakub tells them that his other brother Yandel set out with the Journal despite Roland’s objections. He was found dead, lying in the grass near the barrows. The journal was gone. He had been shot in the back with three arrows.

Jakub asks Vervork to return to Hookhollow. With Roland’s son Vilhelm dying, Vervork is now heir to the family seat. Vervork tells Jakub that he will return. But it will be to enter the Barrow and put an end to the family curse. Lakima tells Vervork that as a member of the Company of the Black Dragon, they will join him. Vervork tells them that he cannot ask them, but that he would welcome their company. He will need their swords and spells.

The next day the entire company takes passage on a boat to Hookhollow. They travel south and spend the night on the boat near the Cursed Marsh. Eathwund spots will-o-whisps in the dark but they do not come close to the boat. The next day the captain of the boat puts them ashore in Taryn (the Hillside villages). From here they will need to walk all day to reach Hookhollow before dark. The company manages to reach Hookhollow as the sun is low in the sky. Vervork is greeted in the village by a childhood friend, the owner of the local Inn. The man offers them rooms for the night. But Vervork is anxious to speak with his brother and see his nephew. He invites everyone to the Keep.

The Company of the Black Dragon arrives at Hauger Keep. Jakub introduces them to Roland. Roland asks to speak to Vervork alone and arranges rooms for everyone on the second floor. Later, that night everyone is invited to the Great Hall for a meal. The atmosphere is subdued. Vervork argues with his brother Roland. Roland tries to change the subject and their mother Liena dozes at the table. But a fine meal was had by all.

The next morning they will make plans to enter the Barrow of the Forgotten King.


Hauger Hall




Wednesday, 3 November 2021

Halloween Special

 I had a break from the game for a few weeks. The latest session just happened to fall on Halloween Night. I was busy during the downtime so I did not get a lot done but the day before the Halloween Session I wrote a one-session Halloween-themed adventurer. I borrowed the outline of the plot from The Horror of Ochre Grove written by Justin Andrew Mason (AAW Games). At least the motivation of the villain. Then I tailored it for my Campaign.

Session 71: The Witch of Ochre Groove

Lakima (human magic-user), Eathwund (human fighter), Alonso (human fighter), Lantosh (human fighter NPC), Fenris the Filch (human thief NPC).

The party gets a good night's rest and then the magic-user Lakima tells Alonso he wants to take a few of the strange items they found in the Mind Flayer Lair over to the Apothecary so he can show them to the Wizard-sage Malyn. Alonso tells Lakima that he should accompany him. They both agree as they are not certain if all of the doppelgangers or thralls of the Mind Flayer are dead.

At the apothecary, Lakima shows Malyn the strange doll that is dressed like him. Malyn comments that it could be sympathetic magic or necromancy. He advises Lakima to cast Dispel Magic on the doll and then destroy it. The preserved head of a juvenile gold dragon is shown to Malyn and he asks to purchase it. He claims that it appears to have no purpose. He also examines the Soul Cage. He explains what it is and how dangerous it is. Malyn asks about the fate of the Mind Flayer and learns that it is dead. They ask Malyn about Loris Raknian but he has not heard the name.

After leaving the Apothecary the pair head over to the nearby Church of St. Cuthbert. One of the priests leads them to one of the priest cells where their companions Vervork and Domago are recovering. They also ask to see Abbot Marta. Domago is asleep when they enter but Vervork is awake and eating from a bowl of soup. Vervork tells them about some strange memories he has of his “fall”. He asks Alonso to send a letter for him to his family. He is concerned about the health of his older brother.

Abbot Marta enters and they tell him about the Mind Flayer. Lakima reveals that he knows about the missing Cudgel of St. Cuthbert and tells what he has discovered about Loris Raknian. Marta reveals some of what has happened and suggests they investigate Raknian Manor just outside the Town Walls. Lakima, Alonso, Marta, and Brother Donegal head outside of town and look over the Manor from outside. Marta tells them that as far as he knows Raknian is just a dealer in furs, carpets, and fabric. Lakima uses the Arrow of Direction and asks for the location of the Cudgel of St. Cuthbert and then the Mace of St. Aleena. Both times the arrow points north. Marta also uses Locate Object and states that the Mace is not here.

Marta suggests that they go to the Church of St. Aleena and talk to the abbess. They return to the town and enter the Church of St. Aleena and are quickly brought to the elderly abbess of St. Aleena. Abbess Edwina reveals that she knows about the missing Cudgel of St. Cuthbert but also that the Shield of the legendary St. Poul was also taken from its resting place. The High priest of St. Poul in Dolmvay had used Commune to learn more about the missing items. Working with the priests of St. Aleena they had learned that the three Holy artifacts were taken by followers of the Ghoul King. They were brought to the “feathered mound” to the north. The reason for stealing them has been conjectured to be to break the Ward of Valen. The Ward protects the Duchy from the undead of the Ghoul Lands. The church scholars realized that the feathered mound was likely White Plume Mountain near Ethelstan Keep to the north. A troop of warrior priests was sent to investigate but did not return. The Abbess of St Aleena realized that professional adventurers were needed. Domago was told to look for suitable heroes. He suggested the Company of the Black Dragon. The Abbess had some misgivings because of their reputation. But with Abbot Marta vouching for them she agrees. Their commune prayers suggest that whatever is going to happen will occur on the Night of the Blood moon (Novem 1) in about five months.

The Abbess examines the Ledger taken from the Mind Flayer lair and agrees it would be enough evidence to get the Castellan to arrest and question Loris Raknian. But she is concerned about Castellan’s ability to keep what he learns secret. Lakima agrees to have the Company investigate Raknian themselves. Alonso and Lakima return to the Manor and tell Eathwund, Lantosh, Fenris, and Rune Frost what they have learned. Fenris suggests they investigate Raknian manor at night. Lakima suggests midnight.

The group prepares, Alonso, Lantosh, and Fenris drink some healing potions. A few hours before they are prepared to leave, they hear the sound of a fireball exploding from the direction of the kitchen. They race to the kitchen and the cook tells them the sound came from the courtyard behind the manor. They all head outside. As they head down the alley, they see the flickering light of a fire in the sky. Neighbors shout questions from their windows. Someone starts yelling, “Alarm! Fire!” As they enter the courtyard, they see a Manor house is on fire. Fire is shooting out of windows. In the courtyard, a family of five has escaped the fire. But they are being menaced by three strange creatures which look like Scarecrows. The scarecrows are trying to pull two screaming children out of the arms of the mother. A teenage boy can be seen trying to fend them off with a short sword while his nearby father struggles with one of the creatures.

Alonso and Eathwund leap immediately into action and draw weapons and rush the scarecrows. Luckily, they are fully armed as they were preparing for a raid. Two of the scarecrows turn to fight them off. One scarecrow yanks the children out of the mothers’ arms. She begins screaming for help. Alonso slashes at a Scarecrow with his sword and manages to smash it down. It collapses into a pile of debris. Eathwund is then able to destroy another one. Lakima summons a kobold to fight the third scarecrow but the diminutive kobold has trouble hitting it. Just as things are going well, a skeletal horse flies down out of the sky with a creature on its back that looks like a scarecrow with a Jack-O-Lantern in place of its head. The creature grabs up the two children, cackling loudly in delight, and flies off in the direction of the river. The remaining scarecrow strikes the man dead and the woman collapses in a heap. The teenage boy screams, “mother!” and runs to her side. Eathwund and Alonso manage to destroy the last scarecrow. Lantosh runs up to the burning building and pulls the man’s body from the flames. Then Eathwund picks up the woman and carries her to safety.



Town guards begin to arrive and soon a fire brigade is formed and they start throwing buckets of water from the river on the fire. Now that the Jack-O-Lantern is gone the fire seems to lose some of its energy and starts to die down. Lakima questions the boy who he learns is called Samuel. However, the boy does not seem to know anything. Lantosh wakes the woman who tells them she is Amelia Cornelius. She tells them what she saw. They heard the explosion and then the manor caught fire. They ran outside with the kids and the scarecrows attacked. She cries for her husband Victor and her abducted children. She does not know of any enemies her family might have. She does tell them that her husband owned the Ochre Grove Winery.

Lakima tells the town watch which direction the Jack-O-Lantern went but he does not offer to chase after it. The guards tell them they will take Samuel and Amelia to Amelia’s Aunt's manor elsewhere in the town. Lantosh suggests they should help but Lakima tells him, “Who is paying us? It was not an attack on us, why get involved?”

Lantosh stubbornly says he is going to get a horse and head after the children, he looks to Eathwund. Eathwund nods and says he is in. Alonso also says he is ready to go. Lakima says, “Okay, I will go then.”

The five adventurers gather their horses and head out of town to the north, the last direction they saw the skeletal fury heading. Once they leave town they pick up the trail by questioning the few farmers who were outside when the Jack-O-Lantern flew overhead. The direction points toward the Old Forest. As they near the forest they come to an orchard of grapes. A foreman of the orchard tells them this is Ochre Grove Winery. He tells them he saw the Jack-O-Lantern fly overhead toward Grisham's farm. When they ask why the farm is abandoned he tells them the story of Grisham farm. The owner had a conflict with Victor Cornelius over his land. He disappeared one day and the farm fell into debt. Victor purchased it and drove his woman Margaret off the land. The farmhouse has been abandoned for two years.

Lakima leaves convinced that the children are at the farmhouse and surmises that Margaret is a witch who raised the scarecrows and Jack-O-Lantern. As they near the farmhouse they see a tattered scarecrow in the yard. The scarecrow has a rotting pumpkin on its shoulders. Alonso and Lantosh both strike the scarecrow and it falls apart into a pile of sticks and a rotten pumpkin. Fenris yells that there is a skeleton in the barn. The heroes enter the barn and find the bare skeleton of a man arranged on the floor. They also find the rotten corpse of a horse.

Alonso suggests that they check the farmhouse. As they leave the barn, they hear a familiar chilling laugh and look up to see the Jack-O-Lantern astride his skeletal horse flying overhead. The Jack-O-Lantern breathes out a ball of green flame which hits the ground amongst the heroes and bursts into a fireball. Everyone is scorched with flames. Lakima casts Lightning bolt and hits the Jack-O-Lantern knocking it off of its mount. It falls to the ground. As it stands up, Eathwund and Alonso attack it with their swords. Lakima casts Mirror image and creates four duplicates of himself. The Jack-O-Lantern swings a large, wooden arm at Eathwund striking him twice. The skeletal horse lands near Lakima and attacks him but manages only to dispel the Mirror images. Lantosh rushes over to help Lakima. Alonso and Eathwund manage to defeat the Jack-O-Lantern and it collapses to the ground. The pumpkin rolls away. They briefly see the spirit of a man who mutters, “My murderer must pay for what he did to me!”

Lantosh manages to keep the Skeletal horse at bay long enough for Eathwund to arrive and destroy it. The bones collapse in a heap on the ground. Lakima points at the door to the farmhouse and tells Fenris to check it. He also casts Detect Magic on the door but finds nothing. Alonso checks amongst the remains of the Jack-O-Lantern but finds nothing of value. Fenris tells them that he can hear a woman chanting through the door. Alonso says, “We should rush in and stop her!” Lakima nods and Fenris swings open the door. Eathwund and Alonso rush into the main room of the farmhouse. They see a witch standing at the end of a large table. Her eyes are rolled back revealing only the whites of her eyes. Before her is an open book and she is chanting in an infernal language. Nearby her stands a demon who appears to be a burly naked human with curving horns jutting from his head. The creature grins at Alonso and laughs.

Alonso looks from the demon to the witch. He also sees two children are tied to chairs at the table. A cauldron rests on the fire behind the witch. He hurls his magical spear at the witch but it bounces off of an unseen barrier and falls to the table. Eathwund and Alonso then move to attack the demon. Lantosh rushes into the room and tries to pick up the children but they are tied to the chairs. Lakima tries to cast Confusion at the witch but it has no effect. Alonso is clawed three times by the demon as he fights it but he and Eathwund both strike blows that penetrate the demon. Fenris enters the farmhouse and uses a dagger to cut the children free. Lantosh picks them up and hands them to Fenris telling him to take them to safety. Fenris picks the two children up and runs outside. Just as the children escape the witch's voice begins to reach a crescendo but Alonso stabs the demon in the chest banishing it from the material plane. The connection from the demon to the witch breaks and she opens her eyes and screams and then is engulfed in infernal flames.

Once the witch is gone, quiet returns to the farmhouse. Lantosh heads outside to look after the children and Fenris enters again. He closes the book lying on the table. Lakima asks him to open a large trunk in an adjoining room. Fenris looks at the trunk but shakes his head, “there is no way to open this thing?”

Lakima casts Detect Magic and sees that the trunk is held shut by a Wizard Lock spell. He asks Alonso to search the witch’s corpse. There is not much left of her. All of her belongings have been turned to ash. Even her bones are bent and blackened. But Alonso does find the shaft of a dagger. Lakima asks for the dagger and then taps it on the trunk but nothing happens. He casts dispel magic and the trunk springs open. Inside, Fenris finds a longsword and several bags of gold. In a nearby bedroom, Fenris finds a pile of fourteen books, all lying on the floor. Some are quite damaged. He calls for Lakima. Lakima casts read magic and realizes these are all spell books from different magic-users. “How many wizards did this witch kill?” he muses out loud. The rest of the adventurers search the farmhouse but do not find anything else. Lakima puts the blackened dagger and the spell books into the bag of holding.

The five heroes remount their horses and return to Edgerton. One of the children rides in front of Lantosh and the other in front of Fenris. They return the children to the Town watch who assure them that they will be certain to get them to their mother safely. The heroes return to the Manor. The raid on Raknian Manor will have to wait.

Thursday, 28 October 2021

Battle with the Mind Flayer

After months of play, the players finally had the epic final battle with the Mind Flayer who had been engineering attacks upon them. But the Mind Flayer is just the tip of the iceberg so to speak. Maybe I can finally introduce the campaign plot.

Session 70: Confronting the Mind Flayer

Lakima (human magic-user), Eathwund (human fighter), Alonso (human fighter), Aashdoshan (human necromancer), Domago (human cleric NPC), Lantosh (human fighter NPC), Fenris the Filch (human thief NPC).

The Company of the Black Dragon has brought their fallen comrades, Domago (priest of St. Aleena), and Vervork to the Church of St. Cuthbert. Their friend Abbot Marta has agreed to Raise both of their dead comrades.

“There is more work on this earth for Brother Domago and for your friend Lord Vervork, but there will be a price put forth by the God of Law!”

After a few of the adventurers pay for healing prayers they all leave the church and head back to their Manor House. Lakima asks Aashdoshan to spy on the Laboratory of the Mind Flayer using his Crystal Ball. Aashdoshan does this for a while and observes the Mind Flayer enter the area and place the dead octopin abomination in the tank. While most of the adventurers decide to rest, Lakima, Alonso, and Aashdoshan walk across town and visit Malyn at the apothecary. Malyn tells them that they are being scryed upon and takes them back into the Temple of the Dark Lady where they are protected from scrutiny. Lakima tells Malyn of their encounter with the Mind Flayer and asks for help. Malyn tells them he is not interested in challenging a Mind Flayer. He does examine a tentacle Aashdoshan had removed from the Octopin creature they killed. He is unable to tell them very much.

Aashdoshan, Lakima, and Rune Frost take turns watching the Mind Flayer with the Crystal ball. They see it pour green slime into a pool before the main doors to its lair. It also replaces the wooden bar on the doors with an iron one. There is some indication that the Mind Flayer may be abandoning the lair, they see humans and zombies packing books in crates in the laboratory.

The next day Brother Corwin of the Church of St. Cuthbert arrives to tell them that Domago is awake and asking for them. Lakima, Eathwund, Lantosh, and Alonso go to the Church to visit Domago. Their comrade is alive but weak from the ordeal. He also appears a little delirious. He asks Lakima to promise to find and return the Mace of St. Aleena. Brother Corwin listens intently. Lakima advises Brother Corwin that documents the Black Dragons found suggest the Mind Flayer may know that St. Cuthbert’s cudgel is here in this church. Corwin tells them that this is a secret they must not tell anyone. He also slips up and implies that the cudgel is missing.

On the return to the Manor Lakima and Aashdoshan drop in to meet Malyn again. Lakima asks Malyn to search for records of a Manual of Learning. A rare magical tome sought by many magic-users.

They continue to spy on the Mind Flayers lair for the next few days. The Mind Flayer rarely appears in the view of the Crystal Ball. During this downtime, Aashdoshan purchases a cow in the market and has it lowered down into the cellars for some unspeakable purpose.

Alayna collects her entire stock of Healing potions and Neutralize poison potions to prepare the group. Lakima argues that they should wait for Domago and Vervork to recover before going up against the Mind Flayer again. But others are concerned that the Mind Flayer will get away. They decide to question their doppelganger prisoner.

The doppelganger maintains the guise of Nevain, Alayna’s father during much of the interrogation. Lakima places a Circle of Protection around the doppelganger in hopes to remove it from the domination of the Mind Flayer. But the creature still seems beholden to the Mind Flayer. The creature does tell them that the Mind Flayer instructed them to capture Aashdoshan by infiltrating the Company of the Black Dragon. It does not seem to know much else. It changes its appearance to that of Aashdoshan and taunts the necromancer. Aashdoshan responds by stabbing it in the heart with his dagger. The creature dies. Aashdoshan then uses Speak with Dead to determine if it was lying but it seems to know little. Aashdoshan raises the corpse as a zombie minion.

The adventurers have one more visit with Domago who seems better now. He worriedly asks if the Mind Flayer is still alive. With some convincing from Domago, they decide that now is the time to confront the Mind Flayer in its lair. They prepare spells and potions for the expedition. The smaller group consists of Lakima, Eathwund, Alonso, Aashdoshan, Lantosh, and Fenris. Rune Frost and Glason decline to join the group. They enter the abandoned Cold Forge Smithy at noon and descend into the sewers. They are forced to wade through some stagnant water to get to the entrance to the caverns. Inside they pass over the burned-out areas that provide evidence of their last foray. In the cavern of the naga they find the naga’s skeleton picked clean of flesh with the bones polished clean. Lakima uses Animate Dead to raise the skeleton as a minion. As they watch, a horrible black ooze slowly advances on them out of the darkness. The black pudding ignores the raised naga skeleton and slowly moves toward the living prey. The adventurers are able to kill it with lantern oil set on fire from a distance, magic missiles, and well-placed arrows fired by Eathwund.



In the next cavern, they find the cleaned bones of the Drow they had killed a few days earlier. They see that the portcullis to the south is now open. They pause while Aashdoshan raises four of the skeletons as minions under his control. As they cautiously advance into the cavern, three of the octopin abominations slide down the walls from the ceiling and move to attack them. Aashdoshan and Lakima both cast Fireball and immolate the area in flames. Two of the Octopins are killed but the third moves forward and destroys all of Aashdoshan’s minions and the Naga skeleton. Lantosh attacks the remaining Octopin but it strikes him with both pincers crushing in his chest. His lifeless body falls to the chamber floor. Alonso and Eathwund manage to kill it before it can do much more damage to the group. Alonso gives Lantosh a healing potion and revives him. Lantosh drinks three more of his own healing potions before declaring himself ready to continue.

Finally, they arrive before the stone doors to the Mind Flayer’s lair. A large pool of Green Slime lies before the doors filling the cavern. Lakima casts the spell Luminous Bridge and funnels light from his staff into a bridge of light. The adventurers quickly walk across the bridge and stand before the stone doors. Aashdoshan casts Knock and they hear a clang as the door bar falls to the stone floor and the doors swing open.



The adventurers pass through the chamber of the stone brain and enter the laboratory – the scene of their battle with the Large Octopin days earlier. The corpse of the abomination rests in the iron tank. The chamber shows signs of being cleared of useful items.

Fenris checks the door from the chamber and tells everyone it is unlocked. But they decide to head up the ramp leading from the chamber which they saw the Mind Flayer using when they spied on it. At the top of the ramp is another unlocked stone door. Fenris pushes it open but an obstruction blocks it. The door opens only about 2 feet. In the chamber beyond, they can see a display case and a zombie standing near it. The zombie stares vacantly into nowhere and does not react to the door opening. Aashdoshan moves up and uses his necromancy to take control of the zombie. Fenris and Lantosh slip into the chamber and yell out in surprise. The rest of the adventurers join them. They find three humans and three more zombies emptying display cases and placing items into wooden crates. Aashdoshan takes control of all of the zombies and uses them to grapple with and hold the humans. The humans behave as if they are under the control of the Mind Flayer – shouting that they are under attack by intruders.

Looking about the chamber the adventurers realize that they have entered a museum. There are three display cases some partially emptied. Several wood crates, a large glass tank with an iron lid, and in the center of the chamber on a marble pedestal is an onyx statue of a winged demon.

Feeling the Mind Flayer is nearby, the adventurers leave the zombies and captives behind and leave the chamber down a spiral ramp. The wall of the ramp is carved with an elaborate frieze depicting Mind Flayers ruling over all other creatures of the surface world. As they reach the bottom of the ramp they see their adversary, the Mind Flayer.

They reach a large round chamber with a high ceiling. The Mind Flayer floats 15 feet up in the air over a stone pool of green liquid. Behind the Mind Flayer is a black stone obelisk with glowing green sigils on its surface. The adventurers feel a sense of disquiet looking upon the obelisk.

Lakima shouts for his comrades to spread out just as the Mind Flayer hurls a small flaming bead at the floor. The bead strikes the floor and a fireball explodes amongst the heroes. Several of the heroes are badly burned or injured. Aashdoshan’s Ring of Fire resistance protects him from the worst of the flames. Aashdoshan casts dispel magic at the Mind Flayer and it falls with a splash into the pool of liquid. The Mind Flayer pulls itself unceremoniously from the pool while Lakima tries casting Confusion upon it without success. Eathwund hurls his Javelin of Lightning at the Mind Flayer and the Lightning bolt that is generated strikes it in the chest knocking it prone again. The Mind Flayer struggles to its feet and levitates up in the air again. Alonso hurls a spear at it but misses. Eathwund fires arrows at it and hits once. The Mind Flayer hurls another Fireball at the party and it explodes hurting everyone but Aashdoshan. Now Lakima casts Dispel Magic and the Mind Flayer falls ten feet and strikes the hard stone floor beside Lantosh. Getting to its feet the Mind Flayer’s tentacles wrap around Lantosh’s head and drag the struggling fighter to the Mind Flayers' mouth. Lantosh begins screaming as the creature bites into his skull. Before the Mind Flayer can remove Lantosh’s brains and consume them, Alonso, Eathwund, and Fenris all join the melee and the horrid creature is finally struck down. Lantosh is released from the tentacles with only a bloody and scarred head.



With the battle over, Lakima yells for the group to quickly search the body and the area. The Luminous bridge will only last for a short period of time. They spot small tadpole-like creatures in the pool of green liquid. When no one is watching Aashdoshan scoops a sample of the liquid and a creature into a jar. Eathwund searches the corpse and finds a magical rod, a magical necklace, and a simple, iron key. He tosses the key to Fenris. Fenris opens a wooden door into a small chamber. Inside they find a Ledger in an unknown language and an iron chest. The key fits the chest and inside Fenris finds bags of coins and gems. Lakima places the ledger into the Bag of Holding. Back in the main chamber, Lantosh dumps his last flask of oil in the pool. He sets the oil on fire and the entire pool is set alight with flames.

The heroes return to the museum and discover that the humans are now free from the domination of the Mind Flayer. They plead to be released from the grip of the zombies. Aashdoshan drops his control of the zombies and they collapse to the floor. The rescued humans plead to leave immediately but Lakima stops and begins looking into the chests. One of the humans warns that they were told by the Mind Flayer not to touch anything or they would die. The zombies moved all of the items that were being packed up. Lakima then promptly picks up a large book to examine it. As he does this Alonso’s sword, Nuldrang immediately shouts a warning in his mind, “Demon!”

The onyx stone statue of a demon animates into a demon that roars in anger and fixes its glare on Alonso. Lakima tries threatening it but it ignores him and moves to attack Alonso. The human prisoners flee from the chamber screaming. Alonso attacks the demon and it manages to bite him on the shoulder. Eathwund strikes the demon twice knocking it off of Alonso. Lakima and Aashdoshan both try casting controlling spells on the demon but they do not take effect. Luckily, Alonso and Eathwund are able to kill the fiend on their own.

Lakima begins picking up everything small in the room and dumping them into the Bag of Holding. While he empties the crates and display cases, Eathwund runs off to find the humans who fled, and Alonso removes the demon’s wings and stuffs them into the Bag of Holding. By the time Eathwund returns with two of the humans they are ready to leave the museum. As they pass out of the Mind Flayer lair, they find a third captive, and this one they realize is actually an elven woman. They all reach the luminous bridge over the green slime pit before the bridge enchantment ends. They then travel out of the caves without further problems. The two humans, who introduce themselves as local merchants, and the elf are sent on their way to friends or family in the town. The adventurers return to the Manor House.

In the next few days, Lakima and Aashdoshan examine the artifacts taken from the museum. Lakima casts Comprehend Languages and reads through the Ledger they found. It details the transactions in magical devices that the Mind Flayer has been conducting. They note that someone named Loris Raknian had made some recent purchases. Loris Raknian also requested the Cudgel of St. Cuthbert should be “procured” six months ago. He also finds a letter from Loris requesting the capture alive of the necromancer known as Aashdoshan.


Monday, 25 October 2021

Retreat

I never really had a group of players who were willing to retreat or regroup from a Dungeon. When they do this it requires some work for the DM. On the one hand, the dungeon maps and notes are already prepared but now you need to think about how the inhabitants of the dungeon will react with time to recover from the hero's first foray.

Session 69: Chambers of the Mind Flayer

Lakima (human magic-user), Eathwund (human fighter), Alonso (human fighter), Aashdoshan (human necromancer), Domago (human cleric NPC), Lantosh (human fighter NPC), Fenris the Filch (human thief NPC), Vervork (human fighter NPC).

In the previous session, the players had finally located the Lair of the Mind Flayer who has been pulling the strings behind a number of attacks on their characters.

Fenris continues to lead the adventurers through the unused sewer tunnel until they come to a point where there is an intersection. Lakima tells his mimic to form a bridge across the open water. They cross over using the mimic as a bridge. Soon after they come to what looks like a natural cave opening in the side of the brick wall of the sewer. Fenris peaks into the cave but it is dark. Lakima lights the entrance with his staff and they see a patch of giant mushrooms and yellow fungus and mold. The light triggers several shriekers to let out painful, piercing wails. Lakima decides to fireball the cave destroying all of the fungal life. Once the fires have burnt down, the adventurers proceed into the cave and find a natural tunnel.

While moving carefully along the tunnel, a glass bottle drops from above shattering at Lakima’s feet. Oil that they now see on the floor of the tunnel explodes into flames. Lakima drinks a potion of Fire Resistance, while Aashdoshan’s Ring of Fire resistance prevents him from harm, but Fenris and Eathwund are burned. A wall of flames rises in the tunnel cutting off Fenris, Lakima, Aashdoshan (and his skeleton minion), Eathwund, and Domago from the rest of the party. Fenris points up at a ledge where they spot three drow warriors. The drow fire crossbow bolts at the adventurers from above. Eathwund uses his Magical armor to step into the ethereal plane and drift up behind the drow. He manifests and attacks them with surprise on his side from behind. Fenris climbs up the tunnel wall and joins the fight.

One of the drow is killed by Eathwund. One drow casts faerie fire on Eathwund and the other drow casts a globe of darkness over the area. However, Lakima summons a Glow Minion and it dispels the darkness. They catch the remaining pair of drow as they are trying to run for it. Eathwund kills one and pushes it off the ledge. It lands with a thump at Aashdoshan’s feet. The necromancer immediately raises it as a zombie. The last Drow is killed before it can get away. Lantosh uses water from his waterskin to put out the worst of the fires. The party is able to regroup together.

Fenris leads the heroes deeper into the caves. Aashdoshan raises another drow as a zombie. As they enter a large cavern with a stream and pool of water crossing it, they see an enormous snake uncoil from around a stone pillar. As the snake rears up they see that it has the head of a human female. Aashdoshan yells, “a naga!”

The Naga demands to know who has disturbed it, and Lakima proudly answers. The naga asks for proper deference and tribute or it will kill the adventurers. Lakima suggests the same if the naga does not want to die. The naga begins to cast a spell while at the same time but a little quicker Lakima casts Charm Monster but it fails. The naga finishes her spell and an area of silence settles over Lakima and Aashdoshan.

Spurred into action, Alonso and Eathwund attack the Naga with their swords and are joined by Lantosh and Vervork. The 30-foot long naga is stabbed and slashed repeatedly until a dagger thrown by Aashdoshan catches it in the head and it collapses in a heap. Aashdoshan busies himself inspecting the corpse. Lakima uses his Wand of Metal Detection and discovers there are several metal objects at the bottom of the large pool. Aashdoshan sends his skeleton minion into the pool to retrieve whatever it can find. While Lakima sends the glow minion. The skeleton returns with a femur bone while the glow minion returns with a few gold coins, a stoppered crystal jug, and a large emerald.

Waiting for the party at the tunnel exit from the cavern are a number of Drow warriors and several giant poisonous snakes. Lakima yells for the fighters in the party to move to the front. Eathwund, Alonso, Vervork, and Lantosh push to the front and into the tunnel. The tunnel widens into another cavern. A confused melee results with the Drow and the snakes, and more Drow including a priestess attack from a ledge overlooking the melee. At the height of the battle, the Drow priestess leaps down from the ledge to attack Aashdoshan. But Domago is nearby and intercedes. Domago is badly injured in the fight. The Drow manage to kill all of Aashdoshan’s undead minions but first, their snakes are killed and then the warriors fall. The Drow fight silently with single-minded attacks but soon only the priestess remains. She refuses to surrender and dies fighting.

The adventurers take stock after the tense battle. Domago casts healing on Lantosh. They find an iron gate leaving the cavern into a dark cave. Aashdoshan senses undead on the other side so they decide not to open it. On a nearby ledge, Fenris finds a shrine to a spider god. He pockets the crystal idol of a spider. At the back of the cave, they find another tunnel. Fenris takes the lead again.

Fenris comes back to report a trap ahead. Lakima tells him to disarm it but Fenris tells him that it is a magical trap. Aashdoshan and Lakima follow Fenris until they are within 15 feet of a purple, glowing glyph set into the floor. Aashdoshan casts dispel magic at the glyph and it vanishes. Fenris cautiously leads the way down the tunnel followed by the rest of the party. As Domago passes the spot where the glyph was set into the floor there is an explosion of flame without warning. Only Domago is caught in the fire trap. The fires burn briefly and then dissipate. But when the fire dies away, the party sees their companion Domago lying dead on the floor of the cave. His flesh, blackened and peeling revealing protruding bones. With no healing for this kind of damage, the group decides to stuff Domago’s corpse into the Bag of Holding.

They proceed with more caution and arrive in another cave. On one wall of the cave, they find two large, marble doors. The symbol of the mind flayer inscribed into the doorposts. Fenris checks the doors and reports that it is blocked by a bar on the other side. As they discuss the dilemma, three hideous, eight-tentacled creatures slide down stone pillars from the ceiling and start to move towards them. Lakima instantly casts Wall of Iron. A thick iron wall appears dividing the chamber and blocking the creatures in the other half.

Safe from the creatures, Vervork, Eathwund, and Alonso take turns putting their shoulders against the stone doors. Finally, they hear a crack when Alonso strikes the doors. The doors swing inward revealing a strange circular chamber. In the center of the chamber rests an enormous 15 foot in diameter, a 12-foot-tall stone carving of a human brain. The stone is slick and green with darker green veins shutting through it. The veins pulsate and glow with green light like they are alive filling the chamber with a green glow. Fenris and Alonso cautiously advance toward it – Alonso hears a strange voice in his head and feels intense pain before he fights it off. He warns the others.

“Smash it, Alonso!” Lakima yells.

Alonso strikes the glowing stone brain causing cracks to appear. Eathwund moves up to join him. Alonso again feels the strange presence in his mind, but this time he listens to it. He must protect the brain and kill the intruders! Alonso turns and swings his sword at a surprised Eathwund. Eathwund falls back from the onslaught trying to protect himself. Lakima casts Confusion on Alonso but it fails. Eathwund continues to stay on the defensive as Alonso continues to attack. Lakima now casts Mikda-Err’s Practical Tilt and Alonso stumbles and falls to the floor.



“Quickly, smash it!” Lakima yells.

Eathwund, Lantosh, and Vervork all smash away at the brain opening cracks in the surface. Finally, the brain grows dim. Alonso gets to his feet and shakes his head. Back in control of his actions, Alonso apologizes to Eathwund. Eathwund just pats Alonso on the shoulder.

Fenris continues to lead up a ramp leading from the chamber of the brain. The ramp leads to what is clearly a laboratory. The chamber is dominated by a 10 foot in diameter iron tank filled with bubbling green liquid. Strange metal boxes and pipes are attached to the tank’s sides. Against the wall are a number of enormous glass jugs filled with green liquid.  Against another wall are two large bookshelves filled with books. Before the bookshelves is a small table and chair. The table is covered in books, parchments, and writing implements. A stone door leads from the chamber and a large passageway that heads out and up.

Aashdoshan and Lakima are immediately drawn to the bookshelves and desk. Aashdoshan notes that the book spines that have titles are all written in infernal and all have to do with the subjects of anatomy and magical fusion of species. The desk is covered in notes in an unknown language. Lakima tells Alonso to smash the glass jars. Alonso walks toward them, sword in hand but Lantosh cautions him that they might explode if damaged. Lakima then casts Aztazibar’s Acrid Finger and burns a hole in the side of the iron tank. Green liquid sprays out onto the floor. The rest of the party enter and begin to look around. Then they hear a splash from the tank and an enormous tentacled creature with a single eye rises up out of the bubbling liquid. The creature drags itself out of the liquid and slides to the floor, tentacles lashing out at Aashdoshan and Vervork. One tentacle that ends in pincer-like claw clamps over Aashdoshan and nearly cuts him in half. When he is released Aashdoshan slides to the floor. Lakima yells for everyone to get out of the way and then casts Lightning bolt at the creature – but it seems to revel in the electricity and actually grow in size.



Eathwund, Alonso, and Vervork lead the attack against the creature. It strikes Eathwund and clamps down on an arm. It hits Alonso twice with clawed tentacles. Meanwhile, the attacks from the fighters hit the creature but its tough, leathery hide seems to deflect much of the blow. A pincer grabs Vervork and crushes his chest. Vervork falls to the floor dead. Lakima casts slow on the creature and that does affect it. But it still fighting on – only more slowly. With the creature slowed, Lakima yells that it is time to run. Most of the heroes run up the ramp which they find leads to a closed door. Eathwund stays to take two more desperate swings at the creature with his sword. The attacks strike home and the creature finally stops moving.

The party comes back to the laboratory to regroup. Rune Frost and Glason arrive – they had hidden for the entire battle in the room with the stone brain. Lakima feels they are close to the final lair of the Mind Flayer, but everyone decides the smart thing to do is to retreat. Vervork and Domago and dead and Aashdoshan is barely alive. Even Alonso and Eathwund are laboring. The heroes move back through the caves without incident and exit into the cellar of the blacksmith’s shop.

As they leave the smithy, they see that the sun is just rising. They make their way across town attracting a lot of attention as they drag Vervork’s body. They head directly to the Church of St. Cuthbert. Brother Wakefield greets them and immediately calls for Abbot Marta once he sees the state of the party. The bodies of Domago and Vervork are laid out on the floor. Abbot Marta tells them he can save the two men - but the cost will be great (and not in gold). Lakima tells him to save their companions and that they will pay the cost.

Several priests arrive with a stretcher and carry Domago and Vervork back into the private rooms of the Church.


Thursday, 30 September 2021

Dealing with Player plans

The session I had this week was all about dealing with the players having a plan. My Swords & Wizardry campaign has a plot going on in the background. The players have interacted with it on occasion but for the most part, they are only slightly aware of it. I hope this will change as they increase in level because dungeon of the month can get boring.

Recently they interacted directly with the plot when one of their NPC party members was kidnapped by doppelgangers. The players did not follow up on the clues but the doppelgangers has a purpose and they were not going to leave the player's characters alone. One ambush on the leader of the party later and they started planning how to get the doppelgangers out in the open. Thankfully the planning for the trap was at the end of a session so I had plenty of time to prepare. They also decided to spring the trap at their home base so I already had the main map ready. It was just a question of creating a few smaller location maps in case they followed up on things.

Everything went off quite well. It is always enjoyable to watch the players take the lead on where they want to go. Since the encounter began at the player's manor house, all of the NPCs for the party were present plus just about everyone they ever interacted with in the town. The Roll20 map of their manor at one point had dozens of tokens moving around on it. It was not as difficult to manage as it sounds.

Session 68: Changeling Ball

Lakima (human magic-user), Eathwund (human fighter), Alonso (human fighter), Aashdoshan (human necromancer), Lantosh (human fighter NPC), Fenris the Filch (human thief NPC), Vervork (human fighter NPC), Domago (human cleric NPC), Glason Bosk (human thief NPC), Rune Frost (human wizard NPC).

For two weeks Lakima works on creating the two magical Revealing Portals. During this downtime, his wife Alayna sends out invitations for a Ball to be held at the Black Dragon Manor. She even auditions entertainment. Aashdoshan busies himself with the study and preparation of the Manual of Flesh Golems. The other members of the company take precautions to avoid an ambush by doppelgangers. Always traveling around town in pairs.

The Ball is held after dusk on the evening of Arbel 6th. All of the most important families in Edgerton are invited and most of them have sent their RSVP. In bunches, the guests arrive. Some of the more important merchant families arrive as large groups including retainers who wait outside. Soon the Manor’s Main Hall, Parlor, and Dining Hall are packed with people. Eathwund, Alonso, and a disguised Mimic watch the main door where their man-servant Huntley announces guests. Lantosh and Vervork watch the servant’s entrance. The first excitement occurs when Lantosh catches Nuen of Blackcreek trying to sneak in the servant’s entrance. After a quick word with Lakima, Lantosh tosses Nuen into the street. After speaking with Wynather, the elvish ambassador, Lakima decides to show him the altarpieces they took from Haven – claiming they found them in a hobgoblin lair. Wyanther graciously accepts their return.

All of the party-goers enter through the Revealing Portal that has been placed around the Manor door but nothing interesting happens. That is until the Galvis family arrives. As Lord Galvis steps through the front door he is briefly revealed to be a doppelganger. Eathwund, Alonso, and Lakima immediately react. Lakima casts web over the doorway, missing Lord Galvis but trapping him inside the manor. The rest of his family turn and run away. Eathwund and Alonso attack the doppelganger and kill it with a few well-placed sword thrusts. The commotion at the front door causes a minor panic in the Main Hall. The music stops, some people scream and try to run. But Lakima loudly announces that it is just something they had put in place for everyone’s protection. Everything is okay now.



The dead doppelganger is carried by Eathwund and Alonso across the Main Hall (in front of shocked guests) as Aashdoshan directs them to take the corpse down to the cellar. The corpse is laid out on a table in Aashdoshan’s work area. Alonso heads back up to the Main Hall where Lakima has removed the web. They get back to watching the front door as late-arriving guests continue to enter. The music starts up again and everyone settles down. The ball is a little subdued after that. Lakima discusses the Revealing Portal with the dwarven ambassador who expresses an interest in it. Eventually, the guests begin to leave, some a little earlier than planned.

Meanwhile, Aashdoshan casts Speak with Dead on the doppelganger corpse in the basement. He asks the spirit of the doppelganger three questions and learns that the doppelgangers have taken over Galvis Manor as their new lair. He also learns that only five doppelgangers remain in the gang.

The last few guests are ushered out of the Manor a few hours after midnight. Lakima tells everyone that they need to investigate Galvis Manor immediately – before the doppelgangers have a chance to move to a new hideout. After some convincing, new friends Glason and Rune agree to accompany the group. Aashdoshan brings a skeleton dressed in a hooded robe. The troop of eleven adventurers walks through the quiet streets of Edgerton in the still of the night.

Galvis Manor is a small, two-story building located near the Church of St. Johan. The building is dark with no lights shining out of the windows. Fenris carefully checks the front door and tells everyone that it is locked. Lakima suggests he open it then. Fenris picks the lock on the front door and swings it inwards. The inside of the manor is well-lit by oil lamps, all of the windows are covered with blankets to block the light. In the main hall, a well-dressed woman sees Fenris at the door and screams, “Thieves, intruders, help, help!”

Fenris, Eathwund, Alonso, Vervork, and Lantosh rush into the room to try to prevent the woman from getting away but she darts out of the room into an open sitting area. There they see two of the people they saw at the Manor. Through an open doorway, they also see a man working in the kitchen. The four people snarl and brandish clawed hands at the adventurers, leaving little doubt that they are doppelgangers. There is a furious fight as Fenris and the fighters wade into a melee. Fenris is injured with the swipe of a claw and Lakima yells at him to get back so the fighters can handle things. One of the creatures is killed and turns into the familiar emaciated-looking body of a doppelganger. The rest turn to their true forms. One flees to a dining area and is chased by Lakima’s pet mimic. All four are killed.

Lakima tells everyone to spread out and look for a stair down to a cellar. They search several rooms but do not find any stairs or trap doors leading down. There is a stair leading up to the second floor. On the second floor, Fenris listens at a door and tells everyone he can hear someone pacing. Eathwund flings open the door to the master bedroom and he is startled to see a familiar man pacing in the center of the room – Nevain, Alayna’s father. Alonso and Eathwund advance menacingly on Nevain who cries out his thanks for being rescued. Lakima enters the room and questions Nevain who claims to have been kidnapped and questioned about the members of the Company of the Black Dragon. Uncertain if he is a doppelganger, Lakima tells Nevain to strip off his clothes. Puzzled at first, Nevain complies. His clothes end up in a pile on the bed. Satisfied, Lakima tells Nevain to get dressed and asks him more questions.

Suddenly, a dozen doppelgangers come storming up the stairs from below. Eathwund recovers first and swings his sword at one – and it goes right through it. Aashdoshan shouts out, “But there is only supposed to be five – the dead cannot lie to me?”

Domago declares, “It’s an illusion, disbelieve and they all disappear!” Aashdoshan casts Magic missile, and the missiles harmlessly pass through the doppelgangers. Alonso swings and his sword thrust somehow misses the massed doppelgangers. Slowly, they all begin to question the illusion and it wavers and vanishes. Then a blast of Magic missiles leaves Nevain’s hands and slams into Aashdoshan deeply wounding him.

“Die you vermin!” Nevain yells and waves his hand closing the door to the bedroom and Holding it. A few of the adventurers are caught in the room with him. Lakima calls out, “Don’t hurt him I think they are controlling him!” Eathwund and Alonso strike Nevain with the flats of their blades. Nevain is knocked back toward the bed but recovers and changes his appearance to that of Lakima. “Or maybe not!” Lakima shouts. One more strike from Alonso knocks Nevain unconscious onto the bed. The door to the bedroom has to be smashed to pieces to get it open again.

Lantosh, Vervork, and Lakima search the rest of the second floor finding the real human members of the Galvis family locked in a room. Meanwhile, Alonso and Eathwund search the master bedroom. They find an open chest full of gold coins and a locked desk drawer. Fenris is asked to open the door and he checks it carefully before gasping, “Poison!” and falling dead on the floor. Domago uses his magical tome to neutralize the poison in Fenris’ system. Fenris sits up and tries to pick the lock but his hands are still trembling and he fails. Glason gives it a try and opens the locked drawer quickly with a flourish.

Inside the drawer, they find sheets of paper and some gems. The papers detail the legal and illegal dealings of the Galvis family. There is also a note detailing the location of a magical cudgel in a locked chamber beneath the Church of St. Cuthbert in Edgerton. Finally, there is a strange note:

"I have a task for you, thrall. Meet me at the sewer junction beneath the cold forge and I will give you the details. There are some troublesome vermin that must be removed."

The note is signed with a strange symbol they have seen before. The sign of the Mind Flayer.

Once the gold and gems have been safely stashed away in the Bag of Holding, they let the legitimate Galvis family out of their room. Lord Galvis is questioned. Lakima asks if there is a cellar in the manor but he is told there is not. Lord Galvis laments the ruin that has been brought on his family and business. The adventurers seem unmoved and soon take their leave.

The adventurers arrive back at their Manor House and read through the papers they have found. They connect the cold forge mentioned in the note with a disreputable smithy located in the warehouse district outside the city walls. Lakima suggests they leave immediately to check it out. Aashdoshan points out that he is in need of healing. Healing potions they took from a hobgoblin shaman a few days ago are given to Aashdoshan.

The entire group heads out of the town in the middle of the night, they are stopped by a curious member of the town watch. In the warehouse district, they look for an entrance to sewers or tunnels without success. This part of town is not supposed to have sewers. Fenris picks the lock on the door to the smithy and vanishes inside for 10 minutes. When he emerges, he tells them that he has found a trapdoor leading to a cellar. They head through the empty smithy to the cellar. A short tunnel leads to an ancient sewer. The walls are made of old, crumbling bricks. Stagnant water rests in a channel. They follow the sewer in the direction of the river and come upon a rusted barrier of iron bars. There appears to be no way around it. However, after some searching, they find that a latch allows a section of the barrier to swing open. They pass through and continue along the sewer line.



Wednesday, 29 September 2021

DM has an off night

I followed up what was one of my favorite sessions ever with a very flat session. The last session had a big, bad creature fight in it that almost wiped out the party and ended on a mystery to be solved. This session began with the players confronting the mystery and then choosing (wisely?) to walk away. From there I felt like I was juggling a disintegrating storyline. I did have another short encounter prepared as a bridge to get the players back to their home base.

I modified "Incident at Strathern Point" from Dungeon Magazine 21, written by Matthew Maaske. I only kept the broad outline of the plot. I used a different map and monsters. But the plot was more or less the same. The problem was that it made the session feel like several small incidents without a real high point. I guess you cannot always end a session on a high note.

Next week should be better as the players have chosen what they want to do next to advance the plot which is always a lot of fun.

Session 67: The Faceless Demon

Lakima (human magic-user), Eathwund (human fighter), Alonso (human fighter), Aashdoshan (human necromancer), Lantosh (human fighter NPC), Fenris the Filch (human thief NPC).

The adventurers try to get some rest to heal in the Cavern where they fought the great cave centipede. The three hobgoblins they captured are tied up under guard. After a long rest, Lakima, Aashdoshan, Fenris, Eathwund, and Rune head back into the trapped hallway beyond the great, glowing seal. They force the hobgoblins to go before them – but the hobgoblins are unable to pass beyond the seal. Lantosh is called up to threaten them, but it appears the seal blocks them from going further. The hobgoblins are sent back to the cavern with Alonso and Lantosh guarding them.

Fenris carefully picks his way across the floor of the tomb to stand near the stone coffin. Then Lakima calls him back. Lakima casts Glow Minion and instructs his magical servitor to move to the stone coffin and open the two unlocked chests the rest near it. Once they are open Fenris checks and tells everyone that one chest holds gold coins and the other holds silver coins. Lakima again motions Fenris back. The Glow Minion is giving a large sack and it slowly fills the sack with gold coins. Once the sack is full the minion comes back and dumps the contents in the Bag of Holding. This is repeated until the minion has emptied both chests. Once this is done Lakima instructs the minion to slide open the stone coffin lid. The lid slides across.

“What sort of rescuer are you?” the adventurers hear the puzzling comment. Then a man sits up in the coffin and slowly climbs out into the chamber. Seeing the adventurers, he advances toward them. Lakima tells him not to come any closer. The man appears to be a normal human male dressed in chainmail armor; two longswords belted at his waist.

There is an exchange of questions between Lakima and the man as Lakima tries to ascertain whether why this man is trapped in this tomb. The man announces that he is Nikel Tempest, and waits expectantly. When no one professes to know that name he claims to be a great adventurer who was cursed by an evil necromancer to rest in eternity in this chamber blocked by the seal in the chamber beyond. Lakima states that the seal blocks creatures of evil from passing it – but Nikel claims that is not the case. He asks if they will destroy the seal to allow him to pass. He has been trapped there for more than 100 years.

The three mages, Lakima, Aashdoshan, and Rune Frost confer. While they are doing this Nikel studies Eathwund who stares back at him. Eathwund begins to feel compassion for Nikel who has been unjustly trapped in the tomb. He begins to think he should destroy the seal. Then Eathwund comes to his senses and questions why he was thinking that. He warns Lakima of the compulsion he felt.

Before anything else can happen, Lakima casts Wall of Iron and separates the chamber. Nikel and his tomb are trapped on the other side. The adventurers leave the tomb. Once back in the cavern – Alonso and Lantosh are told what they found. Alonso immediately recognizes the name Nikel Tempest. He confirms that he was a great hero of the north. Famous for fighting giants. He disappeared in a battle against an evil necromancer over a hundred years ago not far from this very tomb. Lakima suggests that Nikel has become undead and that his friends sealed him in this tomb because they could not bring themselves to kill their companion.

Rune shows Fenris how to operate the secret door in the wall and it is sealed shut. Then Fenris goes to work with his tools and breaks the mechanism so it will not be so easy to open it again. The adventurers then gather their gear and force the hobgoblins to their feet. Lakima has Lantosh explain to the hobgoblins that they will be leading the way out and that there had better not be any tricks or traps. Rune has Lantosh ask the hobgoblins about his backpack which was taken from him and holds his spellbook. The hobgoblins appear to know nothing about it. Rune asks the adventurers if they will help him search the tunnels and caves for his spellbook but the heroes tell him that they are just going to leave and that if he wants to live, he should come with them. The entire party makes it through the tunnels without any incidents.

Once outside the hobgoblins are forced to sit down. The heroes see no sign of Glason, who they left outside near the entrance. They do see several sets of tracks leaving the cave that cross over the tracks they made entering the caves. After some shouting, Glason appears from out of some underbrush and hurries over. Glason tells them that a number of hobgoblins left the caves shortly after they entered so he ran and hid. The hobgoblin he was guarding got away. Rune again suggests re-entering the caves in search of his spellbook, but no one (not even Glason) is interested in accompanying him. Lakima tells Glason that if he journeys back to Edgerton with the Company of the Black Dragon, he will loan a spare spellbook to Rune. Rune eagerly accepts the suggestion.

The party locate their horses and travel quickly back to Caster’s Ford. The horses are returned to the horse merchant. They then get a room at the Blue Dragon Inn for the night. Lakima regales the bar with tales of their latest exploits. Later in the day, they head over to several churches of Law to get healing prayers cast on party members.

The next day the extended group of adventurer’s book passage on a riverboat bound for Edgerton – a 2-day journey. After traveling a short distance from Caster’s Ford, they spot a white dragon flying overhead. The dragon stays out of range but circles the boat three times before flying off to the northwest. The adventurers settle in for the rest of the day. The captain tells them that they should reach Strathern Trading post well before dark and he suggests mooring there. After a few more hours they see the trading post in the distance, another ship is tied up to the dock. As they come closer the captain expresses his unease, there is no sign of activity at the post or on the docked ship and no smoke is rising from the chimney of the trading post. The captain brings his boat in alongside the docked riverboat and sends his hand Lilly over to check. She reports back that the riverboat is empty and half unloaded.

Captain Dashmar askes the adventurers if they will check the situation in the Trading post. They agree and Fenris and Lantosh head over to the docked ship first. There are no signs of fighting or struggle. Everything is just quiet. In fact, they take note of the lack of birdsong in the area. Fenris lead the way up toward the stone-walled trading post followed by the other adventurers. Rune and Glason stay aboard the boat. As they near the trading post they see that the narrow windows are shuttered from inside and the two doors are closed. Fenris reports that the door is unlocked and he carefully opens it. Inside they find a dark trading area cluttered with crates, barrels, and shelves of items. There is no sign of anyone around. While the other adventurers spread out around the building, Fenris and Lantosh search inside. As Alonso gets near the building, his intelligent sword Nuldrang informs him that there are demons nearby. He needs to be ready. Alonso hurries back into the building and stops Fenris before he can open the door to the storeroom. Lakima and Eathwund soon also arrive.

Fenris and Lantosh step back as Eathwund and Alonso join them. Alonso opens the door. On the other side, they spot two disgusting Dretch demons searching through the storeroom. Before they can react, the demons release a noxious cloud that fills the storeroom. The heroes step back into the trading post to avoid it. The two dretches then advance out of the cloud toward them. Alonso and Nuldrang rush into the fray hacking away at the demons. Eathwund is hard on Alonso’s heels and also lays in with his sword. Nuldrang sings in triumph as one demon is hacked apart. The demon dissolves into a blackened puddle of slime on the floor. The other demon is struck by Eathwund and then teleports away to appear near Fenris and Lakima outside. Lakima casts Lightning bolt at it and Fenris finishes it off with a crossbow bolt. Lakima tells those gathered outside that they should get back on the ship and get out of the area. He yells at Eathwund and Alonso to join them. Eathwund is the last to turn to leave the trading post. The room lights up with a flash of light and a bang. He smells brimstone in the air. When Eathwund turns about he sees a slathering demon has appeared in the bedroom attached to the trading post. The demon has glistening black skin, long claws, and a faceless head with only a mouth – no eyes or nose. The mouth is enormous and full of long fangs. The demon moves rapidly upon Eathwund slashing away with teeth and claws. Eathwund manages to shove the demon back with his shield. Then Eathwund strikes at the demon. Alonso arrives and joins the battle – Nuldrang communicating its joy at fighting a powerful demon. Alonso manages to strike the demon with his sword twice but is in turn bitten on the arm and clawed once. Lakima arrives and tries to use Charm Monster coupled with his Amulet of Demon control. But the spell fails. Alonso and Eathwund work together and manage to bring down the demon which collapses in a pool of slime. The slime gradually dissolves and disappears. Alonso tells Eathwund that it was a demon known as the Faceless Killer. Capable of assuming human form.



Lakima again suggests they get out of this place and all of the adventurers return to the ship. After learning of the demons, the captain agrees to travel the river south at night. He stations his mate in the bow to call out obstacles. A few miles south of the trading post they hear cries for help from the river. The mate spots a man holding onto a log in the river. The man is hauled aboard. The captain recognizes the young man. He is Adakka, the son of the captain of the ship that was at the trading post. The young man tells them that they were attacked by demons. He got away by jumping in the river. They tell the man that they found no survivors at the trading post.

Early the next day the exhausted group arrive in Edgerton having gone all night without sleep. The adventurers say goodbye to Captain Dashmar and head across town to the Manor House. Glason and Rune are invited along. Once in the Manor house the group tells Domago and Vervork about what they encountered in the north. Later, Alonso takes Glason and Rune to the Chapter House where they can sleep. Eathwund goes to the Sign of the Purple Bugbear to check on his tavern. Lakima heads across town to visit with Malyn at the apothecary.

Lakima finds Malyn is tending the shop on his own. He says he has sent his apprentice on an errand that will take a few days to complete. Lakima tells Malyn about the threat posed by the demons he encountered. Lakima asks Malyn if there are any wizards in the area who could summon demons. “Do you mean aside from you?” Malyn responds. He tells Lakima that he is not aware of any. Malyn is more concerned about the incursion of doppelgangers in the town. To that end, he has created a magic item he calls the Revealing Portal. It will reveal the true form of any creature who steps through it. Lakima asks to buy the secret to creating the portal. They settle on a trade. Lakima is loaned the journal holding Malyn’s research notes, and Malyn is loaned Balutron’s Spellbook.

Lakima leaves the Apothecary shop and heads across town for the Manor House. On the way there he is confronted by three men of the watch who demand he prove he is not a doppelganger. Lakima furiously demands to know if they know who he is. The men seem unimpressed. Then confer and say, “Grab him!” All three watchmen move to grab Lakima, their hands transforming into long claws. Realizing he is under attack by a trio of doppelganger’s Lakima casts Flash, blinding two of them. But the third doppelganger manages to claw him in a vicious attack. Lakima is cut open across his chest and feels his energy fading. Desperate he casts Lightning Bolt, the doppelganger dodges from the bolt but is still injured and it flees into the crowd. The other two, blinded doppelgangers are killed. Before the real watch can arrive, Lakima staggers off to the Manor house. Once there Domago casts a healing prayer on him.

All of the members of the Company of the Black Dragon meet over dinner. Lakima tells everyone of the attack and suggests they all travel in pairs. He also tells everyone he has an idea. He turns to his wife Alayna and asks her, “Do you think you could have the Manor ready for a ball in 2 weeks?” Alayna asks how much she has to spend. Lakima tells her unlimited and Alayna assures him that the Manor will be ready.


Tuesday, 28 September 2021

Near disaster

This last session was the nearest I have come to a total party kill in all 66 sessions of our Swords & Wizardry campaign. We have had a pair of characters killed to date but for a few moments in this past session, it was touch and go as to whether the characters would survive as the two best melee fighters went down one round apart. The players pulled it off but the brush with disaster was really invigorating for the campaign.

I used an adventure of my own authorship that I quickly wrote the day before the session. I wanted the party to face a challenge while returning from this long detour from the main story.

Session 66: That’s a really big centipede

Lakima (human magic-user), Eathwund (human fighter), Alonso (human fighter), Aashdoshan (human necromancer), Lantosh (human fighter NPC), Fenris the Filch (human thief NPC).

Most of the members of the Company of the Black Dragon have traveled to the Temple of Medamellara, goddess of magic. After charging some of their magic wands they spent the night. The next day they set out on horseback for the town of Caster’s Ford.

Barely a few miles from the Temple they halt as Fenris spots a body hidden in some brush beneath a fir tree. Lakima urges Fenris forward to investigate. He finds an unconscious human who has two arrows in his back. The man is still alive but just barely. Alonso hands a Potion of Healing to Fenris who questions using it on a stranger. Alonso insists and the man is given the potion and soon gasps awake.

The man tells them his name is Glason and he is the scout for a group of adventurers called the Red Banners. Lakima tells Glason he has heard of them – which seems to surprise Glason a little. He asks for their help in rescuing his companions from a Hobgoblin cave. He believes his friends were taken alive. It probably happened yesterday but he is not sure how long he has been unconscious. Lakima asks about the reward for rescuing his companions and Glason offers them 50 gold coins. This does not seem to interest Lakima but Glason suggests the Hobgoblins might have valuable goods that they stole from local merchants.

The party decides to help and follow Glason up the hill through trees and snow. Glason points out a cave mouth in the distance. Tracks in the snow and dirt lead back and forth to the cave and piles of debris rest outside it. While they watch, Fenris points at a fir tree in the distance and tells them that there is a Hobgoblin lookout in the tree. No one else is able to see this. Lakima casts Web at the tree Fenris is pointing at and they see a hobgoblin shriek and then fall into the sticky webs that wrap up the tree. Two more hobgoblins break cover and run across the clearing toward their webbed companion. Alonso and Eathwund intercept the hobgoblins and kill one of them. The other turns and runs for the cave. Lakima casts sleep and drops the fleeing hobgoblin.

Glason expresses admiration for their quick work and warns the party that his group was ambushed a short distance inside the cave tunnel. Lakima mentions that they are the Company of the Black Dragon and Glason immediately lets them know that he has heard of several of their exploits. Lantosh ties up the sleeping hobgoblin and then slaps him awake. Aashdoshan raises the two dead hobgoblins as zombies and has them hold the captured hobgoblin. Lantosh tried getting information out of their prisoner but the hobgoblin refuses to speak. So Lakima casts Parlor Trick and makes it seem that he is inhaling the spirits of the dead hobgoblins. This frightens the hobgoblin into talking. The hobgoblin tells Lantosh that they captured four humans and took them to the Hobgoblin chief.



Glason is left with the prisoner and the party moves to the cave entrance. The zombie hobgoblins are sent ahead followed by Fenris. The cave tunnel descends into the darkness beneath the earth. After about 50 feet they hear voices in hobgoblin call out from the darkness. Lantosh tells the others that the voices are yelling at the dead hobgoblins to get back out on scouting duty and come back at dusk. Fenris points out four hobgoblins on a ledge on the left and six more on a ledge on the right. Aashdoshan casts Stinking Cloud at the hobgoblins on the nearer ledge on the left. The hobgoblins all succumb to the poison and run away choking and gasping. Lakima casts Sleep on the other ledge and traps all six of the hobgoblins. Fenris is sent to climb up the wall and finish off the sleeping hobgoblins.

The party moves forward again until they come to a crossroad of tunnels. From their right, they hear the choking, poisoned hobgoblins stumbling towards them. Eathwund and Alonso attack the hobgoblins with surprise and three are killed quickly. One hobgoblin turns and runs back the way it came. Alonso chases it down and kills it.

The party sets out again, with the zombie hobgoblins in the lead. Lakima tells Fenris to follow them but Fenris complains he cannot see in the dark. So Lakima tells Fenris to take out a dagger and then he casts Glow on the dagger. While following the twisting tunnels they are surprised by an attack from above. Four hobgoblins hurl spears at the adventurers from above and all miss. Eathwund uses his magic armor and steps into the ethereal plane. He drifts up behind the hobgoblins and then returns to the Material plane and attacks. One hobgoblin dies immediately, surprised by the attack. Fenris scales the cave wall up to the ledge and slashes at a hobgoblin but misses. Eathwund kills a second hobgoblin but Fenris is stabbed in his side and begins bleeding badly. Eathwund moves to help Fenris and one of the hobgoblins runs away into the darkness. Fenris is stabbed again trying to defend himself but Eathwund kills the hobgoblin. Fenris slumps to the ground and tries to stem the flow of blood. Eathwund drops a rope down to the rest of the party who climb up. The zombies are left below.

Alonso offers to use his last Healing potion on Fenris but Aashdoshan tells him to save it. He uses his Life Transference spell and cuts himself with his dagger. Lifeforce flows into Fenris completely healing him. Fenris nods his thanks to Aashdoshan. Lakima tells Fenris to be more careful and “Don’t run into a fight next time!”

Fenris sets off in pursuit of the hobgoblin that got away. As the tunnel turns northeast Fenris peers around a corner and waves everyone to silence. Coming back to the group he whispers that a large group of Hobgoblins is waiting at the ready around the corner of the tunnel. Lakima tells everyone to hold back. He moves forward and peers around the corner and sees a number of Hobgoblins. The light from his staff alerts the hobgoblins but before they can advance, Lakima casts Lightning Bolt off the cave wall. There is a crash of thunder followed by flashes of light and a lot of screaming. Then Eathwund and Alonso rush forward. They see three blackened hobgoblin corpses lying twisted on the ground. Another six hobgoblins can be seen retreating north. Alonso and Eathwund rush forward and catch up to the hobgoblins. After a brief exchange of blows in which Alonso is injured, the hobgoblins are killed.

Alonso, Eathwund, Lantosh, and Lakima move down the tunnel quickly looking for more hobgoblins that may have gotten away. Aashdoshan and Fenris hold back and investigate a cave where they find a fire burning in a pit and several sleeping pallets of grass and leaves. Meanwhile, the rest of the group enters a large cave where they find a hobgoblin cooking over a pair of cook fires. The smell of cooking meat fills the cave. Three goblins are also seen helping the cook. The goblins hear the party entering and turn and hiss a warning to the cook. The goblins run toward the fighters and are chopped down quickly. The hobgoblin retreats behind the firepit but he is also killed quickly.

Fenris and Aashdoshan rejoin the group in this large cave. Everyone searches about the cave but not much is found. Lantosh notices a gold armband on the arm of the cook but he has to chop the arm off the corpse to tug it off.

They continue to explore the tunnels and come to a large cave gallery with no exits. After a little searching, they find two tunnels entering the chamber from 12 feet above. Fenris climbs up into one tunnel and scouts ahead. He returns a short time later and tells them that he can see a lit chamber where a hobgoblin and a goblin are waiting. Fenris drops a rope and helps everyone up to the ledge. A short distance down a tunnel they find a goblin and a hobgoblin shaman in a chamber that has several workbenches covered in clay pots and cups. As they run toward the hobgoblin, Lakima shouts out, “take them alive!” But as he finishes that statement Alonso has already stabbed the cowering goblin through the chest. The hobgoblin backs away and tosses a clay ball over the head of Eathwund toward the feet of Lakima and Lantosh. There is an explosion and all of the heroes except Aashdoshan are caught in a ball of flame and smoke. All of them are burned and injured. Eathwund strikes the hobgoblin with the flat of his blade. The hobgoblin casts a spell and heals some of its wounds. But it is not enough and Eathwund cracks the hobgoblin shaman over the head knocking it unconscious.

The group searches the chamber. Lakima removes 3 more clay bombs from the shaman’s bandolier. Gold chains are also removed from around the shaman’s neck. The hobgoblin is tied up and then slapped awake. Lantosh begins to interrogate the hobgoblin in goblin speech but the hobgoblin informs them in crude common tongue that it can speak “man-talk”. The hobgoblin is offered its life for information. It tells them its name and the name of the chief and roughly where the chief’s cave is. The hobgoblin tells them that the chief kept the humans recently captured alive to search the “stonewall” for a secret entrance. The chief is certain there is a large treasure behind the wall. The shaman is skeptical.

They leave the shaman tied up in the cave. Lakima tells him that he should be able to chew himself free in a day or so. Alonso asks Lakima if he wants him to kill the shaman but Lakima tells him they made a deal and should stick to it.

Fenris leads the heroes to the other tunnel on the ledge. The hobgoblin zombies are hauled up to the ledge with ropes. The entire group now moves north and enters a large cavern. Stalagmites and pools of water dot the floor of the cavern. In the distance they see a chasm cutting across the cavern – spanned by a well-built stone bridge. From out of the darkness a human voice shouts, “Look out!” As they move closer six hobgoblins are spotted in the darkness on the other side of the chasm. At their feet is a battered, unconscious human. The hobgoblins spot the heroes but do not advance. Fearing a trap, Lakima tells Aashdoshan to send the zombies over the bridge. They stagger across the bridge and move toward the live hobgoblins. Those hobgoblins swiftly attack and finish off the zombies. Eathwund and Alonso follow over the stone bridge, but the bridge suddenly tips over perpendicular dumping both heroes toward the chasm. Eathwund tumbles down into the chasm but activates his armor and steps into the ethereal plane. Alonso manages to grab the edge of the bridge and pull himself up off the edge of the bridge. Eathwund drifts through the ethereal plane and then materializes amongst the hobgoblins, catching them by surprise and laying into them with his sword ignited in flame.

Alonso tightropes along the edge of the bridge to the other side. Lantosh, Fenris, and Lakima quickly follow. Alonso moves to attack hobgoblins standing near the edge of the chasm, as he stabs and kills one, he kicks it tumbling over into the chasm. Eathwund is surrounded by hobgoblins and kills a pair of them. As Lakima brings his light closer they spot more hobgoblins at the north end of the cavern. They also see that a section of the cave wall is actually carefully crafted stone blocks. Before the stone wall is a large stone throne with a hobgoblin seated upon it. Near the stone wall, they see a human wizard under guard by a hobgoblin.

Alonso fights through more hobgoblins and hears something large and multi-legged down in the chasm moving towards them. Fenris is stabbed by a hobgoblin and retreats to hide behind a stalagmite. Lakima is also stabbed by a spear – he casts a blast of acid at the hobgoblin. Aashdoshan stays on the far side of the chasm and launches two bursts of magic missiles at the Hobgoblin chief. The loud sound in the chasm comes nearer and nearer so that everyone can hear it. Then they all see an enormous cave centipede crawl up out of the chasm. The creature rears back on half of its legs and darts forward grabbing the body of the downed human chopping him in half with enormous mandibles the size of swords.

Alonso kills the last hobgoblin near him and moves to attack the centipede. Several of the remaining hobgoblins flee away from the creature. Eathwund kills one hobgoblin that turns to run right near him. Alonso slashes at the centipede but it proves to have an armored carapace and his sword bounces off it. The centipede turns toward Alonso and clamps onto his waist with powerful mandibles dripping in green ichor. Alonso struggles to free himself and feels a wave of sickness – he passes out unconscious. Eathwund tries to come to Alonso’s aid and strikes through the centipede carapace with his sword. Green fluid spills out of the creature. Aashdoshan casts magic missile again striking the creature. Lakima casts Charm Monster but it fails. Eathwund strikes it again but the creature grabs Eathwund by the arm with its mandibles – the lethal poison enters his system and he loses consciousness.



With two fighters down and things starting to look desperate, Lakima yells at Lantosh to pull Eathwund to safety. Lantosh runs forward and grabs Eathwund’s lifeless body by the arms and pulls him to safety. Fenris fires crossbow bolts but they just bounce off the armored carapace. Lakima yells for everyone to get back and he casts Fireball on the creature. There is an explosion of flame and noise. The cavern shakes and debris falls from the ceiling but the spell is successful and the creature writhes and collapses in a heap. Alonso’s body is also scorched in the fireball.

The cave falls silent other than the noise from the still twitching giant centipede. Lakima gives his last potion of neutralize poison to Eathwund reviving the big fighter. Eathwund blinks and crawls to his feet.

The heroes move to confront the remaining hobgoblins. They find the chief and two of his bodyguards have moved behind the throne and have a firm grip on a human wizard in red robes. Lakima tells Lantosh to tell them to surrender. After a brief negotiation, Lantosh convinces the hobgoblins to drop their weapons. He and Eathwund tie up the three hobgoblins and free the wizard. The wizard tells them his name is Rune. He is the last surviving member of a group of adventurers. Alonso corrects him and tells him that Glason is still alive. When Rune dismisses Glason as useless – Lakima tells him that Glason convinced the Company of the Black Dragon to come and rescue him. Then he asks Rune about the stone wall. Rune tells them that the hobgoblin chief wanted him to open the wall. He figured out how to open a secret door hours ago but did not want to tell the hobgoblin for fear that they would kill him once he opened it. Lakima tells Rune to open the door or he will kill him. Rune looks at Eathwund for support but the fighter just shrugs and glares at him.

Rune moves a combination of stones and a secret door moves to one side revealing a stone-lined passage. Lantosh reminds Lakima about Alonso who is lying dead on the cavern floor. Lakima takes out the Ring of Wishes and uses the only charge on it to bring Alonso back to life, wording it carefully so that he is free of poison. Alonso weakly gets to his feet and thanks Lakima.

Fenris leads the way down the secret corridor to a room lit with glowing blue magic. The three magic-users Lakima, Aashdoshan, and Rune follow Fenris into a chamber with an enormous glowing circle glowing on the floor. Lakima recognizes a seal designed to hold something in. He also feels uncomfortable around the glowing circle. He asks the others if they feel anything. Rune says no. Aashdoshan does not say anything. Fenris says that the glow gives him the creeps. Lantosh arrives and says that he can feel a wave of goodness from the circle. Eathwund and Alonso stay back guarding the hobgoblins.

Fenris and Lakima move toward a corridor leaving the room. Lakima steps into the hall and feels the stone beneath his feet shift. Four spears fire from the wall and three of them strike the wizard. Fenris pulls Lakima back to safety, “That’s my job boss, what are you doing.”

Lakima waits with the other magic users while Fenris moves down the hallway. Lakima casts Detect magic and notes several spots that radiate magic in the hallway to Fenris. In the distance, they can see a chamber with a stone coffin. Fenris manages to deactivate a spear trap and trigger a pit trap safely. As he nears the end of the corridor, he trips a poison gas trap and quickly retreats. Luckily, the gas is heavier than air and slowly descends into the open pit. After several minutes it is safe to advance again. Fenris enters the final chamber and shouts back what he sees. Lakima detects that a rug before the coffin is magical. Fenris tells Lakima that he is nervous about the coffin, especially with all of the fighters incapacitated. Lakima looks over the tapestries on the walls and the ornately carved coffin and nods in agreement. They all leave the chamber and return to the cavern.

Fenris takes a key off of the Hobgoblin chief and goes to use it on a locked strongbox. Luckily, he finds a poison needle trap and disarms it. Inside the strongbox are bags of gold and silver.

The heroes settle down to rest. Rune asks about his share of the treasure they have found and is rebuffed. He does show them how to reset the bridge trap. A campfire is built to provide some light and heat. After a few hours, they hear several footsteps coming from the south. A voice calls out in hobgoblin indicating that the weapons are repaired. Lantosh tells the hobgoblin chief to tell whomever it is to go away. He does and the footsteps recede away into the darkness. The heroes set watches.