[D&D 5e] Not KotS 10a Dem Joggers? (Enc#14)

Session #009: Tables

The Adventurers (in no particular order).

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2

Dead PCs.
The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1 Killed in Session #2 (Enc#3) by Eggnog, the Kobold Dragon Priest. Spek's head melted to nothing when hit by an acid flavoured Chromatic Orb, it didn't help that the gnome sorcerer was on one hit point at the time, twenty-three acid damage later and Spek was spent. Not even time to scream.

To-do list/Quests-
#001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, although Dicky is on his way to the Narthex, which is in the Labyrinth, which is near the Seven Pillared Hall- which is in the Underdark- Bugger. Reward: 2000 XP & 1000gp each.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 500 XP & 75gp, with 1gp paid for every kobold tail handed in to Lord Crumble at Kirkgate.

#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. Karl is in Kirkgate. 1000 XP & 250gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers, for Fionulla (the spy). Reward 100 XP.
#006 Find and kill/capture the Bloody Heck- including any leaders. Recover any prisoners they have kidnapped. Find out where Karl is based. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.

XP Table
1846 Mavis
1786 C-Fax
1736 McGow & Travis
1537 Snakebite
269 Spek & DECEASED

Book of the Dead (& Defeated) LEVEL 1 PCs:

25 XP each
4 x Bandit (Enc#2x4)
As per MM Bandit except a better HP spread = 2d5+8.
25 x Kobold Mook (Enc#1x5, #4x10 & #5x10)
As per MM Kobold except AC 13 (Padded), Resist: Acid & better HP spread = 2d4+2.
4 x Mastiff (Enc#2x4)
As per MM Mastiff except a better HP spread = 1d5+4.
1 x Zombie Spek (Enc#11x1)
As per MM Zombie except Small size; Con 12 & therefore HD 3d6+3; Vuln: radiant; Resist: necrotic; Speed: 15 & Slam attack replaced by ‘Pull My Finger!’ for 1d4 necrotic damage.

35 XP each
8 x Goblin Cutter (Enc#9x8)
As per MM Goblin except leather armour (AC 13) and armed with three daggers each, one for stabbing and two for throwing.
5 x Kobold Sneak (Enc#3x1, #4x1 & #5x3)
As per MM Kobold except AC 14 (Leather), Resist: Acid, Str 10, Dex 16 (+5 To Hit), Con 10, 1d6 Sneak Attack, & better HP spread = 2d4+4.
3 x Kobold Stoner (Enc #1x1, #2x1 & #4x1)
As per MM Kobold except AC 14 (Leather), Resist: Acid, Dex 16 (+5 To Hit), Con 10, Special Fire & Glue shots with Sling, & better HP spread = 2d4+4.
12 x Skeleton Decrepit (Enc#11x12)
As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8; Vuln: bludgeoning & radiant; Resist: piercing & necrotic; Only +3 to hit for attacks, and +1 damage.

50 XP each
8 x Goblin Warrior (Enc#6x2, #8x1 & #9x5)
As per MM Goblin except better HP spread = 2d4+4.
8 x Kobold Warrior (Enc#1x2, #3x3, #4x1 & #5x2)
As per MM Kobold except AC 15 (Leather & Shield), Resist: Acid, Str 11, Con 12, armed with Shortsword instead of Dagger, 3 HD & better HP spread = 3d4+9.
1 x Rat Swarm (Enc#6x1)
As per MM Swarm of Rats.
3 x Wolf (Enc#7x3)
As per MM Wolf except better HP spread = 2d5+8.

75 XP each
8 x Goblin Scout (Enc#6x2, #7x3 & #8x3)
As per MM Goblin except Dex 16 (+5 To Hit), Con 12, 3 HD & better HP spread = 3d4+9.
2 x Zombie Hounds (Enc#11x2)
As per MM Zombie except AC 10; Str 13, Dex 10, Con 16; Speed: 30; Vuln: radiant; Resist: necrotic; Slam replaced by Bite attack +3 to hit, 1d4+1 piercing plus 1d3 necrotic damage, and DC 11 Strength check or pulled Prone; Last Bite- when reduced to zero HP or below the hound makes an attack (any random target in range) before collapsing dead; 4HD & better HP spread 4d8+12 = 4d5+24.

100 XP each
1 x Fionulla, Elven Scout (Enc#11x1)
As per MM Scout except add Elf Traits and maximum HP = 27.
1 x Hagrid, Deep Gnome (Enc#2x1)
As per MM Deep Gnome except Wis 11, Cha 11, 5 HD & MAX HP = 40. Hagrid also wears a magic item, an amulet, that acts like a +1 Ring of Protection (+1 to AC & Saves).

150 XP each
1 x Sgt Groan, Hobgoblin Torturer (Enc#8x1)
As per MM Hobgoblin except AC 13 (Hide Armour of Fire Resistance) = Fire Resistance; Str 14 (+4 to hit), Wis 12, Cha 12; armed with a red-hot poker (1d4+2 bludgeoning plus 1d3 ongoing fire damage); 3 HD (3D8+3) and better HP spread (3d4+15).

200 XP each
1 x Big Fat Ron, Goblin Boss (Enc#9x1)
As per MM Goblin Boss except Con 14, Int 12, Wis 10, Cha 12, armed with a light crossbow (instead of javelin/shortbow) MAX HP = 6d6+12 = 48.
1 x Chopper, Goblin Boss (Enc#5x1)
As per MM Goblin Boss except Str 12, Con 14, Int 12, Wis 10, Cha 12, MAX HP = 6d6+12 = 48.
2 x Eggnog + Unnamed, Kobold Dragon Priest (Enc#3x1 & #5x1)
As per MM Kobold except AC 15 (Robes & Mage Armor), Resist: Acid, Str 10, Dex 12, Con 12, Int 14, Wis 16, Cha 10, armed with Claws (1d3 slashing) & Quarterstaff, 1st level Spellcaster (Wizard), 5 HD & better HP spread = 5d4+15.

Book of the Dead (& Defeated) LEVEL 2 PCs:

40 XP each

10 x Zombie, Rotten (Enc#12x10)
As per MM Zombie except Con 12 and so HD 3d8+3; Vuln: radiant & Resist: necrotic. They’re falling apart.

50 XP each
1 x Flaming Statue Trap (Enc#13x1)
DC 12 Dexterity, 30-foot cone, 2d6 fire damage, save for half. DC 11 find the panel into the workings of the trap, DC 12 to turn it off. Critical failure causes the statue’s head to explode (1d6 bludgeoning) in 20ft radius.
1 x Necrotic Mist Trap (Enc#12x1)
DC 11 Constitution save every turn within the mist/fog/miasma or take one necrotic damage as skin shrivels, dries up, splits, bleeds, scabs, falls off etc.
2 x Whispering Scythe Traps (Enc#13x2)
DC 11 Dexterity or 2d6 slashing damage. No off switch- resets into ceiling after the zombies are defeated or one hour has passed. Re-arms in 24 hours. Dozens of pressure plates in corridor to trigger- DC 11 to find them, and the same to disarm each one.
4 x Zombie (Enc#12x4)
As per MM Zombie except Vuln: radiant; Resist: necrotic & better HP spread 3d8+9 = 3d5+18.

75 XP each
4 x Zombie, Tough (Enc#13x4)
As per MM Zombie except wearing fragments of plate armour beneath the bandages (AC 14); Str 14 (+1 to hit/damage); Vuln: radiant; Resist: necrotic & 4 HD with better HP spread 4d8+12 = 4d5+24.
 
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Not KotS

Session #010a: Dem Joggers?

The Inspectors.

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2

Dead PCs
The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest.

To-do list/Quests-
#001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, although Dicky is on his way to the Narthex, which is in the Labyrinth, which is near the Seven Pillared Hall- which is in the Underdark- Bugger. Reward: 2000 XP & 1000gp each.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP. COMPLETE
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in. COMPLETE
#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. Karl is in Kirkgate. 1000 XP & 250gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers (he’s with Karl, if he’s still alive), for Fionulla (the spy). Reward 100 XP.
#006 Find and kill/capture the Bloody Heck- including any leaders. Recover any prisoners they have kidnapped. Find out where Karl is based. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.

Just to say ahead of time it was made clear that this session would have to finish on the dot, no extra time to play on. At least two of the players insisted.

This turned out to be the longest session yet, just shy of four-and-a-half hours long. It was my call in the end that we end the action, I really did have somewhere else I needed to be.

It was a cracker, particularly the second bit/half.

We were here-

NK012.018 WTF.png

And if you remember there’s some more ancient draconic text written around the illuminated stone bier, also home to another mummified human/oid.

The text says-

“The valiant inter the past,
With all due ceremony afforded,
To bring justice to the fallen knight.”

I thought it would take them a good ten minutes (at least, with checks etc.) to figure it out.

I was wrong.

They got there in about three minutes.

Bahamut (as Marduk) was known by some as the ‘Valiant’, as C-Fax quickly points out. Just to say that Rob (playing C-Fax) has now got a folder of Bahamut related material, printed out from a variety of sources on the interweb- all of which he has, of course, read.

I’m screwed.

Anyway, first line in translation-

Bahamut (or the followers of same) bury the past, which means, the paladin thinks- the past is buried right here (somewhere). Remember, the PCs are convinced that they are looking for a way down- deeper into the mega dungeon here. They think.

Second line-

‘With all due ceremony afforded’, which as Travis makes clear- means that one of the holy duo needs to complete or perform some sort of burial or internment ritual over the corpse here.

And, as Mavis makes clear- third line- ‘To bring justice to the fallen knight.’, the fallen knight will undoubtedly be something to do with the traitor, who resides in the chamber just over- in the massive sarcophagus they found earlier.

Here’s a better picture showing the way through the secret door to the traitor’s sarcophagi-

NK013.000 Sarc Rit.png

And McGow discovers that just walking down the stairs here causes the secret door to automatically open.

The PCs, having just worked out exactly what they need to do next, therefore then decide to take an additional ten or so minutes to question their own (swift) judgement.

As is quite often the case.

However, that just involves more chatter accompanied by a variety of subsidiary skill checks- about burial/internment rituals, about other famous Bahamutian ‘fallen heroes’, and with a bit more searching about for anything else that might be hidden hereabouts.

But they were right first time.

Just a note here, the Inspectors are of the opinion that what they are looking for here is… a way down, they figure this dungeon is going to go deep, and at the bottom of it will be evil Karl and his undead chums.

The recent addition of the ‘traitor’ (see the large sarcophagi) has caused a divide in the group (although not one worthy of the name). Some folk think that Karl is the ‘traitor’, others are less sure- they think the ‘traitor’ may turn out to be someone else entirely. But again, and as Mavis has started to say, often, “the Inspectors are investigating.” For some reason she likes the line.

We go on…

The PCs, after a short rest (another), get the business done.

The business being Mavis and C-Fax completing a short burial ritual/service over the mummified body on the bier.

It takes the pair maybe ten minutes, during which time the other adventurers keep watch and keep quiet.

And at the end of the ritual.

NK013.001 open.png

This has happened. The traitor’s sarcophagus has lost its lid (it vanished), and within is another set of stairs- descending, steeply, down into darkness.

That was remarkably easy.

NK013.002 Down again.png

The Inspectors, after sorting out their light sources, descend- at least another fifty feet, and into a much larger natural stone cavern, the ceiling is a good twenty feet overhead. There’s a layer of mud on the floor- damp in places.

There’s also a thunderous noise down here, communication is difficult, the air and ground wet- sodden, in places. The sound is the clearly the thunder of falling water, lots of water.

Using sign language the Inspectors investigate, very cautiously.

NK013.003 Waterfall.png

The racing river above exits into a large pool here; the waterfall is a fifty-foot plunge- C-Fax back during the river crossing was one failed skill check away from experiencing the flume ride down to here. Just for info it was Travis’ strength/athletics check that saved the paladin.

But there’s nothing much to see here, the PCs are a little confused, they were expecting to find more ruins down the stair, not large natural caverns, also they can’t find any tracks here, and as they note- they are leaving plenty of tracks of their own (in the mud).

And then a couple of things happen at the same time as they’re searching about.

NK013.004 McGow finds- not sure.png

McGow spots something very odd- in a small cavern ahead there’s a pulsing, bulging miasma of- smoke? Mist? Fog? Fumes? The smog, or whatever it is, is being restrained/held-in-place by a floating/shaping network of glowing circles, every now and then runes pulse within the dark clouds contained by the lights.

The dwarf has no idea what he is seeing, his shouts bring Mavis and C-Fax running.

But…

Travis & his new sidekick- Snakebite, have just discovered another passage to the south of the waterfall chamber, and they can hear a clattering sound coming from this direction. The sound must be loud to be heard over the noise of the waterfall here.

Something is happening, or else coming, or else lots of somethings are coming, and so Snakebite and Travis are staying quiet, and hidden, and not moving from this spot. The noise is getting louder- the something is approaching.

Congrats to the DM, the party has been split.

So, back with McGow, Mavis & C-Fax.

Who take a couple of turns to get closer to the phenomenon within the cavern, best guess is the glowing runes and lights are somehow restraining the dark fumes- and when they get closer still the three note that the dark smoke and flashing lights are situated over, and thereby blocking, an opening into a cavern directly below.

To make clear, this seems to be a/the way down. Although blocked atm.

It’s as if the black fumes and white lights are in conflict- the fumes seeking to break out, the white lights restraining them- sealing the way below, and the darkness within.

The trio would continue their investigations, but their cautious deliberation is curtailed by the arrival of an army of skeletons.

Let’s get to that.

Enc#14 Skeleton Legion 570 XP CR 4 Deadly.
12 x Skeleton Decrepit (35xp each)
As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8; Vuln: bludgeoning & radiant; Resist: piercing & necrotic; Only +3 to hit for attacks, and +1 damage.
2 x Skeleton Warrior (75xp each) As per MM Skeleton except AC 17 (Chain & Shield); Str 14 (+4 to hit & +2 damage); Vuln: bludgeoning & radiant; Resist: piercing & necrotic; Armed with a longsword; Extra HD and better HP spread = 3d8+6 = 3d5+15.
Tactics- Activate- charge off to defend the ‘way below’, and kill any intruders spotted.

NK013.005 Skellies Stealth & Lantern.png

Here are the skeletons rushing towards C-Fax, Mavis & McGow. Snakebite & Travis, you will remember, are hiding just around the corner here- they’ve been watching the skeletons race by.

To make clear the skeletons are the source of the clattering noise they heard earlier.

That is until one skeleton diverts to head towards the spot in which Travis & Snakebite are hidden.

Or else towards the spot the pair (actually Travis) left the lantern. The DM specifically asked the halfling rogue what he was doing with the light.

Soon after it gets to fighting.

NK013.006 C-Fax Crit 12 Damage.png

To the north the first decrepit skeleton dashes into the chamber, pulls up short- grabs out its wretched bow- notches an equally wretched arrow and lets it fly- a Crit- and for 12 damage.

C-Fax (Rob) is heartbroken- his paladin (already a little wounded) is down to only maybe three hit points.

More remarkably (also greater by volume) is the sound of laughter at this turn of events, for some reason everyone else finds it really funny when the paladin gets whacked, and he gets whacked a lot, so there’s always plenty of joy and mirth to go around.

Meantime.

NK013.007 Snakebite Unleashed.png

Snakebite & Pickle (this is their new name, they are now officially a duo) have defo been spotted by the skellies, although the trio of undead are still trying to make out where their enemies are at.

A brief word about S&P (Snakebite & Pickle)- about a session or so ago, I forget exactly when it was, Travis needed to convince Snakebite to get in the way of a bad guy, and so the rogue decided to try making a persuasion check to convince the half-orc to do so. The DM decided that this check should be contested by Snakebite’s insight roll, Kenji- playing Snakebite was all good with this, happy to roleplay along.

Keep in mind that Snakebite lives entirely in the now, also she’s not a bright lass.

Anyway, Travis won the check (handsomely) and convinced Snakebite to go into battle for him.

I’ve remembered when this was- it was with the mummy zombies when they first came through the secret door.

Well, since that first check Travis has been making similar checks regularly, to convince Snakebite to do a few things for him, or else to perhaps temper Snakebite’s opinion of some of his new adventuring buddies. Travis has not lost a check yet and has won three of the last four checks by 10+ on the roll. Keep in mind Travis is +2 on his persuasion check and Snakebite’s insight is also +2.

After the fourth successful check in a row Snakebite declared that Travis is her- “true friend”, and that she would, “always keep little man safe.”

And again, to make clear, it wasn’t the rolls as much as it was just fun to go with.

Travis has officially made a friend.

Back to the fighting.

NK013.008 Snakebite After.png

Snakebite rushes out of hiding and kicks the head off two decrepit skeletons, seconds later a sling stone flashes six inches in front of the half-orc monk’s eyes and shatters the skull of the last skeleton in the fracas.

“Snakebite!”
“Pickle!”

The two declare.

However, the superhero duo to the south is having all of the fun.

NK013.009 Trouble Up North.png

Mavis has just got shot, this after only doing one point of damage with her Sacred Flames (vulnerable = 2 damage) to her skeleton warrior target.

Things are getting busy/swingy.

Meantime.

NK013.010 Snakebite & Pickle.png

Snakebite & Pickle are really going for it- and let’s face it it’s an ideal combination, Snakebite travels at forty feet per turn and loves mixing it in melee. Travis loves nothing more than hovering/hoovering around a fracas and shooting enemies in the back.

They’re having a blast, and calling out to each other in combat-

“I safe this one fur you little man!”

FWUNG of Travis’ sling followed by the sound of a decrepit skeleton’s skull being smashed from its shoulders, and…

“Whassup!”

And inevitably-

“Snakebite!”
“Pickle!”

The pair are giggling loons.

While…

NK013.011 McGow takes a Crit too.png

Not so much. McGow soaks up a big Crit. This after smashing down a pair of decrepit skeletons enroute to trying to save C-Fax (& Mave).

The paladin spent his last turn casting Cure Wounds on himself (his last spell) and then rolling a ‘2’ for his healing, he then spent his IP to roll a ‘1’ and miss the skeleton warrior that is situated atm in his face.

There is swearing, and the folk here are running out of ideas, and getting a little swamped.

One idea- voiced by Mavis, would be to start shouting for Travis & Snakebite to come and help them.

But neither C-Fax nor McGow are particularly keen on this solution to their problem.

And so…

NK013.012 Mave Turns nearly them all.png

Mavis drops the bomb, and my rolls are real bad. I think there was something like four ‘1’s in there. Five of the six skeletons are Turned.

NK013.013 Survivor shoots Mave.png

The one skeleton that resisted the priestess of Chauntea’s holy words steps a little way forward, grabs its bow out, and then shoots Mavis. It’s a Crit, although not for lots of damage, she’s bloodied though.

The rest of the skeletons run away- back the way they came (on their turn).

NK013.014 Fleeing Skellies.png

S&P are still taking care of business, neither of them has suffered even a scratch, they’re also- while still fighting- watching the skeletons that previously ran past them heading north run back the way they came from.

“Dem joggers?” Snakebite enquires, but Travis has no idea what’s going on and has no desire to find out- as long as the skeletons keep on running away.

NK013.015 S&P are done.png

Here come the heavy mob. S&P have just finished off half-a-dozen (decrepit) skeletons when the rest of the gang come racing in.

Note the heavy mob at this point have killed maybe three (decrepit) skeletons (all victims of McGow), and were getting their backsides kicked by the skeleton warriors, prior to Mave’s Turn Undead.

“Follow us!” Mavis yelps.
“We’ve got ‘em on tha run!” McGow offers with a grin.

Note, the heavy mob are looking more than a little beat up, although McGow has used his Second Wind and rolled max on the dice.

NK014.001 Massacre of the Turned Undead.png

The gang catch up with a skeleton warrior, who proves incredibly difficult to kill (even with bludgeoning weapons)- it takes nearly two turns- with all five PCs attacking (AC 17, from memory- and with a bag of hit points).

Note, the only PC that forgot to use bludgeoning weapons in this combat?

That’s right.

C-Fax, he only worked it out at the end.

Then, well, the PCs locate the ruins they were looking for.

NK014.002 Snakebite Cannot Be Denied.png

And the skeletons have retreated to here, which is where they first generated.

The Inspectors care not a jot (initially) for their surroundings, they are at present having fun and on the charge.

NK014.003 Last One.png

Just one skeleton warrior left.

It doesn’t last long.

The encounter is done.

NK014.004 Well Spotted.png

But what’s this?

The DM tells the PCs that you can’t expect every map that gets used here in Fantasy Grounds to be exactly right in every detail. So, what the PCs can (only just) see in the small pools of light situated nearly two hundred feet to their east is… the armoured skeletal remains of… well, a tall (but not Large sized), armoured humanoid.

There’s not much more left of this session (about thirty minutes), but what little that is left will be in the next bit (which is another two hours of play). See the start of this session for an explanation.

That’s 114 XP each for encounter #14, and a little extra XP for smart play along the way- Mavis, C-Fax & Travis 30 XP each, while McGow & Snakebite 10 XP each.

Next time.

Cheers goonalan and the Tokyo Massive.
 

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