[D&D 5e] Not KotS 16b Rats & Pull me up- I don't like it. (Enc#23)

Not KotS

Session #016b: Rats! & “Pull me up. I don’t like it.”

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 & 500gp 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. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.
#007 Find all five symbols of Kurgan Kurgan’s office to open the way below Kirkgate. 1000 XP reward (and the PCs get to keep the items of course). Four items found so far.
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward. COMPLETE

So, here’s the second half of the session, the Inspectors- now praying to Bahamut all the while, they’ve (eventually) learned their lesson, head off after the last item on their Bahamut shopping list- a magical longsword, they reckon (correctly).

Over another pair of slightly sturdier rope bridges spanning the black depths, and to a set of spiral stone stairs going down, which is apposite as down is where the last item will be found.

NK023.00 Down again.png

To here, and McGow reckons they’re over a hundred feet below the surface now, and- according to Travis (the prayer expert) they’re looking for another way down further yet. The last Bahamut item is deeper still.

It’s slow-ish going because the PCs are being very cautious now, all of them except for C-Fax are still injured from the last few fights, and their getting low on spells and powers, and so… slow and steady are the Inspector’s watchwords.

Onwards, to here…

NK023.01 Exploring.png

McGow has spotted a hole in the ground- a well? Is the last item down there? But then he spots a set of wide stone steps descending to the east.

The rest of the PCs head over and…

NK023.02 Exploring 2.png

Mavis is certain (after more praying) that the well- or whatever it is, is indeed the place they need to be. C-Fax has found another barred opening, while Travis & Snakebite are following McGow on.

Note, McGow isn’t making any religion checks (praying to Bahamut) while the other PCs are doing so at odd times. Travis is making a check every twenty or so seconds, just be sure, although in truth the young lad rolls more failures than successes.

Mavis calls her colleagues back, but…

NK023.04 Rats vs McGow.png

Then the giant rats come scurrying out in search of a meal- seven of them, and with another six-arriving next turn. It gets busy.

NK023.05 McGow Crit & Crit.png

Particularly for McGow who takes two or three bites (the rats have pack attack/advantage) including a Crit in the opening moments. The dwarf fighter is down to just four hit points remarkably quickly.

But the hefty (and sweary) little bugger just gets his second wind and then starts dishing out the pain.

NK023.06 2nd Wind McGow Fight Back.png

As do his comrades.

Everything is under control, or so it seems.

The rats each take a couple of hits to put down, but…

NK023.07 McGow Critted again.png

Things are going very well, although McGow just got critted again- he’s back down to just a handful of hit points.

NK023.08 Mavis Crit & step away- Hit.png

But then Mavis gets bitten (another Crit- go me and my dice) and then when she steps away from her giant rat attacker (on her turn), triggering an opportunity attack, well- I roll my third natural ‘20’ in a row. The priestess (AC 19 with her new magical shield, let’s not forget) is down to one hit point.

NK023.09 Rats Rats Rats.png

Then Travis gets bitten, then Snakebite- twice in a row, McGow must grab out and sink a Potion of Healing.

Like the song says…

NK023.10 Everybody ex C-Fax Hurts.png

Everyone (except C-Fax) hurts.

But it’s just a bunch of giant rats.

NK023.11 End Turn #3 Run Travis Run.png

The end of the third turn of combat- there’s been a fair amount of missing going on by the PCs this turn. It’s all got a bit tense. Mavis is just about through the charges on her wand of magic missiles, and Travis has taken to shooting his crossbow and then running off to hide.

C-Fax has still not taken a hit, although he’s only managed to land one attack of his own so far.

McGow never misses, and it’s mostly the same for Snakebite, although the fighter hits much harder.

But it’s just a bunch of giant rats.

NK023.12 Relentless Saves Snakebite.png

At which point, a suddenly luminous yellow fist of gloop reaches down from the ceiling and slams Snakebite in the face.

There is screaming, followed by a ‘20’ monster knowledge check (in a moment) from Mavis.

The creature on the ceiling is a large Ochre Jelly.

Back to Snakebite, well- she’d be ko’d if it wasn’t for her relentless endurance.

The blob hits hard.

Enc#23 Rats! 775 XP CR 6 Deadly.
13 x Rat, Giant (25xp each)
As per MM Giant Rat except better HP spread on Fantasy Grounds 2d4+4 (6-12 HP each).
1 x Ochre Jelly (450xp) As per MM Ochre Jelly except better HP spread on Fantasy Grounds 6d6+36 (42-72 HP).
Tactics- Starving Giant Rats attack until the Ochre Jelly turns up and then they flee. The brainless Jelly attempts to batter a PC to death and then eat/consume them.

The rats flee (both of them) and the Inspectors offer no contest- they let them pass, this while Mavis lets her comrades know that lightning attacks and slashing weapons are no good against the ooze- don’t use them.

NK023.13 Rats Flee Jelly gets Hit a lot.png

The Inspectors don’t hold back; they unleash everything they’ve got on the roiling ooze- including the last charge of Mavis’ wand of magic missiles.

And…

NK023.14 Jelly hits Snake again, Snake puts it down.png

The Ochre Jelly doesn’t survive, although it did manage to hit Snakebite again before being put down, the half-orc is down to one hit point- and her relentless endurance is already spent.

That was close again for Kenji.

And the PCs are really blowing hard now, save for C-Fax they’re all low to very low on hit points (and healing HD for that matter). They can’t go on…

They must rest.

NK023.15 1 Spell left.png

And so here we all are again, rested- but still mostly broken.

What’s to be done?

And so, eventually, after another ten minutes prevaricating, McGow ties a rope around his waist, several pitons are driven into the stone to hold the rope, and the fat dwarf is lowered down into the void.

McGow isn’t happy about being the scout I may add.

He isn’t the scout- is the point he most often makes.

Anyway, the hole/well descends through just five or so feet of bored stone and then through the ceiling of a massive, ruined chamber.

It looks to be a temple.

Note, in the image below McGow is situated, hanging from a rope, about thirty feet above a black stone… altar?

NK023.16 Pull me up- I don't like it.png

Over to the far west the dwarf can hear, and just about see, standing water. Also, to the near west is an area filled with rubble and broken pews- to the north and south ruined and wrecked raised (and crenelated) areas, and to the east. McGow doesn’t want to look to the east, spinning slowly from his rope alas he doesn’t have a choice.

To the east McGow is at eye level with a black stone statue of a clothed and cloaked (and horned) devil, the creature is wielding a dagger in one hand and a wand in the other.

Eventually McGow has this to say, after relaying (as above) all he can see/perceive.

“Pull me up. I don’t like it.”

Note McGow’s statement above comes in two distinct parts- or else it is delivered thusly- ‘Pull me up’ is a direct and immediate order, while ‘I don’t like it’ is a whispered confession.

The Inspectors instantly obey the dwarf, who a little while later declares.

“I reckon we’re going to need to eat breakfast before we go down there.”

Here’s the thing- this is the last of the Bahamut-related items, five from five. This according to C-Fax/Rob & Mavis/Sandy- who have played quite a few games of D&D with me over the years, this is going to be an end of level bad guy.

They’ve been saying this for a while.

And keep in mind power-wise atm the Inspectors have got buttons.

And so, the Inspectors retreat all the way- back up the spiral stairs, then up the rope surrounded by the (ex-)spider’s webs, and then all the way back out of the ancient dragon burial site and into the last of the sunshine.

It is approx. 8 PM, the Inspectors are about an hour away from Kirkgate- do they head home, get a good night’s sleep at the Inn and come back refreshed early doors tomorrow morning? Or do they hang on here- get an early night (now) and an earlier start tomorrow morning?

It’s three days before undead army time atm.

Tomorrow will of course be two days before undead army arrival.

The Inspectors therefore retire to the ancient burial site, eat supper and get a very early night- setting watch of course.

The consensus is- they don't deserve a night in the Inn, not yet- they've not earned it.

Next time.

155 XP each for the encounter with the rats and jelly, and a bonus 50 XP for several lovely moments from McGow.

Cheers goonalan and the Tokyo Massive.
 

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Session #016: 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.
#007 Find all five symbols of Kurgan Kurgan’s office to open the way below Kirkgate. 1000 XP reward (and the PCs get to keep the items of course). Four items found so far.
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward.

XP Table
4024 Travis
3999 Mavis
3954 McGow
3919 C-Fax
3670 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 (10-18 HP each).
25 x Kobold Mook (Enc#1x5, #4x10 & #5x10)
As per MM Kobold except AC 13 (Padded), Resist: Acid & better HP spread = 2d4+2 (4-10 HP each).
4 x Mastiff (Enc#2x4)
As per MM Mastiff except a better HP spread = 1d5+4 (5-10 HP each).
8 x Stirge (Enc#10x8)
As per MM Stirge except better HP spread = 1d3+1 (2-4 HP each).
1 x Zombie Spek (Enc#11x1)
As per MM Zombie except Small size; Con 12 & therefore HD 3d6+3 (6-21 HP); 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 (2-12 HP each).
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 (6-12 HP each).
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 (6-12 HP each).
12 x Skeleton Decrepit (Enc#11x12)
As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8 (2-16 HP each); 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 (6-12 HP each).
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 (12-21 HP each).
1 x Rat Swarm (Enc#6x1)
As per MM Swarm of Rats (0-49 HP).
3 x Wolf (Enc#7x3)
As per MM Wolf except better HP spread = 2d5+8 (10-18 HP each).

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 (12-21 HP each).
2 x Zombie Hound (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 (28-44 HP each).

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 (18-27 HP).

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 (20-35 HP each).

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

20 XP each

6 x Kruthik Hatchling (Enc#22x6)
As per MToF Kruthik Young except AC 12 only.

25 XP each
6 x Kruthik Young (Enc#22x3)
As per MToF Kruthik Young except better HP spread on Fantasy Grounds 2d3+8 (10-14 HP each).
13 x Rat Giant (Enc#23x13)
As per MM Giant Rat except better HP spread on Fantasy Grounds 2d4+4 (6-12 HP each).

35 XP each
12 x Skeleton Decrepit (Enc#14x12)
As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8 (2-16 HP each); Vuln: bludgeoning & radiant; Resist: piercing & necrotic; Only +3 to hit for attacks, and +1 damage.

40 XP each
10 x Zombie Rotten (Enc#12x10)
As per MM Zombie except Con 12 and so HD 3d8+3 (6-21 HP each); 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.
6 x Spider Giant Wolf (Enc#21x6)
As per MM Giant Wolf Spider except better HP spread on Fantasy Grounds 2d4+10 (12-18 HP each).
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 (21-33 HP each).

75 XP each
18 x Hobgoblin Grunt (Enc#16x4, #17x5, #18x5 & #19x4)
As per MM Hobgoblin except AC 14 (leather & shield); Martial Advantage only 1d6 extra damage; Armed with Longsword & Dagger only; Better HP spread on Fantasy Grounds 2d5+8 (10-18 HP each).
2 x Skeleton Warrior (Enc#14x2)
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 (18-30 HP 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 (28-44 HP each).

150 XP each
3 x Hobgoblin Archer (Enc#16x2 & #18x1)
As per MM Hobgoblin except AC 13 (leather); Dex 14; Longbow +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
11 x Hobgoblin Soldier (Enc#16x2, #17x4, #18x2 & #19x3)
As per MM Hobgoblin except AC 18 (chain mail & shield); Str 15; Longsword +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
1 x Sgt Groan, Hobgoblin Torturer (Enc#17x1)
As per MM Hobgoblin except AC 13 (Hide Armour of Fire Resistance) = Fire Resistance; Str 14 (+4 to hit), Wis 12, Cha 12; now armed with a longsword; 3 HD = 3D8+3 and better HP spread on Fantasy Grounds = 3d4+15 (18-27 HP).

200 XP each
1 x Spider Giant (Enc#21x1)
As per MM Giant Spider except better HP spread on Fantasy Grounds 4d5+24 (28-44 HP).

300 XP each
2 x Hobgoblin Warcaster (Enc#16x1 & #18x1)
As per MM Hobgoblin except AC 11 (robes or AC 14 with Mage Armour); Con 14, Cha 15; 2nd Level Sorcerer (Charisma) Spell Saves DC 12, +4 to hit (cantrips- light, prestidigitation, ray of frost & shocking grasp; level one- burning hands, mage armour & thunderwave); 3 HD & better HP spread on Fantasy Grounds 3d5+15 (18-30 HP).

450 XP each
1 x Kruthik Adult (Enc#22x1)
As per MToF Kruthik Adult except better HP spread on Fantasy Grounds 6d4+36 (42-60 HP).
1 x Ochre Jelly (Enc#23x1)
As per MM Ochre Jelly except better HP spread on Fantasy Grounds 6d6+36 (42-72 HP).

675 XP each
What the hell is going on in Kirkgate? (Enc#20) Skill Challenge.

700 XP each
1 x Kerrang, Hobgoblin War Captain (Enc#19x1)
As per MM Hobgoblin Captain except armed with a Vicious Shortsword (+2d6 damage on a Crit) & better HP spread on Fantasy Grounds 6d5+30 (36-60 HP).

1400 XP each
1 x Kurgan Kurgan, Skeleton Knight (Enc#15x1)
As per MM Knight mixed with Skeleton except AC 16 (broken plate armour which continues to fall apart as the PCs do damage = -1 AC for every 50 HP damage inflicted, so AC 12 at the end); Proficiency Bonus +3; Extra +2 on all saves (just in case); Vuln: bludgeoning & radiant; Resist: piercing & necrotic; HP 240 (with a question or speech delivered every 20 HP damage inflicted); Two attacks +6 To Hit, Longsword (wielded two handed) 1d10+3 slashing damage; Death Gaze (usable only when bloodied) one target within 30 feet, DC 13 Wisdom or 1d10 necrotic damage, save for half.
 
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