A nice change of pace as the kids chose to do a mission outside of the megadungeon for once. Working for Longfelt’s high constable, they have to infiltrate a wizard’s house and find out what happened to the owner who hasn’t been seen in public for half a year at least. (And as everyone knows, probing into a wizard’s home without invitation is a surefire way to get into trouble, better to send foolish adventurers!)
3 hours session

https://www.drivethrurpg.com/fr/product/491255/slug-house

Player Characters (PCs) – The Battle Brothers:
- Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
- Jedri, Ratman Thief, he rather enjoys his rat-shape curse (Isaac)
- Grimoire, Goblin Mage, frail but smart (Isaac)
- Forka, Dogman Knight, fierce warrior (Edmond)
- Torch, Goblin Knight, not expendable anymore (Edmond)
What the other adventuring guilds are doing at the moment:
- Green Imps: adventuring in Gunderholfen
- The Protectors: leisure in Longfelt, resurrection of Delevan succeed (convalescent)
- Black Axes: somewhere in Ganfal swamp, lost?
- The Musers: back in Longfelt, resting
- The Ravens: adventuring in Gunderholfen
Rumors:
- Uzul Balashi’s garden has many wonderful herbs and flowers, including spicy Purple Habanero, an exotic and much sought-after delicacy.
The Mansion of Uzul Balashi
- The Battle Brothers arrive at the wizard’s mansion and are stopped by two guards at the main entrance. The guards are members of the Olores Domago gang, enforcers hired by Uzul Balashi a while back and now mainly into gambling & drinking & womanizing & banditry on the side.
- A talk between Aracyne and Olores Domago’s leader, Dominguos de Bellehache, quickly degenerates as the latter refuses acces to (their side of) the mansion (they’d be welcomed to the courtyard though) and Aracyne calls him a « thug ». Seconds later, Dominguos’ men are on their feet, weapons in hands and the situation is within an hair’s breadth of getting violent but the adventurers finally choose to leave. (Unbeknownst to the PCs Dominguos orders a footpad to follow them at distance afterward.)
- The Battle Brothers then go around the block, get on the back of the mansion and throw a rope over the outer wall (in broad daylight) to acces the overgrown courtyard. Forka climbs first, attach another rope and get down on the other side. Grimoire joins him soon with a levitate spell. There’s a large, sinister tree shading the area. There’s something going on with the weeds, forcefully entangling Forka and Grimoire. Forka lifts the goblin on his shoulders and start to cross the courtyard, fighting the weeds strenuously all the way over there. Grimoire then casts levitate on his three other companions, one by one, so they can reach the mansion without going through the weeds. (a lot safer but costly in magic points)
- Forka smashes an adjacent window with his hammer and everyone extirpate themselves from the weeds as fast they can and get inside the mansion.
- They’re in a large banquet room but don’t really explore it, they open a door west and get into an ominous room dedicated to Death, with a Grim Reaper in a stained glass window and an altar with a skull on it and some other stuff. Aracyne takes a book from the altar.
- The PCs don’t linger and open a door south that reveals a set of stairs going down. After some hesitation they choose to descend.
- They’re in a large room with many crates. They try to open a door west but it’s locked and a few seconds later they hear banging and howling coming from the other side.
- They leave it be and go north through an ossuary. There’s six standing skeletons but they don’t react to the adventurers’s presence when they cross the area. They open a door north.
- The PCs are now inside a smaller room from which emanates calmness, serenity, with candles gently floating around.
- Forka inspects a brick wall and finds a secret door. It leads to a small corridor with an acrid smell in the air. The source is soon apparent as a Gray Ooze attacks Forka and inflicts a burning wound on him. Grimoire does massive damage to the ooze with a (crit) Mental Strike. Jedri damages his light mace with a left-handed attack on the acidic monster but his magic sword, Perseverance, is fine after it finishes it.
- The ooze slain, the adventurers find another secret door at the end of the corridor and get into a room with a dry fountain and a corpse with a badly-damaged armor and a broken sword.
- There’s furnitures blocking the door from their side and they remove it all and enter a room littered with bones. They see a tunnel carved high on the wall and going east but they choose instead to open a door south into a fetid room with a small hole on the ceiling (they found the latrines yikes!).
- They get back and they hurry away as they see a large tentacled beast exiting from the tunnel.
- They leave this area and get back once more to the storage room and open a door east.
- They enter a room engulfed in darkness, Torch’s torch is barely visible. Something is moving in the dark, a cackling laughter and then Torch yelps in pain as sharp teeth plunge onto his leg. A chaotic fight ensues as Torch and Jedri (who can still fight decently without seeing much as a Ratman) go against two monstrous wolves with skulls for heads. Jedri quickly kills one with a sword through the heart. The other beast tries to rake Torch with its claws but fail to get through his armor and the combined efforts of Torch and Jedri are enough to dispatch it.
- The PCs get out of darkness by where they came and enter a room to the south. There’s a diminutive creature half-organic half-mechanic (an homoncubold) sitting on a carpet. It’s mute but it gestures at some wares it’d like to sell. Aracyne buys a dagger and a folded paper from this odd merchant. The paper turns out to be a note written by Uzul Balashi – the wizard is complaining bitterly that his wife doesn’t approve of the experiments he’s doing on their house staff (they’re starting to get ugly and smelly…). The PCs also manage to learn from the merchant that Uzul Balashi can be found somewhere above, not underground.
- Going in another room close by, they find boxes filled with women clothes and some jewels, They also find a music box and Aracyne turns its lever until the music ends and then the box explodes in a powerful fireball! The three closest adventurers suffer greatly, jedri is badly wounded and Aracyne and Grimoire are both down and in a critical state. The Elf’s face is a charred mess and Grimoire has one leg nearly torn off (injuries). Forka manages to revive Grimoire and then the mage casts his recently-learned Treat Wound on Aracyne, saving his life and then on himself and Jedri.
- The Battle Brothers, a bit discomfited by this ordeal, get back limping to the Floating Candles room and get a good rest without any interruption.
Closing Comments:
- I have about ten modules attached to the Gundeholfen tentpole at the moment. I was really impressed by Slug House when I came upon it and was eager to run it. A really nice urban dungeon, there’s not many of those that are so well-conceived. Highly recommended.
- The kids did a pretty good job of exploring. They still rush things a bit too much and don’t ask questions nearly enough but they’re getting there.
- The music box was one brutal curveball I must say. It does make sense in context though.
- The kids guessed quite rightly, and by themselves, that the candles room was a great place to rest.
I love the idea of the music box as fireball bomb. I’m imagining a witch with magic items themed around children’s toys, and part of effectively managing her lair calls for intuiting the magical effects of using seemingly-ordinary items. Perhaps a pantry full of potions arrayed like Willy Wonka candy, with just enough little hints as to what they do?
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