Ooze Master & Golden Beholder – Session 49b

Deuxième partie de la session forte en combats.

Personnages Joueurs (PJs)

  • (Marjorie) Kalohan, (level 11>>12) High Elf Wizard (evoker), Inheritor,  doit trouver un sort inconnu jusque là avant de pouvoir obtenir son héritage
  • (Isaac) Anfi, (level 12) Locathah Fighter (eldritch knight), Outlander, venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement + Salamandre Géante
  • (Edmond) Vingt, (level 9>>10) Myconid Druid (circle of spores), Acolyte, envoyé de Zuggtmoy, la Déesse du fongique + Fourmi Zombifiée
  • (Félix) Flyzus, (level 12), Wood Elf Ranger (hunter), Outlander, n’a plus de famille ni de patrie, là pour l’aventure et se forger une nouvelle vie. Accompagné de son Dire Kakapo juvénile qu’il a sauvé.
  • (Chris) Pax Double-Poches, (level 12), Halfling Rogue (arcane trickster), Criminal, fuyant un passé criminel, a vu de ses yeux les trésors merveilleux qu’a rapporté le ranger Flyzus de sa dernìère expédition et s’est immiscé dans le groupe depuis
  • (Chris) Rufb (level 12), Half-Orc Barbarian (berserker), Mercenary Veteran; capturé par des pterafolks, seul survivant de sa bande de mercenaires, délivré par Flyzus au sommet du Firefinger

Ayant espionné magiquement à distance un des doppelganger de Jobal, les PJs savent où trouver le « vrai ».

Le vrai Jobal – Ooze the Master

Avec le raccourci offert par le Passwall de Rufb, les PJs sont dans la salle du bassin d’où surgit le maître des lieux. La discussion est fort courte et la magicienne entame les hostilités avec un Wall of Fire concentré sur le bassin. Les traits fondus, Jobal n’est maintenant qu’une énorme masse visqueuse qui s’élance au plafond, y reste fixé, tout en faisant pleuvoir sur les aventuriers acide et coups de tentacules… Mais les PJs savent désormais que le feu est un bon moyen de lutter contre cette… chose (the Thing!), et ils y mettent beaucoup d’enthousiasme. La magicienne envoi une Fireball mais se fait frapper violemment en retour (1). Anfi fait de gros dommage avec sa hache enflammée tandis que Flyzus tire avec son Hatebow. Vingt quant à lui peut « soigner à l’envers » le monstre puisque c’est aussi un mort-vivant et ainsi le blesser sérieusement. La concentration de l’assaut, en tenant compte des points faibles, a tôt fait de tuer le Ooze Master Jobal (2).

Dirty Dealings with Dirty Talons

Le grabuge a cependant tôt fait d’attirer des sbire du défunt Jobal, des criminels du groupe d’élite des Dirty Talons, le chef et deux autres malfrats. Constatant la mort de leur employeur, ceux-ci veulent bien ccopérer avec les aventuriers mais seulement s’ils reçoivent une compensation monétaire. Ils offrent quelques informations utiles (3) sur le complexe moyennant une coquette somme et demandent encore plus en échange de précisions mais Kalohan, sans pitié, fait un sort de Blight sur le chef pour l’intimider et l’ordonne qu’il serve de guide vers la salle au trésor. Ce dernier accepte de mauvais grâce mais prend la fuite à la première occasion alors que le groupe tourne dans un corridor et que 2 sentinelles, de ces étranges Hommes à tête de scarabée, s’apprêtent à les attaquer.

Flyzus fait un Hunter’s Mark sur le chef des Dirty Talons alors que ses compagnons disposent rapidement des sentinelles et le groupe s’élancent ensuite à la poursuite des fuyards, Rufb et Flyzus (plus rapides) en tête. Après plusieurs croches, les PJs constatent que les Dirty Talons se dirigent vers la sortie du complexe mais Kalohan profitant d’une ligne de vue directe, à la distance maximale de son sort, fait apparaître un Stonewall qui leur bloque le passage. Les Dirty Talons, coincés, n’ont d’autres choix que se battre, ce sont des adeptes d’art martiaux et assez compétents (un dévie une flèche sneak attack de Pax avec aisance) mais une Lightning Bolt bien placée et la force de frappe supérieure d’Anfi et Flyzus en particulier en viennent à bout.

Les aventuriers ont écopés de plusieurs blessures, en particulier contre Jobal et vont de nouveau se reposer avant de poursuivre. Le repos s’étant effectué à l’extérieur du complexe, les aventuriers reviennent pour trouver l’entrée de nouveau gardée mais rien qui peut les arrêter.

Le Roi Soleil

Déterminés à combattre le Beholder surnommé « Le Roi-Soleil » (4), le gardien d’une des deux pyramides surplombant le complexe où ils se trouvent, les PJs se concertent pour trouver un bon plan d’attaque (5). La magicienne espionne le repaire du Roi-Soleil avec un autre Arcane Eye et une fois qu’elle le voit elle lance un sort de Transmute Rock (to mud) au dessus de lui, l’engloutissant dans une masse de boue et puis, avec le même sort, change cette masse en roche!

Le monstre hurle de colère et ne perd pas de temps à utiliser son rayon désintégrateur pour se sortir de là mais les aventuriers en profitent pour se faufiler dans le puit au plafond (Pax lévite et accroche une corde, les autres grimpent) et entrent dans la pyramide.

Ils sont vite confrontés à des Gazers, de minuscules copies un peu grotesques du Beholder. De simples nuisances pour des aventuriers aguerris mais qui les ralentissent suffisamment pour que leur maître se libère…

S’ensuit un affrontement épique où la capacité anti-magique du monstre va radicalement changer la donne par rapport aux capacité habituelles des PJs. (6) Ceux-ci se rendent comptent que leur assaut frontal est vouer à l’échec (trop de rayons les frappent) et bientôt se divisent en deux groupes pour que l’oeil anti-magique ne puissent les englober tous. Pendant ce temps Rufb d’abord frappé par un ralentissement, sera assaillit par son coéquipier Flyzus qui a succombé à un charme (heureusement que Vingt a pu guérir Rufb). Pax passe à deux doigts de se faire désintégrer et boit en vitesse une potion de soin. Anfi ravive l’espoir du groupe alors qu’il parvient lui à proximité de monstre et inflige de lourds dégâts avec sa hache (action surge bien placé). Rufb se fait pétrifier et est définitivement hors-combat. Kalohan est la cible de l’oeil spectral (lair effect) qui la tracte plus loin. Anfi se fait charmer à son tour. La situation est critique mais heureusement Flyzus, libéré du charme, et avec l’oeil anti-magique tourné vers Pax et Kalohan, utilise les pleins pouvoirs de son Hatebow et DÉFONCE le Roi-Soleil avec des flèches dévastatrices. Le monstre est terrassé! (7)

Ne reste plus qu’à ouvrir les coffres à trésor (8), en plus de l’or et joyaux pour une fortune, ils trouvent un légendaire Well of Many Worlds et une armure magique de résistance au feu.

Closing Comments:

  1. Marjorie prend toujours milles précaution pour éviter d’être la cible mais ne réussit pas toujours!
  2. Ooze Master, le template dans Tales of the Yawning Portal (WoTC), un undead ooze avec quelques habiletés de spellcasting et lui ai rajouté des actions légendaires pour l’occasion…
  3. Brisant certaines suppositions des joueurs, Jobal n’est pas le véritable maître des lieux, en dépit de sa condition surhumaine/inhumaine dans lequel il se trouvait. Le maître est le mystérieux Piyyat, un nom déjà mentionné jadis, alors qu’ils exploraient un autre donjon…
  4. Le temple solaire fait partie de son repaire et aussi, il porte une quantité extravagante d’or sur sa personne.
  5. Les joueurs vont prendre BEAUCOUP de temps, en particulier Marjorie qui n’est pas très diligente concernant les limitations de ses sorts (i.e non tu ne peux pas faire 2 sorts qui exigent la concentration en même temps…)
  6. J’ai changé le Ray of Charm; un seul round au lieu d’une heure (!), mais qui met véritablement la cible (qui a manqué son jet de sauvegarde) sous contrôle du Beholder
  7. J’ai joué le Beholder le plus habilement possible et ce fut un combat extrêmement difficile pour les joueurs mais visiblement très apprécié
  8. Pour une fois laissé au hasard, les joeurs ont eu d’excellents jets sur la table des trésors 😀

Under the Old City – Session 49a

Suite de notre très occasionnelle campagne de D&D 5E. Je suis très content que Félix ait pu se joindre à nous à nouveau. Je réalise qu’il a maintenant 17 ans et qu’il a commencé à jouer dans cette campagne alors qu’il en avait 11!

Longue session +- 12hrs, en 2 parties

Personnages Joueurs (PJs)

  • (Marjorie) Kalohan, (level 11>>12) High Elf Wizard (evoker), Inheritor,  doit trouver un sort inconnu jusque là avant de pouvoir obtenir son héritage
  • (Isaac) Anfi, (level 12) Locathah Fighter (eldritch knight), Outlander, venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement + Salamandre Géante
  • (Edmond) Vingt, (level 9>>10) Myconid Druid (circle of spores), Acolyte, envoyé de Zuggtmoy, la Déesse du fongique + Fourmi Zombifiée
  • (Félix) Flyzus, (level 12), Wood Elf Ranger (hunter), Outlander, n’a plus de famille ni de patrie, là pour l’aventure et se forger une nouvelle vie. Accompagné de son Dire Kakapo juvénile qu’il a sauvé.
  • (Chris) Pax Double-Poches, (level 12), Halfling Rogue (arcane trickster), Criminal, fuyant un passé criminel, a vu de ses yeux les trésors merveilleux qu’a rapporté le ranger Flyzus de sa dernìère expédition et s’est immiscé dans le groupe depuis
  • (Chris) Rufb (level 12), Half-Orc Barbarian (berserker), Mercenary Veteran; capturé par des pterafolks, seul survivant de sa bande de mercenaires, délivré par Flyzus au sommet du Firefinger

Les PJs continuent leurs explorations des sous-sols de la Vieille Ville à Port Nyanzaru avec pour objectif d’éliminer le chef criminel Jobal et le pouvoir soupçonné de l’appuyer dans l’ombre. Avec leurs efforts précédents ils sont maintenant à l’entrée d’une section à l’architecture plus ancienne et devant une lourde porte de bronze.

Personifications Multiples

La magicienne fait un sort de Seeming qui change l’apparence des membres du groupe à sa guise. Flyzus aura l’apparence de Jobal, accompagné de ses « sbires ». Ils ouvrent la porte et tombe face à face avec un Homme à tête de scarabée (1), un de ces étranges cultistes, mais celui-ci les ignore. Ils tournent le coin et voilà qu’ils voient Jobal et son entourage mais lui non plus ne semble pas perturbé outre mesure de voir un double de lui-même devant ses yeux. Les aventuriers décident alors de semer la confusion parmi les ennemis. Kalohan jette un sort de Crown of Madness sur une magicienne ennemie qui semblait elle les suspecter et Pax fait un Tasha’s Hideous Laughter sur un garde du corps. Dans le chaos qui s’ensuit, les Pjs attaquent par surprise et après une échauffourée intense mais courte, ils éliminent leurs adversaires.

Ils constatent que Jobal, une fois mort, prend les traits informes typiques d’un doppelganger…

Un corridor lourdement piégé s’enfonce plus loin dans le complexe mais Pax réussit à trouver une porte secrète.

Temple Solaire

S’y engouffrant, et un corridor plus loin, les Pjs se trouvent maintenant dans une sorte de temple dédié à un culte du soleil où ils doivent affronter 2 cyclopes solaires qui lancent des rayons de flammes par leurs yeux!

Esquivant les rayons, Flyzus, Anfi et Rufb vont en combat rapproché. Les cyclopes sont redoutables avec leurs haches et infligent de lourds dégats mais avec l’appui de ceux en arrière les guerriers ont finalement le dessus. Anfi s’empare de la lourde hache enflammée d’un des cyclopes (2).

Pax inspecte le cadran solaire au milieu de la pièce mais se retrouve soudainement tracté vers le plafond (où se trouve une ouverture). Rien de moins qu’un Beholder se trouve juste en haut! Rufb s’élance au secours du pauvre halfling et parvient à le sortir du rayon tracteur. Cependant Pax ne va pas immédiatement à l’abri puisqu’il veut décocher une flèche au monstre, le blesse, mais est à la cible d’un rayon dévastateur qui le tue presque.

À l’écart du trou au plafond maintenant, la magicienne envoi un Arcane Eye pour espionner le Beholder en haut mais son oeil magique est rapidement dissipé par le pouvoir anti-magique du monstre (3). Qui plus est, à intervalle régulier apparaissent de nul part et près d’eux, des yeux spectraux qui leur lancent des rayons néfastes. (4)

Les aventuriers affichant plusieurs blessures et avec une bonne partie de leurs ressources épuisées par leur combats précédents, décident de ne pas tenter le sort cette fois contre cet adversaire redoutable et rebroussent chemin.

Le Vrai Jobal?

Après un repos à l’extérieur du complexe les PJs reviennent à l’endroit où ils avaient affronter Jobal et voilà qu’ils se tient de nouveau devant eux (seul cette fois): « mais qui êtes vous et que voulez-vous? » Sur quoi, ayant compris essentiellement que ce Jobal-ci n’est pas plus véritable que le précédent, ils demandent à voir le « vrai » Jobal sans pour autant préciser ce qu’ils lui veulent. Sans réponses le faux Jobal part mais sera suivi à son insu d’un Arcane Eye de Kalohan. Celle-ci voit son parcours, il traverse une partie du complexe et se rend à son maître dans une salle étrange avec un bassin contenant un liquide noir et visqueux. Une figure en émerge et une discussion (ne peut entendre) a lieu.

Ensuite, analysant la configuration des lieux, les PJs s’aperçoivent qu’ils peuvent se faire un raccourci en utilisant le capacité de Passwall de la Hache magique de Rufb. Ils aboutissent ainsi directement à salle de bassin.

La figure émerge de la viscosité liquide et prend vaguement le forme de Jobal. Les aventuriers passent aux choses sérieuses…

Notes du DM:

  1. j’ai volontairement remis plusieurs des éléments les plus étranges d’aventures précédentes pour essayer d’indiquer que les joueurs s’approchent rapidement de la SOURCE de toutes ces étrangetés
  2. Anfi est le seul avec assez de force pour pouvoir manier ces haches énormes
  3. Marjorie, qui n’avait jamais affronté de Beholder auparavant, est sidérée d’apprendre ce pouvoir qui limitera beaucoup les siens par la suite…
  4. Un lair effect bien amusant pour le maître de jeu et bien agaçant pour les joueurs!

Gunderholfen- Breaking the Blockade – Session 6

It’s been a while since I ran any ttrpg, the good thing is I had time to figure out how I want to manage an osr mega-dungeon campaign with the not-quite-osr and incomplete system that is dragonbane. More on this another time.

Full group of players. 2 hours session.

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Forka (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • J. Lebeau (Olivier), Dogman Fighter

Level 1C, hobgoblin territory

We start with the PCs safe in hobgoblin territory. As the adventurers wish to get back in town (they’re low in rations and have accomplished their official mission) they have to come up with a plan on how to deal with the goblins who block their only (known) path towards the outside world. The hobgoblins also badly wish to have access to an exit so they’re more than willing to help the PCs and will provide half a dozen warriors for the initial assault (and will join en masse in the next phase if it succeeds).

It all comes down to how to manage to cross the « Corridor of Death » between the two factions.

Aracyne had the idea for them to craft two improvized, over-sized shields so they have cover whilst they advance. Hédralynn and Ghardeet the hobgoblin shaman cast Stone Skin on the warriors who’ll be in front and then they open the portcullis.

The group slowly advance in the unlit first tier of the corridor and it’s not long before the goblin sentinels become aware of their presence, yell at the guards room behind them and start peppering the invaders with projectiles. The large shields come in handy and are opened-up for one split-second as the allies let go of their own volley, wounding two goblins in the process. Hédralynn uses a levitate spell on the nearest makeshift barricade and throws a big chunk of it away. The remnant of the barricade is smashed aside by the two shield-bearers and the group is now midway into the Corridor of Death.

The panicking goblins still have a trick down their sleeve, or so they thought, as they throw a Poison Bomb Hédralynn « catches » it midair with her magic and throws it back at the goblins feet! Choking from their own bio-weapon, abandoned by their fellow goblins who’ve shut the door closed behind them, the poor sentinels are not long for this world.

With the Corridor of Death taken, the chain of events is inevitable. The hobgoblins break the door open (they use a stone statue as a ram) and overwhelm the chiefless goblins who, after a brief attempt at resisting, break and flee wherever they can. Some flee northward and escape the dungeon by the side-entrance, the others are eventually rounded up by the PCs and hobgoblins and forcefully conscripted yet again. A bit later, under the suggestion of Hédralynn, those goblins then spearheaded an attack against the surviving kobolds in the section west of there, resulting in the taking over of the entire Level 1 by the Hobgoblins and their very happy chief, Nerulf. The latter gives something to the PCs, a scrollcase containing a message from one Danfelt that mentions something special way down at Level 7, an entrance to the « Floating Level » if one manages to get past the dangerous gray dwarves…

Getting Back to Town

  • Ganfal Swamp encounter: a group of 7 hobgoblins, not from the dungeon, parlay and persuaded to join their ally Nerulf whom they’ve heard of, instead of attacking the PCs
  • Farmlands encounter: peasants tending their fields
  • Town of Longfelt: the PCs went to High Constable Vandehaut with their report on the state of Gunderholfen and with proofs (body part) of monsters inhabiting the dungeon, received their pay and told to come back next day for next course of action
  • Stayed at the Purple Cloth Inn where they see two women have a fight, each claiming to be an adventurer’s paramour, referring to Bayard, leader of a rival adventuring guild
  • Next day, went to see Vandehaut, now accompanied by High Priestess Evadne and anorther city councilor. It has been decided that Gunderholfen will be officially opened to adventurers. Evadne in particular is hopeful that the Rod of Harvest will be retrieved and brought back at her temple.
  • It is believed that the fact that the Ganfal swamp is now expanding and gobbling up fertile lands north of Longfelt is due to the disappearance of the Rod of Harvest from Longfelt.
  • There’s mention also of payment in exchange of mapping the dungeon (which probably has changed over the last decades since the time of the last frenzy of exploration)
  • Hédralynn tries to convince the three councilors of having the exclusivity over other adventuring guilds but her arguments are turned down

Closing Comments:

  • Fun tactical challenge within the Corridor of Death
  • The fighting after this we just handwaved, the PCs & hobgoblins together were obviously the superior side
  • Hédralynn made good use of the flexibility of the Levitate spell on the goblins’ makeshit barricades
  • Hédralynn’s plan ultimately gave the entire Level 1 to the Hobgoblins which won’t be without consequences in the future.
  • Important Hand Out given by the hobgoblin chief if they ever reach Level 7
  • I chose to put forward the idea of the expansion of the swamp as a kind of looming threat to the civilized world. This also puts an incentive to retrieve a powerful artifact and gives a concrete goal for the players aside from mere dungeon exploration.
  • Marjorie didn’t like the idea of having competing adventuring parties involved but it’s part of the game, the PCs aren’t the only heroes in town. And possible rivalries with other parties can be fun to play, for me at the very least!

Riesending Cave, the Real Undermountain

Here’s one of the most fascinating thing I’ve ever watched. Seriously. The top-notch production value and absolutely great soundtrack of this documentary makes it a unique experience. I don’t know much about speleology or spelunking but there’s something so strange, so visceral to these underground environments…

The Entrance at the top of Unterberg Mountain:

Sites translation:

  • Ursprungcanyon = Origin Canyon
  • Hochsammler = High Collector
  • Sammler = Collector
  • Lange Gerade = Long Straight
  • Sechs Schächte = Six Shafts
  • Auenland = Shire

The Sleeping Emperor’s legend:

I would be remiss not to mention that (like so many caves) there’s a legend attached to Riesending, of course! The Sleeping Emperor, sometimes Charlemagne, others Barbarossa. with their retinue of dwarves (Untersberger Mandln). When the Emperor will finally awakens, this will signal the end of the world as he’ll lead his army for one final great battle (presumably for the good guys but this is debatable imho).

Takeaways:

  • An arduous trek to reach the entrance and then days or even weeks of underground exploration, or logistical concerns cranked to 11
  • Semi-permanent bivouacs placed at safe (relatively) spots that need to be replenished regularly
  • The hugeness of the place would translate into a mix of point-crawling and proper dungeon-crawling into the megadungeon
  • The Underground Lake! (1:00:45)
  • The Really-Uncomfortable-You-Cross-it-Riding-Bridge! (58:25)
  • The Sleeping Emperor!

A note on Troglodytes

Been a while since I’ve done « A note on » post, but it’s been slow on the ttrpgaming front over here those last few weeks so I’ll put out this little filler.

Troglodytes in Heroes 3

I’ve been playing the venerable computer game Heroes 3 with my sons for the last few weeks and we’re having great fun. My youngest is fond of the Dungeon faction, mainly for their strongest unit, the dragons unsurprisingly. Their weakest unit, the troglodyte, is MY favorite though. I love their design!

They don’t have eyes!
or the « improved » stronger version

Contrast it with the current D&D version:

Not bad but it looks like some kind of ugly lizardman, nothing special here.

The one thing that differientate troglodytes from other monsters in D&D is their horrible stench. It’s okay, I have nothing against it but I think I can offer alternative features that are more interesting.

Now, troglodytes, as befit the name should be a mostly subterranean species. Making do without eyes could actually make a lot of sense (pun intended).

damn, the stuff we can find on the internet

New features for D&D

Anyway, yeah, I think eyeless troglodytes should have echolocation like dolphins or bats for that matter. The adventurers would hear the eery screams of the troglodytes coming for them, wouldn’t it be scary/cool? That could be a fluff thing or it could also means mechanically that Trologodytes are simply immune to anything that need eyesight to be affected (i.e illusions, or blindness obviously) AND would be vulnerable to silence effects (would be effectively « blinded »).

Now, a more audacious feature I would give troglodytes is darkvision camouflage. As in modern D&D something like three quarters of people have darkvision for some reason, what about the one species that would have evolved to mess with this sense? Be it low body temperature à la Predator, or some special skin pattern, the Troglodytes are basically invisible to darkvision users.

You hear the screams of those awful troglodytes adventurer? Hope you didn’t only banked on your darkvision and brought ye ole torch!

Gunderholfen – Bug Squashing – Session 5

I’ve mentionned last session that I thought that the boys relied a bit too much on their aunt when we play together so here’s a session with only the group’s two younger players, my sons, just to remind them how to be more active in the decision-making process.

short session, 1hr

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Forka (changed his name), (Edmond), Dogman Knight
  • Alfred (Me), Hobgoblin Fighter

Last time we ended up with the party having explored a good chunk of Level 2 and standind beside another flooded area. Three adventurers (I’ll be playing Alfred the Hobgoblin to help them a little) will continue to explore while the two others are resting or something.

Level 2

  • They can see another passage beyond the water but don’t have an easy mean to get across without getting wet. Whilst they think about it, two Walking Puffballs come on sight from the other side ot the water but Aracyne quickly dispatch them with two arrows.
  • They decide to backtrack a little and explore more to the south.
  • They get to the passage where they’ve fought a rats swarm, a Fire-Beetle is busy devouring a fireballed-crispy rat. The insect monster is kind of blocking their way so the PCs decide to attack it. Forka miss with his big hammer but Alfred plunges his dagger in a weak spot and kills the Fire-Beetle. Forka remoces its hard chitin carapace and takes it with him, not without some difficulty.
  • They get past the glowing mushroom area and take the south-east passage. They’re in a small room with crystals on the walls reflecting purple light. There’s a sense of calm in the place but the adventurers are worried that they’ll fall asleep if they linger. Aracyne takes one crystal and they move on.
  • They go further south in a large rooms with boulders here and there. Once they take a few steps in they’re suddenly ambushed by three Vilstraks.
That’s a Vilstrak in case you don’t know what it is. I didn’t.
  • These bipedal insectoids are not very strong but they’re well-armored. Forka misses his first swing and bend his hammer on the hard rock floor. He’ll have to fight with a weird-angled weapon from now on. Alfred slays one foe with a well-placed dagger hit. Aracyne dodges on attack. Three more Vilstraks get out from behind the boulders and several others within the next rounds. Fortunately, Forka, despite his damaged weapon (or because of it we’re joking), is very efficent and smash one foe after the other. Alfred hits more often than not and kill his share of opponents. Aracyne has to focus more on dodging as he’s already wounded from earlier. The last two foes try to flee but are quickly cut down.
  • « Hey boss » Alfred says, « we bleedin’ all over the place, might be a good idea t’make a strategic retreat? » Aracyne takes notice of their many wounds and gives the order to start their way back to safety.
  • They get to the grand hallway’s door without incidents but they can hear the humming of the stirges behind the door. They open the door, shoots down a few flying stirges and then dash to the stairway and upstairs into Hobgoblin territory.
  • The PCs made some dealings with the Hobgoblins. Aracyne paid a 10 gp fee to stay one more day in the territory (plus a room to rest). Forka paid a weaponsmith to unbend his hammer. They also learned that the hobgoblins don’t have food stocks for very long and are worried about that. The fact that they’re cut off from the outside (by the goblins) and don’t have easy food sources inside the dungeons is problematic.

Closing comments:

  • Fun session. There was one dangerous fight against the Vilstraks. Armor in Dragonbane substract damage, something that I’ve always preferred to the usual making you harder to hit. Combat is very fun in Dragonbane, I’m happy with it.
  • Edmond was very happy of his character’s martial prowess with his 2-h hammer. He kept hitting his target despite having a disadvantage with his damaged weapon.
  • Having more than one weapon become a lot more important in a system when damaging one’s is possible.
  • Isaac has thought of a clever plan to help the hobgoblins go through the goblin barricade. That’ll be interesting to see!

Gunderholfen – Stirges & Rats- Session 4

Short session ( 2 hrs). Isaac is mapping as usual. Edmond has decided that he’s taking notes, so he writes furiously in his little notebook. Olivier is mostly waiting for fights to happen. And Marjorie works hard to solve non-combat challenges.

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Malique, (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • J. Lebeau (Olivier), Dogman Fighter
  • Alfred (Olivier), Hobgoblin Fighter

We start in hobgoblin territory (level1C). The adventurers had permission from chief Nerulf to rest before going to Level 2 and that’s what they do.

Hobgoblins accompany them until they reach the stairs that goes down. They tell them that the grand hallway that they’ll soon get into is infested with stirges. They also tell them that the passage after that has some sort of powerful magical wind activated when walked through.

Level 2

  • Down at Level 2, inside the grand hallway, the light of their torch doesn’t reach the ceiling above. The PCs eye suspiciously the dark corners but don’t see any stirges so they advance tentatively and inspect the double doors at the end of the hallway. There’s an inscription, it’s in old dwarvish and Hédralynn only manage to comprehend the general sense of the words – something about welcoming, politeness and cleanliness she thinks. Acting on that, she remove her boots and tell her companions to do the same but as they do they begin to hear a humming sound coming from the north-east corner. The stirges are coming!
  • The PCs hurry up and push the heavy doors together, quickly get in and close them behind them. They can see a stone visage carved that looks like a dwarf with puffed-up cheeks on the opposite door. Nothing happens, they get to the other side, opens the door and put back their boots on.
  • A bit further they see a stone mouth carved on the wall with its tongue sticking out. They mess with it for a while and discover a small coin-sized depression on the tongue. After losing a few gold pieces to it, they discover that it changes copper coin into silver and change a bit more than a hundred coins that way.
  • Thence, in the next room with a small crevice splitting it in the middle, two walking puffballs run towards them. Malique throws his cloak on top of one to cover it as Hédralynn shoots it with an arrow. It deflates with a hissing sound and stay still. Alfred tries the same manoeuver with his cloak but misses, Lebeau shoots it anyway, kills it, releasing a cloud of spores. Aracyne hurries to cover it but inhales some spores and feels sick.
  • After that, they get to a natural cavern filled with murky water. Hédralynn levitates and ties a rope with a grappling hook on the ceiling and then levitate some more to get herself to the other side. Aracyne get to the other with the rope but Alfred falls halfway and splashes into the shallow pool, disturbing four giant toads nearby. The toads miss their attacks and two get kill in no time. The others, wounded, dive back inside the murky water.
  • Now all across, the PCs continue their way in what is now a series of unworked natural passages. They see an old campfire, there’s graffitis on the walls.
  • Next, they get into a room with faintly glowing mushrooms and they try their best not to walk on them.
  • Thence, they get into a passage with three small tunnels on the side. There’s fur and droppings on the floor. Big rats get out of the tunnels and jump on Aracyne who gets many painful scratches. More rats are coming from the tunnels but the Mage let go of three fireballs, one for each tunnel, ending the threat instantly. Aracyne’s other companions help him get rid of his rat problem.
  • TBC…

Closing Comments

  • Edmond’s character has almost all the group’s torches on him, if he had get wet as Alfred did, their expedition would have suddenly getting much more complicated…
  • Walking Puffballs is my first nod to Delicious in Dungeon, more annoying than dangerous (on this level).

Dungeon Rats (gritty fantasy prison break)

I think that video games have now too prominent an influence over tabletop rgs, often to the point of denaturing the latter. But if we stay clear of what works for crpgs but should absolutely not be imported to ttrpgs, we can absolutely borrow some great ideas from one to the other.

Now the game I’m gonna talk about I can’t say it’s a great game, I would not even recommend it except for a very specific kind of gamers, those who like punishing turn-based tactical games, like say Darkest Dungeon or Battle Brothers.

Dungeon Rats by Iron Tower Studio is kind of an annex to the more complex Age of Decadence game, both set in the same ancient Rome-like world. If the latter offers a full immersive rpg experience, the first only focus on tactical combat with some (very well-made) crafting on the side.

The premise is quite interesting to me: we’ve been sent to a special kind of prison, a deep and nearly depleted mine, we’ve arrived at Rock Bottom… As we’re the fighting type we’ll be spared the back-breaking work and have a few missions until we’ll be facing a hard choice: live our the rest of our miserable, short life in the oppressive darkness or… try to escape.

Now, as we’re in the aptly-named Rock Bottom, to see the light of day and gain our freedom we have to go up!

But in order to do so we first have to go through gang territory:

And that’s where I said to myself that this game would be highly interesting as a ttrpg conversion. DR is a pretty limited game, mostly linear, from one fight to another without a lot of choices. Converted into a proper tabletop dungeon and with faction play with the above-mentionned gangs? And with the fascinating crafting/alchemy system (i.e. you can make liquid fire, or craft The Claw, a spear made with a scorpion pincer). There’s a lot of potential there methinks.

There’s more to fight than fellow prisoners though. From giant ants, scorpions, carnivorous plants, giant spiky worms to… demonic metal-skinned beings! Hmm, yeah, there’s a weird turn into sci-fi in the later part of the game, that’s a matter of taste I guess if one would keep the abrupt theming change or not.

Just for fun, the levels/sub-levels are thusly arrayed in DR, note that the whole thing is more horizontal than vertical (maybe 4 Levels, 5 counting the Fort):

  • Rock Bottom, where the latest prisoners are dumped
  • Deep Caves, below Rock Bottom, full of critters and lava but somewhat less depleted in ressources
  • Old Town, neutral ground, I would imagine, of the upper level
  • The River, fast underground river, access to precious fresh water, controlled by the Dredgers
  • Crystal Caves, eerily-glowing minerals
  • The Mines, labyrinthine, controlled by the Molerats
  • The Forge, soot-blackened, controlled by the heavily-armored Praetors
  • Ancient Factory, sub-level, sci-fi, robots
  • Old Cellblock, « proper » prison, home of the Emperor, ex-gladiator, inhumanly enhanced
  • Fort, above the dungeon, sunlight at last! but we’re not out of danger yet, a century of legionnaires is between us and freedom

Gunderholfen – Never trust an Elf – Session 3

There’s three minor factions on Level 1 of Gunderholfen: the kobolds, the goblins and the hobgoblins, all hostile to each other. The hobgoblins are closer to Level 2 but are stuck inside the dungeon as they don’t have access to any exit (in my version, as written their area has its own entrance). My own explanation for the presence of these three groups is that the goblins were serving the hobgoblins mostly as cannon fodder for exploring the lower level until they had enough, revolted and claimed a part of Level 1 for themselves, The kobolds simply invaded in the ensuing chaos. Of course my players didn’t know any of this but learned of it in this session.

For this campaign we’re using Free League’s Dragonbane as the rpg system and we’re spicing up the whole thing with a Ryoko Kui’s Delicious in Dungeon flavor so to speak.

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Malique, (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • J. Lebeau (Olivier), Dogman Fighter
  • Alfred (Olivier), Hobgoblin Fighter

The adventurers buy a few more goods in town.

It was decided that Alfred the hobgoblin would be Lebeau’s hireling, paid by him, and not a full member of the guild for the moment.

Aracyne pays some gold pieces to Cedric the Sage to learn of the history of Gunderholfen in broad strokes.

Ganfal Swamp:

The PCs leave town, cross through farmlands and reach the Ganfal Swamp. This time, two-third of the way in they have a fight against giant poisonous toads. Alfred is wounded and poisoned but survives. The PCs make camp to rest a moment.

While they lunch they ask their new hobgoblin companion, what he knows of Gunderholfen (about time) and they learn a few useful things.

  • He was outside the dungeon with a hunting party, came back after a few days and he and his companions were surprised to find kobolds at the main entrance. They tried to force their way in but were outnumbered. He was the only survivor and was thrown in prison.
  • When he left the hobgoblins controlled almost all of Level 1, so something happened to change that.
  • Negruf is the hobgoblin chief.
  • The hobgoblins were in the process of exploring Level 2, cautiously, using goblin patrols. Level 2 is made of natural caves and there’s some monstrous critters roaming around.
  • There’s two entrances to Level 1 (not quite true), the Snake Door and another tree shrouded gully entrance on the northern side of the hill.

(Unbeknownst to him, things changed a lot since he left hunting)

North Side Entrance (Level 1B)

  • The party goes around the hill and reach the entrance that their new hobgoblin companion told them about.
  • There’s five goblins guarding the entrance and they tell the PCs that this is goblin territory now. Alfred tells them to stop messing around but they’re serious, they no longer take order from any damn hobgoblins.
  • Seeing that Aflred can’t make them enter, Hédralynn comes forth and show the goblins the dead kobold chief’s headdress and tells them that they (the PCs) could be useful to the goblins. One of the goblin go fetch their chief.
  • Chief Yurt arrives with his bodyguards. Hédralynn makes it known that they wish to get to Level 2. After some discussion between them it’s agreed that the adventurers could pass this one time through goblin territory in exchange for 30 gp now and more gifts on their way out.
  • 10 goblins (including the chief) escort the PCs to the eastern end of goblin territory. Behind a reinforced door, beyond a long, dark passage with columns and corpses (both goblins and hobgoblins) littering the floor, is where the hobgoblins are now confined.
  • As Chief Yurt says farewell to the party, Hédralynn executes her plan, she lobs two fireballs at once, one at Yurt and another to the goblin in charge of this guard post! The latter dies instantly but Yurt survives just to be finished by an arrow from Aracyne. The surviving goblins, still outnumbering the PCs 8 to 5 yells angrily and try to take advantage of their superior number. One lucky goblin pierces Malique’s boot with his spear and cuts his big toe off (injury). But three more fireballs from the mage definitely turns the fight to the adventurers’ advantage, not too soon though as more goblins are coming in.
  • Malique snatches Yurt’s body from the floor, Alfred takes back the gift of gold and then they all flee through the passage to the east. The last two in the passage, Lebeau and Alfred, are hit by stones from goblin slingers and almost don’t make it but they see the hobgoblin guards and Alfred yells at them to open fast and they do.
  • After a discussion with the hobgoblin guards, helped a lot by the fact that they are accompanied by Alfred, the PCs are escorted to chief Negruf. They tell him of their objective of going down a Level and explore. They give him the corpse of Yurt, whom the hobgoblins sees as a traitorous rebel, and the gold. They tell him of how they saved Alfred from the kobolds too.
  • Negruf is pleased and allows them safe passage and also let them have a room to rest.

Closing Comments:

  • Olivier’s love of hirelings and Marjorie’s usual craftiness led in this session to their party shortcutting a big chunk of Level 1 and they’ll be able to go to Level 2 next session. They also have a potential alliance with the hobgoblins already in the going but they’re now enemies of the goblins.
  • Eventually they’ll have to figure a way out of the dungeon but all in due time…
  • How Negruf should see the adventurers? They can help him with his goblin problem so I think he clearly has something to gain out of it for the moment.

Gunderholfen – Against the Kobolds – Session 2

First session of what should be the main dish ot this new campaign: the Gunderholfen megadungeon. It’s mostly vanilla fantasy (less so the deeper you go!), but after years of kinda atypical D&D I think it will still feel refreshing. We’ll see how it goes.

For this campaign we’re using Free League’s Dragonbane as the rpg system and we’re spicing up the whole thing with a Ryoko Kui’s Delicious in Dungeon flavor so to speak.

Gunderholfen by G. Hawkins: https://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Malique, (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • J. Lebeau (Olivier), Dogman Fighter

We start in Longfelt. The PCs hear that the mutants that they had saved are slowly getting back to normal at the town’s sanatorium. Hédralynn sells a scroll of diminution to a gnome magic-user and buys some goods in exchange. The characters leave town, walk through farmlands until they reach the Ganfal Swamp. They have several hours of walking on a treacherous path but they manage to reach the ancient dwarf hold without incidents (no encounters rolled).

Snake Door Entrance (Level 1A)

  • There’s a lot of small, clawed footprints and piles of damaged bones around the entrance. The interior is dimly lit with flickering light.
  • Three kobolds stand guard and threatens the adventurers with their spears. One is slain quickly and the two others flee inside, side-stepping one area on their way.
  • The PCs ran after the fleeing kobolds but took care of not stepping on the suspicious area themselves. Aracyne broke his bow trying to shoot down a kobold. Malique managed to catch one and slew him with his warhammer. The other suffered from the same fate soon after.
  • This wasn’t discreet at all however and now the PCs could hear kobolds coming from the east and from the north at the same time. Aracyne borrowed Hédralynn’s bow and killed an incoming kobold as Malique got in melee against two others. Malique is very efficient with his warhammer but also got stabbed by a spear but nothing serious.
  • Meanwhile Lebeau was facing two other kobolds that tried to bait him into a trap but weren’t subtle enough. One even fell headlong into the hidden pit when he tripped on his own feet in the course of the fight.
  • After taking care of the last kobold together, the adventurers inspect a half-rotten blue curtain and find a passage behind.
  • They get into the chief’s hall. A fearsome kobold, as fearsome as a kobold can be, is flanked by three large weasels and there’s also 5 kobold guards.
  • A big fight ensues. Hédralynn starts to lob fireballs (dragonbane’s fireballs are single target 2d6 dmg, or more if boosted) with abandon. Aracyne finishes a giant weasel with a well-placed arrow. Malique does his best to block spear thrusts at the front. The adventurers prevail but Malique sports many wounds now. Hédralynn does her best to heal him with her magic.
  • Lebeau finds a door behind a wall hanging, this leads to the chief’s modest treasure of copper pieces.
  • Another door in the chief’s hall leads to a larger room that smells of charred flesh. A kobold shaman starts to casts a spell at them as his guards charge the adventurers. Lebeau has a hard time fighting as the shaman unleash a swarm of insects at him. Fortunately the shaman isn’t long for this world as he gets a fireball and an arrow from the elves PCs. One kobold surrenders after his colleagues die and gives some information on the lair’s layout, where the jails are after being asked.
  • Backtracking a little, the adventurers go the kobolds’ jails but a portcullis is blocking their way. The two dogmen manage to force it open. There’s a brief fight thereafter against two kobold guards.
  • There’s two prisoners still alive, the daughter of Clement the tailor and one severely wounded hobgoblin. For some reason Lebeau is convinced that the latter will be a fine addition to the party and asks Hédralynn to spend her last bit of magic on healing him. Lebeau offers a full treasure-part to the hobgoblin if he joins the guild but it will be up to the Aracyne the guild leader to make such a contract or not.
  • The adventurers leave Gundeholfen, go across the Ganfal Swamp safely and get back to town.

Closing Comments:

  • Dragonbane characters start as capable adventurers but they don’t really ever have access to game-changing spells or abilities, unless they find magic items that is. I’m not sure how it wil impact the game later on to be honest.
  • I’ve shortened the walk to the dungeon through the Ganfal Swamp but nonetheless I have to remember that crossing the swamp should be seen very much as an irritating and serious logistic issue to solve before long i.e having a base nearer.
  • They’ve gone through a big chunk of the Kobolds lair and killed 2/3 of them but it wasn’t that easy either. Malique got almost injured despite being the most heavily armored until Olivier reminded Edmond that he could try to block one Kobold’s fatal spear attack with his shield and he succeed in doing so.
  • As we’re not playing a gold>>xp game I’m cutting dramatically on the amount of treasure they find. In fact, most creatures won’t have anything of value. Sorry, but not sorry!
  • The first kobolds that have fled should have alerted 2-3 more kobolds immediately in the next room instead of going farther on the lair. My first mistake of the dungeon happened really quick! I have to look at a few adjacent rooms whenever they advance into a new one just to be sure. I’ll prepare an enemy roster per area next time and won’t be caught off-guard…