2019-02-23

DF Whiterock Session 39: Green Slime and the Wight Lady

Date:

2019-02-22


Weather:

Just below freezing, partly cloudy


Player Characters:

Garreth (Zuljita), Half-Orc Fighter, 327 points
Ibizaber (Demented Avenger), Human Thief, 324 points
Polly (Kalzazz), Wood Elf Archer, 308 points
Seépravir (Archon Shiva), High-Elf Wizard, 342 points

Significant NPCs:

Lady Chauntessa, innkeeper and historian
Ixnay, shoulder dragon
Vulgaris, Minyad druid
The Wight Lady, wight spellcaster
5 Wights


We started in Cillamar, on a not very cold winter day.  Seépravir tried playing her flute to make extra money that she didn't need, and failed miserably.  She also did some research on druidic portals, and found vague rumors about a place called the Far Garden, the essence of all forests, which is allegedly reachable via dimensional gates in some other forests.  There was no confirmation of known gates that actually work, though.  

Garreth returned from his quest to find a martial arts master, without actually meeting one but having heard rumors of a Master Naburu in Galaron.  He also found that his order of balanced sais had come in.

Zaber once again failed to find Lord Flitwick, but heard a rumor about summoning creatures being impossible near Castle Whiterock, and managed to order a potion belt.  Polly found that hard carrot juice was back on the menu, and shared some with Ixnay.  Zaber and Polly decided they needed some twine (for tracking invisible allies, because rope is heavy) and bought some at a bargain price.

Lady Chauntessa made an offer to purchase the huge lions-head mace the PCs had found in the black pyramid, but they decided not to sell it yet in case it turned out to be useful.

Seépravir cast Warmth on everyone, and they hiked to Castle Whiterock without difficulty, except that Seépravir slipped in the snow one time too many and decided to Levitate instead.  Once they reached the castle, she cast Dark Vision on everyone, Invisibility on Zaber and Polly, and Keen Hearing / See Secrets / See Invisible on Zaber.  Not to be outdone, Polly, who is technically a mage, cast Keen Vision on herself and Zaber.

The group decided to go looking for green slime for Vulgaris.  Garreth remembered that it was somewhere in the mine shafts of the lower orc level.  But none of the players remembered exactly where.  Garreth asked if Zaber or Seépravir, who had found the slime previously, could make an IQ roll to remember where it was.  Zaber rolled a 3, a maximum critical success, so I told him that he was sure he remembered exactly where it was.  Which is good because otherwise the PCs would have probably blundered around a cleared level for hours looking for it.  Even with Zaber giving exact directions, the other players had a hard enough time following him, but eventually he led them to the shaft with green slime dripping from the ceiling.  With his perfect memory of its location and magically enhanced vision, there wasn't much chance of him stumbling into it.

Seépravir cast Apportation on a vial, and then floated it up near the slime on the ceiling and tried to collect some.  It took her a few tries, but the failures didn't really matter because there were no PC fingers anywhere near the slime.  I asked for a DX roll to safely cap the vial, and Zaber and Garreth competed to be the one to heroically risk their fingers near slime.  Zaber, with slightly higher DX, eventually made the roll.  There was more slime left, so they repeated the whole process with a second vial.  Then there was hardly any slime left, so the group decided to leave it alone to possibly regrow, in case they needed more in the future.

While in the area, Seépravir decided to cast Seek Magic in case they missed any magic items on that level.  Instead it found that the walls of of the nearby tower where they had (long ago) defeated the cloud giant / orc Drugila were magical.  Seépravir then wanted to cast Analyze Magic, which revealed that the walls were enchanted with some unknown anti-digging spell.  Probably whatever the cloud giant wizards use to keep pesky earth mages out.  At this point everyone else was really bored and Garreth and Polly had started playing catch with sais, so they stopped playing with spells and headed out.

With two potion vials of green slime in Zaber's (borrowed) potion belt, the group went up one level to the top of the elevator, then Seépravir prepared to lower the elevator using the winch then Levitate down after it.  But she critically failed her Levitation spell, and for once decided not to use Luck to avert it.  The critical failure ended up casting the spell on the wrong target, which meant Polly was the one who could fly, which was actually fine, so they went with that.

The bottom of the elevator was right near Vulgaris's mushroom farm, so the group headed over there to trade green slime for access to the gate that was allegedly in her lair.  But they didn't have Elias with them, so they didn't actually want to go through the gate yet, just purchase future access.  Vulgaris agreed to the deal, and also mentioned that they might want to bring some construction equipment and possibly a dwarf since the gate is actually currently a pile of rocks.  Then she took her green slime and headed into her other cave to start making potions.

The group decided to try to finish the river level.  So, with Garreth rowing, they went north down the underground river.  They went through the rocks to avoid the giant clams, and this time no clams attacked them.  Zaber, who had been scouting ahead in the water, climbed back in the boat to go down a waterfall.  The group went past the illusory wall, past the landing that led to the passage to the giant cave with the pyramid, and then reached the end of the river.  There was a dry passage heading north, a small beach to the southwest with a pile of rocks beyond it, and a huge whirlpool sucking all the river water down.  Garreth landed the boat in the dry passage, which only went a few feet then ended in a huge pile of rocks.  It looked like the former path of the river, before it had been diverted down into the whirlpool.

Garreth announced that he wasn't taking the boat anywhere near that whirlpool, so instead Seépravir cast Flight on Zaber so he could fly over and check out the other beach.  He reported that there were a lot of rocks there and it would take forever to move them.  So Seépravir Levitated herself over there then started using Shape Earth to move rocks aside.  After a bit of this, a passage opened, but some creepy undead started coming through it.  So Seépravir re-closed the passage, then Zaber flew back over and carried first Polly, then Garreth across.  (Surprisingly, Zaber can actually lift Garreth at Extra Heavy encumbrance, which is good enough to fly at Move 2.)

When everyone was ready, Seépravir started manipulating rock again, with a goal of getting access to some undead for an unfair fight.  This worked, as one wight popped out while the other four were still behind the rocks.  Garreth, who had been Waiting for just such an occurrence, smashed the wight twice with a katana, re-killing it before anyone else got to help.

Seépravir started shaping the rock again, and this time managed to open a skinny tunnel leading to a trapped wight a few yards back, out of melee range.  This was Polly's cue to fill the defenseless wight with arrows until it stopped moving.  That took four arrows.  Seépravir played with the rock some more, but apparently all the other wights had moved back out of the smash zone, as when the passageway opened back up, three wights and the Wight Lady (a wight with long hair, a breastplate, some boots, a ring, and a flail) were standing well back in a cave, away from all the moving rock.

A slightly less unfair fight started.  Polly shot at the leader twice, but she dodged twice.  Garreth moved up.  The minion wights moved up.  The Wight Lady cast some kind of fear spell at both Garreth and Polly, the only two PCs she could see.  Garreth resisted, but Polly was terrified and decided to hide behind some rocks rather than fighting.  Seépravir Great Hasted herself.  Zaber considered running up to backstab the leader, but instead waiting next to Seépravir to get Great Hasted.

Garreth waited.  Three wights charged him.  When the first one got within katana range, he chopped it up, but it dodged.  Then it tried punching him, but he parried.  Garreth then chopped up another one and killed it.  The Wight Lady, seeing Garreth punishing her minions, yelled "Did she send you? She left me in this cave to die!" and then cast some totally unfair spell on him that melted his organs a bit for 4d damage, which turned out to be 13.  A decent amount, but he has over 20 HP, and he made his Major Wound knockdown / stun check, so his Bless decided it was not worth averting.

Seépravir decided she was tired of watch Polly cower, and cast Dispel Magic.  It worked, and Polly became less scared and started preparing to resume shooting things.  Meanwhile, Zaber invisibly ran up to the Wight Lady at double speed and tried stabbing her in the eye.  Somehow she heard him coming, and somehow she parried the blow with her flail despite him being invisible.  While Zaber complained, one of the surviving wights slammed Garreth.  But he parried, aggressively since its body wasn't a Striker like its hand, and he killed it.  Oops.  Mook wights are not the best tacticians.

The Wight Lady speecified "She makes me do her dirty work and then buries me alive in a cave! And then sends you...mongrels after me. DIE!", and then cast her unfair 4d damage spell again, this time on Zaber, but he doesn't have the kind of HP that Garreth does, and Zaber's Bless decided to expend itself saving him from going below 0 HP.  Garreth hit the Wight Lady hard with his katana, and she rolled a 17 on her death check, and that was the end of that.  The mages noticed that her breastplate, ring, flail, cloak, and boots were all magical, quite a haul if they were useful.

It was pretty late at that point, so the PCs decided to gather up their pile of loot and head back to Cillamar.  They had found some green slime, the end of the river, and a few magic items, not a bad day's work.


GM's Comments:

The green slime would have been a really annoying fetch quest, watching PCs stumble around through mine shafts,  if Zaber hadn't rolled that 3 to remember exactly where it was.  That short circuited things a bit, which was probably for the best.

The fight against the Wight Lady and her 5 minion wights might have been a big tougher if two of the wights hadn't died to earth moving tricks, or if the Wight Lady hadn't failed her very first death check.  Oh well.

Next time, the group has to choose between checking behind the illusory wall some more, going back to the pyramid, checking out other parts of the huge cave past the pyramid, or trying to play with the dimensional gate.  We'll see.

2019-02-17

DF Whiterock Session 38: Huge Clay Golem

Date:

2019-02-15

Weather:

Just below freezing, light snow


Player Characters:

Elias (Wiggles not present, played by GM), Wood Elf Cleric, 270 points
Ibizaber (Demented Avenger), Human Thief, 320 points
Polly (Kalzazz), Wood Elf Archer, 304 points
Seépravir (Archon Shiva), High-Elf Wizard, 338 points

Significant NPCs:

Vulgaris, Minyad druid
Giant Clams (with harpoons)
Huge Clay Golem


We started in Cillamar, except that Garreth was out of town, looking for some kind of teacher.  Zaber did his usual search for Lord Flitwick and his servants, and again failed to find them.  He also did his usual pub crawl looking for rumors, and heard something about an underground vampire lord bartender.

Seépravir researched "Chartrusa's annual plight" and learned that Chartrusa was a mythical warrior who rode in a battle on a magical chariot, and that she is immortalized in a constellation that makes a journey from the east to west every year.  Seépravir also brewed a few potions.

Polly found that the Inn of the Slumbering Drake was all out of hard carrot juice, tried hard beet juice instead, and found that it wasn't as good.

The weather had warmed up to the point that regular winter clothing was enough for prolonged outdoor activities like hiking to Castle Whiterock, but Seépravir cast Warmth on everyone anyway.  They made it to the castle in good order, without encountering anybody or anything.  Elias pushed the wheelbarrow, containing the Wineskin of Many Healing Potions.  After some spell-shuffling for dungeon conditions (less cold, more darkness), everyone walked across the former upper orc level (still unoccupied) to the secret room with the elevator, then Seépravir worked the crank to lower everyone else in the elevator, and Levitated down after them.

Polly wanted to check the minyad's lair for other exits, and Zaber wanted to hit on the minyad, so they went that way.  Vulgaris showed a strong interest in some green slime, or possibly blue slime if they couldn't find any green.  Polly asked Vulgaris if there were any other exits from her area, and she said that there were not, except for the disassembled dimensional portal.  Seeing their interest in the gate, the minyad said that she would allow the group to play with it, in exchange for some green slime or getting her old rapier back.  However, the PCs decided they would wait until Garreth was back to play with any dimensional gates, and decided to go explore the pyramid instead.

There was still a skiff sitting on the nearby underground beach.  Without Garreth available to steer it, Zaber volunteered for boating duty.  He did a fine job, piloting around some rocks near the Giant Clams without hitting any.  Unfortunately, one of the Giant Clams must have been a bit hungry, as it decided to harpoon Elias in the back of the skiff.  Fortunately, it didn't do enough damage to penetrate Elias's armor, and none of the other Giant Clams too a shot.  The group has decided that Giant Clams are Nature and not enemies, and should not be harmed, so they ignored the attack and kept going.

Zaber steered the boat down a small waterfall, and managed to land it at the dock that had been formerly guarded by Derro.  There was no sign of the Derro or anyone else, so the group formed up and went through the concealed door, down a long passage to the huge cave.  This time, nobody attacked them in the huge cave, and they made it to the pyramid easily.

Elias noticed that the big boulder that had slid down the pyramid's north stairs last time was back on top of the north entrance.  So someone, or something, had reset the trap.  Seépravir thought she knew how to get into the pyramid, based on the Chartrusa story, and announced that they needed to mess with the east doors then the west doors.  This time, rather than triggering the trap by jumping on top of the boulder, they would trigger it "naturally" by trying to open the door, and then Seépravir would cast Phase Other on whoever triggered the trap to keep them from being smashed by the huge boulder.  Seépravir first dropped most of her spells on, so that her Phase Other would work on 16 or less.  Then Polly triggered the trap on the east doors, Seépravir kept the boulder from killing Polly, and the east door was still a false door.

Seépravir asked if the Chartrusa constellation was in the Northern or Southern Hemisphere.  It was in the Northern, so she decided they should try the north doors next, then the west doors, and things would open.  So everyone went over to the north door (except Elias who pushed the wheelbarrow around the base of the pyramid and stayed out of where the boulder should fall), and they repeated triggering the trap.  Then they went over to the west door and repeated the process -- and nothing happened.  It was still false doors.

Seépravir was confused that her plan hadn't worked, but both Zaber and Polly suggested the south door as the only one they hadn't tried, so they went to that one.  This time, when Polly touched the door, the rock didn't fall.  And Zaber was able to pick the lock, but the door (a real stone door this time, not a false one) was very heavy, so he needed Polly's help to open it.

Seépravir re-cast Dark Vision on everyone, and a few other spells, and then the group started down the dark stairway into the pyramid.  But a few steps in, Seépravir noticed the mana level dropping.  Keeping all those spells up would no longer be practical in a low mana zone, with -5 to all spell skills.  Also, all the group's magic items except the Ring of Water Breathing (Etc.) seemed to go non-magical in the pyramid.  So Seépravir dropped the Dark Visions and most of her other spells, and Elias used Flaming Weapon to light up his flail (sanctity level seemed normal so his clerical spells still worked fine), and Polly pulled out a couple of arrows with Continual Light on them (cast by Seépravir at skill 20, so they still worked in low mana), holding one and handing the other to Zaber.

The stairs down ended in another heavy stone door, which opened effortlessly, as though it was crafted and maintained by skilled dwarves.  It revealed a huge hall, about 50 feet wide and 80 feet long and 30 feet high, with soft light coming from the ceiling, and lots of picture writing on 3 walls.  Against the far wall stood a huge stone statue of a human male wearing robes and a breastplate and holding a huge mace with a roaring lion head.

Elias noticed that the statue was wearing a holy symbol of the cat goddess Bastetys.  Polly declared that cats are cool, and stopped aiming an arrow at the statue.  Zaber started looking at all the pictures on the walls.  They seemed to tell a story: a plague had come to some desert cities, apparently carried by rodents.  The previous ruler and his priests could not stop it.  But a heroic cat priest came to town, summoned a lot of cats (of all types and sizes), the cats killed all the rodents and stopped the plague and saved the city, and the cat priest was made king, and a giant black pyramid was built.

After finishing looking at all the pictures, Polly decided that there had to be a secret door or something behind the statue, and asked Zaber to search there.  He touched the statue, and the statue started moving, and readied its huge mace.  Polly resumed hostile mode despite kitty cats, and fired a couple of arrows at the statue, but it dodged them.  The statue then charged at Seépravir and tried to crush her with its huge mace, but he retreated straight up (Levitating) and dodged.

Elias, without his usual Lighten Burden 50% running because of the low mana zone, was quite slow, and took a while to charge into battle.  Seépravir tried Rapier Wit on the statue, in Celestial, but it didn't work.  Either it didn't speak Celestial or it didn't think she was very witty.  Polly kept plugging arrows at the statue.  Zaber ran behind the statue.  The statue spun around and tried to smash him.  Zaber rolled a 17 on his Acrobatics roll, but used Luck to fix it (he recently bought his Luck up to Extraordinary Luck so now he gets to reroll every 30 minutes), and then made his acrobatic dodge.  Seépravir Great Hasted herself.  (Because of the low mana this took two turns rather than one.)

Polly shot a couple more arrows into the statue, one hitting its eye (which seemed to be just as hard as the rest of the statue) and the other its torso.  This time it failed to dodge, and the arrows seemed to knock off a little stone.  Zaber, behind the statue, decided to jump on its back and go for a piggyback ride.  He made his Jumping roll and grappled it from behind, though the statue was so much bigger and stronger than Zaber that the grapple had no real effect.

Elias was finally pretty close, and the statue decided to smash him.  First, it started moving faster - - the PCs weren't the only ones with Great Haste.  Then it spent one action closing to within reach, and the second action trying to smash Elias with its huge mace.  Elias blocked with his shield, while retreating.  (DFRPG doesn't have shield damage rules and lets you block huge things with a shield.  I find this cheesy but have not house ruled any changes.)  Elias then used his Heroic Grace to get +5 to DX for 10 turns, transforming from somewhat good with a flail to really good with a flail.  Seépravir cast Great Haste on Elias.

Polly hit the statue with another arrow.  Zaber, still riding piggyback, Fast Drew a sai and tried to shove it through a gap in the statue (aiming for armor chinks).  He rolled a critical attack, double damage, and actually managed to penetrate, though he didn't do a lot of damage.  Still moving super-fast, the statue went after Polly.  She retreated and dodged its first attack, despite rolling a 15.  Its second attack was a Deceptive Attack for -3 to defenses, but she acrobatically dodged that one.  At this point, Elias was finally in attack range, and he attacked the statue 3 times: first an All-Out Attack Double then a regular attack.  Two of the three attacks were critical hits, one for double damage, and the statue seemed extra-vulnerable to crushing attacks, so this tore pieces of clay off, but the statue didn't fall down.

Seépravir gave tactical advice to both Elias (hit it faster) and Zaber (try not to die), while Polly shot more arrows at the wounded statue.  This time, it rolled a 17 on a dodge, falling down.  This could have been bad for Zaber, on its back, if it fell backward, but the dice decided it fell forward.  Zaber jumped off to stay out of the crash site.  Polly fired another arrow into the downed statue, and it stopped moving.

Zaber started trying to pry the inactive golem apart with his sai, and Elias decided to help with his flail.  The statue was hollow, and Zaber found a small urn inside.  It didn't appear trapped, and inside was a small urn.  Inside the urn was a bead, with a hole through it, which Seépravir said was magical.  So they took that.

Seépravir went to the top of the stairs where the mana level was better to rest.  Zaber found a secret door under where the statue used to be, with a huge keyhole that looked like it needed a huge flanged key.  Zaber stuck the golem's mace in there, and it fit.  (Zaber was just barely strong enough to lift it, nowhere near strong enough to use it as a weapon.)  This opened the door, leading to a short crawl under the statue's former base then some stairs down, but the group decided not to go that way yet.

Zaber decided to search the hall some more, and found two vertical rows of holes along the east wall, going up around 20'.  He decided to use the holes to climb up, then searched for a secret door at the top.  He found one, then went to get Seépravir to ask for a Levitation spell.  She cast one on him (rolling a 3, a critical success) and then flew Zaber up there, where he could work on the secret door with both hands without worrying about falling.   He figured out how to open the secret door, and it led to another staircase heading down east into the pyramid.  He also saw some writing on the door, in an unknown language.  Seépravir Levitated Elias up, and he cast Gift of Letters, which told him that the message (in Ancient Sphinx again) was "Retrieve the key, for a chance to defeat part of me."

Seépravir cast Seek Magic, and the nearest magic (excluding known items carried by the PCs) was some magical lights up around the ceiling of the huge hall.  The group managed to carry the huge mace out of the pyramid, load it into their wheelbarrow (which fit in the skiff only because Garreth wasn't there), and headed back to Cillamar.


GM's Comments:

Another light week for loot.  All the group found was the huge mace and the magic bead.  Though they learned a few interesting things, so it wasn't a bad week.

Elias's player was supposed to arrive an hour late, which was why Elias tagged along, but then the player never showed.  I usually have late arriving players' PCs catch the rest of the party partway through the session, but decided that with all the Boating rolls needed to get through the underground river level, that would be a bad idea this time, so I would just run Elias until his player got there.  So he ended up being run by the GM for the whole session, something I normally avoid.  (One of the benefits of usually starting in town is that it makes it easy to run with whoever showed up that week, so nobody ever needs to run PCs for absent players, so nobody has to worry about their PC dying when they're not there.)

The getting-into-the-pyramid puzzle took a long time, and the players still aren't really sure what's going on, but they got inside.  The overhead map of the pyramid with the four staircases and four boulders helps some, but I think I should have also provided pictures of the double door keyholes / cat people / boulder arrangements, to make it a bit clearer.  

The golem was pretty buff, and would have done a lot of damage if it ever managed to hit, but there was only one of it versus 4 PCs, and the combo of high defenses and Luck and Bless worked again.  It wasn't super-vulnerable to arrows, so if Elias hadn't been there it might have been iffy, but once he had Great Haste and Heroic Grace up, that statue was doomed.  Its drawback was that it had Unnatural: Brittle and automatically died at -HP, rather than making death checks.  So they only had to deal twice its (large) number of HP past its (high) DR to kill it, rather than up to 6 times its HP.

The PCs found two secret doors inside the pyramid, one with a cryptic message.  And also some kind of disassembled dimensional gate near the minyad's mushroom farm.  So they have options for next week.  We'll see what they pick.

2019-02-10

DF Whiterock Session 37: Cave with Pyramid

Date:

2019-02-08


Weather:

Very cold, windy

Player Characters:

Elias (Wiggles), Wood Elf Cleric, 266 points

Garreth (Zuljita), Half-Orc Fighter, 323 points
Ibizaber (Demented Avenger), Human Thief, 316 points
Polly (Kalzazz), Wood Elf Archer, 300 points
Seépravir (Archon Shiva), High-Elf Wizard, 334 points

Significant NPCs:

2 Stirge Swarms
3 Trolls


The group started in the town of Cillamar, on a cold and windy winter day.  Garreth took a tour around town looking for magical plate armor and combat masters, but unsurprisingly didn't find either.  His case of custom sais wasn't ready yet, either.  Zaber looked for Lord Flitwick or his servants, but they still weren't around.  Seépravir researched the sigils on Bracers of Force, and found that they were usually there but not always the same design.  Perhaps an homage to the sigils on the original legendary cosmic version.

Both Seépravir and Polly lost their Bless +2 in the last session, and had them replaced by the (much cheaper and easier to cast in the dungeon) Bless +1, but Polly asked Elias (with some Lend Energy help from Seépravir) to cast another Bless +2 for her in town (and paid to recharge his power item).

It was still cold enough that Seépravir cast Warmth on everyone for the hike to the castle.  Zaber had heard a rumor of a huge serpent living within Lake Whiterock, which had been known to crawl up onto land and devour livestock.  That was enough to encourage the group to walk around the lake, rather than taking a shortcut over its frozen surface like last time.

Once they reached Castle Whiterock and got out of the wind, Seépravir dropped the Warmth spells on everyone except Zaber (who needs it for swimming), then cast Lighten Burden on Elias, Invisibility and Keen Hearing and Alertness and See Secrets and See Invisible on Zaber, Dark Vision on Zaber and Polly and herself, and Levitation on herself.

With the preparation done, the group went down one set of stairs, across the first former orc level, through the secret door, and down the elevator to the underground river level.  They found their two skiffs still on the beach where they had left them.  Zaber scouted ahead in the water, Seépravir floated a few feet above the boat, and everyone else got in.

Garreth again managed to pilot the skiff through a group of rocks to avoid the Giant Clams, then down a waterfall without any damage.  Zaber decided to swim the waterfall this time rather than getting in the boat, and managed to avoid hurting himself.  They went pass the illusory wall, then docked again at the north beach where they had found the derro camp last time.

Zaber climbed up to take a quick look, and noticed that the dead derro and both live derro (who had been taken prisoner, interrogated, then freed) were gone.  He also noticed (thanks to See Secrets) a boulder that had been cleverly wedged into the wall, as a crude secret door.  (The whole group had missed this last time.)  Zaber went back to the boat to tell the others, and they decided to investigate the secret passage first, before continuing down the river.

Polly was able to shift the boulder, and then everyone squeezed through and walked slowly down a windy passage, that some thought sloped downward.  (With no dwarves in the group, they weren't completely sure.)  Eventually the passage opened into a huge cave, dimly lit in places by some kind of phosphorescent lichen or mold. The cave was too big to clearly see the ceiling or the other side, even with Dark Vision, though those with it could see far enough to spy a large pyramid to the south.

Zaber scouted ahead, climbed up a slope, and reached some sandy ground surrounding the black pyramid.  Because he was Invisible he handed one end of his rope to Polly, so she could track where he was.  The sides of the pyramid were very smooth, but not quite a 45-degree angle, so they were climbable with enough skill.  The group found they were near the northeast corner of the pyramid, so walked west, looking for an entrance along its north face.  Around the center of the north side of the pyramid, they found a 5' wide staircase heading up, with 2' wide stone walls on each side, and some writing near the base of the staircase, written in odd symbols.  Everyone tried reading it, and when they were all sure they could not, Elias cast Gift of Letters, which told him that it said "Follow Chartrusa’s annual plight, To enter this holy place right" in Ancient Sphinx, a language that nobody had even heard of before.  Nobody had any idea who Chartrusa was either, though Zaber mentioned that it sounded kind of like Chauntessa, their innkeeper and occasional patron.

Garreth suggested visiting the lich librarian to find out about Chartrusa, but Polly mentioned that that was a long trip and would cost the group books and also that it would cause intra-party conflict with Elias, who is not a fan of undead.  So they kept exploring.  First Seépravir cast Invisibility on Polly, then everyone started up the stairs, with the two Invisible scouts in front, then the other 3 about 5 yards behind them.

The stairs went up about 100 feet until ending in a sealed double stone door with two keyholes, flanked by two cat-people statues, holding up a huge stone block.  Zaber searched for traps and thought the big stone block might be rigged to fall and smash intruders.  So Garreth and Elias and Seépravir went down the steps to near the bottom, and Zaber and Polly climbed the pyramid to above the stone block.  Then he kicked the block lightly, but it didn't move.  Then he stomped on it, but it still didn't move.  Seépravir flew sideways away from the stairs.  Then Zaber and Polly jumped on top of the block together, and it fell.  They both managed to jump off the falling block and grab onto the side of the pyramid.  Meanwhile, the huge block was descending rapidly toward Garreth and Elias, using the walls on the sides of the stairway as a ramp.  Both jumped sideways, managing to avoid getting crushed (though Garreth needed to use his Luck to reroll a bad initial DX roll), and both also grabbed onto the pyramid rather than tumbling to the bottom.  So, disaster averted, but only at the cost of a lot of jumping around.

With the trap disarmed, Zaber went back to the huge stone doors and tried their collection of keys in the two keyholes, but none fit.  He then picked both locks, resulting in clicks but no door movement.  He then tried pushing and pulling on the doors, to no avail -- it was a false double door!  Polly tried too, to no avail.  Then Seépravir came up and tried Shape Earth, which failed, presumably due to some anti-magic enchantments on the rock sides of the pyramid.  She also tried Find Weakness, which confirmed Zaber's opinion that it was just a huge block of solid rock with no real weak points, and the door was totally fake.

Annoyed, Zaber climbed around near the top of the pyramid (needing to use Luck to avoid falling) and saw that the next side of the pyramid over also had a similar stone block, held up by similar cat-people statues, with a similar double door arrangement, and a similar staircase down, with similar walls on each side.  Very symmetrical.  The group then decided to walk back down the stairs, and check out the other sides of the pyramid from the bottom.

As they walked around the east side of the pyramid, near the east wall of the cave, Polly thought there was something suspicious about the cave wall that might indicate a secret door, but nobody could find one (even with See Secrets), so everyone figured it was just a funny shaped rock.  Around the midpoint of the east side of the pyramid, they found another staircase that looked about the same, along with writing that looked about the same near the bottom.  

They continued walking, until they reached the southeast corner of the pyramid.  As Zaber rounded the corner, he spotted three trolls, leaning against the south wall of the pyramid in ambush position.  Fortunately for the PCs, Zaber is very hard to surprise, and popped back while yelling a warning.

Most of the PCs were faster than the trolls.  Garreth stepped up into position while fast-drawing a sai, and waited for a target to enter his line of sight.  Polly tried to shoot one in the eye, twice.  It dodged the first arrow, but not the second, and gained the One Eye disadvantage.  It didn't fall over or anything though.  Elias readied his flail and stepped forward.

The injured troll moved closer to Polly then tried to wrench her arm, twice, but she dodged both attempts.  Garreth tried throwing a sai at the troll's vitals, though he wasn't quite sure where they were, so ended up just hitting its torso.  The other two trolls moved up into melee range, and Seépravir cast Great Haste on Garreth.  Garreth stepped up and tried to chop up a troll, who ended up with two crippled arms, but still standing.  (Trolls are tough!)  Zaber climbed up the pyramid, out of easy troll grabbing range, and got his pistol crossbow ready.  

Polly shot the one-eyed troll in the other eye, gifting it with the Blindness disadvantage, and also apparently killing it.  (For the moment, anyway.  Trolls regenerate.)  A second troll tried to grab Polly, twice, but Garreth sacrificially parried for her, twice.  The third troll tried slamming Garreth to get his annoying katana out of the way, but Garreth dodged, and the troll ran past.  It turned as it did so to avoid turning its back to Garreth, but unwittingly turned its back to Zaber instead.

Seépravir flew straight up 3 yards to get out of reach, tried Rapier Wit in Undercommon to stun a troll (which failed), and then cast Death Vision to successfully stun the troll.  Garreth ran up to the unstunned troll next to Polly and cut it four times with his katana, doing massive amounts of damage but somehow not killing it or knocking it out or even stunning it.  Zaber used his pistol crossbow to shoot the stunned troll in the back of the skull, but didn't do much damage.  Polly shot the unstunned troll in both eyes, killing it.

Elias wailed on the stunned troll with his flail twice, injuring it.  Seépravir cast Death Vision on that troll, stunning it again, and at that point it had no hope, since (unless she rolled a 17 or 18 and decided not to use her Luck) she could keep doing that, while the other four PCs attacked the stunned troll at their leisure.  So I called the fight, as the troll went down to a hail of arrows and katana slashes and flailings and possibly even knife wounds.

The troll corpses were regenerating away, but the Polly and Zaber wanted to search them for treasure (especially keys) before burning them.  Unfortunately, they had nothing but loincloths.  Seépravir cast Create Fire and burned all three trolls to a crisp before they could come back to life.

With the trolls vanquished, the party continued west, around the south side of the pyramid.  They saw another staircase up, but didn't bother climbing it.  They also saw some large stalagmites to the south, but wanted to finish with the pyramid before exploring tehm.  They reached the southwest corner of the pyramid, turned north (with Polly yelling to take a wide turn in case of more ambushers), saw that the west side looked about the same as the other three sides, and gave up on the pyramid for now.

There wasn't much time left in the session, so the group decided not to go south to the stalagmites (which were on another map), but instead went north to explore the northern cave wall.  While they were doing that, two swarms of stirges dropped from the sky and tried to suck their blood.  Fortunately for the group, Zaber was once again hyper-alert and warned everyone, preventing surprise.  Unfortunately for Zaber, one of the swarms went for his barely-armored face, and did pretty good damage.  The other one went for Garreth, who was better armored and didn't get hurt as much.

Garreth stepped back and went into All Out Attack (Double) plus Rapid Strike swarm killing mode.  Zaber, realizing his face was by far the least armored part of his body, decided to drop to the ground and turtle, using the ground to shield his face so the stirges would bite him somewhere else.  Elias used his flail and shield to finish off the swarm that Garreth had reduced.  Polly fast-drew her edged rapier and started stabbing the swarm that was biting Zaber, and Seépravir decided to cast a ring of Create Fire around herself to encourage the stirges to bit someone else.

The remaining swarm went for Zaber again, this time biting his hands and feet, but his Bless spell decided to intervene and reduce the attack to minimum damage, keeping his HP above zero.  Garreth ran in and finished off the remaining stirges.  Elias cast Stop Bleeding and Major Healing on the seriously injured Zaber.  Stop Bleeding was enough for the slightly injured Garreth, and then everyone decided to go back to town.  (Seépravir and Garreth toyed with the idea of splitting the party and stopping at the lich's library, but the logistics for that turned out to be too complicated, so they just went to Cillamar with the others.)

GM's Comments:

The players intended to finish exploring the underground river, but got sidetracked by the secret door into the giant cave level...and now they still haven't finished exploring the river.  Maybe next time.

It took a long time to explore the outside of the pyramid, even though they only actually fiddled with one of the four entrances.  Zaber's high Per-based Traps skill saved the day, as that huge stone block would have done a lot of damage if it had falled on the party.  (Even with warnings to get out of the way, most of the group still had to make some combination of DX, Dodge, and Climbing rolls to avoid damage, but those were much easier rolls than if the block had unexpectedly fallen right on their heads.)

Trolls are tough, but they made the mistake of only bringing three trolls to face 5 PCs, and they didn't get surprise, and regeneration only helps so much when you're taking massive piles of damage.  Once again, swarms annoyed the PCs, but it was only two of them, against the whole group, so nobody was in serious danger.

This was the first zero-loot session of the campaign.  There were only two fights, and none of the opponents had any possessions of note.  Nobody was happy about this, but it's not like the PCs are in danger of starving: they can survive the occasional lean session.

Next time, we'll find out if they try to explore the river again, figure out a way into the pyramid, or do something else.

2019-02-02

DF Whiterock Session 36: Bat Swarms and Derro on the Beach

Date:

2019-02-01


Weather:

Frigid


Player Characters:

Elias (Wiggles), Wood Elf Cleric, 262 points
Garreth (Zuljita), Half-Orc Fighter, 319 points
Ibizaber (Demented Avenger), Human Thief, 312 points
Polly (Kalzazz), Wood Elf Archer, 296 points
Seépravir (Archon Shiva), High-Elf Wizard, 330 points

Significant NPCs:

4 Bat Swarms
2 Derro Warriors
Nall'loth, Derro Wizard



The party started in the town of Cillamar.  The most significant news of the week was that Polly's custom (Fine Balanced Elven) longbow was finally ready, letting her kill things even more efficiently.  Rumors included something called a grue that lives deep in dungeons and kills adventurers who don't carry lights, and the foul beasts under Castle Whiterock being the descendents of evil experiments by Ghorrene the Black Eagle, an imperial prince from hundreds of years back who was convicted of deviltry.  Zaber still found no sign of Lord Flitwick or any of his servants, and his town house was dark.

The weather was so cold that neither winter clothing nor a Warmth spell was enough; it required either both, or Arctic clothing.  That kept most of Cillamar's population indoors near a fire, but wasn't enough to deter the PCs from bundling up, begging Seépravir for Warmth spells, and trekking the 30 miles to Castle Whiterock.  For the first time, Lake Whiterock was frozen solid enough to appear to be safe to walk over.  This caused a debate between the cautious types who would rather walk a couple of extra hours to avoid possibly falling through ice or being eaten by the lake hydra, and those would would rather get indoors sooner.  For once, the brave won the argument, everyone walked across the lake (with Zaber in the lead wearing the Ring of Slow Fall and a rope around his waist to yank him out if he fell through, and Seépravir Levitating just in case), and nothing bad happened.

Once they reached Castle Whiterock, everyone huddled in the former Rust Spider tower (one of the few rooms on the surface level with intact walls and roof) to get out of the wind, while Seépravir rested a bit then cast dungeon spells: Dark Vision for 3/5 of the group, See Secrets and Invisibility on Zaber, etc.  Then everyone headed down a level to the top of the secret elevator, then down the elevator to the underwater river level.  It was significantly warmer that far down, enough that the river was still not quite frozen, though it was very close.

Everyone except Zaber piled into a skiff, with Garreth rowing while Zaber (with the Rings of Swimming and Water Breathing and a Warmth spell) invisibly swam ahead, scouting.  As they reached the first fork in the stream, a huge swarm of bats came around the corner and decided the four visible boaters looked like excellent sources of tasty warm blood.  The huge swarm split into 4 hex-sided swarms, two of which randomly decided to get Polly, while the other two went after Garreth.  That was somewhat fortunate for the PCs, as those two have the most HP, and Garreth has reasonable amounts of armor.   The two swarms on Polly rolled very good damage, though, and were lucky enough to randomly hit her unarmored legs rather than her armored torso, so she bled a lot.  Not enough to cause a major wound or a stun, so her Bless stayed up rather than being consumed to avert a hit.  The two on Garreth barely managed to get any damage through his armor, so he was fine.

Garreth smashed some bats using his long knife, though it was only mildly effective against Diffuse opponents.  Zaber, in the water, mostly just watched for other attackers.  Polly pulled out her edged rapier and also started swatting bats.  Elias smashed bats with his flail and shield.  Seépravir experimentally tried Death Vision on a swarm, not sure if it would work.  It seemed to stun a few bats.  There were still a lot of bats remaining.

The remaining unstunned bat swarms flitted around, picking targets and hit locations and random (with a slight skew toward attacking the closest targets).  One went for Seépravir's leg and cut it a bit.  Her newly acquired winter clothing gave her DR1 versus cutting, which helped a little.  Another swarm went for Polly's torso, the only place she has decent armor, and bounced off.  (Bats are dumb.)  The stunned swarm lost its turn, then recovered from stun.

Garreth and Polly stabbed more bats.  Elias squished and swatted more bats.  Seépravir panicked and decided to use Shape Air as a deterrent to any bats approaching her, but it failed because of the combination of many spells on and the Shock penalty from getting bit.  Zaber swam around looking for other enemies.

One of the remaining bat swarms went for Elias's torso and bounced off his heavy armor.  The other went for Seépravir and cut her some more.  The Garreth and Polly's final attacks were enough to disperse the remaining swarms.  Polly considered shooting non-threatening individual straggler bats, but made her roll to resist Bloodlust and decided it wasn't worth the arrows.

With the battle won and Seépravir and Polly both bleeding heavily, Elias cast Stop Bleeding on everyone who was bleeding, and then Polly had a swig from the Wineskin of 26 Minor Healing Potions, turning it into the Wineskin of 25 Minor Healing Potions.  Elias suggested boating to the nearby Hidden Fane of Justicia, whose high sanctity would let him cast Major Healing with a better chance of success (he was maintaining 4 Bless spells, a Flaming Weapon, and a Resist Fire for -6 to spells), but everyone was pretty much fully healed so Garreth instead kept going north.

First they bypassed the giant clams by going through the rapids.  Garreth made his boating roll to avoid hitting any rocks, and Polly threw some dead bats to the clams as they went by.  Then Garreth piloted the boat down a small waterfall.  Further downstream, they went past the illusionary wall, which Garreth spat at as they passed.  Finally, they saw the beach ahead, with some stairs leading up, and another skiff moored there.

Everyone got out of the boat and started up the stairs, but the stairs were very slippery.  And then became very dark, at least for the 2 PCs without Dark Vision spells.  Zaber and Polly made their DX rolls to get up the stairs despite the Grease spell, and then saw a couple of tents, a huge fire, and three derro (one regular sized and two extra large), two of them pointing crossbows at Polly.  They both loosed, and Polly acrobatically dodged the first bolt and regularly dodged the second.

Polly decided to shoot the small Derro, twice.  It deflected the first arrow off its bracer, but failed to dodge the second one, and took a lot of impaling damage.  It was slowed, but not stunned, knocked out, or killed.  Elias tried charging blindly up the slippery stairs, but missed his DX roll and face planted.  Garreth held position at the bottom of the stairs, waiting for Seépravir to cast Dark Vision on him.  Which she tried, but failed.  (She has the spell at a very high level, but had a lot of spells on for a very high penalty.)

At that point, the small derro which had just taken Polly's arrow threw something at Polly.  It was a Concussion spell.  Which Polly dodged easily, but which subjected everyone within 10 yards to a HT-3 roll to avoid stunning.  That turned out to be all the PCs except Zaber.  Seépravir failed her roll, but her Bless prevented the stun, and expired.  Garreth, Polly, and Elias all made their rolls.  The two huge derro re-readied their repeating crossbows, very quickly.

Zaber, still Invisible, ran up behind one of the crossbow derro into backstab position.  It failed its hearing roll to notice him.  Polly shot the derro wizard again, and this time it rolled an 18 on its blocking spell.  Oops!  I didn't bother going to the critical spell failure table until I saw if it was already dead.  The arrow did enough damage for two more death checks, but the tough little wizard made all its rolls.  Then Polly put another arrow into the wizard, which brought it to -5 * HP, and it was dead with no rolls allowed.

Seépravir stopped maintaining a couple of spells (she casts some spells with 1 second duration so that she can quickly drop them when needed) to reduce her penalty, then managed to put Dark Vision on Garreth.  Garreth made his DX check and started running up the stairs toward the huge derro with crossbows.  They both shot at Polly again.  The first one hit, but she acrobatically dodged.  The second one rolled a critical hit, for double damage, which caused Polly's Bless spell to decide that this was a good time to expire and save her from being impaled.  The derro, seeing his absolutely perfect shot somehow miss, started screaming in Undercommon that it was time to destroy the sun so that it would stop cursing him.  

Zaber backstabbed the nearby derro in the neck, and hit, but rolled horrible damage and barely penetrated its mail armor.  He decided not to use his Luck to reroll the damage, saving it for defense.  Polly shot the other derro (not wanting to risk hitting Zaber if she missed the one next to him) and knocked him out, non-fatally.  The one that Zaber just stabbed dropped her crossbow, fast-drew her shortsword, and tried to stab Zaber, but he made his acrobatics roll and then his acrobatic retreating dodge roll.

Garreth threw a brightly glowing (full-power Continual Light) sai at Zaber's derro as he ran up, but missed.  The derro didn't seem to like the light, though.  Zaber tried another neck attack, but the derro parried.  Polly shot the derro, it failed to dodge, and was knocked out, leaving two unconscious huge derro warriors and a dead regular-size derro wizard.

Somehow, both Garreth and Polly made their bloodlust rolls and decided not to murder the derro.  Instead, they tied them up, and started looting.  The loot included magic bracers, mail armor, shortswords, repeating crossbows, a potion, a few coins, and a key.  Zaber searched one tent and found some silk pillows and silver drinkware.  Garreth searched the other tent and found a pewter incense burner shaped like a dragon.

Elias cast Bless (only +1) on Seépravir, and then she cast Seek Magic.  It told her the nearest magic (other than what they already had on them) was a bit to the southwest, back across the river.  She tried again with Seek Earth, looking for gold.  This found some gold under the tent that Garreth had searched.  Zaber searched harder, and found a small locked chest under the tent.  Its lock opened with the key from the wizard's boot, and it contained a lot of coins, some small gold ingots, and a single gray boot.

Polly wanted a Bless too, but Elias rolled a 17.  Fortunately he hadn't used his Luck, so he got to try again and nobody got turned into a newt.  Seépravir determined that the single boot was magic, and wondered why her Seek Magic hadn't found it.

Meanwhile, one of the bleeding derro woke up, and Garreth started interrogating him.  He found out that the dead wizard was named Nalloth, that the boss was named The Impressario, and that they were all dead meat for killing Nalloth.  Also that The Impressario ran an arena called the Bleak Theater where monsters killed each other, and that slaves had been taken there, until the flow of slaves stopped for some reason.  At this point the derro passed out from blood loss.  Elias said that he refused to use holy healing powers on monsters, but deigned to use mundane Esoteric Medicine to keep the prisoner from bleeding to death.  At that point Garreth switched to interrogating the female derro, learning that no dragons had been seen in the Bleak Arena lately but a two-headed giant had.  And that derro really hate the sun and it would burn their eyes out if they went to the surface.  She offered to show them all of Nalloth's treasure if Garreth would let them go, then went into the tent and found an incense box that had been missed, then said "oh you already dug up his chest."

At this point the PCs had a discussion about whether to take the derro back to town, but they decided it was probably true that sunlight would kill them, so they just let them go.  They went back to Cillamar, using the "it's too late for wandering monsters" rule.

GM's Comments:


The bat swarms were a random encounter, and they did some serious damage, due to a combination of good damage rolls, good random targeting rolls, and the party's lack of good anti-swarm attacks.  But nobody died, and the combination of Stop Bleeding spells and healing potions meant they were ready to go again.

The derro wizard had a nice ambush set up, with Darkness and Grease and Concussion ready to go, but Dark Vision is a nice counter to Darkness, and Polly is a pretty good counter to anything that dies from impaling damage.  She dodged all the bolts fired at her except the one critical hit, her Bless averted that one, and that was it for the derro.  Clearly whoever's in charge should have place more than 3 derro there to stop 5 PCs.

Once again the party decided to go back to town after winning one real fight, rather than pressing on.  This kind of slow progress has worked well for them so far, but it might backfire at some point, if they ever fight anyone smart enough to use the time to regroup and reinforce.

2019-01-27

DF Whiterock Session 35: Smelly Illusions

Date:

2019-01-25


Weather:

Freezing, light snow


Player Characters:

Elias (Wiggles not present, played by Demented Avenger), Wood Elf Cleric, 262 points
Garreth (Zuljita), Half-Orc Fighter, 314 points
Ibizaber (Demented Avenger), Human Thief, 307 points
Polly (Kalzazz), Wood Elf Archer, 291 points
Seépravir (Archon Shiva), High-Elf Wizard, 325 points

Significant NPCs:

Aboleth, possibly illusory
2 Leech Swarms
Huge Leech
Derro Skum Wizard
Quintus, Wizard/Alchemist



We started the session in mid-battle, though all that was left was the huge aquatic wizard monster (later identified as probably an Aboleth) and a leech swarm.  (Some other leech swarms, several skum zombies, and a possibly illusory Roper had already been defeated.)  The sea wizard was swimming (at insanely fast speed) toward an exit in the southeastern corner of the big pool room.  The leeches were on the slippery sloping passage with the PCs, trying to suck some blood from anything warm-blooded.

Garreth got swarmed by the leeches, for significant but not terrifying damage, but he easily made his 2 HT rolls to avoid whatever follow-up effects the leeches caused.  (His Resist Disease helped on one of the two rolls; his Resist Poison helped on neither.  So one of the rolls was something else.)  Elias, with Heroic Grace still active boosting his DX to 19 and Great Haste doubling his attacks per turn, closed in on the leech swarm and flailed them multiple times, finishing them off with a messy splat.  Seépravir finally remembered to dispel the Levitate spell on Zaber, that she had cast for emergency evacuation purposes but which was now hanging him uselessly in the air, so he could move freely.  Zaber easily made his Acrobatics roll, landed on his feet, and avoided sliding down the slippery passage.  Zaber considered jumping in the pool, but then remembered that Seépravir had dropped the Warmth spell on him, and decided it wasn't a good day for hypothermia.

Polly leaned out over the edge of the ledge to get line of sight on the retreating sea wizard, and fired a couple more arrows at it.  One was bounced aside, probably by a Deflect spell.  Another sunk deeply into the creature's hindquarters, resulting in more green blood spurting out.  Then the creature managed to retreat out of sight.

At that point the PCs decided not to swim across open water at a giant aquatic wizard monster, and instead to go back uphill for a skiff.  Everyone managed to climb up the slippery slope, except Elias, who Garreth pulled up behind him with a rope.  At that point Polly and Garreth both asked Elias for a Stop Bleeding spell, and then everyone took a little rest.  Their usual wandering monster luck prevailed, and everyone managed to get all their FP back without getting ambushed.

At that point there was a discussion on whether to take the skiff down the waterslide passage (if it fit) to have a boat at the bottom, or use the Folding Boat down there instead, or leave that area alone for now and continue down the underground river.  The eventual consensus was to drag the skiff downhill, saving the Folding Boat for emergencies rather than subjecting it to possible damage.  Garreth and Elias managed to portage the boat down the narrow passage without falling over.  When they got to the pool at the bottom, there were no enemies to be found.

At that point Zaber asked Seépravir to renew Warmth and Invisibility on him, so he could scout safely.  He then did a couple of of slow laps around the pool, looking for secrets.  He found a hidden underwater passage to the north, which the group decided not to explore yet.  He also found a dry-ish passage to the southeast, featuring a green blood trail that went for a few yards then abruptly disappeared.  Seépravir decided to cast Seek Magic, which found some magic nearby to the south, which was enough to convince everyone to go that way.

Zaber scouted ahead and saw that the room ended in a round room with a flat floor, but also (with his excellent and also magically-enhanced Perception) that the flat floor was an illusion and there was actually a pool of water there, with an island in the middle.  The room also contained a bunch of slimy yellow-green writhing cocoons about 5' in diameter hanging from the ceiling, and smelled very strongly (strongly enough to force HT rolls) of rotting fish.

The combination of the ichor trail stopping abruptly, the illusion, and the sea monster not being here caused everyone to get very suspicious.  Zaber doubled back and searched for secret doors, but didn't find any.  A lot of discussion ensued, and while everyone was discussing, another leech swarm came out of the water and surprised the party.  First they tried to get Seépravir, but she was Levitating a few feet up and they couldn't get through her (minimal) armor.  Then they went for Polly, bleeding her a bit.  At that point everyone recorded from surprise, Garreth started killing leeches with his katana, and Polly started killing leeches with her rapier.  Soon the leech swarm was dispersed.

Not long after, a huge (SM+2) leech came out of the water at the group.  This time they weren't surprised, so it wasn't much of a fight.  Garreth smacked it a couple of times with his katana and stunned it, and then Polly put a couple of arrows into it, and then Garreth hit it some more and Polly shot it again and the giant leech stopped moving.

While everyone else was fighting leeches, Zaber was carefully observing the water, and he spotted a small humanoid, underwater, about 15 yards away.  As Zaber started telling the others about it, the little guy fired a bolt of mana at Elias.  Elias tried to dodge, failed, used his Luck, and succeeded.

At that point a ranged attack war began between Polly and the creature, that turned out to be a Derro Skum.  Polly would fire arrows, accurately despite the penalty for firing into water, and then the Derro would dodge.  And then the Derro would fire mana bolts at Polly, who would acrobatically dodge.  Meanwhile another leech swarm came out of the water, but it failed to achieve surprise, and mostly just gave Elias and Garreth something to do while Polly and the Derro failed to hurt each other.

Meanwhile, Seépravir cast Swim and Warmth Breathe Water and Dark Vision on Garreth, enabling him to go swimming after the Derro without freezing to death or risking drowning or being really slow and heavily penalized.  Garreth jumped in and started swimming at the Derro.  Invisible Zaber also jumped in and started circling around behind the Derro.

Polly finally managed to put an arrow into the Derro Skum, though it only did half damage because of the water.  Garreth swam within range and went for a Slam attack.  The Derro Skum did a retreating Dodge, which kept in from getting Slammed, but put it within Zaber's reach.  Zaber went for an All-Out Attack (Double), stabbing the Derro Skum twice in the skull.  First one hit, second one was a Major Wound, and the Derro Skum, rolling Stun at -10 for a brain hit, failed by enough to be knocked out.  That ended the fight.  Garreth, in his usually Bloodlusty way, decided to decapitate the unconscious Skum and bring both parts back to shore for looting.  It turned out to have nothing.

Zaber circled the pool, and didn't find any other secrets or exits.  Seépravir cast enough Seek Magic to home in on whatever magic she found earlier, and found that there was something magic on the island.  Zaber hadn't wanted to explore the island earlier because it was all slimy from slime dripping off the cocoons overhead, but magic was enough to motivate slogging through slime.  Zaber found a bracer (below-the-elbow forearm armor), and a few minutes later found the other one.  Seépravir found a magic ring.  Zaber found several bags of salt, and then a (non-magical) shortsword.  Seépravir cast Seek Magic again, and found no more magic in this room, with the nearest unknown magic a ways to the north.

Elias was pretty sure that the things in the cocoon were evil undead and all needed to die.  Polly was happy to shoot one, and then they cut it open and found a dead derro halfway morphed into a skum.  That was enough for everyone to agree with Elias, and kill all the others.  This made the stench in the room even more overpowering, and Elias and Seépravir got badly nauseated and had to leave the room.

Seépravir checked out the suspiciously disappearing ichor trail, and decided it was probably an illusion.  She cast Dispel Magic, and it went away!

At this point, the group discussed whether to press on down the underground river, explore the secret passage to the north, or go back to town.  They decided on town.

When the group reached Cillamar, Garreth remembered to ask Quintus about the slimy green stuff they found in a glass box a few sessions ago.  Quintus said it was demon toads eggs and would pay $200 for them.  Garreth asked if they'd be used as potion ingredients, or hatched into demon toads.  Quintus reassured Garreth that he had no intention of breeding demon toads, so the group agreed to sell the eggs.  Zaber searched for Flitwick's servants again, but didn't find any.

GM's Comments:

The leech swarms were a challenge to one PC, but died pretty quickly when multiple PCs started damaging them.  The big leech never managed to hit, as it was stunned then reduced to goo pretty quickly.  The derro skum wizard abused the underwater combat rules nicely to keep plinking mana bolts at the PCs while mostly avoiding Polly's arrows, but once Garreth and Zaber both came into the water after it, it was doomed.

The party doesn't know if the sea monster was real or an illusion, but they can't find any sign of it, and the ichor trail it left was an illusion, so they're suspicious.

The illusion of a solid floor over a pool (containing leeches) was a nice simple trap, but Zaber's Perception was too good to be fooled.  3/5 of the PCs never saw the illusion, but they trusted Zaber and Seépravir, and didn't step where they were told not to step.  I wish Roll20 let me draw two versions of the map, one for the players who saw through the illusion and one for those that didn't, but that's beyond its capabilities.

We quit 30 minutes early, because I warned the players that if they continued exploring, they might run into a fight that they couldn't finish this session and get stuck in the dungeon again.  Which isn't a huge deal, but means they can't buy equipment or sell loot or spend character points.

2019-01-22

Whispering To One Player vs. Just Telling Everyone

One nice feature about virtual tabletop programs like Roll20 is that the GM can whisper to one player without anyone else overhearing or even noticing.  You can do this in a face-to-face game, but then it requires either passing notes or pulling one player aside, both of which are usually obvious to the other players.

I often forget to whisper, though.  And sometimes deliberately don't bother.  It's easier to just speak to everyone: it doesn't require typing any fancy commands, and it means you only have to deliver the message once.

One case where I almost always remember to whisper is when the PCs are not fully in agreement with each other.  In that case the player whose PC wants to do something different than the rest of the group might not want to share private information with them, so it's only fair to give them the option.  This group has seen some intra-party conflict in the past, but the current group of 5 PCs get along pretty well, with one exception: Elias (a cleric of Elyr, a goddess strongly opposed to all undead) thinks Loras the lich is pure evil and needs to die (or re-die or un-un-die or whatever) as soon as possible, while the other PCs think a friendly lich librarian might come in handy and also don't want to be killed by a lich.  So, anything Loras-related is likely to be delivered in whispers unless the whole group saw it.

A different challenge is when one or two PCs are scouting ahead, and the rest are waiting behind, bored.  In this case I tend not to use whispers, simply so the players who are not involved in the action can at least watch.  (Also, because if there are two scouts, having to whisper everything twice would get old.)  This does risk revealing too much information to the PCs in the back though, in the event that the scout runs into trouble and does not return.  So I have to watch for anyone taking unfair advantage of information that their character should not have.

Another problem is when only some of the PCs can see an enemy.  This sometimes happens due to some PCs suffering from limited light radius while others have Dark Vision, sometimes due to See Invisible.  Roll20 does a pretty good job with light radius and line of sight (if you pay for those features), so I take advantage of those.  But I don't think it's possible to directly make a token visible to some players and not others.  So in such cases I tend to make it invisible to all players (by putting the token on the GM-only layer) and then whisper to the players with See Invisible what they see.  This is mildly annoying to everyone, but helps project the right level of confusion that invisible opponents should.

Another case involves hearing rather than seeing.  Sometimes only some PCs make a Hearing roll, or sometimes only some of them understand a language that's being spoken.  I think this is the easiest place to use whispers.  Typically the keen-eared character or the one who speaks that language will relay the message to the other players, so it's just an opportunity for some in-character conversation.

The final big one in the dungeon is item detection.  In a party where the thief helps himself to extra treasure, it's vital to not reveal every found item to all the players, or you end up with an angry and then dead thief.  But DF Whiterock features a cooperative thief, so it doesn't matter too much whether I announce his findings to the whole team.  (Of course Zaber isn't the only PC who finds treasure, but the combination of his high Perception, and the fact that he's the one who knows how to detect traps and pick locks, means that he finds a lot of it.)  In a lot of games the Wizard is the only one that can detect magic and has an opportunity to reveal or hide detected magic, but in this game 3/5 of the party are elves with Magery (in GURPS, Magery gives free chances to detect magic without needing to actually cast a spell), so there's rarely much point.

"Don't split the party" is an almost universally understood and sometimes even followed rule among adventurers, so with the exception of 1-2 PCs sometimes scouting ahead, this party does a pretty good job of sticking together, minimizing the times when only one player sees something.  But town is a big exception.  Typically we spend the first 20 or 30 minutes of a game session talking about what the PCs did in town that week, and they don't always stick together there, since it's a relatively safe place and they have different interests and abilities.  So I need to remind myself that when someone did some lone research, whether in a library or a tavern, they should get the fruits of that research first, and get to choose whether to share it with the other players.  One rather flagrant violation of this rule was when I posted the translation of a book on this blog, rather than lore-dumping several paragraphs of whispers at Seépravir (the character who learned enough written Celestial to translate the book).  I thought it was worth it to get all the players up to speed, but I probably should have asked Seépravir's player first and given the wizard a chance to censor any information she didn't want the other players to know.

In summary, information hiding is a key part of GMing.  Every GM has to choose how much they want to restrict information that only some PCs would know to just their players, versus sharing it with the whole party and expecting the other players to ignore it.  I'm not sure I'll ever get the balance perfect, but I'm trying to think harder about what to share and what to keep private, rather than following my first instinct of just blurting everything out as quickly as possible.

2019-01-20

DF Whiterock Session 34: More boats

Date:

2010-01-18


Weather:

Very cold, snowing


Player Characters:

Elias (Wiggles), Human Cleric, 257 points
Garreth (Zuljita), Half-Orc Fighter, 309 points
Ibizaber (Demented Avenger), Human Thief, 302 points
Polly (Kalzazz), Wood Elf Archer, 286 points
Seépravir (Archon Shiva), High-Elf Wizard, 320 points


Significant NPCs:

3 Duergar slavers
5 Giant Clams with Harpoons
5 Zombie Skum
2 Leech Swarms
1 Roper (possibly illusionary?)
1 Huge Aquatic Wizard Thing


The party started in Cillamar as usual, as the weather got colder and snowier.

Though she'd spent the last week learning a bit of written Celestial and translating the book found in the Fane of Justicia, Seépravir didn't really talk to anyone about it.  Instead she did some private research about the Order of the Sundered Scale in the Hall of Worms, but didn't find anything major.

Zaber went looking for Lord Flitwick, or his servants, and found none of them, but heard more rumors about Flitwick abusing his servants.

Garreth went looking for rumors and heard something about the local Thieves' Guild.  Garreth also tried singing for beer money and was rewarded with a nice bottle of brandy by a wealthy fan.  Polly found a Balanced sai for Garreth.  It was the only one currently available in town, but Garreth was able to order a case of 16 more for future delivery.

Elias cast another Bless +2 on Garreth, to replace the one that had worn off last week to save Garreth's skin.  This meant fully discharging and recharging Elias's power item, for which Elias charged Garreth a fair market rate.

Finally, Polly went looking for a boat, since the group has destroyed two skiffs so far and doesn't want to run out.  Despite the middle of winter being a low time for the boat business, a very good roll meant a skiff was available.  The good news was that it was only $250, easy to afford.  The bad news was that it was 1000 lbs. and portaging it 30 miles over rolling terrain was going to be very difficult.  But Seépravir cast Lighten Burden -50% on both Garreth and Polly (the spell is written to reduce the encumbrance of a person rather than to reduce the weight of a particular item, so I ruled it took two spells if they were going to carry the boat together), reducing the effective weight from 1000 lbs. to 500 lbs.  And Garreth and Polly are both strong.  And the wandering monster rolls were once again kind to the party; even with their greatly reduced speed meaning extra rolls, nothing ambushed them.  When they reached Lake Whiterock, the group again decided to portage the boat around the lake rather than rowing across, fearing attack from the hydra they suspected was still down there somewhere.  (Also, the lake was starting to ice over.)

Once they reached the castle, the party had to drag their boat across the courtyard, down the stairs to the second level, then down the elevator to the river level.  There was a lot of fiddling at the elevator, about who goes with the boat and who works the controls (which are at the top and bottom, not in the elevator basket itself).  Zaber got impatient and just scaled down the elevator cable to the bottom.  (This is the kind of crazy thing you can get away with when you have very high Climbing skill and Luck and a Bless.)  Eventually they decided to have Garreth in the basket holding the boat (to reduce its weight from 1000 to 500 lbs.) while Polly turned the elevator crank.  Then Garreth removed the boat and everyone else took the elevator down.   Then Garreth and Polly dragged the skiff the last few yards from the elevator landing to the underground river beach, which was pretty trivial compared to dragging it 30 miles.

With the teamster part of the adventure complete, the group got back to underground river exploration.  (The ale barrel in the Derro cave is empty, so Zaber didn't get to stop to take a beer break, though Garreth did drink his new brandy.)  They decided to take the same skiff they used last time, rather than the new one they just brought, or the Folding Boat that Garreth carries.  Zaber wore both the Ring of Water Breathing and the Ring of Swimming (that most of the PCs forgot they had for the last few sessions) and Seépravir cast Warmth and Invisibility and Alertness and See Invisibility and Dark Vision on him, so he was able to swim a few yards ahead of the boat and scout.  Garreth navigated the first set of rocks deftly (he's made all his Boating rolls so far despite only having 1 point in Boating; high DX and Bless +2 are handy).

But then the group spotted an apparently empty skiff coming upstream toward them.  Garreth asked which way the current was going, and it was pushing the party's boat downstream, so something was definitely fishy about the empty boat.  Zaber had See Invisibility so could see 3 Invisible, Huge Duergar in the boat, one rowing, one aiming a pistol crossbow, and one standing on the prow holding a hammer, preparing to board.  (See Invisible makes Invisible things look translucent, so you know they're invisible to others.)  He swam back toward his allies and whispered a warning, then moved to the side of the stream to avoid getting accidentally hit by any boats.  

Polly couldn't see the opponents, but with Zaber having told her they were there, and seeing where the oarlocks were on the boat, she made an educated guess and fired at the primary rowing position, aiming low to avoid shooting over a dwarf's head.  (Zaber had mentioned that they were dwarves but not that they were huge.)  She had -10 to hit an invisible target, but made the shot anyway, and one of her two arrows (Heroic Archer, Extra Attack, No Nuisance Rolls perks for the Fast-Draw and Fast-Ready, so she basically just fires two arrows every turn) hit.  Her arrow disappeared as it lodged in a duergar.  Some blood splatter was visible in the boat.  The injured duergar was pretty tough, as he didn't cry out.

Seeing that Polly was a highly skilled archer who could hit invisible targets, the duergar with the crossbow did a logical thing and tried to shoot her.  This made his Invisibility go away.  Because Polly couldn't see the crossbowdwarf until after he shot her, I made her make a Hearing roll to be allowed to Dodge.  She made her Hearing roll, made her Acrobatics roll, and made her Dodge roll (with +2 for Acrobatic Dodge).  Then the fun continued, because the dwarf had cleverly lined up all 4 PCs in the boat with his shot, so it got a (small) chance to hit all of them if it missed Polly or she dodged it.  (The rule is you have roll 9 or less to hit someone by accident, or the number it would have taken to hit them on purpose -4, whichever is worse.)  The bolt missed Seépravir, was on target for Garreth but he made his Hearing and Dodge rolls, then missed Elias.  Oh well, so much for that crossbow.  No way that duergar was going to live long enough to reload it.

After he missed, the crossbow duergar yelled to the others in Undercommon (which only Garreth knew) to kill the archer before she killed them.  Seépravir cast Great Haste on herself.  (She has it at 25 now so can do this in 1 turn.)  Zaber swam under the duergar boat.  Polly shot the (now visible) crossbow duergar in the eye, he failed to dodge, and that was 15 points of damage to the eye, through the eye, into the brain, multiplied by 4 to give 60 points of injury and multiple death checks, and he rolled an 18 on his second death check for a no-doubt don't-need-to-check-his-HT kill.  (GURPS GM pro tip: when someone gets smashed from above zero HP to seriously negative HP in a single attack, and you need to roll death and consciousness and stun checks, roll all the death checks first, then the KO check, then the stun check.  That way if the opponent is dead or knocked out, you can stop there without making as many rolls or playing with status counters that might not matter.)  When he died, the duergar shrunk back to normal dwarf size, showing that it was some kind of magical effect rather than a Dire Duergar.  Seépravir immediately said that she wanted that spell.  Not done yet, Polly fired her second arrow at the still invisible duergar in the rowing position, hitting him for the second time.

Elias, in the back of the boat, didn't see any way to reach the opponents and decided to yell loudly, which echoed throughout the tunnel.  Seépravir cast See Invisible on Polly to remove those pesky -10 penalties for not being able to see her targets.  The duergar on the front of the boat decided to jump across to the PCs' boat and tackle Polly.  Unfortunately for him, with her new power to see him, Polly easily dodged.  Also unfortunately for him, this counted as an attack which made him visible, and Garreth was nearby with a katana and chopped him for pretty good damage.

Zaber, under the duergar boat, tried to flip it over and dump the remaining duergar in the river.  Unfortuately, it was a pretty heavy and stable boat and he's not really strong enough to easily do that.  (I ruled it was a ST-4 check and he failed it.)  But he came close enough that it forced the duergar remaining in the boat to make a DX check to keep his feet, and he rolled poorly enough to have to spend a turn grabbing onto the boat to steady himself.  Unfortunately for him, that was the last turn he was going to get.  Polly shot him in the eye, and he made his death and KO checks, but failed his stun check (with -10 for an arrow through his eye into his brain) by more than 5, enough to knock him out.  He stopped holding onto the boat and fell in the water, and stared sinking due to his mail armor.  She put her final arrow into the duergar who had foolishing boarded the PC boat, and knocked him out too.

Garreth rolled a check against his Bloodlust self-control number, failed, and decided the unconscious duergar needed to be dead duergar.  Zaber, still in the water, helpfully fetched the overboard duerger and dragged him into a boat for looting; it turns out this just turned death by drowning into death by katana.   The total bounty from the fight was an ornate pistol crossbow with mother-of-pearl accents, a few crossbow bolts, some small vials of an unknown substance that Zaber was pretty sure was some kind of poison, a couple of suits of dwarf-sized mail, a couple of hammers (basically just maces with cool ethnic flair, as GURPS lacks separate weapon stats for blunt hammers), a potion, a magical suit of dwarf-sized leather armor, a shortsword, and another skiff (with some manacles).

There was a brief detour to take the extra skiff back to the beach, and stow the extra dwarf-sized armor in the hidey-hole in the derro cave.  I decided to save time by not actually moving tokens on the map, just calling for two Boating rolls (Garreth, and Zaber at default for the captured boat) to make it past the rocks on the way back to the beach, and one Boating roll (Garreth) to make it back to where they had been.  All three rolls were successful, and the party was back at the scene of the battle, discussing whether dead duergar made good Giant Clam food.  (They know from a previous session that there are five giant clams with harpoons just upstream, and they're still trying to figure out a humane way to harvest pearls from them without hurting them.)  Garreth chopped the duergar corpses in half so that there would be enough for all the clams, then Zaber (Invisible again after having Seépravir re-cast the spell on him) guided the gory pile of half-dwarfs to the appropriate place in the stream so that they would drift to the clams.  The clams didn't have to be told twice, and there was a lot of harpooning and eating.  Unfortunately, the clams were huge enough to be able to easily close on half a duergar, so any plans to take advantage of the feast to steal pearls wouldn't work.  Garreth suggested they think of something larger to feed the clams, that would force them to keep their shells open for a while.

The party took their skiff around some more rocks, giving the clams a large berth, and Garreth made yet another Boating roll to avoid hitting anything.  Around the next bend, there was a waterfall down, which Garreth had navigated before.  Zaber decided to climb in the boat rather than swimming it or climbing the wall, and Garreth made yet another Boating roll to avoid drama.  Then the skiff came up to the site of the illusionary wall on the west side of the cavern, where the skum had ambushed the PCs last time and the barbarian skum with the big magic axe had destroyed their boat.  This time, there was no ambush, and 4 of the 5 PCs could clearly see the illusion.  Garreth was the only one who couldn't, but he believed his friends.  Further north, the group spotted a beach where they could land their skiff.  Garreth suggested bypassing this area for now and going to the beach, but Zaber's Curiousity got the better of him, and he couldn't resist climbing through the illusionary wall and seeing what was there.

What was there was a ledge, and behind the ledge a narrow passage sloping down to the southwest, wet enough to be quite slippery.  Zaber couldn't resist exploring down it a bit, and saw that the passage led to a large pool of water, containing 5 aquatic zombies.  Not wanting to fight aquatic zombies alone, he prepared to head back up the sloping passage to his allies, when he was attacked by a swarm of leeches.  (Leeches attack based on body temperature rather than sight, so his Invisibility didn't save him.)  Garreth stabbed leeches with his knife while trying to head back up the passage, while the leeches sucked his blood.  There were enough of them that he couldn't dodge them all, and they did a bit of damage (but not enough for his Bless to trigger) each turn.  They also inflicted HT checks, but Zaber passed them.  Eventually Zaber yelled for help, and then Garreth ran the skiff into the illusionary wall (and through it, beaching on the ledge) and all the PC had to make a DX roll to keep their balance in the boat crash.  Everyone except Elias made it; he failed and lost one turn getting back up.

Going down the slippery slope required a DX roll.  Polly rolled a 4, a critical success, which gave her "Legolas mode" (or Lego-lass mode if you ask Zaber) for this particular waterslide: she could surf down at up to double move, or climb up at full move, with no more DX rolls needed.  Which she immediately did, sliding down the slope toward Zaber.  Elias activated his Heroic Grace before wading into the fight, rolled horribly, used his Luck, and rolled great, getting +7 to DX.  Garreth used Fast-Draw (potion) to quickly pull out a Major Healing potion to give to Zaber when he reached him, and started heading down the slippery slope.  Seépravir cast Great Haste on herself.

Zaber had been carrying the Bag of Wolverine for a long time, and had never actually used it after initial testing, but he decided that being reduced to 1 HP by a leech swarm was a good time, and opened it up.  Out popped Logan the Wolverine, who looked around, saw leeches, and started biting leeches.  This helped Zaber in two ways.  Once, it was more damage against the leeches every turn.  Two, it was another target for the leeches who wasn't Zaber and wasn't at 1 HP.    

The leeches, now with three targets in range, randomly decided to bite Polly.  She took minimal damage.  Then she decided to keep sliding downhill toward the other enemies.  Seépravir Levitated herself down-slope a bit and cast Great Haste on Garreth.   The leeches decided to bite Logan and hurt him a bit.  Elias moved down the slope and made his DX check.  Garreth slide downhill, made his DX check, and started stabbling leaches.  Those were the last remaining leeches and the swarm was dissipated.

Polly, down at the bottom of the slide, saw 5 Aquatic Zombies in the pool below.  She shot the closest one twice and knocked it out.  Elias slid down the slide toward the zombies.  Zaber staggered toward a healing potion at half speed.  Garreth passed him the Major Healing potion, then went downhill toward the zombies.  

Polly shot another zombie (this one looking and smelling like it used to be a troglodyte) and stunned it.  Polly and Garreth (also within range of the stench) both made their HT checks.  As Elias and Seépravir came within range, they also needed to make stench HT checks.  Seépravir missed hers, but decided to use Luck to reroll, and then made it.  Zaber drank the Major Healing potion, rolled badly, used his Luck to reroll, and then healed 9 HP plus 2 more for Bless, back to full HP.

The zombies crawled out of the pool onto the bottom of the sliding passage to get the PCs.  Garreth went into helicopter-parry mode, stopping 4 different attacks in one turn, which I think is a new record.  Polly shot one, Elias (with 19 DX thanks to Heroic Grace) rapid-strike flailed one to bits, and Garreth chopped one.  As this happened, some more bad guys came out of the water: another leech swarm, and some kind of flying rock beast with rope-like tentacles.

Seépravir cast Great Haste on Elias too so he could use his Heroic Grace twice as much.  Zaber, fully healed, wanted to slide downhill to join his friends, but found that Seépravir had cast Levitate on him a couple of turns ago, for medivac purposes that had seemed necessary at the time, and he was hanging in the air uselessly.

The leeches came within range, and Garreth (who had had a Wait) attacked them and killed some of the swarm.  (Swarms are diffuse so limited to 1-2 points of damage from most attacks, so it takes a lot of hits to kill them, even if you're Garreth.)  The tentacle beast (which I will call a Roper even though I'm not sure any of the PCs figured out that it was a roper) also came within range and Elias flailed it a lot.  Then Garreth stabbed it, but his attacks passed right through, like it was insubstantial or an illusion.

Meanwhile, the group spotted yet another opponent still in the large pool: some huge unidentified aquatic monster that was swimming along from the northwest corner of the pool to the southeast.  Polly, using the rule "if in doubt shoot it in the eye", shot it in the eye.  Four times.  (It had quite large eyes, as befit a SM+4 monster, easier to hit than most eyes.)  The first arrow was magically deflected.  The second arrow was dodged.  The third arrow was dodged.  The fourth arrow seemed to hit, sinking into the creature's torso (missed the eye), but not doing much obvious damage.

Then Elias flailed the snot out of the possibly-illusionary roper multiple times, doing lots of damage, and it dissipated.

We ran out of time there, and stopped there in mid-battle, with one leach swarm and one unknown huge aquatic creature that can possibly cast blocking spells remaining.  We'll resume in mid-fight next week.  Tune in then to see what the heck that huge thing in the water is.


GM's Comments:

It's funny to me that despite having plenty of money and not much to spend it on, the PCs still do little things every week to try to earn a few extra coppers.

Dragging a 500 lb. (after magical lightening) boat across 30 miles of terrain using only muscle power in cold weather is a truly annoying task.  I tried to make it annoying for the players to give them a taste of what they were putting their PCs through.  It's especially funny to me that they went through all that pain when they have a Folding Boat in Garreth's backpack.  They did it anyway, of course.  Can't be too safe.  Knowing that things break their boats, they want to keep the Folding Boat as a lifeboat for emergencies, rather than actually using it.

I have detailed rules written down for failing Boating rolls in each place and still haven't got to use any of them.  Garreth is really good at Boating, despite only having one point in it.  Zaber also made his one Boating roll, despite only having it at default.  Good DX and Bless make everything easier.

I like making up rules for critical successes on the fly, at least for critical successes that don't already have good rules.  Polly has been the beneficiary of at least two of these: she rolled a critical success on her first roll to resist Troglodyte stench and I ruled that she was completely immune to that tribe's stench forever (forever, or for the lifetime of that tribe, which was two or three sessions), and this session she rolled a critical success against the waterslide and I ruled that she was totally immune to its negative effects but could still use it for extra speed downhill.  I also like making up rules for critical failures on the fly, but the whole party has Luck and tends to use it to avoid critical failures, so I hardly ever get to.

Sometimes it's a tough call whether a threat is bad enough for Bless to avert it and then go away.  The leech attacks against Zaber were more "death by a million paper cuts" than one big hit, so he kept his Bless even though he got down to 1 HP.  (I would have had the Bless stop the next one, as going to 0 HP with a leech swarm on you is bad, but there was no next one as Logan and Polly arrived to take the next 2 leech hits, and then the leeches died.)  As with many things, players are free to ask "Does Bless stop that?" but the GM has the final judgment call on whether the threat was bad enough for the spell to intervene.

This party is not well prepared for diffuse opponents, and pretty much had to finish off the leech swarm one 2 HP attack at a time.  Pretty much the only things that work well against diffuse opponents are explosive attacks, which mostly come from wizards, and Seépravir has mostly chosen to avoid direct damage in favor of buffs and stuns.  But it turns out that Great Haste works pretty well against everything.

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