Showing posts with label dungeon crawl. Show all posts
Showing posts with label dungeon crawl. Show all posts

Friday, May 2, 2014

K29 - The dwarf bride

In the previous episode, Interview with a tombstone, the intrepid royal party has made their way to the crypt level of the old city. Bain, in a dream, can hear the plight of a young female trapped in a sarcophagus. The dream is true alright, as he is wearing the Eye of Irmo, which lets him travels around during his sleeping hours. 

The party is made of 13 dwarves: Bain, viceroy of Khazad-dum (PC ); Thordar, right-hand of the viceroy and daredevil-fencer-rogue (PC); Khazek, irreverent ranger-extraordinaire (PC); Lathmelen, Niece of the Elf-Queen of Greenwood (PC); Gror, son of Bain and frontline commander; Gesdrek, Maiar loremaster; and 7 dwarves from a Battle-guard of the Bronze Attack (Nalik, Rogi, Helg, Kelvar, Volkvak, Rakmir, Nordan). 


Delving silent, delving deep

Gror "butterfinger" faces off with the pudding while a wraith
prances around with Khazek's elven blade.
The night was long for the dwarves as they bunked deep into Arvin's crypt. There was whimpers, and Volkvak certainly lost sleep and looked terrible when the delvers woke up.

Bain explained to the other how to get to the Bride's crypt. The party ate a bit and set out along a major artery to the West. Khazek demonstrated an almost prescient sense of direction and lead the dwarves soon into a side passage in order to keep as close as possible to the description provided by Bain. Lathmelen stayed close behind, as ever impressed by the "young prince".

They wove deeper to the the far reaches of Khazad-dum. Khazek had a close encounter with a wraith and swing wildly into the dark. The wraiths had started to accumulate on their tails, both repulsed and attracted by the dwarves' torch light. The wraiths were particularly interested in Khazek's Ghost Blade and Lathmelen's glowing sword. It occurred to Bain that, after seeing Khazek nearly trip and struck down by a wraith (a pissed one), that if their guide was to go, they would be prisoners of an impossible labyrinth.

Bain's pulse quickened, he started to stumble. He was acutely aware that the minds of his dwarves had started to fade because of the Balrog's curse. He became agitated, jumping around to dodge the real and the imaginary wraiths of his ancestors. Khazek picked up on this and became agitated as well. The other dwarves grew concerned, but did their best to sooth the torment of their friends.

Lathmelen kept a steady eye and found a hidden passage which concealed entrance had been damaged in the past. They wondered about the architectural patterns, but none of the party member could identify details. They proceeded inward to eventually enter a large hall.


Friday, October 11, 2013

049 - One big, elaborate dwarven joke.


The Entrance of the Numarii dwarves.

Walking knowingly into a trap

The gate under the mountain was adorned by two large statues of drakes. The gate itself was made of solid steel. At its center, there was a ring. Two flames shone like bright beacons atop pillars from which the mechanism of a draw bridge was secured. A canal crossed the hall, some 3 meters deep. Dark water was flowing from left to right through a pair of grates.

The company looked around in suspicion. Irina was the first to cross the bridge. She approached the steel gate and kicked it. Her toes absorbed the shock: no sound was heard. This door was in a wholly different league as the last three. Arnadil drew from his past as a fortification engineer to inspect the draw bridge. He noticed that the floor off the far wall was in fact a platform. The platform was made of slates and a steel structure that was bracketed at both ends and off the pillars opposite to him.

While Halin was prompted to inspect the structure, Nilppi got Thannolf to help him fathom the canal. There was only about a foot of water, and the current was marginal. Nilppi lowered himself with the help of a rope. The water was foul smelling and oily on its surface. Nilppi didn't made much sense of the steel structure underneath the floor until Halin got himself down there. The old masterdwarf had carefully removed his armor before taking a dip. It became obvious to him that the brackets holding the platform were moving components of some larger mechanism. Halin noticed that the platform would probably swivel down if the mechanism was triggered.

Nilppi, unable to grok dwarven engineering, headed to the upstream grate. At first, he thought that he heard a noise and stopped. He stretched his neck and drew his torch though the bars to see farther outward. A shockwave of roars rammed into the grate. A wall of claws and bony faces pressed senseless against the bars. Nilppi stepped back, some other members of the company readied their bows.

By the time that they had decided what to make of this. The brawling ghouls had turned against each other and drifted out of sight. The clamor died down. The company turned to the gate. The whole thing smelled bad. The choice left was walking into the trap, or go home.


Waddling in the wading pool

They knew that things would have to get bad before they got better. Two ropes were strung across the hall. They ran between the dragon statues: one on the ground and one at chest level. A third rope was tied to the ring on the door. Kasper, Nilppi and Irina got themselves on the ground-level rope such that they would not fall down if the platform was to collapse. The rest of the company returned to the near side of the canal to tug on the third rope. The pulled on the ring, which slid out smoothly. 

Nilppi jumped in style.
Predictably, the platform swung down into the water and the grates opened at both ends. The gate clicked open. The three company members balanced themselves against the wall. Kasper grabbed the door and slipped beyond. The disappointment was sharp when he realized that the gate lead to a room the size of a closet which housed the trap's mechanism. Nilppi dodged the claws of the ghouls by shoving Kasper into the closet. Irina considered jumping in, but one of the ghoul was in the process of chewing up the rope on which she stood. 

 Nimrodel and Finbert were shooting freely into the pit. Arnadil took a leap and knocked a ghoul off balance on his way down. When the rest of the company realized that he was now in close combat against 6 raving ghouls, they began jumping in as well. Nilppi first, then Kasper dove with his longsword swinging. Thannolf took a flying jump and snapped with his knee the head from one of the ghoul's spine. The ghoul fell in the water, then stood back on its feet. 

The melee was made of an unstructured mix of good and bad guys. Arnadil got clawed on his chest and blood started to drip from his armor. His attempt to retaliate was more spiteful than effective: his sword hit the ground and bent his wrist at a questionable angle (critical fail, crippled hand for 30 minutes). Thannolf, still hot in the collar from his super cool entrance grappled the ghouls from behind and tugged at its head. Halin hit hard but failed to silence the beast which fell only after Thannolf sliced its head with his sacred Lossoth knife. That was the last one still standing.

The company discovered that the ghouls didn't want to stay down. They had to hit them until their bodies were mechanically destroyed. Once that the smallest parts of the ghouls were too small to be articulated, only a floating mess of writhing flesh was left drifting to the right grate with the current. 


The Palantir commission as a novelty act

Climbing out of the pit was a trivial affair, but would lead only back to the entrance. A summary exploration of the upstream hallway lead them to an octogonal room. The room appeared to be the bottom of a chute set at its center. The chute was a mere 1m by 1m, but how far above was its origin couldn't be estimated. Nilppi tried to climb up but slid back down. By tossing a grappling hook, the company figured out that the chute was about 3m long. However, the grappling hook didn't caught on anything near its upper rim. 

The company decided in the most bizarre chain of reasoning to make a human pyramid so that the lighter and more nimble member could climb up to the chute's top. To convince the GM, there was threat to fetch video of cheerleader teams performing said action. The GM finally got swayed when the company threw into the plan the trunks used to make the battering ram. Kasper, Thannolf and Kasper were to make the base, supported by the battering ram's components. Arnadil, towering over his 7 feet made the second layer which took the construct into the chute. Nimrodel, nimble and light elf climbed up, then the hobbits. Irina managed to pull herself to another octogonal room. The beams from the ram were passed upward and Irina secured the ropes. In about 15 minutes, even the stoutest company member had made it up to the top.   

The only way out was a set of stair, running parallel to the stairs that lead to the hall. At the top there was a dead end and two small levers. Irina spotted in the dust many recent tracks of orcs and evidence that the far wall swiveled around a hidden axis. Pulling on the level brought them at the foot of a new set of stairs and to another secret door. Crossing the second door took them back behind the third wooden gate that they had rammed through about an hour ago. Irina tracked a large number of orc tracks in the dirty floor. Evidence of outdoors dirt could also be found. The company headed up the stairs and noticed a cool and fresh draught coming from higher up. 


The subterfuge revealed

The company walked through a storage room turned into an orc barrack. Beyond the door, they found themselves outdoors on the other side of the mountain. A path ran down into a close valley. It went back up at the other end, some 1500m away from the door. A camp of orcs was bustling with activity on the mountainside. Beyond the camp, there was another gate carved into the cliff. Arnadil used his looking glass to scan the area. He estimated the number of orcs to 50 to 70. He also noticed higher up on the cliff side there was an elaborate opening. 

The complex behind them seemed to be a decoy to mislead invaders. Halin shrugged at the Numariis' strange ways (The players are actually thinking that the Numariis could be some kind of duergars). The company was acutely aware that it was just a matter of time before the orcs would notice the death of all of their gatekeepers. Irina and Finbert, the resident hobbits in the company, volunteered to scout along the valley road. Finbert stumbled, lost his cool and came back to the gate right away. Irina kept on climbing, identified a hidden spot on the mountainside, but determined that she would be detected if she dared going further. 

The company pondered whether wait 15 days to get the support of Sir Galdor and his the soldiers of Gondor, or somehow trick the orcs into a winnable battle near the exit of the false Numarii gate. 

Saturday, May 11, 2013

032 - Bulky trolls in narrow tunnels

Session 10 - Would you like to be my neighbor? 

This session takes place as the members of the Palantir commission are returning to Annuminas to determine what lies within the ruined city. In the previous session, they ran into a number of orc workers busying at erecting an enclave around a few rough buildings. 




An unexpected encounter

The last scene left the Palantir commission members in possession of an Orc prisoner and a pile of bodies. The orc camp was suspiciously featureless: an enclave made of a rough palisade and two buildings. The first building was built from stone walls from within a large ruined mansion, the other was a neater-built wooden structure.

While Galdor occupied himself finishing orcs laying about, Arnadil, Halin and Irina busied themselves in setting a watch. Finbert and Kasper entered the stone building from where a small plume of smoke was coming from. They found a rough kitchen. Something was cooking over the fire. A set of stairs lead to a lower level, some 15' down, and ended against a heavy grate. The grate was mounted over the door frame and could be removed by simply pulling two pins near the top. Whatever this grate was put up for, it wasn't to keep out smart invaders. The cellar was filled with junk: shovels and picks, fire wood. A torch was lighting the place. Finbert climbed on Kasper's shoulder and reached the pin with his hobbitish hands. Another grate was covering the approach from a set of stairs heading down. There was a door on the opposing wall, as well as a door on both left and right. The voice of excited children could be heard beyond the door on the right. Children, there is no such thing as juvenile orcs right?


Finbert fetched the rest of the company, but left Galdor to keep a watch and the prisoner. The company stacked behind the door and bursted in. The throng of children ran in fear to the far end of a wine cellar. The hobbits sneaked in the cellar to follow the children while Arnadil followed, sword in hand. They were met with a number of Northmen women interposing between the party members and their kids. One of them was holding a club, but to her surprise, Finbert snatched it from her hands, covered by Irina [ This was the first playtest of the Evaluate (combat opening), Finbert was standing in the shadow of an oak barrel and managed to remain unseen, he called for an Evaluate(combat opening) the outcome was a bonus for a weapon strike if he selected an all-out attack . Still unseen, Finbert decided to go for it with an all-out attack (determined), and got a net +5 to grapple the club and ripped it from the woman's hand ] [+]. Arnadil and one of the women began to argue. The women asked them to leave, she stated in broken Westron that nothing of value was to be found in this place. After a bit of interrogation, the women told the company that they were all cowering underground to protect themselves from the witch-king blight. They also told the company that there were some trolls in the lower levels [ Interrogation vs Will won by a large margin. Overall reaction was determined to be poor, but the women were in a position of weakness while protecting 13 children.] [+]. Arnadil ordered them to leave the camp with the children and locked them out after resetting the grate.

The witch-king blight was probably making reference to an epidemic of ghouls that was released by the WitchKing of Angmar during the war with the Arthedains. The company did not particularly looked forward to deal any more with the dead. 

They scoured the place, which was once the cellar level of a very large mansion. They found weapons, a large sharpening stone, about enough bedding for 20 orcs or Northmen. One of the Orc dwelling had a larger bed behind a makeshift wooden division. They found beside the bed a small chest filled with silver and some gold, and a collection of three elven skulls. At the far end was a lair for wargs, also empty at the moment. 

The only unexplored part of the cellar was now the set of downward stairs beyond the other grate. A small horn was hung on a peg beside the grate. Galdor released the women and children that were held prisoner in the kitchen and joined the company. The stairs were narrow and steep: a perfect place to engage trolls
coming from below.


Bulky trolls in narrow tunnels


The company knew that a number of trolls were present below the cellar level of the mansion. Arnadil sounded the alarm by blowing on the horn. He descended a few steps, followed by the other members. The hope was that the trolls would meet them and fight an uphill battle in a very narrow passage. However, although some noise could be heard in the distance, the trolls did not come. The company carefully advanced and reached the stairs' landing some 30 yards below. Another grate could be seen on the left, but the corridor itself kept on going straight ahead. It was possible to hear a quiet shuffle of heavy feet in the dark. 

Two charging trolls realizing that
they had just decided to run into the dreaded
troll slayers.

While Finbert was trying to pull on the pins, a large stone flew out of darkness into Arnadil's shield, making a large thunk. Behind followed two large female trolls, charging madly to close in on Arnadil and Kasper. The first troll collapsed, fast asleep, before reaching the company. The second troll jumped over her friend to slam into Arnadil. Arnadil cleverly side-stepped the charge [ Arnadil applied the side stepping technique described here ] [+] and made way for Halin's waiting hammer. The hammer lodged itself into the troll's leg but slipped from his hands under the momentum of the charge. While Halin was trying to wrestle his hammer back into his hands, Kasper and Arnadil delivered heavy blows to the troll's torso. In writhing pain, the troll attempted to grab Halin by the neck, but was then felled by one of Irina's arrow in her chest. Galdor dodged the falling body. The anemic trolls of Middle-Earth had yet again made a poor show of themselves and died too fast (Time to ramp up the challenge rating of the opposition, me think). 

The company entered the adjacent room beyond the grate and found a vault now used as a dormitory for orcs.  There was nothing much in there of value, except a small bag of coins underneath the pelts of  the leader's bed. They dragged the trolls into the room, laid one of them grotesquely on their dining table and the other in their leader's bed. 

The hobbits celebrating atop one of the female troll.
Beyond the vault, they found a complex of tunnels that was part of the defensive structure of the high-city in the days of the Arthedains. The troll lair was there. They traveled west up to the river crossing but found that the hall was flooded chest-deep in frigid water. Although Arnadil suspected that the tunnels would probably lead all the way to the citadel and the library, the company decided that soaking themselves up to get there was a bad idea. 

On their way out of the camp, they destroyed the sharpening stones and threw the little weapons of values under the ice of Lake Evendim. The women and the prisoner had left while they were exploring the camp. There was only a few hours of light, and no way to tell when the bulk of the orcs and Northmen would come back. They decided to head back to the horses and return to the Shire. They got to Longcleeve a few hours into the night. 

Reflecting on the day's toils over a warm hearth, they decided that the terrorized orcs would probably be on the defensive in the coming few days. They settled on returning to Bywater for a week. Then they could decide whether to return to the library as planned. Many in the company argued that this foray in Annuminas was not really helping the search of the Palantir of Arnor.



A glimpse of the Palantir of Arnor

The week in Bywater went quickly. Everyone busied themselves with merriment and errands. Halin, Finbert and Irina sparred together in mock wrestling contests: but the lightweight hobbits and the legendarily strong dwarfs were not exactly even matched. Arnadil spent the week riding his warhorse across the Shire. Galdor spent time with his dogs and played dice, Kasper read in the peace of his bedroom and Araliniel studied the seeker spell.

On the eve of their departure for Annuminas, Araliniel declared that she had managed to put together the pieces of the seeker spell and was about to be able to cast it. It took her two more days of high anticipation before she emerged from her room, a bright smile on her face,

"I have seen the Palantir of Arnor. It is atop an altar in a temple, somewhere on the frozen shore of a very desolate place". The news came as a big surprise as the Palantir was thought to lay beneath the waves of the frozen bay of Forochel. It seems somehow possible that the Palantir had been retrieved and placed into a temple somewhere in the frozen North of Middle-Earth. 

The company poured over maps. They needed to know more about Forochel, and find a way to get there. Traveling overland and off road into the Forodwaith in the stone-cold middle of an unnatural winter didn't appealed to them! The Shire was eating up their budget very fast. They decided to set winter quarter in Tharbad. There, they can send news to Tarquillan the High Seer, and hopefully get their hands on some information on the Ice bay of Forochel and the Lossoth people.