Charillos Backstabs Jascan, Figuratively
Day 855 - The players debated what to do, since there were many options available for live play. I push for focusing on action that will include every player present, and push off isolated PCs to asyc chat. This seems to work fine. But first Charillos' player wants to "find work" as a thief in Aeravir with The Family.
This happens a lot in games with multiple independent PCs coordinated by 1:1 "JeffroGaxian" timekeeping. This is also why preparation is usually pointless until and unless the players decide to stumble into any of it. Today would prove that a "planned" encounter would take at least a WHOLE YEAR or more before it sees the light of day. So much of our game is leaning heavily on spur-of-the-moment event generation, backstopped by 70+ sessions of established world events. We know the general locations, who is in them, the politics, the major players on the map. But when it comes to in the moment play? We use the fabulous random tables in the DMG, Friend Folio, etc.
Charillos returns to the Bottom of the Barrell where he sees Jascan talking to a monk from a local order of Lawful Evil monks. (This is the same order that one of the campaign's original PCs, Anjanathra, belongs to.) Charillos successfully overhears a planned job to knock off one the Family's big cash handling operations. The monk seems to be less than enthusiastic, but Charillos decides to ask Jascan directly. She indicates that tomorrow night she'll make her break in attempt and Charillos can get in on the action, if he wants. She tells him here the job will be.
Charillos decides that this information is worth more as a hot lead for the Family. He finds Crugabid and rats out Jascan. Crugabid promises a good chunk of change if the information is correct.
Flick Heads to Burmstone, Back to Gorem Kyxalim
The gnome illusionist Flick heads to Burmstone, avoiding Arkala, since it is apparently overrun by vampires. He makes it on Day 858, and the next day Israfel the elf assassin, Marinia a magic-user, and Flick head out Gorem Kyxalim.
Day 858 In the distance there is the Tower of Chaos, with it's nonsensical TARDIS-like interior. They are headed instead to the "cockatrice entrance", where they hope to explore more of the first level.
Approaching the entrance through a briar path, I note that an encounter is indicated. We've had whole sessions head south based on these sorts of wandering monsters. I brace for impact. I tell the players they've encountered something, and I need to find out what it is. Referring to the DMG for monster level it says 1st level, then a d100 and the Field Folio for what it might be. Snyads? What's a Snyad? "What is heck is this?" I say in voice chat. This is funny to everyone.
I used to hold myself to some strange standard where I knew everything and didn't have to pause to look things up. I was trained by a bunch of crappy experiences to this odd model of "perfect DMing". Well, I no longer try to do that. I am more interested in presenting myself as a real person trying to have a good time with my D&D buddies, and let me tell you that's 10x more fun than any other gaming I've had in the past.
(I'm also caught off guard by the decision to go back to this dungeon, so I have to review the keyed entries. I know the areas that had been previously "cleared" but I check every room for contents. The DMG random dungeon generator has a table for room contents and I use that every time the come across a previously empty area. A result that indicates a monster means something had moved in since the last visit.)
In any case I quickly scan the entry. I'm learning about these critters in real time. I see that they have a 90% chance of surprise, which they do achieve. They basically steal things, so I ask that everyone select a random handheld item that these little bastards make off with. The players try to shoot some arrows, but they nasties are off and running in the briars.
The players are not happy about this, but decide to press on.
On entering the first room they find a horde of giant rats. The hirelings fling oil and soon the rats are killed or driven away.
The players use previous delve knowledge to select their route. In fact they head back through the old cockatrice lair, and to a new door, which opens into a short hallway.
Israfel notices that the hallway is in fact trapped, there is an open pit with dark streaks at the bottom. Is that blood? Israfel rappels down with help from the others to check it out. I check to see if he triggers the trap and sure enough he does. The walls start to close in! It's 10' back up, and the DMG suggests a climbing rate of 6" per segment due to wall conditions. I roll for how long the walls will close, it's more than 2 segments, so Israfel makes it out without injury. Lots of comments here about weather or not I, the DM, would put a "double pit" in the hall.
Mackenna, Israfel's New Involuntary Relationship
Israfel checks the door at the end of the hallway for traps, and it's not, as far as he can tell. He opens it. There are 4 red-skinned humanoids with rich velvet smoking jackets, ascots, and gold plated halberds in a gaudily appointed lounge. Israfel's player wants to know is he has surprise, because he wants to assassinate one of them. We roll a d6, it's not surprise.
The humanoids are friendly! They urge Israfel to join them for a drink, indicating that "he'd do." The players are not falling for this! It's a trap, for sure! Israfel decides to humor them, and soon the humanoids tell him that he needs to meet "her", their boss.
At this point I'm stoked because this is an area of this dungeon I designed a long time ago and it's finally going to see play! The players are on high alert because none of this makes any sense.
Israfel is escorted down a long hallway to the south west, while the 2 remaining redskins urge the players to partake in some drink. The players do not take up this offer.
Meanwhile, Israfel enters a groovy 'love pad" room, which is rather large (80' by 40') with pillars are massive bronze doors to the west, plus other exits. On a fur covered round bed, dressed in a dress "cut so low it's held up by her elbows" is a bat-winged, curvy lass with fangs. She introduces herself as "Mackenna" and then I ask Israfel to Save vs Spells!
Mackenna |
He fails that roll and at this point I explain that he's the victim of a Charm Person effect, which is not mind control, etc. Israfel's player is a sport about it and he is along for the gag. Mackenna changes her form to that a comely elf lass, and we sort of fade to black there.
The Rest of the Party Moves On
After learning that Israfel would be "spending the night", they other players leave and try to explore more of the first level, backtracking to cockatrice lair. This time they head north, past an old ogre "kitchen" and into a room they had never been to. It has many pillars and 3 doors on the north, with statues in the southern wall.
The players trigger another trap, which fires poison darts from the pillars. Everyone is attacked by the darts but the only casualty is a hireling who is paralyzed for a few turns. The doors on the northern wall open and 3 zombies stumble out to attack!
The players have a several hirelings plus Flick's henchman, Laertes. It's not long before they destroy the zombies. They pick the western most north door and go through. They soon realize they are in a area where almost 18 months ago a 1st level MU was killed by fire beetles. Laughs all around!
Finally they make a careful search of a chapel area and find a secret door!
The players are excited to find 1500gp, plus a sword, a ring, a wand, and a rod!
With this loot in had and the evening drawing to a close, the players decide to get out ASAP.
They do make it back (no encounters, and yes I check every round, with a 1 on a d12 indicating an encounter, in Gorem Kyxalim). They players don't have a way to identify the items, but learn that the sword, taken by Laertes is cursed (-2). Poor Laertes!
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