Monday, October 23, 2023

The Tomb of the Lost Lich - The Land of Jo'Ril, Chapter 18

 




The party ventures into the Tomb of the Lost Lich, meet their match, and decide to withdraw.

We are playing Old School Essentials, which is another way of saying Basic D&D circa 1981.

The Party:

  • Arrn, level 3 magic user - out this week
  • Wumpus, level 4 dwarf
  • Waverly, level 3 ranger - showed up two hours late
  • Andrew Price, level 4 cleric
  • Gordon Binghampton, level 4 cleric
  • Fitzhugh Skitter, level 1 thief 
  • Hildetrude, a level 1 Halfling NPC hireling

Here's a quick summary of their hex-crawl exploration of the land of Jo'Ril as generated by HEXROLL.

Note - Be aware, we are playing full-on tomb plunderers. We are aware of and deplore the real-world issues of colonialism, cultural theft, etc. We are role-playing characters and situations with different cultural mores and norms than our own. This is not an endorsement on our part for such behavior in the real world. 

The party, minus Arrn (whose player is on vacation) descend into the tunnel beneath the privy of the ruined Castle Solomon. Within, it is rumored, dwells the vampire of Baron Solomon himself!

  1. Some gnolls can be seen in the next room, arguing over treasure. They advanced to the corridor and wait for the gnolls to notice them.
  2. Three gnolls arguing over some treasure, spot the party and charge to fight. They engage at the entrance to the room. All three are quickly dispatched. They return to search room 1. 
    • The gnolls had 8 gems worth 630 gp in total.
    • Two cages containing long dead skeletons flank the stairs at the entrance.
    • Skeleton of an orc near the entrance impaled against the wall by a sword, 20gp in a bag. 
    • A key hanging on a hook on the wall earns much suspicion but no trap is found. 
    • Some cracked tiles on the floor are removed to reveal another key. 
    • A phrase is painted on the ceiling in the ancient runes of the Priests of Law: "Magical Bones". 
  3. The room is barred from the inside. Waverly forces it open. Three crypts and a pile of gold. Wumpus enters. Glowing green and blue mists emanate from the crypts, coalescing into wraiths! The clerics attempt to turn undead but fail. The party withdraws to the door and begin hurling flasks of holy water - remarkably effective against the wraiths. Wumpus and Andrew each lose a level! The party withdraws to room 2 but are pursued by the lone remaining wraith. It is eventually defeated by holy water. The party takes a much needed ten-minute rest.
    • Treasure pile contains 5,250 gp.
  4. The party encounters a lone bee the size of a large rat. It watches them. They watch it. They move near it - maybe its a druid? They try to talk to it. The bee attacks them but is quickly dispatched. Waverly the ranger determines it is a type of wasp called a Robber Fly - they look just like giant killer bees and hunt them as prey. The party is warned - there may be killer bees about.
  5. While traversing this corridor, Waverly could smell a foul odor, like a skunk, emanating through the wall. Wumpus could hear the guttural hissing reptilian speech of troglodytes behind the wall. Despite an organized search of both walls, no secret door could be found.
  6. Five gnolls are sitting in a room cleaning their weapons. They hear the party approaching. A battle ensues. One gnoll panics and flees through the east door. Waverly chases the gnoll down and kills it. The other gnolls are soon dispatched save one who surrenders. It is allowed to flee without its weapon. 
    • The walls are encrusted with hundreds of humanoid skulls.
    • A wooden plaque is fixed to one wall, on it are painted the words "Magical Spirit" in the ancient runes of the priests of Law.
  7. Curious to where the other gnoll was fleeing, they find a locked door. The key from the hook works! Within they find a desiccated orc lying on wood planks on the floor in the center of the room. The floor is covered in dried rose petals. Wumpus uses a ten foot pole to push the orc body off the planks. Picking up the planks reveal a deep pit covered in spikes. Wumpus and Waverly moves the planks aside to reveal the pit and inspect the orc's body.
    • 20gp
    • a warm cloak
    • a sling
    • another key
    • The walls and floor and ceiling are covered in dried orc blood, the spray pattern indicate an explosion of blood from a point in mid-air ten feet above the ground. There are two "shadows" where no blood spray touched the floor. Are there TWO vampires?
    • The doors to the north and the east are locked or barred and cannot be opened.
  8. After a short ten minute rest, the party returns to the corridor to try to search for the secret door they KNOW is there! They give up after spending nearly an hour searching. 
  9. The party spends some more time searching for a secret door in this dead end.
  10. Another floor covered in rose petals. Waverly inspects a pile of sacks in the corner, poking it with her sword - one of the sacks explodes with poison gas. Waverly makes her saving throw and covers her mouth, coughing. She is safe. The bag contains 20gp. A wooden sign on the west wall contains the word "Magical ___" with a blank space. Gordon remembers the phrase "Magical Bones" painted on the wall at the entrance and "Magical Spirit" in room 6. Gordon touches the sign and begins pairing "Magical" with various body parts - "Blood, Muscle, Sinew", etc. He eventually tries "Magical Bones" and the wall turns, revealing a hidden alcove. Within the alcove he found:
    • a long leather bag containing a custom-made sword. On the bag is embossed the name "Luda Framtrude of Arkon".
    • The sword was curved like a claw and decorated with pointy bits reminiscent of teeth.
The party, wary of another encounter like the wraiths, or heaven-forbid a vampire, decides to exit the dungeon. It is mid-afternoon. They return to their temporary base of operations, the Wight and Crying Queen inn, three hours away. They arrive just after sundown. 

Where will they go next week? I have no idea! It's a HEX CRAWL!

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