Showing posts with label Medusa. Show all posts
Showing posts with label Medusa. Show all posts

Tuesday, May 24, 2016

"Ogremoch's Bane" - Out of the Abyss, Chapter 19

What follows is an illustrated dramatic retelling of my group's play through of the D&D campaign setting, "Out of the Abyss". SPOILERS for anyone wishing to play in this campaign.



CHAPTER 19
"OGREMOCH'S BANE"

A rag-tag group of fugitves
experience one adventure after another
as they travel the Underdark
searching for a way home.

After escaping the drow prison at Velkenvelve,
they witnessed the razing of a kuo-toa village
by the two-headed demon-lord Demogorgon.

They survived weeks of travel in the Underdark
and thwarted a secret demonic cult in Gracklstugh, the city of the Duergar.

They discovered that Zuggtmoy, the Demon Queen of Decay
had taken over the myconid homeland known as Neverlight Grove.

Having arrived in the Deep Gnome haven known as Blingdenstone,
they set about completing a series of tasks in
in order to gain the trust of the local inhabitants
and find an escort to lead them back to the Overworld.

After dispatching a pair of unruly ghosts
and losing three members of their party
defeating the evil Medusa Neheedra,
the remaining fugitives return to the Foaming Mug inn
to lick their wounds and recuperate.


THE PLAYER CHARACTERS
Virtue - tiefling paladin and warlock, a mysterious wild card of unknown allegiance.
Ficus Asëa - eladrin sword-mage who became lose while helping escort deep gnome refugees back to Blingdenstone.
Jimjar - deep gnome rogue who likes to wager on everything.
Ront - orc barbarian seeking redemption for his failures.

INTRODUCING
Breya- human bard, sent to rescue Wulfric from duergar slavers, now seeking a way back to the surface.

THEIR FELLOW FUGITIVES
Prince Derendil - Elven prince in the body of a brutish quaggoth.
Starshine - A mute moon elf, an escaped slave from Menzoberranzan.
Mister Floop - a friendly flumph.
Glabbagool - an inquisitive but friendly Gelatinous Cube.
Santaka - a baby red dragon, loyal to Virtue.
Wulfric the Tinker - a male human and expert engineer and inventor.

BACK TO THE FOAMING MUG
While Virtue, Santaka, and Jimjar were taking the head of the medusa Neheedra to Sark Axebarrel and seeking out Gurnik Tapfinger, Ficus and Ront were trying to figure out what to do with their petrified comrades. Ficus was able to break away the petrified backpacks and belts and remove the magic armor, boots, and other worn items, but was unable to remove the magical sword Dawnbringer from Kettle's grip without breaking his fingers.

Ficus and Ront each carried a petrified halfling while the intelligent gelatinous cube Glabagool carried Angolwen inside its oozy transparent mass. They carried their comrades back to the Foaming Mug inn, setting them just outside the entrance. There they were reunited with Virtue, her dragon, and Jimjar.

They entered the common room of the inn, tired and injured. Tappy Foamstrap welcomed them and brought them hot food and cold beer. Tappy was especially animated. This was a momentous tridon! New Overworld guests had arrived in the last shift! Never had he seen so many Overworlders in his inn at one the same time!

He asked Ficus to entertain the visitors with the story of their adventures in Rockblight. Ficus sighed and gave a brief and curt report of their activity. The result was depressing. Tappy, visibly shaken, offered his condolences for the loss of Kettle, Pain, and Angolwen.

A voice from the back called out, "Adjectives!"

Ficus, confused, replied, "What?"
Breya the Bard
The female human stood up, "Your story needs adjectives! It needs description! It needs embellishment, exaggeration, grandiloquence!"

"It needs what?"

"...bigger words."

Tappy, broken out of his reverie, introduced the human, "Many pardons! This is the other Overworlder about which I spoke. I'm sorry, I have forgotten your name. Overworld names are so difficult to pronounce, much less remember."

The human stepped forward, hand outstretched, "Breya the Bard. Pleased to meet you."

Ficus gave her an appraising look. She was thin, pale, and covered in the dirt, grime, and wounds of Underdark travel. Ficus introduced himself and his companions.

Breya, in turn, introduced herself and her travelling companion, a human male named Wulfric the Tinker. She told her new friends how she had descended into the Underdark with two other companions in order to find Wulfric. Wulfric had been kidnapped by the Duergar and taken to Gracklstugh. The party successfully rescued Wulfric but the two companions had since died or disappeared. She swore an oath to return Wulfric to the surface and had made it as far as Blingdenstone in search of an exit from the Underdark. So far, none of the svirfneblin were willing to help her find her way to the Overworld.

Ficus told her they, too, were seeking escape and that they were providing assistance to the deep gnomes in order to earn their trust and gain access to the exit. He asked Breya if she wished to join their two groups. Breya agreed and offered her help in finishing their tasks.

After a short rest, the fugitives from Velkenvelve took care of some minor business. Ficus meditated upon the sword Dawnbringer, earning her trust and becoming her new wielder. Ront and Jimjar, meanwhile, sought out the Caves of Clatter to purchase and commission new weapons while Virtue and Santaka purchased a spell gem from Kazook Pickshine in the Trader's Grotto. Afterwards, everyone rested for a shift and prepared for another foray into Rockblight.

DM Note - Removing Magic Items from Petrified Characters
Kettle, Pain, and Angolwen all carried significant magic items. magic items are not turned to stone, so the surviving players wanted to remove the magic items. The items would either be held in stone hands, worn over stone bodies, buried in stone backpacks, or carried in stone sheaths or belts.

I ruled that backpacks and clothes were turned to stone with the wearer, but were not a single solid mass. They could be broken off or easily removed from the stone person underneath. Stone backpacks could then be broken open and magic items retrieved.

Potions and scrolls could not be retrieved without spilling the potion or ripping the scroll and were therefore lost.

Worn items could be easily loosened and removed.

Hand-held items had to be removed with a DC14 Strength or Dexterity check. Failure damages the hand holding the items. Ficus was able to use his strength to remove the items from Pain and Angolwen but failed to remove Dawnbringer from Kettle without damaging Kettle's hand. 

THE STEADFAST STONE
Following their much needed recuperation, the fugitives, along with their new companion Breya, gathered outside the Foaming Mug and planned their shift. Ficus, Ront, Jimjar, Virtue and Santaka, Breya, and Glabbagool would once more delve into the quarantined section of Blingdenstone known as Rockblight. Their mission was twofold: insert a spell gem into the menhir known as the Steadfast Stone and confront the evil entity known as Ogremoch's Bane.

They once more met Sark Axebarrel to receive the secret knock for the shift and were allowed entrance through the lock and into the forbidden area.

En route to the Steadfast Stone, the fugitives noticed that they had been joined by a ghost. The svirfneblin ghost looked vacant with dark hollows where his eyes should be,  his mouth slack and slightly agape. The ghost followed them, stopping when they stopped, moving when they moved. It failed to respond to all attempts at communication. It simply followed and observed. After failing to elicit any response from the ghost, the fugitives shrugged and continued on their way.

DM Note - A Pointless Random Encounter
The ghost was the result of a random encounter:  Ghost - indifferent but aware. It was pointless but managed to distract the players for a while as they tried to communicate with it and discern its purpose, of which it had none.

They descended past the crystal garden and into the grotto of the Steadfast Stone. The tall menhir stood alone in the center of the room, the floor below was smooth but the walls were rough, showing the outlines of four large shapes, all vaguely humanoid.

Virtue placed the gemstone given to them by Gurnik Tapfinger into the niche. The stone began to glow white but quickly turned dark red. Immediately, one of the humanoid shapes burst from the wall and the fugitives were set upon by an evil earth elemental!


The earth elemental fell upon Ront. It was soon illuminated by a faerie fire spell cast by Breya. The magical aura made the elemental an easy target for the rest of the combatants. Finally, Breya cast a Shatter spell at the stony entity, causing it to burst apart. In its place was a rocky humanoid creature, like a headless boulder with arms and legs. Jimjar called the creature a "galeb duhr" and said that they were the protectors of the menhir. The galeb duhr sank into the floor and rose again near the menhir, facing away from the standing stone.

Suddenly, another earth elemental emerged from another wall and attacked. This second elemental avoided Breya's faerie fire and survived longer than the first, but was eventually defeated. The second elemental was followed by a third, then a fourth. Each from a different wall and each attacking the party in turn. As each was defeated, it revealed a galeb duhr that sank into the ground only to re-emerge near the menhir, facing outward.

When the fourth elemental was defeated, the menhir was surrounded by four galeb duhr. As the fourth joined its brothers, they looked towards the fugitives, giving them an appreciative nod as they turned into inanimate boulders. When they did so, the red light of the spell gem turned brilliant white, bathing the entire area in consecrated energy. The region around the Steadfast Stone was now free of the influence of Ogremoch's Bane.

DM Note - That's the Treasure?
The players rolled their eyes. "That's our reward? A thumbs up and a subtle nod?" 

DROW STATUES
Once the Steadfast Stone had been re-consecrated, the fugitives turned their attention towards Ogremoch's Bane. Having encountered no sign of the entity, they deduced that it must be hiding within one of the Rockblight caves yet unexplored. They chose the second passage in the floor of the Crystal Garden and descended with caution.

They entered into a large cavern. The cavern was populated with thirty statues of drow warriors, each turned toward the entrance with a look of confused horror. The effect was startling but Ficus correctly deduced that they were the warriors of Neheedra, turned to stone by their former priestess-commander. The fugitives entered into the room and split up to look for clues.

They spread throughout the cavern, examining each statue closely, looking for magic items or evidence of Ogremoch's Bane. Suddenly, eight of the statues became animated and attacked! Two attacked Breya, two fell upon Ront, and two fought against Jimjar while Ficus and Virtue were each beset by a single statue.

With the party separated, they were forced to fight as individuals. Breya announced that she had a plan so Ficus used his magical boots of speed to rush over and help Jimjar, leaving the bard to fight three statues. Breya quickly realized she had made a mistake and called for Ficus to return. Ficus ran back to help Breya while Jimjar moved to aid Ront, leaving the two statues to Glabbagool, who had squeezed through the tight passage to join the fight.

Ficus cast a spell of flight on Breya who then flew into the air. From there, she could safely cast spells without fear of counterattack.



Overcoming their initial chaos, the party was once more working at a team. They quickly learned that once one statue was destroyed, another statue animated and took its place.

Virtue warned Ront and Jimjar that she was about to cast a fireball spell into the center of the room. Instead of seeking cover, Ront yelled, "Do it!" The fireball exploded, damaging most of the statues along with Ront and Jimjar.

DM Note- Keeping Track of Statues 
I used my plastic drow minis to represent the inanimate statues. When one became animated, I took the drow off the table and replaced it with a generic blue warrior mini from Wizards and Warriors that I usually use to represent animated statues. That way, we could track which were animated and which were still inanimate. 

Likewise, I kept track of which statues had taken damage from fireballs using colored beads - red for Virtue, green for Breya, and purple for Ficus.

Breya followed up with another fireball spell, likewise catching Ront and Jimar in the blast.

Ront shouted, "HIT ME AGAIN!!!"

Jimjar, burned and smoking, weakly whined, "Ehhhhhhh!"

"HIT ME AGAIN!!!"


DM Note- Look out, Jimjar!
After the two fireballs, Jimjar had 3 hp left! He wisely disengaged, climbed the wall, and started sniping from above.


Ficus waited for Jimjar to escape the area before following up with more area effect spells. Glabbagool even got in on the action, moving into the room and sweeping up and destroying statues within its acidic interior and smacking them with its pseudopods.

DMs Note- Acidic Interior
We decided that Glabbagool can choose to apply acid damage to stone or not. That way he can carry stone items or dissolve them at will.

Thus it was that all of the statues were eventually defeated.

OGREMOCH'S BANE
As the last statue was demolished, the air in the cavern began to swirl, picking up all the gravel and debris of the fallen drow. The swirling air became a vortex, a maelstrom of dust and rubble. The fugitives had finally encountered the evil entity known as Ogremoch's Bane. The fugitives shielded their eyes and mouths from the stinging wind but were otherwise unhurt. They felt an emanation of unwelcome dread from the vortex. They gathered together in the center and shouted to each other over the roaring wind.

"What do we do?"

"I don't know!"

"What can we do?"

"Does anyone know a spell of banishment?"

"No!"

"Then we are helpless to stop it!"

After a few more minutes of brainstorming, the fugitives could think of no course of action that would dispose of Ogremoch's Bane. They decided to leave the cavern, frustrated by their failure.

DM Note- Great Encounter, Terrible Ending
Everyone loved the fight against the statues. It was challenging, unique, and fun. I liked it as a DM, the players really liked it. However, the manifestation of Ogremoch's Bane at the end was anticlimactic and boring. The only way listed to defeat Ogremoch's Bane is with a Banish or Dispel Evil spell. Neither of which were known by anyone in the party. 

The encounter should have provided an alternative option for parties - something else they could do to defeat Ogremoch's Bane. 

Part of me feels bad. As Dungeon master, I should have known that the party had no way of dealing with the entity and I should have planned ahead by providing an alternative. However, ultimately, this is the fault of bad writing. Whoever wrote this chapter should have provided an alternate solution. See below for an idea I had after the fact.

Advice to Other DMs - Merge the Two Encounters
With the benefit of hindsight, I should have merged the Drow Statues + Ogremoch's Bane encounter with the Steadfast Stone encounter. I would have surrounded the steadfast stone with thirty statues. When they were defeated, then ogremoch's bane would manifest. Everyone within the maelstrom should make a DC 12 Constitution save or take 1d4 damage each round. PCs would have to place the spell stone in the menhir and fend off all of the earth elementals in order to reconsecrate the stone, banishing Ogremoch's Bane upon successful reconsecration.

BLESSINGS OF CALLADURAN SMOOTHANDS
Upon abandoning Ogremoch's Bane, the fugitives returned to the Speaking Stones to inform Gurnik Tapfinger of the re-consecration of the Steadfast Stone. Gurnik said he could feel the presence of the holy stone and thanked them. He awarded them with the holy benediction of Calladuran Smoothhands, patron deity of the Svirfneblin.

TO BE CONTINUED...

Next Time: Oozes and Slimes! An enclave of were-rats!


DM Note- A Fair Exchange
At first, I only awarded the blessing to Jimjar and Virtue because they were the ones who took the quest from Gurnik. The other players who helped on the quest felt kind of put out and glared at me. 

Afterwards, on an unrelated matter, I looked up the notes on drow magic items and noticed that they lose their magic when exposed to sunlight for 1 hour without interruption.

I pointed out that Dawnbringer's glow produces sunlight.

Both players who have wielded Dawnbringer said "Yeah, we'ved use her WAY more than that!" and everone agreed that all the drow magic items were lost.

Because they just took a heavy blow to their arsenal of magic items, I decided to give them all blessings instead. Jimjar's player felt a little put out but most everyone agreed that it was a fair exchange.

Tuesday, May 17, 2016

"Neheedra's Lair" - Out of the Abyss, Chapter 18


What follows is an illustrated dramatic retelling of my group's play through of the D&D campaign setting, "Out of the Abyss". SPOILERS for anyone wishing to play in this campaign.


CHAPTER 18
"NEHEEDRA'S LAIR"

A rag-tag group of fugitves 
experience one adventure after another
as they travel the Underdark
searching for a way home.

After escaping the drow prison at Velkenvelve,
they witnessed the razing of a kuo-toa village
by the two-headed demon-lord Demogorgon.

They survived weeks of travel in the Underdark
and thwarted a secret demonic cult in Gracklstugh, the city of the Duergar.

They discovered that Zuggtmoy, the Demon Queen of Decay
had taken over the myconid homeland known as Neverlight Grove.

They have finally arrived in Blingdenstone,
the city of the Deep Gnomes known as Svirfneblin,
where they undertake a series of tasks
in order to gain the trust of the local inhabitants
so they can find an escort to lead them back to the Overworld.


THE PLAYER CHARACTERS
Angolwen - Wizard of mixed human/elven parentage.
Kettle Bearclaw - Halfling baker living among dwarves.
Pain Grille' - Halfling street urchin from Waterdeep.
Ficus Asëa - a lost eladrin traveller, alone in the Underdark
Virtue - Tiefling paladin and a mysterious wild card.

THEIR FELLOW FUGITIVES
Jimjar - a roguish deep gnome who likes to wager on everything.
Ront - Thuggish orc from the surface world. Follows Kettle's commands.
Prince Derendil - Elven prince in the body of a brutish quaggoth.
Starshine - A mute female moon elf, an escaped slave.
Mister Floop - a friendly flumph.
Glabbagool - an inquisitive but friendly Gelatinous Cube.
Santaka - a baby red dragon, loyal to Virtue.

THE FOAMING MUG
Angolwen, Prince Derendil, Starshine, and Mister Floop approached the Foaming Mug, Blingdenstone's lone inn. The sign outside was carved from stone, a rough approximation of the kind of sign found outside any pub on the surface, though carved by someone who obviously had never seen one.

Inside, they found a lone svirfneblin, sitting at a table, bored and reading a book. One of them cleared their throat and the deep gnome turned around. His demeanor immediately turned to excitement as he noted the tall strangers from the Overworld, "Ah! Newcomers! Welcome! Welcome! Please, sit! Let me grab you a drink! On the house! We import Darklake Stout all the way from Gracklstugh! Please! Please! Be comfortable! My name is Tappy Foamstrap, I am the proprietor of the Foaming Mug."

Tappy was overjoyed to see the overworlders. He plied them with free drinks and food and delivered a continuous string of inquiries regarding their origins and destinations.

Angolwen spoke on behalf of the motley assortment, recounting the tale of their escape from Velkenvelve and journey to this place. She sniffed the Darklake Stout and politely asked for something different.

The overworlders were soon joined by a group of local miners and excavators coming off their shift. The locals seemed perturbed by the presence of the outsiders and did their best to avoid them.

Angolwen listened, noting the following conversations.
  • Blingdenstone's ghosts have gotten worse, with spirits and poltergeists haunting the residential warrens.
  • Remember that crazy svirfneblin that used to lurk around the old royal caverns? What ever happened to him? 
  • Stoneheart Enclave is closing in on a solution to Ogremoch's Bane in Rockblight.
  • The deep gnomes argued and debated about what to do with the Goldwhisker wererats. Some wanted to wipe them out, others saw them as potential allies with a legitimate claim to their part of the warren.
  • One merchant bragged about his Overworld coins he obtained recently in Gracklstugh.
  • One caravan merchant encountered a parade of dancing myconids, reportedly traveling to a wedding celebration somewhere. 
DM Note- Players playing NPCs
Kettle and Pain's players began role-playing the local deep gnomes arguing about strategies for dealing with the Goldwhisker were-rats. Since their characters weren't in the room at the time, it gave the players something to contribute to the scene and it added some extra atmosphere. They did an amazing job. 

The small group of fugitives was soon joined by Virtue who had left the others when they entered Rockblight. Virtue, also, politely declined the Darklake Stout and asked for anything else.

They were joined about a "bit" (an eighth of a shift - equivalent to an hour) later by the rest of the group, having defeated the ghost of Udhask in Rockblight.

As soon as Jimjar walked in, all conversation came to a stop. Every deep gnome was staring intently at Jimjar. A chair squeaked backwards as one deep gnome stood up.
Jimjar
"You've got a lot of nerve showing your face around here, Jimjar!"

Jimjar smiled and showed his palms apologetically, "I'll, ah, just wait outside. Heh!" before exiting the inn.

Kettle and Pain asked the other deep gnomes what happened. They explained that when Jimjar was last in Blingdenstone, he introduced the Overworld concept of gambling. Many deep gnomes lost a lot of money, some even lost their homes. The animosity towards him drove him out of town. He was not welcome in Blingdenstone.

Kettle asked if there was any way Jimjar could get back into their good graces.

The spokesperson said he'd have to go a long way to make up for the trouble he caused.

THE TRADER'S GROTTO
The renited fugitives from Velkenvelve, minus Prince Derendil, Starshine, and Mister Floop, left the Foaming Mug and made their way to the Trader's Grotto in search of Kazook Pickshine. There they planned to deliver the sack of gemstones they had obtained from Werz Saltbaron in Gracklstugh.

They arrived to find a medium-sized cavern with a dozen or so deep gnomes trading food, gems, goods, and services. Smaller burrows in the walls led to more private stalls. There were five passages leading out of this cavern. One to the left was blocked by debris. Another on the far side of the cavern was sealed with a large metal door.

Suddenly, one of the deep gnomes screamed and was lifted into the air, surrounded by a shimmering aura. One of his nearby companions shouted "Mev!" Mev was in the grips of a gelatinous cube!

Kettle quickly ran across the cavern to help the poor wretch. The other traders and miners fled in panic as three more gelatinous cubes squeezed through the collapsed rubble of the blocked passage, followed in short order by two smaller cubes. Kettle was surrounded by cubes!

Surrounded by Gelatinous Cubes!

DM Note- So Many Gelatinous Cubes!
This encounter originally called for two gelatinous cubes. I decided to increase the difficulty to four gelatinous cubes. 

I own seven gelatinous cube minis. Six are home-made, one is an acrylic cube I purchased at TAP plastics. Of the home-made ones, four are large-sized, two are medium-sized. They are all made with Castin' Craft clear resin poured into a simple cube-shaped mold made for the aforementioned acrylic cube. 

When I put out all of my large-sized minis, I said, "These are all my gelatinous cube minis!"

Then one of my players said, "No they're not! What about the babies? Put the babies out!"

So I acquiesced and put out the babies too. Babies have one-quarter the hit points of an adult. 


The spellcasters take position on the far side of the grotto

The cubes moved around slowly, forcing those in combat to retreat. Another deep gnome trader, Ronni Gemtooth, was caught up in one of the cubes. Kettle, Pain, and Ront engaged the cubes in melee combat. Kettle tried to rescue Mev while Pain and Ront tried to rescue Ronni. A series of fireball spells were cast and the cubes were destroyed! Although they were goth seriously injured by the attack, both Ronni and Mev were saved!

KAZOOK PICKSHINE
Kazook recognized his old apprentice Ficus across the grotto and the two exchanged pleasantries. When Kettle and Pain brought up Werz Saltbaron and the gems they were asked to delivery, Kazook shussed them and waved them into his private burrow.
Kazook Pickshine has a secret!
Kazook explained that he was bypassing the miner's guild and purchasing cheaper stones from outside sources like Werz. If this was common knowledge, he'd be banned from the trader's guild.

Pain entertained the notion of blackmailing Kazook for only the briefest of moments. Instead, Pain gave Kazook the bad news that Werz had been imprisoned by the Stoneguard and that Kazook's source for cheap gems was gone.

Kazook paid them the promised 50 gold coins for delivering the gems, honoring the promise Werz made back in Gracklstugh.

Kazook offered them more money to travel back to Gracklstugh to acquire more gems, an offer that was vehemently and unanimously rejected based on the vehement and unanimous dislike of Gracklstugh.

RETURN TO ROCKBLIGHT
After resting a bit, the fugitives gathered their gear and set forth towards Rockblight to hunt a medusa. They passed through the staging area and were greeted by Sark Axebarrel who gave them the secret knock for this tridon.
Sark Axebarrel
The gates were opened and the hunters delved into the abandoned caverns of Rockblight.

They had no sooner re-entered the empty residential cavern when they were set upon by six giant spiders, emerging from the empty warrens dug into the cave wall. Five of the spiders were promptly dispatched while the sixth retreated into its cave. Pain and Kettle gave chase, cornering the arachnid and finishing it off.

THE CRYSTAL GARDEN

The fugitives made their way to the left, passing through a short tunnel and into a large cavern lit by massive glowing crystal formations. Near one of the crystals was the statue of a crouching deep gnome clutching the shards of a broken crystal.

Ficus examined the statue for clues and determined that the gnome was trying to hold a crystal in front of its eyes when he was turned to stone. Pain then broke off a chunk of crystal large enough to hold in front of his face as a precaution.

DM Note- The Crystals
Holding the crystal over your eyes refracts the gaze of the medusa, giving you Advantage on your saving throws vs. petrification.

The far end of the cavern descended into a lower level. To the right, two pits in the floor led to stairs descending into passages. Pain explored a small cleft in the wall to the left allowed tight access to a passage that ended in a collapsed ceiling.

The explorers crossed the cavern and descended to the lower level.

THE STEADFAST STONE
At the center of the lower area with a tall menhir. The menhir was covered in sockets, each large enough for a spell gem. The walls of the lower area resembled roughly humanoid shapes formed in stone - Ficus deduced the presence of earth elementals embedded in the wall.

The explorers carefully made their way back up to the crystal garden and into the pit on the left. They descended quietly and carefully.

NEHEEDRA'S LAIR
The passage was narrow and could only be navigated single file. Kettle went first, followed by Pain, Ront, Jimjar, Virtue, Angolwen, and Ficus, with Glabagool guarding the pit outside the cavern  in the crystal garden.

They entered a room decorated in drow fashion, with zurkhwood tables and racks of fine clothing made of delicate spider webs. A female drow priestess sat alone in a granite throne in the center of the room facing the entrance. She looked up at the intruders coldly inquiring, "Who dares distrub the accursed reverie of Neheedra?"

She stood to face them. Her white hair began to writhe, revealing it to be comprised of dozens of thin white snakes!

Kettle shouted, "We do!" and charged!
Ficus moves to flank Neheedra

Kettle closed to melee and attacked, throwing caution to the wind.

Pain entered next but was immediately turned to stone in spite of holding a crystal to refract the medusa's gaze.
Ront and Jimjar charged and joined the melee.

Virtue cast a spell of magical darkness, blocking visibility to and from the vile medusa. Only Virtue, by nature of her demonic vision, was able to see through the impenetrable blackness.

Angolwen and Ficus advanced but stayed within the darkness

Virtue cast a spell of Suggestion, ordering the medusa to close its eyes until the end of the fight.

Neheedra complied and fought blindly while the others attacked with impunity. Ficus then ran forward and joined the melee.

DM Note- Viritue's Cheating Ways
I had Virtue's player read Suggestion out loud so that we all knew what its effects were. He read it, I said, "Huh, okay, she closes her eyes."

At the end of the round, I thought to myself, "There's got to be some additional saving throw or something vs. Suggestion. It can't be that powerful." So I looked it up and read it myself.

I angrily slammed the book shut and shouted at Virtue's player, "Goddammit, Trevor! You mother fucker! Read the last goddamn sentence of Suggestion! Read it out loud!"

He read it out loud.

"If you or any of your companions damage the target, the spell ends. Oops."

"Yeah! Yeah that's right! That spell was over immediately after casting it!"

Instead of re-doing the entire round, I went with it. I told them that the last round happened as described, but Neheedra would get her revenge. Everyone would now make their saving throws vs. petrification with Disadvantage for the following round!

I don't think Virtue's player was intentionally cheating. Virtue's player has a long history with a bad habit of reading everything except for the last sentence of a spell or effect, even as a DM. So this was nothing new and we make fun of him for it. It's something I do on occasion as well. 

Finally, Virtue's player just, like just now, three days later, admitted that he also read another sentence wrong. You can only cast Suggestion on a target you can see. He couldn't cast Suggestion from within the darkness. He offered to make a saving throw or be turned to stone next Friday.

Angolwen moved out of the protection of the magical darkness. She cast a fireball spell into the corner of the room but glanced at her companions in melee combat with the medusa in order to shield them from the effects of the blast. Unfortunately, she caught a glimspe of Neheedra's eyes and was turned to stone!
Neheedra's Deadly Gaze!
Kettle was the next combatant to look into the eyes of the medusa. He froze in place and was instantly turned to stone as well.

The rest of the combatants avoided her gaze and fared poorly as a result. Only Ficus trusted his luck and attacked the accursed creature with all his prowess.

Eventually, Neheedra was defeated. Her head was cut off and thrust into a sack for transport.

DM Note- Monster Hit Points
I once again increased the challenge of the encounter by doubling Neheedra's hit points. I did this so she would last longer in the fight and have more opportunities to use her special abilities and attacks. I wanted to tax the player's resources and tactical skills. 

I've noticed that a lot of the opponents so far in 5th edition are underpowered for hit points. They go down too quickly and provide little challenge for the players. So I've reintroduced the concepts of Elite and Solo monsters from Fourth Edition, doubling or quadrupling the hit points, and giving Solo monster special area effect versions of their attacks, or attacks that push opponents away or cause temporary conditions.

DM Note - Removing Magic Items from Petrified Characters
Petrification turns any non-magic items to stone. Magic items are safe, but may be difficult to recover.

  1. Worn items like belts, armor, boots, etc. can be removed. Any stone items outside the armor such as backpacks or cloaks can be easily broken off without harming the person inside.
  2. Items carried in backpacks or pouches can likewise be removed without harming the person inside.
  3. Potions and scrolls are damaged and thus destroyed in the removal.
  4. Hand-held items CAN be removed with a successful Strength (Athletics) or Dexterity (Sleight of Hand) check vs. 14. Failure will damage the person's fingers or hands. 


THE SPEAKING STONES
Jimjar and Virtue left the others in Neeheedra's lair. Those who remained began the process of removing what magical items they could salvage from their fallen comrades. Jimjar and Virtue returned the medusa's head to Sark Axebarrel, who gave them their promised reward - a diamond worth 1000 gp.

Knowing that Glyphic Shroomlight, the acolyte in charge of the Ruby in the Rough, was insufficiently trained to pray for the restoration of their petrified comrades, they went to the Chamber of the Speaking Stones, where they met Gurnik Tapfinger, head priest of Callarduran Smoothhands.

Unfortunately, Gurnik admitted that he, too, was unable to say the requisite prayers. However, Gurnik was shocked to learn that Virtue and Jimjar had made their way into the abandoned region of Rockblight. He asked the adventurers if they would be willing to help reconsecrate the temple known as the Steadfast Stone by installing a special spell gem into the menhir located there. They accepted this task and returned to their companions.

TO BE CONTINUED...

Next week: Jimjar is promoted to sixth level Deep Gnome Rogue player character, the party will likely make the aquaintance of a Human Bard (probably), plus a mystery guest!!!