Don't forget that there is a large passage heading south from the eastern branch of the crypt where you fought the ghouls.
Current Moathouse Dungeon Map <-- the tunnels Berashel and Tybek are exploring twist and wind and I have not gotten them fully drawn as I am having problems with the sight blocking in Maptools.
Hey, I only have one grippli character - and I really am enjoying playing a man-frog.
Berashel crouches and scrambles as far as he can finding another sail for his effort. He then uses his celestial power to shrink himself until he is not much larger that a large bullfrog, and looking quite similar.
Berashel follows the tunnel which shrinks and expands several times, after about 30', he begins to hear squeaking noises somewhere ahead of him.
This sounds like rats.
Sorry for the slow posting, had a crazy few weeks. I think that I should have more time to post for at least a few days.
Tybek moves into the winding tunnels and soon disappears around a corner. After finding 8 sails, the tunnels become too small for him to fit any farther. The only thing he finds in the tunnel other than the few coins are numerous bones, mostly gnawed upon. Some are humanoid, others appear to be various animals - rabbit, rat, and other small things, possibly creatures that crawled into the tunnel from somewhere else and were caught and eaten by the ghouls.
Tybek moves west and discovers a single sail (gp) lying on the ground partially buried in the damp earthen floor. He looks up and sees another. Moving forward, he gets this and then spots another. Each coin is about 5-10 feet from the last one and leads into a twisting winding maze of narrow natural tunnels, many of which are so low that even the halflings would have to duck and squeeze to get through. The farther he moves, the more windy, and smaller the tunnels become.
Braden is unable to determine the nature of the magic on any of the items. Braden does determine that the vial with the blue liquid, the bracers and the scroll all are magical. The seven vials, while old and chipped, appear to be holy water.
As Tybek sifts through the bones, skulls and other remains of the formerly living, he manages to find several items which appear useful. Seven vials with a sparkly clear liquid. One vial with a light blue liquid in it. A scroll and a pair of shiny bracers. He also finds a moldy sack containing 800 Wolves (sp).
As he is about to head back to the others, he suddenly notices the glint of something shiny to the west where the natural passage wanders west.
Searching the crack in the southwest crypt, Tybek is just able to squeak through. On the other side is another narrow tunnel which leads about 30 feet south before opening up into a natural cavern about 20 feet in diameter with two natural stone columns in the center. Strewn about the chamber are a number of partially eaten bones together with bits and pieces of shredded clothing and what appears to be pieces of equipment. This junk seems to have been pushed into several piles which Tybek guesses the ghouls used as beds or nests.
Another natural passage, just tall enough for Tybek to stand up in, continues to the west.
The 10' wide passage in the southeast continues south for 20 feet, then heads east fro 30 feet before again heading west. As with the crypt, the floor here is solid stone, but shows little use.
Elves are immune to ghoul paralysis - dates back to the days of AD&D. Of course you do not have any elves in your party to the best of my knowledge.
With a massive swing, Berashel slices the ghoul standing before him clean in half. A moment later, Tybek again lands two solid blows from his axes. With the ghouls now lying unmoving on the ground, you are able to catch your breath. A few seconds later, Arindale suddenly regains the use of his muscles, however he, Tybek and Berashel all continue to sense a coldness in their veins as though something from the undead creatures was slowly creeping toward their hearts, slowly destroying their souls.
Moving slowly into the room, you see that this was clearly designed as a crypt, and considering the number of alcoves, someone expected to be here for quite some time. However, most of the alcoves are empty and the remainder contain nothing but splinters of wood from caskets which have rotted and been destroyed, likely by the ghouls considering the scratches and claw marks.
The crypt is in the shape of a sideways T with a 10' wide passage leading south from the east end of the crypt. There also appears to be a crack wide enough for a human in the southwest most alcove.
I have a busy week. Will try to get an update each day.
Those who manage to maintain their faculties, gather themselves and return the ghoul's attacks.
First, the hobbit wizard causes another rip in reality from which a small hound leaps forth and immediately sinks its fangs into the ghoul before it. Then Maegge makes a wild swing at the ghoul before him. While the swing causes no damage, the ghoul, nonetheless, attempts to dodge the swing causing it to move into the double swings of Tybek whose axes quickly slice through the undead's rotted flesh causing it to fall to the ground unmoving. A second later, Ranim's whip slices above Tybek's head and wraps around the other ghoul's head where it cleanly slices through the undead's neck dropping the head and redead corpse to the ground.
Finally, Berashel moves forward while calling on the power of the dragons to aid his next strike. As he does this, Braden reaches into his pouch. Unlike usual when he pulls out a snack, this time his hand holds but a small piece of butter which he flicks behind the two remaining ghouls causing a think layer of grease to appear on the floor.
Ghoul 1 save: 1d20 + 2 ⇒ (12) + 2 = 14
One ghoul falls to the ground, but the other manages to maintain his footing despite the
Despite having fallen to the ground, the ghoul continues its attack while its fellow turns to attack the not-elf.
Ghoul 1-bite @ puppy: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Ghoul 1-claw @ puppy: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
Ghoul 1-claw @ puppy: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16 **HIT**
Ghoul 2-bite @ Berashel: 1d20 + 3 ⇒ (17) + 3 = 20 **HIT**
Ghoul 2-claw @ Berashel: 1d20 + 3 ⇒ (20) + 3 = 23 **HIT**
Ghoul 2-claw @ Berashel: 1d20 + 3 ⇒ (5) + 3 = 8
Ghoul 2-crit confirm @ Berashel: 1d20 + 3 ⇒ (5) + 3 = 8
Berashel - 2 DC13 Fort saves, first for disease, second for paralysis
Braden - DC13 Fort save for paralysis - if puppy is still alive
Round 1 recap
Apparently forgetting that the new elvish looking member of the party almost singlehandedly took down the zombie ogre, Maegge runs next to Tybek where he fumbles with his weapon resulting in him being completely unprepared for whatever the ghouls may do.
As usual, Ranim begins to hum a song of flowers and glory which lightens the parties hearts making them sure that they can strike harder and more accurately. Finally, Braden once more begins to call upon the powers of other worlds to grant him an assistant to fight in his stead in the battle.
Once the party has managed to ready itself, the undead charge forward, an evil hungry gleam in their eyes.
The first ghoul charges and attacks Tybek taking a nasty blow from Tybek's axe before attempting to bite the grin off the dwarf's hairy face.
Attack- Ghoul 0 bite@Tybek: 1d20 + 5 ⇒ (19) + 5 = 24 **HIT** - 2 Fort DC13 saves, the first vs. disease, the second vs. paralysis
Two other ghouls move around the wall and attack the cleric who now has a bubbly shield before him which smells distinctly of hops. Despite smelling like a brewery, one of the ghouls manages to get past Arindale's defenses. While the bite almost caught Arindale in the throat, the brave cleric managed to turn his head at the last moment resulting in the deadly bite only scratching him.
Attack- Ghoul 1 bite@Arindale: 1d20 + 3 ⇒ (20) + 3 = 23 **HIT** - 2 Fort DC13 saves, the first vs. disease, the second vs. paralysis
Attack- Ghoul 2 bite@Arindale: 1d20 + 3 ⇒ (5) + 3 = 8
The final ghoul charges the diminutive druid.
Attack- Ghoul 3 bite@Maegge: 1d20 + 5 ⇒ (17) + 5 = 22 **HIT** - 2 Fort DC13 saves, the first vs. disease, the second vs. paralysis
Despite the hatred that the druid feels toward these unnatural abominations, he is unable to avoid the creatures filthy teeth.
Crit confirm- Ghoul 1@Arindale: 1d20 + 3 ⇒ (7) + 3 = 10
While none of the party takes any serious damage from the initial assault, all feel a deathly cold begin to creep into their soul from the ghoul's bites. A coldness that feels as though it might cause each fighter's muscles to freeze on the spot.
Ouch - some ugly rolls there.
Arindale, Berashel and Ranim:
These are Ghouls. You recall them from a book your teachers you had made you read. You didn't read much, but you know that these are intelligent undead creatures.
Once you move out into the room, you recognize these as ghouls. Their touch can cause disease and paralyse.
Tybek - You can repost your action if you want. The ghouls can see you. Unless you have an ability or feat that allows you to hide in plain sight, I do not think that you use stealth. Someone correct me if I am wrong about this.
Tybek quietly moves out into the room where he watches his companions start to crawl out of the hole in the crypt. Arindale climbs out second and quickly lights his shield bringing a bright glow to the room showing a long 20' wide room going south with another similar 20' wide passage leading off to the left about 20' down the room. All around the room are more narrow passages which appear to be designed to hold coffins or crypts of some sort.
As soon as Arindale lights his shield, the whispering that had been heard suddenly ceases and a moment later, several hunched humanoid creatures with ripped clothing and greenish-purple skin suddenly appear from the passage to the left.
If anyone wants to make a Knowledge check, give me a roll and let me know what your modifiers are.
Arindale: 1d20 + 1 ⇒ (9) + 1 = 10
Berashel: 1d20 + 1 ⇒ (3) + 1 = 4
Braden: 1d20 + 3 ⇒ (12) + 3 = 15
Maegge: 1d20 + 3 ⇒ (17) + 3 = 20
Ranim: 1d20 + 1 ⇒ (16) + 1 = 17
Tybek: 1d20 + 4 ⇒ (19) + 4 = 23
Creatures: 1d20 + 2 ⇒ (4) + 2 = 6
1d20 ⇒ 16
Tybek carefully moves the stones out of the blocked up entrance and after a few minutes is able to open a hole large enough to crawl through. Upon exiting the tunnel he finds himself in a small 5' wide and about 8' long passage, looking down at his feet, he realizes that there is broken and rotted wood strewn about. A second glance and he realizes that he is standing on the remains of what was once a wooden coffin of some sort and that this must be a burial crypt.
Looking out the open end of the crypt, he sees a 20' wide passageway leading to the south with several other narrow passages leading off from it, likely other crypts.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Tybek also hears what sounds like raspy voices coming faintly from somewhere to the south.
Braden, what are you doing with Dworkin?
For clarification, the rocks at the other end look like they could be moved fairly easily. It is as though someone is trying to hide the passage from the other side, sort of like had been done with the entrance in the pillar in the torture room.
To get the puppy through, will require a Handle Animal check. There is no way without a lot of digging that Gimpy is going to get down the passage and through the crawlspace.
Tybek & everyone else since I assume he will relate this to you:
The passage has a rank nauseating smell as though there is rotting meat somewhere about combined with a damp musty smell. The passage descends about five feet where it heads east before curving to the south, the tunnel sort of twists and turns and is only tall enough for a dwarf to walk in a low crouch. The hobbits will be able to walk, but the taller folk in the party will have to crawl.
After about 80 feet, the tunnel reaches a stone wall which you can clearly see is another poorly constructed pile of stones blocking an entrance, or exit, to something.
Tybek is not placed at the end of the tunnel so that you can see the whole tunnel due to MapTools lighting effects.
With another great swing of his blade, Berashel lops the head off of the formerly dead ogre causing it to once again collapse to the ground unmoving.
With the combat finished, you look around the room and see that it appears generally undisturbed since you were last here. Pieces of the zombies you fought two days earlier lie strewn about the southern part of the room and a slowly bleeding dwarf lies next to the now redead ogre. You are pretty sure that it is Tybek, although the quiet that you have not experienced in several weeks is so refreshing, that you treasure the moment.
Ok, I have 20 minutes, hopefully I will get through this. Sorry if it is not as eloquent as usual.
After the gigantic undead clocks Tybek dropping him like a stone, Maegge springs forward on his faithful steed and swings at the large beast with his flaming hand. The blade of flame leaves a deep scorch mark on the former ogre and the smell of burned and rotting flesh in the air.
The not quite an elf follows his deep wound from the former round with another massive swing of his blade. And while the blow looks as though it is about to decapitate the monstrosity, the ogre ducks at the last possible moment in response to Maegge's low blow causing the sword to harmlessly pass just above the ogre's head.
Ranim quickly moves around the giant creature avoiding attacks while Braden moves in hoping to drop the creature. Dworkin follows his instructions, but balks at the last moment, probably from his realization that undead taste really bad. Arindale's swing simply rebounds off the creature not being strong enough to get through the tough undead hide.
Despite looking as though he is about to fall apart, the zombie ogre continues its assault, this time swinging at the fire fisted halfling.
Attack-slam: 1d20 + 10 ⇒ (9) + 10 = 19
Being told I have to go to brunch. Sorry, no new map. You all are in whichever position you posted to last round. Tybek is still on the ground.
Init(for action order since people did not indicate who waited for who):
Arindale: 1d20 + 1 ⇒ (11) + 1 = 12
Berashel: 1d20 + 1 ⇒ (6) + 1 = 7
Braden: 1d20 + 3 ⇒ (1) + 3 = 4
Maegge: 1d20 + 3 ⇒ (14) + 3 = 17
Ranim: 1d20 + 1 ⇒ (2) + 1 = 3
Tybek: 1d20 + 4 ⇒ (6) + 4 = 10
After the not as dead as you recall ogre solidly whacks Tybek, the party once again falls into its usual regime.
Maegge begins to babble like a sparrow causing a ball of flame to suddenly appear in his hand. A moment later, the usually slow cleric sprints forward drawing a swing from the ogre zombie.
AoO: 1d20 + 10 ⇒ (11) + 10 = 21
While the swing is accurate, the brave, if fool hearty, cleric manages to just brush aside the blow with his raised shield as he rushes past attempting to avoid the undeads brutal strike.
A moment later, Tybek slides over and swings his axes at the giant creature. Unfortunately, while the strikes are well aimed, the creature's tough rubbery flesh manages to deflect the swings.
The newest member of the party then charges around the pillar holding up the roof with his shining sword raised. As he rounds the corner, he swings is sword which almost glows with his holy faith. Berashel then swings his sword managing to easily get under the slow dead creatures arm while removing a huge chunk from the former ogre's chest.
Once again proving that brilliant wizards are not known for their good judgment, Braden rides his faithful hound into the fray. As it has done previously, the faithful dog manages to get a mouthful of the putrid rotting flesh of the former ogre.
Finally, the every cheerful bard runs over by the piles of refuse which had been hiding the weapon storage and begins to since a jaunty about picking flowers with a warm spring blowing through ones hair. As usual, you have no clue what this song has to do with your present predicament, but, nonetheless, it does raise your spirits.
All, do not forget to add the +1/+1 from Inspire Courage next round.
Attack-slam: 1d20 + 10 ⇒ (10) + 10 = 20 **HIT**
As before, the huge creature's attack is simply too much for the dwarf to avoid and the creature lands another vicious blow which drops the dwarf to the ground.
Anyone know what happened to Maegge? He has not posted in a few days.
Sorry for the delay, I will try to get an update tonight. This has been a rather hectic week as we agreed sold our house, as long as the deal does not fall through (fingers crossed), so I am going to be inconsistent in posting for a while, but will try to keep up with all my campaigns as best I can.
The party returns into the main room of the moathouse and almost immediately the sound of footsteps can be heard. Tybek jumps at the sound and Berashel begins to draw his sword before Maegge reminds both that these same footsteps have been heard several times before without anything being seen or found.
1d20 ⇒ 19
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
The party then moves to the stairway and heads downstairs. As Tybek comes around the corner heading to where the zombies were before, he is surprised as he suddenly hears a gurgling roar followed seconds later by the large form of the ogre slain two days earlier.
The partially decomposed ogre launches itself at Tybek swinging with both arms.
Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Party up - skipping init, you all go and then it will go at the end of round 1.
The bridge over the stagnant moat appears to be unchanged from the last time you entered the moathouse. Upon crossing the bridge, you also find the courtyard unchanged.
Tybek carefully moves to the walls and peaks into the arrow slits. He does manage to startle two bats that had taken refuge in one of the narrow openings, but otherwise does not find anything of note. Likewise, the sharp eyed halfling druid looks carefully at the courtyard. He spots the tracks of several small birds, likely sparrows (african, not european), one of which appears to have been caught and dragged off by a small snake. However, he does not see anything that looks like the tracks of any humans or other creatures larger than he or Braden.
Ok - assuming that there is nothing else to be done, lets move forward. Regarding the mithral chain, you have not seen anything of that quality in the shop to this point. This does not mean it is not available, but clearly it is not something the traders have out in the open.
After a days rest, the party again begins the trek back to the moathouse through the partially dried marshy land. On this unseasonably hot day, the marsh smells even worse than usual as though the water has dropped revealing much recently decayed animal or plant materials. Finally, mostly drenched in sweat, you arrive at the drawbridge to the moathouse, which is still hanging askew as it has been on the prior few trips to the evil fortress.
You inquiries do not reveal any information regarding villagers worshipping Apsu. However, you do pick up on a certain religious theme in the town. There seems to be two distinct groups in the town. Those who follow the old faith, druidic and nature beliefs, and those who follow the teachings of Iomedae, who seem to be newer arrivals in town. You don't detect any real antipathy amongst the two groups, but don't think that you would see many small gathering of friends which are likely to incude large numbers of both groups.
Berashel, please check my PM and then we can retcon what you found out, if anything.
1d100 ⇒ 16
Although they do not usually carry alchemists fire, the traders do have two uses of it. However it is priced higher than you have seen in the past - 25 sails per use.
Let me know if there is anything else that you all want to do, otherwise we can head back to the moathouse.
Ok, so Tybek spends the day doing a very poor job of hiding, usually ending up knocking something over in his attempts at stealth.
Ranim hears that apparently another earthquake occurred near Yanmass causing some damage to a small village a few hours north of the merchant city. Other rumors speak of a freak late summer snowstorm which has made one of the passes to the northwest impassable.
Jaroo is gone from his grove most of the day, returning in the late afternoon covered in sweat with his hands looking as though he spent the day planting and weeding, which he may well have done. When he returns, he gives the small druid a knowing smile and turns quietly to tending to his own garden which has many ripe tomatoes, cucumbers and other tasty vegetables to be harvested.
Braden completes his scribing by mid-morning despite frequent interruption by the party dwarf. This results in him spending nearly four hours to complete what he figures he otherwise would have finished in two.
Other than this, Hommlet is a fairly normal village. Goodwives are seen discussing things on porches. Most of the men are in the fields, frequently supported by their children and wives. You can hear the sound of regular hammering coming from the blacksmith shop and when he is not at the anvil, the occasional call from the workers on the castle can be overheard.
I will move us back to the moathouse unless there is anything else that you all want to do. Let me know if you want to purchase anything from the traders or any of the other merchants in town.
Ranim & all accountants & all accountants wannabes:
After talking with the merchant, you eventually talk him into following him out to the stable where the equipment is locked up. He spends about twenty minutes looking at the spears and armor and shields and everything else there. Bah, these look pretty well used. Look at this armor, its got a big hole in it.
Finally, after some back and forth, he offers to take all the armor and weapons for the usual 50% that you would get in most campaigns.
Braden, doesn't scribing a scroll only take 2 hours, unless it is really high level? You should be able to scribe one each night. You cannot scribe more than one in a day though. At least that is my understanding.
Ranim & Arindale -- anyone can read it:
Karoin looks the two of you up and down.
You claim to have a stash of weapons? What type would they be? The markets in Yanmass are not what they used to be.
Let me know what weapons and equipment you want to sell.
The rest of the night is uneventful. While the young druid is up early caring for his faithful stag, most of the rest of the party demonstrate that the praise of Cayden can be carried over to the next morning without issue. By the time you all finally gather in the main room, most of the morning crowd is gone. -- The merchants will be gone, whether or not a deal has been struck the night before.
While the new elfish Berashel is cleaned and appears as though he just stepped from a royal bath, Tybek appears with his hair sticking at several rather strange angles. You are pretty sure that you can see a pine cone stuck in there somewhere.
Despite the late hour, Ostler has a hot meal ready within a few minutes of each party member's arrival.
Anyone want to do anything? Shopping? Talk with someone?
Sorry for the delays. I have been busy recently.
The merchant looks back at you.
I am Karoin. We are heading back to Yanmass on the morrow. We travel this route occasionally, but with the roads becoming more and more ridden with bandits, it has become expensive and dangerous. Now, you speak of trade. What is it that you seek to trade? With the drought, there is little extra growing here and we are not prepared to carry heavy loads such as the local beer and wine.
Other than the merchants, the Inn is relatively empty on this night, or perhaps most had left before you returned from speaking with Jaroo.
Unless someone has something specific that they wish to discuss, we can fast forward to the next day. We can retcon Ranim's discussion with the merchant as we move forward. Nobody is going to steal the weapons from the locked room in the stables. Some of the horses stabled there are probably worth just as much.
I am enjoying the discussion. You have to remember that Tybek tried to sneak into a meeting which included a mid-level druid. About the most perceptive class there is.
The sun has been down for quite some time when the party returns to the Inn. The bard that had been performing earlier is either taking a break or has finished for the night. When you arrive, Ostler has a table in the corner available and within a few minutes plates of hot food have arrived as well as two pitchers of ale.
The usual crowd is around. A gnome is performing sleight of hand tricks and trying to talk several merchant guards into joining him in various games of chance. There appear to be two merchants in town, one an older gentleman and the other an elvish woman.
The quite mage is once again sitting in the corner with a big tome and there are a group of workers from the castle drinking the cheapest brew available. Most of the local townspeople and farmers appear to have left for the evening.
Jaroo looks at the dwarf with what you interpret to be a combination of frustration and condemnation. When Ranim speak up with her honeyed words, the old druid sighs before turning back to Tybek.
I can heal your nicks and scratches, but if you need normal healing, I think you would be wiser to speak with the clerics in their big temple on the hill, they are much better at this than I am. I shall heal your minor wounds this time, but I was referring to wounds of a more serious nature. There are creatures out there which can cause grievous injuries, not just physical, but mental and disease ridden. This is what I was speaking of. If you all are incapable of curing your own minor wounds, then I doubt you should be playing in the old moathouse unless you wish to be zombies for the next group of unprepared adventurers to arrive in the area.
After finishing his speech, the old druid begins to shuffle around apparently looking for something, he checks his pockets, but cannot find what he wants. Finally, he walks over to a pine tree and removes several needles. Then, he moves over to Tybek and begins to chant in a voice which sounds like two squirrels having a bitter argument while waving the needles above Tybek's head. As he finishes, a green glow surrounds the wound on Tybek's side and while it feels as though someone is using a pinecone to sew the wound shut, it does heal nonetheless.
Tybek - CLW: 1d8 + 5 ⇒ (7) + 5 = 12
Maegge Weissam wrote:
"Whatever we can get done quickly will be the best option; we should get back to the moathouse as soon as possible to stop them from putting up any defenses."
Defenses? Evil masterminds in old AD&D dungeons never make changes to their dungeon when the adventurers take extended vacation from killing monsters.
As I posted a few days ago, the cloak is a Cloak of Elvenkind. It will size itself to fit anyone small or medium.
Jaroo continues to listen as the party discusses its plans.
Also, while it is not cheap. You could always purchase horses to ride to Yanmass. That would save you several days of travel time.
Jaroo appears rather surprised by the hobbit's sudden outburst.
He then looks back to the party: Just remember my warnings. Be careful who you speak to about what you are discovering. For all we know, it could be a simple farmer who has been copied by a doppleganger, or the traders, or the priests of the church, or even the good Ostler. Evil has many wicked heads. Some are overtly violent and relish in blood and gore, others use trickery and deceit to do their evil deeds.
Looking to Tybek, the elder druid continues: I do not have the resources to purchase your equipment. Burne may be able to use some of what you brought back, but we are a small town and most of those in the militia are already well equipped with arms and armor should the need to use such arise. If you do not wish to work with the traders, that is your choice. You may find merchants willing to purchase the equipment, but since they will have to transport it away from here, I doubt you will receive top dollar.
I am not here to tell you what to do. You all seem to have your minds set on defeating the evil which appears to be stirring within the old moathouse and for this, as I have said, I can offer assistance should you require healing or other similar curing. But, neither I or Rufus can give you great magics that would allow you to simply walk over whatever is gaining a foothold in the land. For that, you shall have to use your own guile and wit. You have proven yourselves to be quite competent at defeating all types of monsters, large and small. Use the skills and knowledge you have gained, and I am sure that you shall one day return to the town the wealthy dwarf you intend to be.