Tag: Orbis Leonis

Once the Borderlands Are Kept, Then What?

This weekend, if all goes to plan, will be five sessions into The Keep On the Borderlands. We’re somewhere near the mid-point depending on how deep into the Caves of Chaos the heroes want to plunge, so it’s worth putting some thought into if we want to continue beyond it, and if so what we want to do. Some possibilities…

Call It a Game

The object of the game was to show Seifer the ropes of Dungeon Mastering. To that end, I’d say “mission accomplished.” There’s always more to learn of course, but once you’ve got a basic idea of how it goes, there’s really only one way to learn, and that’s to do it yourself. So in this option, once the Caves of Chaos are dealt with and the Keep on the Borderlands is secured, the group is simply declared heroes, rewarded for a job well done, and they ride off into the sunset. Pros: Simple, clean, provides a satisfactory “the end” which can be a rarity in roleplaying campaigns. Cons: No more game.

Storm King’s Thunder

The most recent 5E adventure from Wizards of the Coast, theoretically at least the state of the art in D&D adventure design. I’ve looked through this and honestly it looks pretty darn cool. It does present me with a quandary, however, because it really should be set over on the Silver Coast and some 65-70 years later than the Keep as I’ve been doing it. However, a) I’m really the only one keeping track of my in-world canon, and b) the Appletop Wines are an anachronism already. So I don’t imagine it would make that big a difference if we just slid over there and said the game was at the right point in history. Pros: Modern adventure, starts at around 5th level (which you might reach or be close to by the end of KotB), seems like a good adventure. Cons: Wibbly wobbly continuity wontinuity, and takes us to a different part of the world that only my previous players have any real connections to. Also, commits us to a much longer game. Adventure Size: Quite large, intended to take characters to level 11+.

The Lost Caverns of Tsojcanth

Another classic module by Gary Gygax, a straight-up dungeon crawl of the old style. The archmage Iggwilv, mother of the demonborn Iuz the Old, was rumored to have left “her greatest treasure” buried somewhere under the Barrier Peaks. Seeking something that will help in the never-ending enmity against the Empire of Iuz, the party is hired by Thessalaine to find and recover Iggwilv’s treasure. Pros: Lots of old school dungeoney goodness; considered a classic adventure; smooth transition from Keep. Cons: Another Gygax module, with the usual backstabbing NPCs; set in the wilderness, providing limited RP opportunities. Adventure Size: Comparable to Keep on the Borderlands.

The Dragon’s Demand

This is a Pathfinder module involving the machinations of a devious dragon and its kobold minions; the basic idea would be that you’re following the kobolds south to make sure they don’t cause trouble wherever they land. Pros: A relatively modern adventure, focusing more on story and NPC interaction and less on dungeon assaults. Can tie nicely to Keep. Cons: Suffers from a lot of Pathfinder bloat; designed to go from 1st to 7th level on fast forward and is actually a bit thin for all that, so might require more conversion on my part (although probably just condensing will work). Adventure Size: Hard to tell. Probably about half again as long as Keep on the Borderlands.

The Temple of Elemental Evil

One of the definitive mega-adventures of Advanced Dungeons & Dragons, also written by Gary Gygax. A generation ago, a massive horde of evil creatures swarmed out of the Temple of Elemental Evil, to be defeated at the devastating battle of Emridy Meadows. The temple lay quiet and all but forgotten, but in the little village of Hommlet, there are hints that evil may be stirring in the temple again. Pros: A cool adventure and one every D&D player should at least be familiar with, even if they never play it. Cons: Gygax yet again; in many ways, it’s a rerun of The Keep On the Borderlands just on a larger scale (the same way Lord of the Rings is The Hobbit again on a larger scale). Adventure Size: Roughly three times the size of Keep on the Borderlands.

The Age of Worms

One of the Dungeon magazine adventure paths that set the stage for Pathfinder, this is actually twelve sequential adventures. Prophecies foretell the coming of a new age of the world– the Age of Worms, in which the great god Kyuss will rise from the dead, to fill the world with his endless hunger. Pros: A complete campaign of creepy crawly undeady adventure that namechecks a lot of Greyhawk lore. Cons: All the usual problems with Adventure Paths, plus conversion from 3.x to 5E (which is actually a little trickier than converting older editions for various reasons). Adventure Size: Considerable. Designed to be a complete campaign.

Make Seifer Run Something ;P

This whole thing was his idea in the first place, wasn’t it? Just sayin’.

I have my own thoughts on the matter, but I’d like to hear from you, players! What sounds good?

-The Gneech

Can’t Sleep On the Borderlands

Session four of The Keep On the Borderlands took a turn for the weird(er) last night. After kicking the collective butt of Red Hand Harry’s gang last time (and reaching 3rd level), the party made a big ol’ bandit bonfire with the bodies (carefully making sure it was downwind), then set up camp for the tiny little bit of night that was left.

The King in YellowPer their usual routine, they intended to camp in three shifts, with two people up and on watch the whole time. Whoever took the middle watch… I’m not going to name names or anything… closed their eyes for just a second… and…

The party were suddenly all awake, with full gear, sitting in a campsite in a complex of caves, with no idea where they were or how they got there. After a few moments of WTFing, Sirfox’s rogue Nikki figured he’d better check to make sure they were weren’t any beasties sneaking up on them, only to discover… beasties sneaking up on them. Specifically it was four gricks– strange wolf-sized snake-worm things with tentacles and a beak where their heads should be.

The gricks were dispatched, but the evening wasn’t about to get any less weird. Nikki scouted ahead to find that the caves all led to a large central chamber with a bottomless pit in the middle with altars on either side of it, and four differently-colored magic circles in each corner of the chamber. Standing in the yellow circle was a strange figure in tattered yellow robes, wearing a pale mask and a crown. Floating over each altar was a grell– bizarre monstrosities that consisted of a large, floating brain surrounded by tentacles and also with a beak. Larger cousins of the gricks? Something else entirely?

Aw hell, it's a grell!Whatever they were, the party decided (not unreasonably) that there was nothing in there that would do them any good, but there also seemed to be no way around it but through it. Miskan the purrsian bard determined that the one magic circle he could see (red) acted as some form of gate, while also acting as a damage buffer to anyone standing in it, which suggested the other magic rings also had some sort of function. So most the party bunched up at one entrance ready to rush in, while Togar (the dragonborn paladin) and Drang (the storm cleric) strode in through the entrance closest to the Yellow King to confront him.

As soon as they entered, the grell scooped up amulets bearing the Yellow Sign from the altars, carrying them towards the two groups as if in offering (despite Nikki’s confidence that his scouting had gone completely undetected). In their minds, the characters heard a deep voice proclaim, “Kneel before me, for I am your king! There is no escape, even in death. Give yourselves freely, and be rewarded!”

This, as might be expected, didn’t go over well. The most polite response was Togar’s bellow of “Never!” although some of the less polite responses were also quite entertaining. The grell dropped the amulets on the floor and advanced menacingly, and battle was joined.

Togar attempted to tackle the King in Yellow, only to go flying right through him as it was just a projection, but also felt an unpleasant burning sensation when passing through the yellow circle. As the melee commenced, zombies began to appear in the middle of each circle, adding to the mayhem.

The fight was a tense, long battle. Fortunately for the PCs, the grell’s attempts to grapple them were not succeeding, but unfortunately the zombies proved annoyingly durable, repeatedly being reduced to 0 hit points, only to stand right back up again. The players decided that the best way to deal with the zombies was to grapple them and shove them into the bottomless pit. This tactic proved quite effective, largely because the zombies kept rolling really badly to avoid the initial grapple.

Nikki and Rina the wood elf ranger, trying to find some way of breaking the Yellow King’s sending, decided to destroy the altars by shoving them into the bottomless pits as well. This did have the effect of causing the vision of the Yellow King to vanish with a cruel chuckle, but the fight carried on. One grell was dispatched in messy fashion all over Sheala the elf magical girl wizard; the other was simply slain in a more straightforward manner. Finally the last zombie was tossed down the hole, and the characters all immediately woke up… in the bandit tower, no worse for wear other than being a bit freaked out.

It was late morning by that point, so the characters stuck with their agenda. Unfortunately, Sirfox had to bail for the last half of the session, so we decided to stick to mostly non-critical things in his absence. Red Hand Harry and the other two captured bandits were hauled back to the keep, along with all the recovered trade goods and captured gear. The Corporal of the Watch and Bailiff Delahuge were quite impressed at the capture of Red Hand Harry. The Bailiff didn’t have the funds on hand to deliver the reward immediately (they don’t keep that kind of money in the Outer Bailey), so the party was instructed to wait for a summons.

Then, there was shopping. Oddwall the blacksmith and Garrick the trapper bought armor and arrows respectively, but the group still ended up with ten sets of armor that nobody would take. The bandits’ horses were also sold. Lizbeth the innkeeper wouldn’t let Sheala store the remaining armor in her room (“It smells up the place and is against the rules of the Keep besides!”) so eventually the group broke down and paid 1 gp/week to store it in the Keep warehouse.

Curian the jeweler was quite distraught at the news his caravan was never coming. The group inquired why he didn’t just travel with the guardsmen and the provisioners on their regular weekly trip to [next town west], to which he replied he wanted to go all the way to Pellak (capital of the kingdom), but the roads weren’t safe to travel alone. Apparently being stuck without a caravan in the Keep was still preferable to being stuck without a caravan in a podunk farming town.

Miskan and Nikki (by proxy) killed some time performing in the tavern, during which they heard a rumor that an elf had disappeared traveling across the marshes and that his companions were still looking for him.

The session ended when Percival (the nebbishy scribe who took the party’s names and descriptions on their first arrival at the Keep) came and delivered a notarized summons for the party to enter the Inner Bailey and speak with Lord Blakewell the next morning.

This session’s strange dream sequence battle with the minions of Hastur was something I cooked up completely, partially to take a break from dungeon corridors and tromping around the woods, but also to give Seifer a taste of 3E/4E style encounter design in contrast to the more old-school flavor of running Keep On the Borderlands straight. I was actually surprised, after the fact, at my own reaction to it– Ugh! XD It was a nice reminder of what a breath of fresh air 5E was.

I also felt a little bad about the negation of Nikki’s sneaking, after last session when he so carefully blocked off the doors of the bandit hideout, only to have the bandits jump out the windows. In both cases there were reasons why it went that way (the Yellow King created the whole scenario so he knew what the players were doing the whole time in this session, and the bandits were simply panicked and would have jumped out the window either way in the previous), but it’s always kind of unsatisfying to have to tell a player “It was a good idea, but it didn’t help.” On the other hand, Nikki got good use out of his new swashbuckler archetype abilities (from Sword Coast Adventurer’s Guide), so that was good at least.

No game session next week due to family visits. But when we get back to it, it’ll be time to finally meet Lord Blakewell.

-The Gneech

Scope Creep On the Borderlands

Three sessions (and three levels) into Keep On the Borderlands and it’s time to do a bit of dungeon re-stocking. A pernicious part of my brain wants me to chuck all the “square rooms and corridors” maps and redo the Caves of Chaos properly, with interesting terrain and multiple passages instead of the “dungeon-as-flowchart” model.

The part of my brain that realizes I had no business starting this game in the first place given my time commitments kicked that other part and said, “Remember that the whole point was to be able to finally say you actually ran Keep On the Borderlands, and also, that you had no business starting this game in the first place.”

So yeah, I won’t be doing that. But part of me wants to.

This has taught me a lesson, tho, to wit: no more “straight porting.” The things that have changed from older editions did so for a reason. Older adventures were the right thing for their time, but it’s 2016 now, not 1986, and we have both more sophisticated tools, and more sophisticated sensibilities.

So, among other things? That means I won’t be running Dungeon of the Bear after all. It’s too dang ridiculous.

-The Gneech

March of the Kobolds

We picked up where we ended the last session, with the heroes having made their first foray into the chaos temple in the uppermost levels of the Caves of Chaos, only to discover a den of yellow-robed cultists– and to be attacked by their erstwhile ally Brother Sampson and his acolytes.

With the cultists and acolytes all slain, and Brother Sampson captured, they proceeded to interrogate him, which was by turns useful, infuriating, and creepy as hell. They learned that the cult within the caves was known as the Order of the Mask and Tattered Shroud, who were dedicated to a god(?) known by turns as the Yellow King, the Veiled King, the King in Yellow, or Hastur. (There was some ambivalence about this last part. Hastur was what was behind the Yellow King’s mask… maybe? Brother Sampson’s ramblings were hard to follow.) The gist of it seemed to be that there was a high priestess, The Yellow Lady, who had (or claimed to have) some kind of claim to the throne, and was raising an army to go get it, at which point the Yellow King would come from his city of Carcosa (some place where the sky was yellow and the stars were black) and marry her and they would rule together.

(And by “raising an army” he meant reanimating the corpses of all the orcs, goblins, and other humanoids wiping each other out in the Caves of Chaos.)

Brother Sampson also gave them some intel about the general layout and power structure of the caves, informing them that the gnolls were the group currently most favored by the cult.

Once they got all they could out of him for the time being, they tied him to a tree outside before heading back into the temple to scout around a bit more. While they were outside, they spotted something that rather took them by surprise: a band of kobolds, maybe 30 in number, streaming out of the cave they had raided the day before. They were carrying bundles and marching– the surviving kobolds were fleeing the Caves of Chaos. “An apartment just became available!” quipped Brother Drang.

The party cautiously made their way back into the temple; Togar used his divine sense and quickly came to the conclusion that there undead in the various other chambers all around them. They also found what appeared to be some kind of dark altar that radiated strong evil, although not exactly diabolist or infernal in nature, so much as “the universe is sick here.” Somewhat baffled, and not eager to take on “an army of undead,” the characters retreated from the temple and decided to head for the gnoll cave instead in the hopes of finding and freeing Lady Cynthia.

They did not get far. A bad Stealth check alerted the gnoll guards at the entrance of the party’s presence; Nikki, dressed in robes purloined from the dead cultists, said he’d come to check up on the lady they’d taken prisoner. This seemed to baffle the gnolls, and when they turned away to confer with each other, the group swarmed in and attacked. Two of the gnolls fled for reinforcements, and this led to a chase further into the cave. [1] There was a pitched battle in the corridors, during which both Sheala the wizard and Rina the wood elf ranger got knocked unconscious, but a natural 20 on a death save and a healing spell brought them back up respectively.

When the guards and their reinforcements were defeated, the characters retreated, blocking the corridor with burning oil to forestall pursuit. They came out to the ravine to find Brother Sampson, still gagged and tied to a tree, snickering at them not unlike Tim the Magician when Arthur and his knights were forced to run from the killer rabbit. They decided they’d had enough of him and marched him back to the Keep. On the way, they spotted the marching kobolds setting up a camp down in the river valley, and mused briefly on the difficulties that lay ahead for the tiny saurians. “Not our problem!” said Nikki.

Back at the Keep, Bailiff Delahue took a keen interest in the emblem of the Yellow Sign they’d taken from one of the dead cultists, and told them to show it to Captain Helgist while she clapped Brother Sampson in irons (and left him gagged, as he was a spellcaster). Captain Helgist, in turn, informed them that the gnolls who’d captured Lady Cynthia were wearing emblems like this as well, and went to report the party’s actions to Lord Blakewell, the Castellan, and told the party that they should come back later for further instructions.

Content to the let the caves stew in their own gravy for a bit, the party then headed off to a theoretically-abandoned watchtower to the south of the Keep, where they’d spotted plumes of smoke rising from fires the day before. Some reconnaissance revealed the watchtower to be the lair of Red Hand Harry and his gang, the highwaymen who’d been raiding caravans between the Keep and civilization. The party waited until the wee hours of the night, when most of the bandits were asleep except for a couple of bored guards, and struck!

The guards were taken out quickly and quietly; Nikki then used his thiefly skills to block the doors and spread oil at the top of the stairs in the tower, and they began their assault. Brother Drang cleared out the entire bottom level of the tower with a thunderwave– announcing their presence in a dramatic fashion. The bandits, all rudely roused from their slumber, grabbed up their weapons but had no time to don their armor. What followed was a wild and chaotic fight, with some of the bandits fleeing, some of the bandits fighting back, and some of them slipping and falling on the stairs.

Red Hand Harry himself joined in the fight until Miskan warped his mind with dissonant whispers, causing him to flee. That almost backfired, as the reward the party was chasing was only for Red Hand Harry himself, and if he’d gotten away it would have been 500 gp lost to the night. Miskan gave chase and was able to follow up with a sleep spell, and Harry was out like a light.

Sheala, meanwhile, had gotten herself into a 1-v-1 with one of the bandit archers, who were much more capable than most of the bandit rabble. He was trading arrows for each of her rays of frost, and she ran out of hit points before he did. For the second time in as many days, she fell unconscious, this time bleeding from multiple wounds. Fortunately, the rest of the battle had been more or less wrapped up by then, enabling Togar and Brother Drang to restore the fallen mage.

Sorting through the items in the tower revealed that this gang was quite definitely responsible for the disappearance of the caravan that Curian the Jeweler was so desperately waiting on– and that the caravan was likely to never come now, given that everyone in it had been sold to the Lady in Yellow as slaves. They were able to retrieve a variety of trade goods, however, including several bottles of Appletop Wine, made with the rare honey from a colony of giant bees [2]. Nikki claimed a bottle or two as “carrying charges,” and the party decided to camp in the outbuilding for the rest of the night, tying up their prisoners and leaving the piles of bandit bodies in the tower.

-The Gneech

[1] I actually misread my adventure key in this part, putting the gnoll commons in what was supposed to be a storeroom. Oops. The fight would have come out much the same, I suspect, except the room beyond was not intended to be full of gnolls. Oh well, retroactive revision is a thing! 😉 This is something that occasionally trips me up in the old-style “every room is a 30′ by 30′ square” style dungeons… with no clear way to distinguish one room from another on the map, I sometimes get lost in the room numbers. But it’s kinda like the Quantum Ogre… the dungeon doesn’t “actually exist” until it’s encountered by the players!

[2] Wibbly-Wobbly Continuity-Wontinuity. This is actually a reference to “Buzz In the Bridge,” an adventure I ran with my 3.5 group something like ten years ago, back when Ryan was in the group instead of Sirfox. Teeeechnically, this game takes place earlier in the world’s history than that game, so Appletop Wines shouldn’t be a thing yet. But really it’s just a game, I should really just relax.

Power Creep On the Borderlands

Pondering the game session tonight, and what if any refactoring I should do. The party is one malnourished kobold away from hitting 3rd level after two sessions (“Dammit, 5E!”) and they’ve simultaneously barely scratched the surface of the Caves of Chaos while jumping to the “bottom level of the dungeon” (i.e., the topmost caves). I feel like I should be worried about their safety, but I’m totally not. They are just tearing through everything, and at this stage I have a hard time seeing them be seriously challenged by anything they’re likely to find.

The original adventure was written assuming levels 1-3, with only the stuff at the very end being a challenge for a 3rd level party. (And that’s a third level “OD&D” party, not the durable heroes of 5E, although using modern stats for the monsters mitigates that some.) For a modern game, The Keep On the Borderlands should probably have been done assuming levels 1-5, with a lot more of the midrange stuff being factored for 3rd level groups, and the tough stuff assuming 4th or 5th. And really, looking at the math, I probably should have realized that just based on the encounter XP compared to the XP required to level up, I just didn’t take the time to figure it out.

So, oops. ¬.¬

At the same time, this was always intended to be a “disposable” adventure, to show Seifer how it’s done, so I’m not sure it warrants doing a lot of refactoring work. I put my own spin on things, turning the “Cult of Evil Chaos” into a cult of Hastur specifically and using that to spin the personalities, goals, and methodology of the various factions involved, but I have no plans for it beyond what’s in the module and no real notion of a followup. If there’s enough interest from the players, we might carry on a campaign, but we’d have to figure out what it would entail. If nothing else, I could just string modules together– I’ve got most of the “classics” from 1E through 3.x and ten years of Dungeon magazine to pull from.

I do know that after this, it’ll be a while before I want to run low-level adventures again. The Silver Coast game started at 1st level because it was a new edition and I used the Starter Set as a kickoff, but the group had just hit 5th? 6th? when it imploded. If I was starting a new campaign with an experienced group, I’d probably launch the game at 3rd or 5th right out of the gate. I’d like to see what 5E looks like on a higher tier, given that SlyFlourish says it still feels like D&D at high level in a way 3.x and 4E didn’t.

Anyway, we’ll see where it goes. One of my DMing strategies is “never prepare more than a few sessions in advance,” and certainly that holds true here. Tonight’s session will probably be the deciding factor on what happens with this particular game. If they go the direction I expect them to, they’ll pretty much “break” the Caves of Chaos (or get broken themselves in the attempt), at which point I’ll have to refactor it anyway because they will have thrown a major spanner into the works of the monster factions’ balance of power.

And if I have to basically overhaul the whole thing, it becomes time to decide whether it’s worth moving forward, and how we might want to do so, anyway.

-The Gneech

The Kobold Armageddon of 2016

We played the second session of The Keep On the Borderlands last night, or as I like to call it, “The Kobold Armageddon of 2016.”

The session picked up from where we left last time, with the heroes marching forth to find the Caves of Chaos. With the super-helpful directions they’d received from Old Bob (“go that way until you find a road”), and possibly because they had a wood elf ranger on the team, they did eventually manage to find an ancient and overgrown roadbed that eventually led them right there.


The Caves of Chaos, as painted by Michael Komarck

It turns out they actually were several different caves, all nestled in a ravine, that was lined with bones, twisted trees, and the occasional hungry-looking vulture. After a bit of discussing possible approaches, the group finally picked a promising-looking tunnel and decided to scout it out, with Nikki the anthro flying squirrel rogue scurrying up a tree to gain a good vantage point.

It was then that Nikki discovered that there was already a kobold in the tree, waiting in ambush for parties approaching the cave. Battle quickly commenced.

Because of where the players had specifically described positioning themselves, they were actually in a pretty good position to take on the kobolds, who instead of dropping on them from above had to leap down from the trees and run to the characters to engage. One of them attempted a heroic leap from one tree to another, only to botch its Athletics check and faceplant into the dirt.

This pretty much set the tone for the rest of the night. To put it mildly, the opposition was not having a good dice night.

The party made short work of the would-be ambushers, who all died saying things like “I’m sooo hungryyyy…” or “Lunch huuurts…” or (in the case of one who got a burning hands to the face) “I smell delicioussss…” Post-battle wrap up made it evident that these were lean and hungry, malnourished kobolds, who really needed a sandwich. Combined with the party’s discovery in the last session of a band of kobolds who’d been wiped out by goblins, it became clear that these kobolds were at the bottom of the Caves of Chaos pecking order.

Togar the paladin and Sheala the wizard felt some sympathy for the poor kobolds; Nikki and Miskan the purrsian bard did not.

Into the kobold cave the party forged, quickly coming upon a guardpost just inside. Neither side had the advantage of surprise, and so each side simply waded into battle. Like the ambush outside, these kobolds were malnourished and clearly wearing thin. As Sheala advanced to get a better position, she stumbled onto a disguised pit trap, but succeeded her saving throw to keep from falling in. Rina the elf ranger attempted to leap past the pit, but botched the roll and fell down in, with the lid closing behind her, briefly taking her out of the fight.

The party quickly mowed down half of the kobold guards, causing the other half to run for reinforcements, shouting out alarms. They were knocked out by a well-placed sleep spell, but there was a new problem to face– swarms of rats, bursting through the walls of the pit, threatening to devour Rina alive. Brother Drang went down the corridor the guards had fled down to make sure they didn’t wake up and make another break for it, while the rest of the party hurried to get Rina out of the pit, slamming the lid shut again on the rat swarms. They figured out that there were planks by the side of the pit, apparently what the kobolds used to come and go without falling into it, and so the party set out the planks so they could also safely avoid the pit themselves.

Then, the kobold horde came.

Crown of the Kobold KingA seemingly-endless stream of kobolds surged up the corridor towards Brother Drang. Miskan briefly distracted the front ranks with an illusion of a sumptuous banquet, causing some of the kobolds to roll around in the illusory food like Scrooge McDuck rolling around in gold, and others to try to “eat” as much of the food as possible before their fellows could beat them to it. This gave Brother Drang the opening he needed to wade in and let loose with a thunderwave spell, blasting half a dozen kobolds and sending their bodies flying, but also making a tremendous boom that drew the attention of the kobold king and his personal guard.

Despite the devastation, the kobold horde kept coming, more of their warriors clambering over the bodies of their slain fellows. Now with the king there to provide discipline, the kobolds ignored the banquet illusion and began to attack in earnest, using their pack tactics to try to overwhelm Brother Drang. He blasted several more with another thunderwave, but it was clear that the tide was about to turn. Back at the cave entrance, the rat swarms had made their way out of the pit from somewhere down another corridor and returned, climbing all over Sheala and attempting to devour her alive.

Deciding that enough was enough, the party beat feet. Once everyone was past the pit, they pulled up the planks but Miskan (covered in rats but managing to succeed at a concentration check) cast another illusion that the planks were still there– this gave the party time to get away as the front row of kobold warriors went crashing down into the pit, and the rat swarms moved in for the feast.

It was a bad day to be a kobold. By the time the party made it back to a safe camp and managed a short rest, their tally came up with 30 kobolds slain.

Curse Your Sudden But Inevitable Betrayal!

They decided to return to the Keep to rest and heal up. There they once again found Brother Sampson, who bought them all drinks to toast their heroic slaughter of a bunch of starving kobolds. They spent the evening in conversation with him, finally coming to the conclusion that he had some form of past history with the mysterious cult in the Caves, despite his reluctance to go into details. While Sheala got blind drunk to forget the horrors of being swarmed by rats, Togar invited Brother Sampson to join the party on their next foray, despite Brother Drang’s reluctance to trust the traveling monk.

The next morning, the party set out again. Based on Brother Sampson’s information that the gnolls (who had kidnapped the Castellan’s daughter) were in the upper caves, the party decided to go overland and come at the Caves of Chaos from the top, instead of climbing their way up from the bottom of the ravine. They stopped briefly at a ruined watchtower at the top of the ridge, deciding it would be a good place to make camp if they needed to later, then continued on to the Caves.

They picked what had once been clearly a finished opening with pillars and a terrace, now crumbled to ruin by the passage of time, and went into it, despite the ominous feel and stale, rank smell of it. Inside they found a grand, vaulted hallway with tile floors. Picking a direction, they found some closed doors, and listening at one, they heard hushed voices of conversation. Nikki, with a prodigious Stealth roll, snuck into the room and found several priests? Scholars? dressed in yellow robes, engaged in what could best be described as “evil prayer group.”

The party swarmed in to attack, taking the cultists completely by surprise– only to have Brother Sampson and his acolytes attack the party from behind! [1] Unfortunately for Brother Sampson, the dice weren’t being any better to him than they had been to the kobolds. Three attempts to cast hold person were thwarted by PCs making their saving throws, and his acolytes couldn’t land significant damage on anyone. Meanwhile the cultists inside the room were cut down like so much wheat– even one who was healed up and had sanctuary cast on him couldn’t escape without taking too many attacks of opportunity and dropping. Another sleep spell took down Brother Sampson, and the fight was over.

The party quickly cleaned up the mess, dragging the bodies into the cultists’ room and closing the door, and tying up Brother Sampson with intention to interrogate, and we ended the session there. The party ended up one malnourished kobold away from hitting 3rd, so I was glad they only killed 30 instead of 31. ;P But as I said on Twitter, this group survived one of the three classic TPK spots of The Keep On the Borderlands and then went straight up to the Chaos Temple and began their incursion. This team is hard core, and I’m not going to worry about things being too tough for them any more. If anything, I’m going to have to make sure things aren’t too easy for them.

Time to kick things up a notch. };)

-The Gneech

[1] Ah, a good old Gary Gygax adventure. Three out of four people you meet will try to kill you. Is it a wonder players used to just kill anyone/anything they found in a dungeon?