Session 5
Month 2, Day 22
With small army in hand, the party ascends the stairs, descends the illusion trap (the mules give them a bit of trouble), and makes their way through the maze to where the rhagodessa were (carefully checking the ceiling as they go, this time).
They explore cautiously.
Based on their map, when they are roughly 100 feet from where they fought the ogres (but approaching from the opposite direction), they find themselves at the edge of a vast, open room, one story up from the floor. Down in the center of the room, various hides hung from pillars form a vaguely private room, although from above, they can see the embers of a bonfire, with an enormous cast iron pot in the middle of it, and the scattered bones of humanoid-sized snacks all about.
The thieves all listen as carefully as they can, and make out a slow, methodical crunching sound … directly below them. With the utmost of care, they back away from the ledge, and then Vulfelind stealthily approaches and peeks.
Hill giant. Eating. Someone’s thigh.
They flee as quietly as they can … then stumble on the monster’s larder.
Two orcs, a human, and a boar, all stripped of gear and crammed into small, crudely-formed but effective cages. The larger orc is the first to speak, “Release us, and I won’t yell for the giant right now.”
Chlodomer stabs that orc through the bars of the cage, then turns to the other one, “Yell and we’ll flee. But I’ll gut you, first.”
This starts an argument with the rest of the party … but a quiet one.
After discussion, they free the human, and the surviving orc grins, “Kill me or release me. Your strength has earned my silence, either way.” They let him go, and he keeps his word.
The human reveals herself to be Baldaswind de Calais, an adventuress who fell prey to the giant due to a lack of caution. The party accepts that at face value, they go back to the rhagodessa lair and outfit her with stuff they left behind, plus Grimoald’s spare mace, and ask her if she wants to accompany or get an escort to the surface.
She hesitates, peering at them, then smiles, “I will accompany. You seem like good people.”
After forever (to hear Vulfelind tell it), they find a wall behind the ogre lair area … and a secret door through.
Day 22, Ogre War
Things go surprisingly badly for the ogres.
The party stomps the first three ogres and their champion into paste.
A second ogre gang shows up without reinforcements, and gets similarly stomped, although Grimoald receives a notable scar - a gash across his left cheek - and Alaric suffers a brief vision of the afterlife before healing treatments revive them.
The third group is three gangs - eleven ogres! - and the party gets serious. Galagunde produces an illusory hill giant, successfully routing four; Galswintha’s web pins down four more (“Team Backstab” goes to town). The remaining three are stomped as mercilessly as the first.
… and a Tracking throw later, they find the temporary camp. Galagunde brings back the hill giant. Chlodomer takes two hits from the chieftain and remains standing.
Grimoald gets three lucky rolls in a row, dropping one ogress per round before they start fleeing.
Party members begin dropping as well, succumbing to the ogre’s brute force, but careful tactical positioning keeps the majority safe … and Eldremer the Bold demonstrates that a tarantula familiar with Healing proficiency is both exceptionally creepy and exceptionally useful.
When the chieftain is dropped, the loss of morale is too much. The ogres make a full retreat, and a few more drop to vicious backstabs, before the party switches to ranged weapons and very nearly cleans up the remainder as they flee.
Captured adventurers are freed. Loot is grabbed (against convention, they share a portion of the loot with the former prisoners to get them back on their feet again).
Then they face the real problem. Carrying roughly 180 stone of ogre corpses and treasure back.
Treasure:
- 26 sacks of ogre gold.
- Scattered bits of electrum.
- Leftovers of giant boar.
- An entire wagon, filled with boxes of glassware, some of which is unbroken.
- The chieftain's personal casks of - if the label is to be believed - finest whiskey.
- A potion, found on the chief's person.
- A noble's white-handled dagger.
- A beautiful quarter-moon shield made of mithril, edged and inlayed to resemble the half-closed wing of a bird, and a single dwarven rune on the interior. The leather strap is long since gone (the ogres were using it as a wok), but the shield itself is obviously magical ... and equally obviously related to the dwarven kukri Chlodomer is carrying around.
The party spends a bit of time tryin to determine whether the sword and shield do anything extra when used together, but they don’t, so Grimoald gets the shield.
In the final checks, Grizzba loses a hand to damage, and bears up bravely under the sadness. Gurund took a club to the genitals, and has born up in as craven a fashion as could be desired. Veneranda took the worst, however - an ogre tried to bite her face off, and took her nose entirely, leaving her face hideous.
Week 4
Once returned, Baldaswind thanks the party and takes her leave.
After some discussion, Vulfelind and Galswintha persuade the party that nothing will do but to get their henches restored. Which means trekking back to Orléans. Which means ever more time lost returning to the Maze.
The party agrees on a compromise: they won’t travel with a slow caravan this time, but will try to make the distance as fast as they can on their own. The caravan took seven days at a leisurely 9 miles per day. The party force marches the same route in a day and a half, although they have three brief encounters:
Another party, also traveling to Orléans - no hostilities, but no trust, either. They pass on the first day.
A band of 35 brigands, who attempt to ambush the party, but are spotted. Chlodomer attempts to talk “sense” into them, aided by the fact that the Grim Fist is 15 strong, and persuades them to let the party pass unattacked.
A group of zombies, which the party slaughters despite a distinct lack of Turning.
They rest for most of day 24 and all of day 25, then spend two days buying every restore life and limb casting in town, then forced march back.
Month 3, Day 1
On the way back, they encounter a group of nomads and respectfully avoid them, and … the brigands from before show up with another hundred bandits to escort them to their leader.
The leader introduces himself as Lord Sigimund, and he is a charismatic, friendly fellow who just happens to murder and loot for a living.
At his side is Baldaswind. The soot and rags of her dungeon apparel replaced with the silks and satin of a swashbuckler, the party can now see the clear - if faint - tiger stripes along her arms and shoulders. Her smile, described as “ferocious,” seems suddenly more meaningful. And the pair of massive tigers sprawled lazily beside her give the game away entirely.
Lord Sigimund thanks the party for rescuing his lieutenant from the belly of a hill giant, compliments them on their ferocity in dealing with ogres and orcs alike, and says any number of kind things that do not in any way admit a debt.
Then he mentions that he knows where the ogre’s village on the surface is.
End Session Notes
Chlodomer’s Charisma score continues to reap dividends, and his immensely expensive non-magical armor has let him be recognizable by reputation alone (as he was with the brigands, who had heard of him from Baldaswind).
The dwarven kukri is a sword +3; the quarter-moon shield is a shield +3. The party finally managed to get enough combat data to establish that. They have now added to their standard dungeon search list “looking for the dwarven rune.”
I was impressed with how organized the party was during the ogre war. Chlodomer, Grimoald, and Alaric formed a front line of sword and board; Rufismund, Thorismund, and Ingunde formed a polearm line behind; and the thieves hung back with crossbows and the occasional backstab rush when an ogre was knocked down or webbed. The tarantula with Healing proficiency ran amidst the combatants, administering aid as soon as needed, and Veneranda used sling and war dog to harry.
They used force back and knock down to restrict the number of ogres they fought all at once, and when hit points were low, the front line swapped places with a polearm fighter (Chlodomer handed his sword to Ingunde at one point, and she then handed it to Thorismund; Grimoald was the only fighter who stayed in the front line the whole time).
It wasn’t perfect - the ogres broke the ranks and nailed a few back-line characters a few times, and Grizzba took a hit during a backstab rush - but for the most part, they just crushed ogres.
It was brutal and I loved it, but I’m going to have to make the next encounter with the ogres harder :-).
As a quick system note: I decided to roll Morale for the seriously injured henches again when restore life and limb was cast, at +2 (who pays for that for henches?); on a “fanatical” result, I eliminated the calamity penalty for that hench. In Grizzba’s case, I decided that was the “tipping point” for Lawful-ness. She’s pretty much Chlodomer’s servant for life at this point.
Current party:
- Party Reserve - 1,956 XP. Total XP shares 10.25 (Eldremer does not get an XP share); total treasure shares 6.5 (Eldremer and Shadow do not get treasure shares).
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Chlodomer d'Antioch - Lawful Fighter-3, 18, Command, Diplomacy, Fighting Style (Weapon and Shield).
STR +2, CHA +3. Tall and young, with dark curls and soulful brown eyes ... and a ready smile. A poetic tongue and idealist's heart make him more dangerous out of combat than in. Wears a quilted white silk jack of plates, with gold threads and a jade-and-emerald Circled Eye over his heart; carries what is obviously an ancient dwarven kukri; and bears a simple copper ring with the Grim Fist sigil visible upon it. XP 6,824; 5,000 gold.
- Grizzba the Goblin - Lawful Goblin Thief-3, 16, Caving, Mapping, Weapon Finesse. STR -1, DEX +2, INT +1, CHA -1. A very well-dressed goblin (black silk-covered leathers, fine boots, and a very jaunty beret) with a pointy sense of humor. XP 3,236; 1,425 gold. Morale +10 (Chlodomer CHA +3, Command +2, fanatic +2, levels +3, calamities +0, align +0)
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Galagunde d'Orléans - Lawful Illusionist-2, 25, Familiar (Tarantula), Animal Husbandry x3. DEX -1, CON +1, INT +2, WIS -1, CHA +1. A sharp-nosed, bespectacled woman with a cautious, occasional smile. Outfitted in sturdy tunic and pants, hiking boots, pack, and walking stick. Does not seem to care much for appearances! XP 3,098; 300 gold. Morale +5 (Chlodomer CHA +3, Command +2, loyal +0, levels +0, calamities +0)
- Eldremer the Bold - Lawful Tarantula Familiar, 3, Illusion Resistance, Healing x2, Mimicry. Move 120 ft. (40 climb). Bite 1d2 (mild poison, 1d6 damage, save for none).
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Grimoald d'Antioch - Lawful Fighter-3, 23, Combat Reflexes, Fighting Style (Two-Handed), Naturalism. STR +3, WIS +1, CHA +1. As large and muscular as an ox, reasonably pretty ... a blond farmboy, all grown up. Neither Grimoald nor his henches are dressed fancy, although all have simple copper rings showing their affiliation with the Grim Fist. Bears an ancient dwarven quarter-moon shield, and a gash-like scar across his left cheekbone. XP 6,824; 8,300 gold.
- Alaric du Châtel - Lawful Fighter-2, 19, Combat Reflexes, Healing. STR +1, DEX +1, CON -1, WIS -2, CHA -1. A pudding-faced peasant with poor manners, but a strong back and a strong desire to help. XP 2,836; 1,425 gold. Morale +2 (Grimoald CHA +1, loyal +0, levels +2, calamities -1).
- Rufismund le Ruge - Lawful Fighter-2, 30, Berserkergang, Fighting Style (Two-Handed). STR +1, CON +1, WIS -1, CHA -1. Used to have only one eye, and squints as if he is still missing it. A seasoned soldier with a mad glint in his eyes. XP 2,580; 300 gold. Morale +4 (Grimoald CHA +1, fanatical +2, levels +0, calamities +0).
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Galswintha d'Antioch - Lawful Mage-3, 30, Elven Bloodline, Engineering x3. DEX +1, CON +2, INT +2, WIS -1, CHA +1. An apparent teenager with pointed ears, eyes the color of hoarfrost, ankle-length hair the color of a raven's wing, and a distant, wintry smile. She's smarter than you, and she knows it. How she is dressed depends upon her mood; she is currently renting space in Châtel for her wardrobe, which contains both finery and "more sensible adventuring silks." A copper ring upon her finger shows her membership in the Grim Fist, and a noble's white-handled dagger adorns her side. XP 7,824; 3,000 gold.
- Gurund d'Orléans - Lawful Mage-2, 30, Alchemy x3, Knowledge (Natural Philosphy). STR -2, CON -1, INT +2, WIS +1, CHA +1. A salt-and-pepper gentleman in silk robes. "Your eternal servant, mademoiselle." Dressed in tailored silk robes of severe mien, and looks the part of an overly serious alchemist and apprentice sage. XP 3,138; 300 gold. Morale +0 (Galswintha CHA +1, loyal +0, levels +0, calamities -1).
- Deuteria du Châtel - Neutral Mage-1, 24, Loremastery, Mapping, Navigation, Seafaring. STR +1, INT +2, WIS +1, CHA +1. A muscular, red-headed sailor looking for more adventure than her ship offered. Dressed in raucous silks that show far too much skin. XP 638; 300 gold. Morale +1 (Galswintha CHA +1, loyal +0, levels +0, calamities +0).
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Vulfelind de Saubruic - Neutral Thief-4, 16, Swashbuckling, Tracking, Weapon Finesse. DEX +3, INT -1, CHA +2. Tall and slender, with enormous black eyes, dark olive skin, and black hair cropped as close as possible, with a calming, professional demeanor that far belies her years and a smile that is absolutely dazzling when it appears. Dressed in jet black leather armor made from the hide of a giant black widow (the hourglass symbol is still visible between the shoulder blades) and the softest imaginable suede gloves, boots, and jacket made from same. A copper ring declares her and her henches' membership in the Grim Fist. XP 7,824; 5,500 gold.
- Thorismund du Châtel - Neutral Fighter-2, 22, Animal Husbandry, Fighting Style (Two-Handed). STR +2, INT -2, WIS +1, CHA +2. A mercenary with craggy good looks and a kind heart, but no head for math. Dressed in well-made plate armor. Has minor scars (2) from his battles. XP 2,867; 1,425 gold. Morale +2 (Vulfelind CHA +2, loyal +0, levels +2, calamities -2).
- Ingunde du Châtel - Neutral Fighter-2, 18, Animal Husbandry x2, Weapon Finesse. STR -2, DEX +1, CON -1, INT +1, CHA +2. A stunningly good-looking mercenary and wife to Thorismund. Does the finances for the household. Dressed in plate and silks. XP 2,796; 1,425 gold. Morale +3 (Vulfelind CHA +2, loyal +0, levels +2, calamities -1).
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Veneranda le Vulin - Neutral Cleric-1, 16, Elven Bloodline, Animal Training (Dogs), Beast Friendship. STR +0*, DEX +1, CON +1, INT +1, WIS +2*, CHA +1. * +1 with adulthood. Green, dryad's hair, emerald-colored eyes, and pointed ears. Petite and obviously elf-blooded, with a dog she is training. Dressed in flowing silk pantaloons, a jet black satin jacket threaded with silver, and a number of wrist and ankle bangles, a pair of earrings, and attractive but not excessively expensive rings. XP 638; 300 gold. Morale +4 (Vulfelind CHA +2, fanatical +2, levels +0, calamities +0).
- Shadow - War Dog, HD 2+2, attack trained. Move 150, bite 1d6. A handsome, black beast with red, slavering jowls. Dressed in a fitted black satin jacket that matches his mistress, in which he looks absolutely adorable. XP 3,640. Morale +5 (Veneranda CHA +1, fanatic +2, levels +0, calamities +0, racial +2).
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Lanthechilde d'Antioch - Neutral Thief-4, 20, Healing x3, Intimidation. STR +1, DEX +2, CON +1, INT +1, WIS +1, CHA +2. A low-level version of Rebecca de Mornay's character in The Three Musketeers, before she has her heart broken. Soft-spoken and kind, but a little too clever with the daggerwork. Dressed in fine leather, or an aristocratic dress, according to the occasion, and a Grim Fist copper ring. XP 5,324; 7,000 gold.
- Harberic d'Orléans - Neutral Thief-1, 22, Alertness, Art (Sculpture) x2. CON +1, INT +1, WIS +1. A wild-eyed, wild-haired artiste who supplements his meager living as an artist with larceny. XP 580; 300 gold. Morale +1 (Lanthechilde CHA +2, grudging -1, levels +0, calamities +0).