Dwarf OSE+ Dark Citadel Session #13 (15 NOV 2023)

 

Ok, so it has been a hot minute since our last session for this campaign. Player availability and all that plus, I was feeling quite Blah last time. One should not run a game if they feel like Crap or are Disinterested it'll be a terrible gaming experience.

   We settled up some in between session stuff and The Company of Expendable Strangers went about hiring some staff for Axios Landing, or tried to at least. Gad dumped the goblin slaves he had acquired back on the sandy beach landing where he acquired them which was nearby and set off to make plans for the reclamation of the old Dwarf Village. Hiring Rolls were terrible with allot; and I mean allot, of 6s and 8s rolled repeatedly. I really do need to remake that chart. They were unable to hire a Cooking staff but managed to gain a three Dwarf Heavy Infantry. Gad returned to pick up the goblins where he had left them and noticed the sandy shore had bloodstains and tracks shuffled tracks; these were mentioned when he dropped them off originally but ignored, and decides to inform the rest of the company before returning. This takes a few days but they return.

    The assembled Company of Expendable Strangers approach the old goblin warren in their river boat and approach the stone doors, listening for sounds beyond and hearing none open up the door and are greeted by a perverse horrible sight. Goblin zombies; the fathers and sons of the goblin females left upon these shores. pounding upon the corpses of the abandoned goblin slaves. A zombie holding a goblin child repeatedly smashing it against the wall. Their heads turn in unison towards the Dwarf group, the dead form of the goblin child hits the floor and they rise and shuffled towards the intruders. There is a Turning Attempt by the Acolyte Redrum and the War-Priest Zebulon and the majority of the Zombies fall back away from the Party. The combat is brief; A shield is shattered to an attack, and I hand wave the dealing with the turned undead. Gad begins to search the zombies for loot before realizing they already looted these humanoids when they killed them.

Rules Clarification : I Remind Players we assigned 1 Turn per level of the Cleric/Acolyte for Duration of successful Turns in pervious Sessions

   The Company decides to head down stream towards the Cursed Temple the goblin slaves had spoken of to Gad. After a bit they discover a set of shallows leading to a beach and the Dark River continues southward at a descent. Beaching the River Boats they approach ornately carved stone doors, shields are held up at the ready for a trio of Arrow Slits to the west of the cavern. After some inspection and checking for traps it is noticed to sings the praises of Thaneduhr the Creator god of the Dwarf People. Dwarf Zombie begin walking up out of the water but are fired upon by crossbow, arrow and half of them are turned returning them to the depths of the Dark River. The beach line is inspected by a few of the party and nothing is noticed in the sediment of the Shallows especially since the water is muddied by the shuffling undead.

   The door is eventually forced open by continuous efforts revealing a long hall with an unusual pillar which shifts in and out of focus as if "glitched". This is approached slowly and the room temperature is noticed to be quite chilly. Inscriptions in Dwarf Runes are upon the floor around the pillar. “Speak the Dwarvish word for good.” Which the War-Priest does and it snaps the Pillar back into reality with a loud sound, then the shuffling feet of Dwarf Zombies stumble into the chamber from the South. The creatures gain surprise and despite being stumbling corpses are upon the party and attacking immediately. This leads to a quick discussion about Romero Zombies coming from any direction. ROMERO ZOMBIES FTW !

   This is another quick combat with Turning removing most of the zombies from the equation immediately. There is some argument about chasing the zombies to finish them off instead of continuing to investigate the mysterious pillar. [ I always assume this means the PCs are actively disagreeing with each other in game. They are not telepathic so it is verbal and because of the party's average CHA and they are Dwarf I assume this is bickering and shouting] They eventually all head south and dispatch the Zombies and find another door which leads to a room decorated in Murals depicting Priest of Thaneduhr laying Dwarf Dead to rest. They spend some time searching for secret doors and find nothing. They explore the curving passage tot he north and find a room of mosaics in a similar theme to the previous chamber. The Company speculates this is a large Mausoleum of sorts. Gremmin tries to replace the missing mosaic tiles to the wall but nothing happens and without mortar they simply fall back to the floor. The door to the north's is forced and they return to the main hall but head north to another door which leads tot he room of arrow slits. 

   They find an empty chamber with two large barrels full of crossbow bolts. They take the time to inspect the barrels which are similar tot he barrels from the Armory and can hold 200 bolts apiece but they only find 20 total in useable condition which are divided amongst those with Crossbows. They return to the Hall of the Pillar.

   Deciding to inspect the Pillar they conjure it back into reality and all search it. There is a secret compartment revealed which holds a philter of oil and a wooden scroll tube. These are distributed as well and they head east to a set of stairs they have seen previously, it rises and leads out to a bridge which is above the flowing Dark River below and at the far end a stout stone door. The Dwarf company proceed after inspecting the old stone bridge and despite being slightly damage is quite firm for use. The door is forced after they spend some time listening for noise beyond. Silent Dwarf Zombies guardians await and gain surprise upon the party filing out onto the bridge and a battle is joined. More Undead are turned and the battle results in some wounds and a shattered shield. Proceeding with caution they follow the direction of the fleeing undead and leave a stout stone door in the guard room uninspected.

   The large chamber beyond is decorated along its one hundred foot length of mosaic & mural depicting death rites. Various piles of rot and dust are in the room where tables for the preparation of the dead lay in rot. Several stairs lead up form this chamber along the eastern wall and the northern wall has single exit. They decide not to inspect this large area any further. A passage leads east and Redrum seizes command and heads this direction. They do not know where the turned undead are...

   A side passage heads norths from the eastern passage but they see a large chamber ahead & enter it instead. A large circular room with a dry fountain is in t he center and two exits, one southerly and one easterly exit the chamber. They inspect the dry fountain then head south where the passage leads past a small stone door; smaller  than others seen in the complex so far, and opens onto another bridge over a tributary to the Dark River. Having yet another hard time with the doors in the complex they eventually open it to reveal a stuffed storage room filled with Casks & Crates, rope can be seen laying atop the crates. The rear of the chamber is hidden from view by the amount of stuff stacked. They head over the bridge rather than pull the contents into the Hall.

   At the end of the bridge is a portcullis and beyond a very large chamber of which they cannot see the other side but determine it is a temple of some sort. The pair of Loremaster fail in the attempt to lift the Portcullis with their Deep Magic Skill so they fall back to the circular chamber. Another method of lifting the portcullis will need to be discovered.

   Heading to the east they find a series of four crypts, three sealed and one whose seal is broken. They opt to open the unsealed and beyond in a large chair with a large chest prominently displayed with a large lock is a chest. A skeletal figure in robes sits upon the chair its hands resting upon skull hand rests adorned upon the arm rest of the chair. There is some dialogue as I rolled box cars so he was friendly offered conversation. He vaguely taunts the company with information but they do not attack it. He informs that all Dwarf who die will join the ranks of the undead ! They opt not to attack it but meta up that it is prolly a Crypt Thing which would in their opinion be punching above their weight.

    Using the excuse of all "Dead will Raise" that ZORBAR declared they decide to break into the sealed Crypts. They breach one and discover a worm ridden undead Dwarf in tattered burial clothing. Several advance to fight the creature and others hold back , the rotting creature takes the attacks and as it is hit rot grubs leap from his body and lands on the Acolyte Redrum who as the rest of the party feel a wave of Fear wash over them as  the creature approaches and several members of the Company flee due to Fear. The abomination appears to regenerate the damage dealt to it and it seems the Company may break as some are trying to prevent the fleeing rot grub infested player from fleeing while Gad and a Retainer head screaming into the darkness. The next round after a brief struggle the crypt is set alight and Geoff slays the undead abomination. HE begins stomping on the rot grubs crawling from the body and lighting a torch while Zebulon approaches and pours Holy Water upon the writhing corpse which causes it to melt. 

    Redrum feels the fear leave him as does Gad and the Retainer but they are further away in the Pillar chamber whereas Redrum was tackled by Gremmin in the Circular chamber. They realize the Rot Grub is burrowing inside his body. Checking the Scroll found earlier they discover it has a Cure Disease spell upon it as as several others, casting it kills the Rot Grub and we end session with the Company reforming in the circular chamber after the battle with the unusual undead abomination.

   Despite some technical issues this was a productive and fun session this week. I think Dwarf fits the players natures well as they are stubborn and greedy at times. Some more so than others. Players are figuring out their abilities which can be more versatile than previously thought especially the Open/Close ability for the Loremaster. Searching is mainly Secret Doors and I have debated on making those hidden rolls but have not messed with the sheets to do so but it is what it is. They grumble they have not found any real treasure in several session which is true. The Orc fled with their loot and they have not discovered any coinage but know that ZORBAR the skeletal creature in the Crypts has a large locked chest and their way to the Temple of Thaneduhr was blocked. Next session should be interesting.

#OSR #VintageGaming #DarkCitadel

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