Dwarf OSE+ Dark Citadel Session #5 (29 JUNE 2023)
We started about 20 minutes late and a player short this evening. Debating on adding a fifth player to reduce this occurrence but with a house full of grand daughters we decided to play with three players. Ergol Bronzefist returns early from his attempt to Dur-Annis after encountering Bandits on the Road and one of his Hired Guards decides to join the adventuring party of Dwarf trying to clear the Ruins of the Dark Citadel. His name is Axios and alongside him is his Donkey laden with adventuring gear and tools.
We address a query that was posted in our In-Between session Discord Tab about claiming or clearing sections of the Dungeon. I rule that after all Keyed encounters are cleared and unique wandering monsters are eliminated then if Barriers or Guards are posted then these sections can be declared "Conquered". Ergol the NPC merchant interjects that if they are successful in these endeavors he will set up an outpost in the cleared area and supply the Men-at-Arms and send a call for Dwarf to return tot he Dark Citadel. This as well would secure him priority rights on reclaimed treasures and items from the Dwarf Ruins and position himself as a a future Council Seat in his unspoken opinion. After the +1 Spear of the Dwarf Lords and Minotaur Dagger (+1 Dagger/+3 Versus Minotaur) are divided the small group referred to by some of the Tavern folks as the 'Dwarf Brotherhood of Expendable Strangers' sets off to the Dark Citadel. Their ranks are Zebulon the Dwarf Fighter/Cleric of Geddinthor, Gad Dwarf Fighter/Thief and Axios the Dwarf Fighter. They have a wagon pulled by two donkey and a donkey laden with tools in addition to a War Dog that trots alongside Zebulon.
[Conquered Areas would be Counted as Safe for XP distribution purposes and Rest]
There are no encounters on their approach to the Ruins. The Dwarf Brotherhood of Expendable Strangers determines to explore a previously unexplored ruined building in the North East corner of the Ruins. The light glints off of something shiny hanging in the north west corner where they observe a section covered in webs, they approach cautiously and Gad declares he is keeping an eye out for Spiders. I allow a few rolls and indeed a trio of Large Spiders unique to the Dark Citadel. These large grey black spiders blend well into the stony environment but do not gain surprise. a brief battle ensues and a Save versus Poison is made successfully. With a torch lit Axios begins to clear the webbings and Gad finds a robed figure hanging of a desiccated human. A golden Ring and Wooden scroll tube are pilfered from the body. Inspection of the Scrolls reveals it to be Arcane in nature. Axios discovers a Trap Door previously concealed by the webs, lifting it by its large iron ring they discover a series of Steep Stairs leading down into darkness. They decide to pull the wagon into the ruins building but a wagon wheel is broke (I Roll 17% & rule its gets caught between rubble and busts as no declaration was made to clear the breached section of wall before moving a Wagon through) and needs repaired this takes several turns wherein they decide to use the tools Axios brought on his donkey to aid in clearing, this GREATLY reduces the chance of damage to the Wheels when they leave. A wandering Monster check comes up with a single goblin but I roll 2 on reaction and it feverishly attacks' the trio of Dwarf for 3 and a protracted battle ensues but ultimately ends with the death of the goblin. They descend into the depths...
Taking a minute to g o over the architectural style of the descending stirs they enter a mosaiced chamber depicting The Dark Citadel in more peaceful times but their torchlight startles a trio of Giant Bats who also feverishly attack the Trio of Dwarf who come out with minor wounds but victorious.
[The tone is set that there will be allot of Dwarf missing and Monsters making morale and continuing to fight until death]
They find a large broken transom in the large 25 foot ceiling mosaiced chamber with lots of guano upon the floor. They decide to search and while doing so one of their torches burns to which makes the war Dog whimper so they light another Torch, they have a War Dog & Donkey in tow with their party atm. The discover no hidden nor secret compartments or doors. Breaching the old door they find themselves in a Corridor which goes North as well as South, they opt to go south. I roll no wandering monsters again.
Venturing south they discover a turn in the corner with a large Mosaic depicting the image of an old Dwarf King of the Dark Citadel while across from it a sigil'd and Dwarf Runed Stone Door cracked from abuse and damage. While Gad searched for Traps Axios inspects the Mosaic Wall for Secret Doors/Compartments he finds a Large Keyhole previously concealed behind mosaic that now crunch beneath his boots. They opt to inspect the room beyond the Stone Door first as the Cleric in the party determines it is most likely a Chapel judging from the types of sigil and rune upon the door. They are greeted by the smell of Feces and Goblin scrawled graffiti upon the walls of the Chamber with overturned stone pews and a defiled Altar to Thaneduhr. They inspect the room and are angered by the treatment of this once Holy place by the Goblins, their focus is upon the Altar and a secret compartment is discovered which the goblins damaged in their desecration.
[I prolly should have made it more difficult to open but simply ruled that using a Crowbar pops open the Compartment easily otherwise it would have been difficult by hand only]
Inside a Metal Scroll Tube decorated with Art Deco-ish Geometric patterns is discovered along three vials with Runes engraved upon the glass sides, one is cracked and its contents gone over time though. Healing + Minor (Healing), Breathe + Water (Water Breathing) and an Empty with Restoration on it. There are allot of groans in discord about my cruelty, I think its funny and move along. The Scroll is inspected and it is a rather lengthy Scroll of Clerical Spells containing neutralize poison, protection from evil, prayer, cure light wounds. The stalwart adventurers are pleased with this and inspect the Keyhole in the Hall. I Rule it is too deep to use regular Thieves Picks & Tools but indicate it will require a Large Key of Some Sorts and they make a note of this location after trying their Iron Key from the Goblin King. They head West ...
Another Large Hall is discovered and its ceiling is roughly 45 foot overhead and a door is here while the Hall ends in tattered banners south and goes north westerly into darkness. The Door is inspected for Traps by Gad and then forced open by Axios after he inspects the nearest corner for Secret Doors. Beyond they are greeted by a large Unicorn themed fountain which they inspect and determine is cool refreshing water. After a Turn of inspection the Water Turns Bright Yellow but no one drinks from it now that it has changed color. They opt for the Southern door over the western door and it ends in another door twenty feet away, they approach it and are fired upon by goblins through an arrow slit.
[I treat this as ambush so no rolls just attacks, I forget to Roll surprise on the following round and simply Roll Initiative, my bad, their gain. Grand Daughters are being a bit loud and distracting]
The party takes another round of Crossbow fire as they rush forward and force the door to the south into a much larger hall leaving the arrow slit behind them but unable to fire upon them again. They are in a Very Large Hall with 50 foot ceilings and defaced ruined portraits they can see upon a glance but the sound of running water to the west catches their attention and beyond the light of their Torch they see beady goblin eyes in the darkness who yell curses at them, the Party quickly convince themselves this direction will get them behind the arrow slit but on advancing their movement they see a Stone Bridge over an under ground river with two goblins firing arrows at them. Zebulon is grievously wounded by an arrow but Gad, Axios & the War Dog Chomps close fast enough under the cover an arrow shot from Zeb they do not get missile fire fired upon them the next round and a battle on the bridge commences. After dispatching one of the Goblins and Zeb moving up closer towards his compatriots the goblins from the Arrow Slit file out in to the Hall and fire into the melee attempting to bring down the Battle-Axe wielding Dwarf but nearly hit their goblin ally instead. The Party is flanked ! Although it looks grim the Party splits in both directions and after Zeb kills a goblin their morale breaks nad they attempt to flee the next round and the party kills every remaining goblin in a single round with a goblin being sundered in twain and its torso falling into the river below while the other goblins are dealt blows to the rear as they stumble and crawl away then stop moving in the Hall. They are quickly looted and nothing fond except pouches of Dried Bugs & Mouldy Cheese and bones in their pouches.
They return towards the fountain room and gain access to the West Door which reveals a gong that was not sounded by the Goblins [My over sight but the Dwarf group fled so perhaps the Gobos thought this would be an easy kill ] and after a brief search they find nothing but take note of the weapons the goblins have return to the Fountain room which is now running clear again. They wait for a turn and it turns silver. Zebulon takes a deep drink and is invigorated with a feeling of invincibility, I have him roll a d6 and we discuss his options on Hit points when leveling.
[ I have a House Rule/Ruling that you can roll your hit die or take the average as this magical effect grants temporary Levels I ask his intention as it should be consistent with that option. The CON Bonus will be applied to the Cleric side as it level faster but this effect only grants FTR Levels so no CON Bonus but I do not divide as usual for leveling as its a unique magical effect, he takes the average and its 12 hit points and 3 levels. I also allow the Heroism effect to heal his previous damage and apply the temp hit points]
Every member of the Current Party is a FTR or Multi-Class FTR so get full benefits from a Potion of Heroism so everyone drinks rolls hit points and rolls duration. I allow general knowledge that the majority of potions have a duration of d6 +6 TURNS. They are now feeling pretty cocky and we describe the elevator scene in Big Trouble in Little China as they current feeling, they are buzzed and in a rush for combat ! They go south again and cross the stone bridge finding a room full of skeletal remains , alcoves with broken Dwarf King statues and they opt to kick down another door and find Dwarf skeletons with Crossbows laying near and a barrel in a corner, they scoop up crossbows to the Donkey and proceed and find a hall with sand in it as well broken weapons ending in a door, kicking that down they find an old mine with broken lantern and pick nearby and a path that leads to a beach where a boat is seen beached and water lapping at its rear. They return to the Skeletal Hall and inspect the other door discovering an old supply room with open and busted crates and regular everyday items laying on the dusty floor mostly broken. Because they are concerned with their Potion Effect Duration they do not search and cross back over the bridge and go down the Great Hall. They travel Eastward
A side passage is found and passed while a door to the North is discovered and it is kicked down revealing a large defaced portrait upon the wall and rather uncomfortable looking furniture. They opt not to search and return to travelling Easterly ...
[ I mark off The Turns that have passed as they are still in exploration movement which for the heavily armored party and being Dwarf, is 20 feet a round ]
They discover another southern passage but continue easterly until the masonry floor give way to cavernous terrain and the sound of picks can be heard. They approach and I rill to see if their torchlight alerts the creatures up ahead. Nope, but I disallow any chance for Surprise and a group of Goblins digging at cavern walls under the supervision of a large hairy goblinoid with a Dwarf Battle-Axe hanging at his side as well as the severed head of one of their former characters ! A battle is quickly joined and their are confident because of the Unicorn Fountain Super Juice Coursing through the veins ! But even with the increased THAC0 from the Heroism Effect the battle has quite a few misses but ultimately ends in the party' victory, they explore and discover several Blue Quartz Gems which they remove from the walls of the Mine and inspect south and north discovering stairs leading upwards; possibly to the other level they adventured on previously and an active section of mine to the south. Both could yield Blue Quartz Gemstones if Mined by the Dwarf Members....
[So, I do not do 1:1 time explicitly; more like a variant 1:1 time game play, but there is time between sessions that the players can engage in doing non combat stuff and mining once this area is secured could be one of them. Rolls between session until the Veins play out and Blue Quartz Gemstone Mined which are normally 10 GP apiece. I doubt I will allow XP to be awarded from Mining but Wealth is definitely its own reward]
They head Westerly back the way they came and inspect the Southerly passages. A room with a half-door and different bolts is discovered and the remains of canines amidst old moldy straw. Some sort of Stable. A comment is made that they can search later and get anything that might be in the room but I point out that after being discovered by a party then time passing and I roll Restock that any items that are overlooked but not hidden would not be guaranteed to remain. I think this is just common sense but video games have affected our ttrpg hobby in ways we do not fully recognize sometimes and that is one feature that the digital world is not a living breathing environment while our tables and VTTs still are at least. So, they search and find Carnelian Bejeweled animal collars, three in total.
Inspecting the other chamber reveals it is permanently silenced, the group is unnerved by his and retreats immediately back into the Great Hall. They head to the other southern passage with the curving entrance Hall and I figure this is a good place to call the session for the evening. It is 11pmEST and we usually call it about then and several of our party have work in the early am. Its been a very productive session and they are in High Spirits with Potions and Scrolls as well as another hour of the Heroism Effect and since we stopped in dungeon its play is paused and we will pick up on those two doors which I believe will lead to more.
Oddly no one said they did anything with their old Characters decapitated head though ...
Game Well, Game Often
#OSR #OSE #VintageGaming
Inserting some images in the blog while writing it was problematic and forced me to start over once so Il be adding some of my handouts and maps to the comments sections. We had a discussion of the various coinage they are discovering and not all coinage is useable in Dragonspire Hold.
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