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

    We started late, We started with Technical issues galore and as a side the Tablet feature for #Roll20 is fekkin terrible. I mean terrible but I know they have tied it in to the tiered subscription service so I also do not know, nor care, if they moved it up or not. These are the perils of the virtual gaming table and more of a reason that when I do #Wretchedverse stuff it will be theatre of the Mind streamed. Prolly use Discord or Telegram for Rolls though. I know several of my players are grump-rotted about my ruling on Clerics but it was not brought up during play except for Redrum's Enthusiasm for assaulting and reclaiming the Temple of Thaneduhr.

   We started with going over some stuff that had not been settled between session such as identifying some magical items and I allowed players to make their rolls as I had previously between sessions made rulings on how we can identify magical items with access to a Library of at least 500GP which they do. d3 Days and a 2 in 6 roll for the Learned Classes. I believe I will extend this to Thief if they have enough in Read Languages coopting that as some sort of research ability as well. This would work well for those Grave Robber, er, I mean archeologist types...

   They opted to take the single large boat this time and headed with the full compliment of The Company  Expendable Strangers; I had to hand wave Redrum & Retainers in as he was delayed by reality, and returned to the shallow inlet undergrounds that gave access to the Cursed Temple of Thaneduhr. They made a straight line for the circular chamber and then headed to the room with the lever to lift the Portcullis to the Temple. Zebulon kept watch in the Hall and the lever was pulled by Gremmin. Old stone and gear can be heard groaning then the sound of running water, the Portcullis however does not rise but the dry fountain begins to fill and water flows freely again. The party freezes for a second as their assumption was it would allow them access to the Temple. They however investigate the fountain and discover it has magical properties and everyone except for the Retainers Fordrael WarbranchBharmar Woldback  partakes of the waters and feel a tingle of sorts when they do with no visible effects except for Gremmin who begins to glow in an enchantment that shimmers. Feeling very confident they are buffed by the Blessings of Thaneduhr they make comparisons to Big Trouble in Little China and make plans to overcome the Portcullis when they hear it being raised !

   They move to the bridge in haste and the Retainers note that Zorbar has emerged from the Crypts and is following behind them, slowly. As the entrance to the Temple comes into view across the stone bridge they see a mass of stumbling Dwarf Zombie in rotting holy raiment stumbling toward them and beyond Mateus the Dark flanked by an Orc with the symbol of Orcus Painted upon his shield and to his other side a cloaked Orc with Purple Mohawk with arrows still protruding from his body holding a Staff. As Geoff advances he pours the oil of Repulsion upon himself and with Zeb by his side holding aloft his Holy Symbol they Advance while the party behind fires arrow and bolt. Turning attempt by  is mid so a few flee but being 2 HD not allot are effected. We clarify that a Cleric can Turn every Round and it is not limited as in later editions being one of their Main powers but also note that the Acolyte ability needs a Turn to recharge. Geoff is able to walk past the undead as the magical effect of the oil of repulsion pushes them aside as if the crowd parts at his coming.

   I roll randomly for the target of Mateus' ire and a flickering black beam strikes Geoff who makes his Save versus DEATH ! There is a brief pause in play as the party knows this is a very powerful spell. Geoff pushes forward as the party begins to deal with the mob of Twenty Zombies. This becomes much more of a barrier than I had thought it would when modifying encounters for their return. Gremmin manages to disrupt a spell by the Necromancer as they become hung up on these undead on the bridge and it prevents the bulk of the party from advancing. To make matters for the intrepid heroes as Geoff approaches the Portcullis he is enveloped by noxious fumes as the Zombire ; formerly known as the Bloody Skull Witch Doctor, conjures a Stinking Cloud. Then as he braves forward the Portcullis begins to fall ! Zeb uses the Ring of Dimensions and teleports to the far side of the temple and prepares to hurl Alchemists Flame at the rear of Mateus.

   The interior of the Temple is no visible to the Zeb and he knows there are two Orc Bodyguard from the pervious area that no serve Mateus as well as something he refers to as his hounds to his left out of sight. I allow Geoff to make a DEX check to roll under the portcullis as it falls even though they lost Initiative to enter the chamber and he succeeds. I view movement more abstractly than turn based so making it more cinematic adds to the encounter. Mateus has succeeded in separating the party and as the rest of the group struggles with the throng of zombies Zorbar begins to laugh. Gad calls to him to aid them but he is ignored. Having had their front line move through and teleport into the main temple the zombies' fall in upon Redrum, GadBharmar Woldback with the latter being slain in the first round of combat.

   The lever to open the Portcullis is visible on this side as well but Geoff stands his ground and allows the Orc to engage him at the entry so he can get his multiple attacks, he slays one as it approaches him. Zeb sets Mateus the Dark alight with alchemical fire which have ruled previously burns for d8 for 3 rounds and Holy Water deals 2d4 for two rounds to undead. The bridge has turned into a slog of rinse and repeat and miss. They however do decide to use their STR & Shields and begin to push t he Zombies forward and aside. I allow this and rule that if they both make their STR check they can move forward, allowing that d3 Zombie may be in danger of falling off the side of the bridge. They begin using this to good effect and several Zombie fall into the rushing tributary below with a big splash then are swept away to the falls. The usage of Rulings over Rules here makes it more fast paced and epic in my opinion.

  After swiftly dealing with the Orc Geoff advances upon Mateus the Dark as Zeb creates a flaming barrier to the room with what he can now see as a group of ghouls with this last flask of Alchemist's fire, this buys them 3 rounds. Korthus the Zombire shields himself in a magical protection as Zeb trues to douse him in Holy Water. The Zombire's claws are drenched in Eldritch energy capable of dealing d10 damage in combat and he and Zeb begin to melee. Th slog on the bridge continues as they push forward thinning he ranks and discovering that some of the Bolts handed out to the Retainers are magical as they glimmer in the air as he fires them. The alchemist fire dwindles and the Necromancer drinks a potion undoing a majority of the damage inflicted by the flames. He begins to enchant his Mace the next round, it is Obsidian and topped with a Skull. He cackles as he calls upon Orcus for aid to destroy these filthy Dwarf !

   As the flaming barriers begins to fade out the combat continues with Zeb versus the Zombire and Geoff squaring off with the Necromancer. This has been one giant melee for our entire session so far and progress on the bridge is about halfway while the situation within the Cursed Temple looks grim. As the fire fades Zeb begins turning the Ghouls and is minimally effective with several fleeing. Geoff deals some hearty damage then settles into a long missing streak, the slog on the bridge continues. As more of the Ghouls are turned the largest in the rear is revealed to be a Ghast, Zeb is nauseated and Geoff has yet to fail a Save continues swing his Runic Axe. With Mateus having a Striking spell up any hit could in theory be a lethal one upon Geoff. Eventually the Ghast & Zombire get Zebulon to the ground and he shatters his shield as the party approaches the portcullis, the Stinking Cloud having faded they arrive in time to see a Ghast feasting upon the face of Zeb slain in combat as Geoff slays Mateus the Dark in combat, the Zombire is wailing and raising his clenched fists in the air as he is unable to assault Geoff due to the Oil of Repulsion. Gremmin attempts to raise the Portcullis with his Open/Close Ability and fails while Zorbar observes Mateus' death hebegins to speak " I was supposed to whisk you away before that happened, my grievous error m'lord", then cackles". 

   The Company of Expendable Strangers get a weird feeling as Zorbar says as well " The Temple cannot be restored, it is time for you all to leave !" A general feeling that they have been played by the Crypt Thing settles in as ;with a wave of his hand, ends the discussion it was having with Gad ends. Luckily Gad succeeds in his Saving Throw versus Spell & remains with the party.

   We went past our regular time of play and I did not notice as I was engrossed in running it and tired. I make a mental note I need to keep better time keeping during combat as several Spell Durations were fuzzy but the Potion Duration of d6 +6 Turns is not really needed to be tracked.

Cliffhanger, Character Death, Ominous Crap coming out of the mouth of the Undead ... Bruuuh that's what it's all about


#OSR #VintageGaming

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