Dwarf OSE+ Dark Citadel Session #24 (9 JULY 2024)
A 3 month in game down time turned into a real almost 1 month of not playing. Sheeesh, summer scheduling and weather disruptions. But anyway we got back into session with 2 player characters leading the recovery of the petrified player characters whom they left in the depths of the Deep Realm. In the previous down time of 3 or so months several of the Expendable strangers gathered followers and now that was being tapped for the rescue effort.
Gathering a small flotilla of River Boats & over 5000' feet of rope the remaining members of The Brotherhood of Expendable Strangers gathered in Axios Landing. Namman brings twenty of his Dwarf Fighter Followers and Redrum; while petrified, plays his retainer seeking to rescue his liege. A plan was hatched to somehow use the rope on the stone rings seen vaguely on the opposite of side of the corkscrew going down to somehow allow them to return by mundane means since the magical feather token Swan boat was used in the previous session. This takes up quite a bit of time of our session as they tackle the task but upon arriving realize that upon closer inspection that on the far side of the entry to the corkscrew was a small ledge and barely visible mooring rungs allowing a single Dwarf or group of Dwarf to access the higher up larger stone rings. Namman volunteers to the task instead of assigning the work to followers.
Since no one is forthcoming in aiding and it was not mentioned that he would be taking extra NPCs to aid him he does the work alone. This results in allot of time being expended and I call for a d6 roll to determine how many DEX checks will be required due to the dangerous work environment. The access ledge is slick with water and is hundreds of years old not maintained. Namman upon suggestion by another player maintains a safety rope and we have a quick discussion of those irl. No specifics are given for the ropes alteration in game however so it is assumed it is using a 50' rope which is the standard for adventuring gear. Namman fails two of his 5 DEX checks and thus experiences environmental dangers twice. I call for a STR check to return to the ledge and it is easily made on the first Failed DEX check, so he is soaked. No adjustments are called for by the player so I adjudicate none were done. The last failed DEX check is at the end of a grueling 8 - 9 hours of physical work threading and tying off sections of rope to the rungs loose enough to be grabbed from the boat on their return trip. This last failure is met with a failure on his STR check so he is unable to climb out safely from the Dark River and is forced to make a CON check or begin drowning at the end of his safety tether submerged in the quickly flowing section of river. It is passed and another STR check is FAILED resulting in another CON check or he begins to drown. This is where we begin having conversations in game along the lines "What do you mean by, Drown ?" as well as "We prolly should have sent along some followers to help". Oops, but anyway on the third attempt; and I would have inserted fatigue penalty at this point, earlier for non sturdier races like elf or human but since it was a dwarf I did not until after a failed 3rd attempt, he succeeds and climbs out of the Dark River, exhausted. Wearily and I stress this that his shoulders and arms burn like fire not since felt since the days he first lifted a smithy hammer as all Dwarf adolescents must... they sleep in the boats and hear strange noises echoing up the cavernous walls of this Deep Realm they are delving into.
The next day they descend the corkscrew opposite the ropes as the current going down definitely pulls to that section of river. I roll d100 and have ruled a 15% chance of something going wrong with a 5% chance of Catastrophic Error. I should have rolled for all 5 boats but did not, my bad. They put ashore where they had encountered the Owlbears on their previous exploration and depart. Gremmin opts to investigate the Old Owlbear Lair and discovers a make shift camp has ben set up but not used recently. This is reported to the rest of the party and they begin traversing the chamber to where they had stored their petrified PCs. They note that this area is somehow different and it appears a large group of bats have taken residence above and guano scatters the area loosely with a few minor 3' high larger sections of guano. There is some additional attention paid but no special precautions taken.
Finding their allies petrified bodies they note they have been moved and the masonry on the floor under them excavated but not damaged. Investigating the meduas's former lair they note it has been ransacked and the Orc statues damaged. Gremmin produces the rune stones; Lore Master Scrolls, and casts Stone to Flesh returning Geoff and Redrum to flesh. The goal of this session is complete but the party with no treasure in the pocket opts to explore the crumbling tower on the far bank. Namman with the use of his Ring of the Dwarf Lords is able to see much further than the rest of the Brotherhood underground and notes there is far bank from here with a river boat pulled up on shore but they still opt to explore the tower. They gather up all of the Followers; 12 Temple Guard followers and 8 crossbowman, and venture across the Dark River to explore the far shore. So, this is a large contingent of Dwarf totaling nearly 2 dozen. They disembark and begin to explore around to the back of the tower which extends up into the cavernous ceiling and overlooks the river junction. I roll Wandering Monster Check and rule they see torch light down the passage behind the crumbling tower.
I roll "Adventuring Party" and now they are staying at a mixed group of adventurers led by another Dwarf wielding a Battle Axe flanked by a Two-Handed Sword wielding plate wearing human warrior. Behind them are seen more including two obvious spellcasters of elfin lineage, a halfling skulking in the shadows and a priest ! As well as Hirelings laden with bags of loot possibly holding torch and lantern. I roll on my Monster Reaction Chart and get a 5, these guys are ready to fight but they are outnumbered two to one which they mention in front of the Brotherhood of Expendable Strangers, "That's allot of Dwarf" as Rex chokes up on his Two-Handed Sword and their leader lifts his Battle Axe "We have permission to loot these ruins from the Usurper himself, trouble us not !" The PCs pause and offer dialogue about not wanting immediate violence and Norburt Redrum's Retainer uses his Acolyte Know Alignment ability and notes that it is a mixed group of Lawful and Chaotic beings. Since i use a cascading Monster Reaction Chart I note what kind of dialogue is going on and make another roll which results in the rival adventuring party departing cautiously. The PCs unsure of the other groups levels opted note to engage especially since they had a pair of spellcasters and feared the effects of a fireball or worse ! I cannot remember the exact dialogue from last night but it was very stand offish and I believe after the looting of the Dwarf Priest and Hero tombs are reluctant to engage in what could be perceived in questionable acts. This encounter was open to a variety of interpretation but ended in aa stale mate of lets not find out.
The Brotherhood spends several rounds outside this ruined tower discussing their options, if the need to shadow the rival adventuring party, fall back or explore. They enter the ruined tower cautiously and hear wonderful enchanting music from above.....
A full thirteen of the followers and the retainer Norburt are charmed by Harpy! This is a big pickle and the PCs find themselves watching their followers walk into the Tower and reach up into the air with joyous look's of upon their faces. "Leave now and we will not harry you further dwarf.
" Cackling from above, "leave us these tasty morsels and we shall bother you not." more cackling as the horrid crones flap around in the upper reaches of the interior of the Ruined Tower. The upper floors have all fallen in and the bottom floor is a mess of excrement's and bones jutting out amongst the rubble. The Brotherhood with their remaining followers attempt to grab a few from joining the host in the middle of chamber while the rest open fire on the flying Harpy trio. A single one is felled and thre charmed enthralled followers turn their head in masse in angered faces draw weapons and turn their anger against their former lords. The PCs do not want to kill them but engage in trying to eliminate the remaining harpy who simply fly up and take cover in the upper works of the Ruined tower roughly 60' away and receive a +2 bonus due to the jagged rocks and floor they are partially hid behind as they cackle and let their charmed foodstuffs battle the party.
The Charmed followers begin attacking the party and over the course of several rounds the remaining non charmed followers are fell; reduced to zero hit points so only unconscious, and several PCs are wounded. Gremmin after being wounded uses the Ring of Dimensions to relocate himself and begin using the Wand of Magic Missiles to damage and kill several Harpy while the arrows of the party seem to find only old stone to hit in the upper reaches of the Ruined Tower. This is a protracted fight and it looks as if the Brotherhood may have to start killing their former followers which I find hilarious, the PCs not so much. The Acolytes and Lore Master also tied top use their Rally/Fear ability and all fail so forcing the followers to flee did not work and I wondered why no one did not use their Suggestion ability to force the Harpy to come down from their roost ? One of our rescued PCs was absent that fight as well taking a IT call where they were on call. After the final Harpy falls the charm is broke resulting in the followers falling to their knees in shame for turning their weapons against their lords.
Its a good spot to call it for the night and t hey fall back to Geoff's stronghold and utilize the rope system they set up which is tremendously work intensive and is as dangerous as riding the rapid corkscrews down with one of the boats being severely damaged being bashed against the side of the cavern walls resulting in it taking on water and being forced to be beached at the next stronghold nearly not making it at all. We discuss that the next session may be in but a week and I check to see if everyone is ok to going to a weekly schedule over our current bi-weekly hoping this might get everyone back into the groove so to speak.
I thought it was fun session and was mainly overcoming environmental hazards and problem solving. It does set up future conflict or scenarios and how exactly are they planning on using their followers in future delving. Interesting game, the PCs were off foot imo due to our gap in play time however.
Game Well ,
Game Often Y'all
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