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The Forgotten Smugglers' Cave: Index of Posts

An index of posts describing the Forgotten Smugglers' Cave, an adventure for Holmes Basic characters levels 2-4.                    ...

Showing posts with label Play Report. Show all posts
Showing posts with label Play Report. Show all posts

Tuesday, January 17, 2023

Scrum in Miniature: Zenopus, Rolemaster Robin Hood, and Core Space


The DM is entertained. Photo by Joe Procopio.


Head over to the Scrum in Miniature blog to see a player report and photos from my very first playtest of the Forgotten Smugglers' Cave, with the Scrum Club, this past Saturday!

Scrum in Miniature: Zenopus, Rolemaster Robin Hood and Core Space


Thursday, September 5, 2019

Holmes Games at Pacificon



"Tegel Manor mapping" by Guy Fullerton showing a marked 20-sider in use


Over at K&KA Alehouse and Dragonsfoot, Guy Fullerton has posted a con report from Pacificon Game Expo 41, which took place this past Labor Day weekend in Santa Clara, CA, which includes two different Holmes Basic games he played in.

These included Tegel Manor DM'd by Thom Hall:

Open Role Playing
Fri 7 PM
to 11 PM
(4 hrs)

R-475: Tegel Manor
Presented by Thom Hall

Holmes Edition Basic D&D published by TSR
Regular signup, room for 6 players
Regular Game, New to gaming, Characters/Armies Supplied, All Ages
Location: Prospector 1 - A
Description:Bob Bledsaw's Tegel Manor published by Judges Guild in 1977. Tegel Manor, a great manor-fortress on the seacoast, is rumored to be left over from ancient days...


...and a Holmes + Greyhawk City State of the Invincible Overlord game DM'd by DF/ODD74 member peterlind, which I didn't see on the event listing.

Guy also ran two sessions of AD&D himself:

Open Role Playing
Sat 9 AM
to 3 PM
(6 hrs)

R-321: The Mere Beneath
Presented by Guy Fullerton

AD&D 1st Ed. published by TSR
Regular signup, room for 6 players
Regular Game, General gaming experience, Characters/Armies Supplied, Thirteen and older
Location: Prospector 1 - A
Description:Descend a waterfall to explore the watery caverns, and plunder an ancient Hydromancer fortress. Exploration (no plot) and danger (no fudging). Lvl 4-5

Open Role Playing
Sun 9 AM
to 3 PM
(6 hrs)

R-323: The Garden of al-Astorion
Presented by Guy Fullerton

AD&D 1st Ed. published by TSR
Regular signup, room for 6 players
Regular Game, General gaming experience, Characters/Armies Supplied, Thirteen and older
Location: Monterey - A
Description:Rumors say this secluded valley contains a garden of enchanted fruit trees, and gems the size of eggs. Your party surely has the strength to drive off the primitive beast-men within, and reap the rewards. Classic module by Gabor Lux, aka Melan. Exploration (no plot) and danger (no fudging). Lvl 6-9

Now that you've read the event descriptions, head over and read about how the games went.

Saturday, August 24, 2019

The Legend of Terminatur the Forest Gnome

An amazing, simultaneously heartwarming & heartbreaking story I was sent on Twitter today. This is why you should play RPGs with your relatives. I recently came across a few notes from the single time my son (age 6 at the time) ran a D&D game for me and my late mother, and wish we'd played that way again.


Link: https://twitter.com/AntnHz/status/1165011404086284289

Preview:

Antoine H. on Twitter

My grandmother passed away. Her funerals were today, but here I'd like to talk about the most important thing I couldn't spend too much time on in her eulogy: her love for Dungeons & Dragons. #DnD

Tuesday, August 20, 2019

Zenopus Game at Dragonflight 40




Above are two photos from a "Beneath the Ruined Tower of Zenopus" game that was run at Dragonflight 40 in the Seattle area this past weekend. This is a venerable con, held every year since 1980, the era of Holmes Basic itself. From the event listing for the session:


"50 years ago, the citizens of Portown battered the wizard's tower to rubble. But has an even greater evil arisen? Pirates grow bold, the innocent have vanished, and ghastly screams are heard from the abandoned graveyard near the ruins. An adventure using the original (1977) Dungeons and Dragons basic rules. Pregens provided (or roll your own)."

The shots were taken by Scott M. of the Halls of Tizun Thane blog, who played in the game. Scott reports they used some of my Holmes Ref sheets; I can see the 1-page Character Creation Worksheet. I also see print-outs of Paleologos' Map of Portown.

Scott reports that during the game "[w]e followed a rumor of scratching noises at a ladies' house with her dead husband's loot in the basement" and "[I] sent in my guy Gutboy Barrelhouse (Dwarf) and a Hobbit first. We eventually got to a place where we saw flickering lights (which rats can't make) so we got the rest of the party to follow (hands and knees at first)". After that they "[e]nded up exploring the dungeons most of the session".

That sounds like Portown Rumor #18! It's great to hear about this stuff being used.

Update: BX Blackrazor now has a con report that includes the Holmes game.

Friday, April 19, 2019

The Master's Lair, a Play Report


Battling the Master in his laboratory


The PCs, who were all new 1st level:

Axebit the Ranger with pet War Dog
Voltra the Illusionist with pet Genie
Luna the Flame Wizard with pet Winged Cat
Zengar the Vermling Mindthief (from Gloomhaven) / Tinker with two pet Rat Swarms

Session notes:

— As background, I referenced an adventure some of them had started a few months ago, one from Dungeon magazine that involves a search for a missing faerie dragon. Only one PC was the same, but kids don't care about such details. I scrapped the rest of that adventure, and just had them start at a dungeon entrance.

— The game took place over several short sessions. At first the dungeon was improvised, but in between sessions I came up with an idea for the overall setting. For visuals, I used WOTC dungeon tiles with Dwarven Forge doors and assorted minis. The PC minis were mostly Wardlings, which each come with a pet. The monster minis were all plastic, some Reaper Bones, some Dungeon Command.

— Rules were basically "D&D from Memory", Holmes-ish but using whatever other rules I felt like including. Monsters were improvised variants of what I could remember and generally did 1d6 damage per hit. Natural 20s did double damage, natural 1s a fumble - drop a weapon, fall down, lose control of your rat swarm, etc; often equaling "lose a turn".

— Spellcasters each had a single spell that they could cast repeatedly, but had to roll a d6 each time to see if it tired them out (1-3 = could cast again, 4-6 = taxed, could not cast again for a while). The Illusionist could make illusions, the Flame Wizard a flame bolt, the Mindthief could attempt mental trickery.

— Initiative was in order by Dexterity, although I often let whoever said they were acting to go before starting an actual "round".

Play Report:

They tracked the captor of the missing faerie dragon to a cave with a wooden door with a broken hole in it. Peering through, they saw a hallway with a portcullis at the end and two doors part way down, each with a barred window. Entering, they noted footprints in the dust heading to the portcullis and into the room to the west. They proceeded to the east door, and looked through the window, seeing a treasure chest in center of the far wall. The door was locked, but Voltra easily picked the lock with a bobby pin from her hair. Examining the chest, they found it unlocked, but when they tried to open it a mouth appeared. The Vermling recognized it as a mimic, and Voltra fed it an apple, and then more fruit which it happily munched. It began following them, hopping along.

They went down the hall and looked through the portcullis. The room beyond was filled with hot coals, with just a small ledge running around the edge. No other exits were visible. They backtracked to the other door, which had a similar barred window. In the middle of this room was a statue on a circular pedestal. After some poking and prodding they determined the statue swiveled, but without apparent effect. Returning to the portcullis, they tried lifting it and succeeded with three PCs working together, but then didn't know what to do about the hot coals in the room. Eventually they tried the statue again, and figured out that turning it raised the portcullis, vanished the hot coals, and opened a narrow passage at the far end. They hurried down this passage when they heard the statue swiveling back on its own, fearing return of the hot coals. The Flame Wizard was particularly scared. 

The passage opened to a large room. As they went in, six skeletons came towards them from different directions, two wielding bows, two swords & shields, two polearms. Their eyes flickered orange-red in the torchlight. They battled the skeletons until destroyed, with only a few injuries. Luna's cat used a once-a-day power to turn into a "battlecat". The mimic aided them when it saw Voltra being injured. After the battle the eyes of the skeletons were revealed to be fire opals, 12 total.

Zengar found a secret door to the west. Pushing split the wall in to two doors opening into an apparently empty room with a door to the north. Axebit threw a rock in, causing the room to fill with blue light and a swirling wind. He then threw the remains of one of the skeletons in and it swirled around in the vortex, banging into the walls until dashed to bits. 

Everyone continued searching the skeleton room, until Luna found another secret door of similar design on the east wall. Another empty room lay beyond, also with a door on the north wall. Axebit threw another rock, but with no effect. Walking in, the entire floor dropped out beneath him —  a pit. He failed a Dex check and fell ten feet, taking 4 points of damage. To escape he threw his grappling hook up to the door ledge on the north wall, and pulled himself up. He tried to throw his rope back to the others to make a tightrope to walk across, but there was nowhere they could attach it. Instead they figured out other ways across — the Vermling and rats climbed down the wall and up the far side. The pet cat and genie flew across, carrying the war dog. The other two hung off the edge and then dropped down since it was only 10 feet deep. The mimic continued to follow them, hopping across the gap.

Beyond the door lay another portcullis, this one with a carved face above the bars which spoke, telling them "The Master is out, go away". After some conversation where they failed to trick the face, Zengar used his mind control power to cloud its mind and make it think he was the master and it opened the gate for them — "Welcome home, Master!".

Heading around the corner they found a solid iron door with a lock in the center. Luna used her flame to melt the lock. Beyond, another room, with a circle on the floor in which stood a gigantic four-armed skeleton wielding four swords. Voltra tricked it with the illusion of a party member running to the corner. The skeleton followed it over, and then the party members attacked it from behind. It fought with four swords, but each time it was damaged for 5 HP, one arm was removed. After the battle they took the large curved swords, which were finely made and looked valuable.

Heading through the south door they found a laboratory with a large bench covered with all sorts of equipment and fizzling liquids in containers. As Axebit went up to the table, a bookcase at the back of the room swung outward and a figure in black robes entered — the Master! He hit Axebit with a magic missile. Axebit in turn, threw one of the fizzling liquids on him, but it gave the Master the power of a Speed potion (I rolled randomly on the DMG Potion table). He then charmed Axebit, who moved over to his side of the table. Zengar then threw another liquid, which had the power of Oil of Etherealness, sending Master to the Ethereal Plane. This broke the charm, and the Master was like a spirit who could still talk to them but no longer touch anything on the Material Plane.


After the Battle with the Master's "Children"


The ethereal Master drifted through them to the north and then east through a door they had not yet entered, to a room with four large coffins. They heard him call out, "Arise my children!", and out of the coffins came a Ghost, a Zombie Dog and two big Zombies [these, along with the Master and the four-armed skeleton were from the Dungeon Command set the Curse of Undeath]. The PCs retreated south past the bookcase to make a stand at the door of what turned out to be the Master's bedroom. The Ghost was fastest and on them first. Luna hit the Ghost with fire for just a single point, but then hit it with her dagger for double damage (natural 20) in the next round and destroyed it. Then they battled the other Zombies, defeating them one-by-one. At this point the Master  still ethereal  fled to take revenge another day. 

Searching the Master's room they found a cage with the missing faerie dragon, who was happy to be rescued. They also found a trap door under the bed, which led to a narrow escape tunnel. They realized that the Master was actually out but had returned, and realizing there were intruders, had snuck in through the back way to confront them. Searching the Master's rooms they found potions, scrolls and money, the exact nature of which were to be determined later — it was bedtime.

Wednesday, March 27, 2019

Return to Gary Con: Day Two, Part One



Zenopus game. Source: Larry Hamilton of Follow Me and Die!


This is a continuation of my Gary Con XI report. The previous installment is here.

Friday was my first full day at the con, and I started it off by running the first scheduled session of my game, In Search of the Brazen Head of Zenopus. This was the third time I I've run it, the priors being a playtest with my local group, and then a session at North Texas RPG Con in June 2018. That game had nine players (including Chris Holmes!), but this one had ten, making it the first with every single pre-gen in play. Also new was that I made "minis" to represent the pre-gens:



Reference photo of my tokens for the game



The discs are real wood, ordered from a woodcraft company in Arkansas, 1" in diameter (& 1/16" thick), so they fit the squares on standard battle mats or dungeon tiles. I used them during the game for marching order and larger battles. While the pictures may look woodburnt, they were actually drawn with a Micron .05 black ink pen. I considered a paint pen, but I tried this first and it worked well enough. I started out puting a letter on each to help with recognition, but dropped that part way through as unnecessary. The back of each was labeled with the PC name + "Gary Con XI". After the game I gave them out to the respective players to keep as a memento. I also painted other tokens with different colors for opposing forces.

In the center are:
Boinger, Hobbit, 4th Level Fighter
Zereth, Elf, 4th level Fighter/3rd level Magic-User

Around them, clockwise from left are:
Lady Hortensa, Human (Amazon background), 6th level Fighter
Sir Geoffrey, Human, 4th level Paladin [with a Prince Valiant haircut]
Brother Ambrose, Human, 5th level Cleric
Murray the Mage, 5th level Magic-User
Olaf & Haldor, 2nd level Fighters (both controlled by a single player)
Maximillian, Centaur, 3rd level Fighter (I gave him a weird human-horse hybrid face)
Bardan, Dwarf, 4th Level Fighter
Sunna, Human, 4th Level Thief

I always like fold-up "id cards" (aka "table tents") during con games so I can tell who the other players are quickly. At North Texas I wrote some out beforehand, but since I'm running this repeatedly I decided to type up a sheet I could repeatedly print out and cut up. 





The font is a faux medieval font I found call Blackwood Castle, more readable than actual Olde English fonts. Futura is of course even more readable but has less flavor. 

I was so wrapped up in running the game that I forgot to take any pictures, but luckily one of the players, Larry of Follow Me an Die!, took several shots including the one at the top of this post. I had just given out the character sheets so everyone is studying them intently. Here's a shot showing Larry's set up, including his id card, character sheet, and the players map:



Larry of Follow Me an Die!


I started the session with some background on Basic D&D, how J. Eric Holmes came to edit it, introducing each pre-gen, and the background for the Zenopus dungeon. Due to the time limits, I started the PCs right at the dungeon entrance. As the con description indicated, "Murray the Magic-user has located a previously unknown means of entry to the old dungeons and has gathered you all in hopes of finding the legendary brazen head of Zenopus, a mask reputed to have the power of speech."

I'm not going to write up the entire game to avoid spoilers, as I plan to run this again, and also make it available for others to run (hopefully with art by Chris!). But the session was great fun, with enthusiastic players and some memorable incidents. It plays out differently each time I run it, which is what I was hoping for. There is actually enough material for several sessions if time allowed.

Here is another picture Larry took of the minis in action, which I cropped this to hide their opponents.




Some of the specific rules I used for this game:

-Dexterity for initiative. I made a list of the pre-gens, ordered by initiative, and simply went through the list each round of combat. I gave all of the Monsters dexterity scores prior to the game, so they simply went at the appropriate spot in the list.

-All weapons did d6 damage, except two-handed weapons were +1 to hit and damage. Some large HD monsters did 2d6 or 3d6 damage per blow.

-Fighter classes could make one attack per level against "ordinaries" - normal humans or humanoids. This is mentioned in OD&D volume 2 for monsters, and then more clearly described for players by Gygax in the OD&D FAQ in Strategic Review #2.

Finally, a big thank you to everyone who played in the game. It was great to meet & game with you! Cory (Boinger), Clint (Sunna), Demos (Zereth), Eugene (Geoffrey), Ioan (Max), Jeffrey (Murray), Jesse (Ambrose), Larry (Olaf & Haldor), Steve (Hortensa), and Wade (Bardan)

Next up, Day Two continued: En Garde and Discovery of the Unknown.

Saturday, July 28, 2018

Gygax's "Dungeon Delving" Playtest Reports


The map for Pane 8 "Red (Rose)" of the Hall of Many Panes

Here's a post to celebrate Gary Gygax's birthday, which was yesterday --- he would have been 80 this year. 

Last December I wrote about Gary's "Dungeon Delving" map from his lengthy 2005 module the Hall of Many Panes, written for his Lejendary Adventures system. In that post I looked at how it shared many features with his dungeon level designs from the 1970s. As a follow-up here I collect his reports from when he was play-testing this level with his home group, sixteen years ago in the summer of 2002.

These posts were all made on his gygax-games mailing list, one of the many online groups/forums that he frequented in the last decade of his life. The list ended up as a yahoo group and are still available here in a super-clunky archive that I assume could disappear at any time if yahoo goes under. There are precious few actual play reports from Gygax himself, so I think it is important to preserve these.

I've extracted the play reports from the above messages, removing some of the out-of-game info, although you can follow the links to find the full posts. I also corrected obvious spelling mistakes and typos where I noted them. I've also annotated where each room is located on the published map so you can follow along with the group's progress. To do this, it will probably help to open two browser windows, one with the narrative, one with the map.

The starting characters, per Gary's descriptions ---
Artimus the Rogue
Chahlor the Dwarf
Deogolf the Mage
Xagnar the Renowned (elsewhere described as a roguish hero)
Otto the Forester
Lovie the Veshoge (NPC run by Gary)
Longer descriptions of these characters can be found in the published Hall of Many Panes module, as well as in this 2007 EnWorld post by Gygax.

The Playtest Reports ---

6 June LA Game Session Message 5750, posted 6/8/02

"...After a quick R&R session, they then went on, tapped a hexagonal pane of red, and... DUNGEON CRAWL TIME!  That's right, fans, they are now in a "dungeon as of the days of yore," and they must needs find the long and arduous means of escaping.

The initial octagonal chamber, the center of which they arrived in has [nine] marble statues in it [Room 1, START]. They left the center so as to see the front sides of these figures--all ordinary sorts, from a noblewoman to a goose girl. Heading for an exit, they had stones dropped from the gloomy heights above my several angry male mandreagles. They left by one of the four exit doors, found another chamber, left there and went through several corridors, and are now in a small room in which there is a self-proclaimed "wishing well" [Room 29]." 

LA Game Campaign Session: 13 June Message 5764, posted 6/14/02

"...So with Artimus the team searched the room they were in with some care, but did not venture down the 6-foot diameter, 20-foot deep shaft with water at the bottom. After expending only a couple of gold pieces ($500) each, and one golden beryl worth a cool $5,000, the heroes departed the Wishing Well room as not likely to prove useful to their immediate mission--getting out of the stinking dungeon!

Led by the doughty Otto, the party soon came to another door in the maze of passages and chambers they have barely begun to explore. An armored warrior with a great mastiff greeted them, inviting them in if they were "no friends of vile cats" [Room 7]. After sharing wine with him they were about to set off for a pub somewhere on the level, a place owned according to the warrior by "Bobo and Bruno." Lovie attacked the chap when his back was turned.

Although she missed, she had used her Psychogenic Mind Reading Power to discover the fellow was a werebeast about to attack the party. It turned out the dog was also one, and in a fast and furious fight, the pair were laid low. Fortunately (from the players' standpoint only, I assure you), only one of the group failed to avoid being slowed and made 50% less effective that normal from the drugged wine that drank. Robbing the dead, the team took a bottle of the drugged wine, seven gold coins, and a considerable number of magical fungi they found hidden in the victims' small room. Chahlor the dwarf went so far as to take a necklace from the warrior-werebeast's neck, a chain from which depends a red disk. He now sports it as a trophy.

Delving further east and south, then heading west, they encountered a chameleon slime masquerading as a ceramic pot of water [Room 8], took some rather severe acid Harm to person and armor, but... Otto had brought along many pound of bicarbonate of soda. Continuing acid damage was ended, and with that and some Power activation, the poor slime was cruelly murdered for merely following its instinctive drive, its need for nourishment...

The savage marauders then entered a hall in which a figure on a leather chair of throne-like sort demanded they come close so they could speak [Room 9]. The callow adventurers did not, discovered it was a leather golem, and began to destroy yet another inhabitant of the place into whose presence that had come unbidden. Sadder still, the golem's associate, a mad ulf savant, was unable to turn any of the raiders to stone, then fell prone when caught in a Sticky Power effect that was cast by the merciless Deogolf. Chahlor then used an unchivalrous wand Power, Eggary's Extreme Smiting, to nearly slay the unhappy and unbalanced ulf--a figure no court in this land would hold responsible for his actions of self-defense, the protection of his golem included.

Just as the much-abused ulf arose and was moving to strike a mighty blow at the intruders, he again fell prone in the sticky area... Yours truly was greatly dejected. The party was much pleased, nay, overjoyed, at that. So they struck the coup de grace without compunction..."

HOMP, Thursday 20 June Adventure Session Message 5857, posted 6/21/02

"...Initially discovered on the ulf were some way-too-big dockalven composite armor and a heavy cutting sword which were unceremoniously loaded onto Otto, all quite untested. A very thorough search and looting followed. $1,700 in silver service pieces was insufficient, so the party kept up their depredations, found a secret cache under the stone chain in which the golem had sat. Therein 90 gold coins ($45K), and $50K each in loose gems & crystals, and gold jewelry were discovered and looted. Still unsatisfied, the rapacious band then examined a large pool in an alcove. Artimus nearly died when his hand contacted a small but highly poisonous little fish therein. Much consultation, several more near-fatal stings, and then more consultation and various attempts to rid the water of the camouflaged and well-hidden piceans followed. When asked, Lovie used her Psychogenic Ability Apport & Teleport Power to empty the pool of water. A tedious hunting for and slaughter of some 100 small fish was next. Then came a careful hands-on examination of the pebbled bottom of the pool. This discovered many plaques, a memory tablet, and a Hand of Destruction (copper) with 9 topaz crystal rounds--this Lovie demanded and received.

Leaving the thoroughly-trashed chamber, the team set off to discover more hapless victims. Instead what followed was a refreshing tour of the many maze-like passages of the level:) The number of encounters seemingly bypassed on purpose was a delight to the LM's heart. That two sheets of mapping paper, on both sides, were needed to attempt to chart the path followed--that actually quite unsuccessfully--was even more heartening, as much as their being within about 50 feet of "Bobo's & Bruno's Pub" and missing it [Room 21].

They did discover an arrow trap that did some Harm:)

After several game hours of wandering hither and yon thus, they came to a small chamber with the mixed stench of rotting and ozone pervading the place [Room 15]. As they were reading for something, that something came to them. A rather large shock wyrm emerged, delivered considerable lightning Harm to four of the heroes... Otto ran away having suffered 40 Harm. Chahlor took double Harm of 38, plus half that delivered to his clone (20), so he was in some distress too. Unfortunately two armor-bypassing blows, one from Chahlor, the other from Xagnar, slaughtered the justly self-defending wyrm. Had Lovie been able to strike ahead of Xagnar, her deadly sword thrust (01) would have done for the poor brute.

Some gold coins were discovered in a side passage from which the wyrm had emerged [Room 15A]. At the end of that way was a shaft plunging many hundreds of feet down to where it is likely the wyrm laired as 'home." Another long discussion followed as to whether or not, and how, they might explore that lower cavity. Xagnar was all for pushing Chahlor's clone into the shaft. After much ado, the party left. Too bad, as the wyrm's parents, too large for the shaft, were waiting expectantly for manna from above...

Heading east along a long passage, Chahlor was evidently feeling unclean, so he went for a deep duck into a 10-foot pool of water the denizens of the dungeon use for drinking.

Thereafter a detour south brought the band of marauders into a place where heavy, spear-headed iron bars crashed down to trap them in a 10' x 30' area ["C" near bottom edge]. Regrettably, the party was in need of rest, so they settled down there assuming that iron bars provide them with relatively safety in their "retreat." It is the LM's duty to disabuse them!"

27 June LA Game Campaign--more Dungeon Crawling Message 5938, posted 7/1/02

"Having left the bold band "overnighting" in a cage trap, there was considerable surprise when a new face was amongst the party when they awoke, that belonging to Vendar:
Vendar, a stout soldier who grew up in the hamlet of Burrflint, which is little more than a wide spot near the intersection of two major roads.  He worked in his parents’ tavern serving customer and stabling horses.  He yearned for adventure and travel and would listen to all of the stories, no matter how outrageous, that the travelers told when they were enjoying a mug of his father’s fine ale. When he was 15 years old he ran away from his parents and enlisted in a free company of mercenaries. Finding that much routine duty and little excitement was to be had in a mercenary band, Vendar left to find more exciting employment as a soldier of fortune, came across a strange fellow who offered him the adventure of a lifetime, and in accepting the challenge found himself in a closed mini-cosmos with a party of would-be heroes seeking to find and free a captive demi-god ... 
The "strange fellow" in this case looked like a dwarf-sized leprechaun, called himself "The Mors."

While the iron grate could be lifted a bit, lacking any levers the party decided to try another tact. Deogolf used an enchantment, and the whole group passed through the stone easily, were on their way.

There was much wandering through long and maze-like passages, for by this time the adventurers realized they had been subjected to some form of magical transportation in this dungeon. After working around an open pit in the floor, then long exploring, they were surprised by a pair of bale wretches--twice! [Room 25] Finally cutting off the vile living dead things' heads, the team took what was there in the coffins, and an indigo square pendant on a necklace lying on an altar.

Next they came to a fortress-like room where an ancient and reclusive savant of some sort dwells [Room 28]. He answered a number of questions for the group, then as they became somewhat threatening, disappeared. They left his abode undisturbed, went back to exploring, and eventually discovered a bathing pool in which Chahlor and Lovie took a dip together (ever wonder what dwarf-veshoge sprats would look like?) [Room "From 18"].

Noted there was: There are 12 large towels stacked in a corner, written on the wall by them, with a narrow slit in the stone below the writing is: “$500 per bather, towel included. Deposit coins in slot.” Lovie, first in, discovered a necklace with a square blue pendant, and she now wears it. Chahlor and Lovie need to decide if they will pay the outrageous bathing and town fee now...

Leaving the pool area, the party entered a chamber in which many bones and skeletons were strewn against the far wall [Room 23]. Watching those remains with eagle eye, the "harpooner" (domlithican) on the ceiling above managed to spear two of the group and knock them out with its poison. Fortunately for all, heavy armor and excellent weapons use enabled the others to free Deogolf and Vendar before they were drawn up for consumption. After some further attacks, the monster was laid low."

Thur. 11 July LA game Campaign Session Message 6136, posted 7/12/02

"...After some considerable time spent attempting to discover just where they were in the dungeon, Chahlor assumed the task of mapping, and Xagnar conceived of carving numbers into various doors to see if they were being transported hither and yon as they suspected. Through much effort, they discovered they were indeed being magically moved, were unable to connect explored and mapped portions of the level, but gained much insight...at the expense of any encounters of active sort. The party did get an exceptional amount of exercise walking the length and breadth of the level, only to backtrack in both cases.

The team did discover a covered pit trap, with spikes, Chahlor leaping back in time but Otto plunging in, missing even the one spike that seemed certain to skewer him, and coming out with mere bruises and contusions. They then discovered a cage trap, worked a lever, suffered some minot harm from arrows released, but escaped the cage ["C" in NW].

Nearing exhaustion the party then came upon a large hall in which there were eight brass pillars [Room 24]. In its foyer there was a pool of corroded copper. Vendar discovered when he investigated it that it contained a most hungry and aggressive flowing slime. An activation, a lucky cut from Chahlor too, ended its assault, although Vendar and his armor alike suffered some considerable Harm from its acid.

Upon stepping into the hall, they found all save the floor of white marble was of polished brass. 18 torches flared into light as if by magic, and later on Chahlor attempting to grab one to use as a stick weapon discovered they spat out gouts of flame at anyone too near... The Avatars saw three great urns of brass before the inner faces of the far columns, and before them a great magic circle inlaid in brass in the floor. Avoiding the latter, Xagnar lifted the lid of the first urn. Presto! It was a brass golem, and it smote lustily upon the unsuspecting fellow.

He fled with the golem in pursuit, and soon Chahlor and Deogolf shattered the construct with their Powers. Another jar was struck by Chahlor's activation, it becoming a brass golem with four arms, but again meeting destruction from Extraordinary energy. The same thing happened with the third brass urn, it transforming into a six-armed golem that was all-too-quickly blasted to bits.

In the ruins of the first golem Xagnar discovered a miniature golem with command words upon it. Artimus succeeded in convincing Xagnar that he should bestow the figurine unto him, much to Alex's chagrin. The remains of the second golem produced a figurine of an oni imp with command words, it being taken up by Vendar.

As Chahlor picked up a necklace with an orange pendant of hexagonal shape and a brass bound tome, the latter smoked, incandesced, burst into flames from which appeared a most irate oni. It smote Chahlor soundly. Five of the Avatars smote back, but only Chahlor, Xagnar, and Deogolf's enchantments were of effect. Eventually it came down to three persons fighting it, all save Deogolf at a distance, rather badly wounded. As the demon used an energy coil to harm and paralyze Chahlor, Xagnar and Deogolf finished the oni."

LA Campaign Session 18 July Message 6422, posted 7/20/02

"...After the party rested and did some healing in the hall of brass, they exited and all-too-soon discovered a nearby room was one in which they had encountered and expunged a pair of bale wretches [Room 25]. That discovery, of course, enabled them to put several map sections into their proper order. There was much grumbling and lamentation from the LM at that point.

Thus intelligenced, the team began exploration so as to improve their dungeon map, and even a wandering blindsnake had no effect on that determined, if slow, effort.

They marched east and west, north and south, so as to get the lay of the land, so to speak. Although this exercise bypassed many interesting things, they did discover a chamber with a large iron chest--and the four flatadders dwelling in the area [Room 12]. Being surprised by them, considerable venom went into the team before the snakes were cruelly slaughtered. Lovie the Veshoge was struck twice and her Health was in single digits. Healing was again in order, as was an exploration break of 12 hours game time whilst adventurers slept, regained AEPs.

Thereafter Chahlor, leading the way and mapping, the Avatars continued on. Suddenly the dwarf disappeared from sight, leaving only the lingering echoes of a shriek of surprise. A huge kru-krad ape had snatched him up from where it lurked in the rafters of the newly entered space [Room 11]. Thumped soundly, Chahlor was cast down, but managed to avoid being stunned. Thus he and several others learned how nasty these creatures are in melee. More healing followed.

In the process of continued mapping, it was next discovered that an area with stairs up [A1] transported them some considerable distance away to the north [A2]. In working their way back southwards again, a secret door was noted by Otto and Lovie. The party followed, found a circular chamber with tools in it [Room 5], then the starting big chamber [Room 1]. As mandreagles tossed down rocks, broke a bright bubble thus, Xagnar was elected to use his bracers of brachiation to clear them from the place. This he did with effect, killing eight males and 16 females of the vicious creatures, the few survivors then fleeing the place in haste.

Much laden with tools, armor and arms taken from various encounters, the party settled down in the great hexagonal chamber for a breather while they decided what they should do with their excess baggage. The LM vociferously urged the use of the hand cart left in the circular chamber in which the tools were discovered, but Xagnar kept warning of the encumbrance and noise associated with such a vehicle."

LA Campaign Adventure Session 26 July Message 6533, posted 7/26/02

"...Much of the time was spent in moving about in the dungeon, checking the path followed against the map, and making corrections to that work. In actual fact, the pile of partial maps was reduced to only a couple, as the main one was corrected and expanded. This was enabled by the marking of dungeon doors with numbers and very careful exploration.

...After eating, healing, resting, recovering AEPs, there was consideration of taking a hand cart from a nearby chamber so as to be able to carry all the shields, armor, and weapons the party had collected. When it became clear that the vehicle was noisy, slow, and would attract attention, that plan was abandoned--along with the shields, armor, and arms--those being piled up in the room.

Leaving the big octagonal chamber that had been the happy home for many mandreagles before their slaughter, the team exited using the same path as their original departure. thereafter in more thoroughly exploring the area there, they discovered a pair of feline werebeasts masquerading as a human female and her black lion guardian animal [Room 6]. Chahlor signaled Lovie to use her Psychogenic Ability to check on the pair, but this was spotted by the werebeasts. As the random die rolls indicated Chahlor and Kahlar [described as a doppleganger of Chahlor] were attacked, it was apparent that the werebeasts considered the dwarfs as the leaders of the party. The pair struck, the black lion overbearing Kahlar, mauling him savagely, and keeping the doppleganger out of action, while the one in human form beat soundly on the actual Avatar, Chahlor, and then others. Of course that left plenty of others to beat back, and in sort order the two werebeasts were cut to pieces. Finding a necklace, valuables, and four boli of health, robustus, three of moderatus sort, the team left there.

Following that action the main exploration operation began. Noting landmark areas and door numbers, the party moved through long stretches of the subterranean labyrinth, revisited the healing pool where a mere $500 (one-ounce gold coin) enables healing (13-16), AEP restoration (9-12) and the use of a towel to dry off:) [Room "From 18"]

During this lengthy trekking, avoiding assiduously areas suspected to transport the party, there were two relatively bright spots--the triggering of an arrow trap, and that of a previously-visited covered pit with spikes set in its bottom. As in the initial mishap, Chahlor and Otto were leading the way, the dwarf avoiding falling in, Otto plummeting down. This time not only did the Forester miss falling on the one spike that might have penetrated, his fall broke it! The only consolation was the 13 points of shock Harm from the fall, this bypassing any and all protection, of course.

Having thus established the eastern boundaries of the level, the party began a systematic exploration of the blank map areas there in the northeastern portion. By so doing they stumbled upon and were totally surprised by an url [Room 26]. That worthy pitched two rocks, just making his hitting chance with rolls of 85 and 84, delivering excellent Harm thereby. He then grabbed his huge flail and smacked full four of the intruding Avatars smartly. Sadly, he missed his next two attack rolls, and the team did for the url thus. As they were gloating over their triumph, two more rocks flew into the group. Both would have hit, but alas Xagnar has an Extraordinary protection that lowers initial attack success by 50%, so he was missed. Vendar, already wounded, fell with health of -5 from the stone that struck him. The dwarf had available a magical stone, however, that restored full 60 Health points to his fallen comrade, so that attack was not fatal after all.

Two trolls that served the url came into the fray from their southern quarters [Room 27] and fought valiantly but hopelessly. They too were cut down, after delivering some stout blows to their opponents--Kahlar (then replaced by Chahlor) and Xagnar.

Loot from this wanton killing amounted to some fair amount of coin two, necklaces and five amber ammunition crystals for Lovie's hand of destruction.

Feeling relatively safe in the lairs of such fell creatures, the battered Avatars settled down to refresh themselves with food, pillaged ale, rest and sleep."

HOMP Campaign Session 15 August Message 6769, posted 8/16/02

"...The team had stopped for a rest period in the "baseball-home-plate-shaped" temple chamber with decorations and three deital-figure statues of Egyptian like sort [Room 19]. There play commenced. After leaving two gold coins in each of the three offertory dishes on the altars, and one $5,000 topaz before the figure that resembles Osiris, the team went on.

The puzzled LM wondered why no prayers and requests for anything accompanied the offerings, but such is life.

After the party left, the offerings were magically transferred into the "Fund for the restoration of communications between deities and mankind."

Mapping continued, as the wretched dwarf cartographer further developed and completed the means by which the team could access all portions of the dungeon level with easy and know their exact location. Bah!

By searching the blank areas, the party soon came upon a heretofore undiscovered side chamber from the starting octagonal one, picking up there a lantern and jug of lamp oil (kerosene) [Room 4]. Going back, they then found a small chamber in which a "jolly and kindly priest (necromancer) dwelled [Room 17]. As they broke bread with him he summoned his 60 blackrat friends, activated Bone Splinters Power too, dreaming he had a chance of inflicting some severe damage upon the namby-pamby adventurers. As he was about to follow up with a Reaper's Scythe Power attack, Chahlor used his want to nearly kill the fellow with an Eggary's Extreme Smiting. That blew the necrourge's activation, and in the following ABC he was slain while attempting to escape through a secret door. Much loot was taken, but there was no sign of a necklace and pendant.

Searching on seeking the two missing keys to their escape from the labyrinth, and now fully able to move around with relative surety, the party next came into a rectangular chamber with nine murals painted on its walls [Room 18]. Ignoring some very interesting pictures, Chahlor touched one with a buxom maid offering a tankard of ale, was sent instantly to the Ogre Brothers Pub [Room 21], and the rest followed. After a "day" of boozing and loafing, and a night of rest there in the best bedroom, the bold band went back to exploring.

Sadly, their map was such that Chahlor was able to lead them directly to a side chamber, a large place that was the residence of a sorcerer, and currently the haunt of that one's spirit, a fright [Room 13]. As they went into the bedchamber portion of the place it manifested itself..."

LA Campaign Game Session 22 August Message 6853, posted 8/24/02

"...the fight with the living dead fright went badly--for the fright. It did gain a lot of P Base Rating points to as to strike frequently in semi-material form, but even with its high protection the team unloaded so much on the critter that it didn't stand a chance. In upshot it managed to drain only one point permanently, when Ottos Avoidance failed and he ran off. (Note to all LMs: Have one fright for every two Avatars, and the latter will be meat on the table!)

With the destruction of the fright, the usual looting frenzy followed, and what was thought to be possibly of value but not immediately identifiable was stashed in the two Commodeous Carryalls the team had taken from the ogresses [Room 22]. Thus laden, and with the eighth necklace, the party went looking for the ancient sage. With Chahlor's map being about 95% correct, this was an easy matter. When he was not in the Ogre Brothers Pub, they simply went to his area [Room 28], knocked, and were admitted.

He asked for the simple meaning of the following:
"In pinetaris; in oaknoneis.
"In mudeelsare; in claynoneis."

Eventually that was stated by Vendar.

Then they got the clue for the location of the eighth necklace, and Chahlor nailed it all too quickly, led the way, managed the opening of the secret door alone, taking the arrows, and thus the last key for escape from the dungeon was gained [Room 14]. Both Vendar and Chahlor received 50 extra General Merits for their efforts.

Back at the octagonal chamber where the adventure began, there was a period of experimentation with the necklaces. Then following the most obvious relationships between each shape and the statues, they got the right order for all eight on the first try! That earned an extra 50 for all the party members, so their Merits were 300 for the session and 300 for exiting.

Much the worse for wear, the party exited through the rose pane that appeared with the proper placement of the necklaces, hastened to the brownies' for R&R, and examined and divided up the extensive loot. Vendar now has a two-handed sword that has a P bonus of 15, harm added of 13-16, all supernatural Extraordinary. Xagnar received Winged Heels boots. The two Commodeous Carryalls remain with Chahlor and Otto. Lovie got some dandy ammunition crystals for the Hand of Destruction, so she can't complain. Deogulf garnered a number of Enchantment Powers on Plaques, so he thus needs now only some Memory Tablets to be well pleased indeed.

Happily, the bold adventurers did not stop by the pub to bid adieu to the ogre brothers..."