Showing posts with label t1. Show all posts
Showing posts with label t1. Show all posts

Friday, October 21, 2016

The Moathouse Grind


When Vulpio’s elven contacts learned that Burne, a human magician, was sending adventurers to explore below the moathouse, they summoned him and his friends Gerrilynn and Wolfgang with their own offer: don’t allow a long-buried evil return to the world.  Without being specific, Arethil, the elven priestess, told the party that she thought she thought there were darker powers involved, plotting and gathering strength deep below the earth.  The elves had a secret entrance to the dungeons beneath the moathouse.  They offered the party a safe base and asked them to explore.  If they could find the source of the power Burne was seeking, the elves would help them address it.  But if the enemy was who they thought it was, the elves didn’t want to alert their ancient foe to their presence; a gang of human explorers were unlikely to raise the same level of alarm. Speaking of humans, the elves warned Wolfgang & co. to avoid contact with Burne’s guards in the moathouse above, or for that matter any other humans.  If they could not be evaded, any humans should be dealt with diplomatically and brought to Arethil.  Gerrilynn thought this sounded ominous, but Arethil assured her, “If I wanted to kill them, I would leave that to you.”

The party came across a number of strange sights. A natural pool inspired curiosity, but bones on the bank warned them away.  The crypt, though quiet, seemed to offer nothing but dread and danger. They explored other tunnels.
Opening a door onto a blind wall seemed to trigger some type of alarm.  They encountered two groups of beast-men who attacked on sight.  These were fierce warriors, but between Gerrilynn’s divine powers, Wolfgang’s animal companions and Vulpio’s war hammer, the monsters were destroyed.  The party took a prisoner-- a hairy, shambling creature with claws and fangs. Gerilynn wanted to turn him over to the elves, while Wolfgang wanted to lead him to the wilderness outside and let him “run free.” Wolfgang won the argument, but Gerilynn won the dispute; on their way to the exit, the elves met them, congratulated them on their success—and took custody of the prisoner, throwing s net over his head and arms.  Wolfgang took this as proof that the elves would do the bugbear harm and that they should have done more to get him out.  But he turned over the prisoner.
The elves were grateful to have a prisoner, but most of all hoped to find the source of Burne’s new power.  So the party continued to explore.  Gerrilynn had made a comprehensive map and found they were confronted with a number of imperfect options.  There was the pool of dark water, in which something was lurking.  There was the crypt, which Wolfgang refused to explore.  And there was a portcullis barring the way down an otherwise safe looking passage.  The party reasoned that they were responsible for the portcullis being down—that the clanging sound they’d heard when opening a door the day before had been the sound of iron crashing down on the stone floor.  But they couldn’t figure out how to open it up again.  Wolfgang made friends with a group of rats who were eager to show him their home and the way down—if he could fit into the six-inch diameter hole in the wall.  They could not.




 

Saturday, May 17, 2014

Wolfbang, the frog protector

 During the winter, a new group of treasure hunters visited the moathouse, and finding the upper levels virtually entry, took their time searching the dungeon area, and found a hidden staircase leading to a still lower level. The survivors of that expedition shared news of their adventures back in Hommlet. New rumors of strange, bestial creatures circulated the village. Burne the wizard, and a few others with rare sensibilities, kenned a change in the environment that suggested the treasure hunters had unwittingly re-opened a source of magical energies or knowledge. Burner convinced the elders that it was time for Hommlet to establish an official claim to the moathouse and its contents. He proposed that a force of vermin-hunters, led by several of his own men-at-arms, and supported by Hommlet's militia clear out any remaining giant frogs or other similar odious creatures that laired in the ground level of the moathouse. This would allow a garrison force to secure the entrance until the village decided on a plan to exploit the magic resources below.

Jaroo, Hommlet's chief druid and a member of the council, was muted in his opposition to the plan to eradicate a species from its natural home. He provided sound reasons to delay the extermination plan, and in the meantime called on his fellows to send a young druid who could help him save thee frogs.

The druid college sent Wolfbang, a headstrong and bellicose initiate who arrived in Hommlet with his pet wolf and a donkey laden with spears. Jaroo explained his plan. The frogs days at moathouse were numbered, that was clear. But there was an expansive swamp south of Hommlet that would provide a better home. Wolfbang should hire some assistants and transfer as many frogs as possible from the moathouse to the swamp. 

Wolfbang talked to some of the treasure hunters who had previously visited the moathouse. Gerilynn and Phoebe accepted the job, making terms with Jaroo that involved payment of 10 gold pieces for each successfully re-located frog.

The group started by surveying the swamp, seeking a suitable new home for the frogs. The swamp seemed to extend for miles in the area south and east of Hommlet, becoming progressively swampier in the area near the moat house. They were surprised to find signs of human habitation, a criss-cross of narrow tracks through the trees and mud.


Next, the group approached the moathouse. Gerilynn, based on several previous experiences, explained to the others that frogs, if hungry, would attack anything living that made its presence known. The party came to within 30 yards of the muddy water surrounding the moathouse, and then began throwing stones and clods of dirt to attract the frogs' attention. 

Sure enough the frogs came. Wolfbang accosted the largest of the frogs and made it understand that he was not food. The second largest frog lashed at Phoebe with its long sticky tongue and began to draw it toward its mouth. Phoebe drew her sword and severed the tongue-- that frog retreated to the water. Several smaller specimens lingered on the edge of the water.

The remaining large frog made Wolfbang understand that it was still hungry and that if he was not food, then there should be food somewhere else close by. It looked meaningfully at Gerilynn.

And so Gerilynn started to run. The frog ran after her. Wolfbang, Phoebe, and the wolf followed the large frog while the smaller frogs followed them.

The merry chase led away from the moathouse and toward the swamp. Gerilynn sprinted toward one of the few trees suitable for climbing, and pulled herself into it. Wolfbang, Phoebe, and the wolf ran into the swamp. The smaller frogs began to gain on them in the thick mud, but the advantage was reversed once the party reached one of the tracks they'd located earlier. 

The large frog, finding it couldn't reach Gerilynn with its tongue, joined the smaller frogs in their pursuit of the main party. After waiting to be sure it was safe, Gerilynn climbed down, and returned to Hommlet on the path through the woods.

Running on the trail, Wolfbang and Phoebe discovered they could easily outrun the frogs, but varied their pace enough to lead their pursuers well into the swamp. Only when the shadows were lengthening toward the end of the day, did they run their hardest and complete their escape.

Friday, January 11, 2013

Do you need a reason to go back to the Moathouse?

A few days after their expedition beneath Burne’s tower, Thimbur and Fezziwig were summoned to the local Church of St. Bocrates where Brother Calmer explained that Panyus had informed him of what had happened and that he had a theory regarding its cause.  Predictably, he believed it had something to do with the lingering evil that resided in the moathouse.  Brother Calmer introduced Fezziwig and Thimbur to Godith, the survivor of another party of adventurers who had recently ventured into moathouse.  Some of her companions (“the brave paladin”) had been killed and others had slunk out of Hommelet under reekish clouds of churlish suspicion, but Godith, somewhat inexplicably, had remained.  Thimbur and Fezziwig agreed that they would be glad for the assistance of someone with current knowledge about the moathouse, especially one who boasted some talent with magic, and welcomed her to the party.  The party shared their plans with other long-time residents of the Inn, and so their numbers swelled to nine, including their long-time associate Fernac the card-shark, Brother Doobius, an acolyte cleric, Clever Riff, and three from among Burne’s Badgers.  Panyus issued to each of the Badgers one of the peculiar items that the party had taken from the blue people under the tower.

Well-outfitted, the party made their way to the Moathouse along the usual path, and tried to enter by the main entrance.  A few of the giant frogs which infest the area attacked Fezziwig as he crossed the swampy moat by way of a pile of rubble and debris.  Although he was pulled from pile of rocks into the mud, he slew his attacker and the rest of the party killed or drove away the other frogs with arrows.
I think I found something! by Brayo
I think I found something!, a photo by Brayo on Flickr.
The party passed through the courtyard into the moathouse itself.  They explored the upper rooms, killed two giant beetles, and harvested their glowing glands for use as a light source.  Godith showed them the way to the lower level, warning them of the many dangers below.  Thimbur threw a beetle gland into the pit, illuminating it enough to satisfy that no undead creatures were lurking immediately nearby and that the floor was cleansed of slime and mold and mushrooms.  They tied a rope to a spke in the floor and descended into the pit.
Doge's Dungeon by ferrisnoxIn the lower level, they did not at first encounter any living thing while exploring dungeon cells, a torture chamber, a store room, and several small, smashed up rooms whose original purpose they could not determine.

Doge's Dungeon, a photo by ferrisnox on Flickr.
  At last they came upon a pile of “fresh” refuse, and heard voices nearby.  They prepared an ambush, and largely because of Godith’s sleep magic, very quickly dispatched of a group of men wearing black cloaks emblazoned with the symbol of a yellow eye.  They allowed one of the sleeping men to rest peacefully, while they killed the others, stripped them of their black cloaks, and hid their bodies.
When this was done, Thimbur and Fezziwig donned the black cloaks themselves and woke the sleeping man.  “It’s okay,” they told him, “we arrived just in time.”
Although suspicious at first because he didn’t recognize them, Thimbur and Fezziwig convinced their captive that they were his friends, and that while some of his companions had been killed, most were resting in their bunks, and the intruders had been driven away.  Yes, they said, they had come from the main temple, and they had come to check up on how things were being managed.  The captive was careful to avoid saying anything bad about “Master” while also emphasizing that he was new and didn’t know much about what was going on.  He did admit that some of the men were frustrated that they weren’t having as much fun as they expected.  “But I tell them, it doesn’t come all at once, you have to work for it.”  He was surprised to learn that they had entered by way of the pit and hadn’t yet checked in with Master.  He suggested that he should take them to check-in with Master, pointing generally to where they would find him.  And then he reached for his dropped sword and, not wanting to take any chances, Fezziwig and Thimbur killed him.
The party retreated to the dungeon cells and hid the informant’s body with the others.  They agreed that Godith’s sleep magic had very useful and that because it seemed quiet in the area of the pit, and because that wasn’t a commonly-used entrance, they should spend a few hours resting, tending to their wounds, praying for continued protection, and give Godith an opportunity to study her magic books and prepare the necessary ingredients for more spell-casting.
Soon, however, they were distracted by a strange grating noise.  After investigating several potential sources, they returned to the place near the refuse pile where they had met the black-cloaked guards.  Here, they met more black-cloaked guards.  Several of the party members were still similarly disguised and so rather than attack, they initiated a conversation.  This group was suspicious and wanted to know about a missing patrol.  When Fezziwig suggested that they had returned to their bunks, the guards attacked, one of them stabbing Fezziwig deeply with his spear.  Their leader sent one of their number to go and sound the alarm.
In the ensuing battle, two of Burne’s Badgers were killed.  Fezziwig’s wound was very severe and the party fully expected reinforcements to pursue them.  Thus, they abandoned their dead, made a swift retreat to the pit room, and climbed up the rope to the upper level.  They cut the rope behind them and, half-carrying Fezziwig, made their way back to Hommelet.

Tuesday, July 26, 2011

New Residents at the Moathouse

The moathouse which is the “adventuring locale” associated with the Village of Hommelet is not generally regarded as a killer. But it can be. Several waves of PCs have made generally successful forays into the moathouse, and have found that when they make their return expeditions, that new, often tougher monsters have replaced those previously displaced.
A couple new PCs joined the party of “permanent-guests” (or “treasure-hunters” in the local parlance) who have taken up residence in the village inn. These included: Le Pierre, a strong farmer from a smaller village downstream that wondered what the people of Hommelet were putting in the water; and Danderion, an elf from Grey Mountain who didn’t explain what had brought him there.

Fernac the card-shark, glad to make another go of it with some new recruits, offered to “lead” them. When the party (Le Pierre, Danderion, Osric, Aurelia, Mapper, and Fernac) arrived at the moathouse, they saw clear general signs of what was causing problems downstream—a large chunk of wall near the front entrance had crumbled into the water, additional debris had collected, and the main flow of water was being diverted into an expanding mudflat. Frogs were there in abundance and the party prepared for their assault. Well-armed with bows and other missile weapons, the party made short work of the giant frogs. During the fight, they saw an enormous lizard head peak out from inside the courtyard and grabbed one of the larger frogs for itself. After the fight, the party retreated some 20 yards, hoping the lizard would round out its meal with more frogs. But after gobbling down or one two more, the lizard showed its preference for large meat and charged. Le Pierre and Aurelia met the charge, while the others shot arrows into its sides. Both Le Pierre and Aurelia were badly wounded, and the lizard pounced on Aurelia to make a meal of her, again trying to retreat to the courtyard to eat. The party killed it with more arrows, but Aurelia could not be saved.





BIGUANA by Brayo
BIGUANA, a photo by Brayo on Flickr.





The party decided to return Hommelet and invite Lili the fighter to accompany them and, to replace Aurelia, invited the “other” cleric—Fezziwig—to come with them and left Mapper the thief at home.

In their second foray, the party mode cautiously but quickly across the debris and into the courtyard and then through the courtyard into the house. They scouted the rooms on the ground level. There were signs of recent structural damage, including a hole in the ceiling of the main hall. After spotting some glowing red orbs that they wanted to avoid, they decided it was time to go down. This proved difficult. The stairs were burned out. And after they threw down some burning brush to illuminate the place below, they began hearing an unearthly wailing sound, from an unseen source. They retreated to the main hall to discuss their next course of action. There they noticed some small rocks falling through a hole in the ceiling. And then the face of a wild looking man with flecks of bloody flesh in his beard. And the claws of lion. And wings. Le Pierre rushed to meet the beast and was knocked to the floor. The rest of the party closed in with melee weapons to rescue the monster and kill the beast. At Lili’s suggestion, they found a way to climb onto the roof and found a bronze statue of a meditating figure, obviously valuable, and not impossible to carry back to Hommelet.





They sold the statue and bought bows and suits of chainmail. They also bought a rope ladder. They brought the ladder back to the moathouse, nailed it into place. Again, the shrieking started. Fernac offered to climb down into the cellar. After a few steps immediately climbed back up. Why? Something undead. Something that Fezziwig couldn’t turn and that wasn’t injured by normal weapons. Fernac let Lili borrow his magic dagger. She stabbed the creature before getting dragged down into the hole.

The survivors returned to Hommelet. They bought silver arrows, silver daggers, and each received a vial of holy water from the church of Saint Bocrates. They recruited Gunthar, a fighter. And back to the moathouse.

This time the undead creature was met with a volley of silver arrows and put to flight. They pursued, Fernac recovering his dagger. They moved into the area where some of them had been held prisoner, and then through a door secreted in a large pillar in the torture chamber. Another volley of arrows followed the creature down the shaft inside the pillar and they killed it. At the bottom of the pillar, they found a crypt—and more undead. Four of them, not as deadly as the half-ghost thing, and vulnerable to regular weapons, but deadly enough to kill Osric and severely injure Fernac. After the four ghouls were destroyed, the party returned to Hommelet for a long rest.