This site is an online accumulation of the Post Reports for my current ongoing D&D Campaign - for anyone who might be interested in reading them.

Monday, April 27, 2020

PBEM, Episode 5 - Sitting Room and Armory

FIVE

(I/C)
Brendon and Wyn walked towards the now open secret door where Abraxis and Kovid were looking in. “It’s dark in there, Senor Manbraider.” Kovid held aloft his lantern, pouring one of his flasks of oil inside (reduce # of flasks to 3, reduce encumbrance to (3)). He swiftly lit it as the elf and thief finally arrived.

Meanwhile Lyra and Lannis, seeing they were being waved closer, quickly grabbed a few of the larger kobold bones (Lyra add Kobold arm bone (2), Lannis add kobold leg bone (2) and kobold skull (2) to sheet and adjust Encumbrance) and started heading off to the rest of the party. Lannis was looking over the bones with care (No Roll) as was Lyra (No Roll). “I wonder if they were eaten first or buried whole?”

Lyra snorted disgustedly. “No bite marks, and they’ve been buried in wet fecund growth and ground for some time, enough for weather and insects to clean them free.”

“So buried whole, or dropped there and covered over with tomatoes.”

“Speaking of that,” Lyra said with a whisper, “the elf took some of the tomatoes. The roses were disagreeable; do you think it’s ok to eat the tomatoes? Or did the plants eat the kobolds?”

Lannis nodded, “We’ll let Wyn know.”

As they finally arrived, Brendon was holding aloft the lantern and stepping into the DARK ROOM. Light blossomed around as the thief entered, the lantern illuminating the room. This was at one point was a SITTING ROOM of sorts. Along the NORTH wall were two passages, one on the EAST, the other on the WEST, both leading NORTH. According to the lantern, the EAST passage travelled a dozen paces and turned EAST, while the WEST passage kept going beyond the lantern’s light to the NORTH, with a side passage heading further WEST.

There were two DOORS, one on the EAST WALL, one on the WEST WALL. There was a worn threadbare COUCH in the middle on the north wall, a wrought iron BRAZIER was next to it, empty with old ash on the floor around it. On the SOUTH wall was a wooden BOOT RACK, currently empty, and a CLOAK RACK on the wall – with one dirty CLOAK there, the bottom stained with the same mud we walked through outside, the mud was only partially dry.

While looking around, Brendon also listened (>Hear Noise, Red 15%), and from the EAST DOOR, was able to hear the faint sounds of VERMIN moving about. There were odd echoes coming down both of the NORTH passages but nothing he could define and the WEST door seemed quiet. The entire area seemed devoid of dust that you expect for a Castle untouched for 30 years.

Waving to the rest of the party, they went to enter when Lannis looked at the ground around us. “Can I borrow the tarp, Kovid? I want to drag it about and hide some of our footprints.” The dwarf nodded, “Good idea, Manling,” handing the tarp over before entering the SITTING ROOM and taking position near Brendon.

Wyn, Abraxis, and Lyra conferred briefly before entering as well. Wyn pointed to the EAST Passage, “SeƱor Salazar, please guard dat opening. I guard da otha one. Keep noise low, please.” Taking position, Wyn stepped briefly into the hall to get away from the lantern so his infravision kicked in, but as Kovid had said, there were no heat sources nearby, but he was able to see a bit further down the passage to note it went at least 30 paces, not counting the side passage. He listened (>Hear Noise, Orange 2) and faintly from somewhere down here, he didn’t hear anything per se, but the scent of water came back to his delicate elven nose.

Abraxis nodded and turned to Lyra, “Senora Leera, would you care to join me defend this path?" She joined the fighter and took up position there. The two of them stood guard and ready, listening intently (<Hear Noise, White 10, <Hear Noise, Blue 18) but there was nothing nearby.

Lannis finished dragging the tarp around blurring our footsteps and after shaking off the obvious mud, folded the tarp up to give to Kovid when he could.

Brendon, Kovid at his side, panned the room one last time with his bow drawn and turned to the dwarf. “Ok. I’ve told you what I have seen. What next?”

The Time is 9:55.

(OOC)
The group has moved into the Castle and there are 4 places to go from here as well as a few things to look further in this room. What is the plan?

Sunday, April 26, 2020

PBEM, Episode 4 - Exploring the Grounds

FOUR

(I/C)
Brendon dried off quickly, strapped his armor and weapons back on with a thanks to the Cleric and then looked to Lannis. The Magic User commented that we should be wary of the roses and making sure Wyn was far enough away, commented that elves are queer botanists. Kovid nodded his head, spinning one of his hammers with agitation while Abraxis guffawed and slapped his knee. “Queer.”

Getting a cuff on the back of his head from Lyra, the Cleric replied that there is safety in numbers and we should stay together, “but keep the noises to a minimum.” The party agreed. Brendon offered to meet up with Wyn and then go explore ahead, bow and arrow drawn. Kovid nodded, “Good idea, Manling. I will go to the gazebo and further explore that thin path the elf did not.”

“I will go with you Senor Manspaliner!” Abraxis offered, drawing his sword and settling his shield in place.

“Manslayer, Abraxis. Slayer.”

“I love their music,” he replied and Abraxas and the fighter went off to the Gazebo, the dwarf walking behind the taller human and weighing his hammer again in contemplation.

Brendon, Lyra, and Lannis followed; Lannis with his staff out and Lyra her club and shield. The continued on past the Gazebo to the garden where Wyn had a wooden box open and was filling it with 12 LARGE GREEN TOMATOES (12). Seeing the rest of the group he was caught up with the plan and agreed to go with Brendon. “Tread wit care,” Wyn said to the 3 gathered here, “Goblin tracks all over this here Gah din. They harvesting a the toe may toze.” Closing the box he followed the thief, eyes open and the two of them went towards the Castle – travelling along the beaten part of the garden that Wyn had pointed out someone had traveled through to harvest tomatoes.

Kovid and Abraxas started at the Gazebo, where the dwarf paid careful attention to the very wet muddy ground. “Poor drainage,” he said. “Shouldn’t be but the drainage is poor here for some reason and the ground has become supersaturated.” He stomped his boots and Abraxas did as well, the dwarf thinking. “The Castle should have a drainage system in place already, but its failed,” he was looking carefully as they walked along the THIN PATH North (> Detect Stone Variation. Yellow 28%). As they went, Kovid was able to see where the earth had been dug up and smoothed over. Taking out his Iron Shovel, he dug down half a foot and was able to see where the drainage stones had been taken.

“What?” Abraxas asked.

Kovid shook off the shovel. “The large drain stones have been taken from the trough – meaning the water doesn’t run along the channel and is instead flooding this area. Big stones, easily over a foot square and then some.”

“Why?”

Kovid shrugged, still walking North towards the Castle wall. “Who knows, but someone had to have taken a LOT of these stones. In the past they would have been used for building, now? Who know what someone is using them for.”

“Senor, you do explain things well! Man Splainer was right!”

Brendon and Wyn walked north, scouting the area. No roses in the area, the ground seemed to wet for them, and the underbrush was more of the viney type. They were very aware of their surroundings and took note of anything that might be an issue, but as they made it to the wall, Brendon (<Dex +2 Bonus, Red 10) and Wyn (<Dex +2 Bonus, Orange 8) do not slip in the uneven ground and make it to the wall without issue. The ground within 10’ of the Castle was not as wet and waterlogged as the 3 to 5” of mud they had to walk through. The Thief gave one more look around and satisfied nothing was here, noted that the Dwarf and Fighter were also approaching the wall from a bit to the East and the Cleric and Magic User were looking over the GARDEN some distance behind them, and asked Wyn, “If someone/something did come along to the garden – we should check the area here for hidden doors.”

“If there are, mon Cherie, we will find them, I gah rahn tee it!”

A serious search of the area Brendon (Red 1) and Wyn (Orange 4) were convinced that there were no secret or hidden passages into the castle from here but a few smears in the mud did lead Brendon to believe that possible someone had come from East of this spot along the wall – maybe near where Kovid and Abraxis were looking .

Paying attention to the idea of goblins being about, Lannis (< Wis +2 Bonus, Pink 4) and Lyra (<Wis +2 Bonus, White 8) looked over the garden with exaggerated care, trying to find anything of interest as they went up and down the no longer obvious rows. It was on a repeated pass that the Magic User’s staff clacked on something hard in the vines and weeds. The two of them pried apart the greenery and then donning the Gloves (Gloves, no roll needed), Lyra pulled and yanked on the vines at length until they managed to find a partially buried skeletal figure here. Thinking at first it was goblins as per Wyn’s advice, they noted the bone structure was too small, the head too canine like, and the presence of a tail under the greenery. Looking at one another Lannis (Int>15, no roll needed) nodded at the Cleric and said, “Kobold.”

From there Lyra looked all out through the garden in her crouched over position and was able to see other bits of bone here and there under the tomato plants. Other skeletalized kobolds. Maybe 10 of them or more. “Lots of them, Lannis. And someone has been fertilizing the garden with dead kobolds.”

Kovid and Abraxis followed the thin path of stones north as it lead them closer to the Castle. It seemed to be heading to the GUARD TOWER there and even though the ground was saturated, the path although muddy, was only so across the top half inch or so.

Finally at the tower, they looked to the WEST to see Brendon and Wyn searching the wall intently. “Senor Manslayer, should we do the same?” Nodding, still with weapons out, they looked over the wall intently, seeing if there was a way in or not, and Abraxis (Blue 6) and Kovid (Yellow 2) gave the wall a deep and thorough search when Kovid grunted, “Gotcha you little…” and pushed on a small section of stone that was sticking out, and with a rumble, a section of the guard tower slid open revealing a DARK ROOM, dimly lit  but to the dwarf’s infravision, the DARK ROOM was maybe 40’ wide and 30’ deep, two small passages went off to the NORTH along the NORTH WALL at the EAST and WEST section of the wall, while two doors, one on the EAST WALL and one on the WEST WALL, made of wood and closed finished up the chamber. The room was COOL to all appearances, no different than the rest of the environs.

The entire group sees the door opening and Abraxis waving them forward. The feeling is that we’ve been lucky so far that no one has noticed us yet (WMC, Red/Black 5) but that might not last. Time now is 9:45

(OOC)

Good job! Area Completed.

Lannis, Lyra, Wyn, Abraxis – all add 25 XP
Kovid – add 40 XP
Brendon – add 50 XP

What would you like the party to do? Some things have become known, others are still unanswered. Please make sure your sheet is adjusted as I will not be sending a new sheet out yet for a while.

PBEM, Episode 3 - Exploring the Grounds

THREE

(I/C)
Wyn and Brendon were asked to come back to join Kovid at the SHED. The dwarf handed the SET OF RAWHIDE GLOVES (2) to Lyra (Add Rawhide Gloves (2) to Inventory) who thanked him before giving them a once over. They were thick palmed rawhide leather gloves that although had been in the shed for 30 years were only somewhat stiff and after some working, were able to bend accordingly to her hand.

As for the rest of the material, Kovid took the IRON SHOVEL (20), 2 LARGE SACKS (1), and 4’ x 4’ OILSKIN TARP (50) (Add to Inventory). Meanwhile Brendon took a look at the RAKE and worked at the pin holding the iron tined head on until it popped free and he could keep the 4’ WOODEN STICK (5) (Add 4’ stick to Inventory), discarding the other part.

Lyra and Abraxis let the group know about the well and Lannis came back to tell the group about the roses, staring back at the wall and shuddering. From here the party discussed possible ways to enter the Castle when Lannis suggested that due to the flooded area south of the Castle, the Hill the entire structure was on, and the presence of the well – it is possible that the well itself might be a point of entry. Glancing at Brendon he added, “Someone should go down and check.”

Abraxis nodded deeply. “Yeah! Senor Banks should go down. I can drive spikes.”

Brendon sighed. “It’s Brendon. Not Banks.”

“That’s your last name.”

“No, it’s Lake.”

Frowning, Abraxis pulled out a battered looking folded over piece of paper and read it slowly. “L...A…K…E. Banks!” He put it away. “I’ll go drive some spikes,” he repeated while heading towards the well with the rest of the group.

Lyra and Lannis meanwhile were looking down into the darkness. The Magic User had out his tinderbox and was using his nimble fingers to braid thick lengths of dried grasses. The Cleric meanwhile was leaning just over the well and holding a stone steady in her outstretched hand, made ready to drop it. Lannis managed to finish his braiding and then lit the grass, and the two of them dropped it into the well at the same time. The rock fell faster as the burning grass caught the air, but it illuminated the side of the well dimly as the rock fell with a “Sploot!” and then a hiss followed as the grass went out.

“35’” Kovid muttered as Brendon uncoiled his rope and gave Abraxis a pointed look.

“Abraxis, I’d prefer it if you didn’t drive spikes, Someone might hear us.”

“40’” Kovid turned around, Wyn giving him and innocent look.

“35’…elf.”

“But, Senor, I have spikes,” the fighter said.

Wyn shrugged. “Sure. Maybe. If you don’t count the last 5’.” He turned to Lannis, “It’s a time for you to sew pehr vize. I’m gonna a go look at the garden and the toe may toze,” giving the mage a pat on his shoulder and then walking away.

Kovid pursed his lips, making the top of his beard flex and pulse before shaking his head and looking at the well. “Abraxis, you and I, let’s hold the rope, and lower Brendon down.”

“Senor Banks. We will not let you go.”

Brendon unslung his pack, quiver, and bow, Lyra taking them, and then tying the rope to his waist, mounted up over the well and nodded to the other two who braced their feet and let Brendon work his way down the well (Comb Str >22, no roll needed). The thief felt confident that if he needed to climb out of the well he could do so easily with the many chinks in the stone.

The temperature of the air in the well grew cooler as he went lower and the light dimmed to almost nothing but he could see the top of the water coming up and motioned above to stop lowering him. Leaning over he used his 4’ pole to extend his reach and dunked his arm under the water, prodding the walls all around the well. The walls were solid, he did encounter an older waterlogged bucket just barely floating under the surface of the water, and the water continued to go lower.

He motioned a little lower and some more rope was let out and now Brendon was IN the well water. Taking three deep breaths he folded his legs and let himself slip under the water while Abraxis and Kovid leaned up against the wall of the well to give the thief the full length of the 50’ of rope.

Brendon swam down at least another 8’ and prodded lower with his stick, hitting all the walls of the well – and it was still solid, no side passages or holes, and the well still went deeper. Deeper than the 50 plus feet he had already gone. He pulled himself up the rope (no roll needed) and the two strong companions helped pull him out of the well where he toweled off and wrung out his shirt, sharing what he had learned.

Meanwhile Wyn was giving the thick underbrush a good once over as he made his way SOUTH and WEST again. In places the roses dominated, and in others underbrush dominated, and although it had to be almost 4’ high in many places, it never came close to reaching the top of the walls.

He passed the GAZEBO and THIN PATH once again and arrived at the GARDEN. Many of the original vegetable and flower plants here had been overgrown or choked with weeds, but there are signs that at least TEN Tomato plants had grown were with cages to corral them Over time the tomato plants have grown around the cages and now there are over 40 of the plants. Many of the tomatoes are still green and not ripe, but a casual look shows that the plants in the northern part of the GARDEN, closest to the Castle, have had their fruit harvested. There are no tracks to be seen here as to what might have harvested the tomatoes, but there are enough broken stalks and bent plants that indicate that someone has come through and left by the NORTH part of the GARDEN.

Time now is 9:30

(OOC)
What would you like the party to do? Some things have become known, others are still unanswered. Pleas make sure your sheet is adjusted as I will not be sending a new sheet out yet for a while.

As soon as everyone one replies, I will advance to the next turn. Let’s try to keep this exchange to one day.

Good luck!!

Saturday, April 25, 2020

PBEM, Episode 2 - Exploring the Grounds

Resubmitted - learned that the > and the < symbols do not cut and paste over. So fixed the missing problems and submitted it again below.


TWO

(I/C)
Kovid looks at the distant shed and collapsed wellhouse. "Not going under the field right now, Manling, Don't see a bucket, might be under the wreckage. But eyeballing it I'd say the shed's against the castle wall and the well is more towards the front of the castle - 70' or so?"

"75," answers Wyn absently.

The dwarf looks at the elf and grits his teeth. "70."

Wynn waves his hand as if brushing away a fly. "Brendon, as I said before various animal tracks under the field and some goblinoid footprints too. No hairs."

From behind Wyn you hear, "Knife eared toy maker" but only Lannis the Magic User is there and he's looking out into the ruined city of Acreage and when he turns back he looks at the party with a quizzical expression. "What?"

The Gazebo seems to be leaning away from the castle (so leaning more south). Abraxis points to the tomato plants and leans his large hand against Brendon's shoulder. "Look, I see a structure over there. See? Around the bottom of each plant? It's a cage to house tomatoes! Which is funny, because tomatoes don't usually need to be locked up."

The party crossed over the crackled cobblestones and then came to the rainbow field.

Lannis stayed behind, eyes fixed on the barrier while Wyn went under the barrier first. He had to get down about half way to make it under, and his hair stood up a bit on his passage underneath, but nothing else untoward happened. He was debating which way to go at first, taking time as elves are want to do.

Kovid crawled under, straightened his hammers and then pointed to the Gardener’s shed, tugging Brendon that way who was heading towards the tomatoes. The thief nodded his head and walked with Kovid to the shed while Lannis chuckled and muttered “failure” under his breath.

Lyra gave the Magic User a rap on the back of his head and hissed at him to get along before she got to the other side and waited for Abraxis to pick himself up from the ground and follow her to the well. “Ok,” Wyn said in his accented Common, “I will go to gah zee bow then.”

Lannis watched the barrier for a few minutes, measuring the intensity of the colors, the ragged base, the thickness, and checked for any modulation. He was satisfied after some period of looking (>Int. Pink 1) that the barrier was failing but at a rate too slow to be measured in the period of minutes. He asked Wyn who was still standing there how old the tracks were and the elf replied, “Months at least. 4? 6? Not too long.”

Content, the Magic User headed towards the roses growing wildly between the SHED and the WELL.


Brendon went with Kovid to the SHED, the dwarf pulling out his war hammer and weighing it in his hand while glancing at the lock and chain. The thief went up to the lock, pulled out his thieves tools and set to work on the lock. After a few minutes of frustrated effort (>OL 15% penalty. Red 90%) Brendon put away his picks while Kovid grunted. He instead took out his prybar and stuck it in the loop of the lock and began spinning it slowly, binding up the chain and adding tension. After some turns and a bit of elbow grease (>Open Door +1 Bonus, Red 1) there was a snap and the lock broke open. Kovid patted Brendon on the shoulder, “Good job, Manling. Good job,” while the thief walked away pocketing the broken lock. “Might need this later” (Add Broken Lock (10) to inventory) while heading SOUTH and then WEST to the GARDEN area.

Lyra and Abraxas approached the well with care. The well housing looked like it had fallen down either from poor maintenance or partially caught in the blast that leveled Acreage 30 years ago. The two of them looked at one another and then proceeded to try and clear off the garbage and broken material from the well. After some time Lyra (>Str. White 3) and Abraxis (>Str. Blue 7) made short work of the offending lumber and cleared off the well. The well itself is almost 3’ above the ground, the walls are at least a foot thick, the diameter of the well is almost 7’ and the mortar on the stones is still in good shape. Looking around they do spot the pulley in the cleared debris and about 20’ of poor fraying rope, but the bucket is not here and might be inside the well. The two of them squint into the darkness and kick a few stones in. There is water down there but its deep and the guess is it’s at least 30’ down or more into the well.

Wyn walks his way SOUTH and then around the corner, closer to the Gazebo. The foundation stones would normally keep the gazebo a foot and a half off the ground but the ground is in poor shape and seems extra muddy for some reason – hence some of the foundations stones have shifted and the Gazebo has slumped over some time ago. Wyn spends some time checking it out, actually crawling onto its surface briefly but the shifting floor made him uncomfortable and he managed to dance off lightly (<Dex +2 Bonus. Orange 12) without issue. The Gazebo itself seems in good shape otherwise and from where the elf is standing, there is a thin path of crushed stones leading from the Gazebo to the South wall of the Castle with the white roses growing in abundance and where at some point a walking path was once established.

Kovid managed to wrench the old door open (Str >10 – no roll needed) and looked inside the Gardener’s Shed. There was some old animal nests and various garbage but after cataloging the useful items he was able to identify a WOODEN WHEELBARROW (250 – 0 if rolled), IRON SHOVEL (20), 2 LARGE SACKS (1), IRON TINED RAKE (20), 4’ x 4’ OILSKIN TARP (50), SET OF RAWHIDE GLOVES (2) that would fit either a woman or elf only.

And finally Lannis approached the ROSES with a wary eye. The roses grow low and act like ground cover. Their vines disguise numerous thorns and are fairly thick. The blooms themselves are a pale white color not unlike the shell of an egg. The smell is intoxicating this close to them and Lannis felt himself getting a bit lightheaded before noticing the vines had crawled close to his leg and he stepped back in time (> Death Ray Save, Pink 17). The vine moved a bit before settling back down again. “Damn it,” he muttered, “even the plants are trying to kill us.”

Time now is 9:15 AM

(OOC)

What would you like the party to do? Some things have become known, others are still unanswered. Brendon did NOT get to the garden to check it out yet at this time as he detoured to help Kovid and unless you change your mind, will be able to enact that request next turn.

PBEM, Episode 1 - Exploring the Grounds

ONE

(I/C)

The Party has traveled north and east from Specularum for almost a week. Four days ago you passed through the Barony of Ferk and have been travelling in unclaimed lands ever since. Some crofters make a living out here, the odd hamlet of thatched huts clustered together for warmth and safety while wolves and other more dangerous beasts hunt in the dark spaces beyond the dim light of civilization.

This morning your group crossed the original watchtowers that marked the borders of the Dawnlands, but the fetish markings of Goblin activity signaled to both Brendon and the Elf that greenskins of sizable numbers were still about. So your progress has slowed as you’ve kept to forest and brush and avoided open ground. Lyra has proven to be a deft hand with the sling and numerous rabbits and birds have been knocked unconscious to flesh out your meals without the need to use precious arrows.

You are aware that you are in a unique situation as being the first adventurers from the Academy on premises. This means that if the ward around Halgafar’s castle is indeed fading, you have the best chance to find any treasures as well as the Prism Crown.

For this last day, the ground is a mix of blasted heath and naked cracked stone, but green shoots are pushing their way through the poisoned soil, showing the new life is breaking down the 30 years of corruption. You have camped outside the broken city of Acreage where you can see Halgafar’s Castle rising over the city, a thin play of rainbow lights encircling the structure. The Castle itself appears to be whole and undamaged behind the shimmering field when seen from this distance. The town, much less so.

Acreage is a maze of broken streets, collapsed buildings, and marauding wild dogs. The group made the call to not enter the city at night and to camp instead in the relative safety of the surrounding woods instead. Lannis is sure that at some point during the night he heard Ogrish voices in the maze of toppled buildings, and something about “Corfard’s Blessing” but nothing else was forthcoming.

After the sun’s rays broke the horizon the group broke camp, finished their prayers and studying, and snuck their way into the city. Abraxas was concerned we would have to fight either goblins or ogres now, but Lannis and Kovis assured the fighter that those races do not like to fight in the sunlight and instead prefer to fight in lesser lit areas instead – so we should not run into any now.

Even so it has taken the group an hour to arrive at what once was the Ispan’s Castle.

The Castle is situated on a HILL and from Kovid’s guess, measures at least 200’ square. The Outer Walls are 30’ tall and crenellated, with guard towers every 50’ connected by a parapet. The gates, 20’ tall double doors, are CLOSED and there seems to a PORTCULLIS in front of the gate in the DOWN position. There is a number of pale white ROSES near the walls of the Castle and the underbrush is thick around that area. As for the rainbow field, it IS weak along the bottom and it is possible to crawl under the field without too much trouble. From the tracks in the area, according to the elf, many animals have been doing so for weeks…and in a few places, goblin footprints can be seen as well.

There is a GARDENER’S SHED along the EAST Wall, closed and locked with a length of chain and rusty lock. There is a WELL, the wellhouse has collapsed over the well but could be moved. There doesn’t seem to be any noises coming from the Castle but sound seems to be muted this close to the rainbow field.

Along the SOUTH of the Castle are the remains of a GAZEBO that has slipped off its foundation a bit and lies at a 15 degree angle with the ground. A wildly overgrown garden is here where numerous TOMATO plants are growing, many of them showing the red vegetables sitting fat on the vine. The ground near the garden is damp and wet. The time now is 9:00 AM

(OOC)
What would the party like to do?
Dean, Magic User, Lannis Offop
Kelly, Cleric, Lyra Adder
Mike, Elf, Wyn D'Endee
TJ, Fighter, Abraxas Salazar
Rik, Thief, Brendon Lake
Adam, Dwarf, Kovid Manslayer XIX


I need to know what EACH person would like to do. Right now the group is at a collapsed building about 40’ from the rainbow field, and then another 50’ from the walls of the Castle. You have circled the area and have gathered the information given. You CANNOT do everything by yourself so discuss what you would like to do and then reply to all here what your character might say and do I/C and what might need to be further explained OOC.

As soon as EVERYONE replies, I will answer and move the game forward 1 turn. Outdoor exploring turns might be 15 minutes, Indoor/dungeon turns might be 10, Combat turns would be 1 minute. Let’s try to keep this first exchange to within ONE day in between emails.

Friday, April 24, 2020

COVID Interim! PBEM Game - Background Set up

Due to the Pandemic, about a week after our last get together there was talk about doing something. Roll20? Discord? I am not a fan of playing virtually, I think it loses something in the game, so I didn't want to water down my existing game. Instead we talked about doing something else.

Years ago I had played in 2 PBEM games and although it has been 30 years, I figured we could duplicate it here - especially if it was email. So the group all agreed and I put together a pile of BX characters for them, 5,000 xp each. And I was going to photo document everything.

And here's how it started:

(I/C) Halgafar, Ispan of the Dawnlands, was a beloved elven Lord known far and abroad for his even temper and his generosity. Trades for rare woods, skins and furs, and medicinal works and elixirs brought merchants from near and far to the principle city of Acreage. On high, Halgafar looked over his country with a firm and beatific hand.

During the year 378 DF (Dragon Fall), goblin raiders from Jector skirmished with the Ispan's forces and in a surprise turn of events, defeated the elven lord's forces in the field. Halgafar summoned his most able spellbinders and arcanists to help stem the tide of the marauding goblins who were tearing their way to Acreage. Together they worked to erect a barrier that would stop the greenskins in their tracks.

The spell went horribly wrong.

A wave of rainbow fire coursed out from his castle and twisted everything that the light touched, warping it, breaking it, killing it. The land roiled and the skies turned black with sheets of lightning. The goblins had been broken and driven back, but the same was said of the people of Acreage.

When it was over, a scintillating aura of rainbow lights encircled the Castle of the Ispan and the land of Acreage was a blasted wasteland. It was eventually discovered that no one could get past the rainbow ward and the riches and fate of Halgafar were lost and unknown. The Dawnlands were slowly abandoned and various monsters from Jector and brigands made their home there instead.

It has been almost 30 years since the fall of Halgafar and the Dawnlands when word has come to Specularum from rumor, ranger, and trappers that odd lights have been seen deep in the Dawnlands, coming from Acreage. There is thought that the rainbow barrier might have fallen. The Academy of Explorers has put together a call for adventurers who would risk the week long journey to the Dawnlands and see if the Ispan's Castle is indeed open.

If so, the adventuring group is charged to find and retrieve Halgafar's headpiece, a Silver crown with a 7 count of cut crystal stones referred to as the Prism Crown. The Academy is willing to pay 200 Gold Crowns for the effort and the knowledge is that any treasure found at the castle is for the party to keep.

Your group of 6 have answered the call and will brave the journey across heath and hill to find the Prism Crown if at all possible and plumb the depths and heights of Halgafar's Castle.


(OOC)
Ok! Here we go!
When you see I/C - it means that is information that is given IN CHARACTER.
OOC is OUT OF CHARACTER.

When you write your email post - please specify what is I/C and OOC so we can keep it straight.

There will be some assumptions along the way. I am assuming that any thief character is looking for traps and checking locks if they are in place and able to do so.
I am assuming that all characters will be looking for secret doors if able to.
Combat will be simple initiative - they go/you go.
Before Combat everyone will have to decide:
Front Line - engage the enemy head on
Support Front - engage the enemy in conjunction with another person
Missile Fire - stay at least 5' away and use missile fire
Spells & Other - use spells, rods, wands, potions, anything else


How do we start??
That's the first part!

I need everyone to pick a color - just one - same people CAN pick same color if need be:
White
Green
Blue
Red
Grey
Yellow
Pink
Orange

Then, I need everyone to pick a Character - these are B/X style characters so keep that in mind. Everyone is starting at 5,000 XP so the level range runs from 2nd to 4th..
Human Cleric
Dwarven Fighter
Human Fighter
Elven Fighter Magic User
Human Magic User
Human Thief

Each person can only pick one! So please - discuss amongst yourselves who wants what, Don't let someone just get "stuck" with something.

If I get everyone's answer by End of Day today - I'll send out the first part and character sheets and we can go to the next part and start of adventure!

Thanks guys - remember - this works only if everyone participates and does their best!

Good luck on your quest for the Prism Crown


Then the next email that evening was:

Thanks to everyone for your efforts so far on this.

Dean has gone through the thread for me and we have the following:

Dean: Magic User, Pink


Kelly: Cleric, White


Mike: Elf, Orange
TJ: Fighter, Blue
Rik: Thief, Red
Adam: Dwarf, Yellow





Following this email, I will send everyone a copy of their own character.

You can not bounce scores - they are what they are - all randomly rolled up last night
You can not get more equipment - what you have is what you have to start. You characters are 1 week away from home and 5 days from civilization - and I've arranged it so that everyone has 15 gold crowns left. If you need something, hopefully you'll have a chance to find in in Halgafar's Castle.

On your character sheet in the equipment section you will see a number in parenthesis - that is the encumbrance weight of the item you are carrying - every 10 coins of weight is equal to a pound
Typically, every 400 coin weight is a reduction in speed. Higher strength adds to this number, lower strength removes from this number.
Under Melee is listed your adjustment on the d20 to hit your foe, and damage done with your weapon
Under Missile is listed your adjustment on the d20 to hit you foe based upon Short/Medium/Long range - which is also listed in feet. You do NOT get 3 attacks with a missile weapon.

If you have a Dex 13 or greater, you can swap a weapon or quickdraw a weapon if you did not have or wanted to swap - otherwise you have a -4 to hit on first draw round or swap.

I need you to look at your character and make sure it makes sense - any questions - please ask HERE in REPLY ALL format since if you have a question how the PBEM game will work, others will as well.

I will also need a character name and if at all possible - try to find a picture of YOUR character and crib it from the internet and use it when replying I/C.

After every combat or every few turns, I will send you an updated character sheet. The sheet is yours and I am not sending them out to everyone - if you WANT to share - that is up to you.

Thanks guys and good luck!

Saturday, April 18, 2020

Meet 115, Adv 7, 3/14/20

This was the last meeting my group had before NY put the PAUSE in place due to the Coronavirus that brought 2020 to a stop. The party had gone back into the Terror Dungeon, this time with the other group, and the intention was to map out the entrance from 2 to 3 and see how they all come together, giving the group a loop to look at for the top level to see how one can get from any of the three entrances to any of the other and not need to use the Chime.

Write up follows:

The party that had come back from Bork Keep went off to see Julian before they split up to train. There were some questions about the Orcish fetish Barb had been carrying, some of the cosmology of the Dungeon, and some greater exposition of Primus and the silver statue we had. Julian answered our questions and expanded on more of our knowledge of the Dungeon.

It was after we left that we were wondering at Julian’s knowledge. He refused to tell the group anything that we didn’t already question, and he made sure to only discuss things we had seen in the dungeon – not things we are slated to see. The thought was he knows more of what’s going on than he is revealing.

We finished making our purchases and on the morning of the 9th, the 9 of us: Barb, Brading, Thalin, Dizzy, Gryg, Eoghan, Thon, Menaria, and Silk (Including Eoghan’s now much better trained wolf, Grin) loaded up our two sleighs and horses and were on our way by 8 AM. The snows had been slight as of late and there was a foot and a half or so of the packed down stuff. The roads outside of Erylond were rutted for a mile or so before we were far enough away.

Passage was without issue as we travelled along, eventually making it to the borders of Canaslan where we slid off the skis and added the wheels, rode through the stolen kingdom, and then finally on the opposite side and back on the road, removed the wheels and reattached the skids. It was about 10 that night when we arrived at Bork Keep, checked in with the Seneshal, and took up location once again at Visitor’s Hall One.

Given the time we arrived and the fact that we had the Horn now, there was talk of going in quickly and checking out Entrance 3 – where a fountain had been mapped out by us some time ago but we had avoided drinking from since we did not have the Horn at that time. So we made a pact to just go down and hit the fountain and then leave – no funny business. So we geared up, made our way to the Entrance and came down to see the two guards at station as well as a slightly younger (16? 17?) year old woman acting as recordkeeper – along with a late 20’s slick backed moustached leather clad fancy man trying to make time with the girl.

He identified himself as Hawkee, troubadour and bard, always looking for a willing woman or a thrilling tale. We tried to ignore him, while the girl, Mina, Kara’s sister. Took our information and Hawkee paid attention to it. He was eventually told that another group of adventuring women were just coming to keep right behind us and they would most likely want his services. So he grabbed his pan pipes, fixed his rapier, and left to make his introduction.

Mina was thankful and we entered. About halfway down the decision was made to send Thon the rest of the way down and verify that there were no problems or surprises waiting for us. Thalin hit him with an Invisibility spell and our half-orc thief went down. The base of the stairs showed the same room we had seen before, slowburn torch on the south wall, various chalk marks, the place a bit quiet, and some low voices down the north door.

As Thon was checking out the east door on the way to the fountain he managed to open it, step in, and in the distance, we heard a low gonging sound. It vibrated through the dungeon and then the door to the north opened and three 8’ tall blue skinned humanoids carrying long curved clubs came running out, hit the west door, and charged down there eventually heading off to where the gonging noise was. Faintly..so faintly, he could hear the sounds of combat echoing from a long distance away.

Thon checked carefully the passage east, then took it around to the room with the fountain, looking around with exaggerated care.

Meanwhile it had been some time so Dizzy and Barb came down the steps to find Thon, saw the two open doors and then made their way east calling softly for the half-orc. They all met up (he was still invisible), verified the fountain was clear, and then called off for the rest of the group to join them. We all went around to the fountain room, door shut behind us, two people on guard to listen for any signs to the blue men or anything else.

We went to the fountain and using the Horn we brought it to the water where it glowed and then the glow stopped when the Horn was full. So we lifted the fountain water and one by one, we all took a drink. Since we were using the Horn any negative effects of the enchanted water were muted to just cool water, while good enchantments passed through unchanged. However each of us could only drink from the fountain once.

We had a variety of effect such as faint spell ability and healing, to further life experience and even a few instances of coins on our person doubling. Some of us had no measurable effect but that was ok, we did what we wanted. From there we made our way back to the stairs and then without delay, went up to the surface and left – total time, maybe 45 minutes.

We rested that night and the next day prepared spells and scrolls, ate well, and made our way to the Entrance again – this time aiming for Entrance Two. At 11:40 we made our way down the steps while spiraled until eventually at long last, we made it to the bottom. Once again most of us stayed hidden partially on the steps while two of us were going to explore. Dizzy had been saying we should hit the southeast corridor as it might in a round about way, link up with Entrance Three. So once we were sure all was ok, we came around the corner to see some filth on the floor in a wide swath and then the passage going east and “T” intersection after some dozen paces.

As soon as then stepped forward the ground dropped out beneath the two of them and Dizzy and Thon skipped back just in time to avoid falling down a 20’+ pit with spikes at the bottom. There was a lever just below the surface of the pit in the down position so we held onto each other and pulled it up fast – and the pit mouth closed and latched shut.

We tested it to see if it would open, even using a thrown grappling hook which made a hell of a lot of noise (nothing came!!), eventually satisfied that the latching would stay in place for a half hour or so, maybe..we were guessing. The rest of the group came down the steps, crossed the pit, and we all were at the “T” area. A slowburn torch was on the south wall beyond here – the passage when north and south some dozen paces and both turned to the east.

The northern one was a short passage to a door with a viscera paste of some…meat? All over the floor on either side of the door. Nah. The southern one was a longer passage that ended at a door the area looked a bit messed up and burned. That door was eventually verified to be not locked or trapped, but Dizzy was uncomfortable with a door left behind us so he made his way up there to listen. Hearing nothing…but the viscera on the floor seemed to have moved. It was moving slowly but trying to cut off his retreat.

Eoghan’s wolf, Grin, was growling north the entire time, fur ruffed, until Dizzy came back. Back at the southern door we opened it up to show the remains of a prayer room to Moradin, dwarven crafting major god. There had been a battle here, broken bows and other piled up stones acted as a break to offer cover. A 6’ bronze gong had been knocked off the holding pins and was leaning on the wall. We looked around with care, Barb smelling some animals nearby, the party searching for secret doors – but it was discovered by pressing a section of Moradin’s beard – and a hidey hole on the east wall opened up and we found a secret room.

It was a 20’ square chamber that other adventurers had used. A pair of iron shanks had been mounted to the secret door to lock it behind you on the top and bottom. A box was here, battered former porter’s crate, and inside was a noted carved that it you needed something take it, if your didn’t, leave something here.

Various rope, spikes, bits of skins, boots, clothes, oils, other adventuring gear – even a few healing draughts. Thinking it was a good idea, the party dropped a few things in the box as well just in case and we were discussing where to go next. A note on the wall warned of Ogres and Goyles nearby. There was also a secret door on the eastern wall of this room (not secret from this side) that we decided to listen to (heard nothing) then open and see a corridor running north and south…and the scent of fresh turned earth.

Friday, April 10, 2020

Meet 114, Adv 7, 3/7/20

This was the wind down meeting after many many days in the Terror Dungeon. One of the players said that it feels like PTSD sometimes. So we had some chance to get back to town, but before that we tripped to the other group still in Erylond and wind time back a bit to see what they were up to get involved in some Dwarvish / Orcish racism.

There is an underlying story that hte group has had a chance to only scratch but I am sure that as they keep going through the adventures, more will become apparent and there will be some "ah ha!" moments

Write up follows:

The group made the long slow trip through the foot and a half of snow back to Erylond, both Darius and Rhygar manning the sleighs for the ride. It took the better part of 13 hours to make the trip and the party was pretty exhausted for the effort. The gate guards gave us a bit of grief and we were checked over by a visiting priest to check for contagions before we were cleared and allowed to enter.

We arrived at the house @ the early hours of Icemonth the 5th and woke up the rest of the group who wanted to know what all the noise was…

As for the other group, we rewound time a bit and started the clock 6 days earlier when half the group went off the Bork Keep. There were still lots of work to be done around the house and the party split their time between looking for employment, checking in at the GRSAG, and home repairs. As the days were going on, Grygmiir had found some friendship with a local bowyer, and even though there was no work the dwarven ranger, his advice and knowledge was welcomed by the proprietor and the patrons.

When Eoghan came to visit one day and replace a few of the clothyard shafts, they had noticed a well dressed dwarven warrior had come in. Sporting a windlass flatbow and a commanding presence, he was looking for a number of “ripper” bolts (flanged and bladed) for some of his hunts and got to talking with the locals, including Gryg and Eoghan.

When the conversation meandered about and was realized they were adventurers who regularly plumped the Terror Dungeon, Kangar Gorokson, was interested in talking with them and invited them to a local dwarven/gnomish popular pub called the Rusty Barrel.

From there they talked about the Randari Ympyr and the great war and the delicate peace we have now as well as the privations of strife and the orcish people. And then the conversation turned racist. Seems Kangar is from Gorok and the Mountain Dwarves have long memories and intense hatred for the orcish people. Gryg and Eoghan kept it neutral in their responses but Kangar took their comments in the best light possible and it was understood that they agreed with him.

He invited his companion, Tannock, another Mountain Dwarf, over and the two of them gave the party members their pitch. Five years ago, an Odinian Seer in Gorok had a vision that Black Orcs, the original ruling class and now slain Randari empire orcs long gone, MIGHT have been seen once again in the Terror Dungeon. And the Gorokian Dwarves want to make sure that these horrible trouble makers never get the chance to escape and return to the surface.

And they were willing to pay 50 CROWNS for a pair of Black Orc tusks. Now, no one has seen such orcs, and for 5 years they’ve been approaching adventuring groups again and again about this. But they truly believe is a possibility and want to make sure that Gryg and Eoghan are aware of it they are willing to pay and pay well.

We thanked Tannock and Kangar for the drinks and made our way out and then took a circuitous route back to the house where the guilt set in on seeing Barb working in the kitchen on dinner, and Thon doing house repairs on a sticky door to the pantry. Both of orcish descent.

Once the rest of the group was together we talked about what we had learned and the group agreed it was time to go to Julian the Sage and see if we could get some questions answered. So we were knocking on his door @ 9:30 in the morning and then spent an hour bending his ear and getting some questions asked. A few times he had a longer explanation to tell but the party had a number of their questions answered.

As for the idea of Black Orcs, he said it’s a theory and had been approached 5 years ago by the Gorokian contingent about it. There have been zero proof of it to today, but as Julian was want to say – It’s a theory and theories can be neither proven nor disproven easily and until either happens, should be entertained as “possible”.

So the group was woken up on the morning of the 5th where we let in the other party, shared some information for a bit, and then we all went to sleep, giving Menaria and Silk the option to sleep here as well.

On the next day we awoke, ate breakfast, and then caught up with one another in broad strokes on how things had been going. About 3 or 4 of the party members were going to the guilds to train and we were mapping out who would be heading back to the Keep. We paid off Menaria and Silk and committed them to the next foray – the two of them agreeing and happy to make the trip. We agreed to meet up with them in 3 days on the 9th at 8 in the morning where Brading, Barb, Thalin, Dizzy, Gryg, Eoghan, and Thon would make the trip to Bork Keep.

We hit the GRSAG and started making what purchases we needed to in adventuring gear and decided that the party that had come back from the Terror Dungeon had some more questions to make to Julian so we would do that tomorrow.

Monday, April 6, 2020

Meet 113, Adv 7, 2/29/20

The party finally made their way out of the Terror Dungeon, their longest foray in. They were also successful in taking down the Bandersnatch and getting a bit more of an idea and long term view of what the Terror Dungeon might be.

Write up follows:

So the party was in the room before the Bandersnatch pen, and they verified they had all 5 keys, taking the time to figure out which key went into which lock. From the other side of the pen they could hear the Bandersnatch snuffling and banging on the door (9’ tall, 6’ wide for those keeping track!).

We had the makings of a plan that involved a number of spells and scrolls but the truth was it was about 9 PM and the party was pretty low on fumes. A rest would be a good idea. But can we rest? How about the bar? This was something we wanted to talk to Decron, the Octodron, about. But when we went to open the door, he was actually there.

He had come to watch the fight as he had been alerted that the 5 keys had been claimed and the parties have come to the pen entrance. When we talked about resting beforehand he said that would be fine but the party could not partake of any of the Deep Root Stout as they had no horn and were not proven to be heroic yet.

He waited until we all left the room and then went with us to the bar where he let us sack out and answered a number of questions we had. He would not describe the Bandersnatch except as a being from Pandemonium. There had been others who had fought the Bandersnatch and lost and it was up to him to slay it and drag it back to the pen before it became alive again.

So, not permanently dead? Nope, as a being of chaos, it does come back to life some time after it had been slain. Good to know. How does he kill it? He has a sword that can do so, snicker-snak. A few of us had the idea that there was a vorpal blade nearby and on asking if we could borrow it, were told “no”. No surprise there.

Our questions wandered around for a while until we realized that Decron avoided telling us anything detailed about our fight to come and just that the conflict ends on getting the horn. So maybe…we can get its horn first before killing it. Food for thought.

We went over many plans and eventually fell asleep, awakening the next day, Icemonth the 4th, early in the morning (we assumed). We prayed, studied, prepped weapons and tactics, doled out scrolls, and set up the timing of what was to go on. It was almost 8 when the 12 of us (including Decron!) made our way to the pen area. We had given Rhygar and Silk instructions to STAY out of the fight and hole up in the “dead adventurer’s trophy room” for now – and if it sounds like we lost – to get the hell out of the dungeon as soon as possible.

So that left 9 combatants ready. Menaria was going to use the keys to open the doors one at a time, trusting in herself and her shield to keep the Bandersnatch off of her. The rest of us were going to be spread about the room and ready for whatever came our way. Extra shields were placed about the chamber and as Menaria worked through the locks, just at the last one Vulwulf, Asher, and Percy cast Barkskin, Shield of Faith, multiple Blesses, and a Protection from Chaos – as the last key was opened and the door opened.

The Bandersnatch plowed out with a pair of huge sweeping horns on its bovine body – looking like a ton and a half black stone snorting bull with fire coming from its nose and heat radiating from its skin.

It mowed down the shieldbearer (as she expected) and plowed toward the heart of the party horns flailing as it gored the group. We shot spells, fairie fires, bolts and sling stones at it as it shook off most of the easy blows, turning its bulk sideways to trample anyone too close. And then its skin grew hot and a fire flashed out like spitting magma from its skin and everyone nearby hissed and snarled in pain.

At this point Shim began summoning monsters to join the fight. Bugbears, lizardmen, even a giant frog took part. Darius got a lucky blow with a sling bullet, fragmenting part of one of the horns but that was it. Sybil had her sling torn and the party had to scatter as the Bandersnatch charged again across the room, driving Darius back who had to swap weapons. Shields were splintering as the mighty horns attempted to gore the group, when they did hit, doing terrible damage.

Plus its skin kept changing colors and spitting for chlorine gas, bolts of electricity, even radiating bands of icy cold. Connal attempted to ride its back but was knocked off and forced into the corner. More shields broke as we hit the creature again and again.

Shim lucked out and one of his summonings called not just a crested lizardman, but a chieftain one! It relished the idea of the fight and stayed its ground, its huge spiked club doing terrible damage to the Bandersnatch. A number of the party too close to the fight were bleeding badly, suffering from multiple painful wounds and out of shields. Spells were fading and the Bandersnatch continued its one beast rampage but the Lizardman Chief being there took most of the obvious blows and returned the effort – and the Bandersnatch fell over dead.

We clove the horn from its skull and the party took a few of its “rocks” as trophies while Decron shouted “Calloh Callay!” and invited us back to the Asgardian Rathskeller Outlet. We drank the Stout and eventually the summoned beasts faded away. And then thanked Decron for his time and he wished us well – and the group made their way back and out of the Glyph gate and one again in the Terror Dungeon.

Ok…On guard again, we decided it was time to leave. So we snuck out of the pit room, down the hall to the water damaged chamber, through where the Ogre’s would be, up the slope, around the corner and past the room with the trees, beyond the Lathandar Glyph gate, and then down slope to the area near the bugbear lair.

It was at the door that would lead us out that we heard voices not too far away, elven sounding and something deeper – many of them. We discussed staying and seeing and fighting or just backing away. We decided to back away so back UP the slope and to the Glyph Gate area, turned south and to the side secret chamber where we hid within and waited.

It was worth it for almost 45 minutes later we heard voices coming closer, and it seemed to be the same elvish voices. They were talking about trade and barrels and the bugbears and then they faded away. We waited another half hour just to make sure and then snuck out of the secret area. We retraced our way to the same long corridor and went off to the main Entrance One to leave. Just shy of the door there was a 40 gallon barrel just sitting there. Beyond there we could faintly hear voices in the distance.

We snuck closer and looked through…the room to the right was open, and beyond THAT was another door where we could hear a SERIOUS amount of bugbear voices in the distance. Ok…The stairs were here but we had to sneak past the open door way. Not confident, Shim dropped a Darkness spell in the next room and we ran.

Hitting the stairs we made all speed on our way out when Shim felt a feedback from his spell...someone dispelled it.

Not good.

At the top of the steps we called for the guards to open then spilled up to the surface again. The doors were barred again we took stock that we had made it. Kara the guard guardian took our names and spoke with Darius for a bit, making plans to meet with him after 2 when she gets off. Time? 10:04 AM, Icemonth the 4th.

We went to the Visitors hall and then to the Mess hall where we got some drink and relaxed, decompressing from the long and successful foray. Looking around we weren’t the only adventurers doing that, at least 2 other groups were deep in their cups and introspective. The last group was young, loud, brash, and seemed out of place – almost arrogant.

When they checked the time and it was after 11, they got up to leave and Darius followed them. They went to the 2nd visitor’s hall, got geared up in seemingly brand new armor and equipment, and had a group of 3 henchmen following along. Seemed to be a mix of classes and they were trash talking with one another before heading down to the dungeon.

After waiting a few minutes Darius went down and asked Kara who they were. A Canaslan Adventuring Band known as Crimson Wave and this was their first foray down. He thanked her for the info, went back to the party, shared with them what he learned about them, and suggested that they might very well be in over their heads.

Wednesday, April 1, 2020

Meet 112, Adv 7, 2/22/20

The group had the chance to run through the Meet of the Glyph Gate, which took inspiration from the Lewis Carroll poem All Mimsy Were the Borogroves. As the progenitor of the Alice in Wonderland milieu, I adopted that as my plane of Chaos template some time ago and have a chance to trot it out every decade or so.

So they had the chance to wend their way through the hangman vices, tumtum tree, and the jubjub bird before heading off to do battle with the Bandersnatch.

In reality, they did a decent job!

Write up follows:

Icemonth 4:45 PM and the group was in the anteroom in front of the door that would lead to the Corridor of Dee(a)ds. Based upon the stanza we assumed there would be flying toads in the room and after discussing the situation and what was at our fingertips we figured we needed to open the door to see what was going on.

Once the door was opened scintillating light filled the hall from the high ceilings room, dazzling about half the group and making them squint and try to see. The room was shaped like an extended octagon with a door on the opposite end of the room. A stone outcropping with a set of steps spiraling around it went up to the ceiling about 15’ overhead. The room had a serious amount of flowers and ferns and other swamp style plants in here up to about calf height. The light was coming from the ceiling and the walls to about 7’ in height.

And yes, there were flying toads. A bit larger than a basketball, we guessed at least 20 lbs or so, they were warty green with fanged mouths flying around on stubby bat-like wings that made them look ridiculous but still capable of flight. And to make it worse, they would occasionally go invisible, shimmering out of view and then reappearing some time later in a different spot.

We knew we were supposed to get a key and the most likely place was the column of stone. But even though the toads were not bothering us now, we knew that entering the room would be different. And with maybe a half dozen of the toads flying around, we didn’t want to risk getting into a fight with them if we didn’t have to.

So the party spent some time putting a plan together and when it was done, Asher was given our Nornian Skein, given EXPLICIT instructions to open it AWAY from him (Very important!), Vulwulf filled the monk with some eldritch strength, and Connal took a few steps back ready to make a run.

The half-elf pulled the Skein open and the hurricane for winds that we had gotten so long ago in Morata from atop the mountain during the storm came rushing out and into the room. And the toads were sent scattering all about, slamming into walls, the column, and each other. The plants were ripped from the ground and a wave of wind born flotsam spun crazily about the chamber. While all this was going on, Connal ran and JUMPED, clearing the 6’ plus to the center part of the steps and then proceeded to pull himself up the steps to the top while the wind was beginning to die down.

There was a depression up here where the steps came within 2’ of the ceiling, and a metal key glowing with an internal light, sat in the bowl. He grabbed it and as the last of the wind ended, we heard a voice say, “You have claimed the Key of Light. Please proceed carefully to the next Chamber.”

Go, go, go.

The group rand through the room, dodging torn up stems and stalks and a few toads lying dizzily on the ground. We hit the door and moved quickly into the next room as Connal jumped down and rugby kicked the nearest toad as hard as he could into the wall. Shim was begging that he bring the toad so he can get some of its blood for Shandrala and once we were all in the next room, we shut the door and took stock of where we were.

The ceiling was the same 15’ in height but the place was filled with a wild growth of palms, ferns, creepers, vines, and thin boled trees. Some of the trees had a profusion of long vine like appendages on the top of them and Vulwulf identified them as Hangman Trees – and they were what they professed to be – a dwarf version of them, but capable of plucking someone from the side of the road and hanging them until dead.

There was a singular path of crushed white stones going through the trees and we could tell it was narrow and the canopy above was so crisscrossed with a variety of wild growth, that anyone a bit over 5’ in height would have to crouch. And anyone broad of chest or wearing any sort of thick armor was also going to have to sidle sideways. This meant at least half the group was going to be walking slow..very slow if they wanted to avoid being in the midst of the foliage.

As for the stanza, it was on the side of the wall here and it read: “All mimsy were the borogroves and the mome rathes outgrabe.” Shim offered to Read Magic again for us and the passage translated to: All whimsical were the dense groves, and the lone limbs grab out.”

Ok, made sense for us.

The next key wasn’t visible but we figured we’d have to walk through a bit to find it. Vulwulf was going to Detect Snares and Pits which he could do while concentrating, but he’d have to crouch and walk sideways to do it. So Sybil was going to walk in front of him, and Hjalgrim was going to be right behind with spear out to help force any reaching vines away. The rest of us would be strung out and with enough support back and forth, we should make it just fine.

It was slow going and Vulwulf was constantly alerting the group to the Hangsmen vines that drew too close to us. We walked through the dense brush for a bit until we arrived at a wooden sign just off the path. Sybil used the end of her pole to clear it free and it read “Key of Life” with an arrow pointing straight up.

So we looked, 15’ up in the air on a metal hook set in the ceiling, was a wooden key hanging there. 10’ or so of foliage between us and the key.

We discussed ways to drop it including slinging but hitting a wooden key with a stone or bullet seemed like a foolish way to knock it down and most likely break the key. What we settled on was Sybil climbing on Vulwulf’s shoulders, Vulwulf stand up, and Sybil reach up with her pole and knock the key off. Sure…ok.

So while we got our efforts together and in place, Hjalgrim and Percy proceeded to push and shove as many fronts and palms and vines as they could aside to clear off an area for Vulwulf to stand in. And then once Sybil was safely on his shoulders, the half orc stood up. She reached up through the foliage and with a single swinging whack, smacked the key off its hook.

It fell down and she lunged to get it, missing as Vulwulf did the same, and the two of them fell forward – the key spinning down where a vine snagged it.

IN BET GRAV POR

And Shim blew the vine apart with a pair of magic missiles. The key safe in hand (and the overhead voice letting us know we have the Key of Life, please proceed to the next chamber) we tried to help extract Sybil and Vulwulf who also were mixed up in more hangmen vines, requiring more movement with the sticks and a well-placed pair of magic missiles once more. Finally the party was straightened out and we continued on our way to the end of the room where the path ended at another alcove clear area where a sign above the door read “Corridor of Dee(a)ds – this way to room 3 of 5”.

On the wall was the stanza: So rested they by the Tumtum tree and stood a while in thought, as in uffish thought they stood. At this point Shim let the group know that he had been working through his spells quite a bit and wasn’t confident that he had many left and we still had this room and two others and whatever the Bandersnatch was. So do we Read Magic now or not? The party decided to save the Read’s in case we needed it later.

A look through the door once Sybil cleared it as safe showed a room pretty sizable, lit dimly like twilight, a fat boled tree in the middle going up 15’ to the ceiling with scraggly branches, some wooden box at the base of the tree. The place had a thick carpet of inviting grass and on the south wall was a door that led onward.

We do know that the dimness also applied to where we were standing as our existing lantern dimmed to about 60% of its normal radiance. We mulled over the stanza and Asher made the command decision that he should just go over to the tree…and rest!

So he entered and we watched…nothing ate him, nothing bad happened, and Sybil followed. The box was closed and had a sign on it that read, “Key of Silence within”. We tried to be quiet and looked around and Sybil came back to the group and there on the wall inside the room were 5 levers all in the upright position and the each had a label on them that read: Brillig Intensity, Rathe Grabage, Uffish Required, Tulgey Wood, and Burbling Stream.

Ok…We didn’t want to touch the levers now but we did go back to the tree to join Asher..Sybil and Connal. And they stood there quiet and just looking around as if thinking, until after 4 minutes the lights in the room raised and little sounds were heard. Feeling a bit unsure, they reached down for the box and opened it! Inside was a copper key with a leather wrap around it and on taking it we heard “Key of Silence acquired, please proceed to the next chamber.”

We all came in and looked at the levers for a bit. We wanted to see what they did and the thought was to watch the 2nd room and pull the 2nd lever down (Rathe Grabbage). Upon doing so, all the hangman vines sort of slithered BACK into the hangman trees. Nice. And turning the lever back on, the vines slowly sieved out of the trunks and moved around the room a bit until lost in the camouflage of the foliage.

From here we looked at the door heading south (again with Corridor and 4 of 5), And after listening we could hear something heavy moving inside, a quick few steps, and then stop. We opened the door and the room was again, 15’ tall and just beyond the entrance was covered to about shin height with thorny hardwood bushes all over the place, making passage through difficult and slow. A pedestal was in the room about 3’ tall with something on top a small sign, and another door on the far end of the room.

Just inside was a stanza: Beware the JubJub bird, come whiffling through the tulgey wood. Ok – the big thing might be a Jubjub bird? Walking in the room was going to be a bitch, but we couldn’t see what was in there and moving around. So while watching it, we shouted back to pull the lever down. So we did and the amount of hardwood thorny bushed in the room disappeared almost 3 in 4!

Which caused an almost 9’ tall, 1400 lb, prehistoric looking ostrich axe-beak looking bird to come around the corner on its long legs stepping over the plants. It fluffed up its feathers, snarled at the group, and CHARGED after hissing and showing it oversized beak lined with canines.

Ah…shit.

Connal met it head on while we flipped the switch back to the on position. Its beak snapped forward on its whip like neck and then its massive body shuddered sideways, slamming its wings to everyone near it. But the party proceeded to hit the Jubjub bird hard. Swords, spears, sling bullets and spells – they all hit the bird who squawked and snarled and hissed while its head whizzed around and the axebeak cracked out with painful slashes. However, it was a single foe and amongst the 11 party members it was shortly overwhelmed and killed. We took the key covered in spikes off the pedestal, getting the you have the key of life, proceed to next chamber announcement, and felt pretty good about ourselves. 4 of 5!

We then rested and ate while we figured out how to get as many of its pinion feathers off to be used as magical grade quills – in addition to its 3’ long tail feathers and as Sybil said – its “beak teeth” which ended up being busted off in large pieces. Shim got some more juices for his presentation pouch and after getting 9 magical quills, Vulwulf handed out goodberries and healed what painful wounds he could. It was about 8 or so when we went to the last door (identified as 5 of 5) and saw a small 20’ long corridor that ended at another door, the smell of water on the air, and another stanza here:

Long time the manxome foe he sought, and burbled as he came.

We looked in and saw a chamber with a large pool in the southeast corner, set 6” below the floor of the room, bubbling and frothing, splashing water everywhere. As sign was there by a chain attached to a C bolt to the ground, running into the water, and the sign read: Key of Water with an arrow pointing down into the pool following the chain.

Ok – was something in the water? Do we touch it? No one felt safe so we had the idea to grab the Jubjub bird and drag it across the area and toss it into the pool here and see what happened. So we did, and it was HEAVY, but 4 of us humped it across the field of thorns to the hall and then by the chain we let it fall in.

And that was it – it sunk out of sight. Ok…Chain? The idea was now to pull the chain and we thought the key was either at the end of it or something like that. And although the chain was pulled up maybe 1 link – it didn’t budge beyond that. So we linked a rope to the chain and again the four strongest party members went to the corner of the room and PULLED…

And the rope snapped.

Ok –the chain wasn’t coming up. So Shim did his Read Magic and the stanza changed for him to: Long time the hidden foe he sought, and bubbled and frothed as he came.

We eventually decided to pull the lever in the 3rd room about the Burbling..and the bubbles stopped.

The pool was clear and about 15’ deep, and at the bottom of the pool was some phosphorous stones glowing a bit, and maybe a chest at the bottom of the pool.

Under the Jubjub bird.

Hahah. Ok, so we picked the three best swimmers with a good dexterity: Shim, Sybil, and Connal – hooked up some rope, and they attempted to swim down to the bird and box. Shim had the easiest time at first but the others eventually got the hang of the deep dive and the breath holding. 15’ down was hard and pulling themselves down by the chain was the best they could do.

So they tied the rope to the bird’s neck, then under one wing, and then a third place under the opposite wing. It took multiple attempts to dive and do it but eventually it was attached.

Then once again the party PULLED the rope, and the jubjub bird slowly rose to the surface where we pulled, yanked, and worked it out of the pool. From there we didn’t want to open the box until the level was thrown back to the Burbling On position so we set up a timing and then dove, tossed the lever, and found the box at the bottom of the pool – inside was a key and on getting it, everyone outside the pool heard for the last time about getting the Key of Water, Proceed to the Bandersnatch Pen.

Our three divers then changed clothes to something dry and we went to the last door which read “This way to the Bandersnatch Pen, Key of Light, Life, Silence, Thorns, Water needed.”

We opened the door and found ourselves back at the start of the area with the damaged wall and the chains on the south door with all the chains and weird locks on it. And we had the keys. And there was a Bandersnatch, whatever that is, waiting for us on the other side.

Oh yeah…