Saturday, September 28, 2019

Idalium Game 107: Frosty the Fighter

Session date: Monday, March 18, 2019
Game date: Saturday, April 30, 211

PCs:
Gulleck Stonefoot, Dwarf 7, hp 41, xp 71929/140000
Caryatid, Magic-user 5, hp 24, xp 21091/40000
Simon Sackwell, Halfling 4, hp 15, xp 9893/16000
Adrien, Fighter 4, hp 16, xp 8762/16000
Frosty Beans, Fighter 1, hp 5, xp 0/2000

Retainers:
Manley "Meat" Smythe, Fighter 5, hp 17, xp 17006/32000
Father Chase Pike, Cleric 3, hp 13, xp 4655/6000
Orin, Elf 1, hp 4, xp 2237/4000
Boe, Fighter 1, hp 5, xp 118/2000

It was a fairly short session this time. We had a brand-new player, who had never played any type of roleplaying game before, so I spent some time laying out the basic idea of the game and of the Idalium setting. Then we spent some time rolling up her character, a fighter named "Frosty Beans" (I really have absolutely no idea). So, by the time we all ready, there wasn't much time left for extensive adventuring.

In the Rusty Lantern tavern, an alchemist was trying to interest people in a small assortment of magical potions. The party members considered the assortment but passed on making any purchases, and then they all descended in the buried city of Idalium.

They made their way down to the second level via their usual route through the Temple of Hedonism. Simon paused in the temple to smell for gold (a very useful power bestowed by the Wheel of Fortune) and found a gilded goblet abandoned under one of the pews. He tucked this away with satisfaction (it would turn out to be the only treasure they recovered this evening).

Down in the Temple of Fate, Adrien demonstrated the use of the Wheel of Fortune and stepped off feeling vaguely lucky. Frosty, however, was not so fortunate, and stepped down from the wheel sneezing uncontrollably and at the most inconvenient times.

Adrien got back on the wheel with her pet ferret Norman this time, and although she made her saving throw, Norman now had colorful smoke trickling from his ears, just like Orin and Kevon.

All of the clatter of the wheel attracted a group of urchins. The dungeon-dwelling children recognized the adventurers and told them that several of them had been kidnapped by the Queen of Nightmares.

"What were their names?" demanded Caryatid, forcing me to come up with four names on the spot.

"Jo, Polly, Ben, and Dorothy." (My urchins are all named after "Doctor Who" companions, just like the hippie berserkers are all named after 1960s rock stars.)

Gulleck declared that the urgency of dealing with the Queen of Nightmares had just increased significantly. The adventurers gave the urchins a few gold pieces and then continued on their way. They made a brief stop in the chambers of "the Judge" on the third level, and talked to him about the Queen of Nightmares, but there wasn't enough time left in the evening to mount an attack on her palace, so at this point they all returned to the surface.

Later that day, Adrien received a letter indicating that she had inherited a riverboat (worth 13,000 silver shekels) from another distant relative she didn't even know she had been related to. Such strange fortune!

Wednesday, September 25, 2019

Idalium Game 106: Where She Stops Nobody Knows

Session date: Monday, February 11, 2019
Game date: Saturday, March 26, 211

PCs:
Gulleck Stonefoot, Dwarf 7, hp 41, xp 71740/140000
Caryatid, Magic-user 5, hp 24, xp 20855/40000
Simon Sackwell, Halfling 4, hp 15, xp 9645/16000
Adrien, Fighter 4, hp 16, xp 8526/16000

Retainers:
Father Chase Pike, Cleric 3, hp 13, xp 4531/6000
Kevon, Fighter 1, hp 5, xp 248/2000
Boe, Fighter 1, hp 5, xp 0/2000

The party members reunited two weeks later, but their retainers Meat and Orin were still unavailable. Simon brought along his backup retainer, Kevon, and Gulleck decided not to bother with a retainer for this delve. Adrien's retainer Jack had died gruesomely in the last session, and so she recruited a new retainer who curiously was the very spitting image of Jack, though a fighter instead of a thief. His name was "Boe, The Face of". (A "Doctor Who" in-joke.)

Simon was still anxious about needing to obtain a live bugbear for his "best friend" down in the dungeon, and so they descended down into the undercity with vague plans to find a bugbear without alerting the entirety of the Queen of Nightmares' guards.

While passing through the Temple of Hedonism on their way down to the second level, they encountered a party of oddly dressed men and women. They worn plate armor of a sort, but very old-fashioned compared to the style that Gulleck and Simon were wearing. They had strange amulets around their necks, and they all wore sinister half-masks with long bird-like beaks. There was an impasse where both groups sized each other up. Adrien piped up to say, "Let's just leave them alone," and the strange figures responded in a language that no one understood. Through displays of open hands and smiles, the adventurers passed by without incident and continued down to the second level.

Adrien wanted to go to the Temple of Fate so her new employee Boe could have a spin on the magical wheel of fortune (this has become the usual hazing ritual for new party members). But in the room with the wheel there was also a tribe of eight fierce baboons, which hooted and shrieked as the adventurers approached them. Simon used his ring of animal control to seize control of what looked like the largest and most senior baboon, and made him leave the room, in hopes that the tribe would follow. Sadly, the tribe merely looked confused and did not follow the baboon into the hall, but continued to shriek and posture.

Caryatid cast a Sleep spell and four of them staggered to the floor and fell unconscious. The other three stopped hooting and took on a submissive stance to Caryatid, bowing their heads and avoiding eye contact. For some reason, Caryatid told Father Chase to hit a baboon with his gnarled and twisted staff. I think she wanted to know what the staff did. Father Chase missed the baboon entirely, and it ran screaming out into the hallway. He brought the staff back around to bear on one of the other baboons, and when it impacted, the baboon's fur faded and grayed, and the flesh on its face grew tight and drawn. Whether it was the blow from the staff or the magical aging, Chase was not sure, but the baboon's eyes rolled back and it slumped to the floor, dead.

The last baboon screamed and attacked Father Chase. Gulleck ran into the room to help, and Simon sent the controlled baboon in as well, but Father Chase needed no help. He struck the baboon with the staff and as before, it withered away and expired. Gulleck drew her axe and put the controlled baboon down like an executioner.

They left the four sleeping baboons lie, and Boe was strapped onto the wheel of fortune, and Adrien spun the wheel. This made an enormous racket, which attracted four stirges in the hallway outside. It also woke the four baboons, who hastily ran out of the room only to meet the stirges. Gulleck closed the door as the angry hoots of the baboons turned into something much more panicked.

Boe stepped down from the wheel feeling much wiser than before (a permanent +1 to his wisdom score!). Adrien then wanted Norman the ferret to go on the wheel, but since the straps were not sized for a giant ferret's limbs, she had to be strapped on to the wheel while Norman rode in the "Baby Bjorn" harness she had commissioned to carry him up and down ladders, etc. The wheel was spun and when it came to rest, Adrien felt the weight of some misfortune descending upon her. She made her saving throw, however, but Norman was not so fortunate, and when he was released from the harness and set on the floor he kept tripping over his own feet and bumping into things.

Kevon took a spin on the wheel and found himself filled with confidence and prowess; he immediately leveled up!

Not wishing to press their luck further, the party left the Temple of Fate and made their way to the stairs down to the third level. They headed west and north, in the general direction of where they had been last time. They came to a large open room, and it was only after they stepped out onto the dusty hardwood floor that they realized they had been here before. Torches magically flared to life, and a ghostly waltz began playing from no apparent source. From ten large wooden cabinets emerged ten life-sized cloth dolls, dressed in elegant ballroom clothes.

"Oh no, not this again," muttered Gulleck, as she was swept up into a dance by one of the dolls. Everybody in the party (except for Norman the ferret and Marcel the monkey) was drawn into the dance. Simon grabbed the knees of the doll that was dancing with him and pulled with all his strength, tripping it and bringing it down into a heap of cloth limbs. Caryatid and Father Chase attempted to dance towards the edge of the ballroom in hopes of escaping the room, but their dolls guided them away from the edge and they were unable to escape. Gulleck managed to knock her partner to the ground as well, and Caryatid and Chase adopted this tactic as well. Simon and Caryatid ran off of the dance floor to the west, while Gulleck tore her doll open with her axe. Father Chase was struggling to pull Boe's doll away from him.

While all this was going on, the music had attracted five of the black-robed cultists (the same ones who had charmed Simon). They stood at the south entrance to the ballroom and the leader, his face mostly covered by a large hood, raised his hands above his head.

"SILENCE!" he boomed, and everything went still. The music stopped playing. The dolls stopped dancing, and, almost sheepishly, they disengaged from Adrien and Boe and returned to their cupboards, closing the doors behind them.

Gulleck turned towards the new arrivals and tried to thank them, but no sound came out of her mouth. The cultists were smiling broadly and waving for the party members to join them. Caryatid and Simon had no desire to enter the ballroom again, however, and left to the west. Gulleck gave the cultists an apologetic look and followed her friends out to the west. They made their way back down several corridors and the gaudy, ornate "Hall of Pleasure" with its large paintings and carpet. Eventually they met up with the cultists at the southern entrance to the ballroom. They thanked the cultists for their assistance, and Simon apologized profusely at his complete lack of success at obtaining a bugbear for his friend Elfstar.

"I certainly hope you do, little fellow," said the leader of the cultists in his deep, plummy voice. "I know Elfstar is putting all her faith in you, her very dearest friend."

"I know," said Simon, "I feel really bad about it."

"Well, keep trying, my boy," said the leader. "Elfstar can't complete her initiative into the mysteries of our order without one... or some other suitable creature."

Unsettled by this talk, the party made their farewells and headed back up to the Rusty Lantern tavern above the dungeon. As they moved through the halls of the upper levels, Caryatid kept wondering where she had heard the cultist leader's voice before, and why he kept his face hidden behind a hood. She was sure his voice was very familiar to her, but from where...?