Rollohi-ep17-script
17.1 In through the sally port part 2
Here, I'm going to use a modified One Shot in the Dark approach.
I think I know something about the structure beyond. So far as I know the main hobgoblin strength faces the plateau far above and south-west, so this cannot be a main area.
If I'm right, this is at best a sally port and more likely a last retreat escape passage, probably involving some tripping mechanism to block pursuit. And there's a fair chance the main occupants know nothing about it. That would be a 'no and' while a 'yes
and' would make it a sally port they build into raiding plans all the time.
Testing this last point, I ask "Do the hobgoblins know this exit?" And get a yes but. That makes it an escape route or similarly little-known feature. They won't set guards on it.
The next question faces the OSITD structure. The entrance is not into natural caverns, because Xantu pointed out the cut stone. So it could be the dungeon, but that's really unlikely because of the distance from the main strength. It's more likely to be some near-forgotten catacomb. Or, it could be a related but loosely connected dungeon, above which lie several levels of dungeon, catacomb, cavern, and then the main dungeon. But I can't judge between dungeon or catacomb so I just make it a 50-50 call. It's a dungeon.
Now I'm ready to lay some hearts down. There can't be a boss chamber, but there can be a mini-boss. There can't be a strong barracks or guard room, but something like goblins, certainly. After reading over Jon's cards for a dungeon, I set down the 4 as the start point, and drop the 10 and jack. That will avoid throne and treasure room.
Jack heads in. I draw a card, hmm, yes I think Jack will push on. I draw a 2nd card (or 3rd counting the 4 marking the entrance). OK, that's good news. He returns after about half an hour.
"I've found somewhere good to use as our base. But first, there's a drop down to a watery passage, so let's gather a lot of dry driftwood here"
At this point I need something with a bit more range than a d6. The card after flooded passage is the king, "a light in a dark place" which in the context I have ruled is a safe point for the party to use as a base. It is defensible, and with care, smoke from the fire will trickle away down the flooded passage and not into the interior. But what else might it hint at?
Truly ancient ruins in fantasy world might contain secrets, or might have a light that never goes out. I turn to the abridged Location Crafter which appears in Mythic Magazine 31. Two percentile rolls tells me there is something useful but deactivated. I randomly roll a d10 to see how far up the scale of usefulness this thing might be and get an 09, somewhere shy of moderately useful. I roll a d6 to see how high-tech it could be and get TL5. Yes I am being very random and harking back to old traveler references. And yes I had not wanted to get into the Mythic sphere with this series. OK that sounds like it would be something like an atomic clock that just needs to be woken up. The TL is not as high as a Large Language Model brain, just a guide to humidity, time, and air pressure.
The party files in, then once they have a chance to look about, react warmly. They have reached some kind of ancient sanctuary. Various obscure functions are hinted at by the layout. The only relic is a low box placed on an eye-level area.
"There's a door over this side" jack reports from 40 feet away, "and it's locked."
"Ther baint be no scat or castin's" Cied reports, "Look loik th' watter kep any critter out"
"Let's pick a place to build a fire... Xantu?" Eryn prompts. She's noticed that the dwarf is proud of his understanding of drafts and reflector rocks. Soon, tinder is flaming and kindling set to it.
The party sets up bedrolls and those on cooking duty begin heating rations. Even though the day has been little other than frustration and fordings, they have a safe point into whatever lies beyond.
Night passes, dawn will be 1st morning of halfmoon waxing
17.2 the torturer and the tortured soul
Does someone meddle with the strange box during the night? No and they agree this is not the time.
The more sensitive of the party feel dawn break in their bones. A suggestion of light from the flooded passage confirms it.
They assemble gear and select out any that can be left behind. Basically, bedrolls. But also the heavier coin.
Eryn and Xantu are agreed that Xantu wil have the +1shield. She could use a polearm, in which case the +1shield is a waste of resource. But with what seems like a dungeon crawl ahead of them, she's having regrets. She keeps the polearm with her.
Now, I know what lies beyond the locked door. Putting this together with the general idea of a barely-known escape route, I decide that if Jack can crack the lock, the party will have Surprise on any denizen in the next chamber.
Jack's Open Locks skill is sadly only 20%. OK here goes... is everyone ready? Is there some way of Jack gaining any advantage? Well, he's not under any time pressure, and Ingle can pray. But I'll say that if he fails with advantage, he doesn't get any re-tries and whatever is beyond the door hears some noise. I roll 20 on the dot, with advantage!
It takes 20 minutes for Jack to very carefully clean the lock and understand how each piece fits together.
"It's a slide back towards us, then a slide to one side, not a regular door at all" he says after I roll a d6 to see how complex it is, and score the topmost.
"That means we can shift it back very quietly right?" Ingle asks uneasily, getting a sling organized.
"Yes, and as long as we are careful with the light we should be able to see whatever is beyond."
(Without being obvious)
It's a torture chamber, and one that has seen some use. What it may once have been is anyone's guess but various devices are set up around the broad chamber. Disturbingly the operators of the equipment must be quite short. "Goblins" Cied whispers.
[However, I decide that since the party need to move back through this place to return to their base, I need to draw a monster card. 8 diamonds.
The party begins creeping through. Then Xantu, who has Infravision, notices a line of infrared light from inside a massive sarcophagus-like thing. He points it out to Kylie.
She creeps closer then slips back. Motions for everyone to ready weapons, something large is inside, and there's a charade game of deciding who does what. Eryn would like to use her polearm, Xantu has no missile weapon. So in the end, Umbert will step out of sling use to lever the lid up.
Surprise round: as Umbert uses his staff to lever the Iron Maiden lid back, all the other characters let fly. Xantu will smash his hammer down last of all
In order d4 3d6 d8 (longbow) and d8 (hammer) then d10 (polearm).
The occupant is a high-end Ogre, with extra hp and extra str. It has 33hp and does 1d10+3 dmg.
Its weakness is that as a torturer its abbreviated black garb is AC9.
Those attacking in the surprise round: Ingle maxes off, all the others get their hits home, 26dmg.
Round 1: Characters 4, Ogre 6.
The Ogre rolls out and slams its spiked club at those in melee. Eryn has AC5. The ogre scores 5dmg as it rolls a 2.
Characters: Slings score 5, shortbows 7. It is dead!
There is no loot to be had.
Eryn is 8 of 13hp.
Should Ingle operate his Staff of Healing. It would be crazy not to. It heals her for 4. Eryn returns to 12 of 13hp. That's it for her for the day, but it could mean the difference between living and dying.
There is only one other exit. It leads to a pit, around which is a perilously shallow walkway. But at least the walkway is definitely solid and part of the perfectly formed stonework of the ancients.
"That smell" whispers Cied.
The thing in the pit stirs and reaches out with its
1 – stingers
2,3 – tentacles
4,5 – many limbs
6– mind
I get 5, many limbs. It's a mutoid, perhaps the many-generations descended offspring of tortured subjects. There is only 1, and it has 6hp. AC6, d6 attack. It is likely to gain surprise. Yes it does. It
Goes for the middle of the party planning to achieve total surprise.
1,2Umbert 3,4 Ingle 5,6 Eryn.
Umbert. The mutoid has advantage and hits Umbert for 2, and enforces a SV vs Paralysis to avoid being toppled into the pit. Umbert rolls 15, hopelessly failing, and falls 10 feet, taking 1 more dmg.
Round 1. Characters 5 monster 1. Those able to use melee weapons can act.
Xantu: 1dmg. Pod: 2 dmg. Eryn: 4 dmg. That does the job! The thing topples back into the pit with s splash: there are stinking pools of waste down there.
Umbert SV vs Death to avoid disease and makes an 05
Umbert is 4 of 7hp. Ingle once again offers the Staff of healing: "once we get out of here" Umbert chokes.
Having hoist him out, the party reforms and lights its second torch. The single exit leads up.
17.3 Treasure
First, let's check what kind of floor the stairs lead to. It could be any. 1-2 catacomb, 3-4 dungeon, 5-6 cavern. 3, still dungeon.
I draw jack, treasure room. This is a deeply sited and well-guarded area BUT the guards are almost certainly on the OTHER side, facing the other way and not expecting "guests" to emerge from the punishment levels. OSITD says there is a treasure chest. I wonder if it is expected TL or something else? Going back to the Location Crafter 1page, I give the party a "1" in progress, and roll 3d10. Wow that's very nearly the same set of three as last time. But now the totals are 2,2 and 5. Two routine descriptions, and a positive (which is bound to be the treasure chest but just hang on).
20/55 is "messy container" 89/46 is "prominently tall" or some similar sense; and the positive aspect of the 5 suggests that the "prominently tall" is a locked weapons rack or wardrobe. "messy container" sounds like something spilling over with loot!
Time to roll on hoard. If this significantly enriches the party, they need to consider pulling out to buy magical weapons and taking a new level.
Scroll – Protn from lycanthropes
Wand of paralyzation – Umbert can handle this. 60' cone, SV V Wands or be paralyzed.
Potion – poison – the messy container has accidental traces of the poison. Jack will need to be careful placing the poison away in loot. 04 DEX, that's fine.
Sword - +1, +2 v lycanthropes
That sounds as though a signifiacnt lycanthrope lives somewhere in the complex. Is there a powerful lycan here? Yes and... it has lycanthrope minions.
Are they were-rats, those minions? No and they are more powerful.
Werewolves? Yes. Number appearing? Two.
So the lycan king is a were-direwolf? No but similar. Looking down the available lycans I find "Devil Swine."
Is the devil swine the hobgoblin's caster? No and they are enemies. Makes sense, hobgoblins like a structured regime.
Does the devil swine have other powerful minions? Yes. HD? 2HD with asterisk optional.
Was the ogre torturer serving the devil swine's enemies? Yes. That makes it clear. This is a faction, and the devil swine is the enemy somewhere around the complex.
What HD is the top dog of this faction? 6HD.
Is it a legendary being like the manticore? No. A prosaic Hobgoblin King then? No and also opposes the hobgoblin king. A super bugbear that leads goblins? No but similar – a goblinoid at odds with the hobgoblin ruler. An orc?
NB the following statblocks are composed using MS CoPilot
๐ท️ Bugbear Shadow Regent
Armor Class: 15 (leather armor, natural agility) Hit Dice: 6 (27 hp) Attacks: +2 Morningstar (1d8), or Shadow Grip (see below) Movement: 120’ (40’) Morale: 9 (calculating, avoids direct confrontation) Save As: Thief 6 Alignment: Neutral (with lawful tendencies)
๐ง Special Abilities:
Shadow Grip (2/day): Can reach into the shadow of a target within 30’. Target must save vs. Paralysis or be immobilized for 1 round. Works even in dim daylight.
Faction Manipulator: Gains +2 to reaction rolls when dealing with goblinoids, duergar, or criminal factions. Can forge temporary alliances through intimidation or bribery.
Daylight Adaptation: Wears enchanted veil and salve that negate daylight penalties. Can operate above ground without issue.
Silent Orders: Can issue commands to goblinoid minions telepathically within 60’ (only simple orders like “attack,” “retreat,” “hide”).
๐️ Equipment:
Veil of the Dusk Regent (enchanted item that grants daylight tolerance)
Ledger of Secrets (contains blackmail material on local factions)
Duergar-forged morningstar with hidden poison reservoir (save vs. Poison or take 1d6 extra damage)
๐ท️ Whisperroot Extract
Type: Ingested or injury-based poison (delivered via weapon or food) Save: Save vs. Poison On Failure:
Target is paralyzed for 1d6 turns (unable to move or speak, but conscious)
After paralysis ends, target suffers -2 penalty to Strength and Dexterity for 1d4 days due to lingering nerve disruption
On Success:
Target resists the paralysis but still suffers -1 to Strength for 1 turn due to mild nerve shock
๐ฟ Lore:
Harvested from rare fungi deep in duergar mines, Whisperroot is prized by goblinoid slavers and interrogators. The Bugbear Regent uses it to disable foes without damaging their value as laborers or sources of information.
๐งช Delivery:
Hidden reservoir in morningstar or dagger
Can be brewed into bitter tea or smeared on bindings
๐ง Tonguebinder Serum
Type: Ingested or injected (usually via a fine needle or hidden blade) Save: Save vs. Poison On Failure:
Target becomes compelled to speak truthfully for 1d6 turns
Cannot lie, but may still evade or omit details unless pressed
Suffers -2 penalty to Charisma during this time due to mental strain
On Success:
Target resists the compulsion but suffers mild confusion for 1 turn (cannot cast spells or concentrate)
๐งช Side Effects:
After the effect ends, target experiences headache and verbal fatigue, making further interrogation less effective (–1 to reaction rolls for 1 hour)
๐ท️ Lore:
Tonguebinder Serum is a rare concoction brewed from duergar mind-moss and goblin bloodroot. The Bugbear Regent uses it during high-stakes interrogations or faction negotiations to ensure compliance. Often administered under the guise of hospitality—tea, wine, or ceremonial rites.
๐งช Mindveil Elixir
Type: Ingested antidote or preemptive tonic Effect:
Grants immunity to truth-compulsion effects (including Tonguebinder Serum) for 1 hour
Also provides +2 bonus to Save vs. Poison during this time
Causes mild euphoria and verbal looseness (–1 to Intelligence checks involving speech)
๐ฟ Ingredients:
Crushed petals of the Silent Orchid (a rare surface bloom that only opens at dusk)
Powdered duergar ashcap spores
A drop of goblin blood, freshly drawn
๐ง Lore:
Mindveil Elixir was originally developed by surface-dwelling elven spies to resist duergar interrogation. It’s now traded discreetly among smugglers, diplomats, and rebel factions. The Bugbear Regent considers it a threat and has outlawed its possession in their territory.
Other treasures
2,000 platinums (ie 10,000 gold)
7 gems 10x2/50x3/100x2 gold coin worth
Do we pull out? The party needs to investigate the poison and scroll, though the sword is pretty obviously useful. Umbert will need training on use of the wand.
Eryn: No and... we need to follow up to take the local lordling out
Ingle: No but as long as our presence is unknown we could do
Jack: Yes, this is real wealth, we can put an offer through channels for magic weapons now.
Umbert: Yes and we need to comprehend what we have here.
Kylie: Go not to the elves for an answer for they will say both yes and no
Cied: No! Loot! Loot! Loot!
Pod: Yes! We'll be kilt.
Xantu: It goes agin my heart but yes. Dammit! Eryn, you should have that sword, since Kylie stands back with her bow.
So with four saying yes and three saying no the vote goes narrowly on the side of prudence. Everyone except Pod feels sorry: they probably can't use the safe haven again.
The party lights its third torch and heads away. That safe haven can probably not be counted on again.
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