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You know, I had not assumed the extremely positive reaction roll from the dwarves on the second pass, and briefly worried that the Mighty Ewoud could render an extremely difficult (perhaps even to-be-avoided!) fight too easy. Little did I know what die-rolling wonders we would witness.
There is clearly a source of the mad cackling ringing through the halls you did not investigate. In the room (dare I say 'antechamber'?) of sarcophagi, you fought 3 ghouls-at-arms among the emptied husks of 6 sarcophagi. Pritchard briefly encountered a whiff of chaos magic. I can happily resolve at the next session, or we can hand-wave it.
This is on your conscience- the lesser goblins are ravaged or dispersed (though the fate of Alphonse and his huntsmen is unknown), and the increasingly aggressive bears under Croarg's sway might become a burden for the farmers. But might not.
I think the consensus post-game was that we all want to finish what's left of Charlatan's one-off (which will technically make it a three-off). It seemed like there might be more treasure, and there's definitely more adventure to be had.
That being said I think it might be worthwhile making a "to-do" list of what we've found so far so we don't forget any treasure on the way home:
1 Choir screen, made of "strange metal" and goblin bones; very large, but we can make a travois to drag it out
2 Three sets of ghoul armor and weaponry, all made from special metal
3 Non-magical hammer found near the ghouls' sarcophagi, currently in Wintergreen's possession
4 Very magical hammer the mummy wielded, made of a solid piece of strange metal
5 Whatever jewelry and treasure the mummy had in his room. We have time to search for it now, thanks to Pritchard Hood!
There's also the matter of the codex of the Fallen Hammers. It's bound in the strange metal, but it actually may be the most valuable thing we've found so far. Any representative of the dwarven church of the Builder would find it intriguing. It lists the tenets of a heretical cult, and also the membership rolls of said cult. In other words, this is all you need to start your very own (Dwarven) Spanish Inquisition. I recommend handling this carefully. We need to find the richest dwarf in Glantri and make discrete inquiries as to how much they would pay for it.
As for the strange metal, it might be worthwhile to sell a small piece to a blacksmith, so we can figure out how much it's worth by weight, then decide whether we want to reverse carouse for the armor, hammers, etc. The Choir Screen is probably best sold to a collector of… weird stuff. I don't know.
The point here is that if we're careful, we can net an ungodly pile of gold pieces out of just what we have so far.
And you know Krorag the Bear is going to have treasure type H in his lair, from all the travelers he's eaten over the years…
I'm ready to keep marching through. We may have an issue with membership, depending on who can make it. Also, if Pete can make it, Martin is quite hurt. What is the meta-game ruling… only the one mummy hit is not magically healable, right? or now is he immune to magical healing? (I'd vote for the former - it makes more gruesome sense.) We might also have a Goldfinch show up, springing out of a chest in the mummy room.
I'm ready to take out the last undead and take on the bears. Now you know the wisdom of dropping my AC as low as I can make it!
I am suddenly enamored of the idea that Glantri is crypto-French, and various groups of Dwarfs in a vast underground realm are crypto-everything-else.
I agree - we've made a significant dent in the threats of this area, for us to bypass the looting of the final areas seems sheer folly!
I suggest we rest the night inside the wizard locked mummy chamber, perhaps even a couple days allowing our wizzies to get spells back, recover 2d3 HP and prepare for a final battle with the remaining denizens. It would seem unlikely that they're going anywhere.
For the wizard locked door, we likely need another knock spell, even if whacking with axes would work it would certainly draw our foes (although they might help us smash out?). The flip side here is that it's one more spell that could potentially be useful in combat.
I can likely make it next week. Martin will want to hang in there for the remainder of the expedition, I'm not sure there's any safe way for him to get out in any case. He'll certainly stay out of combat (practically speaking, I'd just run one of the Dwarves to keep busy and hurl insults from the rear).
I'd be glad to clear out the dungeon. Would we assume that'd be the focus of the evening, or would we potentially make a quick expedition to a second location afterward? Also, what would the ruling be on players who can't make it/players who weren't there last time?
Also, there's something kind of depressing about how Martin was 'nearly killed' but still has exactly as many HP left as I have at my max. It's all part of being level 1, I guess.
I want to play next week, if my work schedule will allow, and so was wondering about that myself. It'd be hard for me to introduce a new character if you guys are locked in a dungeon somewhere. Not impossible, mind you. Maybe the character's special ability is Spontaneous Dungeon Manifestation.
(Oh, and yes, it's about 98% likely I'm going to retire Goldfinch. It's 98% because I am a Palladium system veteran, and thus I know there is no higher percentage than that.)
Well, we're with four dwarves. So you can be a dwarf if you want.
And… uh… there was a famous instance (before I arrived) of a retiring PC disappearing with a magical spear. I wonder if we could trade Goldfinch something for it on his way?
There are three Dwarves that could become PC's with little trouble; we could strain things in other directions, but if nothing else the easiest thing to do would be to just let blizack manage one or more Dwaarfs until that episode concludes, and then introduce Farkfinch afterwards.
Without being too forthcoming: The characters are in a spot with few decisions to make ("When we get out of here, I'm killing whoever's laughing at us down the hall."), so unless Greengoat's Diablo impulses take over I think there is ninety minutes or less of my scenario left, hopefully including a resolution of MartÃn's dire wound (LoBo, just keep rolling saves vs Death until you fail one).
My plan was that you'd never see him again, since Goldfinch was infuriated with Martin and disappointed in almost everybody else. He doesn't want to have anything to do with the Company of Crossed Swords anymore.
Still, I agree that it's a ripoff to have him abscond with Passager. Maybe he got so emo before he rode off that he angrily hurled it aside. (I was going to write something about him throwing his buffalo hat to the ground in disgust, but it'd be better if it was the spear.)
Yeah, let's go with that.