Tuesday, 30 April 2024

Turn 56: The Thrappled Lemmings and the Disco Demons from Dimension X, Temple of Elemental Evil Level 4 (Five Leagues from the Borderlands)

There are four levels of this dungeon to go, including this one. As it is a temple of Elemental Evil, that means I have decided to include a Deranged Cultist among each of the cultist forces in each of these four levels thus creating a chance at summoning an elemental Aberration. The Deranged Cultist is additional to any leaders or unique foes generated by the system.

There is an elemental in the Aberrations list in the rule book. I have used that as the basis for creating unique air, earth, fire and water elementals. If the party moves fast enough, they can stop the elemental being summoned. Failure to do that will result in them having to fight it. I have no idea if I am overfacing the Thrappled Lemmings here, but this is meant to be an epic finale to my campaign, so I am ramping up the danger levels (I think). Let us see if the Lemmings get lucky...

Breakfast was a sombre affair. Wido had forgotten to load Jarnhauss the Mule up with beer and the Lemmings were grumpy because of that. Still, they had the entertainment of Hildegard the Healer visiting them. She had offered to heal any injuries, but no one required her attention, so they just gossiped and told her the news of their heroic activities. It never hurts to spread good publicity about yourself, you know.

Of course, being hospitable to a wandering healer comes at a price, and the Lemmings quickly found their rations being depleted. Hildegard was a bottomless pit when it came to food, even trail foods. After breakfast, Lysanthir went in search of herbs, but found none. Sir Thiebault took Fulrad hunting but they hunted in vain. It seemed that the activities of the local cultists had scared the game away.

With their bellies full, the Thrappled Lemmings wished Hildegard well and descended into the depths of the Temple again in search of more treasure. As usual, Fulrad scouted ahead for them. As he stealthily advanced into the dungeon, fog curled around his feet and flowed through the corridors. Visibility was poor as it rose and formed a misty veil over the whole dungeon that shifted in soft currents of air and hinted at monstrous shapes lurking just beyond. The gibbering of the previous level was replaced by a dull, rhythmic thumping, thrumming noise. Fulrad found himself moving in time to the faintly heard beat. It was alien but intoxicating, a foreign spell that could steal a person's mind. Taking control of his thoughts once more, he called the others to him and reported what his scouting had shown.

Lemmings enter from bottom left and bottom right. The deranged cultist is at the top of the map. Cavern tiles from Heroic Maps

"This place reeks of treasure," he whispered, "I have identified several areas that could be fruitful, but be careful, because there's some kind of night fever forcing that rhythm out of your soul."

"Huh!" responded Sir Thiebault wittily.

"No," said Lysanthir, "I can feel it. The groove is waiting to for us. Stay alert and don't get swept away."

Sir Thiebault, who was tone deaf and a real buzzkill was none the wiser, but he ordered the Lemmings to advance anyway. There were two entry points to this level so they split up and moved out.

They advanced quickly through the twisting tunnels of the cavern, despite the fog that blocked their view. Fulrad suddenly rushed forward.

"Treasure!"

As he did so, three grotesquely colourful demons spotted him.

"Oh shit!"

"Formation, ladies!" shouted one of the demons.

Dancing queens

As Fulrad retreated at full speed, Sir Thiebault and Drogo dashed through separate passages to aid him. The demons shimmied forward in time to the increasingly loud bass beat that echoed through the halls. They took a step to the left, and then a step to the right. They put their hands on their hips and made it abundantly clear that they would not leave the Thrappled Lemmings untouched. Their razor sharp nails extended six inches from their finger tips and glittered with eerie light. They flowed forward towards Drogo, who drove them back.

Involuntarily, he cried out "You can tell by the way I use my axe, I'm a woman's man. No time to talk!"

The fog in the corridors eddied more. A great soughing sigh flowed through the caverns.

"Ha, you're about to be blown away!" screeched a demon.

A deranged cultist flanked by demon allies

Lysanthir feared the worst. A cultist had summoned an elemental and this fight was about to get even more serious. He feared it would be pure murder on the dance floor.

Onesipe advanced towards a likely spot for treasure. As he did so, the floor under him broke up. He only just managed to leap back to safe ground as a poor of toxic sludge was revealed. Wido moved quickly past him, followed more slowly by Lysanthir who was muttering something about staying alive. He had a feeling he knew who they faced now and he was not happy. The demons of Dimension d15 c0 were tough and deadly. It was easy to forget this when you saw them. They looked like brightly coloured shiny happy people and they would have you swaying in time to the rhythm of their whims even as they eviscerated you in a typical d15 c0 inferno.

Meanwhile, the demons were chasing Drogo through the corridors. One caught up with Fulrad, who slew it, with the aid of Sir Thiebault. Drogo and Sir Thiebault then turned to the other two in the group. They had found their groove now and the demons died quickly. Fulrad had time while they did that to check out an interesting feature in the cavern ahead, only to find himself dancing back at high speed from a pit full of toxic looking sludge that changed colour rapidly, his boot heels melting where he had partially fallen in.

On the other flank, Wido and Lysanthir had been spotted by more of the demons. Wido's spear wove patterns of death as Lysanthir egged him on. Green ichor oozed from wounds on the demon's bodies as the two groups parted to catch their breath before returning to the fray.

Seconds later the onslaught began again. Lysanthir was driven back and Wido stepped in to the fray aided by Onesipe. Between them, they cut the demons down. Two ran from the fight, but the rest lay dead before our heroes. As the infernal beat died down, the deranged cultist took to her heels. She would live to face our heroes again, but the air elemental she had summoned was now flowing ominously through the caverns towards Lysanthir, Onesipe and Wido.

Onesipe fired a bolt at it, but it passed right through without hurting it. Then Wido engaged the creature but neither he nor the elemental could gain any advantage. Fulrad rushed up to take up a firing position and joined the fight. After an age, Onesipe spotted a break in the swirling winds surrounding the creature's core and shot a bolt straight through it. The creature spasmed in agony. Wido saw this and stepped in, driving his spear into the same spot. The monster flailed and lashed out, throwing Wido ten paces back through the air to smack against the cavern wall. Winded but unharmed he picked himself up again.

Lysanthir had moved up to support Wido and was now the elemental's target. He flailed wildly with his staff in a bid to fend the creature off. It's first blow was stopped by his ring of protection and then he drove it back enough to get some breathing room.

Air Elemental from the Temple of Elemental Evil board game

As Wido returned to the fight, Drogo and Sir Thiebault raced up to attack. The monster was badly wounded but still dangerous and it was at times like this that the Thrappled Lemmings came together as a team. Onesipe and Fulrad fired as quickly as they could. Lysanthir tried to distract the elemental, while the others weaved in and out in a complex dance of swordplay. It was a miracle that none of the party was wounded but by supporting each other and working together, it was also only a matter of time before the air elemental fell. That honour went to Drogo whose axe clove through the howling gale around the creature to find its soft centre. The caverns were stunningly quiet after it fell.

"Right, let's loot the heck out of this place," announced Lysanthir, breaking the silence. The Lemmings set to with a will. They had sustained cuts and bruises but their supply of bandages had held them together

The resultant pile of treasure made the Lemmings very happy, even if they had disturbed a few more of the demons and set off a trap that nearly killed Drogo. Fortunately, Lysanthir was on hand with a Heal spell and the Lemmings en masse were more than a match for a few demons. They returned to their camp above ground to rest up before continuing their quest for even more loot.

That went better than I feared. On paper, the elemental's Armour and Toughness are a real challenge, but the sheer number of attacks made and the party's superior Combat Skill really told. The Elemental won a couple of rounds of melee but did not take any of the party out of the fight, so they were able to bandage their wounds and carry on. With so many attacks being made against it, it was really only a matter of time before I got lucky and beat both its Armour and Toughness. Still, it could have gone the other way and badly with worse dice rolling, especially with the elemental having +2 to defeat both Armour and Toughness. It would only have taken one lucky hit for a Lemming to be lost.

Air Elemental

  • Speed 5
  • Combat +1
  • Damage +2/+2
  • Armour 4
  • Toughness 6
  • MP 3
  • RR 3
  • Traits: Ethereal, Lash, Wings

The idea is that it is hard to damage because it is composed of air and that it gusts in a way that drives its attackers back. Being an air elemental, it can also ignore terrain penalties by drifting over them.

Sunday, 28 April 2024

Turn 55: The Thrappled Lemmings and the Temple of Elemental Evil, Level 3 (Five Leagues from the Borderlands)

 "Hey, did you feel that?"

Lysanthir had noticed a sudden judder in the air around him, like time had stuttered and juddered and then resumed. He was attuned to such things through his mystic studies.

"Don't know what you are talking about," chorused the others.

"Yeah, stick to the ale. You know that scumble does bad things to your brain," advised Onesipe and promptly followed his own advice by ordering another mug of Olde Forgetful.

It's been a while. Between the Easter break and catching various lurgies, I have not really been up for playing games. Time to get back in the saddle and try to remember where we were up to in the tales of the Thrappled Lemmings.

As Lysanthir mused on the nature and malleability on time, he heard a Town Crier outside announcing to the world that the merchant Tancred Guttormsson would pay a generous 2 Marks for the return of an item whose nature would be disclosed to the brave souls who volunteered to undertake this task for him. Lysanthir immediately delegated Onesipe to contact Tancred and accept the contract.

He then settled up the bill at the inn for 2 Marks and went in search of the others. He found Onesipe and Drogo sparring. Onesipe confirmed that he had accepted the contract before he got distracted. He told them to be ready to travel as soon as he returned from selling their excess gear at the market.

With all the necessary business done, the Thrappled Lemmings followed the well-worn trail to the Temple and proceeded down into the depths below the earth. As they reached unexplored areas, the halls around them echoed with the gibbering and howling of nameless creatures drawn to the infernal magics of the cultists activities. Twisted, deformed and devoid of sanity, they would visit their own horror on everyone else that all might realise the sights they saw.

The Lemmings enter from the bottom left

Fulrad scouted ahead. His experienced eye noted that this level was larger than the others with more important features. It was clear from the way the level had been carved out of the bedrock with extra care. With such a large area to search, the party decided to split up into three groups. Fulrad was the first to find anything: a bag of gems worth 5 Marks.

"Score!" he thought to himself as Sir Thiebault tried to catch up with him.

Onesipe, also eager for treasure, raced ahead, only to encounter a group of twisted man-beast things emerging from a side passageway just as another group was disappearing down a different passageway in the vast hall that he had entered. Worse yet, he could hear the scratching, shuffling footsteps of another enemy nearby. Drogo moved up alongside Onesipe just as the twisted man-beast creatures spotted the pair and charged. A brief melee ensued with no one gaining the upper hand. Both sides stepped back to catch their breath. Onesipe fired but the beast's thick fur stopped his bolt. Drogo charged in again, crushing a creature's skull with his axe so badly that its teeth fell out onto the ground. Drogo's axe swung as the other creatures attacked. He cleaved one in two and drove the other back with black ichod dripping from mighty wounds.

CONTACT!

But, more were approaching. Onesipe desperately reloaded his crossbow. He aimed and fired at the newest arrival. Blood spouted from a grievous wound but the creature staggered on just the same. The monsters attacked like the maddened beasts they were. Only their stout armour saved Onesipe and Drogo long enough for each to slay his foe. The fight was long and hard and they were panting desperately by the end of it but there was little time for respite.

More of the beast-forms emerged from passages along the way and attacked viciously and unthinkingly. Drogo drove one back as the others approached, ready to charge. The melee dragged on. Drogo's armour took hit after hit but held against the beasts' claws. Surrounded by bodies and slipping in the blood, he nearly fell victim to the fetid breath and razor sharp teeth of one creature, but successfully slipped in under its guard despite being wounded and cut this one down too. The sight of so much carnage caused one of the creatures to drop to all fours and sprint from the hall. That still left four of them though.

As the others fought, Lysanthir found that the floor of one room was unstable and rocked under foot, making it hard to walk on. Fulrad triggered a trap. Fortunately, he was using the ten-foot pole that was part of his Delver's Kit, so he was unharmed. He then promptly opened a door to reveal a room filled with a toxic miasma. Staggering back choking, he shut the door and moved on.

In a pause in the battle, Drogo bandaged his wounds. Onesipe shot but his crossbow bolt failed to penetrate the creature's armour. Lysanthir soon found that he was not alone either. Footsteps were approaching the large chamber he was in.

Lysanthir discovers something unspeakable

The pause was not long for Drogo as the beasts rushed forward once more. He and Onesipe cut them down. Their armour was bloodied and battered by the end, but soon a dozen corpses lay around them and bloody footprints showed where the last of the creatures had fled. They caught their breath.

A hard fight

Lysanthir back-pedalled for all he was worth as a beast-man attacked him. He yelled to Wido, hoping that the warrior would be able to reach him in time. Wido came running. Together, the pair took up station in the corridor as the man-beast pursued Lysanthir, howling and dripping foam from its slavering jaws. It did not matter though. Wido pierced the beast's breast with a single strike of his war spear and the creature fell lifeless to the ground. The gibbering and howling and insanity-inducing noises in this place had all died down. There was nothing left to do but loot the place and camp for the night before returning home for a welcome flagon of ale (or scumble).

"Hey, lads, do you think a lot of people have been here before us?"

"Dunno, why?"

"Well, it just seems like there is a lot of armour lying around, like maybe those beasts ate its former wearers."

"Makes sense."

The four suits of armour would sell well, although Drogo grabbed the one that Lysanthir declared to be magic, after shaking out an arm bone from it that appeared not to have been chewed for a change. His armour was just too scratched up and this magic armour looked both strong and light. They also found a few weapons and some valuables. All in all, it was a good haul. Better yet, they had found Tancred's little black book and could return it to claim that reward too.

Well, Onesipe and Drogo (but mainly Drogo) carried that one. Onesipe's crossbow barely did anything but he did better when he got his sword out, while Drogo's axe did its job and cut down most of the dead enemies. It was good to get back to this campaign and I look forward to the next level of this dungeon. Maybe we should not split the party up to explore it though. This could have gone very badly for Onesipe and Drogo were it not for their armour protecting them more often than normal, although the enemy also did well on armour rolls. Fortunately, using all the Will points they had really helped the Lemmings get through without relying on Story Points this time. With all their loot stashed on their mule, they are ready to take on the next level.

Another thing that strikes me is how well these oversized dungeon maps work for this type of game. The levels are a bit too large, but the maps work well and are easy to put together, which lets me get to the gaming faster. I still quite fancy making a proper terrain set for the dungeons but that will wait.