Things took a grim and brutal turn in underhalls of the ancient elven metropolis in our last session. It should’ve been a Total Party Kill, in all likelihood, but I’d really hate to do that when one of the players was out sick. And maybe I’m too damn nice?
The party descended the spiral corridor down to the second level of Malek. The party still seems convinced (mistakenly) that whatever they need in this Dungeon is probably in the Ant nest, but went downward because they are still convinced (mistakenly) that the talking stone face was giving specific rather than generic advice on how to defeat the ants. Some throwaway rhyming lines listing things that are helpful fighting monsters in D&D that included mention of magic rings had them sold on the idea that there was some sort of ring of giant ant removal somewhere at the bottom of Malek.
Anyway, following the right hand rule, the party hit the south bend of level two, which is more or less empty until it turns back north again. Disaster struck the party in the form of a random encounter just as they turned north. The Cleric and Thief stumbled over a nest of pit vipers. 8 pit vipers. They also both immediately failed their saves vs. poison. I checked the listing for Pit Vipers. Save vs. Poison or die. Man, I thought, that’s rough; I’ll let them make it to the end of the encounter before the venom works its way through their system and see if they have any options. At first, the party only was fully aware of the two snakes that had bit the Cleric and Thief. The Thief, following his “burn this place to the ground” strategy that he’d begun applying to small vermin, torched the viper nest, sending the remaining half-dozen vipers into a biting frenzy. Very luckily, the party killed these and survived the rest of the vipers’ low attack rolls.
Given a moment to assess the situation, the Cleric and Thief both understood that they were dying and there was very little that could be done for them. Minor magic healing could cure the wounds but not counteract the necrotic toxins slowly killing them. Tourniquetes were applied in an attempt to slow down the poison, but it was concluded that amputation would be just as bad, if not worse, as dying. The Monk, however, pointed out that they’d milked poison before and might be able to create some sort of anti-venom on the fly; given than the monk’s shtick for how I built him is to make non-magical anti-death-poison stuff as well as slow-acting heals, I allowed that if he made a successful roll, that he could use the venom they’d milked and some of the alchemical equipment they’d salvaged to make an anti-venom. As they weren’t attacked during the time it took to make, I allowed that he successfully created a counteragent, though both the cleric and thief took substantial damage due to tissue necrosis. This was enough to “kill” the thief; after being brought back above 0 HP, he’ll have a permanent limp hampering his combat movement rate. So, now he’s a one-eyed limping goblin.
Why the party thought it would be a good idea to press on at this point is beyond me, but they did, finding first the empty stink room, then the room with more freaking snakes. The party’s response to this other viper nest was to immediately try to torch them. Luckily, these vipers were fewer in number and failed their morale save. But as this was going on, they were spotted by some wandering accursed elves, who made a mad dash at them. At this point, the thief, dying to make a sneak attack on something, ducked behind the corner of the room where they had just torched the snakes, while the other party members backed off and made ranged attacks. The cleric went down from the paralyzing strikes, and the Thief rolled a 1 on his sneak attack, but the others, including the goblin ranger who made his save vs. paralysis, managed to kill both elves.
Still determined to press on, the party found the room with the grey ooze. Grey ooze is a particularly nasty monster which is damn near unkillable for a party without an arcane caster. Anyway, the thief pokes at it with a stick (he really should’ve learned by now). Though he’s able to usher the others out of the room, before he can leave, the ooze manages to get on his arm, causing ridiculous amounts of damage. At this point, the party says “time to go” and carry the dying goblin thief out of dungeon. They find an entire squadron of goblins, presumably those who’d been dogging them upon their arrival at Malek, massacred, butchered, disemboweled and gnawed on. Among the dead goblins are also the scattered bones of larger humanoids.
The thief’s melting glove is removed along with all of the ooze cleric and monk are able to get off. A potion of healing is poured down the thief’s throat, but it’s not enough. The monk covers the thief’s burned arm with salves. The party finds enough combat-anti-septic paste among the remains of the massacred goblins to come up with something with 1/2 efficacy of a cure light wounds to bring the thief back to 1 HP.
While this is happening, the Thief is having a traumatic near death vision: an angry elven mage points at him and shrieks with hatred. When he regains consciousness, the thief finds that the bracelet he stole from Nuromen’s maze is on his wrapped, burned arm, though he could’ve sworn he’d sold it. A strange tinkling music begins to emit from the goblin ranger’s pack. The strange puppet that had once belonged to Nuromen’s daughter has begun to dance on its own in a wriggling fashion inside the ranger’s pack.
Upon returning to Alfort, the party is greeted by an atmosphere of dejection. Plans for the construction of the harbor seem to be in jeapardy, the church does not seem to offer the people much comfort, and the gloom of defeat seems not limited to the party but to the whole of the town. Things are bad. Even I’m not sure just how bad, yet. But to get a small indication of how bad it might be, the Cleric learned that the home of the mage under whom the the party’s now-departed elf was studying has been burned to the ground. Taramedes was burned up inside along with all of his scrolls and spellbooks, including Nuromen’s.
It may be awhile before my next Alfheim update, as we won’t be meeting again until the new year. In the meantime, I still ought to have plenty of content to write about, I’m sure. Soon, I’ll have some time to devote to MYFAROG when I’m not making home-made Enderman plushies by hand. I might talk some about the card games I’ve been playing, but I don’t know that there’s much to say other than that I’ve played them. (Props to both Cthulhu Gloom and Cthulhu Fluxx for sticking to Lovecraft and not including all of that fan-wank by subsequent mythos writers. There, that saves me a long rambling blog post on the subject.)
Lastly, screw people who talk about the need for greater diversity, inclusivity and access in the game markets out of one side of their mouth and praise the takedown of James Desborough’s product from DriveThru out of the other. If you care about keeping access to avenues of publication open for all, be sure to politely express your concern to DriveThru. You can also throw a few bucks into the art scholarship he is offering. Regardless of what you think of James, the games he likes or the games he puts out, unlike the folks who are trying to run people out of the industry, he’s actively encouraging and supporting people to get into it.