With this session I introduced the party to our first dungeon crawl, albeit in a hedge maze deep in a swamp where the walls are not shrubbery but instead made of mud, peat, reeds and dead vegetation. It's quite extensive and might occupy a few sessions.
What? No shrubbery? I don't believe it! |
To be fair, we didn't hop into the adventure right away because we were still recapping last week and there were questions about the magic items recovered in the first two sessions. Using my clarification and amplification of the rules for identifying magic items, the party successfully determined the identity and functions of these items:
- The ring made of copper wire found during the first session is a Ring of Translation. Once imprinted with a language, the ring gives its wearer the ability to converse fluently in that language.
- The cloth cap recovered from the pyromaniacal goblins is a variation on the Hat of Disguise (DMG page 173). This magic item does not require attunement. Wearing the cap immediately covers the wearer in an illusion of an average looking human dressed in the uniform of the City Guard. The illusion is the same height regardless of height of the wearer.
- Upon helping the Guy retrieve his favourite rug, he handed the party what he deemed "glass junk" in an old, dirty sack. That sack is really a Bag of Holding (DMG page 153).
- The "glass junk" turned out to be several consumables and one Driftglobe (DMG page 166). The command words for the orb are "Enlighten me" (cast light) "Enlighten us" (cast daylight) "Hang out" (hover/follow) and "Peace" (stops all effects).
- The various liquids from the Guy's bag are four (4) Potions of Healing (2d4+2), one (1) Potion of Greater Healing (4d4+4), three (3) Oils of Magic Weapon, three (3) Potions of Darkvision, three (3) Alchemist's Fire, four (4) Potions of Cure Disease and three (3) Potions of Cure Poison.
I learned that while this method gleaning the magical properties of various curiosities allows me the chance to provide richer description of the items (possibly weaving in plot clues) but it is more time-consuming, occupying as much of the evening as a full encounter might. Therefore I am counting this session and future occasions of identyfying magic items as a full encounter and awarding XP.
So armed with a chocolate covered gem, the party bid farewell to the city and entered the Shady Marshes. The group chose to carefully pick out a path through the treacherous terrain, rather than travelling in the direction indicated by the chocolate syrup, trading speed for safety.
So armed with a chocolate covered gem, the party bid farewell to the city and entered the Shady Marshes. The group chose to carefully pick out a path through the treacherous terrain, rather than travelling in the direction indicated by the chocolate syrup, trading speed for safety.
After a few hours, the party enountered a strange stone structure jutting out of the muck, guarded by some kobolds. The kobolds outside the crypt seemed ordinary and were quickly dispatched. However, the building opened onto stairs leading down into some ancient temple, where the air became arid and the stonework was completely dry and free of moss, despite being below ground level in a swamp. Underground the party found several gaunt kobolds under the command of a robed kobold. More "regular" kobolds were huddled in a corner, guarded by their emaciated compatriots. A wailing kobold is being dragged by two scrawny kobolds towards a well brimming with water at the far end of the chamber.
Sensing that the well was the implement of some dangerous ritual, the party sprang into action to save the helpless victim and prevent harm to the other trapped kobolds. The cadaverous kobolds, when injured enough, dissipated in a cloud of pale dust, all gear falling to the ground in a heap.
True to form, the party spared the unchanged kobolds, who fled at the first opportunity. Once all the afflicted kobolds were destroyed, the party examined the well.
By which I mean Nimblethorn ran up and plunged his hand into the water, disturbing a strange serpentine creature formed from the liquid in the well. Fighting the creature seemed to have little effect, so the party needed a more efficient strategy. An examination of the well revealed that it was not attached to the floor but merely rested on it. To defeat the creature, the party tipped over the well, pouring the water across the chamber and depriving the aqueous snake of a sufficient volume of liquid from which to emerge.
The "well" turned out to be a cylinder, about six feet across and open on one end. The metal was uniform in color, similar to steel, unmarred by scratches or dents yet without any seams or joints. Despite its abnormal behavior, the metal tub radiates no magic. On the outside of the well, inscribed in minute draconic characters (but not similar to any modern draconic vocabulary) was the phrase "uncontrol desiccate receptacle" or some text along those lines. Some experimentation indicates the well collects water from the ambient air, supposedly creating the strange creature once full. Turned on its side, the metal bucket cannot accumulate enough liquid to allow the watery creature to manifest. Certain of their safety, the adventurers used the subterranean temple as shelter to rest awhile before resuming their trek.
Sensing that the well was the implement of some dangerous ritual, the party sprang into action to save the helpless victim and prevent harm to the other trapped kobolds. The cadaverous kobolds, when injured enough, dissipated in a cloud of pale dust, all gear falling to the ground in a heap.
True to form, the party spared the unchanged kobolds, who fled at the first opportunity. Once all the afflicted kobolds were destroyed, the party examined the well.
By which I mean Nimblethorn ran up and plunged his hand into the water, disturbing a strange serpentine creature formed from the liquid in the well. Fighting the creature seemed to have little effect, so the party needed a more efficient strategy. An examination of the well revealed that it was not attached to the floor but merely rested on it. To defeat the creature, the party tipped over the well, pouring the water across the chamber and depriving the aqueous snake of a sufficient volume of liquid from which to emerge.
The "well" turned out to be a cylinder, about six feet across and open on one end. The metal was uniform in color, similar to steel, unmarred by scratches or dents yet without any seams or joints. Despite its abnormal behavior, the metal tub radiates no magic. On the outside of the well, inscribed in minute draconic characters (but not similar to any modern draconic vocabulary) was the phrase "uncontrol desiccate receptacle" or some text along those lines. Some experimentation indicates the well collects water from the ambient air, supposedly creating the strange creature once full. Turned on its side, the metal bucket cannot accumulate enough liquid to allow the watery creature to manifest. Certain of their safety, the adventurers used the subterranean temple as shelter to rest awhile before resuming their trek.
Right before sunset, the chocolate pseudo-compass* finally guided the investigators towards an earthen hovel that looks more like a pile of wet clippings than a functional dwelling. Outside the house, stooped over a boiling cauldron, was a weathered crone. She beckons the group and inquires as to what brings them so far into the perilous marshes. Upon recognizing the gemstone, she claps her hands to send out a vertigo-inducing wave of discomfort that pushes the group away magically.
The party shakes off the disorientation and looks around to find giant walls of mud and vegetation surround them. Gaps in the walls lead to different passages that head further into this strange place. The party moves cautiously to find another room where a frog-like humanoid is arguing with a shambling mound. The debate centers on the mound's "garden" - specifically five plants that can be moved to different location around the clearing. The bullywug explains that the shambling mound is unhappy because the plants are in the wrong places, and none should be in a line with any of the others. The party figured out a placement that satisfied the garden's resident. With the shambling mound now able to seek inner piece, we paused for the week. No treasure has been recovered yet, but the party members earned 314 XP each.
~ Tidwin
07/19/16
*As opposed to a pseudo-chocolate compass, which would be a compass made entirely out of white chocolate.