We are back with our write-ups of the Dolmenwood campaign we have been playing with OSE in these weeks. Unfortunately, was busy and I could not post the summaries of DoronTheElf. I hope to catch up with new posts these days!
- Mallomahr, the Dolmenwood Elf
- Baldrick, the Friar
- Vardast Blackwall, the Paladin [My character]
- Crinkledink, the Woodgrue
- Sóncræft, the Ministrel
- Theune the ‘Tome Keeper’, 1st-level magic-user. Graduate of the Royal Institute of Physicks and Sorcerers in Castle Brackenwold. Loyal to Mallomahr.
- Breyir the ‘Headlopper’, 1st-level fighter. Trained in Prigwort. Loyal to Crinkledink. Personality: prankster.
- Griya the ‘Braggart to Burn’, heavy footman. Personality: braggart.
- Mannog the ‘Grim’, light footman. Personality: kill-joy.
You met a goatman carrying soaked rags with deep red spots/stains. The goatman invited you to his place to eat pancakes and have a chat.
In the floor of one of the rooms/corridors, you found runes within a circle and hidden under a crimson-red rag.
You fought and killed a 5′ long spider, which smashed Crinkledink’s shield to pieces. In the stomach of the spider there was a small glass jar containing a tiny dead monstrosity/creature.
You found a statue of a hunter (bow in hand, sword at belt) with two hounds. In the same room, there were two hung mirrors (on north and south walls). The hunter had a hunting horn engraved with a stag’s head with ivy woven into the antlers. Soencraft identified it as the symbol of the White League: a league of hunters and rangers who are historical foes of goatmen and the reptile cults and lizardmen that once plagued the lands.
You moved towards an archway (8′ high). The archway had skull carvings (arches carved in the form of stacked skulls). You found a skeleton lying in the archway in a pool of dried blood. You inspected the skeleton and found that it had a slashing wound in its right side. The skeleton also had a badly damaged chain-mail, sword, backpack with a musty rope and rotten rations, belt pouch containing 25gp, brass skull necklace (15gp).
Baldrick found an old leather boot (left foot).
You moved south past the blade trap in the corridor, and you found a natural cavern which hosted a roost of bats.
You decided to move north again and open a door that you found. The room had piles of white sand (mounded 4-6′ deep, covering the floor). A 6′ high pile of sand was concealing a brick closet (3′ feet). The closet had many glass jars, neatly stacked. The jars had teeth (human, animal, monstrous), insect husks, shredded hair. You also found a note on a scrap of parchment, inside one of the jars: “For the collection of Hazrad the Unholy”. Two black skeletons were standing guard by a door in the north. One of them was used as a temporary shelter/nest by a couple of frogs which started hopping south… The door in the north was a sliding metal door. You could hear faint sounds of battle behind the door.
You opened the door and you saw… a figmentary giant lizard man (hunch-backed and rabid) locked in combat with a figmentary human warrior. Both were wounded and bleeding. Even when you were close by, the sounds of battle were faint. The warrior was killed and the lizard-man turned against you. Baldrick blinded the lizard-man: a beam of light seemed to be coming from within his hat! You slaughtered the lizard-man and both the warrior and the lizard-man disappeared from sight, while Mallomahr’s arrow which had previously hit the lizard-man remained in the room. The room was dusty and full of cobwebs, hanging like veils. Two black skeletons were also guarding the door in the south. A smell of broth/soup was coming from the east.
You encountered a blue-robed human skulking around and muttering about being late… He was looking for his jars! You exchanged some of the jars for information. He told you the following:
The horned ogre owns a treasure whose value he doesn’t understand. He told you that the ogre is a heavy snorer, you can find his room behind one of the doors in the large room with the crumbling statues.
Fruits of the underworld are often magical, but can twist the mind of the weak-willed.
If you find the black jungle, make sure you bring a shovel.
You went back to the large room and devised a plan for tackling the ogre. The door to the ogre’s room was locked. Crinkledink left a dose of triple-sod in front of the door. You started knocking the door and finally the door opened. A repulsive stench of diseased flesh was coming from the room. The ogre had diseased flesh (weeping pustules) and bulging eyes (one larger than the other). A chain of keys was hanging around his neck. Theune started her incantations and released her magic upon the ogre (sleep spell) but the magic fizzled and died… Mallomahr tried to use his runic magic but it didn’t work either… Finally, Crinkledink started playing a “melody” in his instrument while dancing terribly and hooting like an insane barn animal being skinned alive…
The ogre was affected by Crinkledink’s mad revelry and then drugged by triple-sod. This is the information that you managed to get from the ogre: his name is Borg and he hates dwarves and troglodytes. He said that other creatures call him “the mutagenic ogre”.
You searched the ogre’s room. A repulsive stench of diseased flesh was coming from within the room. You saw a filthy bed (sheepskins, sackcloth), a wooden table and chairs, dirty plates and dishes stacked everywhere, and a cooking fire place. The ogre told you that there are remnants of dwarf stew in the iron pot. The room also had four cages, each with a trapped humanoid (indefinite species), 4′ tall. When approached, the caged creatures screamed. At the east end of the room there was an alcove: there were piles of boots (ogre sized), heaps of cloaks (ragged and stinking), and 6 leathery pouches (made by dried humanoid organs) jointly containing 724gp. You also found a human skull, carved with runes.
As you were searching the room, you were surprised by a reptilian humanoid with long legs, short tails, and spiky combs on its heads and arms. Baldrick suddenly saw two claws coming from the dark and trying to hit him and a mouth trying to bite him! A nauseating stench was coming from the creature.
[Rules: When it’s not clear which character is where, I choose the target of an attack randomly. So, in the case of the troglodyte attack, I assigned the number 1 to Breyir, number 2 to Vardast, and number 3 to Baldrick. These 3 characters were in the big room in the time of the attack. I rolled a d6. 1 and 4 Breyir is attacked by the troglodyte, 2 and 5 Vardast, 3 and 6 Baldrick. I rolled a 6, so the troglodyte attacked Baldrick.]
Baldrick was badly hit and decided to cast his “protection from evil” scroll. However, Vardast swiftly brought the creature down.
Back in the ogre’s room, Soencraft put the skull in a sack. The skull though started speaking in a spooky whisper: “Huugal-Barathk is awakened”!
Meanwhile, you put the ogre in front of one of the two mirrors. Suddenly you heard the sounds of barking and a hunting horn echo from somewhere distant while the ogre seemed excited by what he was watching in the mirror…
You also moved the ogre towards the carpet and the runes carved in the floor underneath the carpet. As the ogre stepped in the carpet he disappeared from sight.
You moved out of the underground. A thick fog was covering everything. A sudden gust of wind cleared some of the fog and you managed to find a decent campsite: a beautiful glade permeated by an indefinite sense of well-being.
2nd of Haggryme (The Fading of Winter), day 18 at Dolmenwood
The next morning Soencraft and Mallomahr interrogated the skull. The skull (Huugal-Barathk) said that it wants to be reunited with its body which is in some underground grottoes further west from the giant oak tree. Huugal-Barathk said that his disembodied consciousness is now trapped in this skull because of professional disagreements with a necromancer named Dronik… The skull said that the necromancer uses one small area of the caves/grottoes for his nefarious research but he does not dwell within. The necromancer can sometimes be spotted in the woods, clad in black clothes and carting barrows of bones into the caves… The skull also said that undead servants of the necromancer protect his research lab.
Treasure: 25gp (belt pouch) + 15gp (necklace) –> 40gp
220.57XP for everyone
99.78XP for retainers
724XP from the 724 gold pieces (which I assume that you will manage to bring back to Lankshorn).
650XP for outsmarting the Ogre (at least temporarily :slight_smile: ).
25XP from the killed troglodyte.
Exploration, clever use of the environment, etc.: 20XP per player (present in the game)
Each one of you has gained 120 gp 6sp.
The retainers’ half share is 60gp 3sp.
That leaves 4sp for the common pool