The Gates of Heck

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Summary

Adventure: The Gates of Heck - The Sequel to The Fires of Heck
GM: Jacqui
Session: Spring 819
Night: Thursday
Location: Smiths
Level: Low+

Party

  • Jaycey - Party Leader & Halfling Illusionist (played by Anne)
  • Angus - Caledonian Namer played by Keith
  • Eugene - Necomancer (played by Sam)
  • Carrie - an Ill Usionist (?) played by Justis
  • Rhoswen - Elf, played by Beth
  • Loot'er (Luther_Luthier) (Mike P.) non-mage Hobbit with the usual skills; and Kevin the Pony.
  • Emrys - Fire-mage Caledonian (played by Paul)

Employer: Pobble the Gnome
Mission: Do something about the Goblin King
Pay: see below — N.B. Nominate what you want for your physical talent

The Job

We were hired by Master Pobble to help the goblins get rid of the goblin king permanently. NO: they were NOT wanting a party that were all, in the words of that ancient song, “an A, Double-S, A, Double-S, ...” etc. Not for any airy-fairy moralistic scruples, but down-to-earth pragmatic they suspect they was one (or even seven) merely to kill the G.K., somehow he’d come back a bit miffed and vent his irritation on anyone who might have been responsible or, failing that, just anyone at all.

gNo. Instead the gNomes are working on a Ritual to Banish the G.K. to a place that he WON”T be coming back from. And they need us to help gather the very specific items listed by Juniper the Not-Quiet, Mad Prophetess … (or possible the Not-Quite-Mad Prophetess — all that excessive facial hair makes it very hard to hear or lip-read what they’re saying).

What we will be “paid”

  1. A Fungal potion each (cunningly prepared by Tink and Tonk) that confers an intended a magically Physical Talent on its imbiber, such as Elven Witchsight; Dark Vision; Resist Pain; … The Fungiologists would appreciate advanced notice of what is preferred.
  2. Gems
  3. Incidental loot that we “acquire”.

Scribe Notes, Chap.1: Frome Home, To Gnomes, & into the Layrinth

We obtained Greaters, Amulets, Healing potions, Grizelda’s cookies, and other support materiel & magic — the Party Leader & Scribe advancing funds to those a little short ... so the mission needs to make a profit (one way or the other). Pobble then took us to Alphonse’s — where we obtained extra rations, naturally.

Then, after a short journey, we (the hobbits, pony, “doubling”, and horses) eventually reached an un-DA-able door or two and ended up in Caves on a Different Plane. There were other doors too, including one with a Lazy-8 that leads to The Labyrinth. Oh dear: it seems we forgot to get an astrology reading. What a pity! Unfortunately the yellow-capped folk have already a mystic prognostication, as we discovered when we reached the Gnomish Under-Under-Ground and were introduced to T&T, Old Hogarth, Myrtle, Juniper, and other VIPs. A party was being set up. For Us and them.

Gnome Geography (& history) in brief

The Cave system, where the Gnomes now live is the Under-Under-World. Above that is the Underworld (the ancient sewer system, etc). And above that is the Over-Land, which is where the Gnomish city was until it was overrun by Goblins.

Gnomes are mostly earth-mages. And they were surprised we didn’t bring an air-mage for their Lightning which, apparently, could have been useful (which surprised us!).

They are pacifists, and live on Mushroom, eggs, cheese, fungal bread, and Beverage. Lots of beverages. The party went well.

THE PROPHESY, as sung by the N.Q.M.P.


Nobody knew
What kind of magic spell to use
Slime and snails
Or puppy dog tails?
Thunder or lightning
Then baby said
Dance magic, dance magic
Jump magic, jump magic

The plan, as interpreted by Myrtle the Wise

The ritual will be performed under the gNome gTrone gRoom. Those ingredients mean:

  1. Living Slime— NOTE: we were provided with a special (expandable!) slime bag for the gunk from the slime creature.
  2. Snails Antennae of Giant Chaos Snails.
  3. Puppy-dog tails: the tails of Hellhounds from Avernus
  4. etc

We are to enter the Labyrinth and find the Doors that will take us (directly, or not) to the Home Planes of the creatures, so that we can physically Kill (or Subdue?) the Special-of-the-day and remove its specified body part. First up, we should go to a specific place within Golarion and talk to the locals to get to where the slime creatures live. Myrtle sketched the Rune for us.

We Enter the Labyrinth

Apparently the Labyrinth has been described as “the Universe’s Basement”; it links many places. Weirdly. Which sounded odd for those of us who hadn’t been there yet. Then we entered it and were on a stone landing (with a door labelled H behind us). The landing had stone stairs going Up. And Down. And Sideways. AND maybe even somewhere else mutually perpendicular. Which, at the time, looked odd unless you concentrated on the steps and just thought of “down” being whatever was under your feet.

A Ball of Light, that had a warm & calming radiance, popped up through the floor: “Oooh, Visitors”.
[Detect Aura : “Lantern Archon”. Plane of Origin: “Celestia”]
Archon: Are you lost?
Hobbit (cheerfully): Not yet.

Jaycey [Party Leader, following Myrtle’s advice]: We looking a door marked by an “O” with 3 vertical lines through it and a subscript Runic-K.
Archon: I know several of those [Starts to go up & pauses] ... Archon: “Is this a good thing?”
Experienced Party-members [in unison]: “Yes!”
Archon: “Then I can do it.”

Chapter 2: On the trail of Living Slime (and shopping)

Once powered up (by our mages & the Archon), typically with Enhanced duration, we opened the appropriate Outer & Inner doors and stepped into rain & an Alley way in (as we later learned) Corsova. The outer door clicked shut after us leaving the extremely obvious inner open — which we closed & Jaycey illusioned to match the local wall.

Remembering we were here to find Living Slime, we exited the alley seeking local clues or directions and entered a nearby shop, which had a sign over the door reading Episcipo’s Dolls & Figurines (Yay! We can read, and presumably speak, the local patois as if it were common). Even better, Episcipo was not fazed by the armed melange of species entering his shop (Hobbits, Elves, Equines, Direwolf, Caledon firemage, etc) — apparently because Party-leader’s Jaycey’s openly worn, visible necklace identified her as a Pathfinder, namely some type of reputable super-Ranger, who are known to conduct expeditions that are good for the local Economy. And it helped that our necromancer knew the right artisan lingo and bought a well-crafted dolly of apparently exquisite taste (if you like that sort of thing).

Episcipo advised that we were in the midland region of Corsovo, and gave us general directions (the main road to Aeldred Square, Citadel Way, and so-forth) for establishments that would be useful: Adventurer-related shops and an adequate hostelry.

Tiffin-time, followed by Light Shopping

We followed the directions. The locals on the streets were mostly humans, with some hobbits, a few dwarves. The spies Some of us estimated, comparing the buildings and the numbers of people observed, that the City must have recently experienced a significant Drop in Population. There was a large pyramid visible (apparently near the city’s centre and visible from much of the city). And Citadel Way end in a large citadel. Not much interesting by way of street hawkers, although the “Elephant’s Ear” was a curious fried pastry not for its taste but its production (traditionally fried in a Tower shield, allegedly sufficient for 3 men).

We duly reached the Creaky Hammock (an inn catering mostly for ship-folk clearly somewhere near the docks, to judge by Nose) and paid for a couple of rooms, each with 4 bunks. Mine Host was called “Du)stin Shmish” (or some such, I was too hungry to catch it). Since it had been literally hours since we’d lunched with the gNomes, we all had a light meal: battered Fish fillets with abundant chips, washed down with tolerable beer (except, obviously, Keven just had the chips followed by some apples from the provisions).

Master Shmish answered some questions and directed us to where we might purchase supplies. Nearby was the “Gold Market” (just a name for an open area of stalls and such), and more permanent establishments: shops, alchemists, butchers, haberdasheries, a barber’s shop (although Carey or Eugene took exception to its proprietor …“Never trust a half-orc barber that dresses well!”) . Amongst the useful shops were weaponsmiths and armorers (got Kevin some light barding), and we were able to purchase mildly magical weapons etc, including weapons that were sufficiently adequate to hit standard targets needing magic/silver. Looter picked up a very practical bolt-case as did XINSERT NAMES HEREX got the quiver version (((QUESTION: anything the others wish to have recorded))).

To The Sewers and What to Expect there…

We returned to the Creaky Hammer Hammock, which was somewhat more lively (a gracious way of saying it got really VERY noisy at night). However, that night when we (meaning a respected Pathfinder & company) spake to Master Shmish about how to reach the Sewers, he advised that he knew a service entrance. And it’s not just “sewers”, also vaults and catacombs. And traps. Wildlife involves gators, were-rats, dire rats, Fhorar (??), goblins, Oatiog.

After sleeping that night (generally requiring healer assistance) we headed back to the Labyrinth and re-upped on or queued the spells (including Archon’s). We then followed Shmish’s directions but, on removing the covering and seeing the slime-encrusted ladder and how far it went down, Jaycey made Kevin (with a feed bag) & the direwolf invisible, we went down the ladder carefully.


Tog

We descended the S.-E. L, and were in a tunnel system with fungus or mold on reaching at least 10 feet up the “walls”. As we moved there were patches of light (but not water, not yet) coming down through gratings and such. There was almost no garbage, but definitely a sickening smell. (Almost made one dread what the next meal was going to taste like. How horrific!)

Mercifully (?), such thoughts were soon banished by a monstrous wail (part keening, part wailing) and then the monster itself. It was an Etoig — Good taste prevents further description. It bellowed: “Feed Tog. You give good food, I let you live”. We whipped out sweets and food, but fortunately Angus saved the day with some Haggis (No, really !!) laced with liquor from his sporran.


Chapter 3: Shooting Goblins in a Sewer

The Design of the Sewers

The sated Etiog retired back in to a chamber in the side of the wall. Clearly it’s den, We could see the sophisticated bricks the wall was made of. Over the next few hours we discovered that, the Sewer itself was designed as a network of tunnels about 15 ft across: a 5-ft walkway either side and a deep 5-gutter between them containing water (and assorted waste “materiel”). The walls either side were generally 10’-straight, then arching over to support the city above. The system was clearly planned, but not to any obvious, regular pattern. Over time we noticed the intersections were deliberate T-shapes or crossroads, sometimes at odder angles, probably because of whatever was above (or to avoid some subterranean?). As we went we rangers conferred and kept track of our heading. Being a Sewer, we generally followed the flow, but kept track of our direction; and obviously sometimes the same intersection had routes that, relatively, rose in one direction but fell in another. Sometimes the sewers just intersected with other underground features: designed underground passages, natural caves, or just areas of collapse.

Goblins

Six arrow flew out from the darkness ahead, 2 palpably hitting Angus. Perception checks showed goblins 120’ ahead for those with the magic/items to see that far.

Jaycey [Mil Sci]: Fire some fireballs into that Darkness!
Emrys the Firemage: How far?
Jaycey: Any, as long as we're NOT in the Blast Radius.

He Dropped a fireball that overshot their unseen front line but hit the main body and some goblins around the corner … and apparently a goblin alchemist was there was well who took out many more people and some masonry. Angus, Emrys, Jaycey, & Looter moved up at various speed,s while the remaining goblins fled into the darkness. Getting there, we could see a semicircular chamber with an alcove holding an ugly idol of an elephant with spikes on its back and a topknot. Perhaps a goblin deity?

We also saw the 5ft pipe that the’y fled down. It was far to small for most of the party, so we didn't pursue. At the next T-intersection we took the path sloping upwards ...

Azure fungus

... which lead to a pretty fungus garden that appeared to be deliberately laid out, especially the blue skeins of fungus handing down like a fine-bead curtain. The Rangers couldn't identify it, so someone poked the Namer — gtn Azure Fungus (Q: is it magical. A: sort of). For clarification, the zombie touched it and fell down ("We're going to need another zombie!"), zapped by (DA) "Bio-alchemy"

So, back at the intersection we descended the other way that led to a mostly flooded room although the was a shallow, almost-dry path along the side of the room with an exit near the corner. We scanned the water VERY carefully for the dreaded Gators but there weren't any to be found. We did see the pairs of eyes partially above the water (gtn crocodile) ... and apparently we could cope with them. Eugene created a Wall of Bones, and none of us touched the bones ... even though we had been explicitly instructed NOT to.

The Trapped Door

We carried on, heading East to an almost square intersection. The north exit had a passage that lead to a few steps leading up to an impressively strudy wooden Door. Especially as Looter confirmed it had a trap ... magical, since Angus got an aura (Q: Counterspell necessary to deactivate the trap? A: Counter Fire Special).
Looter disabled the trap and the door opened onto 5' of corridor ending one a more imposing double door ... behind which (according to ESP) was a feeling of HUNGER.


Chapter 4: The Horse-head Door & its cloud of Darkness

The impressive double-door bore an emblem perhaps relating to important person, family or Underground Cult: a horse's head with a red-glass eye. The doors swung open into darkness that, even with our Light-Sight from Archon let alone our superhuman natural talents was impenetrable after about 15 or 20 feet. Gene the Necro sensed that undead were in range. To shed light on the cursed darkness Emrys threw a torch-light into the darkness which elucidated movement on/in the walls as it went past. And the following Fireball showed skeletal figures in rusty chain emerging from their niches.

So Angus and Jaycee rushed into the room ... followed by Roswen, Carrie, Eugene, and Looter.

...More to be back-filled shortly

Chapter 5: Halfling Rescues Elf from Jelly ... & other stuff

Once the armoured skeletal warriors were dead again, most of their possessions crumble and the Unnatural Darkness dissipated. However we did snaffle some ancient-looking coins but can’t decipher their inscriptions.

The exit doors were enchanted with “Hurty hurty” magic (according to Roswen’s Detect enchantments) and Angus cast the appropriate counter indicated by the D.A. (Counter Necro Special). Loot’er discovered a trap which the experts confirmed as magical, also “pain”-involved, needing Ctr Necro Spec — “Theoretically Agony, according to Carrie Gene. (Sorry, your scribe keeps confusing some of the big-folk — in fairness, doesn't Carrie sound quite necro-ish? )

There was something Hungry sensed behind the "Exit" door; possibly another “allegory”? ... since no undead were detected. We got into battle order and opened the double doors revealing nothing initially apart from an ever-burning torch in the room, but also a glinting hanging in mid-air that only some of the party could — “Aha! The Jelly Cube?”

Angus: “Do we need it alive?”
Jaycee: “Yes, that’s why you’re carrying the magical bag that will contain it.”
Angus: “Oh, sorry! I Forgot.”
Loud, snarky stage-whisper (so probably Carrie or Gene): “If anyone could, it’s you.”

As the Glinting approached (Yay! Gold coins!), Looter shot a bolt literally into it as it charged, which gave the others a rough point of reference, and was rewarded by a mild impact repulsed by his armour — and nasty acid that wasn’t, and then the J.C. slid up to and over the party, also dealing acid damage to Angus, Emrys, & Roswen ... and then it engulfing them.
Angus (Muffled but, as a Caledonian haggis connoisseur, showing tasteful Bravado): “... Faster than a speeding stummikh”.

Looter & Emrys had leapt out of the way. Jaycee used her astounding Hobbit strength to pull the elf Roswen out of the Jelly Cube (technically, GTN was later found to be Blob, gelatinous) ... and then Angus managed to open the J.C.-trapping bag, dumping himself to the ground to the joyous jingle of liberated gold coins falling on stone. Also a clatter of magical & other indigestible items: (loot lalert

magical Brigantine armour;
magical leather armour,
magical calf-dagger-sheath containing a straight sword,
TWO magical Handy Haversacks,
a magical Efficient Quiver,
also a well-made bow & arrows, rope, and even rations (and I thought Guild iron-rations were indigestible).

Snaffling our new Ever-burning torch, we examined the room. It was a Mausoleum (or, given the Jelly, should that be Maw-soleum?). There was a large crack in wall ... through which the tomb-raiding human-sized former-owners of the magic armour suits and other loot had probably entered. Since no-one felt the need to obtain any gator skins, we went back the way we came and had lunch (grilled chicken & fresh bread).

Archon checked that we did GOOD. We did! Really! We also did quite well (in terms of Loot). So we took the Labyrinth exit to Heck (taking note of the symbols to other Doors see along the way. At Heck, we greeted Gallus and Ballus, the Watch Gnomes (Pacifist Mages) and took the slime to Myrtle.
QUESTION TO PLAYERS Pour it into a well and feed it — is that what Mytle did or what we need to do ???

Myrtle's next mini-quest for us was to Glorantha (have sketch of the very distinctive Pentagram & Runes for the Glorantha Door). There we aim to find the Chaos snail, which is as big as a ... something-I-didn't catch.

We saw Pythia the healer and were instructed how clean the armour & items to make them safe to wear. And, after diner, we retired to the Alcove allocated to us (with sleeping racks on the wall).

After Breakfast we toddled off to see Archon who confirmed Chaos Snails are creaturs of chaos and so deserve to die.
... We really must get him a present! There was discussion about Flail Snails and Dragon snails — given that the latter have fire breath.

Someone said "Beware Brub" whatevere that means?

Technical Stuff

OTHER QUOTES:

Gnome (explaining their pacifistic social set-up): “We don’t run to the Military.”
Possibly Tipsy Hobbit: “No, Course not! You should run from them.”


=Military Scientist Section+

Marching Order

Loot'er
Angus
Jaycey
Emrys
Eugene
Rhoswen
Carrie

Watch Order

Emrys Jaycey Rhoswen Carrie
Angus Eugene Loot'er

Buffs

Long Duration

+13 GREATER
lesser

(REMINDER:Jaycey & Looter advances cash to those that needed to purchase Greaters & other items.)


Short Duration

From Archon All Rank 10, but Buffed in the Labyrith for duration:
Lightsight (G-7): 10hr 30m, effective range of vision of 150 feet under the open sky, and 75 feet elsewhere.
Corruscade (G4-4): 10hr 30m, +22 Def (Melee or Ranged); +11 (close) for those that chose it

QUERY: Blending (G-1) 21 hours

From Party: Enchanted Armour: +16 def; +3 protection

Loot

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