Session 20: Razor Wire Works

Antione and Jean go back to the cave of soyjack with some new friends.

SESSION LOG

Robert "The Heel" Stevens

1/30/20249 min read

Player Characters, Henchmen, Hirelings, and Animals:

Antione La Flare - Level 4 Human Cleric, Lawful Good

Jean Var Rouge - Level 3 Human Paladin, Lawful Good

Kermit Mahomes - Level 1 Muppet Thief, Neutral

Travis Swift - Level 1 Half-Elf Ranger, Lawful Good

Patty McCatty - Level 1 Human Cleric, Lawful Good (Antione)

Brother Weynon - Level 1 Human Cleric, Lawful Good (Jean)

Brother Chad - Level 1 Human Cleric Lawful Good (Jean)

Trident Guy, 3 Spearmen (Antione)

Mutant Guard Dog, 5 Spearmen, 2 Slingers, Hammer Bro (Jean)

3 Shrimp Muppet Thugs (Kermit)

Mule, Guard Dog (Travis)

Downtime - Something interesting and worth while mentioning happened during down time between sessions. Antione, knowing the power of the succubus lust magic, prays constantly to his deity for a way to help combat this foe. He wants some kind of remove Lust spell, which is totally something his patron would provide. The lord speaks to him and says if Antione will take a vow of celibacy he would bestow upon him the power of Remove Lust. Antione accepts and the new spell is added to his catalog.

1/28/24 Antione and Jean are waiting at the U.F.O. tavern for Lucky to go back to The Cave of Soyjack. For those who don't know the U.F.O. is made from a crashed protestant flying saucer shot down before the bomb was dropped on Dublin in Brovenloft 2022. It is mostly a tourist attraction but always very busy. After awhile, a strange race of humanoids walk in.

They are of course the infamous race of Muppets from Sessylvania, the kingdom South of The Irish Candyman's domain ruled by The Count, a powerful Muppet vampire Lord. They notice a frog Muppets with 3 shrimp Muppets. They group appears to be rizzing up some Irish lasses. The frog notices the holy boys looking at him so he walks up to them and askes them if they would like to hit a joint. The Holy boys obviously decline and begin to chat. The Muppets name is Kermit Mahomes and he is looking for a dungeon he has herd about in the area. Since Lucky appears to be a no show, they ask Kermit to assist them with the dungeon. He agrees and they head on over to the cave.

Kermit Mahomes
Kermit Mahomes

They arrive at the dungeon and pull out there map. It is mostly complete on this level, however they added on to their map from drawings on the wall so they have not been to every area they have mapped. They get to a door on the map but not traveled through. Kermit checks for traps and fails, he says the door looks good and the party goes to open. The door is trapped with acid that spills down onto everyone opening the door dealing 3 damage (1d6). Kermit promises this wont happen again and they continue forward. They go through another door that leads to a very long hallway. Again the party has never been down this hall but have it on their map, a false sense of security sets in. I ask are you traveling at 5x speed since area is mapped they said yes. At this speed they are not being cautious and are not actively looking for traps. The party triggers a huge razor wire trap in the hallway. Like a seen from saw, razor wire shoots into the hall entangling the party and dealing 14 damage (4d6) to everyone. This is obviously a slaughter. It kills 14 including Kermit Mahomes, and Patty McCatty. The party horrified by the gruesome scene, gathers up the bodies and takes them back to town after healing. They get an encounter on the way back to Dublin. It is an Irish Candy Merchant and he helps transport the bodies back so they can have a proper Catholic funeral and burial.

1/29/24 - 2/5/24 The party spends a week trying to find a new henchmen to replace Patty McCatty. They are able to fins a cleric named Brother Chad. They also find a new adventurer seeking a party to join. He is a half-Elf ranger named Travis Swift who is in possession of a mule. They also hire a few more spearmen to fill in the ranks. The party still does not find or hear anything from Lucky Bowmen III.

Razor Wire Trap
Razor Wire Trap

2/6/24 The party heads to the dungeon without any encounter. They chose to go the same path they went last time. When getting to the acid trapped door again, Antione try's to outwit the trap by covering his head and opening the door a certain way. I give him a small bonus but it doesn't work and he takes damage that he heals back right away. When they get to where the razor wire trap was, it has not been reset, however all the razor wire still crowds the hallway. I have the party roll 1d6 for each passerby and whoever gets a 1 takes 1d4 damage from rubbing up against the wire. after they squeeze by the party heads a little further then comes to the stairs leading to level 2 of the dungeon. Even though they have already been here, Jean elects to remap because he doesn't trust his last copy. This will me they will be traveling at mapping speed instead of x5 speed.

They enter the first room and win a surprise roll. They find 8 psycho jacks off guard and slay them all within their 3 segments of surprise. They keep following the path when they start to remember the bad smell in the hallway they would soon be approaching. Normally this isn't anything to take into consideration but this time they have a mule. Mules are not too fond of bad smells and are extremely stubborn. The mule gives a loud H'EE-HAW" and then plants himself on the ground. He isn't going anywhere. The party decides that this place is safe enough so they leave him for now. They continue down more familiar rooms and even rediscover the secret room where Lucky was held captive by the Coomers.

Troll
Troll

They come to another room they remember with a large locked iron door which they have never gone through. They take interest in the door and decide to keep their eyes open for a key. They open another door with another acid trap but take minor damage. They may have activated the trap but they have surprised their enemy. Inside the Gamer Girl Bathwater room, is 3 large trolls having a laugh. The party is in no mood to humor these trolls. They launch oil flasks and light up the trolls before a charge. They are able to kill the 3 trolls on their 3rd and final round of surprise, and since they managed to ignite the trolls with fire, they did not have to worry about them healing back up. Travis fills a flask with Gamer Girl Bathwater and they continue exploring and re find all the rooms they had seen before, including the room with a secret exit to the surface they forgot about. (If they would of taken it earlier, no one would have died in the razor wire trap) Finally they get to someplace new. Surprise is rolled and no one is surprised. This room is currently being occupied by 7 dwarfs in miners gear. With a good reaction roll thanks to the Jean's 30% bonus they have a calm and enlightening chat.

Jean asks if they known anything about the locked iron door. The dwarfs tell the party that it leads to the Necrojack's factory, where he produces all the Soylent. The party asks the dwarfs if they have a key, they say no but they know where to find 1. This information is not free and will come at the cost of a gem. The party makes an agreement to bring them a gem after they find one and leave a dog and hireling as collateral. The dwarfs reveal in the hallway South of this room their is a secret door, which leads to an entirely shut off part of the dungeon. Its where the Necrojack hides his spare. The dwarves stay put as the party goes to find the secret door, which they do thanks to Travis's half-Elf racial ability. They enter a room with a very easy riddle door involving 2 rubies and 3 pairs of eyeless giant faces. When they place both rubies in the correct eye slots another secret door opens and they keep pushing forward. Till they come to a room with a single fire beetle that they easily dispatch and fine urns full of copper and electrum. They continue until they come to a stuck wooden door and Jean goes to open it.

Travis Swift
Travis Swift

Jean is successful but the door is trapped with poison gas it sprays him dealing 6 damage (1d20). He is healed up and the press on. They get to another room filled with crates of Soylent, and containing a crane which hangs above another magical Cyst like they had seen a different session on level 1. They push into a side room and find some kind of 9 ft "extraction" table shaped to fit a humanoid. On the wall lay bottle of white slime, and several barrels sit in the corner. Upon inspection the barrels contain a plant identifiable by Travis, soy beans. The puzzle starts to come together even further. The party keeps moving when they open another trapped door. This time we have another teleport trap. Brother Weynon, Jean, and Travis all get teleported to different locations leaving Antione alone to fight another fire beetle by some urns. I roll a d20 for each person teleported to determine the rooms they are sent to. I get a 8 for Jean and it lands him in the room with the key and a singular gem, good for him. Brother Weynon gets a 6 and returns to the first room where the party fought the psycho jacks. Travis rolls a 5 and he is teleported to the room with the stairs that lead directly out of the dungeon. I ask what everyone who is teleported is doing then I adjudicate the combat.

The combat is quick and easy for Antione as he quickly forces a retreat from a fire beetles after killing the other. Jean grabs the key and gem and starts heading South. He eventually runs into the retreating fire beetle and kills it, then regrouping quickly with Antione. Brother Weynon has high wisdom and remembers where he is at. He will wait for the party to find him on there way back, so he sits in prayer. Travis decided to search around slowly, and carefully. He eventually wonders his way into the Gamer Girl Bathwater room after a while. The party starts to head back at x5 speed knowing they have most of the dungeon mapped. They get close to where Travis is but Travis gets an encounter shortly before the party will get to him. A gang of 9 Boomers come in and Travis rolls an unpleasant reaction for the Boomers. They begin to berate Travis as being entitled and be little him because they all had a castle by the time they were Travis's age. Now he is here trespassing.

Travis attempts to run to an exit but fail to open the door. The boomers surround him and take attacks dealing considerable amounts of damage. By this time the rest of the party is by a connecting room and hear the commotion. I have a 3 way initiative between Travis, The Boomers, and the Party. The boomers win and they pummel Travis until he is K.O. After that the party succeeds at opening the door and is met with the boomers attempting to take Travis captive. The party wins initiative and charges the boomers. They make quick work of them after only 3 rounds of combat. Antione heals Travis and instead of taking the stairs they head back to the mule. The mule is still there and the party gathers him and then come to Brother Weynon in prayer. Happy they are reunited they pack up and leave the dungeon. They have 1 encounter on they way back with some wolves but the party wins surprise getting 3 segments on the wolves. That is plenty of time for them to evade and get back to the safety of Dublin. They do any healing they can and we pack it up for the session.

Treasure & XP: Split 3 ways even

3,081 Electrum Pieces - 1,540 XP

100 Copper - No XP

1,241 Gold - 1,241 XP

Cave of Soyjack Key 2nd Level - No XP

9 Psycho Jacks - 121 XP

3 Trolls - 1,722 XP

3 Fire Beetles - 168 XP

9 Boomers - 131 XP - Split 50/50 Between Antione and Jean

Rankings:

Antione La Flare - E - Healed the party and took some risk verse a trap for the good of the party.

Jean Var Rouge - E - Defended his party to the best of his ability, got all his fallen men out and properly buried.

Travis Swift - S - Played the roll proper but was K.O. at the end.

Kermit Mahomes - D - Died in razor wire trap.

The Extraction Device.
The Extraction Device.