[This is the sixth post in a series of session summaries (i.e., a play reports) for the first campaign I have run in the Curabel setting. Each summary was written by one of the players, but I am adding my own ‘DM Annotations’ on these write-ups before uploading them here. These annotations will mostly call attention to bits of the summaries that will be significant later in the campaign (with links to relevant summaries to follow as they are posted) or else explain my rational for my game-mastering choices.
Please note that the summary will be displayed as regular text and my annotations as block quotes throughout.]
Session Six: April 23, 2014
This summary was written by Brian, who played the human cleric in service to the dwarven deity named Xen’Teler (who figures prominently in later sessions). Brian participated in the campaign for the first twenty or so sessions. This particular session wraps up the adventure in the ancient dwarven bathhouse, with the party defeating the Bullywugs and their Devil Fish master in order to appease the goblins guarding the tunnel to the tomb the group seeks.
Frog feet patter on stone in the distance and the party seizes the moment to organize themselves for the battle to come. It is a gruesome engagement, for both the Frog-Men and adventurers. Axel receives a grave wound, but, at the end of the skirmish, there are six dead frogs. The party loots the bodies for a longsword and the small amount of gold that they have.
This was a fun little battle. The bulk of the Bullywugs charged the group from the east, cornering them in the stairwell chamber – the stairs leading up having been blocked by the goblins and those down flooded. During the fighting, a couple of the Bullywugs flanked the party by swimming through the flooded lower level and coming up the stairs. Fortunately, Ir’Alle was able to drop these attackers.
Fearing for their injured allies, the party decides to head back to a safe place to rest. On the way back to the Goblin leader’s room, the party regroups with the remainder of their allies in the large hall and the women they saved. Fires are built to protect us from any assault and Ir’Alle manages to call on the favor of his God, Xen’Teler, and heal Axel. However, soon after the party begins resting, a crossbow bolt is fired. One of our frog enemies pokes his head through the door leading eastwards, but quickly runs in fear. Guards are on red-alert for the rest of the night, but fortunately, no attack comes.
At this point, the Bullywugs have suffered serious casualties and the Devil Fish leading them is growing uneasy. They decide not to abandon the bathhouse just yet, though, preparing an ambush to the east. Not mentioned here is the fact that the party knew one more prisoner, a young woman recently married, is still in the hands of the Bullywugs. Their decision to rest before pushing forward leads to her death, which has unforeseen consequences that reverberate through many sessions and leads to political turmoil in the city above.
On the following day, the decision is finally made to go through the double doors through which the Frog-Man had poked his head. Upon entering, the party sees a large chamber complete with frescos (much more risqué than the previous ones encountered), deactivated Automatons, and the mutilated body of the prisoner who was missing from the cells. Due to of heat vision, the party is alerted to the presence of two enemies hidden behind the Automatons, who are quickly dealt with. Upon closer inspection of the Automatons, it is found that they are pretty much the same as the warrior contraptions that were encountered earlier, albeit much more fancy.
The mutilated body of the prisoner was arranged to catch the attention of the party as they entered – there was even a message scrawled on the floor in her blood about the group being too late. This was meant to distract the party’s attention and give the hidden enemies time to strike. The group was not distracted by this ploy.
With only one way to go, the group moved forward. Passing through the doors before them, they encounter the leader of the Bullywugs and three of his minions. However, there is also something in the water. This strange creature cast magical spells on the party freezing the paladin in place, and the party begins to fall like wheat before a scythe to the Bullywugs. The battle is long and gruesome, but ultimately the party of brave adventurers stands victorious over the ruin of their enemies. On the leader, the party finds a scroll, a flask, and five gems of stunning beauty. However, the victory was to be short lived. The creature in the water, a Devil Fish, that previously cast its vile magic upon the adventurers, returns — this time looking for the party’s help. There is a statue that it wanted, a strange stone carving standing beside the small pool of water. The creature claims that it houses the spirit of one of its ancestors, kept alive to guide his people through challenging times. If we help to move it, we can keep the gem in the statue. After much deliberation, Sthorm bravely drinks an elixir found on the body of the Bullywug leader (allowing underwater breathing) and dives into the depths.
[An early Hold Person spell from the Devil Fish (Ixitxachitl) almost turns this battle into a TPK, taking the party’s paladin and one of the dwarven warriors out of the fight. However, the Bullywug commander is distracted trying to push the strange statue into the water – which it fails to do – thereby giving the party time to pick off all the enemies without being overwhelmed. Ultimately, it turns out to be fortunate the paladin is incapacitated since the party is able to make a deal with the devil fish without dealing with his objections. This cooperation with the Devil Fish also has implications later in the campaign, opening up possible approaches to a future problem that would have not been available if they simply killed the creature.]
Sthorm brings the statue to where the Devil Fish requires it and gains a fist-sized gem in return. With our riches in hand and in the company of the freed prisoners, we leave the bathhouse battered and bruised. We returned to the goblin warren and leave with a small sack of supplies, the enchanted Morningstar named “Midnight Star”, and directions to the ancient dwarven tomb.
This was quite the treasure haul, easily providing enough funds via the gem to cover training costs for everyone who gained a level. In fact, the party never really found itself hurting for funds after this point, except for the occasional scramble to pool funds as training costs increased with level. The party soon finds out the gem is more than it seems to be, a fact that brings them quite a bit of attention from the city authorities (both good and bad).They also have the goblins’ blessing to pass through their warren and enter the tunnel leading to the ancient dwarven tomb – where they hope to find the mysterious key the dwarf Desric has hired them to recover.
Upon returning to the surface, the group manages to make a city guard suspicious, but they also manage to deliver the two women from the prison to their homes. Everyone agrees that the women will meet with the party on the following day to tell the tale of their kidnapping so that the adventurers can learn more of the Bullywugs’ plans. With that, the party retires to their townhouse for some much-needed rest.
Nothing else ever came of the Bullywugs – the remaining creatures fled with their Devil Fish master after the last battle and returned to the waters beyond the city via the sewer system. In fact, the Devil Fish has the party’s water-breathing thief maneuver the statue through a hole in the large chamber (hidden among the machines once used to heat the bath water) leading to the sewers. The meeting with the former prisoners and their families, though, does turn out to be important – especially the introduction of the dead prisoner’s bereaved husband.