I was planning to run the conclusion of the Tower of the Stargazer; Only one of the members from last session was present. There were four other players that wished to join (a group of high school students that play D&D 5E together). So I reached into my bag of tricks pulled out:
- Random 1st level characters for them
- Barrowmaze‘s random barrow generator
Early in the session, two of the players needed to leave. I was looking forward to playing with them but commended them for stopping early on a school night. I hope they are able to join me on Saturday’s DCC funnel.
- Argyle the tax collector, Willy the undertaker, Marcus the mercenary, Andy, Charles
- Jeffrey, Alexander III, Jack the herbalist, Sophia, Alex the woodcutter
- Knotty the rope maker, Hendar the radish farmer, Keith, Knead the baker, Knoll the elven sage
The characters are from the village of Oakwood Mire, north of the Barrow Ward and east of Hirot. Hearing news of people finding riches in Bitterweed Barrow, they set out to make their fortune.
The village of Bitterweed Barrow has experienced a rash of young fools going off on adventures. Some 80 villagers of the 200 or so, have gone off to adventure. And less two dozen have survived. The villagers are straining under the loss of labor and villagers.
The adventurers from Oakwood Mire arrive to a town uncertain of its future. The owner of the Bloody Bullfrog Tavern, Solomon Gruth III, has begun expanding his tavern to include a flophouse. It looks as though he anticipates an influx of travelers.
Constable Dunk is ever vigilant about vagrants, and threatens the adventurers that he’ll kick them out if they don’t leave by sundown. Some time is spent navigating the village:
Alexander III and Jeffrey seek the wizard; He is not taking visitors. And grows agitated at their insistency. They notice he is having tea with a frog-headed man.
This is an unusual DCC opening for me. I wanted to narrate a bit about the changes in Bitterweed Barrow. This worked, but I should’ve dove straight into the dungeon crawling part. With so many characters, the adventurers were scattering all throughout the barrow.
They settle down and spend the night in a barn. In the morning, a frog-headed man comes to the barn and introduces himself as Varooth Moss. He draws a hasty map and asks them to retrieve a viridian pearl. All other grave goods are theirs to keep.
To the Barrow
They ask around for a sledge hammer, and find that a laborer named Zeff is the owner of the one sledge hammer in Bitterweed Barrow. They try to strike a deal, promising wealth upon their return, but he’d rather have the 5gp today than 2gp today and have to get 20gp from a corpse.
They secure rations and some padded armor; I grin as I realize they will have one solid light source (waiting on my Veins of the Earth physical copy so I can better explore lighting).
The 15 would be adventurers strike out to a barrow 2 miles west of Nebin Pendlebrook’s home. Set amongst a small copse of trees, they spend a half-hour with the sledge and iron spike to gain entrance. Stale air greets them as they see stairs leading into the dark. They light a lantern and begin their descent. One character pulls out their chalk and starts marking their path on the wall.
Into the Barrow
The first room is triangular in shape. The floors are dry. In the room they see 5 woven baskets. Knotty approaches the first basket. After a bit of gentle poking and prodding, flips the lid revealing weevils and rotten grain. Another character does the same to the second basket. Again weevils and rotten grain.
A third approaches and slides their sword into the basket. He meets resistance but feels a shift and pushes a bit further. He flips the lid revealing a basket of skulls. He grabs one.
The fourth approaches and jams their scissors into the basket. He meets hard resistance and snaps his scissors. Opening the basket reveals 1000 cp. They begin filling a large bag.
The fifth approaches, flipping the lid, revealing more rotten grain.
I am a bit surprised that they didn’t flip the baskets over and look for loot.
They decide to explore the heavy wooden door on their left. A bit of cautious inspection and they pull the door open.
The room is 10 feet wide and runs 50 feet to a pedestal. On the pedestal they see the faint reflection of an orange gem. They notice that light appears dampened in this room. On both sides of the room are small burial alcoves, each about a foot wide and a foot tall. A quick estimate and they think there are about 450 of these.
With senses tingling, they discuss a plan. The lantern will remain back and someone will enter. Knotty goes in and proceeds with caution. Almost immediately a dark shadow darts out and strikes Knotty. I call for initiative and the shadow wins. It strikes Knotty again. Knotty gives up and flees back out of the room.
The shadow does not appear to follow. They decide to try their luck in the next room (the door to the north).
They open the door and there is a similar room; Instead of a pedestal, there is an altar with a large vellum scroll resting on it. There is no dampening of light in this room.
Again, another plan. Two will enter the room. Willy crawling along the ground looking for traps on the ground, the other a few feet back with a lantern attached to the end of a ten-foot poll. About halfway into the room, Willy sits up and snaps a wire set at about mid-thigh. A burst of gas erupts. They both save versus the poison gas.
They flee the room and wait 5 minutes, and throw the hen in. It flaps through the room, lands, turns around and walks back. With the hen-reinforced “all clear”, they return to the room.
Willy approaches the altar and sees ruins on the base. They are dwarven ruins but the language is not dwarven. He makes out the following: For/of great/power Orcus. He is keen on the scroll and the bone scroll case behind it, and looks around for any traps. He then grabs a few coins and does the old switch-a-roo; He has the scroll and a 8 coins are now on the altar.
As they are leaving the room, Hendar decides to look in one of these burial alcoves. He catches the faintest glint of gold in the mouth of a skull. Reaching in, the skeleton bits his hand, killing him from fright and shock. It proceeds to chomp on his arm.
The survivors make haste to leave the room.
Willy begins studying the Holy Writ of Orcus; And is trying to transcribe parts of a spell that may be used to inflict harm.
Again, they approach the door with caution, and after inspection pull open the door. A hallway runs 10 feet and opens into a rectangular room running 20 feet deep and 30 feet wide.
On the floor are six raised stone slabs, each with an identical skeletal arrangement. Alexandar III and Jeffrey (the lantern bearer if memory serves) first enter and inspect one of the slabs. There is a tension at the table. They know something will happen.
Each of the skeletal remains have 2 coins and a dark gem inside the arrangement. Willy Charles, Knotty, and Knoll all enter to better inspect and perhaps loot. Greed gets the best of them, and someone reaches for the gem. An unholy voice howls “Do not defile!”, the door slams shut, and the skeletons begin to animate.
I call for initiative, and the skeletons go first. The bones shuffle and assemble into human for, the ruby gem pulses inside their rib cage; Instead of eyes, two gold coins ooze blood and vengeance. They attack.
The skeleton misses Knotty, but slays Knoll, Jeffrey, Alexander III. They pass over Willy (the one who has been studying the Holy Writ of Orcus). Another tense moment when the lantern bearer falls – Would the lantern fall and shatter plunging everyone into darkness? I call for a luck check, and in death Jeffrey is successful; The lantern clatters safe to the floor.
Hearing screams everyone bolts into action. They bring the sledge hammer down on the skeleton (Nat 14 and a critical; A luck check spares the ruby). Others take stabs but their blades are less effective. With scissors in hand, Knotty runs to the door and bangs on it. The others, springing to action, burst the door open, knocking Knotty back and rattling her head for 1 HP of damage.
Sustaining heavy losses, they dispatch the skeletons. There are 7 survivors (though one of them fled above ground). The six in the carnage loot and split treasure.
Splitting the Party
Some chose to re-enter the room with the shadow and orange gem. Others decided to begin burying the bodies of the dead.
They hatch a plan. They throw the Hendar’s orphan hen into the room. The shadow strikes (and drains the hen dead). They throw holy water followed by a pound of flower, and the shadow takes form. They then attempt to burn the shadow, throwing a burning suit wrapped log. It misses the shadow but the flour explodes.
They launch into their fallback plan. Alex makes a mad dash for the orange gem. The shadow strikes once as he runs in and grabs the gem. On Alex’s retreat, the shadow strikes again delivering a critical hit – “PC disarmed. Weapon lands 1d12+5’ away.” The gem rolls away. Alex chases it down as the shadow continues to strike and drain his strength. Alex dashes across the room, crossing the threshold into the entry room. The shadow gives up pursuit. They gather around and notice gem is in fact a green pearl.
I know I did something right when I hear something to the effect of “I think I’m in love with DCC!” It looks as though a few of these characters may continue adventuring.
Somehow Knotty survived (Str 6, Agi 9, Sta 8, Int 10, Per 4, Luc 3, 2 HP) and made it to level 1. We agreed she would retire.
The other survivors include:
- Keith, Alex, Jack, Sophia who all reached 10 XP
- Argyle and Marcus reached 8 XP
- To Hendar who reached for treasure and lost a hand and life to an animated voracious skull
- To Willy who clung to the sacred writ of Orcus while a ruby skeleton shredded his throat
- To Andy, Charles, Jeffrey, Alexander III, Knoll, and Knead who fought bravely yet died to the ruby skeletons
A player wanted to use their sledgehammer as a weapon. I ruled that it did 1d12 damage (though I think it should be 2d6), but imposed a -2d to the attack. There were 2 hits with the weapon and one miss. Not bad! (The players needed more bludgeoning weapon).
When you are a lantern bearer and die, make a Luck check to not break the lantern. If you succeed it lands safely lit. Otherwise it breaks, the oil burns bright and fast for one round and then goes out.
I continue to come back to Bitterweed Barrow. I believe it is time to write up a brief document / worksheet that can help me better run scenes in Bitterweed Barrow as well as record names and places I mention.