nikolokolus
Arcane
- Joined
- May 8, 2013
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A good old-fashioned dungeon crawl, using Lamentations of the Flame Princess rules, set in Averoigne; a province that never was, in medieval France and the setting for Clark Ashton Smith's cycle of gothic horror-fantasy short-stories.
The Mythic Underworld Explored So Far . . .
The story so far
In-Game Calendar
This is going to be a zero to hero, old-school D&D type dungeon delve, with a bit of a fantasy-horror, "Weird Tales" theme. The setting is in a version of our own earth's history, but one where all of the old-wives tales about magic, monsters, witches and the mythic underworld are actually real. That means: the Catholic church, superstitious peasants, a clear divide between commoners and nobility, and no raise dead spells in every church that you run across.
The Mythic Underworld Explored So Far . . .
If you responded to this thread and were invited to participate (or were added to the alternate list in the event that people drop out) then you know who you are and what's up, but here's the place where all of the player-facing rules, house rules, custom classes and other reference materials live.
In short:
In short:
- The game's rolls and combat are handled on Roll20, while all of the other talky bits and in-character roleplaying is posted here on the Codex.
- Chatter and General Questions can be sent via the chat box in Roll20. Use '/w gm' to send me a direct message and it will appear as a different color and I'll be more likely to see it.
- Post once a day if at all possible. If you can't post for awhile, let the GM (me) know and I'll NPC you for awhile. Alternatively you can appoint another player to act as your agent and run your character for you. If you go NPC mode you are assumed to be sidelined back in the village doing down-time type things and earn no XP (assuming everyone is out of the dungeon), if you take the risk and let someone else run your character you get a full share of treasure and any XP awards.
- In-Character and Out-of-character text. If you post out of character just try to attach OOC to the beginning of any text or wrap it in spoiler tags. If you are talking as your character, then third or first person posting is fine. It's perfectly OK to say "my character does X" or "[Character Name] does Y", but you're also welcome to post in first person if that's what you're comfortable with.
- Rooms, passages and the environment will be presented as text. If an area is especially complicated some kind of partial map will be provided by the GM to help provide context.
- The Dungeon Map will be revealed as you explore it. The dungeon map on Roll20 will be accessible to anyone with the game link, (but won't be activated until the dungeon is actually discovered and exploration begin). Fog of war will be removed and updated continuously as exploration proceeds; the dungeon map will occasionally be posted here in the summaries below. The party is assumed to have a character mapping this as it is explored. If that character (or all characters with a map) ever lose the party's dungeon map everything gets reset back to black.
- Horatio Sindaco, a master of mummers and players, purchases a strange burial mask in Arles that turns out to be much more than he bargained for. Believing he possesses a clue to a long forgotten treasure he hastily instructs his troupe to decamp and set forth for Averoigne at first light. The troupe spends a fortnight traversing the Massif Central in heavy spring rains, but eventually arrives in the sleepy town of Les Hiboux. That night Horatio is murdered by an unknown assailant who exsanguinates his body. Members of his troupe burst into his suite just in time to see a foul black vapor rush across the room and vanish up the flue of the fireplace. Vandal, a half-wild tracker and mountainman rushes outside and catches a glimpse of the black fog as it flits in front of the full moon. It vanishes in the marshes south of town.
- Our newly minted heroes are interrogated by the village Bailiff Gilles, and a Norbertine Monk, Prior Guillaume. After being cleared of suspicion, they begin their own inquiries into what the foul black vapor might have been. After speaking with the Innkeeper they learn that there are dozens of old burial mounds south of town in the depths of the Great Marsh. They resolve themselves to travel there and see if there is anything can be learned. Meanwhile, a local hunter, Jacques, mentions seeing signs of passage from some band of people a month prior that circumvented the village and terminated at the water's edge of the marsh.
- Three days after the murder of Horatio, the troupe enters the marsh with Jacques and his trusted hound guiding them. 4 hours later they find an uplifted plateau of basalt, dotted with half-a-dozen mounds (and perhaps more) that are barely visible through the dense mist that seems to cling to the marsh, no matter how warm or cold. Jacques leaves them to go duck hunting while they investigate the largest burial mound, ringed with its crown of standing stones.
- The interior of the great mound is not what they expect. Instead of being completely empty and devoid of anything interesting, they find a tripod with a block and tackle suspended over a hole in the floor. Examination with a lowered lantern reveals a chamber underneath. Further searching of the interior of the mound uncovers a hidden stairway choked with rubble, and the serendipitous discovery of a secret trapdoor leading below.
- The party decides to forgo the backbreaking effort required to clear the stairwell and opts for the narrow chute instead. At the bottom a secret door leads out into a darkened passage that branches to the west, north and east. To the west is a vaulted chamber directly under the tripod, a badly damaged partial human skeleton, and collapsed western wall. However there are extant frescoes depicting ancient burial processions and after careful examination, Daphne the sorceress determines some of the figures are identical to ones she had seen in a grimoire of necromantic incantations, possessed by her master.
- The troupe tentatively explores a short northern passage, and finds a loose flagstone concealing a hidden lever in the floor in front of an ancient wooden door. Pulling the lever produces a loud heavy noise, but little other effect. The door set into the north end of he passage is opened and a small 20'x20' room with a closed door directly across, littered with piles of dirt and debris. On the floor is a corpse with a broken sword held out in an outstretched hand and the stub of a burnt out torch in the other. Vincent starts to move forward before Daphne halts him in his tracks. She tentatively probes the floor just across the threshold with her quarterstaff and hears a *click* and a stone slab suddenly drops vertically out of the door arch, snapping her quarterstaff in two. A sound of creaking hinges from beyond the slab is heard, followed by hard scrabbling noises in the room
- While the party debates about how to proceed, a horrible screeching and skittering noise starts to gather in the gloom to the east of their position. They brace themselves and Vandal has the forethought to light a flask of oil and hurl it when a small swarm of very large rats scuttles into view. he lobs the flask and it's a nearly flawless throw that instantly erupts in flame and engulfs the swarm, sending the scant survivors scattering in all directions.
- More exploration is performed, as the party breaks out into small groups and starts testing doors and peeking around corners. Several doors line the eastern passage they first entered, and another eastern passage turns from the short northern passage the discovered. Many choices and no clear idea of what to do or where to start.
- After an hour of busting open a few doors and finding mostly empty rooms, Daphne, the magician carefully tests stones inside a room where three polished skulls leered from a stone plinth. She pushes on a block and it a narrow section of the wall grinds on hidden hinges and reveals a dry, dusty room with an ancient mummified skeleton holding a sack full of silver and a very pretty silver dagger that shows almost no signs of corrosion or age.
- While Daphne ponders the origin of the dagger, Guillemin, the former stagehand, finds a room with dozens of alcoves, each filled with a clay urn. Carefully popping them out with a pole, he sees the glint of silver in the piles of ash that the broken crockery spills forth. Searching all of those alcoves is going to take some time . . .
- While the party is split apart, a calamity strikes! Walking corpses emerge silently from the oppressive gloom and assault Sancho, killing him instantly, with vicious black-taloned, mummified fingers. A savage and short fight erupts and after fast and furious blows the three animated corpses are struck down, by Daphne's strange new dagger and Vandal's mighty two-handed sword. Vincent nurses a bad cut that seems to burn and itch almost immediately . . .
- Deciding that the death of Sancho and injury to Vincent is enough excitement for one day the company begins to gather their bits of treasure liberated from the tomb, when an inconsolable Madeline throws out her arm in grief and seemingly by magic strikes a stone that opens up a small secret chamber with a stone coffer inside. Vandal and Vincent immediately inspect the the coffer and set about lifting its lid, which in turn reveals a nasty surprise. a scorpion, the size of a balled up fist crawls out from under the lid and stabs Vandal in quick succession with its claw and then its stinger. Fortunately the barbarian recoils in time before the thing can inject its full dose of venom and he brings the pommel of his sword down on top of the thing smashing it to pieces. Pieces that turn out to be little bits of cast bronze, cogs and gears. A mechanical scorpion?! What a wonder! What a horror! Who could make such a thing?
- With all of their loot secured the troupe retreats to the daylight and begins the arduous journey back to Les Hiboux; made all the more grueling by having to carry Sancho's body and one of the foul undead that assaulted them (for Prior Guillaume to study).
- Just after nightfall the party sees the lights of the village and immediately beelines for the priory so they can relate their findings.
- The next three days the group rests and another tragedy strikes. Vincent succumbs to the wasting disease he contracted from his wound. Even more alarming, Vincent and Sancho rise from their coffins that evening and are barely destroyed by Prior Guillaume before they can cause further mischief.
- Prior Guillaume intends to travel to Vyones to seek the counsel of the Bishop and asks the company to escort him and provide their eyewitness testimony.
- During their stay, they spend a few nights letting loose and experiencing the various wineshops and taverns within the city walls, which also ultimately leads Daphne to an antiquarian's shop and she purchases a most unusual map . . .
- The journey back to Les Hiboux proves uneventful, as does their trek across the swamp. They arrive at the barrow they first explored and begin walking through the thin mist in a northeasterly direction, surveying barrows along the way.
- The first barrow they search along their route is flooded with waist deep water. Guillemin carefully descends with torch held aloft and a rope tethered to himself, to haul him out should anything terrible happen. Suddenly a ripple of water is spied in the black, peaty water and he shouts to be hauled up the stairs. Two enormous frogs emerge from the murky pool, and attack! With some clever use of rope, and Vandal's stout arms and tree-trunk legs they manage to haul one of the bestial frogs up the stairs and hack it to pieces. The other one is wounded and it darts away into the darkness. They descend again several minutes later and are set upon by the frog, who is unable to retreat. Luck is on their side and they slay the creature. A quick survey of the tomb shows that it has been looted long ago, however a couple of brass candlesticks are liberated from a pair of statues, and Guilemin's sharp eyes catch sight of a red garnet just below the water line near at statue's waist.
- Two other barrows are searched along their path and both of them are inaccessible. The first is blocked by a heavy bronze double-door that is locked, and the other is completely covered with earth. They mark them on the map with notes and move on.
- The fourth barrow in their circuit proves to be as ominous as its puzzle door with three carved stone skulls suggests. After solving the puzzle, with the help of Grima's sharp eyes, noting an old chicken-scratch inscription etched overhead into the archway, As above, so below they are able to deduce the correct sequence and enter within. Down in the multi-chambered tomb, they find an ominously sealed door with the same skull motif as the entrance and decide to pass it by. Also, in the tomb is an ancient broken statue with a dog or fox's head and a man's torso. Some speculate about the Egyptian goddess Anubis, but who can say for sure. They finally open one chamber at the bottom of another flight of steps and find an ancient mortuary. They search through stacks of ancient scrolls and find two intact bone scroll cases, sealed with was, and bypass a trapped coffer lid, to uncover treasures beyond their wildest dreams. A silver fox-faced mask, similar in style to Horatio's, and two urns with a perfectly preserved human heart, and a brain. In a secret chamber under the coffer, they also uncover an ancient, perfectly preserved bronze short sword, with an elaborate leaf-shaped blade.
- Moments later, disaster strikes when a southeastern door into the chamber is pushed open and two horrific abominations, that look like some weird elongated and bestial men, burst through and quickly incapacitate Madeline with their horrific stench, and then paralyze Ganelon and Vandal with their cruel black-taloned hands. The rest of the troupe can barely pull Ganelon to safety before they retreat up the stairs, and Grima seals the door with a magical charm, somehow.
- The road back to Les Hiboux proves solemn and uneventful.
- The next three weeks are spent healing up, unwinding in Vyones, and two new companions are added to the company: Finn, the mule-handler throws his lot in with them, and a rugged, dangerous looking man, called Requin, saves Daphne from muggers in an alley, before the two flee to the relative safety of Les Hiboux.
First Expedition
- Arrival in Les Hiboux and the murder of Horatio
- Investigation
- The Strange Tracks
- Into The Great Marsh
- The Great Mound
- First Glimpse
- The Strange Secret Door
- The Processional Vault
- It's a Trap!
- Rats! Why did it have to be rats?!
- Splitting the party? I'm sure this is going to work out well . . .
- Treasure!
- More secrets in the dark
- A most remarkable dagger
- About that splitting the party thing . . .
- The dead shall walk
- A stinger in the dark
- Sweet relief!
- The death of Vincent and a new companion
- A night on the town
- The Map
- The trek back to the barrows
- The Survey begins
- Heavy hearts and a full coin purse
- Recovered, Reconstituted, and Ready
- The Rivals
In-Game Calendar
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