Monday Moodsetter 66

RPG Rorschach: What's the first gaming thought that pops into your head?


Monday Moodsetter 65

RPG Rorschach: What's the first gaming thought that pops into your head?


Monday Moodsetter 64

RPG Rorschach: What's the first gaming thought that pops into your head?


Duncan: "King Me!" (Tonight's Gaming Session)

Session 46 of the Montporte Dungeon Campaign ended with Duncan (Dan's character) becoming King of the Gnomes (by popular acclaim). The quest to return a group of rescued gnomes to their subterranean was completed with the surprise royal ending.

We are going to take a break from Montporte to do some other things with our Monday night gaming sessions. Next up is Rob Conley running some D&D 5e sessions. We'll come back to Montporte at some point in the not too distant future.


Montporte Dungeon Campaign Session 45 Notes

Peter D (Dungeon Fantastic) had a nice summary of this session in his blog post, 5e D&D - Montporte Megadungeon - 1/19 Summary of Play.

Cast of Characters
Adzeer Mattiu, Hunter of the Second Circle (Half Orc, Hunter): Tim (Gothridge Manor)
Breena Honey-Badger Warrick (Gnome, Barbarian): Joshua (Tales of the Rambling Bumblers)
Dante Rathburn (Human, Warlock): Chris (The Clash of Spear on Shield)
Luven Lightfinger (Human, Rogue): Rob (Bat in the Attic)
Nosphryc Azurecoat (Human, Fighter): Douglas (Gaming Ballistic) [Played this session by Peter D (Dungeon Fantastic)]
Duncan Kern (Gnome, Rogue): Dan
Marcus Aurelius (Magic sword): NPC
Benn (Human): NPC
Lucky (One eyed, three legged blink dog): NPC
13 Rescued Gnomes (Abel; Dilrod; Dwemmon; Ernst; Evinrude; Fern; Fernando; Gemflower; Happenstance; Homer; Priscilla; Rosepetal; Zelma Lynn): NPCs
Abakarkabasharaba (5 Githzerai): NPCs
Map A (1 square = 5 feet)
The Session
The last session ended with the brave adventurers taking a long rest in Room 1 (Map A above). They heard a scream in the distance in the middle of the rest but it was otherwise uneventful. The player characters were at least 28 miles below the world's surface, although the distance was only an estimate as their exact location was a mystery (thanks to a teleport in Session 37).

After the long rest, the party moved north to Area 2 (Map A above). Here they found two eviscerated hobgoblins, with a trail of blood and guts leading east up the steps (Area 3 on Map A). The party had a brief conversation as to whether they should follow the trail of blood east (Area 3), explore Area 5, or head west down the stairs (Area 4).

They opted to head west and down, using the stairs in Area 4. They wanted to to complete their quest and deliver the rescued gnomes back to their homeland (which they believed was west).

The party descended west down the stairs. This proved to be another long descent. After descending 7 vertical miles (and heading west 7 horizontal miles). The party met five humanoids, who spoke strangely, but were not unfriendly. They turned out to be 5 githzerai (3 monks and 2 zerth), who went by the name of Abakarkabasharaba. They asked about Allindrihl, the elf mushroom farmer living on Level 2 of the Montporte Dungeon, and the player characters let them know where he lived. In turn, the githzerai let the adventurers know that they were on the right path to the gnomes' homeland. At the bottom of the stairs, the adventurers were told they would find Benn and he would be of help to them. The player characters and the githzerai each said their farewells and moved on.

The party descended another 7 vertical miles and found that when they reached the bottom of the steps, they were also entering a large cave. The party noticed that they had entered a mushroom forest of some kind. They followed a path that led them to Benn (a 7' tall human), Benn's blink dogs, and two small sturdy cottages with a larger house in the distance. Benn was friendly rustic type who complained about trolls and hobgoblins. Some of the gnomes knew him, which convinced the wary adventurers that he could be trusted.
Map B--Benn's House
He invited them to stay in his two cottages and brought a pork & mushroom dinner to them, prepared by his wife (who, according to Benn, was in the big house).

The two cottages each had a very sturdy door, lots of garlic, and an ample supply of wooden stakes. He warned them not to invite anyone into the cottages and then bid them a good night.

The party had another uneventful long rest and were furnished with a tasty breakfast. Benn told them that they would need to pass through a mushroom forest, inhabited by stone giants, to get to the gnomes' home to the west. They should stay on the path, only fight if attacked, stay away from the sticky black cave moss, and the green slime. The stone giants would let them pass so long as the party followed these rules. As a dubious bonus, the party (Duncan, actually) acquired a one-eyed three-legged blink dog, named Lucky, from Benn.
Map C--The Mushroom Forest (1 hex = 1 mile)
The party then set out into the dark, subterranean forest. They traveled quite a distance from Benn's house (Area 6 on Map C above) to Area 7, where they encountered several giant glowing (red) boars. Some of the boars moved towards the party in a slow aggressive manor. The rest of the boars stayed back, nervously watching the encounter unfold.
Map D--The Boar War (1 hex = 5 feet)
Eventually, a few of the boars moved close enough to the party to charge. Luven darted south and led a group of boars on a long chase south and west. The rest of the party closed ranks as a few more boars that moved towards them.

The boars chasing Luven were, for the most part, unable to get close enough to attack. One boar managed a fire breath attack that did considerable damage to Luven. This also betrayed something of the boars' true nature (they were giant fire boars). Luven had 5 giant fire boars chasing him while another 2 boars eventually attacked the main body of the party. A remaining giant fire boar fled slowly to the north.

Luven led the boars chasing him into a patch of black dungeon moss, where 3 of them became mired. The remaining 2 fled north. In the meantime, the rest of the party dispatched the 2 other giant fire boars, although the player characters were wounded in the process. The 2 dead giant fire boars immediately cooked themselves and each had an apple appear in its mouth.

The party hustled quickly to the west as the 3 giant fire boars trapped in the moss slowly extricated themselves. The 3 other giant fire boars continued to move north out of sight.

The party moved to Area 8, where they found their westward path intersecting a path from the north. Here the party opted to take a long rest and we ended the session.

The Dungeon So Far
Level 1 (1 square = 5 feet)
Level 2 (1 square = 5 feet)
Level 3 (1 square = 5 feet)
Mystery Level A (1 square = 5 feet)
Mystery Level B (1 square = 5 feet)
21 Miles Down A (1 square = 5 feet)
21 Miles Down B (1 square = 5 feet)
28 Miles Down (1 square = 5 feet)
42 Miles Down (1 hex = 1 mile)


First Glimpse of the Montporte Deep Dark

The brave adventurers descended 42 vertical miles or so from the Montporte Dungeon deeper into the earth. They found themselves in a forest of pink and orange mushrooms, with black sticky dungeon moss and lots of green slime. It turned into an old fashioned hex crawl, except that it was dark. Here is the players' hex map. It looks a bit like a caterpillar black light poster. Each hex is one mile.


Giant Fire Boar--Montporte Dungeon Campaign Critter

Armor Class: 6 [13]
Hit Dice: 6
Attacks: Tusks (2d6+2)
Saving Throw: 11
Special: Charge; Flaming Breath; Instantly Cooked
Move: 18
Challenge Level/XP: 7/600

The giant fire boar is a large magical creature that inhabits large remote caverns of the Deep Dark, feeding on mushrooms. They are black in color, except for a pulsating dim red glow that surrounds their neck and shoulders. From a distance, it looks much like the embers of a dying fire.

COMBAT: Giant fire boars are very territorial and can be quite aggressive. They usually will stump, snuffle, and snort as a warning to unwelcome intruders before defending their territory. As they are not predators or carnivores, they will flee when hurt or when faced by dangerous natural predator.

CHARGE: If the giant fire boar has at least a 20' straight avenue in which to run at its opponent, it will charge. By charging, the giant fire boar gains a +1 to attack and does an additional 2d6 to its tusk attack.

FLAMING BREATH: The giant fire boar can use a flaming breath attack once per day. It is a cone 10' long and 5' wide of intense flame. It does 4d6 of flame damage (1/2 damage if targets make their saving throw).

INSTANTLY COOKED: When the giant fire boar is killed, it instantly cooks itself, and an apple appears in its mouth.