Just finished another combatroom session, hurray!
I had the general layout of the cavern done before the players arrived to save time. You can see the unpainted cork mats below, plus the giant pile of dung which I put only just before the game's start on the table. It got some very good laughs!
I asked my two players before we started which magical items they would want to try out today. After all, this is part of the combatroom concept: Try out new feats, abilities and magic items that you can't just use in your regular campaign(s). The original concept was that each CR session is independent from the ones before, but with these two characters we seem to develop a sidetrack campaign with a consistent backstory, one that will eventually blend in our main campaign (even though it's not at all guaranteed that these two will get along with the main party - we're talking about two evil characters, one troll priest of Ghaunadaur and a derro druid that must has some slime creature in his family tree. No, don't ask.)
So the players leafed through various rule books for almost one hour - but didn't really find anything nice they wanted. Which is something I had never expected: players who can't fill a magic item wishlist.
I had searched in parallel, so in the end I made a list and we finally started where we left off last sesion: Both had been swallowed by a giant purple worm. The derro had shapeshifted into a slime to survive the agressive interior and the troll is acid-proof anyway.* They had lost track of time, but what seems like a few days, they left the worm through the read end.
Btw: A troll priest of ghaunadaur is a real killer-combo. The only thing that would make the mayhem complete would be a ring of fire protection. Feeling very dizzy, it took them some time to get their bearings and discover their surroundings:
It seemed like the worm carried a shitload (sorry for the pun) of parasites with it, as all kinds of creepy-crawlies were feasting upon the giant pile of dung, which filled the cavern with an undescribable stench. They found a violet glowing, crystal-like thing sticking out of the pile. It was a small rectangle (15x10x2 cm) made of either glass or clear crystal. A pattern of dark purple
'clouds' was moving inside the glass, so it was obviously magical. The derro quickly pocketed the thing as there were more pressing things at hand - the creepies made them nervous.
And rightly, since only moments later a giant beetle-thing jumped at and clawed into the trolls back while he was fighting a creature that had just spat him in the face, leaving a large glob of an extremely sticky ...
substance. He killed the spitter with two quick blows, but the far larger problem was the beetle on his back that was almost the troll's size and weight. He slammed into a stalagmite and tried do scrape it off. The derro tried to help him and sank a poisoned x-bow bolt between the carapace parts - before getting carried away by another giant, flying thing.
...which dropped him only moments later because it got hurt by the derro's
protection from insects spell. The bad news was that it dropped him right into the hole in the ground where the purple worm had exited. (the derro mini is visible in the background of the pic below)
Fortunately he could catch himself after a few meters and didn't tumble several miles down. Still he got only 12 HP left. He transformed into a slime again and crawled out...
...just in time to see the troll finish off that damned beetle.
Just before that fight, they discovered that the moldy growths were feeding on heat and standing near them was quite painful (4w8 cold damage - brown mold from 2nd edition). That made moving around the cave quite tricky, but several insects died accidentally as well.
They had not much breathing time, as one giant flying
thing attacked the troll and got simultaneously caught with a claw in the troll's pony tail while the he tried to hack it out of the air. Hey, I just love those drama dice!
Due to it's size and flight speed, the sudden stop ripped the troll's head sideways with a
very unhealthy sound. He toppled over, landed at the axe-skewered giant fly/beetle ...and stopped moving. The derro finished off the animal. The troll's neck was snapped.
...which isn't as bad as it sounds: After all it's a troll we're talking about!
After a few rounds (and some bad jokes about a paraplegic troll priest), regeneration kicked in and he healed back to normal. No other creature wanted to attack them, so they had some breathing time and explored a bit.
They discovered finally that the purple-glowing crystal thing is some kind of magic detector and identificator, and with it's help they scoured the dung heap for more magic. And they found quite a lot:
- a magical silk rope (150 m long if completely uncoiled) on a magic spool (of dwarven make) that can be fastened to the belt
- a dwarven tankard that conjures a half-liter fine dwarven ale, 3 times per day
- a black stone disc, 20 cm diameter, with a skull in basrelief: a explosive device that can be activated either by time detonator or 'proximity sensor'
- a small magical rock that lets you teleport 10 m far (with a 1 in 10 chance of failing permanently after each use)
They also found several magical oddities that the crystal couldn't identify:
- a magical flute. None of them wanted to try it since they just had drawn it out of
youknowwhat)
- a small remotecontrolled mechanical bat that can fly for 30 min
- a 40 cm long crystal that crumbles easily but immediately reforms itself
- two weirdly shaped spectacles, one with a magnifying effect and one with an ugly green tint
- a cube (10 cm) of frosted glass that clears when touching it and shows inside what seems to be a live-scene from a ruined city in a forest. The first thing they saw from the surface world. Didn't impress them much.
- a lump of clay (1 kg approx.) that formes itself into different shapes from time to time: geometric shapes, a little hand, the troll's face,...
They finally explored the rest of the cavern and found a ruined stone arch of an unknown culture. The magic detector said it was a portal, and provided the pass phrase.
The magic detector has a 1 in 20 chance of failing permanently after each use. Neither of them can cast
identify, but I don't want to make it too easy for too long. I found this kind of failing mechanism in Monte Cook's Numenera game system and like it quite a lot. It's a nice change to the standard DnD charges. The magical oddities are also taken from the Numenera corebook. I like them because they are magical but have no obvious use, and some hint at more - which brings the mystery back into magic items.
We called it a day at that time. Both will rest until fully healed and prepare thoroughly before going through the portal.