We played the twenty-seventh session of our Dungeon Module B1: In Search of Unknown AD&D 2e game last night. You can read past play reports here.
The roster for this session was as follows:
- Llombaerth, CG elf thief 4 (Adam)
- Mirkle, N human fighter 3 (Maya)
- Egbert, human necromancer 1 (NPC)
- Brazile, halfling hound master, his dog, Ripper, and the party's two war dogs, Dewey, and Phooey (NPC)
- Bilodeau, man-at-arms (NPC)
- Graves, man-at-arms (NPC)
- Lendeborg, human porter (NPC)
Last we played, the party located Quasqueton's library at last. There they found: a collection of sage texts on dwarven art and culture, which they valued at about 1,000 gold pieces total; a collection of ledgers which suggested that Zelligar had a laboratory somewhere that they had yet to discover, and that he kept at least one apprentice on the payroll, although it was not confirmed that this was Lambrecht; a collection of philosophical manifestos about the nature of life, death, and identity, suggesting that Zelligar was preoccupied with his mortality and legacy; and a collection of erotic poetry and lyrics with the common theme of lovers reuniting in another life.
After that, the party wandered the halls of Quasqueton and wound up back in the teleporting rooms. After figuring out how to navigate the rooms, they found Quasqueton's smithy, which contained a hole in the floor which led to the lower level. Ignoring that, they went back past the teleporting rooms and eventually wandered back to where they had begun the session.
We picked up there. The party decided to head back to the entrance corridor and take the passage that ran parallel to it on the right hand side (facing the dungeon entrance). This would take them back to the door beyond which was a three way intersection they hadn't yet explored (they found it when searching for the library two sessions ago and ignored it).
They easily navigate back to the door and the intersection beyond it. The left passage went 60' and turned right. Ahead, the passage continued for at least 60'. The right passage went 30' and turned left.
They took the left passage. They followed it for 60' and turned right, then followed for 70' and turned right again. Another 50' and another right turn. After the turn, there was a door 20' ahead on the right, and the passage continued for another 40' and turned right again. They went through the door. Beyond it, the passage went 10' to the right and turned left, and 30' to the left and turned right.
They turned left beyond the door and followed the passage as it turned right. The passage continued another 20', turned right, went another 10', and opened into a rough, unfinished room, about 20' x 20'. There was a 10' deep alcove in the bottom right corner of the room, adjacent to the hall from which they had just come. They detected a glint of light on the floor.
Checking the alcove carefully for traps, they determined it was safe, and moved closer to investigate. On the floor they found four red garnets, which Llombaerth determined were worth 100 gold pieces each. They pocketed the gemstones.
In hindsight, I wish I had done more with this! Maybe there should have been a trap here. Maybe some adventurer suffered a wound and crawled in here to die, clutching their gemstones close to them. Maybe the gemstones could have been set into a rough mural of sorts that added some storytelling to the dungeon. Anything would have been more sensible than a handful of gemstones scattered on the floor in some dead end empty room at the end of a long, pointless, spiraling hallway.
With nowhere else to go, the party backtracked down the corridor and past the door they had come through. Past the door, the passage went 10', turned left, another 30', turned left again, another 50', turned left again, another 40', and turned left again, which brought them back to the other side of the door. They continued along the passage until they returned to the three way intersection. Exploring the whole spiraling corridor took about an hour!
Next, the party explored the long central passage. They saw that the entire passage was about 70' long, then opened into a chamber. They could smell wet earth and decay, and saw several bioluminescent spores floating in the air. As they approached with their lantern, they heard squeaking and the scurrying of tiny critters scrambling for cover.
They saw that the chamber at the end of the passage was overgrown with rainbow-hued fungi and mold, with splotches, clumps, swirls, and patches in a nightmare of clashing colors. The largest mushrooms were as big as trees, with caps 8' in diameter. The room was shaped like a backwards L. The lower portion was 20' across and extended 50' to the left and 20' to the right. The upper portion was 30' across and extended at least 40' beyond where it met the lower portion. There appeared to be a pair of 10' x 20' sunken pits in the center of the upper portion.
The party wanted to know what sorts of creatures were in the room, so Llombaerth remained at the entrance while the rest of the group retreated with the light source. Remaining still for ten minutes or so while his eyes adjusted to the dark, Llombaerth eventually saw about half a dozen giant rats scurrying about on the floor, eating the various lichens and molds which grew on the soil.
The party decided to loose their dogs on the rats. Dewey and Phooey ran in, recklessly charging through the molds, kicking up spores. All but one of the rats fled before them. The remaining rat was seized by Phooey and torn apart. Spores clung to Phooey's coat, and he began to glow with a dim bioluminescence. Dewey chased down another rat, but came to a sudden halt and fell to the floor, seizing.
The party called back Phooey. They used cloth and crushed charcoal to fashion rough masks with filters, then Llombaerth went inside to extract Dewey. Mirkle stayed near the entrance to shoot any giant rats that came close. Llombaerth accidently stepped on a rat scurrying underfoot, which tried to bite him but failed to penetrate his boot's leather. Llombaerth picked up Dewey and carried him out.
Back at the entrance, Dewey had stopped seizing and slowly recovered. His eyes were glassy and he appeared to be in a daze. The party noticed a protuberance sticking out of his forehead between his two eyes. As it wriggled its way forth, the protuberance opened to reveal a third eye, alien in appearance, glossy and black like slate. They could feel Dewey's third eye reaching out to them, rich with eldritch knowledge eager to be shared.
Llombaerth focused on Dewey, leaned in close to him, and asked, "Dewey, are you a good boy?"
Llombaerth was overcome with a wave of psychic imagery. He saw the land as it was when the titans created it. He saw things crawl out of the sea and become wolves. He saw the coming of the dwarves and elves, the orcs, the humans, and the battles they fought. He saw humans first befriend the wolves, and the wolves dogs like Dewey. He saw the rise and fall of civilizations, the growth of Timbershore, dogs running through the streets. He saw a female dog give birth to a litter of pups. He saw the hound master raising the pups to be vicious dogs of war, and he saw the strongest of them, Dewey, leading the pack. And he knew that yes, Dewey was a good boy.
Llombaerth gave Dewey some salted herring and then asked, "Was Lambrecht Zelligar's apprentice?"
Another wave of images hit him. He saw the hill being hollowed out by orc slaves under orders from taskmasters themselves under orders from Rogahn and Zelligar. He saw Zelligar in his laboratory, experimenting with new magic and alchemical compounds, torturing captive barbarians. He saw Zelligar dictating to a number of different youngsters who diligently recorded his findings. He saw many of these assistants consumed by alchemical flames, turned into chickens, and struck by other mishaps. As far as he could tell only one survived - a young man who he did not recognize, who was banished from Quasqueton after some falling out with Zelligar.
Llombaerth and Mirkle decided to search the fungal garden. Affixing their masks to their faces, they went inside, careful not to disturb the fungi. As they went deeper inside the chamber, they saw shelf fungi along the walls, giant puffballs, coral fungi, and morels. The air was thick with spores and difficult to breathe, but they were not adversely affected.
The upper portion of the room extended 70' beyond the lower portion. With their lantern, the giant rats kept away. At the far end of the room, they found five lifelike wax statues of barbarian warriors - complete with painted eyes and what appeared to be real hair.
Thinking the statues might contain treasure, Mirkle held the lantern close to one until it began to melt. The statue's eyes began to redden and water, as if it was crying. She caught a glimpse of movement in her peripheral vision, and suddenly the statues were coming to life!
Llombaerth and Mirkle decided to drop flaming oil in front of them and retreat. They did so, but the statues simply moved around the oil and pursued, moving much faster than Mirkle could in her armor. Four attacked and missed, but one managed to hit Mirkle with its sword for 6 damage. The chaos caused the surrounding fungi to spew their spores. The statues were unaffected, and the party's improvised masks seemed to protect them from the effects as well.
In the following round, Llombaerth dropped one of his bat guano bombs and retreated again. Mirkle fell back as well and flung a flask of oil at the bomb, scoring a direct hit. The flaming oil splashed the statues for 3 damage each, then the bomb exploded for a whopping 15 damage, obliterating the statues and several fungi, rattling the entire room and filling it with plumes of smoke and spores. The ground was littered with clumps of burning wax like so many candles.
The party searched the area once the dust settled, but didn't find anything of note. They returned again to the entrance. Dewey was still staring at them sagely with his third eye. Mirkle asked Dewey if any of the mushrooms in the room were dangerous.
Visions washed over Mirkle. She saw the construction of the room. She saw Zelligar consulting with an elf she did not recognize. She saw the importation of rare and exotic plants and molds and the careful cultivation and harvesting of each. Decades passed in seconds, and she saw the garden abandoned and overgrown. She saw adventurers, goblins, and orcs begin to enter the room, carelessly inhaling the spores. She saw some turn purple and die of poison, others fall into a comatose sleep, some flee the room in panic, others overcome with terrifying psychic visions, stumbling about the room clumsily, confused, rooted in place, sickened, or turned into toadstools themselves.
As the visions faded, Dewey's third eye began to weep. It melted into goo which ran down his forehead and muzzle and dripped into a noxious pile of slime on the floor, and Dewey was as he had been before. By that time, Phooey had also ceased to glow.
Deciding that they did not want any of those bad things to happen to them, the party left the room and returned to the intersection, choosing to explore the last remaining passage.
The passage went 30' and turned left. Beyond the turn, it continued for 20', ending with a door on the left. On the other side, the party heard hushed voices nervously conversing in the goblin tongue. Llombaerth knocked on the door, letting the goblins know that it was them. The goblins told them to go away. They were rattled by the explosion in the adjoining room and didn't wish to be blown up. The party had gotten Grilk and all their friends killed. Now they were safe, and didn't want anything to do with the party. Besides, the party would probably just try to steal their treasure.
The party tried to explain that they were the goblins' friends, and that the goblins had gotten themselves killed while the party was away. They offered to trade with the goblins for their treasure, but the goblins insisted that the party had given Grilk a raw deal, and they didn't want to get cheated too. The party said that they were coming into the room. The goblins threatened to shoot them with arrows.
The door was stuck. Mirkle used Llombaerth's crowbar to force it. Inside, the room was 20' across and 70' long. There were fifteen long wooden benches in the room, and some had been used to barricade the door. A raised stone platform stood at the far end of the room. Pigmug and Tobb stood atop the platform with their bows at the ready, themselves barricaded behind more benches. The wall above them was hung with rotting cloth banners of red, green, blue, and yellow.
The goblins had their bows trained on the party. They threatened to shoot if the party tried to enter. There was no convincing them, and the party did not want to fight them. They wished the goblins good luck and retreated from the room.
Returning to the entrance corridor by way of the secret door, the party reviewed their options. They recalled there being a stuck door in the passage which ran along the top of the orcs' former territory, opposite the throne room. They hadn't explored it because they did not want to make any noise where the orcs might hear them. They backtracked to the door.
The stuck door was 10' beyond the door to the throne room, on the left. About 30' beyond it was the "dead end" which contained the secret door to Rogahn's bedchamber. Mirkle again used Llombaerth's crowbar to force the door open.
Beyond the door was a passage which went 20', turned right, 10', turned left, 20', turned right, 50', turned left, then 30', ending in another door. Beyond that door was a 30' passage to the left which ended in another door.
Beyond that door, the party detecting an overpowering, repulsive stench like rotting meat. They heard voices lazily conversing in a sharp, guttural, hissing tongue which they did not understand. They heard the sound of water splashing and a wet, cold slapping sound on bare stone. Llombaerth was able to determine that the language being spoken was that of troglodytes.
We ended the session there. I'm happy that that players finally found their way to the fungal garden, as it's one of Quasqueton's most iconic rooms. I was underwhelmed by it in the module as written, so I created a list of 20 weird magical effects for the different types of fungi. I was delighted that, of all things, the party's dog was affected by the spore which grants what is essential a commune with nature spell. That was lots of fun.
I'm excited to see what happens next session. The room beyond this door is another iconic one, and one which has also been overlooked to this point.
































































