Part 9: Session 7: Totally Not Ripping Off Moria: Floor #1
Session 7: Totally Not Ripping Off Moria: Floor #1
“…So you really think they’re better?”
“The protection isn’t quite as good as the plate pieces, but there’s no downside to wearing them at all. Plus they’re lighter, which should help with encumbrance issues.”
Alright, let me see if I got what you want straight:

First, you get yourselves some money selling all the gulmond flowers and the rather frighteningly valuable joruga root…


…Money you then use to purchase a large set of chainmail arm and leg armor, and then sell back the plate armor.


Hal, you’ve given up part of your share to Paul so that Kara can buy one of those really good light bows.

This is entirely true. The extra-light bow has something like a +3 damage over the light bow, which itself is +1 over the regular kind.
…But in exchange, Hal said you had to get him…


It’s a lot more expensive than the trousers, plus everyone would have to wait while they got made.



Moving right along, you collect Thorgrim again, who is perfectly willing to follow you guys outside now.

It’s already done now, so stop complaining. After you get him, Thorgrim directs you to where the mine has been hidden.

This landslide. I goddamn hate this landslide. Do you want to know why?



It’s not just that it causes a couple hit points in damage almost every time you cross it. It’s the fact that the injured character can get tetanus from the damage.
William?

You examine the surroundings, and discovering a set of footprints in the ground, you realize that part of the rock face is actually an avalanche which can be moved aside.











This is the finished map for the first floor of the dwarven mine. The red dot on the green minimap and the green arrow on the big map are where the party is, which happens to be just inside the front door. The upper rooms are all mostly just sleeping quarters, while the giant room to the right is the main dining room. Further right is the overseer’s office, down from it is the kitchen and food storage area, the two rooms on the main map are general storage, and the unexplored tunnel going down left leads to the second floor.



You find beds, beds, and more beds. Every area has been rather thoroughly ransacked, and the entire area seems rather abandoned.


Not yet.




On the open page, it reads, “Today, we came upon a statue in the northeast—in the middle of the rock, a statue, totally surrounded by stone. Radomil sent us back immediately with orders to stop mining there. He told us to continue work in the south, where the rock contains more ore.” Did you want to spend more time reading?


Asks the guy who plays far too much Dwarf Fortress. Don’t you have to uncover demons when you find the adamantine? So did you want to read the book or not?

Well, it takes you several hours to read through the whole thing—

*Ahem* BUT it can all be summarized as the following: the dwarves were led into these hills by their duke Radomil. His followers were quite disappointed to find no real mountains here, and their mood darkened even further when they didn’t find any large veins of ore even after months of mining.

Despite their foul moods, Radomil insisted they continue looking. When a tunnel in the southwest area of the mine caved in about a year ago, seven dwarves were buried under the rock. Since then, the area has been given a wide berth, as their ghosts are said to haunt it. Every now and then since the cave-in, dwarves have disappeared without a trace. It is thought they left the mine to seek their fortune somewhere else.

There are no rogue elephants near Riva, Hal.

After the statue in the rock had been found, the first news about the gathering orcs arrived. A certain Manresh built a horde of orcs under his leadership that was superior to the dwarves in number. Their first attacks could be stopped, and the dwarves started to fortify the mine entrances. The orcs tried in vain to break through. The book ends on an entry about the orcs and some ogres marching against the entrance.

This isn’t Boatmurdered, Hal.



Finally, someone noticed. Yes, you can check the top bunks. In fact, you find a bottle of brandy on one, a gold necklace on a second, and a mysterious red amulet on a third.








You charge up to the first bed and knock out the orc lying there, but at that moment, the others wake up and grab their weapons.
Ah yes, the first combat after the mages get their AP back is always the most fun.


Yes, if you like having a -5 penalty to attack and parry in exchange for +1 damage.


Oh yeah, right. You shake the unconscious orc, and he slowly comes to. When he sees your questioning faces, he starts to talk: “Ah, you will suffer mightily! Manresh is waiting…he shall kill you…just like the beardnoses” …Oh, what now?

“Vaguely insulting?”



I know what that’s from, but it’s still just horrible.






A rocking horse, a useless bag of marbles, and—oh, whoops! You stuck your hand in the wrong place; it turns out one of the kids wasn’t fully potty trained.

Take 5 points of Charisma damage.


Well, you can’t expect the table manners of an Almadan noble from a bunch of marauding orcs: all the dishes are broken, and the table is covered with leftover food and pools of spilled wine (or is it blood?). Orcs are lying around and sitting slumped over on the benches about the table. You can’t tell whether they’re just asleep or maybe dead.


I don’t, really; they actually put that analogy in the room description.

The moment Hal’s character approaches one of the orcs, the blackpelt opens his eyes. Kurzmann jolts back as the orc falls of the bench. He hits the floor with a loud thump and shouts something unintelligible. Five more orcs wake up and go for their weapons. You also hear hasty steps from one of the corridors.
This one is rather long, but with all the orcs running about, it’s actually quite a bit more interesting than the bandit ambush. The video cuts out rather suddenly near the end, but there was only about a minute and a half of the remaining two orcs dying horribly, so I didn’t think it was worth putting in a second part. Also note that this was before the time I remembered that hitting your encumbrance exactly lowers your speed to 3, which happened to Lord Boxter.




If you think this hallway looks funny, you’d be correct. It’s not actually three dimensional, but instead is a wall painted to look like a hallway. Since this is actually supposed to be a hallway and not an optical illusion, it’s a fairly good indication that there’s a trap ahead. Still, you need to run into it before it triggers.
William?

You notice something strange about the hallway ahead of you. You see several deep notches in one of the side struts. When you look around, you notice notches in all the beams up ahead.

When the beam breaks, the tunnel ahead of you collapses with a tremendous roar. Fortunately, you were all far enough back that you weren’t injured. Well, except for Lewis, who takes…2 damage from rock scratches.

Actually, you see a small crack halfway up leading to the direction of the old tunnel. Yes, miraculously, there’s still enough space to crawl through the cave-in without having to waste hours on figuring out the “clearing a cave-in” mechanics. Did you want to go in now?



At the far end of the room, three ogres get up. Apparently, they were taking a break while trying to bash in the metal door. Now they stand in front of you, hunched over because of the low ceiling. Their warhammers at the ready, they hiss at you in a decidedly threatening manner.


What does it say about ogres when the orc with a bow in the back was able to do more damage then all three ogres combined?

This used to be the dwarves’ armory, but the ogres apparently amused themselves with breaking all the arms and armor. The only things left now are a dented pot helmet and a “beautifully crafted war axe.”


Just the forge.

No, it looks like you got here too late to find anything useful.


Why would there be anything in the forge?



There’s nothing in the ashes.




THERE’S NOTHING TO—you know what? Fine. Sure, you find a sledgehammer, which is a weapon with a +2 to attack that only dwarves can use—

—but it’s an edged weapon, and both you and Thorgrim specialize in axes.

Oh, and the lot of you take Charisma penalties for getting covered in ash.




What?

Alright. Thorgrim grabs the body’s legs and pulls it out. The dead dwarf is horrid to look at. His face has been eaten away by small scavengers. Thorgrim takes one look and starts to get ill. On the second try, Thorgrim manages to pull the dwarf clear and lays him on the floor.




Nonetheless, you do finally notice something interesting: the dwarf died with his mouth closed.


With a look of utter disgust and a lot of effort, you pry the dead dwarf’s jaws open. Inside his mouth, you find a small key.


You find a broken jar, whose contents you determine to be joruga roots.



They were. There are two dead orcs sprawled on the floor with an empty expression on their faces. The cask is empty.





Who would have thought that dwarves have such luxurious bedsteads?! Still, it’s not for nothing: the “dwarven treasure troves” are legendary, but the “dwarven bedsteads” are not. You find nothing of value.

I’m getting a little tired of you guys always searching the beds. There’s never anything in the beds, guys. Seriously.

*Sigh*

Yes, actually, the orcs haven’t even bothered touching them.

So does anyone want to read a book?

You read “Speak and Write Well in Rogolan.”

You decide to examine a book titled “Finding Your Way Underground.”

There is a book called “The Composition of Soil.” Thorgrim also decides to read, taking the book “Doors and Portals and How to Carve Their Frames: Part 4.”


The shelves of the second bookshelf contain thoroughly uninteresting tomes on mining, stuff like an 800-page study on “The Consistency of Brick.” Did you guys want to check out the chest?


It’s locked, and the chest looks too secure to simply bash open.

It fits perfectly, and the chest opens to reveal…






Not that you can see.


Yeah?

…Hey, William?

You know that boring bookcase? You find a hole in it.


The shelf snaps free and slides to one side, revealing a secret passage.







Just a bunch of torn up records.

You can try. *Much rolling* Okay, looks like you’ve pieced together the following documents:
“Greetings, Radomil. I forgot to mention that you should be careful with the ‘book.’ Best you bring it to me unopened. Signed, K.”
“My subjects get increasingly restive. But, I am making progress with the mystery. Tonight, I visited the statue with Nombosch. He answered the first question with yes, and the statue incinerated him with a beam of fire from its eyes. I put his remains…”
“The orcs in this area behave in a very peculiar way. More and more, I can see their leaders display remarkable cunning while the common troops are as stupid as ever. One of the leaders even addressed me in Bosparan just a while back. Would you believe it? Watch out for them. Signed, Abelmir.”
“I greet you, Radomil. I am pleased to see you have finally found entry to the ancient passageways. But, beware of the traps when you go further.”




“I have had a lot of time to think and have come to the conclusion that the ‘book’ should be destroyed before it can wreak even more havoc. To reach it, the horned one’s questions must be answered. I cannot remember the exact sequence, but only two of them may be answered with ‘yes.’ I do hope this text will reach the right hands and will not condemn its readers to a gristly end as well.
Radomil”


Come on, guys, not every dwarven mine is a reference to Moria. I mean, having to answer yes or no questions to proceed to a book isn’t in the Fellowship, right?

There’s still the passage you haven’t gone through…but yeah, that’s the way down from here.






Alright. It takes a week, but eventually everyone gets their stats back up.






According to the magicians at the college, the gold amulets are completely non-magical. Guess you should have sold them after all.

*Much Haggling And Inventory Juggling Later*

Yep! Oh, but before we go, I should check something quick…




