From Fizzle’s Diary: Chapter 4

spiked pit trap

Fizzle’s Diary:  Chapter 1 | Chapter 2 | Chapter 3 Chapter 4 | Chapter 5 | Chapter 6 | Chapter 7 | Chapter 8

Chapter 0, Character Intros: Tholin | Kromnock Mor | Fizzle


From the ongoing saga of Fizzle’s and his hired companions.
written by Fiznarthian Ooglenook (played David Pettit)
Featured image (screen capture from Elder Scrolls)

Chapter 4

Game Day 2/23/2019

After our short rest, Tholin looks for any hidden ways to move forward. Finding none we decide to distract the fish and make a break for the far shore. Throwing some armor into the lake on the side we came from, we see the fish congregating around that area. We hastily head for the far shore as fast as we can. (Athletic Rolls: Fizzle – 15, Kromnak – 14, and Tholin – 2.) Kromnak and Fizzle make it, but Tholin gets only about half way when the fish catch up to him and attack! He gets chewed on, which spurs him on to an outstanding effort, and he makes it to the North shore to join us. He does have to use a potion to heal when he arrives.

Kromnak lights a torch while Tholin and Fizzle take a look around. Tholin finds something shiny and metallic in the sand. It looks a little like a cog from some machine. We find nothing else so we continue down the passage, keeping left; Tholin looking for traps, Fizzle, then Kromnak following. We soon come to another wall of darkness. We handle this one the same as the last patch of darkness with Fizzle exploring ahead on a rope. 

Moving forward by touch, Fizzle feels the floor transition from soft sand to flagstone. Someone has improved the floor in this section of cave. He briefly hears a click and whirring coming from the left ahead, but nothing further comes of it. Soon he comes out into another cavern that’s about 60’x40’. There is some light now from glowing moss on the walls. He ties the rope to a handy 40lb bolder and gives the rope the prearranged 2 (3 for help) tug signal for the others to join him. The rope and rock immediately disappear back into the darkness!?! Kromnak finding a rock on the rope instead of Fizzle and thinks he has disappeared. Tholin convinces him the tugs were the signal to follow. Fizzle can’t figure out what’s taking them so long. Tholin and Kromnak start after Fizzle, Tholin following the left wall as Fizzle did. Kromnak doesn’t know his left from his right and follows along the right hand wall. Tholin joins Fizzle, but Kromnak goes off in a long circle following the right hand wall and ends up back where he started. “It’s magic! They are gone.” He continues on around the loop again. Finally after another time around he hears Fizzle and Tholin yelling to follow the wall with his “wiper” (left) hand and he joins them.

Searching this cavern we find some large scratches in the wall about 10’ up. We continue on.

Tholin in the lead spots a trap in the floor of the passage we are following. It’s a trap door the full width of the passage and about 20’ across. On the far side about 3’ up the wall is a dry patch of brown moss or algae. Maybe its a switch. Before they can discuss it, Kromnak says “lets throw “Flippy” across!” and does. Fizzle yells “Nooo…” and flies gracefully end over end across the 20 feet and slams into the wall face first. Sliding down in a heap he takes 5 points of damage. Tholin and Kromnak jump across after. (With no damage.) It turns out the moss covers a button that disables the trap door. Fizzle recovers, muttering something about barbarians under his breath. The party continues on.

illustration of a spike pit trap in a dungeon
Spiked pit trap

Next we come into a cavern with small alcoves to the left and right. We each check one, finding nothing but algae on the walls, which reaches out and grabs Kromnak and Fizzle. “Not my wiping hand!” cries Kromnak. Tholin attempts to hack the stuff off Kromnak. but it is resistant to hacking. Kromnak tries his flame sword, which is very effective at burning the stuff up. Seeing this I use Sacred Flame and manage to make a dent in mine. Tholin and Kromnak both shoot it with bow and crossbow and it expires. All free again, we move on.

Tholin finds another trap in the passageway. This one is only 12 feet across. Tholin jumps it and Kromnak tosses me. Kromnak carefully trips the trap to see what happens. The trap door opens onto a 30 foot pit with spikes at the bottom. He jumped it easily and Tholin pushes the button to safe the trap and we continue on down a wider corridor into another chamber. Finding more algae creatures we kill them and settle in for a long rest.

During my watch I hear a noise which turns out to be a mechanical bronze scout on the ceiling. It drops down and attacks us. Tholin swings at it with his rapier and gives it a good hit. I cast spiritual weapon and manifest a large yellow bear in a red jumper (a Pooh Bear), but Pooh misses his swing. Pooh looks very cross. I cast enhance on Kromnak to give him more strength. He takes a mighty swing with his great axe. Whack! Tholin misses with a fire bolt and I manage to miss with both my crossbow and Pooh Bear. Then Kromnak hits it with his flaming sword and Tholin finishes it off with fire bolt. I cast cure wounds on Tholin and we finish our rest.

After resting we move on further. Tholin finds yet another trap! Tying a rope to himself as previously, Tholin jumps across only to land on a second trap door which springs open! He falls but we catch him with the rope, saving him from certain doom. Pulling him up with the rope Tholin manages to get up on the narrow section between the two traps. Fizzle spots the disarm switch on the far wall, but it’s too far to jump across both gaps and Tholin can’t get a running to jump from the narrow 1 foot section of floor he is on. We are discussing trying to shoot the button when Fizzle, having seen Tholin use magic before wonders if he can do “Mage hand”. He can, and uses it to push the disarm button and both traps lock shut. We all move across and are free to continue on.  

From Fizzle’s Diary: Chapter 3

Ghost Town by Iiandmrak

Fizzle’s Diary:  Chapter 1 | Chapter 2 | Chapter 3 Chapter 4 | Chapter 5 | Chapter 6 | Chapter 7 | Chapter 8

Chapter 0, Character Intros: Tholin | Kromnock Mor | Fizzle


From the ongoing saga of Fizzle’s and his hired companions.
written by Fiznarthian Ooglenook (played David Pettit)
Featured image Ghost town by IIDanmrack

Chapter 3

Game day 2/23/2019

The next morning we eat some more of Kromnak’s goat, and prepare for our day.  This morning Kromnak manages to actually get up and stay on one of the horses. He names his horse, Horse.  Fizzle and Tholin share the other horse, Matilda, with Fizzle driving.  

Close up of
Ruins of Amara location on the Briarstone Map

We approach the ruins of Amara midafternoon. Tholin’s keen eyes discern possible movement on some of the ruined towers of Amara, so we vear to the west (inland) to some light tree cover.  There we leave the horses in a small clearing with plenty of grass to eat and Kromnak picks some wild garlic (which turns out to be dandelions) to ward off vampires. We move closer to the tree line to observe the ruins and take cover behind the trees, except for Kromnak whos idea of hiding is to pose as a tree.  Fizzle convinces him to actually hide behind a tree, where he amuses himself playing with his flame sword <sigh>. 

Hand-drawn sketch of the Ruins of Amara
The Ruins of Amara
(I drew this map in August 2018 and have been wanting use it in game ever since.)

It is about 50 yards from the trees to the broken city wall.  Tree cover is sparse near the ruins and the trees appear more and more dead and petrified the closer to the walls you get.  We can’t see much from cover so we decide to send Tholin in closer for a look, as he is better at stealth than Kromnak or Fizzle. After Tholin leaves Fizzle tries to get the concept of patience and waiting quietly across to Kromnak with some limited success.  At least he puts out his sword.

Tholin gets right up to the wall without being seen.  He peaks around a gap in the wall and has a good view of the northern section of the ruins.  He sees several groups (2-5) of ghosts roaming about in no discernible pattern. They don’t ever pass outside the walls, leading to the conclusion that the walls might be a barrier to them.  Returning to us, he passes on what he has learned. We decide to wait until nightfall to make our entry to the ruins, hoping to avoid detection. We take a short rest.

When night arrives Tholin dons the Circlet of Protection. We stealthily make our way to the walls of Amara. Before entering we peak around the gap in the wall and make sure the coast is clear.  It is. Tholin uses the circlet to cast protection on each of us which will last 10 minutes. We hope this is enough time to make it to the path down the cliff that the old man told us about.  Based on the map we have and the old man’s story we think the path down the cliff should be somewhere near the top of the cliff overlooking the only cove depicted, which is near the northern part of the ruins.  This is why we chose to enter at this northern gape in the wall.

A section of the hand-drawn map from the Ruins of Amara
Red line shows the adventurers’ path taken through the Ruins of Amara

Avoiding that ghost we see another group approaching and move down the row and into the end house before they spot us.  Leaving Kromnak Mor to watch the door, Tholin and I look around for anything that might be of use to us. All I find is a rusty knife in the kitchen, but Tholin finds a book of some kind and, in the bedroom of the house, a ghost of a girl child.  We all join him and Kromnak is able to persuade her to help us in return for the book Tholin found. She guides us across through another broken down house to the cliff edge, avoiding more ghosts along the way. There we find the beginning of a steep narrow path down the cliff.  Kromnak sends our ghost guide home and I cast some healing on Kromnak whose interaction with the ghost cost some health.  

We tie ourselves together to minimize the danger of one of us falling and begin our descent.  Fizzle in the lead and Kromnak anchoring the end. We make it down uneventfully. We make our way through some boulders (it’s a tight squeeze for Kromnak).  Tholin leads us as we sneak across the cove to a large boulder near where we think the entrance to the caves is, Tholin having heard some voices. We decide to have Tholin use the Chime of Opening to open the entrance to the cavern as we don’t know exactly where it is.  (This uses up one of our five uses.) The guards mistake the opening for their leader coming back, so we take them by surprise! (Also this might confirm the leader is out.)   

We take out the guards.  Ha. Thought I was going to describe it, didn’t ya.  Well I will. Tholin and I keep to cover and take shots with my crossbow and his bow while Kromnak goes in with a frontal assault.  He manages to miss every blow while taking every shot the two guards can dish out. I plug one of the guards full of bolts and Tholin fills the other with arrows.  Then Tholin moves in and finishes both of them with his sword. Kromnak is a pin cushion and down, so we use one of Kromnak’s healing potions on him and he comes around.

We enter the cavern which funnels down to a 3 foot diameter hole in the rear wall about two feet off the floor.  It is completely black and we cannot see inside. When Kromnak sticks his lit sword into it the light disappears. The same thing happens when I try a torch.  There is some kind of dark enchantment on the hole. Tying a rope to myself, I crawl into the hole and head straight back. Coming to the end of my rope without coming out of the darkness, I go back and tie on another length.  Heading back in I stay to the right this time, and eventually emerge from the darkness into a cavern lit by glowing moss or something. The cavern contains a lake with a waterfall and an island. The only way forward seems to be through the lake.

Pencil sketch of cave
David Pettit’s sketch of the waterfall cavern

Kromnak, of course, immediately jumps into the lake and starts swimming for the island.  Tholin and I look around a little first before jumping in and spy a ledge we want to check on.  We swim to that, but have a little trouble climbing the wall up to the ledge. We are soon surrounded by quipper fish, which want to eat us.  We climb the wall! On the ledge we find bones all arranged neatly by type, creepy, but nothing else. Kromnak having reached the island and found neatly arranged weapons and armor, throws us a rope, attached to a javelin.  

Kromnak, of course, immediately jumps into the lake and starts swimming for the island.  Tholin and I look around a little first before jumping in and spy a ledge we want to check on.  We swim to that, but have a little trouble climbing the wall up to the ledge. We are soon surrounded by quipper fish, which want to eat us.  We climb the wall! On the ledge we find bones all arranged neatly by type, creepy, but nothing else. Kromnak having reached the island and found neatly arranged weapons and armor, throws us a rope, attached to a javelin.  

I try to cross hand over hand on the rope and slip.  The quippers close in, and Tholin throws me another rope. Climbing back out with the help of the rope h, I manage to make it across on the second try, taking the end of the second rope with me.  Tholin ties the second rope around himself and crosses over too. Now we are all on the island. Kromnak throws a spear at the waterfall to see if its open behind it. It is not. We take a short rest.