Hearts of Stone 23: Filth Hydra

Marblehall, 6th June 216

Comes the dawn, and while the bulk of the party are sorting out the mess on the estate, Kowalski, Pascal and Soreth investigate the hill where the giant figure was standing last night, using its astrolabe and taking notes. Examining the footprints leads Kowalski and Pascal to the conclusions that the giant was 30 feet tall, and took a running jump into the air. Squinting along the path he would have taken by doing this, Pascal’s detect arcana shows him a magical cloud some miles away. Pascal is keen to get up there and talk to the studious and erudite cloud giants, but in the absence of a way to do that, they decide to return to the dungeon, which has surfaced again and is now sunning itself in the sinkhole where Marblehall used to be, snoring.

It’s the work of moments to retrace their steps to the stairs down to the second level, and as they have previously befriended the monster guarding the stairs by playing on its loneliness and curiosity, it lets them pass easily after an exchange of pleasantries, and they descend to the second level. Now, the Stone Thief can reconfigure its levels, and the configuration I’m currently using provides a second level which is full of traps. The party encountered a chute, a collapsing corridor, something that re-creates the trash compactor scene from Star Wars with a submarine fire-breathing regenerating hydra, giant circular saw blades, and swarms of spiders – and that’s just in the first two encounter areas. Judicious use of breath weapons, fear spells and icon invocation have kept them alive so far, but they have a long way to go yet. As they are currently trapped, I decided not to submerge the dungeon – a Total Party Kill with no way to avoid it is poor form and no fun for any of us – and so they are currently drawing breath, dripping with sewage, and awaiting the onslaught of the spider swarms.

GM NOTES

This was the session in which Pascal’s true nature emerged: Pascal is a sentient chamaeleon archaeologist, essentially a mecha pilot for the roughly human-sized X7-09. The precedent we have established is that it is OK for the player to switch from the main PC to one of his allies or hirelings, but the ones he isn’t playing are all Extras, and only the active PC benefits from bennies or the Wild Die. Pascal spent the session crawling up walls and poking his nose where it wasn’t wanted, while X7-09 carried the torch and supplies, lumbering along behind him.

The session was quite slow-moving as they spent half an hour working out what had happened to the cloud giant, the same amount of time in discussion with the stairway guardian, and the rest of it lurching from trap to trap. Had I been more familiar with the group before we started playing, I would have given them a D&D megadungeon; they are quite happy killing monsters, evading traps and looting treasure, with little sign of interest so far in the story arc they said they wanted. Luckily, in the version of Eyes of the Stone Thief I’ve chosen (for there are several possible campaigns in there), the story arc is the dungeon, more or less. Still, we’re all having fun, so we’re doing it right; as I’ve said before, the setting is for the GM, what the players see is a sequence of encounters.

Never having used them before, I was surprised how generous the Savage Worlds drowning rules are – it looks to me as if all characters can swim to some extent, and Swimming skill is what you use under extreme stress, much like Riding – everyone can sit on a horse and travel, but steeplechasing under fire requires skill rolls.

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