Showing posts with label wave. Show all posts
Showing posts with label wave. Show all posts

Tuesday, November 16, 2010

White Plume Mountain – The Final Chapter (Part 3)

[continued from here]
Beyond the mud cavern was another corridor ending in another door, though this one seemed a bit more intricate. Gathering themselves and readying their weapons, Farnsworth once again raised a mighty foot and kicked in the portal. Darkness. Black, impenetrable darkness. The darkness seemed to smother the light from the fighter’s sword…his flame was all that was visible. Alster pushed forward with his shield (he had previously cast continual light on the thing), giving some slight illumination to the darkened chamber. [Alster rolled for surprise…success! Finally] A pale face loomed from the darkness grinning down at the party. “Does it look like a vampire?” asked Luke/Alster. Ridiculous. “Yeah, sure, it does.” “Does it sparkle like Edward?” asked AB/Farnsworth. “No.” The party rolled for initiative, got it. Alster cast Raise Dead on the creature. The vampire made his saving throw with a 17. Kevin, Bryan, and Dampwick started pulling garlic cloves out of their backpack. Baring his fangs, Ctenmiir the vampire, guardian of Whelm, hugged the cleric to his chest drinking deep of his lifeblood and draining him to 5th level. Farnsworth with Blaarthislaarv (“you know, Blackrazor would be handy in this situation,” comments AB for the 2nd or 5th time), Sexy Kevin with Wave, and Brian with a sword +1 (*ahem*) all attacked the vampire. Dampwick and Sly Jr. hung back, wishing they owned magic weapons. Ctenmiir stared deep into Farnsworth’s eyes, “You long to serve me…I am your master.” Farnsworth passed his saving throw and clubbed the monster for minimal damage while Kevin stabbed Wave deep into the creature’s back. Rounding on the cleric, the vampire tried the same tactic…and Sexy Kevin succumbed under the vampire’s control. Meanwhile, the others continued to pound the creature as best they could. Kevin turned his trident on Alster, even as the cleric fended off the vampire’s attack. “Get the trident out of his hands!” A cleric with a 13 strength and a +3 trident is a fierce opponent, but Sly and Dampwick rushed him and somehow managed to restrain their charmed friend… […somehow being “with the B/X Companion rules for grappling”] …meanwhile, Bryan, Farnsworth, and Alster were doing their best to mangle the vampire, stabbing and smashing it repeatedly, even as it (I believe) drained the heroic halfling down to 5th level. The creature was finally struck a telling blow and the creature vaporized…vanishing into mist as if it had never been. Sexy Kevin was hog-tied and left on the floor. “Master! Master!” “How long till that wears off?” “Who knows…” Alster immediately began searching the room, looking for a coffin or sarcophagus, which he found. Pushing back the lid he was somewhat surprised to find the thing completely empty…no Whelm, no treasure, and no vampire. He began searching the interior. Brian was carefully toeing Wave into the bag of holding, re-claimed from Alster (forgot to mention: the cleric confiscated the bag when the Halfling was initially trying his rope-a-batics); meanwhile Sly and Dampwick watched the door, Sly still badly hurt from his earlier fall and bashing despite being healed by the clerics. “Ho-hum…wonder what we’re watching for,” said Sly to the diminutive Dampwick. “Me,” replied the fully healed Ctenmiir, who fell on the thief ripping his throat out. The lifeless form dropped to the floor. [I blame Kevin Siembieda and Rifts: Vampire Kingdoms for the total smack-down on the players…I never realized how VICIOUS vampires were before reading up on vamp tactics. I suppose that, as a kid, I simply didn’t play vampires…when they infrequently appeared…as “all that smart.” Truth be told, I considered the Ctenmiir encounter the weakest “guardian” of the three in White Plume Mountain…however, once the clerics were eliminated, it was pretty much all over for the party. Especially considering that the creature could fully regenerate in less than two minutes…13 ten second rounds…it really was grossly unfair] Dampwick ran around panicked (I actually don’t remember what he was doing), as the Vampire flew at Alster, reducing the cleric to a lifeless husk. Farnsworth gave a roar and laid into the vampire with his flaming sword, while Brian tried to hamstring the creature. Now that I think about it, I believe Dampwick actually had Alster’s mace +2 at this point, the cleric having give it to the halfling upon finding the Lawful Whelm. The huge hammer (along with many bags of treasure) had just been found on a shelf BENEATH the sarcophagus prior to the vampire’s reappearance. Not that he ever had a chance to swing it. The characters were once more in a fight for their lives. Ctenmiir was all over Farnsworth, the vampire draining the fighter, and then draining him again despite his tremendous armor class. I openly cackled (I couldn’t help myself…sorry) as I realized how close to toast the once-badass fighter was…however, a 3rd level fighter with 18 strength and a flaming sword is still nothing to trifle with, and the remaining party members were able to drive Ctenmiir off once again, the vampire voluntarily transforming into mist. They wasted no time: Wave and Whelm were gathered into the bag of holding and everything else…including their friends’ bodies and the still-struggling Kevin…they left behind as they fled the dungeon with all speed. Two halflings and a 3rd level fighter clambered their way across the mud chamber (we “hand-waved” the spouting geysers and Strength/Dex rolls), wondering briefly what had happened to Boner (black pudding fodder), before charging down the hallway at top speed, thankful, at least, that they had removed the one-way turnstile when they had the chance. Through the bone golem room (still no attacks), hand-waving wandering monster rolls, not worried about pursuit from the flying, regenerating vampire, most definitely in full pursuit of the party…until finally, finally arriving at the three-pronged intersection, the place of the sphinx, the tunnel out of White Plume Mountain. And finding it blocked by an invisible force field. Here’s the text of the final encounter of White Plume Mountain:
A voice speaks to them from out of the air: “Not thinking of leaving are you? You’ve been so very entertaining, I just couldn’t think of letting you go, especially with those little collector’s items of mine. And since you’ve eliminated all of their guardians, why, you’ll simply have to stay…to take their places. I’ll have to ask you to leave all of your ridiculous weapons behind and let Nix and Nox escort you to the Indoctrination Center. I’ll be most disappointed if you cause me any trouble, and Nix and Nox will have to eliminate you. Don’t worry – you’ll like it here.” The force wall disappears but coming up the south passage are Nix and Nox, two efreet [stats omitted]. If the party can get past them, they’re home free!
Matt/Bryan says: “Well, I can use Wave’s invulnerability power right?” It only works once per day and Kevin used it. “But now I’m the new owner/wielder, right? So I can use it for today?” Um… Since it was already past Midnight and we all wanted to wrap up, we decided, sure, Wave can use its sphere ability (again) the two Halflings cling to the big (3rd level) fighter, and the party “hamster-balled” past the efreet. [Besides, the module says you can skip the final encounter if you feel the party is “too badly damaged.” Personally, I don’t think there’s such a thing in D&D…but that’s my opinion. Some DMs hold off on even killing folks, and where’s the fun in that?] Half-hearted “yays” and “we wins,” were (briefly) heard around the table…yeah, right. It’s just as well we decided we’d start a new campaign with our next session, as this group was pretty well demolished. Final thoughts will be in a follow-up post.

Monday, November 15, 2010

White Plume Mountain – The Final Chapter (Part 1)

Here’s how it all went down, folks…including our “expedited” ending. Let me know what you think. Our Baranof group was reduced to only six players last Thursday as Matthew (aka “Gustav,” aka “Cod Sandwich”) had a family commitment and Heron (aka “Weasleteats”) had a dinner party. Only six intrepid adventurers were thus on-hand to brave the depths of White Plume Mountain, in search of the fabulous dwarven hammer Whelm…the actual weapon the party had been initially hired to procure. The group consisted of: Farnsworth (my brother, AB) – level 7 fighter with 18 strength, AC -1, and a flaming sword. Bryan Leftfoot (Matthew #1) – level 7 halfling with a bag of holding carrying the entirety of the party’s loot (including both Blackrazor and Wave). Alster (Luke) – level 7 cleric, Lawful. Sexy Kevin (Randy) – level 6 cleric (replacement for Sweet Tito) Sly Junior (Vince) – level 6 thief, wearing his father’s much coveted gauntlets of ogre power Dampwick (Josh) – level 6 halfling (replacement for Borgnine the Dwarf) Before we began the expedition proper, there was the slight matter of Wave to deal with. Although Wave had happily saved Bryan (a ready worshipper of Poseidon), the trident was now in complete control of the Halfling (the character’s Will score being determined by the sum of his Strength and Wisdom, both of which were a whopping “8”). Wave was ready to have Bryan use the party’s wealth to construct a shrine/temple to the Sea King, complete with a coral and ivory statue, 20’ high. Conveniently, it was discovered that Sexy Kevin was a cleric of Poseidon, and took Wave off the hands of the less-than-worthy Halfling. Having a Strength of 13 and a Wisdom of 16, the cleric was just willful enough to trump the weapon’s ego and retained full command of the item for the rest of his life (see below). With the matter of Wave settled (and Blackrazor still in the bag of holding), the PCs were ready to begin. The party got off to a “fantastic” start as they were unable to remember which of the three corridors had been left unexplored (they knew they’d been down two already). “We need to go down the left one; we always go left!” “But didn’t we go down the left one first?” “No we went down the center.” “Wait, wasn’t that the way we went last time?” In the end, they decided to take the left-hand corridor, figuring it was the most likely way they hadn’t discovered. …and discovered that it was in fact the first corridor they had explored (with the water mostly drained from the dungeon, they encountered the first pit…now just a big swimming pool…along with the holes where they had previously pounded iron pitons for crossing). After more heated discussion, they back-tracked to the initial crossroads and took the as-yet-unexplored right-hand path. After walking for 20 minutes or so, the party members all began to feel a “burning” sensation in their feet. Looking down they were horrified to discover they were covered in green slime up to their ankles…the creature had already burned through their boots and was now working on their feet! [this was yet another encounter with less-than-helpful guidance in the encounter description. A huge patch…8 hit dice worth…it remains “undetected” unless actively searched for, until the party has already passed through it and it’s started working on their toes. Should one “roll for surprise?” Make “to hit” rolls? How long does it take for them to realize the creature is on them? How much does it reduce their armor class when they’re bare foot?] Fortunately (for everyone…including the DM), Luke acted quickly to cast cure disease, wiping out the entire patch (can the thing only attack one player? If it is on multiple players is it now considered multiple creatures? Jeez!). I ruled that cure disease wiped out all slime within 30’ (the range of the spell), conveniently putting to rest all the fuzzy questions surrounding the encounter. “Don’t we even take damage?” asked Josh. Sure, I said rolling a six-sided. You each take…six points of damage. The rest of the players were none-too-happy with Josh. The next obstacle the party came to was yet another decision; the corridor branched left or continued straight ahead. Fortunately, this was an easy one and citing their “always go left” mantra, the party decide to turn up the new passage. The passage ended in a door that Farnsworth was happy to kick in. Beyond was a room, against whose far wall stood five golems made from the polished bones of a number of a multitude of creatures. [there are no “flesh golems” in B/X but there are bone golems of the same (8) hit dice. However, I did make them two-armed, rather than four-armed] The PCs stood outside the chamber, again heatedly discussing how to proceed. Eventually, Farnsworth decided he would simply “deal with them himself,” and entered the room. One bone golem stood forward, holding up his hand and commanding the fighter to “halt.” Speaking, it told Farns that if he could guess its riddle it would serve him and the golems would let his party pass. I used a riddle from the recent Green Devil Face that I thought was pretty tricky. Unfortunately, the party guessed it in (roughly) 5 seconds or so. Ugh. Not as tricky as I thought. Now accompanied by a walking behemoth (which the party, of course, named “Boner”) the party continued on…up a flight of stairs, around a bend and then face-to face with an old fashioned turnstile that, when tested, was found to only allow one-way passage. “Can Boner rip this thing out of the wall?” He could…and did upon the party’s command. Players were high spirits as they pressed onward, Boner leading the way. The next door opened up into a vast natural cavern…easily the largest “chamber” the party had yet encountered in White Plume Mountain, they found themselves on a man-made ledge built into the cavern wall. Fifty feet above them glistened a rough and natural cave roof, semi-shrouded in darkness…fifty feet below them was a lake of boiling mud. The slimy mud had a natural phosphorescent sheen that clung to and illuminated the whole of the cavern, and the air was oppressively hot and humid. On the opposite side of the cavern appeared to be a similar ledge to the one on which stood the party, as well as what appeared to be a doorway of egress. Between the two ledges hung a series of wooden disks…nine round, and slime-slick platforms, each suspended from the ceiling by a massive chain, anchored in the center with an iron staple. Each disk was about four feet in diameter with roughly three to four feet of distance between each. The platforms appeared to be the only way across the lake. You folks ever see the TV show, “Wipe Out?”
; )

Tuesday, November 9, 2010

And Now…Wave (P. 3)

[continued from here…I’ll wrap up and then discuss a bit about this final encounter]

Gustav and Borgnine were thoroughly dead and gone, and the others (with the exception of Bryan and Weas) weren’t out of “hot water” yet. Farnsworth and Sexy Kevin worth both protected from the heat of the water half-filling the 10’ by 10’ chamber in which they were trapped, but Allster did not and suffered a modicum of damage…though I did allow him to then cast resist fire upon himself (I suppose I could have been a hard-ass and said he was unable to “concentrate” while boiling alive, but what about all those prayerful martyrs of ancient times? I assumed his deity would give the cleric a break).

By the time the spells faded in potency, the heat of the water in which they stood had cooled to no more than a warm bath. However, there was enough water still pressed against the doors that the party members were unable to pull them open, freeing themselves.

[I had decided that it would take a combined strength of 45 to open the doors, and the trapped party members had just less than that]

Fortunately, Weasel was still “on the outside.” While the other party members stewed in their watery prison cell, the elf went back to the corridor he had initially fled. Although unable to push the doors by himself, he did have a scroll containing the spell knock. The magic of the scroll was enough to throw open the portal, unleashing a deluge of water that thoroughly soaked the elf’s fine doeskin boots.

Pounding at the second set of doors revealed the elf’s trapped companions behind it, and with Weasel’s help, the party was able to get the second set of doors open, more water emptying into the corridor.

Allster cast locate object, searching for Wave (or maybe even Blackrazor) beyond the 3rd set of doors, but nothing was found within range of the spell. Presuming the weapon had been destroyed (along with all the other treasure! Why had they let the Halfling carry everything?!), they turned dejectedly to leave the dungeon. They did not even attempt to open the third set of doors, knowing the boiling water being held back on the other side.

The party had gathered themselves and slogged as far back as the kelpie room, when they encountered the bobbing lantern of Bryan, gigantic Wave in his free hand. “Hey, guys! I’m still alive!” Thus reunited (the Halfling had run back to the dungeon as fast as his little legs would carry him), the group used the ring of water walking to traverse the kelpie pool and make their way out and down to Dead Gnoll’s Eye Socket, where they could rest and recuperate and recount their experiences.

[this is where we ended for the evening]

DM Notes:

If any Old School adventure called for the DM to put on his “referee hat,” White Plume Mountain is it. Descriptions for rooms like the frictionless chamber and the “boiling bubble” are extremely sparse: Schick tells you what’s in the room and how it acts, but after that there’s a lot of judgment calls on the part of the Dragon Master.

In this particular session, the metal doors are as described (the module states they are present to prevent a “bubble breakdown” from flooding the dungeon…kind of an airlock/failsafe mechanism), but no guidance is provided as to how this occurs. Will one set of doors suffice, while the others are their only for “back-up?” How fast does the water flood? How much damage will total immersion do?

The bubble itself is little better: the text states that a slash from an axe or sword will cause the thing to collapse in D6 rounds, though it doesn’t say what happens then. Presumably, being caught in the collapse results in instant death (i.e. “doing an Ali Baba”)…at least that’s how I interpret it based on the text regarding Wave’s ability to save the PCs. But aside from characters being scalded by a jet of water on a “miss” (that’s in the text) there’s no guidance for on-going rounds. Do jets of water continue to cook the party? I’d assume so…and don’t they end up standing in boiling water up to their armored greaves? What’s the on-going damage?

The resist fire spell is pretty clear that it prevents damage from heat and extreme temperature. The ring of fire resistance is pretty clear that it only prevents damage from fire (normal and magical). A kindly DM would probably have allowed the ring to prevent damage from the water, but I wanted to make sure ALL the characters were feeling a bit of danger. In the end, of course, it didn’t matter as Borgnine was drowned…but really the damage caused by the bursting bubble nearly saved him, as he was forced to retreat to the entrance of the chamber (and thus closer to the exit). Unfortunately, he was one of the few party members NOT wearing magical armor, and his movement rate just wasn’t enough to make it to the first set of doors.

There’s a lot of flooding and “water movement” in White Plume Mountain…including the inverted ziggurat…which can result in PCs being slammed and buffeted around the dungeon. However, the module gives no guidance as to what kind of damage or danger might result from this kind of water hazard. While this is cool for a DM…make something up instead of spending time searching for obscure “water buffet” rules…it does make me feel slightly guilty about my own rulings, especially when they result in character death.

Don't get me wrong: as I’ve written often enough, I’m all about killing PCs in a dungeon…that’s half the fun of running a D&D game as a DM (the other half is energy drain…). However, if I’m acting as an “impartial referee” and I make an arbitrary ruling on “how something works” and that ruling gets someone killed…well, it feels a bit like DM fiat and THAT’s a “death attack” for which there is no saving throw.

In the end, I just have to let things go I suppose. The game’s not a perfectly granulated model of reality, and I am not a perfect judge of how best to arbitrate abstract hazards. The players already complain when they get surprised by a pair of wights…and them’s in the rules!...I don’t think there’s a chance in hell I’d be able to satisfy them 100% with my arbitration.

Mainly, I simply strive to make rulings/decisions that make sense in light of the game at hand, while keeping the pacing steady. It doesn’t serve any purpose to strive for “fairness,” as what is fair is pretty much in the eye of the beholder. But I CAN attempt to be consistent, and use the rules already provided in the game. Hopefully, that will be enough to keep me from getting lynched by my players.

Regarding the players: how is it the Halfling ends up with all the loot AND both magic weapons? After all, this IS B/X…we are talking a standard Halfling warrior, not a Halfling Thief. I don’t get it…apparently his beneficent demeanor is above reproach. Pretty crazy though that they keep sending him into dangerous situations (with no thief present, the party wanted to task him with opening the chest and pawing through the loot, or diving underwater looking for Kelpie lairs). Matt has been fairly good about point-blank refusing crazy requests (like going down the lava chute), but I find it all fascinating: does the Halfling seem like the most expendable party member? Or does he seem like the most indestructible party member? And regardless, why are you letting him carry ALL the loot? What happens if he gets disintegrated or something?! Sheesh!

All right, that’s enough blather for one morning. Thursday looks to be Josh’s last week with us due to upcoming parental responsibilities, and Matthew (“Cod Sandwich”) is going to be taking a couple-three weeks off for the holidays starting this week. Just as well, I guess, that both their characters bit the dust. However, I have a bunch of time off myself this week (starting tomorrow!), so I want to be prepped and ready for our game Thursday…hopefully, we’ll be able to finish White Plume Mountain...one way or another.

; )

Monday, November 8, 2010

And Now…Wave (P. 2)

[continued from here]

As the party gaped around the immense, rubbery “bubble chamber” in which they stood, a huge form scuttled out of the darkness, moving swiftly on multiple legs that belied its lumbering form: the largest giant crab any of them had ever seen! Towering over them, its giant claws snapped and bashed, knocking Weasleteats ass-over-tea-kettle while scattering the other party members hither and yon.

Farnsworth, Gustav, and Borgnine were quick to react, hoping fresh Dungeness would be added to their otherwise dry rations and attacked with flashing blades and chopping axes. Weasle, perhaps a bit too true to his namesake, decided discretion was the better part of valor and cast a veil of invisibility about himself while pulling himself from the floor. Meanwhile, Brian and Kevin wondered what tactics to take and Allster changed the sticks stuffed in his belt to more than a dozen squirming snakes!

The warriors blades missed their mark more than once, bouncing off thick crab armor or being deflect by the thing’s waving arms. Each strike that missed scored the rubbery “flesh” of the chamber, opening gaping wounds that let through streams of scalding water, cooking the party members to varying degrees! General chaos ensued as the party found the chamber begin to collapse like a perforated soufflé.

The following occurred over the next several rounds:

Farnsworth was determined to go toe-to-toe with the giant crab, yelling at the others to look for treasure, while telling the monster he intended to eat it with melted butter.

Gustav, scored the most telling blows on the crab, capturing its attention, and getting the crap beat out of him. Using his warhammer he found the lack of edge was good for NOT puncturing the skin of the chamber, but he eventually dropped this in favor of his magic sword (once he realized the chamber was already collapsing).

Borgnine took a couple strokes at the crab, opening a monstrous gash or two in the wall of the “bubble,” before deciding to retreat to the chamber’s entrance. From there he could shoot the thing in relative safety with his magic-primed crossbow.

Sexy Kevin cast striking on Farnsworth, then resist fire on Farnsworth, then resist fire on himself, finding the latter spells were useful at mitigating scalding damage. As Gustav’s hit points quickly dwindled to single digits, the cleric ran forward to heal the fighter, allowing Gustav continue pressing the attack.

Weasleteats cast fly on himself and decided to escape back down the corridor, still invisible. He did stop at the metal doors…but not for long.

Allster commanded his snakes into battle which, being non-poisonous, turned out to be a fairly futile gesture [I probably should have ruled the scalding water “steamed them” to death, but they did little damage to the crab]. The cleric then made his way deeper into the chamber, where he found a large, heavy chest…and yelled for the others to come help him!

Bryan had retreated to the entrance of the chamber, attempting to pepper the crab with arrows (most of these sailed wide, puncturing the skin of the chamber). Upon hearing Allster’s yells of “Treasure! Treasure!” he forgot all about his friends and ran across the room to help scour the chest.

All the while, the chamber continued to collapse. As time wore on, boiling water did damage to the party member, hit points were tracked, and the crab refused to die. Allster decided his Lawful deity would forgive him an act of desperation and cast finger of death at the giant monster…which the creature barely saved. Meanwhile Bryan had opened the chest (it was unlocked) and seeing a gleaming trident atop a number of small bags…WAVE!...immediately ignored the magic weapon in favor of the treasure beneath it.

“What are you doing?! Grab Wave!” yelled Allster.

YOU grab Wave! I’m scooping all the bagged loot into my bag of holding!” retorted the Halfling.

From the first round, when the first wild strokes opened gashes in the chamber, the party had a total of 5 rounds to escape prior to complete collapse. The five rounds were randomly determined by the roll of a D6; I could have as easily rolled a “1” or “2.” Towards the end of the collapse, the boiling water entering the chamber started doing some real damage to PCs not protected by fire resistance magic…the party knew that complete collapse was imminent and escape imperative.

The party killed the crab at the end of the fourth round following the beginning of the collapse.

Round five: DM asks “What are you all doing.”

Farnsworth: I’m running like hell.

Borgnine: I’m running like hell.

Sexy Kevin: I’m running like hell.

Allster: (was already) running like hell.

Gustav: I’m running like hell, but I’m going to stop to retrieve my warhammer first.

Weasleteats had already flew back to the Kelpies’ chamber when he saw the boiling wall of water coming down the corridor.

Bryan the Halfling: (perhaps knowing he’d never make it, being on the far side of the collapsing chamber) I’ll grab Wave!

DM: What’s your alignment? Brian: Neutral.

DM: Wave speaks in a booming voice: “Ho, Mortal! I am Wave, beloved of Poseidon! If you bow down and worship the Sea God, it is within my power to save you!”

Brian: Um, yeah, Posiedon is good…I’ve always been a big fan. Never have hurt a fish…um, except for some crabs…

Wave: “Ho! Good enough mortal! If you will spread the Good Word of the Sea King, we shall leave this place you and I!”

Gustav: Um…does he have the power to save your friends?

The steel doors…long down the corridor without the chamber…had been designed to close and hold against any such catastrophic collapse, preventing the dungeon from being flooded with the boiling water of the core. I had the player check to see if each dagger held in place (a 5-6 on a D6…the same chance as a person would have forcing a door open), and all three failed.

I then checked each character’s running movement (in feet per round) plus they’re relative placement (based on their final round location) to see how far they could actually “escape” before being overtaken by their watery doom. Weasel, of course, had no problem flying away. Allster, Farnsworth, and Kevin made it as far as the second doors before finding themselves trapped and locked. Borgnine and Gustav (who had stopped to picked up his hammer) didn’t quite make it to the first set; Gustav was cooked alive, while Borgnine’s ring of fire resistance could not prevent the dwarf’s drowning…their bodies floated back and down into the volcano’s still molten core.

And Bryan the Halfling? Wave created a bubble of cool protective air around him, completely shielding him from harm. As the chamber collapsed, he was cast down, down, down with the flood of water, until the water contacted the mountain’s fiery innards, changing to super-heated steam and blasting him up the shaft of the cinder cone. High above the world, he surveyed the countryside from a birds’ eye view, before tumbling and bouncing down the side of the mountain, perfectly protected, and finally coming to rest at the base of White Plume Mountain.

The lucky little guy.
; )