Monday, July 19, 2010

Finally, A REAL Session!

Finally got to have a bit of a campaign this Saturday. Remember that list of Rumors, Advise, and Things Overheard in the Bar? It is surprising how much of it the group either forgot or just ignored. And somethings they proved from that list.
Starting with #10; Three things to take to Old Crosston, a pickax, rope, and a towel.
So the man took them to the well where the rooster had been stolen. Now, Tom being of sound mind and not knowing too much about Old School adventuring, left it up to me to get his equipment and skills. So I tricked out his barbarian dwarf with lots of dungeon delving skills like mining, climbing, and knowledge (local), and gave him a full kit of spelunking equipment. So what does he do? He decides to climb down the well.

I ask him what he does, and he replies "I climb down the well", and I tell him that due to the five foot circumference and the slippery sides of the well, it would be a DC 20 check. Which given his total bonus of +9, should not have been a problem. Except he rolled a four. Which caused him to fall down into the well taking 19 points of sub-dual damage when he hit the water. If he had used a rope (which he had), or a pick axe (which he had), he wouldn't have needed a towel (which he didn't have). He had to sacrifice his shield to get enough of a bonus to keep swimming until the rest of the group to drop his rope to him.
Which brings us to #2; There are black walls under the city that cannot be broken.
Climbing up Tom found a wall of one side of the wall that was ten feet tall, and made of pure black rock that a roll of 27 masonry check couldn't identify. It was the floor of a room off of the well. The room's floor was made of this material, and all together it was like 900 square foot of black rock.

So the rest of the group decided to climb down the rope which was DC 10 and they all took ten to do it. Po cast detect magic and found that the whole rock radiated a residual magic of Evil and Transmutation. So while they were doing that, I had everyone make a listen check.

Megan passed with a 27, and could hear breathing from behind one of the doorways in the room. So she made a move silently check to sneak over to it. THEN she made a critical error. She stuck her head into the door. At which point I declared SURPRISE ROUND, and smacked her for 14 points of damage. The Oldest of Old School cliches. An Orc in a ten foot by ten foot room. He hid and smacked her with his great ax.

She promptly killed him. And then oddly enough, she moved on. Granted the rest of the group was busy with work stuff, BUT she still ran ahead.

Which invoked #17. Stay away from the muck! I had her make a reflex save, which she did. Again with amazingly high accuracy. She BARELY dodged out of the way of a that old dungeon standby, green slime. Then SHE had to do some work.

The rest of the group, especially Po and Jim were amazed at her suicidal veal. They examined the room at the other end. There was a locked iron door in it. So Jim, playing the rogue searched for traps, and got a 21. Unfortunately, the magic lightning bolt trap had a detect DC of 24. So he took 5 points of damage, as did Megan, who was at the other end of the hallway. She was not happy about that.

They wisely decided to leave the door alone. So they regrouped and decided to push on. Megan, Tom, and Jim went into the next room, which was dark. I had them make a spot check, and none of them succeeded.

Which brings us to #1. New Crosston is a magnet for evil. Tom heard a voice say 'Hey, Buddy, there's a magic item in the room with the green slime, could you go get it for me?' and failed his will save. So Tom walked off. The next round, Jim got hit with something and took 1 point of HP damage, and three points of dexterity damage, and Megan went to tackle Tom.

Round three, Jim ran back to the first room, not wanting to mess with the poisonous thing. Megan tried to tackle Tom and found out that the Suggestion he was under wasn't suicidal, he knew that he had to destroy the green slime.

A few rounds later the green slime was destroyed with Torches and Jim succeeded his secondary damage from poison. Tom and Megan found a spear made of granite that should have weighed much more then it did. Tom took it to the imp, which they could now see. The rest of the group was hanging back in the first room, with the black floor.

Tom gave the Imp the stone spear, to which it replied "Son of a bitch actually did it!" and then walked over to a huge arch.

Which is #6. There's more under the city then the city. The arch lit up and the Imp stepped through. So they defeated the imp with almost no combat. They'll still get full XP for it.

They moved to the next room which had a Dire Toad in it. At first Megan, who is playing a ranger didn't want to kill it, but then the rest of the group just said kill it or it will eat Jim who is a halfling.

Room after that was a big bowl with a pool of water at the bottom. There were some firebats in it. Cunningly, they used the carcass of the Dire Toad to feed the fire bats, which then would leave them alone. However, in that room were also Dire Bats. Which they were debating what to do about when we had to end the session. Right now, the thoughts of it are to leave for a bit, heal up and then go tackle the Dire Bats.

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