Session for August 17, 2023. Eight players joined the adventure!
Tony D'Angelo, human assassin
Mustacha, human ranger
Bastion, human fighter
Friar Knuck Buck, human cleric
Bard Warpig, human fighter
Deadleaf, elf assassin
Bard Fluid, human Fighter
Analanus Tain't, human cleric
Rumors
- The prisoners (evil cleric and fighter captured by the party last week) are to be executed for practicing necromancy. The execution is scheduled for Thursday the 17th.
- The forest spiders are a menace! A trapper lost an arm to the venom before he was able to reach a cleric for help!
- Captain of the guard has something for you. Come see him.
At the end of last session the captain of the guard promised the party would get first look at any information from the prisoners. He kept his promise and gave the party a map that the cleric promised would lead to their demise at the hands of his brethren.
During the prior week, Tony the assassin discovered the lair of the spiders who have been harassing and eating the locals. The group was excited about the possibilities - particularly the two assassins - and started planning out ways to capture a few of them. It was starting to look like a spider hunt until the Dungeon Master spoke up and reminded the Good characters in the party that harvesting spider venom for whatever purpose should make them uncomfortable at best, and helping assassins (ahem, excuse me, "scouts") obtain poison would result in a shift in alignment.
They decided to plunder the dungeon instead.
Breadth-First or Depth-First?
Back in the dungeon, they regained their bearings thanks to Mustacha's and Deadleaf's maps. They head down the main hall into a triangular chamber with a dais along the back wall. The dais is empty except for worn paths where countless priests practiced their duties. The only exit was a door in an alcove in the northest corner of the room.
The door opened to a 30'x30' room. As they entered to investigate, one of the doors on the opposite side of the room and a group of goblins filed in to do the same!
 |
| chaaaarge! |
Our bloodthirsty heroes charged across the room to slaughter goblins but their attacks fail to connect. The goblins fought back and put Bard Warpig in a coma (zero hit points, saved by his Constitution modifier)! Goblins weren't so lucky on the following round and were wiped out.
Bard Warpig was in bad shape but he was still alive. The henchmen were tasked with carrying, then escorting him, back to town for some much needed bed rest. They were not pleased by the hard labor but grateful they weren't the ones to get skewered.
The party opened the door to the north and found a small empty closet. What did it contain when it was in use all those ages ago? Deadleaf noticed a secret door in the wall that opened to a spiral staircase heading down. [DM's note: I have rolled a 1 on nearly every passive secret doors check for this elf!]
They wanted to go deeper to where the treasure is. They spiked the other exits shut and descended the spiral staircase.
We Lose More Scouts That Way...
By this time the party had developed a standard exploring procedure. Deadleaf would scout 90' ahead and note any new turns or doors. Then he would return, report, and the party would decide which direction to go next. Doors would be checked for traps by the scout Tony D'Angelo and opened by either Bastion or Mustacha, the stronger characters, because the doors were often stuck.
They entered a door halfway down the hallway. There was a medium size waiting room with stone benches and three doors. One door led to a small pantry with a secret door in the back. The second door opened to a huge hallway, 50' wide, with two rows of columns. They promptly closed the door and headed out door number 3, which led to another long hallway.
I do not understand their decision making process. But isn't that one of the things that makes the game so much fun?
Back to the exploration. They discovered a circular room with an eight-pointed star design in the floor, a large chamber with some debris at the back, and another hallway that ran parallel to the one they were in.
The parallel passage led to a stairway going down. Unfortunately for Deadleaf, he triggered a trap set for anyone going that way (or trying to escape?). The floor gave way under him and sent him sliding down into a prison cell. He sat in the dark amongst the skeletons of all the other elves who fell in and stewed.
[DM's note: this was the result of an error on my part. Deadleaf's player pointed out that he wouldn't have needed to travel so far down the hall before turning back, and wouldn't have triggered the chute. Since I had already described the action, Deadleaf was unharmed, and the party was already working on the plan to retrieve him I let the action stand rather than rewind. Mea culpa!]
The party heard the trap spring from down the hall and rushed to find Deadleaf had gone missing. They discovered the trap without losing anyone else and tried to figure out if they could disarm it somehow. After a few turns of trial and error, they spiked the chute open enough for Mustacha to slip through. With a little extra rope and patience they extracted Deadleaf.
They had made great progress in mapping the dungeon so far, but had little treasure to show for it. It was time to push forward and find the loot!
Bloodbath
Deadleaf went down the hall and around the corner. Soon he was peering into a room full of twenty orcs gearing up for their own kind of adventure. He chose to maintain the element of surprise and head back to the party.
They didn't like the odds of a fight - remember that their men-at-arms had left the dungeon - but they did have a clever plan. Deadleaf would return and bait them into a chase down the hall toward the party, who would be on the other side of the chute.
It almost worked.
Deadleaf caught the orcs with their pants down: 4 segments of surprise. He got their attention by assassinating 9 of them, then taunting them as he retreated. But no one followed.
After taking such heavy losses from a surprise attack I used a morale check to determine their reaction. Success would mean they rally and chase, failure would mean retreat. The orc captain kept a cool head and they made a tactical retreat.
Eager to press the advantage with their improved odds, the party returned to finish the job. Two quarrels flew at them and the lookouts sounded an alarm. The orcs were expecting them!
The party charged in, but found the orcs much better organized and equipped than the goblins. Every combatant in the melee attacked in order of weapon length. That favored the party with one exception: poor Friar Knuck fell to an orc's axe (4') before he could use his +1 mace (2.5').
Caught in a pincer created by the orcs, the party's front line was outnumbered 3 to 2. Their armor held and they rallied! After a brutal counterattack, three remaining orcs (including their captain) retreated down the hall and into the lower level of the dungeon.
It was the end of the night. Everyone was exhausted, in game and out. They looted the bodies, gathered up their fallen comrade, and headed home.
Which is a shame because... well, let's hope it is still there when they return.
THE SCORE
THE VANQUISHED
6 goblins: 84 XP
9 orcs assassinated by Deadleaf: 129 XP
8 orcs defeated in combat: 118 XP
THE HAUL
145 ep
66 sp
Treasure share: 24 ep, 11 sp
Monster XP: 202 total, 34 per survivor
Treasure XP: 76, 13 per survivor
Tony, assassin [E]: 37 XP
Mustacha, ranger [E]: 37 XP
Bastion, fighter [E]: 37 XP
Deadleaf, assassin [E]: 166 XP
Bard Fluid, fighter [E]: 37 XP
Analanus, cleric [S]: 37 XP
GRAVEYARD
Friar Knuck Buck, Lawful Good Human Cleric 1: charged into an orc's axe in session 2.