Going deeper in the dungeon increases the quantity of treasure but not the quality!
Session report for April 11, 2024. Six players adventured for two days.
Characters
Bastion, human fighter 4Bard the Stout, human fighter 3
Deadleaf, elf assassin 3
Mustacha, human ranger 3
Jude, half-orc cleric/assassin 1/1
Lokken the Golden, human cleric 1
Fenrir megadungeon finally has a name: the Pig Pen!
| come to da orktagon - oink! |
First they returned to the room where they were ambushed by halflings last week. There were two secret doors and no treasure. All they found was a few empty jars with grubby halfling handprints on them.
They backtracked and headed to level 2 and ended up in the room with a trashed naugahyde couch. A secret panel in the back corner revealed a staircase down to level 3.
This was a new part of the dungeon for me, so I'm back to zero prep. Beyond the landing was a T-shaped intersection. To the left, the hallway curved away from them. To the right, just outside a door, was - and I promise, this was all determined by random chance - a patrol of orcs!
The orcs did not notice the party but that wouldn't last long because of all the light and noise from the party (1 segment of surprise). The party engaged the back line and wiped out two ranks of orcs. Deadleaf and Jude sniped their targets from rear with their bows, using the assassination table to great effect.
Shocked by the assault, the orcs retreated down the hall. The party charged into unknown territory and found something unexpected. The orcs were in a 20'x30' room, retreating through a secret door in the back. They were yelling at an ogre, promising treasure if he'd stop the party. The ogre sat on a pile of sacks and tattered furs yelling back at the orcs. What would he do?
The party's front line crashed into the orcs. Jude spoke to the ogre in the language of giants, hoping to keep it on the sidelines. Deadleaf didn't care: he shot the ogre in the face as soon as he saw it.
The ogre joined the battle next round and took a swipe at one of the men-at-arms. The orcs won initiative and escaped while the party murdered the ogre.
They took a breather and searched the room. The ogre's seat containd a mighty treasure of six thousand coins... all copper and silver.
They left the heavy treasure behind and returned to the door where they found the orcs. Deadleaf found a trap mechanism inside the lock, but he couldn't disarm it. Lucky for him, the trap did not go off, but he did not want to press his luck by trying to open it.
The party doubled back beyond the stairs, down the other hallway. Intersecting corridors connected small chambers that were empty except for the occasional puddle of water. They found a few interconnected rooms that may have been living quarters. One room had a beautiful fresco of buxom women and terrible demons. When the players stepped up to investigate, they set off an old arrow trap - but the arrows failed to penetrate their armor. An adjoining room had four braziers around an empty old lectern.
Another room contained a large cask full of vinegar. Bard emptied the cask and found a wax-sealed container inside. It was a stash of gem stones!
Unafraid of wandering monsters, the party searched each room. Their effort paid off when they located a secret exit from one of the small chambers. It led to a kind of foyer with a staircase going up and two doors in the wings.
Deadleaf listened at the first door and heard croaking sounds. The party decided they wanted a look and found seven giant toads snacking on an orc. They decided it would be best to close the door and leave the toads alone.
"Toads can't use the door, right?" asked Deadleaf.
| gulp! |
The toads burst into the foyer while the party moved to investiage the other door. Initiative was tied - the party did not have time to adjust their ranks and the combat was a bloody free-for-all in the middle of the room. The vicious creatures favored the men-at-arms and killed two of them before the players could wipe them out.
Back in the toad's room, the half-eaten orc looked as if it had been cooked. Scorch marks covered the floor in front of four iron trunks. There was some kind of script on the lid above the latch but no one dared to look closer or try to read it. The party dragged the trunks out into the foyer.
They prepared to haul everything to the surface. Deadleaf went up the stairs and found himself in an unfamiliar room. Rather than risk getting lost they decided to take the treasure out the way they came.
It would take two trips to get two bodies, four trunks, and 3000 coins back to the surface (they left the ogre's copper behind). Fortune smiled on the players as they completed the extraction without further encounters. They covered the booby-trapped chests, loaded everything onto their mules, and headed out.
Because they spent so long in the dungeon, night came upon them soon after departing and they decided to camp in the forest. In the middle of the night a large beetle came upon the camp and tried to make a meal out of the dead hirelings. It was no match for the midnight watch and fell to Deadleaf's arrows.
In the morning, Jude confirmed the trunks were trapped by the script with detect magic. The party turned the trunks face down and bashed their way inside, and recovered... another pile of copper and silver!
THE VANQUISHED2 men-at-arms
7 giant toads
9 orcs
1 ogre
1 bombardier beetle
XP for monsters slain: 785
THE SPOILS
3000 copper pieces
6000 silver pieces
92 electrum pieces
4 green Chrysoprase sold for 200 gold
9 suits of scale mail sold for 405 gold
9 spears and daggers sold for 9 gold
XP for treasure taken: 970
THE SCORE
Bastion (fighter 4, E): 800 cp, 1600 sp, 24 ep, 164 gp, and 388 xp.
Bard (fighter 3, E): 600 cp, 1200 sp, 18 ep, 123 gp, and 325 xp.
Deadleaf (assassin 3, E): 600 cp, 1200 sp, 18 ep, 123 gp, and 325 xp.
Mustacha (ranger 3, E): 600 cp, 1200 sp, 18 ep, 123 gp, and 325 xp.
Jude (cleric/assassin 1/1, E): 200 cp, 400 sp, 7 ep, 41 gp, and 196 xp.
Lokken (cleric 1, E): 200 cp, 400 sp, 7 ep, 41 gp, and 196 xp.

