Post by bravewolf on Jun 28, 2017 22:22:33 GMT -5
Campaign: Arduous Adventures in the Kingdom of Arduin
Rule Sets: AD&D 1e - PHB, DMG, MMI&2, UA; Arduin Trilogy & Vols. IV & V for additional classes, races, special abilities, & gear; The Complete Alchemist
Setting: Kingdom of Arduin & Stonehell Megadungeon
The Crew:
Skip: Blasto Slamo, the laser-pistol toting, half-Orc fighter 1 (last seen in Session 3) & Holly Morningwood, a half-Elven Druid who also speaks about 20 languages. Blasto & Holly are half-siblings, having the same father.
Tim: Wayne, a human cleric of Favora (Diora in published Arduinian works), level 1. He is quite a beast-tamer. Also played Flardin, the dwarven alchemist (student chemist, level 1) who, in Session 3, collaborated with Blasto on a brief expedition into the under city of Pavane.
Session 5 Recap
Our fifth session occurred on June 25, 2017 - 30 Torvaen in game time.
This will be a short play report as it wasn't a very eventful session.
Blasto Slamo, Flardin, Holly Morningwood, & Wayne meet at the Laughing Witch. Holly had strolled into Pavane to check on her drunk brother Blasto. Wayne was drawn inside out of curiosity over the tavern’s name. Flardin knew Blasto from a previous adventure & introduced him to Holly. Blasto wanted to take his sis on an adventure. He & Flardin were leaning toward the recently discovered Pavane undercity but Holly demurred, citing her greater effectiveness in nature, above ground. Wayne, who had been casually eavesdropping, leaned toward the trio & said, “Forgive the interruption, but I know a place that might suit everybody’s purposes.” Perceiving Wayne to be a religious man, the half-Orc, half-elf, & dwarf thought the human might be in earnest & invited Wayne to sit & tell his tale. Wayne regaled his audience with his parties’ forays into Stonehell & the riches brought forth, but impressed on the trio that Wayne & company had left The Gates of Hell unexplored. The quartet resolved to go there directly.
Blasto et al. had an uneventful walk to the canyon containing Stonehell Prison. They soon stood in the warming summer air before the curtain wall known as The Gates of Hell. The sun at their backs, generations of graffiti wallpapered the east facing of the massive edifice. The party could see three possible entrances: the main gate & sally point in the center and two through-and-through breaches south & north of the gate.
The PCs spent 30 minutes or so reading the graffiti. Holly, a gifted linguist, observed that Arduinian, orcish, elvish, giant, hobbitish, & many other languages were represented. Of particular interest to the PCs were an Arduinian scrawl that vaguely pointed to a stash of gems & hobbitish directions to “the cleric’s bite.” As Wayne jotted down the directions on the party’s map, he commented, “Hmmm! Those directions sound familiar…” Indeed, the party had been to the very room housing the cleric’s bite in Session 4 but had failed to find it. The cleric’s bite is a single tooth that once belonged to a powerful priest.
The PCs opted to climb the rubble in the northern breach to reach the top of the curtain wall. There, they spied two wooden trap doors leading downward to the second story of The Gates of Hell. They explored five rooms, two of which were former barracks, two common areas, and a gallery full of murder-holes. Holly managed to enrage a nest of wasps, forcing her and her mates to retreat to the roof to avoid being swarmed. In another room, the gang surprised a trio of sleeping stirges. Ms. Morningwood took initiative & cast speak with animals on the stirges & learned that “mannish”, dangerous creatures lurked on the ground floor. The party also recovered a pouch of gold sovereigns & a citrine gem from the dessicated corpse of a finely dressed woman.
Returning to the wasp room, Holly cast animal friendship on the wasps, allowing the party to recover a satchel of hand tools & a cask of wine without injury. At this, the adventurers decided to sell their loot in town & gear up, as they had neglected some important gear such as rope, spikes, & extra containers.
Flardin (played by new-schooler Tim) cleverly used oil to grease the hinges of doors that even Blasto couldn't force open.
Wayne successfully navigated a rotten section of flooring by laying prone & wriggling across the way.
Blasto announced that he was henceforth to be called “Blasto Slamo the Chivalrous” because his mates always put him on door duty.
Experience was in the neighborhood of 300 a pop except for Flardin, who played it too safe & netted a paltry 100 XP or thereabouts. Despite the modest yield of their excursion, the party (and players) were pretty happy with their teamwork & few, minor injuries.
The following week, Flardin sought more herbs & rare earths, & managed to make an elixir of lock picking & two invisibility elixirs. The dwarf is going to hawk them for a pretty penny because Sneakus, or Thieves’ Frolic is on 7. Kos, just seven days out.
Wayne visited Coal the black bear & resumed working with Surprise the mountain lion, whom Wayne had started befriending a week previous. Surprise lives across the canyon from Coal.
Wayne & Flardin interact some during the downtime, Wayne haltingly proselytizing on Favora’s behalf, Flardin enlisting Wayne as a Guinea pig for the dwarf’s alchemical experiments.
The next session is on July 2.
Rule Sets: AD&D 1e - PHB, DMG, MMI&2, UA; Arduin Trilogy & Vols. IV & V for additional classes, races, special abilities, & gear; The Complete Alchemist
Setting: Kingdom of Arduin & Stonehell Megadungeon
The Crew:
Skip: Blasto Slamo, the laser-pistol toting, half-Orc fighter 1 (last seen in Session 3) & Holly Morningwood, a half-Elven Druid who also speaks about 20 languages. Blasto & Holly are half-siblings, having the same father.
Tim: Wayne, a human cleric of Favora (Diora in published Arduinian works), level 1. He is quite a beast-tamer. Also played Flardin, the dwarven alchemist (student chemist, level 1) who, in Session 3, collaborated with Blasto on a brief expedition into the under city of Pavane.
Session 5 Recap
Our fifth session occurred on June 25, 2017 - 30 Torvaen in game time.
This will be a short play report as it wasn't a very eventful session.
Blasto Slamo, Flardin, Holly Morningwood, & Wayne meet at the Laughing Witch. Holly had strolled into Pavane to check on her drunk brother Blasto. Wayne was drawn inside out of curiosity over the tavern’s name. Flardin knew Blasto from a previous adventure & introduced him to Holly. Blasto wanted to take his sis on an adventure. He & Flardin were leaning toward the recently discovered Pavane undercity but Holly demurred, citing her greater effectiveness in nature, above ground. Wayne, who had been casually eavesdropping, leaned toward the trio & said, “Forgive the interruption, but I know a place that might suit everybody’s purposes.” Perceiving Wayne to be a religious man, the half-Orc, half-elf, & dwarf thought the human might be in earnest & invited Wayne to sit & tell his tale. Wayne regaled his audience with his parties’ forays into Stonehell & the riches brought forth, but impressed on the trio that Wayne & company had left The Gates of Hell unexplored. The quartet resolved to go there directly.
Blasto et al. had an uneventful walk to the canyon containing Stonehell Prison. They soon stood in the warming summer air before the curtain wall known as The Gates of Hell. The sun at their backs, generations of graffiti wallpapered the east facing of the massive edifice. The party could see three possible entrances: the main gate & sally point in the center and two through-and-through breaches south & north of the gate.
The PCs spent 30 minutes or so reading the graffiti. Holly, a gifted linguist, observed that Arduinian, orcish, elvish, giant, hobbitish, & many other languages were represented. Of particular interest to the PCs were an Arduinian scrawl that vaguely pointed to a stash of gems & hobbitish directions to “the cleric’s bite.” As Wayne jotted down the directions on the party’s map, he commented, “Hmmm! Those directions sound familiar…” Indeed, the party had been to the very room housing the cleric’s bite in Session 4 but had failed to find it. The cleric’s bite is a single tooth that once belonged to a powerful priest.
The PCs opted to climb the rubble in the northern breach to reach the top of the curtain wall. There, they spied two wooden trap doors leading downward to the second story of The Gates of Hell. They explored five rooms, two of which were former barracks, two common areas, and a gallery full of murder-holes. Holly managed to enrage a nest of wasps, forcing her and her mates to retreat to the roof to avoid being swarmed. In another room, the gang surprised a trio of sleeping stirges. Ms. Morningwood took initiative & cast speak with animals on the stirges & learned that “mannish”, dangerous creatures lurked on the ground floor. The party also recovered a pouch of gold sovereigns & a citrine gem from the dessicated corpse of a finely dressed woman.
Returning to the wasp room, Holly cast animal friendship on the wasps, allowing the party to recover a satchel of hand tools & a cask of wine without injury. At this, the adventurers decided to sell their loot in town & gear up, as they had neglected some important gear such as rope, spikes, & extra containers.
Flardin (played by new-schooler Tim) cleverly used oil to grease the hinges of doors that even Blasto couldn't force open.
Wayne successfully navigated a rotten section of flooring by laying prone & wriggling across the way.
Blasto announced that he was henceforth to be called “Blasto Slamo the Chivalrous” because his mates always put him on door duty.
Experience was in the neighborhood of 300 a pop except for Flardin, who played it too safe & netted a paltry 100 XP or thereabouts. Despite the modest yield of their excursion, the party (and players) were pretty happy with their teamwork & few, minor injuries.
The following week, Flardin sought more herbs & rare earths, & managed to make an elixir of lock picking & two invisibility elixirs. The dwarf is going to hawk them for a pretty penny because Sneakus, or Thieves’ Frolic is on 7. Kos, just seven days out.
Wayne visited Coal the black bear & resumed working with Surprise the mountain lion, whom Wayne had started befriending a week previous. Surprise lives across the canyon from Coal.
Wayne & Flardin interact some during the downtime, Wayne haltingly proselytizing on Favora’s behalf, Flardin enlisting Wayne as a Guinea pig for the dwarf’s alchemical experiments.
The next session is on July 2.