Post by bravewolf on Jul 20, 2017 23:50:20 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 & Holly Morningwood, a half-Elven Druid 1 who also speaks about 20 languages. Blasto & Holly are half-siblings, having the same father. Skip also fielded Connor McGill, a dual-class Irish F1/M-U3, & McGill’s staunch henchman Günther (human F1).
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). Flardin brought the two porters in his employ as well as horse & cart.
Session 7 Recap
Our seventh session occurred on July16, 2017 - 18 Kos in game time.
Blasto Slamo, Flardin, Holly Morningwood, McGill, Günther & Wayne met again at the Laughing Witch to plot their next foray into The Gates of Hell, as a month of high living in Pavane & McGill’s magical studies left the party’s coffers dry. They compared notes & resolved to hit the unexplored sections of the Gates of Hell hard & fast, then move on to Stonehell proper. During the last couple weeks of downtime, Flardin & Wayne struck a deal in which Wayne would test Flardin’s newly created elixirs & take careful notes regarding their effects. Flardin promised monetary & alchemical rewards for Wayne’s diligence. Flardin handed Wayne three elixirs: invisibility, contrary to flying, & contrary to friendship. Flardin was uncertain what effects the latter might produce.
[In the intervening 10 days between sessions 6 & 7, I had fun with Stonehell’s restocking table for rooms that our adventurers previously explored.]
The party brought the porters with them this time. They advanced into the curtain wall fortification and surprised three goblins who had taken over the wasp room. Holly approached the group partway and, being able to speak goblin, offered them a keg of beer for passage into the next room. The goblins agreed and Holly forked over the keg. The goblins allowed the PCs to pass after opening the keg and sniffing the contents.
Once through the door into a previously explored room that contained a fire ring, Wayne quaffed an invisibility elixir and slipped back into the goblin room. See, prior to heading out, Wayne had spiked the beer with one of Flardin’s experimental elixirs - an elixir of enmity. The cleric watched as the goblins set about drinking the keg, growing agitated all the while. Unfortunately, Wayne also failed his save and so fell under the radial influence of the elixir as well. A four-way melee ensued, with only Wayne left standing at the end of it.
Simultaneously, the rest of the party was surprised by a pair of stirges that had moved into the old campsite. The creatures managed to latch onto McGill, but quick thinking and poking with sharp bits dispatched the stirges without additional harm to the adventurers.
The PCs took the goblins pocket money while Wayne took notes on the elixir’s effects. Afterward, they used a hatch and ladder in the floor to reach the first story of the curtain wall. Behind the first door they tried, Blasto & McGill spotted five goblins roasting a deer. McGill cast sleep on the lot of them & cut their throats as they dozed. From these unfortunates, the party recovered 5 shortswords & scabbards in addition to 32 electrum coins & a gold nose ring.
The last area that our murderhobos explored was once a mage’s study. They turned over the furniture, torched some giant centipedes that nested among the bedding, & smashed the remains of the writing desk. They left empty-handed, having elected not to search for secret doors & thereby missing the closet containing a magical cloak, umbrella, & healing potion.
From here, the party picked up Coal from his lair & proceeded into Stonehell itself. Using their fine map, the adventurers opted to head in a hitherto unexplored direction - generally southwest from the grand foyer of the dungeon. Eventually, they reached a dead-end room that was dominated by a large stone wheel marked with about 20 glyphs. Even with her vast store of languages, Holly couldn't make heads or tails of the symbols. The party decided that the wheel couldn't be anything good & left it alone. They started back they way they came and, rounding a corner, came upon a work crew of 8 kobolds. Before anybody could utter a word in parley, McGill cast his second sleep spell, bring all the humanoids down. The F-MU then went about cutting their throats. Nabbing their meager belongings, the PCs opted to return to Pavane & sell their loot.
Experience awards were only moderate this time around & nobody has leveled, though Flardin & Wayne are both more than halfway to 2nd level. Going forward, I am going to adjust the amount of treasure in Stonehell upward about 25%; the module was written for Labyrinth Lord which, while using a gold standard, differs from AD&D in that 10 sp = 1 gp as opposed to AD&D’s 20:1 ratio. Copper & silver coins are therefore undervalued when porting Stonehell as written over to AD&D.
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 & Holly Morningwood, a half-Elven Druid 1 who also speaks about 20 languages. Blasto & Holly are half-siblings, having the same father. Skip also fielded Connor McGill, a dual-class Irish F1/M-U3, & McGill’s staunch henchman Günther (human F1).
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). Flardin brought the two porters in his employ as well as horse & cart.
Session 7 Recap
Our seventh session occurred on July16, 2017 - 18 Kos in game time.
Blasto Slamo, Flardin, Holly Morningwood, McGill, Günther & Wayne met again at the Laughing Witch to plot their next foray into The Gates of Hell, as a month of high living in Pavane & McGill’s magical studies left the party’s coffers dry. They compared notes & resolved to hit the unexplored sections of the Gates of Hell hard & fast, then move on to Stonehell proper. During the last couple weeks of downtime, Flardin & Wayne struck a deal in which Wayne would test Flardin’s newly created elixirs & take careful notes regarding their effects. Flardin promised monetary & alchemical rewards for Wayne’s diligence. Flardin handed Wayne three elixirs: invisibility, contrary to flying, & contrary to friendship. Flardin was uncertain what effects the latter might produce.
[In the intervening 10 days between sessions 6 & 7, I had fun with Stonehell’s restocking table for rooms that our adventurers previously explored.]
The party brought the porters with them this time. They advanced into the curtain wall fortification and surprised three goblins who had taken over the wasp room. Holly approached the group partway and, being able to speak goblin, offered them a keg of beer for passage into the next room. The goblins agreed and Holly forked over the keg. The goblins allowed the PCs to pass after opening the keg and sniffing the contents.
Once through the door into a previously explored room that contained a fire ring, Wayne quaffed an invisibility elixir and slipped back into the goblin room. See, prior to heading out, Wayne had spiked the beer with one of Flardin’s experimental elixirs - an elixir of enmity. The cleric watched as the goblins set about drinking the keg, growing agitated all the while. Unfortunately, Wayne also failed his save and so fell under the radial influence of the elixir as well. A four-way melee ensued, with only Wayne left standing at the end of it.
Simultaneously, the rest of the party was surprised by a pair of stirges that had moved into the old campsite. The creatures managed to latch onto McGill, but quick thinking and poking with sharp bits dispatched the stirges without additional harm to the adventurers.
The PCs took the goblins pocket money while Wayne took notes on the elixir’s effects. Afterward, they used a hatch and ladder in the floor to reach the first story of the curtain wall. Behind the first door they tried, Blasto & McGill spotted five goblins roasting a deer. McGill cast sleep on the lot of them & cut their throats as they dozed. From these unfortunates, the party recovered 5 shortswords & scabbards in addition to 32 electrum coins & a gold nose ring.
The last area that our murderhobos explored was once a mage’s study. They turned over the furniture, torched some giant centipedes that nested among the bedding, & smashed the remains of the writing desk. They left empty-handed, having elected not to search for secret doors & thereby missing the closet containing a magical cloak, umbrella, & healing potion.
From here, the party picked up Coal from his lair & proceeded into Stonehell itself. Using their fine map, the adventurers opted to head in a hitherto unexplored direction - generally southwest from the grand foyer of the dungeon. Eventually, they reached a dead-end room that was dominated by a large stone wheel marked with about 20 glyphs. Even with her vast store of languages, Holly couldn't make heads or tails of the symbols. The party decided that the wheel couldn't be anything good & left it alone. They started back they way they came and, rounding a corner, came upon a work crew of 8 kobolds. Before anybody could utter a word in parley, McGill cast his second sleep spell, bring all the humanoids down. The F-MU then went about cutting their throats. Nabbing their meager belongings, the PCs opted to return to Pavane & sell their loot.
Experience awards were only moderate this time around & nobody has leveled, though Flardin & Wayne are both more than halfway to 2nd level. Going forward, I am going to adjust the amount of treasure in Stonehell upward about 25%; the module was written for Labyrinth Lord which, while using a gold standard, differs from AD&D in that 10 sp = 1 gp as opposed to AD&D’s 20:1 ratio. Copper & silver coins are therefore undervalued when porting Stonehell as written over to AD&D.