Post by bravewolf on Aug 9, 2017 23:21:53 GMT -5
Campaign: Arduous Adventures in the Kingdom of Arduin
Rule Sets: AD&D 1e - PHB, DMG, MMI&2, UA, & TDSG; 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). A newcomer joined the party - a Stoutish hobbitt thief 1 named Bibbo Quickstudy. Bibbo dresses extravagantly & rides a war boar.
Tim: Wayne, a human cleric of Favora (Diora in published Arduinian works), level 1. He is quite a beast-tamer. Wayne borrowed Flardin’s - the dwarven alchemist - porters, cart & horse.
Session 8 Recap
Our eighth session occurred on August 6, 2017 - 25 Kos in game time.
Blasto Slamo, Holly Morningwood, McGill, Günther & Wayne made the acquaintance of Bibbo Quickstudy while raging at The Witch one evening. The veteran members of our party agreed that since shady Draxel the ex-circus elf zogged off to parts unknown, they could use a new shady box-man or trap-tripper. Bibbo fit the bill nicely & he was likewise impressed with the gang’s description of Stonehell. The collective decided to head out the morning of 25 Kos.
The party borrowed alchemist Flardin’s porters, cart & horse with them this time on condition of surrendering 30% of the loot. In addition, Wayne had built enough rapport with Surprise the mountain lion that she followed the lot into Stonehell. Upon arriving at the dungeon, the party stationed the cart, horse, war boar, & porters at the entrance.
The adventurers headed directly back to the dead-end room containing a large stone wheel marked with about 20 glyphs. During the previous week, McGill attempted to research the wheel’s identity, powers, & purpose at the College of Mages extension in Pavane. He only turned up vague suggestions of a chance-worshipping cult formerly inhabiting the vicinity of Pavane. Once inveterate gambler Blasto heard this, he was very enthused about returning to the wheel. And so it went.
Before arriving at Blasto’s “casino” destination, however, Wayne tested another of Flardin’s mystery elixirs. Cryptically called “contrary to flying” the elixir gave Wayne the ability to excavate rock with his bare hands (similar to the M-U spell dig). It didn't last long, but long enough for Wayne to dig a small passage around a portcullis.
In other news, the party located the Wheel again. As Blasto & McGill studied the glyphs on the device, Wayne embarked on fervent prayers to Favora, replete with rolls & thrashing on the floor. Blasto & Wayne each spun the wheel, which stopped on the same glyph for both of them. Nothing appeared to have changed. They also found the wheel to be locked. Wayne & Blasto did not suspect that the Wheel had caused all of their carried wealth disappear...
Moving on and northward from the wheel room, the party entered a square room dominated by a stone fountain. The fountain was dry & notable for the crude carving of a fish leaping forth from the base of the sculpture. Wayne & Bibbo set about manhandling and reeling round the fountain, setting off the gas trap built into it. A gaseous cloud enveloped the hapless explorers but failed to do them in.
The PCs moved west and then turned north. Bibbo set off a pit trap & fell into it, suffering a nasty bump to his head. This was followed by the gang opening a door along this passage & encountering four orcs that had been ransacking an old storeroom. The party made short work of the orcs (sleep for the win), absconding with what meager loot & weaponry they carried.
The session ended when Holly Morningwood had a tense conversation in orcish with the sentry for a 10-strong kobold work crew. Our heroes learned that the kobolds’ job was to reset & repair traps as well as the dungeon environment itself. The kobolds invited the party to accompany them back to the Kobold Korners Market, where they could do business & maybe obtain an audience with Trustee Sniv, the kobold leader.
Rule Sets: AD&D 1e - PHB, DMG, MMI&2, UA, & TDSG; 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). A newcomer joined the party - a Stoutish hobbitt thief 1 named Bibbo Quickstudy. Bibbo dresses extravagantly & rides a war boar.
Tim: Wayne, a human cleric of Favora (Diora in published Arduinian works), level 1. He is quite a beast-tamer. Wayne borrowed Flardin’s - the dwarven alchemist - porters, cart & horse.
Session 8 Recap
Our eighth session occurred on August 6, 2017 - 25 Kos in game time.
Blasto Slamo, Holly Morningwood, McGill, Günther & Wayne made the acquaintance of Bibbo Quickstudy while raging at The Witch one evening. The veteran members of our party agreed that since shady Draxel the ex-circus elf zogged off to parts unknown, they could use a new shady box-man or trap-tripper. Bibbo fit the bill nicely & he was likewise impressed with the gang’s description of Stonehell. The collective decided to head out the morning of 25 Kos.
The party borrowed alchemist Flardin’s porters, cart & horse with them this time on condition of surrendering 30% of the loot. In addition, Wayne had built enough rapport with Surprise the mountain lion that she followed the lot into Stonehell. Upon arriving at the dungeon, the party stationed the cart, horse, war boar, & porters at the entrance.
The adventurers headed directly back to the dead-end room containing a large stone wheel marked with about 20 glyphs. During the previous week, McGill attempted to research the wheel’s identity, powers, & purpose at the College of Mages extension in Pavane. He only turned up vague suggestions of a chance-worshipping cult formerly inhabiting the vicinity of Pavane. Once inveterate gambler Blasto heard this, he was very enthused about returning to the wheel. And so it went.
Before arriving at Blasto’s “casino” destination, however, Wayne tested another of Flardin’s mystery elixirs. Cryptically called “contrary to flying” the elixir gave Wayne the ability to excavate rock with his bare hands (similar to the M-U spell dig). It didn't last long, but long enough for Wayne to dig a small passage around a portcullis.
In other news, the party located the Wheel again. As Blasto & McGill studied the glyphs on the device, Wayne embarked on fervent prayers to Favora, replete with rolls & thrashing on the floor. Blasto & Wayne each spun the wheel, which stopped on the same glyph for both of them. Nothing appeared to have changed. They also found the wheel to be locked. Wayne & Blasto did not suspect that the Wheel had caused all of their carried wealth disappear...
Moving on and northward from the wheel room, the party entered a square room dominated by a stone fountain. The fountain was dry & notable for the crude carving of a fish leaping forth from the base of the sculpture. Wayne & Bibbo set about manhandling and reeling round the fountain, setting off the gas trap built into it. A gaseous cloud enveloped the hapless explorers but failed to do them in.
The PCs moved west and then turned north. Bibbo set off a pit trap & fell into it, suffering a nasty bump to his head. This was followed by the gang opening a door along this passage & encountering four orcs that had been ransacking an old storeroom. The party made short work of the orcs (sleep for the win), absconding with what meager loot & weaponry they carried.
The session ended when Holly Morningwood had a tense conversation in orcish with the sentry for a 10-strong kobold work crew. Our heroes learned that the kobolds’ job was to reset & repair traps as well as the dungeon environment itself. The kobolds invited the party to accompany them back to the Kobold Korners Market, where they could do business & maybe obtain an audience with Trustee Sniv, the kobold leader.