12 October 2019

Session 8: The Rat Man

day 7

After defeating the back up Orc guard post the group decides to make their way in the direction that Rocky told them to go to look for the signet ring and the adventurers that hopefully still have it.  The Orc army can wait until the PCs are ready to come back.  They want to make money!




The crew makes their way north back towards the main stairways out of the dungeon.  As they are headed north they see a grizzled old man pop his head out of a door way.  He beckons the adventurers in a hushed voice urging them to join him.  The PCs comply and head into the room.  The old man is dressed in rags, has beads and bones in his hair, he walks a bit like a hunch back.  His skin is pale as if it has never seen sunlight.  The man tells them to wait until the Orc patrols calm down after all the racket the PCs made fighting the guards and dropping the gong. The old man is friendly and wants to share his stew.  "It's rat stew, Delicious!" So the Fighter tries the rat stew.  Not too bad (he is a half Orc after all).  The others decide not to eat and just talk to the old man.  He claims he is a long time resident here and wanders the dungeon, staying out of trouble. He reveals that he saw some folks dressed in all black robes and hoods.  He really got some bad JuJu from them and gave him the heeby-jeebies. They were coming from the north east somewhere close to Rocky.  He saw at least 3 of them, there maybe more.  He has a bad feeling about them.  He also mentioned that he used to live on the second floor but was kicked out of his place.  His people started acting crazy a few years ago.  He didn't give you much more info then that.  The adventurers are wary and aren't sure if they are being set up or if this guy is legit.  They thank him for the food and advice and carry on.

The PCs head north along a path they have already been and move quickly.  The party splits up and the rogue scouts ahead a bit.  He goes all the way north east and sees a dead end hallway with an empty torch sconce and makes a mental note.  While he is exploring ahead the others have a look at their map and see what looks like could be a shortcut to where the thief is on lookout.  As they try to head through they hear a hissing coming from some piles of rubble in the corner.  After some deliberation they decide to back up and follow the Thief's original course.  He waits for them and checks on Rocky but decides not to talk to him this time.

They PCs head passed Rocky's room and head east.  They come to a room they haven't seen yet.  The thief walks in and feels a cold shiver going up his spine.  He backs himself out and tells Harforth the torch bearer to go in and have a look.  He reluctantly complies. (Maybe he is more scared of the thief then the dark empty room)  He walks in and feels the same sensation.  As he moves further in he sees a ghostly apparition!  (He made his saving throw vs. Spells by rolling a natural 20!) He swallowed his fear and walked back a little shaken and tells the others what he saw.  The Cleric decides he will have a look and invoke the power of his god if he sees this ghost.  As he walks in he feels the same chill but sees no ghost.  Maybe the cowardly Harforth is just so scared he is seeing things.

The rest of the PCs file in the room and feel the same cold chill.  They see a set of double stone doors with a carving of Dance Macabre on the front.  The doors are really tough to open and after a few unsuccessful attempts the PCs decide they are going to break the doors down.  After a turn trying to get the doors open and making lots of noise they finally get in with out an encounter. (Lucky Roll)  After all that noise you would think the whole Orc army would attack them.

They enter a great old hall filled with debris and dust.  There is a cold chill and the scent of death.  In the far corner is a red glow and some chittering.  As they move closer they see there are some beetles with glowing antennas and glowing abdomens feeding on some lichen. (I roll a morale check) and the beetles ignore the PCs.  The Thief decides he wants to kill one and see what happens to their antenna when they die.  He gets close to one and tries to lasso it.  He fails and one of them starts to follow him.  He backs up to the group and it goes back to eating.  He tried again and successfully lassoed it but now the beetle is just going straight for the thief.  The fighter clobbers it with his sword and its dead.  They take the two antennas and hide them in a bag.  They notice the rest of its body is smeared on the flagstone and is still glowing,

After that the PCs spread out.  1 goes to inspect the north passage, another 2 go to the west passage and the fighter and druid head to the southern passage.  Suddenly the two doors that the fighter and druid walked near burst open!  A skeleton and a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other sepulcher debris comes whirling to the druid fully engulfing him.  The druid takes some damage and manages to break free of the cold undead maelstrom.  He makes a fighting retreat and after a few rounds the rest of the crew come back and help out.   The Cleric evokes the mighty power of his god and both the Crypt Shade and the Skeleton start to hightail it out of there!  The team manage to hack the undead to pieces as they try to escape.


<Note>
The players had been trying to be tactical and spreading out and trying to cover the open areas and doors.  In this case they learned that OSR can be deadly and there is no encounter balance.  While moving and mapping it is wise to stick together. You also didn't all have torches or light at the time.  (You aren't trying to "win" the game, you are trying to survive and get all the gold you can!)
</Note>

The crew decides that maybe splitting up like that could be deadly and perhaps sticking a little closer together in unknown and un-mapped territory is a smarter choice.  They make their way south down the hallway with the crypts on either side.  In the next set of crypts they encounter a few more zombies and a ghoul.  The PCs make quick work of the zombies and Ghoul with the help of the Cleric who once again called upon his gods for help.  Gregoire is indeed a holy fuckin roller.

The collect more loot from the crypts and see two more ahead of them.  They decide enough is enough and they head back to town.  In one of the crypts they find a shimmery blue rock, fits perfectly in the hand.  They bring that along just in case.

On the way back through the dungeon they stop by the "Rat Man's" kitchen and thank him for his help.  They give him a few days worth of rations for his trouble.  The Rat Man tells the PCs that he followed them as they left his kitchen.  He stayed far behind and watched where you went.  He also saw the hooded folks follow you through the stone doors but didn't dare go that far into the crypts.  They came from the north east by rocky but he can't quite articulate exactly where.

They make it back through the dungeon and canyon unmolested.  They make their way back to town to rest up, sell their trinkets and find out if they found any magic items.

The alchemist at the mage library does some tests on their trinkets.  Nothing comes up as magical except the blue shimmery rock.  It seems whatever your target is you will hit it.  A minor trinket but could be useful as a tool in the near future.

Some questions for the next session or to discuss over email.

1.) Who will be carrying the lit torches? (Lets call that when in the dungeon)
2.) Who is always carrying the map?
3.) Who carries the blue stone?
4.) What would you like to do next session?  Lets talk about this over email so I can make sure to plan next session better. (I want to hear from everyone, not just one person)

Session 8 GP and Kills:
1 Fire Beetle: 15 XP
1 Skeleton: 15 XP
1 Crypt Thing: 20 XP
5 Zombies: 150 XP
1 Ghoul: 50 XP

XP total Kills: 250

Loot:

  • 2 antennas fire beetles
  • 30 GP
  • Necklace with ruby: 200 GP
  • Silver ring: 10 GP
  • 30 CP (3 GP)
  • 150 GP
  • Magic Blue Rock that always hits its target.


Gold Total XP: 393 GP

XP From Session 7: 150 XP

Bonus for session 100 XP per session per person x 2 for last session: 1000 XP
Total: 1793 XP

Current XP Totals:
Fighter: 2,035 XP
Druid: 2,065 XP
New Thief: 1,251 XP
Wizard: 2,501 XP

Cleric: 1,565 XP

I am making an executive decision here.  Everyone is leveling up to 2.  Ool, the man at arms, has done exceptionally well and earns his place as a level 1 fighter.  He will require 10 gold per day as payment. That is because you only had one death so far which means you have either been lucky or just careful.  I am thinking lucky.  Either way we are going to stick to the rules and everyone is going to level up from now on according to the amount of XP earned per session.

XP can be earned by: (highest to lowest)
1.) Finding Treasure.  Each GP is an XP
2.) Completing a quest: Each quest has a variable amount for XP.
3.) Doing something extremely smart or heroic and surviving.
4.) Surviving a session, you get 100 XP per person.
5.) Killing monsters (They have low XP values)

Level Two activities:
You each get to roll for additional hit points.  For hit points we will all roll this at the table next time for HP.  Best out of 2 rolls, a 1 is always a re roll.  We are using Advanced LL HD rules from page 21 of advanced manual.

Thief:
Roll a d6
Druid:
Roll a d8
Magic User
roll a D6
Fighter:
Roll D8
Cleric:
Roll D8


Cleric:
Gets one more 1st level spell bringing his total to 4 spells he can cast a day.  Your turn chances increase as well.
Druid:
Gets one level 2 spell.
Magic-User:
Gets one more level 1 spell per day.  You will need to spend a few days (3) training at the Mages library to gain this new spell. 
Thief:
Your skills increase on the chart.
Fighter: 
You are just more bad ass






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