04 May 2020

Session 15.5: Drunken Antics!


The hammer maybe good for the cleric. He has a mace d6. He also has a +1 staff. He can only use that staff if he uses two hands. If he has a hammer, he can use a shield as well. Just a thought. Since you all agreed to pay the hammer is +1. Not cursed.

Magic items are rare and not likely to be found in a shop.  Magic items do not give you XP either and most merchants couldn't afford them.  I wouldn't part with it. You will come across monsters you can't hit unless you have a magic weapon.

The old thief has a +1 short sword the assassin could borrow while he is in therapy. Since Andrew isn't around for a few more weeks maybe someone else can borrow it.




While you are in town everyone gets up to their own thing for the week.  Both the hires go and get quietly drunk in the tavern and relax.  They shake off the unbelievable things they saw in the last run to the dungeon.  At least they have some coin in their pockets!

Thad:
Gets a crossbow and a long sword. (He has splint mail)

Torchy:
Gets a long sword and chain mail but can’t handle the crossbow.

Andrew:
Takes a break to take care of some personal matters in a faraway underground stronghold.

Bill:
The cat is in good shape and will be able to attack from behind.
Healing potions are sold out.
Finally takes a bath and goes to the tavern and meets some chicks.  Hangs out with the locals and drinks and sings songs of adventure.  He gets drunk and we will roll to see if you fuck anything up. Let me know how much money you have on your person and want to spend for the night.

Pete:
quiver 20 arrows
Oil 2 flasks



Robbie:
Practicing his throwing and is keeping in shape. 
2 Oil and Crossbow bolts (30)
Healing potions are sold out.
Robbie sweet talks a Thief to (maybe) work for the group for 10GP per day (Level 1)
While in the Tavern you meet an interesting character with a story about the dungeon, see below.

Greg:
Goes to the temple to pray that he can actually hit what he is attacking.

 Costs of being in town. (170XP + Bill’s Carousing)
o   crossbow: 30
o   3 x Bolts (case 30): 30
o   2 x Long Sword: 20
o   1 x Chain mail (5AC): 40
o   quiver 20 arrows: 5
o   Oil 2 flasks: 4
o   250 for ID of MI and potions
o   Bill’s Carousing. (Costs unknown until we start)





1.) The war hammer hits especially hard in the tests and it is magical.  It’s a War Hammer +1

2.) The potion you found in the gatehouse is a Potion of healing.

3.) The 2 liquid samples: One would have made you violently ill had you drank it.  The other works as a potion of longevity.

4.) Spices from funerary room were useless and could only be used for embalming.

5.) Journey Cloak: These stained, and road-worn cloaks possess an enchantment that protects their wearers from two of the most prevalent discomforts of long travels: temperature and precipitation. The owner of a journey cloak remains comfortable in weather extremes ranging from -20 to 120° Fahrenheit for as long as the garment is worn. The wearer is also protected from all forms of natural precipitation (rain, snow, sleet, etc.) and he and any of his possessions beneath the cloak remain dry, no matter how intense the storm. A journey cloak provides no protection against total immersion in water and falling into a river or pond will drench the wearer as normal.

6.) Chill Guard Parasol:  This flimsy umbrella is constructed of small, iridescent, white scales — those of a young white dragon. These parasols possess magics that protect their bearers from extreme cold. For as long as the parasol is open and held, the individual holding it receives the benefits of a resist cold spell (immune to normal freezing temperatures and a +2 bonus to saving throws vs. magical cold). A closed chill guard parasol provides no special protection, even if held.

7.) Scroll in a tube: Very much cursed.  The words were so evil it would have blinded you to look upon it.


Finally after the week is over you gather around at the tavern for some dinner the night before you decide on taking another trip to the dungeon.  First Robbie is out and about talking to a few people at the bar.  One is dressed up in a grey cloak with his hood up.  He looks to be interested in the magic user from the looks of this conversation.  His name is Slim, he will work for you at the cost of 10GP per day and claims to know how to do lots of cool things. Has experience unlocking doors and knows a little bit about traps.  He loves to shoot his crossbow. (Need to roll to see if he will join)

A man approaches you at your table.  He says his name is Merek. He looks a little like a simpleton but speaks intelligently. He has heard that you have been in the old infamous dungeon and has an interesting story about the dungeon and some history. 

He tells that the Dungeon was used a prison over 100 years ago.  It was run by the Potentate who worked for the visor of the town.  The rules were simple: a prisoner who worked would be fed; a prisoner who resisted would not. Anyone attempting escape was killed. The guards who oversaw the place, many of whom had been assigned to this duty because of their own cruel natures, did nothing to maintain order within the prisoners‘ ranks. As long as the work proceeded, they fed these wretches, but this was the sole concession to law and order.  

The vizier, encouraged by the initial success, began to tinker with the experiment. Food rations were halved or stopped without warning to see how the prisoners would respond. Fell beasts were captured and set loose amongst the underground halls of the prison. When the Potentate‘s drive to expand his empire uncovered a warren of kobolds, these scaly humanoid were thrown into StoneHell to see what effect they would have on the prisoners. Many of these and other ―variables‖ were observed by magical means; their effects recounted to the Potentate and his court for their entertainment.

In time, even the bravest or most callous of guards ceased to patrol too deeply into StoneHell. Rumors begin to spread as to how far the prisoners had dug into the earth and as to what they found within those inky depths. Attempts to conduct censuses of still-living prisoners were failures. Stories were passed from prisoner to prisoner about the cannibalistic petty kingdoms some of the oldest inmates had established in the deeper levels of the dungeon. StoneHell had indeed lived up to its name.

Their offspring still live there and know nothing more than the darkness of the dungeon.  Each inmate of StoneHell is afflicted by at least one form of insanity, their blood polluted by generations of inbreeding. While the manifestations of their insanity vary, the majority of inmates are unpredictable at best and extremely violent at their worst. 

Merek came from a tribe of the descendants of the inmates and lived a brutal childhood.  When the Visor was overthrown and StoneHell liberated his descendants stayed along with many others.  As a child, Merek escaped with his mother, wandered until a farmer took them in. The further away from the dungeon they got the clearer his head became over the months and years that followed.  Finally all the violent tendencies subsided and he finally felt what he thought was normal.

His story lasted into the wee hours of the night.  Once he was finished, he offered a final warning.  "Stay out of the dungeon or it will be your doom.  There is something evil that permeates the very stone of the dungeons. It was as if my head cleared after a few weeks. I am finally clear of this fog of despair and rage.  It comes and goes at times, but I can feel it if I venture too close."

There are a few things to do when we start.

1.)    Robbie rolls hit points. (1d4)
2.)    Robbie rolls a 2d6+1 to see how the Thief reacts to you asking if he wants a job.
3.)    Bill rolls on the carousing table. (How much cash did you have on you when you left for the tavern when you were out drinking?)

 

Basic Carousing Rules:
  • Spend d6 x 100gp to earn that many XP. 
  • The Save versus Poison to avoid mishap.  If you fail your save roll on the Carousing Mishaps table below. 
  • If you roll more money than you have on hand you now owe the difference to some sort of criminal unless another PC can cover your expenses.  Only gain XP equal to half their money (though all the money is spent).
Carousing Mishaps (d20)

  1. Make a fool of yourself in public. Gain no XP. Roll Charisma check or gain reputation in this town as a drunken lout.
  2. Involved in random brawl. Roll Strength check or start adventure d3 hit points short.
  3. Minor misunderstanding with local authorities. Roll Charisma check. Success indicates a fine of 2d6 x 25gp. Failure or (inability to pay fine) indicates d6 days in the pokey.
  4. Romantic entanglement. Roll Wisdom check to avoid nuptials. Otherwise 1-3 scorned lover, 4-6 angered parents.
  5. Gambling losses. Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)
  6. Gain local reputation as the life of a party. Unless a Charisma check is failed, all future carousing in this tavern costs double due to barflies and other parasites.
  7. Insult local person of rank. A successful Charisma check indicates the personage is amenable to some sort of apology and reparations.
  8. You couldn’t really see the rash in the candlelight. Roll Constitution check to avoid venereal disease.
  9. New tattoo. 1-3 it’s actually pretty cool 4 it’s lame 5 it could have been badass, but something is goofed up or misspelled 6 it says something insulting, crude or stupid in an unknown language.
  10. Beaten and robbed. Lose all your personal effects on you and reduced to half hit points.
  11. Gambling binge. Lose all your gold, gems, jewelry on you. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.
  12. Hangover from hell. First day of adventuring is at -2 to-hit and saves. Casters must roll Int check with each spell to avoid mishap. (Healing potion won't help)
  13. Target of lewd advances turns out to be a witch. Save versus polymorph or you’re literally a swine.
  14. One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with an emu or was that just the drugs? Roll Int check to remember the signs and passes.
  15. Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. 1-4 it’s bogus 5 it’s bogus and Johnny Law thinks you’re in on it 6 actual money making opportunity returns d% profits in 3d4 months. 
  16. Wake up stark naked in a random local temple. 1-3 the clerics are majorly pissed off 4-6 they smile and thank you for stopping by.
  17. Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items confiscated.
  18. Despite your best efforts, you fall head over heels for your latest dalliance. 75% chance your beloved is already married.
  19. When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell.
  20. The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice. 1-2 burn down your favorite inn 3-4 some other den of ill repute is reduced to ash 5-6 a big chunk of town goes up in smoke. 1-2 no one knows it was you 3-4 your fellow carousers know you did it 5 someone else knows, perhaps a blackmailer 6 everybody knows.





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