The following is a generated party exploring a dungeon through a solo-session near a city and then returning back to it. Afterwards, rumors are generated based on their exploration.
Marching Order:
FM3,
Spear FM1c, Spear FM1d
TH3, MU3
FM1a, FM1b
Vital statistics:
Th3: 11/13/10 7hp AC10
FM3: 9/7/9 9hp AC15
MU3: 8/6/11 8hp AC10 Pyromancy I, Enchantment III +unprepped Hide in Wilderness
FM1's: 3/2/6/7hp L:12/11/12/14, AC13: 1/2 loyal to fighter and thief
Party Movement: 12' per turn
Equipment:
FM3: Hauberk+Lamellar, Helm, Torch, Battle-Axe, Backpack
Th3: Lockpicks, Blade, Padded Boots MoveSilent:13, Bypass 6 or less on 2d6
MU3: Torch, Robes, Staff, Satchel
FM1: Spear, Shield, Helm, Blade, un-lit Torch
Story:
The party enters room 1, their torch-light revealing only a small portion of the room
The party chooses to explore counterclockwise and moves 50' S and then 70' E
A wandering monster is then rolled: 5 Giant Rats Mutual Surprise, 30' away, neutral reaction
The party foolishly decides to engage in open melee, the fighting men advancing and the MU and thief standing back
Giant Rat HP: 3 7 11 6 10
Party moves into melee, the spearmen standing at a distance, their blows resolving first
only a single of the spear-men's strikes connects, hitting for 6 and slaying a rat
the foolish fighting-man and the giant rats enter a melee
The fighting man attacks, failing to hit
the four remaining giant rats attack, two of them biting the FM3 for 9 damage, killing him
His torch falls and is snuffed out, the only light now being held by the MU
The four-spear men now must roll morale as hench-men [Each is a veteran thus has a morale of 7, FM1d has loyalty score granting him +1 and thus an 8]
Two of the hench-men FM1b and FM1d fail morale seeking to flee, back to the entrance to the NE
The rest of the party [adjudicated by reaction roll as it is a solo sesh] holds fast
The melee continues, with 45' movement by the two spearmen who failed morale NW
The 2 spearmen and the 4 giant rats are now in such proximity that the spears do not grant priority for hits
Giant Rat HP: 7 11 6 10 FM1 HP: a3 c6
One of the spear-men hits for 5 damage, not slaying a rat
One of the giant rats bites FM1c for 3 damage, not slaying the man
The Magic-User casts Enchantment III on FM1d causing him to return to his senses
Giant Rat HP: 2 11 6 10 FM1 HP: a3 c3 d7
FM1b runs out of the dungeon to live another day
FM1d returns to battle, due to the magics earlier cast, entering into melee with a spear allowing his strike to resolve prior to the rest of melee
FM1d's strike fails
The melee of the 4 rats and spearmen continues
FM1c scores a hit against a giant rat dealing 6 damage, but not slaying it
FM1c is struck by a giant rat for 3 damage and perishes
The thief considers slinking away leaving these men by themselves
he rolls a 6 on morale and then decides against it
This commotion echoes throughout the complex and tough the rat-men in room 1.2 hear it, their positive reaction roll deems it not worth their time and they ignore it
Giant Rat HP: 2 5 6 10 FM1 HP: a3 d7
The melee of the two spearmen and the 4 giant rats continues
both of the spear-men score hits dealing 4 damage each, slaying a single giant rat
Two giant rats strike FM1a and one strikes FM1d, FM1a perishes, FM1d takes 2 damage and remains standing against the 3 giant rats, the sorcery of MU3 having made him fanatic
the MU and the thief look at each other and then share a glance back to the entrance, but know if they leave, their torch would leave FM1d in the dark, the duo roll a positive reaction roll and decide to not leave him behind
As the giant rats had been reduced to below 2/3rds of their original numbers, they roll moral but maintain it
Giant Rat HP: 1 6 10 FM1 HP: d5
The melee continues and the spear-man scores a hit dealing 2 damage and slaying a giant rat
Two giant rats score hits against FM1d dealing a total of 7 damage, slaying him
the MU and the Thief realize that it is time to flee and never speak of how the others perished against giant rats
As the giant rats had been reduced to below 1/2rds of their original numbers, they roll moral again, but maintain it
The MU and thief's faster movement allows them successfully run NE to the exit and flee the rats
Aftermath
FM1b flees and returns to Victory's Call Inn
FM1b's name is generated as Mercuso
Mercuso tells those at the inn of packs of giant rats in the Ancient Depths Dungeon
Mercuso warns those at the inn to be wary of the Magic-User Olmacula who would cast sorcery upon his own companions to force them to fight
{Rumors turthliness is based on 1d6 1-3:true, 4-5:partial, 6:false}
The Victory's Call Inn completely misremembers the warning about the packs of giant rats, instead remembering that a Giant Cat stalks the Ancient Depths Dungeon [Rat -> Cat]
The Victory's Call Inn correctly remembers the warning about Olmacula the Magic-User
MU and Thief flee and return to the Laughing Dog Inn
MU's name is generated as Olmacula
Thief's name is generated as Vemtax
Olmacula and Vemtax tell those at the inn that the 1st chamber is larger than the radius of a torch and has multiple exits
Olmacula and Vemtax tell those at the inn that their warrior companion was swarmed by giant rats
The Laughing Dog Inn misremembers the information of the 1st chamber, instead only remembering that that 1st chamber is larger than the radius of a torch
The Laughing Dog Inn correctly remembers the death of their warrior companion by a swarm of giant rats
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