Friday, December 13, 2024

Ancient Depths Beyond Mazeerhan City Solo-Session 1

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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