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:
Te3, FM3a
FM1a, Fm1b
FM3b, FM3c
Vital Statistics:
FM3a: 15/9/9 14hp AC15, THACO:13/+2 with spear +2 THACO 15/+4
FM3b: 9/12/8 9hp AC17
FM3c: 9/12/9 12hp AC17
Te3: 11/9/8 8hp AC11, +2 to damage rolls
FM1's 4/4hp L:13/8 AC12 Loyal to FM3a
Party Movement: 12' per turn
Equipment:
FM3a: Hauberk + Lamellar, Helm, Spear +2, Dagger
FM3b: Hauberk + Lamellar, Helm, Shield, Blade, Backpack
FM3c: Hauberk + Lamellar, Helm, Shield, Blade, Backpack
Te3: Helm, Rhompaia, Dagger x3
FM1's: Helm, Heavy Furs, Lit Torch, Tomahawks
Story
Party enters the first room, torch reveals passage north
Party moves to passage + encounters rat-headed men in room 1.2
No surprise, 80' away, neutral reaction
Rat-men "Need" rolled was seeking assitance
There is a takling giant python in the dungeon, rat-men seek to have it slain
per ODnD there is a 20% of monsters speaking the common tongue, dice has not rolled this
The two-parties meet and reaction is rolled by our heroes, who roll a neutral as well
The parties look at each other, and the men note that they are of equal numbers, but the men note that these monsters might be here to attack those who would exit the dungeon
Our heroes move to enter melee as do the rat-men, the fighting men advancing from the rear
Ratmen HP: 1 4 1 3 4 1
Half of the rat-men focus to attack the "naked" telemakh, others attack the armored fighting men
the +2 spear of FM3a lets him diminish numbers first
FM3a scores a single hit slaying a rat-man
The other two FM3's and telemakh sweep, scoring 4 hits each slaying the rat-men
The five surviving rat-men attack, three attacking the telemakh, one of them scoring a hit for 5 damage and forcing a save vs disease which the telemakh fails
The single remaining rat-man rolls morale and succeeds
Hero HP FM3a:14 FM3b:9 FM3c:12 Te3:3
Ratmen HP: 1
The rat frenzies attempting to slay the telemakh, his hit successful dealing 4 damage slaying the telemakh
the remaining 3 fighting-men slay the last rat-man
The Telemakh's eyes are closed and the party continues, but the echoes of battle reverberate throughout the complex and a wandering monster check is made, and incurs a wandering monster
7 cultists of a demon, one of them able to cast Curse
our heroes surprising the cultists, 100' away, neutral reaction
The distance and the dungeon map suggests that the cultists enter from the eastern passage of room 5
Our heroes, aware of nearby movement, and with one of their numbers already dead, hide themselves along the walls of the entrance, and snuff their light entering the dark
The reaction/oracle roll of the cultist is box-cars representing positive outcome for our heroes, The referee deems that the cultists would thus be on their way to slay the rat-men and would seek to ally themselves with the heroes for doing the slaying already
The cultists continue towards the rat-room, and our heroes hear them tell each other to be brave that their devlish patron would empower them to slay the ugly rat-men.
The heroes look at each other, and their reaction roll is friendly, indicating that they seek friendship with the cultists. Our heroes re-light their torches.
The cultists and the heroes then meet
The heroes recount the slaying of the rat-men, the cultists, noting the heavy armor of and weapons of the heroes, praise them for their actions
The cultist inform the heroes that a band of their brothers stand at a chamber in the room, and sacrificing men into the "dark pit", they tell them that if they make the sign of the horns speak "Hail to the Dark One", they would identify themselves as allies
Our heroes learn that the cultists feud with the rat-men who seek to take the "dark-pit" under their own control
The cultist report that their patron lies dreaming deeper down, and they have come to rouse him from sleep, offering the party entry into the cult
the party rolls a positive reaction, and decide to join the cult, learning of a cultist dormitory in the village of far-bridge
the cultists then tell them if they keep heading east beyond the circular chamber and then turn south, they would reach a stairwell which descends deep
The party, now allied to the cultist of the dark-pit and the Dark One who Dreams Deep Below exit and go to village of far-bridge
Aftermath
The party joins the dormitory at the village of far-bridge, bolstering their numbers with three powerful warriors
The fighting-men are then named:
FM3a's name is generated as Gudri Spearfriend
FM3b's name is generated as Vidki
FM3c's name is generated as Ralfi
FM1a's name is generated as Wulfa
FM1b's name is generated as Egmulf
Rumors spread within the village of Far-Bridge, men begin to speak of man-eating rat-men who dwell within the Ancient Depths dungeon. Further graffiti appears on the pallisade walls near the village's exit gate "go eastwards, then south, and then soon one would descend".
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