Mayhem, 125-point dwa-er, human male barbarian (Chris)
Yémos, 125-point human male cleric of Dōsaútōr, goddess of magic and wisdom (Eric)
Absent:
Anêr, 125-point human male swashbuckler (Rett)
Retired:
Caleb, 125-point human male wizard (Nate, run for this session as an NPC)
Notes about the above: Nate quit the game, so I ran Caleb as an NPC until we get a chance to drop him off somewhere. Or he dies, I suppose.
The game starts on 12 Žnēâns 2852, right after the death of the manticore. In a flashback to the 9th, Mayhem woke up in the tavern. Praidīvós realized he forgot to give Yémos the letter of introduction to get the blood from Dībités Rock, so he hired Mayhem to do bring that letter, with a payment of 10 gold pieces, payable when Praidīvós gets his demon blood. Mayhem makes it to hex 2216, and hears the gang fight the manticore. He comes up to the others and and they talk about slicing apart the manticore. Anêr tried cutting off the stinger, but stings himself, which crippled his left hand. Yémos casts Minor Healing gives Anêr back most of what he lost. They choose to move on.
No Emerson, Lake and Palmer springs to mind. |
The gang chose to go eastward and leave the poor cat alone. After some more travel, they hear growls, which Yémos identifies as wolves. Since the wolves are not bothering them, and looking for prey, the gang instead goes onward.
Add a little more snivel, and some self-soiling. |
The gang ties the goblin, named Kuflaug, who had six copper farthings on him. They ask him what's in the cave, and after a bit, he asks if they will kill the wizard and his "red man." He doesn't want to go into the cave, so Yémos wants to take him inside, and Anêr leads him in at sword point.
A little bigger and much more badass than a goblin. |
Not for eating. |
The gang goes into the room beyond the broken door. The room has fewer beds, and bigger, with a big statue of a humanoid with an oversized head. Mayhem goes first, behind the trap finder, and spots the loose tile, but the goblin wasn't so quick and stepped on the tile anyways and died from the bolt that shot out of the statue's mouth. Caleb and Anêr both took a shot, while Mayhem and Yémos get out of the way of two more shots. Everyone looks back, and see the pudding trying feebly to chase after the orcs. All choose to look through the room and go into the next one. After pushing in the stuck door, they go into the room, which is even smaller than the last one, and has oily rags and empty tin vials are in a corner. A lone big workbench, missing a leg, is against the far wall, which has some phosphorescent fungus on it. Random broken tools lie scattered on the bench. Caleb advises against shutting both doors after smelling the trap that comes out of a bottle in the middle of the room. They go to the other door and find the old prison, with rusted manacles and chains and some bits of little bones.
And we break here. The two characters whose players were there, Mayhem and Yémos, each got two points.
Notes: We gamed in Chris's apartment. Chris, can you clean up the place a bit if you're going to offer? And maybe show off some of the four decades of gaming material that you've accumulated? I know your foot is bum. Hopefully, the weather will let us do better in two weeks, either make your trek to Universe Games easier, or make it easier to get your excess stuff out.
I think I have the random encounters down, at least when they should happen. Now to worry about lead in for those.
Our barbarian is lacking in wilderness skills. Those will help the gang to get through the woods. Namely, a guide should have Hiking, Navigation (Land) and Weather Sense and some Survival (in these lands, mostly Plains, Swampland and Woodlands). The other characters can soak up whatever Survival skills the guide does not have.
Speaking of Mayhem, he lived up to his name by shooting a goblin before I could even get in a Reaction roll. Who knows how they would have handled someone talking to them? The orcs didn't take it too badly.
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