Page 2 of 16

Posted: Sat May 04, 2019 7:05 pm
by Omegonthesane
Befriend the goblins like we're Steven Fucking Universe.

Posted: Sat May 04, 2019 8:29 pm
by Trill
Sure thing

Posted: Sat May 04, 2019 11:24 pm
by Ancient History
Room 3

"Hey guys..." Morgan says in Common...but the goblins are already up, drawing their swords, the game and the little piles of coins at their feet forgotten. One of them licks their lips, another's stomach growls. The torch is in the fighter's right hand, the door held open in his left, the flail still tucked in his belt seems a long way away...

Posted: Sun May 05, 2019 12:08 am
by Trill
Oops!

I suggest we move a bit back, and ready our weapons (with us readying the flail)

Posted: Sun May 05, 2019 4:35 am
by angelfromanotherpin
Yes, step back through the door and stand to one side so they can't see us until they come through. Motion to Bandit to take the other side.

Posted: Sun May 05, 2019 6:20 am
by Omegonthesane
Oh well, always worth a shot. Retreat and ready flail.

Posted: Sun May 05, 2019 8:23 am
by TiaC
I concur, but slam the door.

Posted: Sun May 05, 2019 10:43 am
by Thaluikhain
Hmmm, we could slam the door, run back to the entry room, and if the goblins pick the wrong door to follow through, they'd run into some other room of monsters.

Posted: Sun May 05, 2019 11:44 am
by Omegonthesane
Let's not do what Thaluikhain suggests - don't want to wake up any more monsters prematurely. The other monsters might well side with Team Monster and join forces against us.

Posted: Sun May 05, 2019 12:02 pm
by Ancient History
Room 2
Stepping back, Morgan readies his flail in his left hand...the bandit raises his sword...fortunately, the goblins can only come through the door one at a time...and they do, charging in, hissing something in the Goblin Tongue...

Goblin 1 (5 hp): Morgan's flail smashes into the side of the goblin's face (-2 hp); the bandit's sword misses. The goblin's wicked-looking blade scrapes against Morgan's scale mail, but does not penetrate. Morgan brings his flail down in an overhand blow on the goblin's unprotected skull, causing it to collapse dead at his feet. (-4 hp)

Scarcely has Morgan time to take a breath when the second goblin charges in.

Goblin 2 (4 hp): The goblin ducks under Morgan's flail...but the point of the bandit's sword stabs into its thigh (-1 hp). Irked, the goblin stabs upward with its own blade, burying it to the hilt in the bandit's guts. The smell of blood and shit spill out of the dying man as he collapses. Morgan attempts to attack fefore the goblin can recover their blade, but the canny gobbo dodges. Bloody metal scrapes against Morgan's armor, the scale mail once more saving the fighting-man's life. Several more passes leave the goblin wounded from the great flail (-2 hp), but as Morgan fails once again to land a blow, the goblin's blade finds his throat (-4 hp). Death for the hero is almost instantaneous.

Your adventure ends here.

Posted: Sun May 05, 2019 12:37 pm
by Thaluikhain
Out of interest, how many goblins could there have been in that room? Were we lucky or unlucky to meet 4?

(Also, does Morgan's gear lie there waiting for the next adventurer?)

Posted: Sun May 05, 2019 1:02 pm
by Ancient History
It's a 10' x 10' room. the table said "monster and treasure (see table below)"; that table in turn says "According to the type indicated in D&D, Vol. III for 'Outdoor Adventures' with pro rata adjustment for relative numbers."

Goblins normally appear in groups of 40-400 according to the table in the white box so I, uh, "pro rata'd" that down to something that could fit.

And yes, the bodies remain where they fall. Guess I need to roll up a new hero.

Posted: Sun May 05, 2019 1:44 pm
by Ancient History
New PC: Margo the Medium

Code: Select all

D&D Magic-User

HP: 3/3   AC: 9   XP: 19

Alignment: Lawful Neutral

Attributes:

  STR: 12
  INT: 14 (+1)
  WIS: 10
  DEX: 9
  CON: 11
  CHA: 12

Saves:

  Death Ray or Poison: 13
  Magical Wands: 14
  Paralysis or Turn to Stone: 13
  Dragon Breath:16
  Rods, Staves, or Spells: 15

To Hit Table:

  AC:    9  8  7  6  5  4  3  2  1  0 
  Roll:  10  11  12  13  14  15  16  17  18  19 

Languages: Common, Alignment, Harpy

Spell memorized: 
1st level&#58; <none>

Optional Appearance&#58;  Female, Adult, Messy Clothing, Obese

Equipment&#58;
  
   * Dagger
   * 5 Torches
   * Backpack
   * Waterskin
   * 6 days of Iron Rations
   * Scroll of Hold Portal
   * 10' Pole
   * 22 gp
Margo huffs, slightly out of breath, as she arrives at the yawning downward portal. Her researches have paid off, and led her to the legendary Tomb of Xagyg, where treasure and magic await...

Posted: Sun May 05, 2019 1:48 pm
by Omegonthesane
4 HP is ridiculously little HP for a fighter. Less surprising that a wizzard is made of tissue paper.

Standard procedure: chug an iron ration, light a torch, pray to Cthulhu, and enter the dungeon pursuing the hairy old fart in the elaborate clothing who was buying drinks in the tavern last Hasturfest having no IC reason to immediately think of what became of Morgan.

Does a new dungeon generate, does the dungeon reset at all, or is it as it was left whenever a hero died?

Posted: Sun May 05, 2019 1:58 pm
by Trill
What scroll do we have?
Other than that: What Omegon said

Posted: Sun May 05, 2019 2:16 pm
by Thaluikhain
Also, what alignment are we?

Posted: Sun May 05, 2019 2:58 pm
by Ancient History
Omegonthesane wrote: Does a new dungeon generate, does the dungeon reset at all, or is it as it was left whenever a hero died?
Same dungeon, no reset...and away we go

___________

Dungeon Entrance
Margo scarfs down some dungeon mix, washing it down with a mouthful of water. She strikes sparks against a nearby stone to light her torch, and dagger and torch in hand she descends the stairs.

Room 1
Sunlight from above illuminates the room, though the corners are dark. It is square, 20 feet long by 20 feet wide, and tall enough to stand in comfortably. there are four exits: one on the wall to the right (East), and three set in the wall straight ahead (North). The room is empty. Margo ponders the situation carefully: which door should she try?

Posted: Sun May 05, 2019 3:14 pm
by Omegonthesane
Second left in the wall to the north, rather than just follow Morgan's footsteps.

Posted: Sun May 05, 2019 4:09 pm
by angelfromanotherpin
Sounds good.

Posted: Sun May 05, 2019 5:28 pm
by Thaluikhain
Yeah, third that.

Posted: Sun May 05, 2019 6:33 pm
by Trill
Fourth'd

Posted: Sun May 05, 2019 7:50 pm
by Ancient History
Room 2:
The middle door in the north wall opens into a long passage. Margo cannot see the end of it by torchlight.

Posted: Sun May 05, 2019 8:23 pm
by Trill
I'd say we move slowly forward and see if anything becomes visible

Posted: Sun May 05, 2019 10:07 pm
by Omegonthesane
Agreed with Trill.

Posted: Sun May 05, 2019 10:25 pm
by Ancient History
Corridor Behind Door #2:
The corridor goes on...good, stout construction, braced at intervals, with no sign of doors...and about sixty feet in, the air smells funny, the torch flame flickering green...and the corridor ahead looks hazy. Gas.