Saturday, March 07, 2015

D&D - clearing the basement

Last night I DM'ed my first game of actual basic D&D in quite a few years. It was a good mixed
party of first level characters, Fighter, Cleric, Thief, Elf , and surprise of surprises there were no characters deaths. Unthinkable for 1st level adventuring!

In the town of Sift is the Filter Inn, which has an annual event of sorts where young adventurers put themselves forwards for a 100gp bounty. All they have to do is clear the Inn's extensive basement of the "things" that have moved in. There is great honour to be had in achieving this goal, as well as the money, hence our brave PCs volunteered (read that as rail-roaded by the DM).

The Inn-keeper lead them to the basement, cleared the barrels out of the way told them the secret knock (the only way he'd open the door to someone on the other side) and shoved them down the steps.

They lit a torch and examined the first room. There was the body of a man there with shield and sword and even a few gold coins which they promptly liberated. Then commenced a series of door listening rolls that carried on all evening.  With the fighter and cleric leading the way they started  the clearing operation.

After moving through a bunch of empty rooms the only things they'd found was a small chest containing a vial of unidentified liquid and a barrel filled with salted fish. Somewhat disappointing for them, but things were soon to get interesting. The next door revealed another body. When they approached, the obviously dead individual rose to its feet and tried to strangle them. The cleric boldly stood forth and proceeded to not turn the creature. They laid into the corpse with swords, maces, arrows, sling stones and daggers. They managed to knock it to the ground a couple of times but it just wouldn't die. The cleric took a serious hit and risked drinking the vial they'd found earlier which fortunately turned out to be a healing potion.

When they came to the conclusion that the monster just was not going to die the elf came up with plan 2b. Rushing back to the salt fish barrel, he emptied it and dragged it back to the fight. The fighter slammed the beastie to the ground and they stuffed the thrashing dead man head first into the barrel and sat on top, pinning it in place. The only problem being, someone needed to stay on top of the barrel!

Looking around they found the monster had been laying of a sack of copper coins, one thousand of them. So they hoofed that on top of the barrel to hold it in place. reluctantly they left the money to hold the undead thing and moved on.

Their next encounter was a pit-turned-pool that housed two giant frogs. The first arrow fired caused the frogs to leap to the attack, but it was a fly-less effort (that's frog speak for fruitless) as they were soon clobbered into a greasy paste,

The very next door was a wandering monster. HUZZAR! They found themselves facing a man who blinked at their torch light and begged them to lead him out of the dungeon. They offered to take him out but became suspicious when he insisted on wanting to be at the back of the party. Then when they questioned him, he became agitated, then angry and then violent. The man transformed into a man-rat and attacked. He ended up not being too much of a threat and he was soon downed. When dead he transformed into a simple big rat.

Suspicious of the dead end corridor they found themselves in, the elf did his elfy-searchy-thingy and revealed a hidden door. Listening at it told them there were many strange voices beyond. Carefully they opened the door and surprised a horde of kobolds setting up camp. The kobolds tightened their grip on their weapons but did not attack. There was no way to talk with them so the party made conciliatory noises and even offered them hunks of rat and frog meat. That settled it, although not friends they were at least not enemies. The PCs ducked back out of the room and heard the kobolds hammering the door shut.

They examined their map looking for another way round and headed for the next unopened door. What they found was a tiny room with another door and when they listened at that, they again heard kobold voices. When they carefully opened they door they discovered the same kobolds, so backed out of the room. Once again the kobolds started hammering and sealing that door.

Back to the map, back through a few rooms to the next door. Kobold voices again. Peek. yep, it's them again. Irate kobold remonstrations about the disturbance as the PCs backed out. Hammering sounds as the kobolds sealed yet another door.

Onto the next door. It revealed a large room with a raised stone platform at the far end with a coffin on it. Between the PCs and the coffin, eight armed and animate skeletons which turned to attack. Realising the enemy could outflank them the PCs pulled back to the doorway as the elf cast his magical shield spell. The cleric warmed up his magical symbol to turn the skeletons but alas he must have left the key at home as it failed again. The skeletons attacked. Swords proved rather poor for this work but the fighter made up for that by managing to clobber all of the weak enemies. The cleric did his macely duty and the elf and thief sent a hail of missile fire into the foes.

In next to no time the skeletons were dust, and they investigated the coffin. Fearing Dracular himself they opened the box and discovered it empty. When they moved the coffin however they found a recess below and inside that, 600gp and a gold-inlaid dagger.

Here ended the session. The basement was by no means clear of monsters. The kobolds were contained (by themselves), the undead thing was barrelled, the skeletons, frogs and rat-man disposed of. They decided to retire for the night back upstairs and lick their wounds.

Next time, the adventure continues...

I'm an author, I write adventure game books.

1 comment:

Brian Wille said...

I love the bit with the irate kobolds!