Lacking Natural Simplicity

Random musings on books, code, and tabletop games.

Fabled Curse of the Brigand Crypt, Play Session #1

I had originally planned to start off the school year campaign for the A. kids with B5 — Horror on the Hill, by Douglas Niles, but since D.B. was in and M.A. and E.A. were not available, I started instead with Prime Requisite Games DLD2 — Fabled Curse of the Brigand Crypt, by R. Lawrence Blake.

Spoilers!

We're playing Prime Requisite Games DLD2 — Fabled Curse of the Brigand Crypt, so if you haven't played that you might want to skip this entry.

T.A., E.A., and M.A. had created characters earlier, but D.B. had to create characters before we started.

Attending

  • T.K.B. — Labyrinth Lord

  • D.B. played James (a Thief) and Hermes (a Magic User), and also played John (a Cleric) who was created by M.A.

  • T.A played Arlow (an Elf) and Grimmin (a Dwarf), and also played Elsie (an Elf), who was created by E.A.

Actual Play

They reached the village of Iron City, where the bandits were supposed to have lived, in the late afternoon. They searched several of the houses, until they reached the storehouse. They broke in the door (the tongue of the lock tore out of the jamb) and questioned poor mad Sammy, who was frightened by them but called down enough to talk once they showed him no harm. He babbled about everything but several times repeated to them that they should not let “the eye” see them, and that it roamed at night. They decided to spend the night with him, and barred the door, as best they could.

The next day they searched the rest of the town, found the well, and entered the temple. They pulled out the stones and the key, and luckily pulled the key out last, so no one got bit. James pulled out the red stone, but gave it to Grimmin. Elsie pulled out the green stone. Arlow pulled out the gray stone. James pulled out the gold stone. Hermes pulled out the blue stone. John pulled out the key. After that they opened the Crypt with the key and explored room 1, and over the course of several days opened all the burial vaults in that room, killed the undead, and found the treasure and the keys. They had to rest and heal at least twice and each time took at least two days.

After clearing out the burial vaults in room 1, they went down the stairs to room 2, where T.A. insisted on searching for secret doors, repeatedly, using up almost five hours of daylight. Eventually they opened the door with the key from burial vault E. Entering, they heard the sound from the east end of the corridor, investigated, and found the pit, 4. Seeing the green-daubed hole, they decided to investigate and James slid down a rope held by Elsie and Hermes. The 2 skeletons immediately attacked, and Grimmin slid down to help, but fell. John slid down too. Grimmin blunted his battle ax on the stone wall and dropped it, while John dropped his flail after also hitting the wall. After that John turned both of the skeletons, who spent several rounds trying to uselessly climb up the east wall of the pit, while James, John, and Grimmin tried fruitlessly to hit the skeletons, seeming to fling their weapons repeatedly into the corners of the pit. Eventually they managed to kill the skeletons. James decided, looking at the green-daubed keyhole, that it was larger than any of the keys they had found so far, and probably hooked up to some mechanism, rather than a lock for a door, and that whatever it might be, it was beyond his current skill.

They crawled back up out of the pit, and one of D.B.'s characters (I think it was John) tried to step around the corner to the north corridor, which tilted and dumped him back into the pit, for more damage. Next they explored the western end of corridor 3, where James set off the arrow trap, which luckily missed. They went in to the crawlspace in 5 with Grimmin in the lead and he killed the skeleton with ease! They came out of the crawlspace into 6, a long narrow room with 12 coffins. T.A.'s characters went to look at the 4 open coffins and were attacked by two ghouls and a skeleton from room 7. D.B.'s characters, more cautious, had stayed by the crawlspace, but moved up to help their comrades. Luckily, the ghouls attacked Arlow and Elsie, who as elves were able to ignore the paralyzing effects of the ghouls. The resulting fight destroyed the ghouls and the skeleton.

Note

For some reason I think the first fight in the sarcophagus happened right after the fight with the ghouls, but my notes say it happened in the second session. I'll put it both places for now.

They decided to open one of the closed stone coffins, and while pushing the heavy lid off, Elsie, along with several others, fell into the coffin on top of the skeleton. The others managed to (eventually) exit the coffin, but poor Elsie was too entangled with the skeleton. Eventually the party killed the skeleton, but Elsie ended in the negative hit points 1, so they went back to Mad Sammy's with Elsie on a floating disk to recover.

1

Negative hit points: I've been using a house rule that the characters don't die until they hit –CON.

Keep on the Borderlands, Play Session #17

Spoilers!

We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.K.B., the Labyrinth Lord.

  • T.A., playing Glen the Strategist (a wizard) and Dooley the sly (a thief).

  • M.A., playing James the Cleric and Jeffrey the Monk.

  • E.A., playing Curufin the Elf and Drusilla the Ranger.

  • L.B., playing Taffy the Halfling and Alice the Cleric

Actual Play

Entered G and went right to 33 where they killed the 3 gray oozes and found the jewel-encrusted goblet (1,300 gp) in the pool. Found 2 sp searching debris of 32s, then attacked by owlbear from 34. Found scroll with protection from undead. Went back to Keep to rest and heal.

Entered J, the Gnoll lair and 46, then 47 25 gp 4 sp 10 cp, sable cloak (450 gp). 48 Cursed sword to Dru. (I skipped the ale out of deference to my sister, mother of three of my players.) 49 killed all, 7 gp & 55 sp. 50 2 silver arm bands @ 50 gp each, 39 gp, sons total 10 gp 10 ep 10 sp. 4 wives: 4×silver neck chains @ 30 gp each & 28 ep total. Pot below flagstone, 200 cp, 157 sp, 76 ep, 139 gp.

Discovered secret door!

Last day of summer campaign, as L.B. had to leave the next for Alabama and her mom's for the school year.

Reading, but not Recording

One of the things I used this blog for was recording the books that I read. Unfortunately, keeping track of them in that much detail has taken too much of my time, so I'm abandoning that, at least for a while.

I'd rather read use the time to read, or perhaps put other things on the blog.

Keep on the Borderlands, Play Session #16

Spoilers!

We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.K.B., the Labyrinth Lord.

  • T.A., playing Glen the Strategist (a wizard) and Dooley the sly (a thief).

  • M.A., playing James the Cleric and Jeffrey the Monk.

  • E.A., playing Curufin the Elf and Drusilla the Ranger.

  • L.B., playing Taffy the Halfling and Alice the Cleric

Actual Play

The evil hero from room 41 in the Caves of Chaos killed 2 guards, nearly killed the banker from the Keep, room 11, and stole gems and statue and weapons and plate, then leaves keep by west wall. Dru tracks him across river, into Pine Woods, to a cliff with cave formed by leaning stone slab, and the PCs kill him. They return the stolen goods.

Back to the Caves. Via 43 to 44, killed 2 fire beetles, got 2×3 glands. Followed confusing passageway until they saw the entrance, exited and reentered, wandered into 42. Taffy, Alice, and Drusilla got impaled by stirges. They killed the impaling stirges and Glen cast sleep on the remaining, flying stirges. The stirges fell from the air, hit the ground, and started to wake, disoriented. PCs get initiative and kill all the stirges before the stirges recover enough to defend themselves. On to 45, where Taffy & Alice did double damage and finished off the minotaur. Jewelry was a torc and 2 armbands. Total Treasure: 4185 gp. Each: 523 gp 1 sp 2 cp 2 farthings. Treasure excludes magic James got magic plate and sold old plate, 37.5 gp each.

Keep on the Borderlands, Play Session #15

Spoilers!

We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.K.B., the Labyrinth Lord.

  • T.A., playing Glen the Strategist (a wizard) and Dooley the sly (a thief).

  • M.A., playing James the Cleric and Jeffrey the Monk.

  • E.A., playing Curufin the Elf and Drusilla the Ranger.

  • L.B., playing Taffy the Halfling and Alice the Cleric

Actual Play

Coming out of 38 down the slope the party was surprised by an ambush at the tee, where the bugbears from 35 and 39 were waiting. They retreated up the slope, drawing the bugbears after them. They wiped out the bugbears at some cost to themselves, and returned to the keep, where they sold the urn for 175 gp. 10 gp 11 gp 8 gp 7 gp 10 gp 6 gp 9 gp 7sp 12 gp 7 sp.

Returning after a few days they missed seeing the tripwire for a new deadfall, tripped it, and several were injured by the fall of heavy stones from the ceiling, while another line ran to a clanging alarm, bringing the chief bugbear and mate from 36 and 6 guards (who had been out hunting last time). The PCs retreated back out the tunnel, got in position on either side of the entrance and ambushed the bugbears as they came out. They killed the chief and some of the guards, and the others retreated to 36, where they barricaded the door shut. Currifin and Drusilla broke the bracings and the door swung open, but poor Drusilla fell and knocked herself out. She was struck immediately by three of the remaining bugbears, but was quickly pulled back by James. Alice was nearly killed (down to negative HP) but was pulled back and healed (requiring 2 Cure Lights from James), and then she cured Drusilla. Eventually they killed the remaining bugbears and discovered their treasure. They found the secret passage, and killed the 3 fire beetles and took their light clands.

They then returned to the bugbear lair and discovered the stores in 37 and decided to return to the keep for healing and a wagon. They returned with the wagon (200 gp deposit, 20 gp rent) and killed the humanoids in 40 and 41, while freeing the eval human, who accompanied them, all unsuspecting, back to the keep.

Keep on the Borderlands, Play Session #14

Spoilers!

We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.K.B., the Labyrinth Lord.

  • T.A., playing Glen the Strategist (a wizard) and Dooley the sly (a thief).

  • M.A., playing James the Cleric and Jeffrey the Monk.

  • E.A., playing Curufin the Elf and Drusilla the Ranger.

  • L.B., playing Taffy the Halfling and Alice the Cleric

Actual Play

38 3×12 HP (11 gp, 3 gp, 6 gp). 7×8 HP, 3×3 HP. Found urn. Just finished the room when parents called and kids had to go.

Keep on the Borderlands, Play Session #13

Spoilers!

We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.K.B., the Labyrinth Lord.

  • T.A., playing Glen the Strategist (a wizard) and Dooley the sly (a thief).

  • M.A., playing James the Cleric and Jeffrey the Monk.

  • E.A., playing Curufin the Elf and Drusilla the Ranger.

  • L.B., playing Taffy the Halfling and Alice the Cleric

Actual Play

After some time off to heal, they came back to F and expored, leading to 17 and the goblins. 6 goblins, 3 HP each and a 25 HP ogre. (And them without the fireball scroll they'd been hoarding to take care of the ogre!) They don't have any problems, though, and the ogre falls. They search around and find the secret door, and stab his bearskin rug! They find all his booty and return to town.

They come back to the Caves of Chaos and attempt H, the bugbear lair. They follow the east corridor to 38, where they use sleep to put down some of the bugbears.

Keep on the Borderlands, Play Session #12

Spoilers!

We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.K.B., the Labyrinth Lord.

  • T.A., playing Glen the Strategist (a wizard) and Dooley the sly (a thief).

  • M.A., playing James the Cleric and Jeffrey the Monk.

  • E.A., playing Curufin the Elf and Drusilla the Ranger.

  • L.B., playing Taffy the Halfling and Alice the Cleric

Actual Play

The party cleared out 30, the chief hobgoblin's quarters. The cash came to 1529 gp, divided by 8, so each share was 254 gp 8 sp 4 cp. With their hired cart they cleared out armory 27 and everything else.

Keep on the Borderlands, Play Session #11

Spoilers!

We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.K.B., the Labyrinth Lord.

  • T.A., playing Glen the Strategist (a wizard) and Dooley the sly (a thief).

  • M.A., playing James the Cleric and Jeffrey the Monk.

  • E.A., playing Curufin the Elf and Drusilla the Ranger.

  • L.B., playing Taffy the Halfling and Alice the Cleric

Actual Play

Went to F, where Dooley didn't notice the new pin-type poison trap. He made his save and was unconscious for 15 minutes. After that he disarmed the trap and moved the bar and pushed the door open with a ten foot pole, knocking over the stack of noisy items. 5 hobgoblins came from 26, while 1 warned 27. Killed all 5 and were standing over the bodies when 6th hobgoblin showed up, saw the massacre and ran back to 27. PCs ran after them. (BTW, already used up both of their healing spells.) Dooley checked door of 27 for traps and then they opened the door and rushed in. They were surprised by 6 hobgoblins hiding behind various rocks. Curufin was taken to 0 HP in the first round. Eventually killed all the hobgoblins. Searched and Jeffry found the secret door! 3 hobgoblins with scale and mace, three with shied, scale, and longsword. 7 sp 4 ep 4 sp 4 ep 4 ep 4 sp 7 ep 5 sp 2 ep 5 sp 5 ep 4 sp 5 ep.

They decided to rest overnight in 27. Set up 5 watches. 31 attacks on watch 3 (Jeffry, Dooley, Guards 1 & 2). 23 attacks on watch 4 (Dru, Jeffry, Taffy, Guard 1). Hobgoblins from 2831 came in 1st rush, except females from 30. All died eventually. After that females from 30 came and were killed. Glen down to 0 HP. Dru found secret door at other end of 20 foot corridor. Dru and Taffy stayed to watch their unconscious comrades. They searched the rooms beyond and found the false bottom of the iron chest, but Dru and Taffy heard a noise beyond the barred door and Taffy ran for the others. The hobgoblins burst through just as Dooley ran back, jumped the barrier, and poured a healing potion down Curufin's throat. Curufin woke up confused, the hobgoblin's threw javelins, Dru was injured, Dooley was taken to negative HP. Then next round initiative was simultaneous, Dru injured more, Curufin used their fireball scroll, killed all the hobgoblins. Dooley and Glen are unconscious.

Next Morning: Glen 1 HP, Dooley 2 HP. Curufin, Taffy, and Alice go back to town. 100 GP deposit for team and cart, 20 gp rent. Jeffry pays 1 gp each for the guards' funerals.

Keep on the Borderlands, Play Session #10

Spoilers!

We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.K.B., the Labyrinth Lord.

  • T.A., playing Glen the Strategist (a wizard) and Dooley the sly (a thief).

  • M.A., playing James the Cleric and Jeffrey the Monk.

  • E.A., playing Curufin the Elf and Drusilla the Ranger.

  • L.B., playing Taffy the Halfling and Alice the Cleric

Actual Play

They went to room 24, where they ran into 2 hobgoblins. 1 whip, 1 javelin, 2 longswords, 2 chain. #1: 5 cp, 2 sp, 3 ep. #2: 2 cp, 6 sp, 6 ep. Silver armlet, 135 gp. The 2 captured guards took service for arms & armor & room & board.

Taffy let the gnoll loose, and it attacked her. Dooley and Jeffry join the grapple and kill the gnoll after it drives Taffy to –2 HP. Dooley let out the orc with Glen holding a crossbow on him. The orc ran for the head of the valley, and Dooley yelled “Come back!”, even as he, Taffy, Curafin and Drusilla loosed arrows. Dooley and Taffy's shafts killed the orc. Jeffry lost his Lawful alignment and his monkhood for suggesting, with glee, torture and murder. 100 gp reward from the captured Merchant. +1 magic dagger (to Glen). Jeffry gave his share of the treasure to Drusilla. “Jeffry the Shamed!”

Afterward

M.A. was not happy that Jeffry was not a monk any more, and I had him have Jeffry do some penance between games to regain his happy monkhood.