We had returned to town and Gustavio had cast detect magic: +1
Quarterstaff, 7 magic bullets, 2 magic longswords.
Kitchen — Karl opens cookie jar and is apparently possessed by
something. Gustav sleeps him and we tie him up. Travel to a large
city, Orm finds a cleric of Thor of relatively high level who
dispossesses Karl and gives us the shattered remains of the cookie
jar. Karl is restored.
Back to the manor. Orm finds a long sword in the attic, Karl picks it
up. Orm finds brass knuckles. Skeggi found a skullcap. Nothing
interesting on the widow's walk.
RuneQuest second edition had an Appendix N as Herb Nowell points
out. Since RQ2E was published in 1978, it was even earlier than the
Appendix N in the AD&D 1E DMG in 1979. Coincidence?
Well, my copy of the Delving Deeper box set came today. I'd almost
given up on it. The map of Blackmarsh was missing, as were the dice
and pencil that the box talks about.
I read the rules when the PDF came out, but I'll have to read them
again now that I've got the printed version.
I’m glad that Wizards of the Coast is selling PDFs of their old D&D
products again. The fact that they've made it possible for folks who
bought their previous PDFs from rpgnow.com/drivethrurpg.com to
redownload them (and apparently in some cases at least, new, improved
versions of the PDFs) is a major plus to me. And having Shannon
Appelcline write historical notes on many of the products is a great plus.
The PCs attended court, where their part in rescuing Princess Sarissa
was explained, along with the fact that Xortan Throg was still at
large. The PCs are assigned the task of killing Xortan Throg, and
told to get assistance from Nicodemus in Port Blacksand.
The PCs got 500 GP as a reward for thwarting Xortan Throg's
earlier efforts and for rescuing Princess Sarissa. They were also
given 60 GP each as an advance for their next efforts, and
a healing potion.
To help them slip into Port Blacksand in disguise, they were given a
wagon of goods and Merchant Passes for each of them.
They entered the city and found their way to the Dragon's Tooth Inn,
where they turn over the wagon to their contact, Halim Thrumbar. He
gave them directions to where Nicodemus lives.
Gordo wanted to gamble in the inn, but Grimbold tried to drag him
away.
They went to Nicodemus's and after a little discussion were admitted.
Nicodemus told them that Xortan Throg lives in Port Blacksand, where
he can study the ruins of Carsepolis, in the sewers of Port Blacksand,
and has some dealings with the Fish People. He suggests that they
start by looking near the old sluice-gates down by the docks at dusk.
They do, and see pirates entered the sewers guided by Fish Men, and
decide to follow them at a distance.
Along the way they fight a giant centipede that attacks them. Gordo
strikes the blow that kills the centipede. Aspen is knocked into the
sewer and starts to drown. Alexa pulls her out.
Clockwise round the table, starting with the Labyrinth Lord:
T.A. — Labyrinth Lord
L.B.
Avarey, a male Half-Elf Cleric. (light green lego base)
Sallee Marie, a female Halfing Fighter. (light blue lego
base)
M.A.
Gustavio, a male Gnome Magic User. HP 4,
AC 5. (green lego base)
Karl, a male Dwarf. HP 4, AC 6. (yellow lego base)
T.K.B.
Orm, a human Cleric of Thor. HP 5, AC 3. (red lego base)
Skeggi, a human Cleric of Vidar. HP 6, AC 4 (3 with
shield). (blue lego base)
E.A.
Semiriah, an Elf Ranger. HP 3, AC 5 (4 with shield). (sparkly
pink lego base)
Maury, a human Thief. HP 5, AC 6. (tan lego base)
House Rules
A Critical Hit happens on a natural twenty on an attack roll,
and damage is doubled.
There isn't a Critical Misses rule, but sometimes on a
natural one on an attack roll something embarrassing and
funny but usually non-damaging happens.
Actual Play
Karl puts on Ring. Karl takes it off. Karl puts it
back on. Orm scratches him, but the scratch doesn't heal instantly.
Went back to 3rd level of the dungeon.
Maury successfully opens a lock! (For the 2nd time in
this dungeon, we think.)
5 Adventurer corpses, one dressed as a magic user: 120 gp, 400 ep,
scroll. Nothing else worth taking.
Found room with pool of clear water, with a figure chained at the
bottom, struggling. Can't reach it with a 10 foot pole. Can't pull
it up with rope and grappling hook. Men see it as a beautiful woman
and the women see it as a handsome man, while Avarey sees it as
a beautiful elven princess. Tied a rope to Maury and sent her
down to pick lock. Takes a couple of tries. Maury puts other
rope noose around the figure. She sees the figure wither into a
skeleton. We pull them both up. Maury gets the boots and pouch
off the skeleton, which convinces Orm that it's not as it seems.
The pouch contains thieves tools, 157 gp, 45 sp, and 2 gems, worth
150 sp each. There is a rusty longsword. Orm smashes the sword
against the wall. It breaks.
Orm touches the figure, and sees it wither into a skeleton. He
bashes the bones into pieces, then wipes the bone dust from his mace.
The others see Orm bash the beautiful man/woman into pieces,
then wipe the blood from his mace.
Back to the village.
Aftermath
Pay 3 gp each to the hirelings, 18 gp total.
Total gold from last time and this: 6031.5 gp, so 753.93 gp each.
Total XP from last time and this: +816 XP each! With a 5% XP
bonus that is +856 XP!
So ends The Idol of the Orcs!
Messenger arrives with letter for us. From Mortimer Bean, scribe of
the Library of Tobin. Commends us for driving out orcs. Offers us a
job retrieving the Hyperion Cantos from the estate of Tazimack
the Red, which had been checked out from the Library years before by
Tazimack the Red, who has since died at his estate in in the
village of Tolb. They'll pay us 1000 gp.
About
Lacking Natural Simplicity is one, not particularly flattering,
definition of sophisticated.
This blog chronicles my journey through our at times too complicated
and sophisticated world.
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