Post by andy on Nov 27, 2016 22:34:05 GMT
Characters:
Maran (Megan), a female human thief
Milky (Dom), a human ranger and Maran’s bodyguard
Trinket (Abe), a gnome Wild Magic sorcerer.
Lenny (Steve), a wizard pretending to be an elf.
Orrin (Andy), a human cleric.
Initial session: Thursday 17th November
We’re all new in town and, as is traditional, the adventure starts with us meeting up in a tavern – what were the chances?
Milky, Maran and Lenny are having a quiet drink in the Greasy Gnome while Orrin watches Trinket doing something odd in a corner (no, not that type of odd: just some magic). Four town guards come in and try to lift Lenny for no apparent reason; Trinket and Orrin decide to help out as they’re easily bored and Trinket distracts the guards with some magic while Orrin persuades the trio to do a runner.
It turns out that magic gets these people really, really excitable and all hell seems set to break loose. We all peg it out into the darkness and head towards the nearest light source: another and more disreputable tavern called the Dead Rat, run by a comedy duo who could be stupid if they studied really hard and brought their IQ up about 10 to 20 points. They’re not quite a complete waste of space and they explain that the fuss is related to a wizard who 100 years ago “went funny in the head” and killed various townspeople so magic has been a no-no ever since then. Oddly, the barman can sell us a lovely map to this wizard’s tower which has been in his family for generations (or maybe 30 minutes to let the ink dry convincingly). Lenny decides to buy it, and the rest of the party let him pay for it as it’s the only way that he’ll learn.
We stay in the Dead Rat’s secret room. There’s a hidden trapdoor in the floor (or, if you’re Milky, a patch of earth that’s a different colour, rectangular in shape and sounds hollow but is definitely solid ground). The special twins try to drug us first and then attempt to invade their own room during the night; we charitably don’t kneecap them and Trinket accidentally creates a cube of butterflies and flowers that weirds them out sufficiently that they eventually leave us alone.
Next morning, the chuckle brothers accidentally hand over a genuine map by mistake. We also make arrangements to rent a cart from yet another brother (around this time we begin to suspect that this town has probably intermarried enough that they’re all related and that their family trees all resemble bamboo stems). While they’re out, we nip down the hidden trapdoor, much to Milky’s astonishment, and investigate the Dead Rat’s cellars. There’s a pet rust monster, kept tethered by a (you guessed it) metal chain which snaps opportunely so we have to kill it. We find a chest with three healing potions and Milky finds a small black gem that he thinks is magical (going by his spotting skills to date, it is probably a piece of coal). All in all, a good start to the day if you’re not the rust monster.
We get back to the bar area as the cart turns up. We decide to buy the pony and cart; only after the transaction does it dawn on us that none of us knows how to drive a cart, so Maran persuades the cart-owner, Dave, to come along for the trip. As we approach the woods, we try to “retrieve” the money paid to Dave but it all goes less than perfectly – especially for Dave who ends up having his head blown off by Trinket. We bury Dave’s body and agree to tell the townspeople that he died bravely fighting bad guys: we’ll leave out the detail that the bad guys were us.
We start off into the wood, heading in the direction of the tower as indicated on the map. After we’ve gone a fair way, Milky just about climbs a tree and sees that the tower is several days travel away. He also sees a storm coming in and so we start looking for shelter; there’s a massive tor conveniently within sight so we head for that. As we approach it, we see an entrance into the side of the tor, with the remnants of a huge stone door that’s been blown apart by lightning. No-one gets at all concerned about this, which is something we may or may not live to regret.
Inside is a big entrance hall with 3 doors. We all enter, bringing in the pony and cart, and are promptly attacked by two giant centipedes. They both die fast with Orrin taking a flesh wound.
Session ends.
Things to do: Search the complex. Duh!
Most likely to be killed by a member of his own party: Trinket
Most likely to get lost in the middle of the big, open hall while all the torches are on: Milky
Below, a picture of our beloved DM.
Children: if a man looking like this offers you a sweetie then say "No" and walk swiftly away...
Maran (Megan), a female human thief
Milky (Dom), a human ranger and Maran’s bodyguard
Trinket (Abe), a gnome Wild Magic sorcerer.
Lenny (Steve), a wizard pretending to be an elf.
Orrin (Andy), a human cleric.
Initial session: Thursday 17th November
We’re all new in town and, as is traditional, the adventure starts with us meeting up in a tavern – what were the chances?
Milky, Maran and Lenny are having a quiet drink in the Greasy Gnome while Orrin watches Trinket doing something odd in a corner (no, not that type of odd: just some magic). Four town guards come in and try to lift Lenny for no apparent reason; Trinket and Orrin decide to help out as they’re easily bored and Trinket distracts the guards with some magic while Orrin persuades the trio to do a runner.
It turns out that magic gets these people really, really excitable and all hell seems set to break loose. We all peg it out into the darkness and head towards the nearest light source: another and more disreputable tavern called the Dead Rat, run by a comedy duo who could be stupid if they studied really hard and brought their IQ up about 10 to 20 points. They’re not quite a complete waste of space and they explain that the fuss is related to a wizard who 100 years ago “went funny in the head” and killed various townspeople so magic has been a no-no ever since then. Oddly, the barman can sell us a lovely map to this wizard’s tower which has been in his family for generations (or maybe 30 minutes to let the ink dry convincingly). Lenny decides to buy it, and the rest of the party let him pay for it as it’s the only way that he’ll learn.
We stay in the Dead Rat’s secret room. There’s a hidden trapdoor in the floor (or, if you’re Milky, a patch of earth that’s a different colour, rectangular in shape and sounds hollow but is definitely solid ground). The special twins try to drug us first and then attempt to invade their own room during the night; we charitably don’t kneecap them and Trinket accidentally creates a cube of butterflies and flowers that weirds them out sufficiently that they eventually leave us alone.
Next morning, the chuckle brothers accidentally hand over a genuine map by mistake. We also make arrangements to rent a cart from yet another brother (around this time we begin to suspect that this town has probably intermarried enough that they’re all related and that their family trees all resemble bamboo stems). While they’re out, we nip down the hidden trapdoor, much to Milky’s astonishment, and investigate the Dead Rat’s cellars. There’s a pet rust monster, kept tethered by a (you guessed it) metal chain which snaps opportunely so we have to kill it. We find a chest with three healing potions and Milky finds a small black gem that he thinks is magical (going by his spotting skills to date, it is probably a piece of coal). All in all, a good start to the day if you’re not the rust monster.
We get back to the bar area as the cart turns up. We decide to buy the pony and cart; only after the transaction does it dawn on us that none of us knows how to drive a cart, so Maran persuades the cart-owner, Dave, to come along for the trip. As we approach the woods, we try to “retrieve” the money paid to Dave but it all goes less than perfectly – especially for Dave who ends up having his head blown off by Trinket. We bury Dave’s body and agree to tell the townspeople that he died bravely fighting bad guys: we’ll leave out the detail that the bad guys were us.
We start off into the wood, heading in the direction of the tower as indicated on the map. After we’ve gone a fair way, Milky just about climbs a tree and sees that the tower is several days travel away. He also sees a storm coming in and so we start looking for shelter; there’s a massive tor conveniently within sight so we head for that. As we approach it, we see an entrance into the side of the tor, with the remnants of a huge stone door that’s been blown apart by lightning. No-one gets at all concerned about this, which is something we may or may not live to regret.
Inside is a big entrance hall with 3 doors. We all enter, bringing in the pony and cart, and are promptly attacked by two giant centipedes. They both die fast with Orrin taking a flesh wound.
Session ends.
Things to do: Search the complex. Duh!
Most likely to be killed by a member of his own party: Trinket
Most likely to get lost in the middle of the big, open hall while all the torches are on: Milky
Below, a picture of our beloved DM.
Children: if a man looking like this offers you a sweetie then say "No" and walk swiftly away...