11 votes

D&D session report, 24-11-09

The game is AD&D 1e. The party:

  • Jurgen, human Ranger 6
  • Aeliana, elf Fighter 3 / Magic-User 2 / Thief 4
  • DeBeaux, half-orc Cleric 1 / Fighter 1 / Assassin 1
  • Iskandar, human Magic-User 7
    • Henchman Thorgisl, Fighter 1
  • Vortigern, dwarf Fighter 6 / Thief 6
    • Henchman Runa, human Magic-User 4
    • Henchman Ingrid, human Ranger 4
  • 6 crossbowmen and 2 infantrymen

The location: an underwater facility inhabited by aquatic elves who are currently suffering from a wasting disease of the mind that's been spreading amongst them. Those affected have been forcibly sent to the lower levels. A faerie elf (C6/F6/MU9) named Alfred has enlisted the party's assistance.

This is not their first foray into the dungeon, but they have their first encounter with the affected elves here. The ten elves are immediately suspicious and eventually attack once they learn the party was sent here by Alfred. One successful sleep and a decent set of rolls later, the remaining three elves flee. The sleeping ones were tied up, and the party attempted an inquiry, but the elves decided a forever-sleep was preferable, though their movements prior to that were oddly jerky.

They wander the halls of this facility, eventually encountering a gelatinous cube, which two magic missiles from Iskandar & Runa took care of.

In one chamber, they solved a puzzle and activated a Shrine (from the TSR Diablo supplement for 2e) that opened town portals back to the safe floor. Through trial, they discovered what these do, but only two (Aeliana's and Iskandar's portals) remained.

The highlight of the evening was the party coming across a set-up they'd seen in another room; two ceremonial masks kept inside a glass case, framed with iron, and watched by nearby metal torches that would loose blasts of arcane energy at any that got too close. Aeliana and Vortigern attempt to disarm the trap. Vortigern succeeds, but Aeliana fails significantly enough to accidentally trigger the trap, forcing a save vs. breath for 15 damage. She fails, and with her maximum HP of 8, she is incinerated on the spot. Luckily, her gear remains. They travel back to the portals activated earlier and send a hobilar in with Aeliana's corpse while the rest of them found their way back up. They petition Alfred for a revival, and he does have a scroll with a couple castings of raise dead on them, and the party can certainly afford the price for it, but he gently reminds them that elves are soulless, requiring more powerful magic to revive than he has access to.

After some discussion, Runa rests a while before casting invisibility on herself and her horse so that she might make a trip to a town some 35 miles out to grab:

  • Rowan, a human MU 6
    • Henchman Rikka & Freya, both human Fighter 4

Rowan uses invisibility, 10' radius on everyone relevant and they travel back to the elven city to continue exploring. In doing so, they encounter another set of 15 elves, but dispatch them quickly and decisively due to surprise, though Ingrid took a heavy amount of damage (10 damage to her maximum of 22 HP).

We stop shortly after the group finds the lift to the lower level, whereupon their crossbowmen and hobilars refuse to go any deeper, indicating a dungeon floor of at least DL 4 difficulty.

2 comments

  1. [2]
    EarlyWords
    Link
    Thanks for sharing your fun. Are you the DM? I can’t imagine keeping track of all those henchmen and soldiers. What does your combat look like? Does everyone get their own turn or are you rolling...

    Thanks for sharing your fun. Are you the DM? I can’t imagine keeping track of all those henchmen and soldiers. What does your combat look like? Does everyone get their own turn or are you rolling attacks in groups?

    Sounds pretty epic. I haven’t played first edition in decades but aren’t elves immune to sleep?

    3 votes
    1. Aldath
      Link Parent
      Aye, I'm the GM. I get a marching order at the top of the session and default to that unless circumstances dictate otherwise, so it's not overly difficult to keep track of, really. Henchmen are...

      Aye, I'm the GM. I get a marching order at the top of the session and default to that unless circumstances dictate otherwise, so it's not overly difficult to keep track of, really. Henchmen are largely played by the player of the PC employing them. Combat is side vs. side, with initiative rolled each round. Actions are declared by the players before the dice are rolled, and then we resolve actions in steps based on who won.

      Elves have a 90% chance to resist any magical sleep or charm effect placed on them. A number of them failed that night, lol.

      3 votes