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At last - my AD&D campaign has started!
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<blockquote data-quote="MerricB" data-source="post: 5791444" data-attributes="member: 3586"><p><strong>Still not the Duergar Stronghold</strong></p><p></p><p>Adam and Chris were back this week, and though Reece was playing in Paul's Scales of War game this week, he was very diligent about giving Chris the maps he'd made and before the session began, the two were discussing the difference in their maps.</p><p></p><p>I looked forward to the group finally making their assault on the duergar lair, but - once more - I was disappointed. The group decided to go north. Oh well, out came the dice once more as I randomly determined what they found...</p><p></p><p><img src="http://cf.geekdo-images.com/images/pic1214525_md.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>11 Flocktime, 601 CY</strong></p><p>The group started by investigating the north-west section of the map (areas 28-32). Some bandits waiting in area 28 proved a source of new "recruits" for the expedition, and the group were amused to discover an old room filled with old bottles of wine (mostly gone to vinegar) and a cave where a number of edible fungi grew along around a pool of fresh water.</p><p></p><p>In fact, the cave with fungi and pool is something of a feature of many of my dungeons. It's a nod towards giving the creatures food and water. As the pool extended under the wall, one of the players (Nash) decided to swim underneath it to see what was there. As that player had been the main advocate of taking the bandits as followers, another player took the advantage of his absence to slay the bandits - with Nash discovering this as a bandit's head floated past and the water became discoloured with blood. </p><p></p><p>Sigh.</p><p></p><p>After the group stopped arguing about that, they discovered a large number of orcs in #31 and #32 - some of whom they slew, some of whom they talked to. Eventually they'd exhausted that avenue of exploration, and made their way back south.</p><p></p><p>Finally, they made their way into the duergar lair (and past the misty archway), where they were met with skeletons and zombies. I was increasing the number of skeletons and zombies they were encountering as the campaign continued to account for the time the priest had to create them. Killing those undead was difficult enough that after it was over, the group needed to return to town to heal and recover spells. We were out of time, so the Assault on the Duergar Stronghold (tm) would have to wait yet another week...</p></blockquote><p></p>
[QUOTE="MerricB, post: 5791444, member: 3586"] [b]Still not the Duergar Stronghold[/b] Adam and Chris were back this week, and though Reece was playing in Paul's Scales of War game this week, he was very diligent about giving Chris the maps he'd made and before the session began, the two were discussing the difference in their maps. I looked forward to the group finally making their assault on the duergar lair, but - once more - I was disappointed. The group decided to go north. Oh well, out came the dice once more as I randomly determined what they found... [img]http://cf.geekdo-images.com/images/pic1214525_md.png[/img] [b]11 Flocktime, 601 CY[/b] The group started by investigating the north-west section of the map (areas 28-32). Some bandits waiting in area 28 proved a source of new "recruits" for the expedition, and the group were amused to discover an old room filled with old bottles of wine (mostly gone to vinegar) and a cave where a number of edible fungi grew along around a pool of fresh water. In fact, the cave with fungi and pool is something of a feature of many of my dungeons. It's a nod towards giving the creatures food and water. As the pool extended under the wall, one of the players (Nash) decided to swim underneath it to see what was there. As that player had been the main advocate of taking the bandits as followers, another player took the advantage of his absence to slay the bandits - with Nash discovering this as a bandit's head floated past and the water became discoloured with blood. Sigh. After the group stopped arguing about that, they discovered a large number of orcs in #31 and #32 - some of whom they slew, some of whom they talked to. Eventually they'd exhausted that avenue of exploration, and made their way back south. Finally, they made their way into the duergar lair (and past the misty archway), where they were met with skeletons and zombies. I was increasing the number of skeletons and zombies they were encountering as the campaign continued to account for the time the priest had to create them. Killing those undead was difficult enough that after it was over, the group needed to return to town to heal and recover spells. We were out of time, so the Assault on the Duergar Stronghold (tm) would have to wait yet another week... [/QUOTE]
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