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<blockquote data-quote="MerricB" data-source="post: 5884016" data-attributes="member: 3586"><p>After a break forced by Easter, we were back to our AD&D campaign. Two sessions ran this evening, with Callan running one group (Josh, Ben, Reece and Jackson) with me taking the other group (Jesse, Rich, Paul, Shane and Jahred).</p><p></p><p>My group had a big spread of levels:</p><p>Rich - Thief 6</p><p>Paul - Fighter 4</p><p>Shane - Magic-User 3</p><p>Jesse - Magic-User 2</p><p>Jahred - Fighter 1</p><p></p><p>No clerics - with Josh having the one cleric being played tonight at the other table. As a result, the group were forced to return from the dungeon when they were badly hurt, and sought healing from the native village. For the first time in the campaign, I allowed them to purchase healing from the native priest (100 gp per cure light wounds) as well as having a small stock of healing potions that could be bought (10 potions at 400 gp each).</p><p></p><p>One of the effects of the removing of the protection from the Kopru Temple was that I was making more frequent wandering monster checks, and soon enough as the group made their way back to the Slave Machine, they were attacked by a group of five gnolls - which didn't survive very long.</p><p></p><p>The Slave Machine failed to activate upon Paul trying to use it, and the group got bored and headed into the winding corridors to the north, meeting ten gnolls which surprised them and inflicted some significant damage before Shane and Jesse were able to put them to sleep. 1,000 gp were taken from the gnolls, and the group retreated to town to rest. (375 XP each)</p><p></p><p>The next expedition discovered five most dangerous ogres in one of the chambers to the north: this would prove a very short expedition, with the group taking a lot of damage, and the sleep spells of the magic-users proving mostly ineffective (one ogre slept from three spells!) It was up to the fighters and thief, and they did well indeed against the ogres. The treasure proved to be well worth the danger: 1,000 gold pieces, and a <strong>vorpal sword</strong>, which Paul appropriated. (I couldn't believe it when it came up on my random roll for treasure, but I was very much in favour of letting the group have good items). The group returned to the village for further rest (2,291 XP each).</p><p></p><p>The next expedition explored the chambers in the east of the map, with the group finding a great tribe of 36 goblins. This gave us one of the most enjoyable combats of the evening - at least for Paul - who was getting four attacks per round, and his vorpal sword was slicing off goblin heads again and again and again. </p><p></p><p>The group found stairs down to the next level, but were wary of going down, and so continued to explore the chambers: finding an illusionary kopru that repeated anything they said in the language of the kopru (a translator!) and a school-room for young kopru. </p><p></p><p>Moving around to the west side of the complex, they were quite confused by the layout of the corridors. Attacked by two werewolves, the group dispatched them without much difficulty. With the treasure gained from the werewolves and ogres, they were happy to return home, but they first had to dispatch a group of eight gnolls in the steam vents - this was easily done with the aid of the magic-user's sleep spells, and the group arrived safely back at the surface. (1,643 XP)</p></blockquote><p></p>
[QUOTE="MerricB, post: 5884016, member: 3586"] After a break forced by Easter, we were back to our AD&D campaign. Two sessions ran this evening, with Callan running one group (Josh, Ben, Reece and Jackson) with me taking the other group (Jesse, Rich, Paul, Shane and Jahred). My group had a big spread of levels: Rich - Thief 6 Paul - Fighter 4 Shane - Magic-User 3 Jesse - Magic-User 2 Jahred - Fighter 1 No clerics - with Josh having the one cleric being played tonight at the other table. As a result, the group were forced to return from the dungeon when they were badly hurt, and sought healing from the native village. For the first time in the campaign, I allowed them to purchase healing from the native priest (100 gp per cure light wounds) as well as having a small stock of healing potions that could be bought (10 potions at 400 gp each). One of the effects of the removing of the protection from the Kopru Temple was that I was making more frequent wandering monster checks, and soon enough as the group made their way back to the Slave Machine, they were attacked by a group of five gnolls - which didn't survive very long. The Slave Machine failed to activate upon Paul trying to use it, and the group got bored and headed into the winding corridors to the north, meeting ten gnolls which surprised them and inflicted some significant damage before Shane and Jesse were able to put them to sleep. 1,000 gp were taken from the gnolls, and the group retreated to town to rest. (375 XP each) The next expedition discovered five most dangerous ogres in one of the chambers to the north: this would prove a very short expedition, with the group taking a lot of damage, and the sleep spells of the magic-users proving mostly ineffective (one ogre slept from three spells!) It was up to the fighters and thief, and they did well indeed against the ogres. The treasure proved to be well worth the danger: 1,000 gold pieces, and a [b]vorpal sword[/b], which Paul appropriated. (I couldn't believe it when it came up on my random roll for treasure, but I was very much in favour of letting the group have good items). The group returned to the village for further rest (2,291 XP each). The next expedition explored the chambers in the east of the map, with the group finding a great tribe of 36 goblins. This gave us one of the most enjoyable combats of the evening - at least for Paul - who was getting four attacks per round, and his vorpal sword was slicing off goblin heads again and again and again. The group found stairs down to the next level, but were wary of going down, and so continued to explore the chambers: finding an illusionary kopru that repeated anything they said in the language of the kopru (a translator!) and a school-room for young kopru. Moving around to the west side of the complex, they were quite confused by the layout of the corridors. Attacked by two werewolves, the group dispatched them without much difficulty. With the treasure gained from the werewolves and ogres, they were happy to return home, but they first had to dispatch a group of eight gnolls in the steam vents - this was easily done with the aid of the magic-user's sleep spells, and the group arrived safely back at the surface. (1,643 XP) [/QUOTE]
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