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Mallus Rediscovers AD&D
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<blockquote data-quote="Mallus" data-source="post: 5644417" data-attributes="member: 3887"><p>So we played the 3rd session last night... </p><p></p><p>... and it ended in fine AD&D style! The cleric and thief injured, the magic-user sleeping off a poison gas attack, and the fighter at zero HP and face down in a lake, having used his last dying strength to hurl himself into the water in an attempt to dislodge the multiple stirges bleeding him dry. Fortunately, he's wearing a talisman that acts as a dose of Water Breathing potion... unfortunately, he's losing 1 HP per round, and his companions are holed up in nearby workshop, behind a stout door.</p><p></p><p>At least they found/opened the secret door <em>leading</em> to the dungeon (which triggered the gas trap). </p><p></p><p>They <em>should</em> be able to handle the stirges. They now know doing real HP damage will wake victims of the gas, and that stirges don't care for water. And there's always the M-U's Sleep spell. Of course, there are a lot more stirges lurking about. Perhaps they'll resort to arson... that <em>might</em> help. </p><p></p><p>Maybe next session they'll get underground!</p><p></p><p>The funny thing is, their current objective could be labeled the 'easy part'. Before leaving their home city, the party's goblin thief/detective just took a contract to avenge the death of a magic-user's sister. This pits the party against a local thieves guild. Seeing as thieves attract followers and found guilds at 10th level, that's the level of their opposition. In something like 10 minutes, I rolled the basic makeup of the gang, with it's dozen+ members. </p><p></p><p>Plotting to take them out should be interesting. If they survive the striges. And, well, the actual dungeon...</p><p></p><p>edit: and I remembered to roll initiative every round. Progress!</p></blockquote><p></p>
[QUOTE="Mallus, post: 5644417, member: 3887"] So we played the 3rd session last night... ... and it ended in fine AD&D style! The cleric and thief injured, the magic-user sleeping off a poison gas attack, and the fighter at zero HP and face down in a lake, having used his last dying strength to hurl himself into the water in an attempt to dislodge the multiple stirges bleeding him dry. Fortunately, he's wearing a talisman that acts as a dose of Water Breathing potion... unfortunately, he's losing 1 HP per round, and his companions are holed up in nearby workshop, behind a stout door. At least they found/opened the secret door [i]leading[/i] to the dungeon (which triggered the gas trap). They [i]should[/i] be able to handle the stirges. They now know doing real HP damage will wake victims of the gas, and that stirges don't care for water. And there's always the M-U's Sleep spell. Of course, there are a lot more stirges lurking about. Perhaps they'll resort to arson... that [i]might[/i] help. Maybe next session they'll get underground! The funny thing is, their current objective could be labeled the 'easy part'. Before leaving their home city, the party's goblin thief/detective just took a contract to avenge the death of a magic-user's sister. This pits the party against a local thieves guild. Seeing as thieves attract followers and found guilds at 10th level, that's the level of their opposition. In something like 10 minutes, I rolled the basic makeup of the gang, with it's dozen+ members. Plotting to take them out should be interesting. If they survive the striges. And, well, the actual dungeon... edit: and I remembered to roll initiative every round. Progress! [/QUOTE]
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