Having recently purchased print copies a handful of books for Basic Fantasy Role-Playing Game (the core rule book, Field Guide, Morgans Fort and The Chaotic Caves) all for about 20 bucks on Amazon despite being available for free to download on their website, we decided to stop our latest attempts at home brewed campaigns and try out this game and mostly if not completely play by the book.
We rolled up about eight characters in total almost of which could have been considered hopeless but two characters were chosen to keep. A third player did not finish her character but it would have been an Elven Magic-user/Thief.
The two characters were a Dwarven Cleric and a Dwarven Fighter, for us this was a very unusual group, especially for the player with the Dwarven Fighter who usually plays neither of those things.
The player with the Fighter choose the name Fospherous Copperblade. As the DM I thought this was entertaining and different from her usual choices and felt like in the mood to allow it whcih led to the Cleric being named Alloy Mc'Copertin.
The characters were made last week actually and with a short amount of time attempting to roll up the elf before she decided not to play, combined with us not having a lot of time available tonight we decided to head straight for the Old Island Fortress.
The players had been given three options with the assumption they were traveling with a guarded caravan. They could arrive at Morgan's Fort (Which we keep calling Morgan's Keep or The Keep) or they could split up at the fork on the old road or continue south into th forest and eventually arrive at.. ? South Town (the named town in JN1 The Chaotic Caves.)
Having split off at the fork and arrived at the shores of the islands uneventfully the located the abandoned boats an rowed across to the Old Island Fortress. Although the Dwarven Clerics pony complied with getting into a large rowboat it refused to enter the ruins.
Slowly they check every single stair on the way down into dungeon an despite having dark vision decided to light a torch and choose to have the cleric lag behind by 10 ten feet. The fighter circled the first room peering down the east corridor and seeing a door, noting what it was made of and how strong it looked then around to the south and peering down along the wall.
A passage to the west and a door to east, both fighters failed to hear the ominous humm. Then circling to the west and seeing this corridor split north and south but also continuing into darkness,
Finally they discuss their options but this alerts some creatures near by and growling is heard to the west. The fighter quickly hurls away the torch and presses against the wall. The torch hit the ceiling and then the doorway to the east bouncing back into the center of the room brightly lighting the two dwarves.
Still they press against the wall and wait. Nothing comes and the growling stops. The fighter fetches the torch and throws it again to the east, intentionally landing it by the wooden door lighting it on fire and the hurries to down the southern passage the Cleric trailing 10 feet behind.
Neither are heavy enough to alone set off the pit trap they pass over, one by one failing to notice it despite being dwarves. Both also unaware of the 2d6 (10) kobolds that had wandered into the room behind the now burning door.
The kobold aware of the nearby layout rush 5 of them past their lair grabbing some reinforcements and heading west and around to the north now turning the corner just as a dwarf suddenly turns the corner.
Both parties being prepared for an encounter a surprise check indicates neither side is caught off guard. The kobolds are relived to see a single dwarf as he is no group of enemy goblins or party of human adventurers (reaction check friendly)
However the humm has now grown into a buzz as a the giant bees exit the broken door that is now behind the dwarf who is primary concern with guarding against the sudden appearance of an army of kobolds higher the he can count in hurry. (int 8)
Initiative is rolled, two bees exit and sting the dwarven fighter who is dropped to -4 hp. (The player began counting negatives without even being asked to.) Save vs poison on the first sting is a success but not on the second. Two rounds of 1d6 damage as poison curses through the dying dwarfs veins.
Originally not intending to use negative hit points I asked the player to make a save vs death(ray) and she succeeds and will be stable for 10 rounds. But that was 10 rounds due to damage not poison, so poison damage is later rolled for round 2, 1d6 (5) the player tallies her sheet and announces -9 hitpoints.
uring this time the Kobolds decided the bee's are out of the hive and distracted, succeeding a moral save they decided to attack and rush in with their spears, hoping to pincer them against the door and not let to many out at once.
The first two move up and one stabs at the first giant bee and kills it, the second kobold injuring the second bee. Another bee exit's as the Cleric Dwarf having succeeded his own moral check is uncertain what to do and hesitates, backing away means entering torch light but his companions body is surrounded by kobolds.
The next two kobolds drop the two bee's in the corridor and a third kobold positions himself in front of the door ready. A single kobold gets the idea to try to save the dwarf but is uncertain how to at best he can try to stop some bleeding or drag him out of the fray.
However by round three despite the Cleric joining in and the kobolds finishing off the remaining two bee's easily the Dwarven Fighter rolls again for poison damage. Six... The player announces -15 hp. This was the planned on rule anyway but having taken even more damage below zero and everyone agreeing it makes sense that poison was still in the Dwarfs system even if otherwise stable, I decided to allow one last save vs death(ray). Failure.
The Cleric follows a few kobolds who take the Dwarfs body to their lair. Checking on his companion he confirms the Fighter is dead. The kobolds celebrate by sharing honey all around and cutting up the hexs of golden food. The Dwarven cleric looks over his companion body and decides to take it back up north to Morgan's Fort.
Sorting through the fallen dwarfs belongings he finds 4 gold pieces and decides the longsword and silver dagger are useless to him since he is a cleric. He offers 1 coin and the silver dagger to who ever looks like the strongest or most in charge kobold.
This is mis interpreted however. All though low on potential mates the kobolds find they are no longer trapped in a single corner and have new escape route from the complex. The bee's are no longer a threat and they have plenty of food. With the addition of a silver dagger which they wonder if it might be magical they decided this dwarf would be a valuable ally. So they give him in exchange a young kobold women as wife or mate. The Dwarf does not know this as he only speaks dwarf.
The player who lost a fighter had decided it would be fun to be kobold and could jump right back into the game and so this was the decided outcome.
The kobolds award the dwarf a further 1d6 giant hexs of honey (5) an help him carry everything out to his pony and strap it all on with rope. Then Alloy Mc'Copertin heads out into the evening followed by a random kobold who believes them mated.
Next post will be about their arrival at Morgan's Fort and return to the Old Island Fortress.
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