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About This Game

Based on module U1, with modifications. Set in Onnwal.

Game System

AD&D 2e

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03/14/2024

Detailed Description

This scenario is the sequel to my OG MW linked mini adventures: One Night in Scant and Vintage of Vengeance.

7 slots are open. Preference will be given to players bringing characters across from the old game, so this may fill up quickly.

  1. What's new in this game
  2. Paladin HP 7/7 AC 4 S 16 D 8 C 15 I 10 W 14 Ch 17 Roland rushes into the room as Fang barks.
  3. Okay, more action in the next room. Vanilla (ScaryWizard's PC--player is active but hasn't posted in a while) was nipped by a critter. All PCs may act.
  4. The mastiff howls as one of the gigantic centipedes slithers up his foreleg and sinks its fangs into his shoulder.
  5. Fang suffers one bite. Saving throw versus poison, plus 4 Roll
  6. (OOC I'm rolling for the big 'pedes and Muad'Dib now, but with a tied initiative, and in this situation everything happens in a jumble of action. All PCs may act freely.) The vermin swarm toward the intruders 1 vs Muad'Dib Roll 1 vs Qwinsea Roll 1 vs Vanilla Roll 2 vs Fang Roll Roll
  7. THE PARTY has ample opportunity to search the other rooms in this part of the house. In the old kitchen (Room #9) Fang barks in time to warn Qwinsea of the several snake-sized myriapods that crawl out from under the sink when one of the group gets near it. INITIATIVE The Party Roll: 1d10 Hundred Legs (5) Roll: 1d10
  8. ''I accept.'' Muad'Dib frowns, looking at the chimney where the monstrous spider had laired. ''We have been fortunate thus far, but I feel there is something sinister in this house...the ghostly voice welcomed us to our deaths.... If it is my fate that I should perish here, please return my share of the treasure to the party or give it to some poor orphan. I have no family in this part of the world.''
  9. Paladin HP 7/7 AC 4 S 16 D 8 C 15 I 10 W 14 Ch 17 "There is no need for a coin toss, you may keep the ring. I don't need to flaunt my ability with wealth or trinkets. Besides you were the one to discover the beast and draw first blood. I merely finished it off." Roland replies
  10. Muad'Dib is not swiping party treasure. If he wins the coin toss, he would of course deduct the ring's value from his share of the loot.
  11. The lid pops open. Muad'Dib removes a silver ring from the box and holds it up for a look in the light of the window. ''We slew its guardian together, Roland, so I will toss a coin with you for the ring if you like. If the others do not object, the winner of the toss may keep this prize as part of his share." He fishes a silver piece from his pockets and holds it up next to the ring. (While this is going on, the others have the opportunity to conduct a careful search of the room--but they find no other monsters, treasure, or secrets here.)
  12. Muad'Dib returns to the chimney and searches, even sliding his blade up the hole. No creepy-crawlies. He removes the loose stone in the fireplace and uncovers a small metal box fitted with a lock. No key with it or in the smear of ashes from old fires that lines the floor of the hearth. The thief takes out his picks... Roll
  13. Wapsii hit the spider's AC exactly and then rolled a solid damage number. The big ( 2 foot diameter) spider is dead.
  14. Roland splats the huge, ugly spider. Nasty green gunk drips from the young warrior's sword point as he lifts the blade.
  15. CG Human | Fighter 2 | HP 15 | AC 5 | Longsword (5/2) hit+1, dmg 1d8+3 Qwinsea walks in shocked following all the commotion. "What happened here? Another critter? We need to do a really good check of these rooms. Maybe Fang can scout first and sniff out these little bastards so we know where to expect ambushes." He looks to Fang as if he would understand his intentions and agree with him that he, Fang, should be up front scouting for them. OoC: I think letting Fang run in first barking will alert us to possible ambush attacks.
  16. Paladin HP 7/7 AC 4 S 16 D 8 C 15 I 10 W 14 Ch 17 Roland rushes to defend Muad'Dib, using both hands to swing the sword.
  17. I have posted basic descriptions of all the southern rooms, as the doors are unlocked. You can look in, and then search and clear rooms one by one, as you like. I have also rolled search rolls and other stuff as needed. The current action is in ROOM 8, across the hall as Vestas suggested searching it next. A creature hidden in a chimney tried attacking Muad'dib but it missed after failing to gain surprise, and the thief whacked off one of its legs with his scimitar. The initiative roll was a tie, but given the situation, I resolved the stuff with the thief and the critter first. The rest of the PCs may act this round, if they so wish, with the monster still in sight/range. If the Chimney-Lurker is defeated, I will drop from combat time back to narrative mode/turns for exploration.
  18. The spider, missing a leg, scampers for the safety of the chimney. (If any other PC wants to quickly react and attack, he or she may do so now)
  19. The wary and nimble thief evades the monstrous arachnid and tears his scimitar free, bringing the sword down in a shining arc... Roll
  20. IN ROOM # 8 ARMCHAIR ROOM Muad'Dib creeps in first. Noticing a pretty obviously loose stone in the fireplace, he approaches and kneels by the cold hearth for a closer look. The Baklunish man calls out and leaps back quite suddenly, reaching for his blade as a huge, black many-legged bug drops down the dark smokehole and scuttles toward him. SPIDER ATTACK Roll
  21. INITIATIVE Muad'd Dib and company Roll the Lurker in the Chimney Roll
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