Character Creation: Character Classes and Starting Gear (Optional Rule)
General Rules for play, I will have a physical rule book at the sessions.
Games are Thursdays 6pm at HPPL.
Submitting a session report gives 100 XP. You may submit anyway you like!
Naturally, a few hirelings will approach the party each week looking for work. You can choose to spend N x 100 sp each week on advertising to have N times as many hirelings approach the party.
At the end of a session, you may pay your hirelings out of the loot from the session in order to advance them into a leveled character. After a cumulative 1000 sp paid to a hireling, roll them as a new character loyal to the party. They take only a half-share of treasure and the coresponding XP. They count as a hireling for Charisma purposes.
You have 10 inventory slots. What fits in a slot is debatable. If you have more than 10 items, you are overencumbered. The whole party will move slower and be at more risk of ambush by dungeon denizens. Travel light.
You can also choose to travel carefully or recklessly. If you move carefully, you move slower (and even slower if overencumbered), but are at lower risk of ambush. If you move recklessly, you get to where you are going fast, but are more likely to spring traps or be surprised.
In the City, you can buy artisan-crafted weapons. They have special effects and cost 10 times as much. Same damage as usual versions.
Weapon | Special |
---|---|
Dagger | d8 damage against unaware targets. |
Hand-Axe | If 4+ damage is dealt, roll an attack for a ricochet. |
Staff | AC +1 |
Sword | Attack rolls against wielder may be parried. |
Battle-Axe | After damage roll, may reduce damage by 3 and attack again. On success, opponent disarmed. |
Morning Star | Ignores shields |
Spear | May sacrifice movement to interrupt an attack within reach. |
Mace | +1 to-hit against metallic-rigid armour. |
Greatsword | On a killing hit, attack again. |
Polearm | Attacks against a chosen adjacent ally at at -1 to-hit. |
Longbow | +1 to-hit for each round spent aiming. |
This was Pirate and Ishaan's first session so there were some introductions. But then we got right to buisness, delving down into the dungeon.
Roxie had explored the abbey previously and lead the marching order. She lead us through the flowered antichamber and off to an unexpored area. There was an image of St Gyx. We found several rooms used for storage of coats, food, crates, and other common good. One room contained a ritual, by five ghastly figures. They had deep sunken eyes, wore dark cloaks, and attacked immedietly. They were chaotic alighned.
A battle insued, but we immergied victorious but injured. We bundled up the innumerable candles to sell back at town. But upon tring to leave, we found that the rooms were no longer the same. We had perhaps been telaported, or otherwise turned around. This may be do to the use of turn undead, used during the battle, which triggered a ominous shake.
The way now was filled with trash, pit traps, and imagry. This I forget, it was something about demons toruring a woman? It was important and I should have written it down lolll.
fAlso there were some nonviolent encounters with the strange little creatures.
Faced with no other option, we decided to flee. Roxie (and her hirelings) and Nadar made it out, but Nadar did not emmerge.
Report on the session played on 2025/06/19 in the Highland Park library. Participating are the DM (Sam), Unloth (Gokul), Herda (Ishan), Gery (Harvey), and Akesi (Pirate). Two hirelings joined: Siri the pesant, and Jan the woodsman. The marching order was Unloth, Siri, Herda, Akesi, Jan, Gery. This report is written by Pirate.
We entered the dungeon! We used the west entrance, as ussual, entering into a familiar pillar room. The wood was still there, though heavily rotten. We traveled east to the tumor room. We investigated the tumors: one small one was sliced open with a spear. A house elf emmerged. It slowly came to life, then immedietly went to cut open a large tumor. Many more emmerged from it. We set them on fire and killed them.
Fearing the burning flesh would attract attention, we retreated to the pillar room, and piled the rotting wood against the east door. I wish I brought spikes.
We found a secret passage on the murals, and opened a passage to the south. It went to a black room. There were three doors. The east had many rotten habots, and two horned, redskinned, imps gambling. We backed up, but having alerted them, a battle soon ensued. Two more imps were summoned. Three imps were slain. Herda took critical damage and passed out from a concussion. The final imp opened the west door, triggering a trap: the west room is filled constantly with blood by a lecturn, and now blood floods the black room. Then the imp repeatedly slammed the east door. It screamed and tried to draw attention. Then it was killed. Akesi and Gery held the north corridor, though there were no monsters attracted to the noise.
We searched the area. To the south is a room with a mosaic of the dragon of hell. Entering, one hears disturbing messages about sin. Gery and Unloth did so. The east room had little of value, save for 30 silver pieces left by the imps, and a few swords, which were distributed amungst the party.
During the search, Gery, still guarding the north was attacked by a strange creature: a red and black amorphous creature, which left a poisoned bite wound. It gripped on firmly, but was quickly dispatched.
Now having two party members seriously injured, we began a retreat. Listening at the west door of the pilar room on the way out, chittering was heard.