Wednesday, July 03, 2019

Fantasy Trip Game - next session

The group got to Hamor after moving the bodies off the trail. It was about another hour journey. They were met at the small inn by a young boy who greeted Maggie the pony with affection. During the meal of stewed mutton and perry (much perry for Sir Rabbit) their host asked them about the journey. The inn was empty other than this group, and discussion about the pear orchards in the back (which is where the perry comes from), local recent attacks from various brigands, and talk of the wood cutters that ply the path to Edge City from the deep woods, keeping that city supplied with both lumber and wood for the fires that feed and warm the population.

It was a restful night, with Glori sleeping in a private room with her guardian outside the door. The players group slept in a large barracks-like room that was comfortable and well kept if simple. Much more comfortable than sleeping on the ground.

Early next morning, our woodsman Barnard went a-hunting and snagged a deer. Venison was added to the breakfast, and Joshua Leafmaster, their now named host, exchanged the pelt to make jerky and travel rations from the deer whilst the group heads for the mushroom caverns,  His son, Micca, has Maggie ready and attached properly to the cart, some fresh hay still being chewed.

It is a short trip to the mound where the cavern entrance lies, and Glori hands off a healing potion and two glowing stones for their underground sojourn. A few ribald jokes were made, although I do try at least to keep my games PG-13 for the most part. It is failing in this group.

The group decided on a party order and started down the caverns. A few dozen feet in, Harkin notices what appears to be a secret door. Carefully opening the door, they see a large cavern. Merk can recognize the smell of flying monkeys, a creature created by a witch of the west (yes, I had flying monkey minis, threw in an Oz reference [and there may well be an Emerald City somewhere!]. Mostly because one of the players really does not like monkeys and I have the minis for some reason.) There was a brown slime that attempted to drop on our valiant Halfling, but he managed his save roll. Not sure what to do with the now quivering blob, they left it along and continued in. Searching the cavern, they roust a nest with 2 of the little beasties. A quick round of combat, with Sir Rabbit cleaving one in half, the other a mangled mass of fur and feathers on the floor, leaves an even more foul stench. They then fed the brown slime the monkey remains. I did notice on one of the rumors card, a rumor of a woman who has a pet slime that can do tricks. Sadly the slime was left behind, slowly digesting monkeys. Searching the nest, they do find 21 silvers (based on the random treasure charts).  Nothing else of this chamber proved to be of any interest.

Continuing down the caves, another door on the other side of the cavern path is found. Quincy checks and finds no traps, so Sir Rabbit kicks down the door. And is promptly attached by several large but mostly nuisance spiders. It takes a few rounds but they squash all the little furry buggers. Here they find some of the mushrooms they need, and fill up a couple of the 5 sacks they are carrying.

Further down, another and empty cavern is found. I had one of the players roll on the random dungeon contents, and he rolled an empty cavern. Not even mushrooms for the picking.

Back in the main path, there are roots dangling from the ceiling. Most of the group is too small to worry about them, and Barnard managed to get through without entanglement. Our tall archer, Harkin, is not so lucky and gets entangled into the bloodtree roots. Fortunately Merk climbed up and managed to chew his way through them. A messy approach but apparently successful.

A bit further down they come to a 3 way intersection. Knowing the mushrooms they are searching for are usually near water, they choose the center path which has the loudest sound of water. Sir Rabbit failed the throw for a trap check, and rolling on the random trap it was an arrow. And it does hit the warier, but his leather armor stops all but 1 hit of damage.

They come to a rickety bridge spanning a tumbling underground river, the sounds of rushing water now filling the caverns. Merk and Sir Rabbit cross early, tied to a 100' rope that Quincy has. The bridge holds, and the rest of the group crosses over to the other side, with Harkin at the rear. I was rolling against strength basically and the bridge held. They may not be so lucky next time.

They turn left and find a grotto-like cave. No creatures or anything to attack them, but they do spy the ambrosia mushrooms along with some others. They all made their saving throws so put in masks with vinegar to cover the smell. The sacks themselves are oil-based and will prevent the aroma to escape. Unless one has a hole...

They manage to fill up most of the sacks but still have more than one to fill up. And this is where we left the session. I also gave everyone another 50 XP. This will allow them to bump 1 stat up. The next one I think is 200 XP but I will have to check.  I also think I need to make the encounters more difficult and challenging. We've also not kept the map on the table and no one is really tracking where they are going. It is a small enough dungeon/cave system that this is okay. Longer term we may want to see about someone mapping. I may still have them get at least misplaced a bit.

There is still a 2nd level to this dungeon, and that's where the rest of the mushrooms are at. And there may be other surprises.

Next session 3 of the 5 players will not be there, so we may do something else. I've sent out an email to the group but no responses.

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