Tuesday, September 12, 2023

OSE Session 2: At the Barrows Part 1

 Our characters had made it to the barrows in the evening of the 20st day of Eggfast in the fading of summer month of Haelhold. Unfortunately, Quinby, though a thief, is not a typical thief but rather a ditzy kleptomaniac who has gotten through life with his charisma and personality. Hearing the sound of people inside, and the clink of glasses, he decides to go charging in. Baldur, our Druid, managed to tackle him before he got too far into the barrows. A bit of a conversation, and they decide to camp out in a place they can see the entrance. They figure the thieves will have to come out at some point, and they hoped to whittle them down one by one if possible. Alas, none came out, and there was no smoke hole or anything over the barrows that they could clog up to get the thieves out.

As they were talking, a sandwalker made an appearance. It was a bit of an interesting fight as everyone kept missing with some seriously low rolls, even some critical rolls. I'll have to look up some critical failure tables once they bump up another level or two. They did manage to finally kill it, even though Baldur took several hits of damage. Unfortunately, OSE is a pretty brutal game and not sure any of them have a healing potion at this point, It had a small bag of coins and jewels worth 60GP. Which Quinby pocketed and Kragh merely grunted. This group has no sense of financial responsibility!

Enoki can maintain a light surveillance as he roots into his dirt for the night. With Kragh and Quinby sleeping, Balder casts talk to animals and finds a rat leaving the barrow in the search for food. 

"Not much in there except for those bony people. Ain't no good to gnaw on. And they will swat us if we try" squeeked the rat, amazed that he could talk to this Druid. Balder had made a discovery about the thieves: perhaps there is more going on in the barrows than expected! "And yes, there are other ways into the caves. That flappy thing uses that tunnel over by those bushes. And oh yes, may I have another piece of cheese?"

Next morning, at dawn, Deputy Newtonson and Sargeant Grace Carver show up on horseback. Stopping well away from the entrance, they horribly flub their roll to find our characters. Which is okay, as both Kragh and Quinby failed their sneaky rolls as well. 

Turns out that Rennor, after seeing the group head out from her father's stable, decided she should tell the sheriff that there was a group heading to the barrows. Rennor tries to help everyone, even though as an Orc few people in town trust or like her. So early in the morning the deputy and guard ride out to see if they need help. And knowing that this group was new to area, packed up some supplies as well. Among the supplies they have 4 health potions, one of which was given to Balder helping heal him up a bit.

Baldur lets the group know what he discovered though not how: Orcs have a large mistrust of magic. And Kragh is quite large. Going to the tunnel, with the deputy and guard watching the main entrance, they decide that as they can't all fit (Kragh and the deputy are unable to fit into the tunnel), they want to do some exploration. Tying a rope around Quinby, he starts into the tunnel on hands and  knees. It opens up not too far in with a 4 way intersection. Going straight ahead, his hands on the mossy and dripping walls, he heads forward step by step. And I did keep rolling per segment and never had any random encounters! Quinby decided to try the moss, which made him a bit nauseous. Finally, the tunnel opened up and his hand went from rocky and moss-covered walls to a bricked wall. Covered in spiderwebs. Which he got caught in. Trying to free himself, the spider missed his attack. And feeling the frantic tugs on the rope, all three of the characters outside the door hauled ass, freeing Quinby from the webs. He managed not to hit his head on the low ceiling as he popped out.

Having a candle for his next trip in (I think), he turned right at the intersection. This led him to a room with small furniture. It was in disarray, so he straightend the room up. Thinking the lichen yellow rug would make a comfy bed for later, he picked that up to discover a rock covering a hole. Under the rock was a small jar with 500 gold pieces. Taking that, he goes back and leaves the barrows. He gives Kragh the bowl, thinking it is a match for Enoki's helmet. Quinby is a few marbles short of a full slingshot load.

Next, Baldur goes in, armed with a torch. Going left, he moves cautiously up the tunnel. Hearing water, he peaks around a corner and sees an undead Treant. At first it is angry, thinking Baldur is another of the undead. And while it hit both times, Baldur was fated by Hern the Antlered God to not die: I rolled 1's for the damage for each attack! Like Baldur, Treants are very close to nature and this one abhors his current existence. But Baldur is amazingly charismatic, and they become best buds. He rolled a critical success for a charisma check. Elkin, the Treant, gave Baldur an acorn and asked him to take it to the Great Groves far to the west. Though being an acorn on an undead Treant gives me some ideas... They briefly talk and Baldur finds that there are a few live creatures or humans in the barrows. Though the one that often cries goes to the group that merely whimpers, and then there is one less whimpering one. Elkin hates the roaming undead. Which, as I kept rolling 5 & 6s, they never showed up!

Leaving the tunnel, they decide to go through the front as it may not be as dangerous as they thought. And that is where we left that session!

Characters Encountered

Sandwalker monster, defeated
A large, talkative rat.
Deputy Ellis Newtonson
Sargeant Grace Carver
Elkin, undead Treant stuck in a cave. But wanting to die. Again.

Deputy Newtonson

Sargeant Grace Carver

They also picked up about 245 XP or so each. Of course, with the deputy & guard, the XP gets split 6 ways. But, as they actually have healing potions, it is probably worth it. And perhaps Kragh & Baldur should ask for another. Though the deputy and guard will retain one each for themselves - healing potions don't grow on trees!

Miscellaneous other notes

Actually used the Monster Overhaul, which is where the sandwalker came from. And we used Owlbear Rodeo. It went mostly okay - I'm adequate at the fog of war stuff as I made several patches and covered up sections that could be revealed as they got there. Though I am honestly thinking of something a bit different: not even have that map up there, but just draw out the room sizes when there is combat. More theater of the mind. Of course, hopefully one of them will map where they are going. But for simpler maps like this one, simply draw it as they see it. While it may miss some of the nuance of the drawings, we all have rich imaginations!

I'm also going to use the single person initiative system. OSE does it per side, then I think (and I may have misunderstood) each side goes based on that order. While that works in the groups favor if they get initiative, if they don't it can be a quick and messy death. We'll see. As always, I seem to have a hard time with combat. Why I really like The Fantasy Trip: combat is explained a lot better. Though to be fair, I've not run this system enough to get how it works memorized. TFT I've played for years so it is second nature. Traveller combat I tend to do a home brew, mostly CT/Striker in an odd combination. 

Think they are having fun - had two of the players said it was good. 

And finally, I turned adsense back off. It was not going to make me money and was annoying.


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