January 9
Full party delve! Everyone is at full hp and they leave at 6h30 and arrive at the dungeon around 10h30 (no encounters). They enter the dungeon at 11h30.
The party makes their way to an unexplored area, number 15 on the map of Level 1 (it takes about 10 minutes).
Level 1, area 15. 3 Wererats! This could be bad since they can only be hit by silver or magic weapons, and the party has neither.

Rolled for a friendly encounter reaction. I took this to mean that the wererats are in human form and can converse easily. Also, the party is nine PCs with two dogs, so perhaps intimidating. The wererats could think the party is a threat, maybe?
The wererats present themselves as explorers and ask if they can join the party for this delve. The party declines, saying they have already decided on shares for this trip. Maybe next time?
The wererats learn that the PCs are based in Bellde, so maybe they can catch up there, at The Gorgon & Cardinal. The wererats give their names, Giz, Skoq and Kem. The wererats may try to isolate the PCs later on for ransom, or food.
Who leaves first? The PCs, but they want to come back to more closely examine the room.
The wererats leave shortly afterwards, they do not trust having this large group in the dungeon with them, and quit the dungeon for the day.
More exploring, and they encounter some gnomes (I forgot to not where). Very friendly, and just passing through. They think the dungeon goes deep, and maybe a coordinated effort to explore deeper should be considered.
Level 2
The party heads for the stairs (near area 8 on level 1) down to level 2 (area 3 for level 2). The explore the corridor bear the chimney down from level 1 (area 4 here on level) 2, but it is a dead end.
Going the other way (area 5), they find stairs going up one level, and then down two levels (so down to level 3 overall) with a passage ending in chamber.
Level 3
Large chamber, with a double-door exit to the East. There is an iron trunk in the room. Is it guarded? Yes, but…. So I decided it was trapped, but not lethal (with poison anyway). And the roll was for a trapdoor pit trap. Sournois’s roll of 27% is too high for her 20% FRT, and she falls for 2 hp damage (now at 4 hp). She is hauled up and Primeau Lays on Hands for 2 hp.
The trunk contains 750 gp. They take a look at the next room, it has four doors leading elsewhere.
No encounters.
They decide level 3 is too far down for now and head back up to level 2.
Back at Level 2
The cautiously explore and Sournois finds a pit trap at area 6 (rolled 15%!).
No encounters.
At area 7 they run into some dwarfs from the same clan, The Coppertone Clan. Friendly reaction, also with Wandie’s axe helping out. They are heading out.
At area 8 the PCs run into three giant toads (8, 16, 20 hp).
The party wins initiative. Dughall casts animal friendship but the toad saves. And everyone except Odalf enters combat.
Four rounds of combat results in the toads being killed, and one hit to Trent for 6 hp leaves him at 1 hp.
Sitting in a pile of refuse is a Ring of Protection +1. They have not decided who will take it yet.
The party decides that is enough for today. They head back up to Level 1.
No encounters.
Level 1
The PCs return to the room where they encountered the wererats.
No encounters on the way.
They search the room and find a secret door. Inside is a sack containing a Wand of Illusion. Odalf takes it and will try to figure out what is doing.
There are no encounters leaving the dungeon.
The PCS head back to Bellde, leaving just at sundown (Northern winter daylight time). I am keeping the same weather as I see looking out my window.
Just before Bellde they come across 9 ogres. Neither group is surprised and they are 14” apart.
My evasion calculations come to 70% chance to evade, and the roll is 31% so they make it back to town in less than an hour.
Haul
Ring of Protection +1
Wand of Illusion
750 gp
With the toads, XP comes out to 665 or 689 (10% bonus guys).
Sournois is 255 XP away from 2nd level!



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