06 03 2024 (Delve date d/m/y)
Roll Call
Axel Rouge, Half-Elf (M), Fighter (Bard) (2), NG, STR: 16, INT: 10, WIS: 15, DEX: 16, CON: 12, CHR: 17, HP: 12, AC: 4. Long sword, Dagger, Spear, Lance, Chain mail
Dughall, Human (M), Druid (2), N STR: 12, INT: 10, WIS: 15, DEX: 12, CON: 13, CHR: 15, HP: 14, AC: 8, Staff, Sling, Leather armour, War dog (Pigeon), Spells (Level 1): Animal Friendship, Pass Without Trace, (Level 2): Create Water
Daryl Archideld, Human (M), Fighter (2), LG, STR: 16, INT: 13, WIS: 13, DEX: 14, CON: 15, CHR: 14, HP: 16, AC: 3. Two-handed sword, Hand-axe, Plate mail
Primeau the Truthful, Human (M), Paladin (1), LG, STR: 16, INT: 10, WIS: 13, DEX: 12, CON: 14, CHR: 17, HP: 4, AC: 2, Long sword, Mace, Lance, Plate mail, Small shield
Wandie, Human (F), Ranger (2), CG, STR: 14, INT: 13, WIS: 14, DEX: 15, CON: 14, CHR: 11 , HP: 17, AC: 4, Bastard sword, Hand-axe, Short bow, Chain mail, Hunting dog (Clover)
Trent Rafontaine, Human (M), Fighter (2), LG, STR: 15, INT: 7, WIS: 7, DEX: 10, CON: 12, CHR: 10, HP: 10, AC: 2, Long sword, Spear, Short bow, Plate Mail, Large Shield
Fléau, Human (F), Cleric (2), LG, STR: 13, INT: 8, WIS: 15, DEX: 11, CON: 12, CHR: 8, HP: 5, AC: 2, Footman’s flail, Plate mail, Wooden shield, Spells (1) Bless, Cure Light Wounds, Protection from Evil
Odalf, Human (M), Magic-User (2), LG, STR: 9, INT: 16, WIS: 13, DEX: 9, CON: 11, CHR: 11, HP: 6, AC: 10, XP (10% bonus), Staff, War dog (Turtle), Wand of Illusions, Charges (67), Spellbook (1) Read Magic, Light, Dancing Lights, Identify, Memorized : Identify
Sournois, Human (F), Thief (2), Neutral, STR: 12, INT: 13, WIS: 11, DEX: 14, CON: 11, CHR: 14, HP: 10, AC: 5, Short sword, Sling and 10 sling bullets, Studded Leather armour +1
Group gear: Candles (5), Lantern (1), Oil flask (4), 10 foot pole (1), Rope, 50 ft. (1), Iron spikes (30), Tinder box (2), Torch (10), Large sack (3)
Individual gear: Cloak, Belt, High hard boots, Small pouch, Large pouch, Skin, Iron rations (1 week), clothing
Wardogs. Turtle HP 11 (Odalf) and Pigeon HP 13 (Dughall)
Hunting dog. Clover HP 2 (Wandie)
Mercenaries – Light, mounted crossbowmen
Each with a light crossbow, spear, leather armour, light riding horse, leather armour, 10 bolts each
Serjeant Dei Leiy, Race (F), Class Fighter (1), LG, STR: 12, INT: 11 , WIS: 7, DEX:13 , CON: 12, CHR: 16, HP: 9, AC: 7, GP: , XP: 0,
Men-at-arms HP: 7, 5, 4, 7, 4
Adventure Log
The PCs and mercenaries depart at 7:00 and journey towards the ruined village of Liquemarglen. Along the way, they encounter a group of merchants, part of a caravan of 160 individuals traveling from the Northwest. These merchants are leaving the Halfling village, bound for Bellde and then Casthtown. The interaction involves a series of greetings and well wishes, without any notable occurrences beyond that.
The PCs arrive at L-town around 10h00. The entrance to the dungeon is a well in the town (red X).

Tarlis the androsphinx notes the arrival of the PCs. He poses a riddle as payment for entrance. Axel responds with a clumsy answer, and Tarlis is hesitant. So, Axel poses a riddle of his own. Tarlis does not know the answer, and says he will reflect upon it, so the PCs can enter the dungeon.
The dungeon entrance is at the base of dry well. Most of the stones have been knocked over, and a wooden post has been driven into the ground about 5 feet from the mouth of the well. A good place for a rope! The PCs descend and leave Dei Leiy and companions (+ Clover the hunting dog) to stand guard.
The PCs descend. It is a normal well for 60 ft, then breaks through to a cavern with a set of stairs descending further. Total descent is 80 ft. It takes 2 turns for everyone to descend.
1. Entrance chamber. There is a strong updraft and a stale fetid smell, the room is foggy with a trickle of water from the walls and a slight tinkling sound. The PCs spend 1 turn searching…. nothing. Sournois listens for noise at the Northeast door (fails) hears nothing. Sournois successfully opens the door and PCs proceed to ..
2. A corridor with a short set of stairs going up 10 feet, then there is a chute descending down beyond what the PCs can see (it goes to level 3 ). The PCs turn around and return to the entry chamber (1).
In the entry chamber, they now pick the Northwest door. Sournois cannot open it, so the PCs bash it open and spike it. Time for the first wandering monster check, and nothing.
3. The PCs slowly proceed to area 3, and find stairs heading down (to level 2), but they do not descend.
4. At this point, Sournois successfully listens for noise (nothing) and opens the door. Behind are more stairs descending (to a chamber on level 2). The PCs do not descend and carry on.
5. Sournois detects a trapdoor (it has a ladder descending to level 3). The PCs do not open it and continue on.
6. Moving on slowly, they bypass some doors thanks to some good rolls from Sournois. But Sournois is surprised and attacked by a 4HD Piercer! It misses, and then the PCs quickly cut it pieces. Wandering monster check, nothing.
7. This large room is empty, but is warm and has a smoky smell.
8. The PCs arrive at a smaller room that is empty but has a rotting vegetation smell.
9. The PCs continue and just before entering a room, Sournois notices a trap. It is an elevator room (descending to level 3). The PCs back away.
10. The PCs come to an empty room, but there is a smell of urine and a moaning sound. They search for 1 turn and then leave. They could not determine the nature of the sound.
Backtracking through the dungeon to area 11, an empty and still room (or large passage), they proceed to 12, and a wandering monster.
12. The PCs with Sournois at the lead walk into a group of 9 kobolds!

The kobolds are surprised (6>1) and the PCs attack.
Over three rounds of combat with hits from Primeau, Daryll, Fléau, Trent and the war dogs, the kobolds are slain.Treasure: 137 cp, 3 sp.
13. The group moves on, and run into another group of kobolds, 7 this time.
The PCs surprise the kobolds, and kill 3 on the surprise round.
In round 1, the kobolds win initiative (3<6) but fail morale and attempt to flee. Unfortunatly they flee to the West and run into a door at 14 that they cannot open.
The PCs arrive and kill the rest of the kobolds. However, Axel is hit for 1 pt of damage (12->11 hp).
Going back to room 13, the PCs find two chests. Neither are trapped or locked (maybe the kobolds had opened them?). Inside is 750 ep and 100 pp.
No wandering monsters.
Taking the loot the PCs head to room 14, an empty, room with a draft and a metallic smell.
Room 15 is also empty but is warm and dank.
The PCs decide to leave. It takes 3 turns to get everyone out, but there are no wandering monsters.
There are no encounters on the way back to Bellde.

Session Notes
The first delve was a walk in the park for the PCs, all thanks to the stellar thief performance of Sournois. It’s amazing what a bump to stats from reaching 2nd level can do! Now the PCs are debating setting up a deluxe camp in the ruined village to maximize their dungeon delving. They’re even considering hiring more mercenaries and staff, though they’re not sure if the Androsphinx would be up for a campsite shindig. It’s all fun and games until the Androsphinx crashes the party!
Treasure and XP
Session 17- Monsters- Kobolds 121 XP
Treasure- 100 pp, 750 ep, 3 sp, 137 cp = 875. 287 gp, so 875 XP (rounded down)
Total XP: 996, so 111 each (rounded up). Add % bonus if appropriate
Graveyard
16 kobolds
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