Session 18
08 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 are eager to get back to the dungeon. They take a day off, restock supplies. The group is keeping quiet about the new dungeon location.
The PCs and mercenaries head out at 7h00, and there are no encounters on the way. At the village the PCS ask permission to enter the dungeon from the Androsphinx,, Tarlis. Axel has not problem with the riddle and the PCs are granted access.
The PCS take 3 turns to descend and smash open door 5. It was a slow process since it is one-by-one via rope.
Turn 4. The door was bashed open and there was a wandering monster check with a monster. Behind the door is a 20′ x 30′ chamber with two exits. Judgement call. I gave it a 50/50 chance for it to be a monster with treasure, and a treasure was indicated. And it is a single fire beetle with 4 hp. No one/thing was surprised and the PCs win initiative (6>2).

Round 1. Axel misses. Primeau hits for 4 dmg with his long sword and kills the beetle.
In pottery jars are 1000 cp and 250 gp. The jars were not trapped, and were actually broken. The chamber is calm, dank and has a mouldy smell. There are puddles everywhere and there are whispering sounds. The battle, clean-up and exploring takes 2 turns. There is a door 10′ from the room’s south exit.
Turn 6. Leaving room 6 and heading south. Sournois cannot open the door, so Axel bashes it, and it is spiked open. No wandering monsters.
Turn 7. PCs go 60′ checking for traps. The appendix roll indicates a turn in the passage and a WM at the end of the 60′.
Turn 8. 14 goblins! Is anyone surprised? The goblins are surprised (5>2). Plus Wandie the Ranger is in the group.

Marching order for exploration
Sournois
Primeau, Axel
Wandie, Daryl
Fléau, Odalf
Trent, Dughall
Also the war dogs Pigeon and Turtle.
For the surprise round, Sournois falls back and Daryl and Primeau move up using swords. Axel and Trent take the second rank using spears. The battle is at the corner in the passage. Targets are random in melee.
The goblins are armed with military picks. Looking at the weapon versus AC chart, the picks are brutal against plate. They have a great chance to punch through the armour.
Round 1. Daryl and Axel hit, but no kills. The war dogs each kill a goblin.
Round 2. Tied initiative (5=5). Daryl, Trent and Pigeon all hit and kill 3 goblins. Two goblins roll high (15) but it is not enough to tag Daryl or Primeau.
Round 3. Tied initiative (1=1). Primeau, Trent and Turtle all hit and kill 3 more goblins. The goblins hit and do damage to Trent (10->7 hp), Daryl (16->13), Primeau (4->2), and Turtle (11-8).
Round 4. PCs win initiative (5>1). Primeau, Axel, Trent and Pigeon all hit and kill a goblin each. A goblin hits Primeau for 5 dmg, taking Primeau from 2->-3. Those military picks are no joke!
Round 5. Morale check. The goblins attempt to flee. Fléau tends to Primeau. The rest of the PCs are distraught seeing Primeau fall and slaughter the rest of the goblins.
Turn 9. Having stabilized Primeau, Fléau casts Cure Light Wounds for 5 hp and brings him from -3 to 2 hp. There are no wandering monsters. Goblin loot: 144 sp, and maybe the military picks?
Turn 10. The PCs transport Primeau to entry chamber. They are discussing whether they should wait until he wakes up to transport him up the shaft.
Turn 11. The PCs prepare the rope to transport everyone back up.
Turn 12. A wandering monster! Turns out to be 2 Shriekers (10 and 13 hp, AC 7). The PCs must have missed them the first time, or they could have slowly sauntered in.

Round 1. No hits from the PCs.
Round 2. Daryl and Turtle hit taking out Shrieker 1.
Round 3. 6 hits from the PCs take out Shrieker 2.
Round 4. Oh no, the shrieking attracted another monster! This time it is 11 giant centipedes. No suprise.

Round 5. Intitiatve is tied (2=2). 5 hits from the PCs, and a centipede bights Wandie but she survives the poison.
Round 6. 6 centipedes remain, and they win initiative, but land no hits. The PCs manage 4 hits killing another 4 centipedes.
Round 7. Intitiatve is tied (2=2) again. No hits from the centipedes, and the PCs land 7 hits killing the rest of the bugs.
Turn 13. No wandering monster. Some clean up and looking around the room. Primeau stirs and wakes up.
Turns 14-15. The PCs exit the dungeon.

Session Notes
On the surface the PCs regroup and carefully proceed with Primeau back to town (Bellde). There are no encounters on the way back. This was a good reminder for the group about how quickly things can go bad. And Primeau was very lucky not to have taken more damage. He really needs to reach level 2.
Treasure and XP for Session 18
Monsters: Fire beetles 28 XP, Goblins 175 XP, Shriekers 262 XP, Centipedes 88 XP. Total 553 XP.
Treasure: 262 gp total (including the copper and silver).
Total XP: 815, or 91 XP each and 10% to be added if relevant.
Graveyard
1 fire beetle, 14 goblins, 2 shriekers, 11 giant centipedes.

