Solo Skald |||

After a near-TPK, I have been making a lot of notes about making sure I’m a better player when on that side of the game. Solo RPGing means I am usually both GM and player, but since most of my group play is as the former, sometimes I forget about the latter.

Resources

I’m going to collect together the various game materials I use for this session in a list here. Note that some of them are DrivethruRPG affiliate links (doesn’t cost you anything but helps me get more RPG stuff for more gaming in the future).

Blog posts:

For the first time in this campaign, I’m using TMO by Skerples to add a few details where they make some sense. I will also make available a filled-out version of the group sheet” I use to track my characters at the end, along with a blank version.

Preparation

As usual, I will run through downtime first.

Downtime: Chuckles

Despite his efforts to keep spending down his wealth, the barbarian is finding it faster than he can spend it. I need to think about what that might mean for him, perhaps later in this preparation when dealing with the prisoner.

For now, he will go out on another night of debauchery, celebrating the fact that somehow he and his friends are alive. He spends 150 gp to get 150 XP; this results in a wild experience without any major mishaps or boons. Likely he wakes up in a strange bed with people he does not remember meeting. That’s just how it goes when you’re a stranger in a strange land.

When exploring the dungeon, he should really make better use of the equipment he has to hand (caltrops, etc.) Perhaps he might even lay an ambush for the cultists.

Downtime: Khnar

Because of the elven fighter’s progress on mastering the Shield Bash technique last time, this time he automatically continues to get the hang of it. His martial tracker advances to 3 out of 4 steps. Next time, he will hopefully complete this training and improve his combat abilities.

Also, he improves to fourth level as a fighter, which he should have already done. That gains him 4 more hit points and an additional +1 on his saving throws (more accurately, it reduces the threshold for success). Against low-level monsters, he gets an extra attack per round as well. Finally, his base to-hit bonus increases to +2 before adding in any modifiers from attribute scores.

Downtime: Krimkol

Another of the areas where I haven’t been doing a great job as a player is in tracking the temporary improvements to modifiers from martial training. The dwarven priest will again focus on keeping in form with martial training, as a holy fist of judgment, working with Khnar. With the assistance of his comrade, he is in good form and gets +1 to AC in melee as well as +1 to hit with his battle axe.

In the context of spells, Krimkol still doesn’t have access to the sorts of things he’d really like as a war priest. (Perhaps he should consider finding someone to learn from?) For now, he can pray for two first-level spells, and he chooses protection from evil and detect evil. He should cast both of these as soon as they get to the inhabited areas of the dungeon. He also has a scroll of continual light.

Downtime: Parouz

The elfblade (a combination of fighter and mage) should really focus on her training. She has the lowest hit points in the group now, but she also has the least XP. So she’ll go out (separately from Chuckles) to engage in elven revelry, which I expect also means some debauchery but of a different sort. Some sort of mystical communing with cosmic forces, you know? She also spends 150 gp to get 150 XP, resulting in a wild experience without any major mishaps or boons.

Since the group found several scrolls last time, she will prepare read magic for the scrolls of knock and fireball, plus sleep twice. She should cast read magic as soon as they get to the inhabited areas of the dungeon, when Krimkol is doing his spell casting.

The Prisoner

Last time, they managed to capture an acolyte of the cult that has taken over the elemental temple underneath the watchtower ruins, with the help of a helm of alignment change and serious threats of violence backed up by, uh, actual violence.

The cult, known as the Conventicle of Elements, is engaged in a secret rebellion, directed by the vicar (now deceased) and the harpy (status unknown). They recognize each other through a whistled tune that sounds innocuous to anyone who doesn’t know its significance. The acolyte knows that the leadership was plotting something with other groups or forces, but he was far too low-level to know any details at all. (Some of this is based on TMO, as mentioned above.)

Finally, the prisoner tells them that he knows something else lairs up on the level above the temple, where they found the secret room. He doesn’t know what it is, but even the more advanced members of the cult whisper in fear. No one who goes up there comes back, and no sounds have ever been heard from that direction.

After questioning him themselves, the group turns this prisoner over to the local guards to do whatever they’re going to do, along with a comment about the secret rebellion. (Chuckles is unhappy about this snitching, grumbling that any king who cannot maintain his throne against dishonorable conspirators does not deserve to rule.)

Planning

Before resupplying, they sit to discuss their specific plan. That’s what will drive their choices in retainers, equipment, and the like.

Those gargoyles were the worst threat and could have easily ended them all. While three of them now have magical weapons (Chuckles has the vicar’s war hammer +2, Parouz has a sword +1 / +3 vs casters, and Krimkol has a battle axe +1), a lot of their combat success against other monsters has come from their retainers. Those hired soldiers are completely ineffective against these specific monsters, unfortunately. So rather than fight the gargoyles head-on, they need some way of holding them off while they retreat (or, as Khnar calls it, tactical withdrawal”). Maybe they could trap them somehow? That seems like a question for the kobolds they met previously.

Otherwise, they would like to get a sense of what’s up on the silent section of level 6, plus a better way to deal with the harpy. They get the idea that perhaps they should find ways to resist that siren song, which they can really just do with some cotton or wool stuffed in their ears. (I’ll give them a bonus to their saving throws against the harpy’s song, but it won’t be an automatic pass.) With fewer undead encountered, and more flying or spellcasting enemies, Parouz needs to be further up front. They’re not going to take the pikeman this time, preferring the crossbowmen and more dwarves-at-arms.

So when they get to the temple, Parouz and Krimkol will cast their prepatory spells and Chuckles will try to track the harpy if possible. (I’ll roll randomly to determine where she is at that time.) They’ll try to make their way from the temple up the stairs to the silent section of level 6, avoiding the gargoyles if at all possible. Visiting the kobolds for diplomacy will wait for a future delve, if it happens at all, because right now the elementalists are the more present threat.

For the cult itself, they’ll deal with them as they go. In fact, they might try to block off the cloister to protect their line of retreat, or perhaps even confront them if necessary. That’s a good use for a chain and padlock, actually, so they’ll acquire some of that in the next phase.

Resupply

With the plan sorted (not that such things survive contact with the enemy), they will do the following:

  • Purchase 20 feet of chain (60 gp), a padlock (15 gp, same as manacles), and a fishing net (4 gp)
  • Hire four dwarves-at-arms at 35 gp each for the week (140 gp total)
  • Hire two crossbowmen at 35 gp each for the week (70 gp total)
  • Hire two porters for carrying lanterns and treasure (14 gp total)
  • Purchase provisions and ammunition for the delve (40 gp total)

As before, I’m assuming that the group prepares for a week for each delve and must continue to employ their retainers during that time. They don’t have to feed them during that week, but they are responsible for the iron rations that can survive the dungeon environment.

Chuckles therefore spends 119 gp (for the equipment and other supplies). Krimkol hires the dwarves-at-arms, spending 140 gp and giving them the resulting bonuses from his Stand Together ability. Khnar hires the crossbowmen and porters, spending 84 gp and improving their morale with his charisma score. Parouz gets away with freeloading a bit!

  • Dwarves (4): HD 1 (3, 3, 7, 8 hp); AC 15; Atk war hammer (1d4+1); Move 6; Save 15; Morale 10; Special: +1 to attack rolls (+2 total), +2 to saves and morale (included), darkvision 60’, detects attributes of stonework. Speak Dwarven and Common.
  • Crossbowmen (2): HD 1 (8, 8 hp); AC 12; Atk heavy crossbow (d6+1), short sword (d6); Move 12; Save 17; Morale 9; Special: missile rate of fire 1/2. Speak Common.
  • Lantern Carriers (2): HD 1d6 (2, 6 hp); Atk spear (d6); Move 12; Save 18; Morale 7. Speak Common.

The Delve

A few reminders to myself:

  • Krimkol has a temporary +1 to AC in melee and +1 to hit with his battle axe. I have made some annotations on my group sheet to remind me of this.
  • Chuckles has a lot of equipment that can help with evading or ambushing enemies.
  • The spell casters should cast some of their spells early on so that they can be used to their full effect rather than trying to cast them during combat rounds.

Underclock

The Underclock starts out at 20, as usual. The Underworld die size has stepped down to a d8, so there’s still some lingering tension from the last delve. Since they’re not starting on level 1, this time I don’t need to use it to simulate travel through the upper levels.

However, there are a few things I should do better or at least differently with the Underclock. Here are the rolling procedures:

  • Roll the Underworld die when exploring a new room (including long hallways).
  • When moving through already-explored rooms, only roll every three rooms.
  • Roll when lingering or searching, or when making extra noise. (This does not include combat per se.)

In practice, this means once per dungeon turn, but rather than track turns by movement speed (which I only do to a limited extent), I’ll track them by one new room (or long corridor) or three already-explored rooms. (Italics are the change from previous sessions.)

I am not using the degeneration” rules from the Underclock, which reduce remaining treasure after a delve, because this is a massive dungeon designed for multiple delves. In theory, I could apply it to individual levels, but since I’m playing this as a mini-megadungeon campaign, I haven’t really brought in other dungeons that could provide additional treasure if needed. That said, once they’ve gathered enough treasure that the porters are somewhat encumbered, I will reduce the Underclock cap by a proportionate amount.

Arnold K. also wrote:

The Underclock replaces regular durations of spells, etc. 30 minutes = 3 exploration turns = 10 points on the Underclock.

I will use that for future paralysis checks when they’re not simply resting. Additionally, the characters have some awareness of the Underclock, similar to how this mechanic would be player-facing in a group game. (Not literally, of course, but in a sense that they can feel the tension increasing and reducing as they go through their delves.)

Temple Preparation

Of course, the Conventicle of Elements knows that enemies have raided them. (They likely do not know that one of their own was captured and exfiltrated.) To surprise myself, I will roll for the harpy’s presence when they get to certain rooms: the chapels, clerical chambers, and main temple area.

They’ll have replaced the guards at the entrance, of course, though not all of the acolytes throughout the temple. Recruitment and training takes some time, after all, especially when you’re trying to keep a low profile like they must be. (Note that I’m not using any of the cultist mechanics from TMO, just the flavor bits; nor am I using the harpy stat block from there, preferring to keep using the one from S&W.)

Turn 1

The party begins at the side entrance they discovered in session 12, at a carved fresco in the style of the four elements.” I imagine it as a sort of retaining wall out in the hills someplace with the entrance hidden within it. Before entering, Parouz casts read magic so that she can use the scrolls she carries. (They are intentionally waiting to cast the other spells until they get through the underground hallway / tunnel.)

The door, of course, requires effort to push open. Chuckles listens first; I’ll give him a situational -1 penalty to his X-in-6 check because of outdoor noise. Regardless, he can hear nervous chatter from guards inside. I decide surprise will not be a factor here; instead, they’ll plan to have the crossbowmen volley, then Parouz, Khnar, and Krimkol will rush in and try to finish off the guards before they can raise the alarm.

  • Acolytes (4): HD 1 (1, 1, 4, 4 hp); AC 17; Atk mace (d6); Move 9; Save 15; Morale 7; CL/XP 1/15

Chuckles needs one of the dwarves to help him open the door; they’ll both be unavailable during round 1. When they do open it, the guards are 30’ away.

Round 1: No one is casting any spells. The adventurers get the drop (win initiative), and immediately the two crossbowmen fire at the first two guards. One of them hits, leaving three guards still up. The three main adventurers rush in, with three more dwarves-at-arms behind them but unable to get into melee (because of the tight quarters). Parouz takes down another guard in the first set of attacks, then she and Khnar take down the other two as they follow up.

This is a good start and has prevented the cultists from being aware yet of their intrusion.

  • Underclock: d8! = 2 => 20-2 = 18

Turn 2

They proceed down the very long hallway decorated with tapestries and sconces. The temple in general is lit with torches for the human inhabitants to be able to see, so the lantern carriers do not need to light their lamps yet. At the end of the hallway is a door, and Chuckles listens again. He hears voices, but farther away and softer, as if they’re not immediately on the other side.

There’s actually a bell alarm on this door, but the group doesn’t necessarily know that since it’s on the other side of the door. A thief might perhaps find some indication, but the limited thieving skills of a Barbarian don’t include this kind of trap”. I decide that I’ll use the usual trap rules here (a 2-in-6 chance for it to trigger), but only when the door is opened (or attempted to be opened) and when it closes behind them.

Chuckles pulls out his crowbar, giving him a +1 on his attempt to open the door. Because of the alarm, if a second person has to help him, I’ll count it as a second attempt for bell-ringing purposes. And in fact, he does need the help, so I check the bell twice: it rings! The guards know somebody is coming through the door. I’ll represent this with an extra Underclock roll.

  • Roll 1: d8! = 2 => 18-2 = 16
  • Roll 2: d8! = 5 => 16-5 = 11

Turn 3

Here in the antechamber, the group sees the two plush armchairs and heavy carpet; perhaps this helps muffle their sound a bit. They’ve already explored this room, but this has a slightly opened door to the cloister beyond. That’s a separate door from the one to the main temple area, which is where they want to go first if possible.

Therefore, they’re going to have a tough time closing that door without drawing the attention of the guards within. The dungeon text says that there are six guards inside, and the adventurers don’t have a thief or assassin with special abilities to help them. So I’m going to use Chuckles’ ambush chance. If it succeeds, they can close the door and block it off with only an Underclock roll. If it fails, they’ll have a confrontation with the guards.

Unfortunately, no, he fails to set the ambush” and an encounter ensues. The guards aren’t surprised, of course, because they know there was an intrusion recently and thus have been on alert.

  • Acolytes (3): HD 1 (6, 4, 5 hp); AC 17; Atk mace (d6); Move 9; Save 15; Morale 7; CL/XP 1/15
  • Veterans (3): HD 3 (12, 12, 17 hp); AC 14; Atk weapon (d8); Move 12; Save 14; Morale 8; CL/XP 3/60

When the encounter begins, the two groups are 20’ apart. As in the previous sessions of this campaign, I’m playing in an abstracted space rather than tactical maneuvering on the map. I’ll assume the space is 20’ wide, as that’s the size of both the antechamber and the cloister, and disregard the exact positioning of the characters or the door.

Also, in the past, I’ve allowed initiative to occur simultaneously when the groups tie on their d6 rolls, as is one of the options in S&W p. 35. To reduce my cognitive load, though, I’m just going to reroll when that happens going forward.

Round 1: Parouz starts to cast sleep on the guards. The adventurers go first, and the crossbowmen fire at the acolytes. One of them hits, killing the 6 hp acolyte immediately. Chuckles, Parouz, and the dwarves-at-arms engage the veterans, while Khnar and Krimkol face down the acolytes. In melee, Chuckles hits the first veteran for 7 damage (reducing him to 5 hp). The dwarves-at-arms get a +2 bonus to hit for attacking from behind, so they deal an additional 3 damage to the first veteran (down to 2 hp) and 5 damage to the second (down to 7 hp). Khnar kills one of the acolytes immediately, hitting the other for 2 damage (now at 3 hp). Krimkol finishes her off. Two veterans are left standing for Parouz’s sleep spell, and she puts them both into the enchanted slumber.”

  • Underclock: d8! = 6 => 11-6 = 5

Turn 4

The adventurers avoided any serious consequences, but they know that sooner or later they’ll face a response force of some sort. Here in the cloister, they can see lots of bunks as well as two doors, one directly south and one to the east by the stone wall.

I’m inspired by the worker placement method described by Marcia B. in the blog post listed at the start of this session, though I’m not using it exactly as she indicates. Khnar and Krimkol will search the room for any valuables, while Chuckles will listen at the south door and Parouz will listen at the southeast door. The retainers will guard the northeast door through which they entered.

The cloister doesn’t have anything valuable. Chuckles hears nothing at the south door, but Parouz succeeds in her listen check at a door where there is chance of someone inside. This is one of the possible locations of the harpy, so I’ll roll a 2-in-6 chance: no, she’s not present, so Parouz doesn’t actually hear any sound.

  • Underclock: d8! = 5 => 5-5 = 0

This is a shadowing event”, or omen, which gives them a hint about the next encounter, so they can hear human voices somewhere behind them (not in the rooms they’re about to explore). The Underclock resets to 3.

Turn 5

They decide (randomly) to go through the door Chuckles listened at. He’ll open it with the assistance of Parouz and a crowbar, meaning they can do so on the first try (but they would be unable to act on the first round if combat ensues immediately).

This opens to a supply room with lots of barrels and boxes; almost all of this contains food. However, Krimkol and Khnar search this room as well, and they find a small hidden crate with 1000 sp, 500 gp, and a potion of gaseous form. The porters will carry the monetary treasure, while Chuckles will take the potion.

  • Underclock: d8! = 3 => 3-3 = 0

The voices are getting closer and the Underclock resets to 3 once more.

Turn 6

At this point, Krimkol remembers he’s supposed to cast a spell. He casts protection from evil on himself, which will certainly apply to the cultists and harpy they know to inhabit this level and last until the end of Turn 18.

Chuckles attempts to open the door by himself. Khnar guards the rear, while Parouz backs up Chuckles in case there is a fight when he opens the door. He succeeds, and they can enter the clerical chambers.

According to the text, it is nicely appointed although definitely the home of followers of an evil church.” I imagine several decorations related to each of the four elements, particularly air motifs engraved into a glass-covered case.

  • Underclock: d8! = 8+8+5 = 21 => 3-21 = -18

There’s definitely an encounter behind them! The Underclock resets to 19 (due to the treasure that slightly encumbers the porters).

Turn 7

Four veterans enter the cloister from the north door, coming to investigate (and thus not surprised).

  • Veterans (4): HD 3 (9, 18, 12, 13 hp); AC 14; Atk weapon (d8); Move 12; Save 14; Morale 8; CL/XP 3/60

At the start of the encounter, the groups are 20 feet apart, so there may be a chance for missile attacks.

Round 1: Parouz only has one spell left and doesn’t want to use it quite yet. The adventurers go first. The crossbowmen fire at the first two veterans, but they miss. The adventurers move into melee. Khnar attacks the first veteran and hits her for 7 damage (down to 2 hp). Chuckles similarly hits the second veteran for 5 damage, reducing her to 13 hp. Krimkol fails to hit his target, and Parouz deals 3 damage to the fourth veteran to leave him at 10 hp. The dwarves-at-arms each attack one of the intruders from behind, dealing 2 damage to the first (killing her) and 3 damage to the second (reducing her to 10 hp). The other veterans take no damage due to their armor. Before they act, they need to make morale checks: the third and fourth fail and flee, while the second stays in the fight (perhaps not seeing her allies running away). Therefore she fights back against Chuckles, hitting him for 5 damage (leaving him with 21 hp).

Round 2: Still no spells, especially on a single enemy that doesn’t seem overly dangerous. However, that enemy does go first, and she continues to fight Chuckles. She is unable to do any real damage to him, but his counterattack deals 3 damage to her (7 hp left). Parouz, Khnar, and Krimkol get bonuses for attacking from behind, and the elven fighter finishes her off.

At the end of the fight, only Chuckles is hurt (21/26 hp). No need to rest yet.

  • Underclock: d8! = 2 => 19-2 = 17

Turn 8

Now they can search the clerical chambers properly. The two elves take that assignment, while Chuckles and Krimkol watch the doors. They find two golden skull-embossed candlesticks worth 900 gp each. The glass-covered case holds a spear +1 with feathers and air motifs on it. For now, Khnar takes the spear, giving him a magical weapon.

  • Underclock: d8! = 2 => 17-2 = 15

Turn 9

Leaving the clerical chamber behind, they pass through the cloister and antechamber, returning to the air chapel where the harpy normally spends her time. Is she here now (50/50)? No. And since they’ve already been here, we know there’s no real treasure here, either.

  • Underclock: d8! = 2 => 15-2 = 13

Turn 10

They intend to pass through the main temple and fire chapel to the stairs leading up to the silent section. Is the harpy in the main temple (50/50)? Yes, in fact; she has been enjoying the high ceiling, but she is surprised when they enter beneath her!

  • Harpy: HD 3 (17 hp); AC 12; Atk 2 talons (1d3) and weapon (1d6); Move 6 (fly 18); Save 14; Morale 7; AL C; CL/XP 4/120; Special: charm person (touch, as spell, save avoids), siren-song (drawn toward harpy, save avoids)

From TMO p. 85, her appearance:

the legs, wings, and disposition of a vulture. The chest, arms, and head of a woman. Noxious, unkempt, and ungainly.

Harpy illustration Harpy (1894) by Edvard Munch. Original from The Art Institute of Chicago. Digitally enhanced by rawpixel. Public domain.

She’s 40’ away, so I will treat that as her flying near the ceiling when the encounter begins.

Round 1: As noted, the adventurers have the advantage of surprise this time. Parouz still has a sleep spell available, but she decides not to use it here. Instead, everyone who has no other missile weapon available will try to throw an oil flask at the harpy. As usual, though, the crossbowmen go first, and one hits her for 3 damage (14 hp left). Chuckles heaves a spear at her, and it strikes for 4 damage (10 hp left). Khnar takes aim with a short bow but misses. Krimkol throws an oil flask and misses; it lands off in another part of the temple (it won’t block a flying creature, naturally). Parouz also throws a flaming oil flask, but she hits for 3 damage (7 hp left and the harpy is now on fire). The dwarves-at-arms don’t act this round.

Round 2: She screeches at them in vile anger, but the adventurers win initiative again. The crossbowmen are busy reloading, so Chuckles throws a second spear at her, which connects and deals 6 damage. With the harpy at 1 hp and already aflame, that’s enough to defeat her, and she plummets to the ground!

  • Underclock: d8! = 4 => 13-4 = 9

Turn 11

The group passes through the fire chapel, and as before the fire beetles are not hostile. They continue on to the stairs leading up to the silent section of level 6 and through the first guard post.

  • Underclock: d8! = 4 => 9-4 = 5

Turn 12

There’s another corridor here they haven’t gone through yet, plus a door near the secret room where they haven’t entered. They decide to explore this corridor first. Chuckles listens; no sounds can be heard from the other side. But the door isn’t just stuck, it’s locked. For this reason, Parouz has her knock scroll ready, and she intones the arcane language to open the door.

  • Underclock: d8! = 7 => 5-7 = -2 (encounter and reset Underclock to 19)

Turn 13

When the door opens, they see two iron statues in alcoves on either side of the room. Behind them, though, an amorphous ooze is creeping toward them! It doesn’t seem immediately aware of their presence.

  • Ochre Jelly: HD 6 (29 hp); AC 11; Atk acid-laden strike (3d4); Move 3; Save 11; Morale 12; AL N; CL/XP 6/400; Special: division (lightning splits creature into 2 jellies with equal hit points).

This creature is a danger behind them, so they’ll have to deal with it right away. Because it’s surprised, they’ll be able to redeploy without getting the porters into trouble. But it’s only 10 feet away when they detect its presence. Krimkol’s protection from evil spell does not help against this monster.

Round 1: The adventurers get a free round against it, but since it’s already so close, the crossbowmen will not get shots on it. The dwarves-at-arms each toss a flask of oil at it; two of them hit, setting it aflame and dealing 6 damage (23 hp left). Nobody can get a bonus for attacking from behind” because it doesn’t really have a way to face in a particular direction. Chuckles smashes it for 5 damage (18 hp left), Khnar spears it for 4 damage (14 hp left), and Krimkol & Parouz are unsuccessful.

Round 2: The ochre jelly gets to strike back first, and I’ll roll randomly to see which adventure it attacks: Parouz, who is struck by an acidic pseudopod for 7 damage (5 hp left). The ooze also takes 2 more damage from the remaining oil on it, taking it to 12 hp. Krimkol in turn uses his staff of healing on her, healing 5 of that damage (back to 10 hp). Chuckles attacks again, dealing 7 damage with his magic warhammer (5 hp left). Khnar and Parouz are unable to hit it. The dwarves try to smash it with their hammers, and two of them do so for 8 damage to finish it off.

At the end of the fight, Parouz is hurt (10/12 hp) and Chuckles is still at 21/26 hp.

  • Underclock: d8! = 8+7 = 15 => 19-15 = 4

Turn 14

In this secure post, the two iron statues don’t seem to have any particular value to them. Chuckles listens at the next door, but he can’t make out any sounds. He tries to open it, but it’s locked…

…and the statues immediately activate! They are actually living statues.

  • Living Statues (Iron) (2): HD 4 (13, 17 hp); AC 17; Atk 2 smash (d8); Move 6; Save 12; Morale 11; AL N; CL/XP 4/120; Special: immune to sleep and charm

This is a small room, so they’re already in melee (10’ away). The adventurers are surprised, though; they really just thought they were statues. Somehow, none of the party drops what they’re holding, though.

Round 1: The first statue attacks Chuckles (who was trying to open the door). Both of its iron fists smash into him, dealing 7 damage total (down to 14 hp). The second statue randomly attacks Khnar, whose armor absorbs one of the hits, but still takes 7 damage from the other (taking him to 17 hp).

Round 2: The statues still go first this round. They’ll continue to attack their same targets, but this time Chuckles is able to dodge one of the blows, taking 6 damage (8 hp left). Khnar withstands both blows without damage. Krimkol expends a charge from his staff of healing to heal Chuckles for 7 hp (back up to 15 hp). Chuckles counterattacks his opponent and deals 5 damage (8 hp left). Khnar is busy dodging and can’t land a solid hit on the second statue. Parouz gets behind the first statue but misses. The dwarves-at-arms split behind each of the statues; one of them hits the first statue for 5 damage (3 hp left), while the second statue takes no damage at all.

Round 3: This time the adventurers strike first. Chuckles finishes off the first statue with a mighty blow. Khnar faces off against the second statue and hits it for 3 damage (14 hp remaining). Krimkol and Parouz get behind it; the priest deals 4 damage (10 hp left), while the elfblade is rebuffed by the iron statue’s tough material. The dwarves-at-arms attack from behind, and one of them strikes it for 4 damage (6 hp left). The second statue is unfazed and continues to fight back, but it can’t hurt him this time.

Round 4: The statue continues to pound on the elven fighter, dealing 3 damage to him (14 hp remaining). Khnar similarly thrusts at it with the magic spear and does 2 damage (4 hp left). Parouz and Krimkol strike it futilely, and Chuckles doesn’t even really get close. Fortunately, one of the dwarves-at-arms connects his warhammer with the statue and demolishes it.

Recapping the damage, Chuckles is at 15/26 hp, Khnar is at 14/18 hp, and Parouz is still at 10/12 hp. No one else is hurt.

  • Underclock: d8! = 7 => 4-7 = -3 (encounter and reset Underclock to 19)

Turn 15

As soon as they catch their breath, four thouls appear menacingly in the hallway.

  • Thoul (4): HD 3 (15, 18, 10, 10 hp); AC 13; Atk 2 claws (d3+paralysis); Move 9; Save 14; Morale 10; AL C; CL/XP 4/120; Special: paralysis (save avoids)

(Previously, I had these at CL 5, but on reflection I don’t think that’s right.) The adventurers aren’t surprised, although I expect they’re annoyed. However, the enemies are a full 60 feet away.

Round 1: Krimkol immediately lifts his holy symbol and begins a prayer of turning. The adventurers roll higher for initiative, so the crossbowmen fire at the first two thouls. Both hit, taking them to 9 and 14 hp, respectively. I haven’t previously thought about the range for throwing flasks of oil, so I decide they should be like javelins or spears (20’). They can be thrown up to 40’ with a -2 penalty, but that’s still beyond where the enemy is right now. So Chuckles will throw a spear at the first one, but it doesn’t pierce the skin. The undead approach, and now it’s melee time. Khnar and Parouz each attack the first two; Khnar hits for 7 damage (2 hp left), while Parouz hits for 5 damage (9 hp left). The dwarves-at-arms don’t move behind the enemies, hoping that Krimkol’s prayer will turn them; unfortunately, that doesn’t play out as hoped. His prayer completes, but the thouls bare their nasty teeth and claws. The first one attacks Khnar without getting close, but the second one does claw Parouz for 1 damage (9 hp left). This time, I remember that elves cannot be paralyzed by ghouls, which I interpret to include these related creatures.

Round 2: Krimkol continues to chant his prayer, hoping his gods will answer. The adventurers go first again. The crossbowmen are reloading, while the dwarves-at-arms each throw a flask at a separate thoul. The second thoul is hit for 3 damage (6 hp left) and set on fire. The fourth is hit for only 1 damage (9 hp left), but at least the first and third ones are blocked off. Therefore, Parouz attacks the second one, not really hitting it, but opening it up to attacks from Khnar and Chuckles, who can’t hit it either. Krimkol’s attempt to turn them doesn’t succeed yet. The thoul who can reach Parouz hits her for 3 damage (6 hp left). The other two can’t get close enough to attack.

Round 3: The dwarven priest will continue to pray until they’re turned or defeated. This time, the undead attack first. The first thoul claws at Khnar without any harm. Parouz takes 2 damage from her opponent, reducing her to 4 hp. She’ll attempt to pull back a bit next round, but for now, she’s still in the fight and hits the second thoul for 8 damage, destroying it. Khnar attacks with his spear and deals 6 damage to the first thoul, killing it as well. The second rank is too far back, so no one takes any more damage, but Krimkol still has not turned them.

Round 4: Krimkol isn’t done praying. The two surviving thouls advance, but Parouz pulls back out of melee. Khnar defends with Chuckles (who is not immune to paralysis) at his side. As they advance, the crossbowmen have an opportunity and fire, hitting the third thoul for 3 damage (7 hp left). Parouz throws oil at that one, hitting it for 1 damage (6 hp left) and setting it on fire. That third thoul attacks Khnar and deals 2 damage to him (12 hp left), while Chuckles avoids the claws of his foe. In response, Khnar hits the third thoul for 6 damage to destroy it. Chuckles smashes his warhammer into the fourth thoul for 6 damage (3 hp left). Krimkol’s holy symbol starts to glow, but the thoul is not turned.

Round 5: The priest feels the power surging, so he continues to show faith. The thoul wins the initiative, and it makes its morale save and continues to fight. It attacks Chuckles and deals 3 damage to him (12 hp left). He fails his save and is paralyzed! Khnar attacks it from behind but can’t quite hit it, while Parouz joins him and cuts into it for 6 damage (destroying it).

At the end of the fight, Chuckles is paralyzed and at 12/26 hp. Parouz is at 4/12 hp, and Khnar has 12/18 hp remaining.

  • Underclock: d8! = 8+4 = 12 => 19-12 = 7

Turn 16

They need to rest so Chuckles can recover from his paralysis. This is a relatively quiet area (in theory), so I’ll just make one Underclock roll. If they’re not interrupted, then he’ll recover before they move on. That will also end Krimkol’s protection from evil spell.

  • Underclock: d8! = 2 => 7-2 = 5

Turn 17

There we are. Everyone is at their full hit points. However, they aren’t sure how to proceed through that door. Chuckles listens again, and this time he hears a feminine voice muttering. On a hunch, Krimkol casts detect evil and senses a strong aura from the other side of the door. They’ll need help to open this door in any case, so they’ll return to the level below.

  • Underclock: d8! = 2 => 5-2 = 3 (note this should have been a d10)

Back on the temple level, they can hear voices in the distance.

Turn 18

They know there are at least two chapels they haven’t explored yet, so they head directly east from the fire chapel. The northeast corner of the temple is an earth chapel, with a stone statue standing in the center. (It is actually a living statue, but it’s neutrally-aligned and thus does not trigger Krimkol’s detect evil spell.) On the back wall, they see religious inscriptions decorated with valuable gems. As soon as Chuckles starts to pry them out, the statue comes to life! That said, I don’t think the adventurers will be surprised, having fought several statues at this point.

  • Living Statue (Stone): HD 5 (20 hp); AC 15; Atk 2 slam (2d6); Move 6; Save 11; Morale 11; AL N; CL/XP 5/240

The room isn’t very large, so everyone’s already in melee range.

Round 1: The adventurers react before it can really attack them. Chuckles, as the one the statue is attacking, faces it down and just has its attention without actually damaging it. Khnar doesn’t hit it, but Krimkol does for 4 damage (16 hp left) and Parouz doesn’t get through its hard stony material. The dwarves-at-arms attack from behind, dealing 5 damage to it (11 hp left). The statue strikes back at Chuckles, smashing him with both fists for 16 total damage and leaving him with 10 hp! This thing is not playing around.

Round 2: The statue wins initiative, but in the movement phase, Chuckles steps back out of range. Therefore, this elemental-like creature turns its attention to Khnar, but it doesn’t connect with its attacks. Krimkol uses his staff of healing to restore 6 health to Chuckles, putting him back at 16 hp. Khnar fends off the statue’s blows and counterattacks for 5 damage (6 hp left). Parouz attacks from behind, but only the dwarves-at-arms can hit it for 8 damage, putting it down for good.

At the end of the fight, Chuckles is at 16/26 hp while everyone else is at full health. This is the fifth new room explored, which is a minor feat of exploration.

  • Underclock: d10! = 4 => 3-4 = -1 (encounter and reset Underclock to 19)

Turn 19

Six acolytes enter the room from the hallway to the south, responding to the intrusion.

  • Acolytes (6): HD 1 (3, 4, 4, 2, 8, 6 hp); AC 17; Atk mace (d6); Move 9; Save 15; Morale 7; CL/XP 1/15

40 feet of distance separate the two groups at the start of the encounter.

Round 1: The acolytes rush in first. During their approach, though, the crossbowmen fire at the first two but their bolts clatter off the walls. In melee, they will attack all the four adventurers and two of the dwarves-at-arms. Parouz is hit for 5 damage (taking her to 7 hp) and one of the dwarves-at-arms is hit for 6 damage (1 hp left). Krimkol points his staff of healing at the injured dwarf, restoring the damage fully. Chuckles is rebuffed by his opponent’s armor; Khnar kills the fourth acolyte with a spear thrust. Parouz strikes several acolytes, but their armor deflects her blows as well. The dwarves-at-arms attack back and kill the third acolyte. The remaining acolytes have 3, 4, 8, and 6 hp left. Of those, only the last one (6 hp) passes his morale check. The others flee.

Round 2: That acolyte wins the initiative and attacks Parouz without success. She faces him back and hits him for 4 damage, leaving him at 2 hp. Khnar and Krimkol, maneuvering behind him, bring him down.

At the end of the fight, Parouz is at 7/12 hp, Chuckles is at 16/26 hp, and everyone else is at full health.

  • Underclock: d10! = 6 => 19-6 = 13

Turn 20

Chuckles finishing prying out the gems, getting ten of them worth 100 gp each. Krimkol notes that the evil aura here is fading somewhat.

  • Underclock: d10! = 8 => 13-8 = 5

Turn 21

They pass through the main temple area to the southwest chapel, which is of course the water chapel. The door at the back is decorated to look like a crashing wave. Chuckles listens at the door, hearing voices that don’t sound like anything he’s ever heard. The group steels themselves, then he pries open the door.

  • Underclock: d10! = 2 => 5-2 = 3

They can still hear a few human voices behind them from the temple area, or at least that general direction.

Turn 22

There’s a small corridor here with doors left and right, but the voices they hear are on the left (east). Chuckles nods at the others before putting his crowbar to the door. It’s go time.

Inside, they see four richly-dressed reptilian humanoids that smell absolutely horrid. Do any of the adventurers recognize this type of person (likely)? No; they’re a bit taken aback by the smell, in fact. The troglodytes hesitate, unsure of what to do with this intruding party.

I’m not sure what the party does either, but first they need to make saving throws against the stench. None of them have any particular bonuses, but I’m only rolling for the adventurers anyway (because the effect is on strength, which we don’t track in this version of D&D for retainers). Only Krimkol succeeds, so the others lose 1 point of strength per round for the next d6=4 rounds, and it will persist for another turn after that.

I think that alone drives them away, so they’ll retreat out.

  • Underclock: d10! = 2 => 3-2 = 1

Turn 23

They return back to the antechamber; the stench is fading, but they still have lost 4 strength each until the end of this turn.

  • Underclock: d10! = 4 => 1-4 = -3 (encounter and reset Underclock to 19)

Turn 24

Before they can exit back to the surface, three more armored acolytes appear from the cloister.

  • Acolytes (3): HD 1 (3, 6, 7 hp); AC 17; Atk mace (d6); Move 9; Save 15; Morale 7; CL/XP 1/15

They’re 30 feet away at the start of the encounter, and they definitely don’t look surprised.

Round 1: The adventurers act first. Their two crossbowmen fire at the first two acolytes, killing the first. Khnar attacks the other two, hitting the second one for 5 damage (1 hp left) and the third for 6 damage (1 hp left). Krimkol kills them both.

The group is victorious, although they’re still planning on pulling back.

  • Underclock: d10! = 1 => 19-1 = 18

Turn 25

From here, they can exit without trouble. Most crucially, everyone survived.

Experience and Rewards

With Khnar having leveled up, I need to recalculate the Total XP Needed for feats of exploration.

  • Chuckles: 7000
  • Khnar: 8000
  • Krimkol: 7000
  • Parouz: 7000

That’s 29000 TXP, so minor feats at 2% of that are 580 XP.

  • Monsters: 16 acolytes @ 15 XP each; 7 veterans @ 60 XP each; 1 harpy @ 120 XP; 1 ochre jelly @ 400 XP; 2 living statues (iron) @ 120 XP each; 4 thouls @ 120 XP each; 1 living statue (stone) @ 240 XP
  • Treasure: 1000 sp, 500 gp, potion of gaseous form, 2x 900 gp candlesticks, 10x 100gp gems, spear +1
  • Feats of Exploration: 1 minor feat (five rooms)

From monsters themselves, they get 15*16 + 7*60 + 120 + 400 + 2*120 + 4*120 + 240 = 240+420+120+400+240+480+240 = 2140 XP. The treasure is worth 1000/10 + 500 + 2*900 + 10*100 = 100 + 500 + 1800 + 1000 = 3400 XP. Finally, they get 580 XP for the feat of exploration. That’s a total of 2140 + 3400 + 580 = 6120 XP, which is divided among the four adventurers for 1530 XP each before bonuses. This puts Chuckles, Krimkol, and Parouz really close to fourth level, but not quite there. They also each get 850 gp from the treasure.

As promised, here’s the way my tracking sheet looks at the end of this session. If some of it doesn’t make sense, don’t worry; it’s mostly for my own reference. The blank version is available for download; I usually print it out and fill it out by hand.

Dyson’s Delve Group Tracking Sheet - Session 13

Conclusion

I felt like I had a better handle on the procedures and game state this session (maybe because it wasn’t quite so late at night). They’ve basically destroyed the cult at this point, so what will move into occupy the space? Something from one of the other levels, or perhaps the elements themselves? And how can they get through that locked door without a skilled thief - in fact, can they do so?

Up next Dyson’s Delve - Session 12 Dyson’s Delve - Session 14
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