Wednesday, November 19, 2025

thracia level 1 continues!

jumping right in here with the third part of our caverns of thracia adventure!

Judge Claire: Let's get this session started with some excitement. Dare I roll the d6 for encounters to see if something attacks you on your way back to the halls of bats and guano? Yes, I dare!
Heddy: If it's a 6, please tell me we don't get attacked while shuttling people back and forth in the dark.
Judge Claire: It's not a 6, so everyone can relax. Now, while you're ferrying folks through the dark and shit, where are you taking them to, and are the humanfolk just going to wait in the dark for the infravision brigade to do their work?
Ariel: I think we should just put them in the room the lizardy guys came out of, and they can hang out in there with a lantern and keep the door shut to not disturb the bats.
Sasha: I'm good with that.
Akane: A sensible plan. But is this sort of plan one our group would normally make?
MSG: I think we're still finding our groove. Too early to know what our overall party vibe is.
Hettie: Meaning not enough characters have died to leave us with a pellucid gestalt.
Elle: Let's go with Aers's idea, then.
Ariel: Woohoo!
Sasha: Okay, so as soon as the light's on, Connie starts asking where this secret door is. She's itching to get exploring something without getting more bat crap on her.
Heddy: Glynette tells her to wait until we've got everyone shuttled through the bat rooms.
Sasha: She grumbles and mutters a lot and starts searching once the infravision guys are gone. Ooh, I roll a 19 on my search.
Judge Claire: Connie finds the panel that serves as a concealed door.
Hettie: While she's searching, Noir would definitely say we shouldn't open that door until more of the party is here.
Sasha: As soon as she finds it, Connie says, "Oh yeah? Well, look here!" and opens it.
Judge Claire: Connie sees a hall leading north and south. About 50' to the north, it turns back west. 30' to the south, it does the same, but there's a door in the wall right at the corner, facing north.
Hettie: We 100% did not let Connie hold the lantern, so she probably can't even see that far.
Sasha: Fine. She closes the door most of the way but keeps peeking out through the crack.
Judge Claire: I'll roll to see if anything happens along and notices the faint light while you're waiting for the next batch of arrivals. No, you seem safe for the moment. It's about 10 rounds there and back, almost 2 minutes. Does Connie keep the door cracked that long?
Sasha: Only if people keep pestering her to shut it. If they leave her alone, she gets bored after a while and looks around the room some more.
Hettie: Noir immediately closes the secret door the rest of the way if Connie didn't.
Judge Claire: Okay. After 20 more rounds, everyone is in the room. What next?
Elle: Whatever we do, let's not roust those fucking bats up again, all right? Maybe open the door of this room wide and have the lantern a few feet inside, shining toward the opposite door.
Judge Claire: Who's up to head over there, then?
MSG: How about all the expendables? That includes Connie, right?
Heddy: Ham is willing to go.
Hettie: Noir will keep an eye on Connie ... or possibly look for an opportunity to push her in harm's way if it looks like there's a chance to rid ourselves of this death-wish woman.
Elle: Imlero's good to go, and pretty strong if we end up needing muscle.
Ariel: Granny is pumped.
Akane: Nanda accepts.
MSG: Chopper too.
Judge Claire: The wood of the door seems swollen, making it hard to open. I'll need a strength check DC 8 from someone to pull it free.
Elle: Imlero will try. 17 total.
Judge Claire: The instant the door opens, a great swarm of red-headed centipedes rushes out to attack those closest to the door! Roll initiative. Only those characters in the exploration group, please.
Heddy: 17.
Hettie: 1.
Elle: Imlero gets a 17 too.
Ariel: 10 for Granny!
Sasha: Connie's on 14.
Akane: Nanda foolishly wastes a roll of 20, reduced to 19 by her poor Agility.
MSG: Chopper is barely ahead of Noir with a 2.
Judge Claire: Nanda is up, Akane. The swarm is occupying this 10' square.
Akane: I step out of the square and chop centipedes with my handaxe. No, it's a 2.
Elle: Imlero tries to dice the little bastards with his battleaxe. 5.
Heddy: Ham makes a daggar attack with a 12.
Judge Claire: Hit. But you find it's hard to get a solid blow in against the skittering, writhing swarm.
Heddy: I roll 1 for damage.
Sasha: Connie's going to show you guys how to do it. Battleaxe! Does a 9 hit?
Judge Claire: I'm afraid not.
Sasha: Well, she's pissed at being held back so I'm burning luck. How much do I have to spend to hit?
Judge Claire: 2 points.
Sasha: Worth it. Max damage, 10 points.
Judge Claire: Aers, you're next. 
Ariel: Granny's going to Grannytize them with her spear! Jab! Boo, that's a 10. I guess I'll spend a point of luck to hit too. 5 damage!
Judge Claire: Everyone in the square gets attacked -- Het, Elle, and Aers. Miss on Imlero, miss on Granny, hit on Noir. One point of damage and I need a Fortitude save.
Hettie: Sadly, you don't. Noir has only 1 hit point.
MSG: My turn then? Chopper gets a 13 to hit for 3 points.
Judge Claire: Back to Nanda.
Akane: A handaxe roll of 9 is close, but too far for a character of such poor Luck to spend points to reach. It's a miss.
Elle: Imlero gets a total of 21 for 6 points of damage.
Heddy: Ham tries to dagger them again ... 18 to hit for 3 points.
Sasha: Big fail for Connie.
Ariel: Granny pokes at them ... oh no, fumble! And that luck point I spent means I don't have a bonus anymore! I roll a 3. How bad is it?
Judge Claire: Your weapon comes loose in your hand. -2 penalty on your next attack.
Ariel: Whew! Not so bad.
Judge Claire: Centipedes keep biting at Granny and Imlero. Fumble on Granny. A 2 is save or spend your next round prone, which I don't think applies to dozens of centipedes. 16 on Imlero for one point and a Fort save.
Elle: 14.
Judge Claire: Easy save. MSG?
MSG: Chopper gets a 9, and I'll spend the 2 Luck points to do 5 damage.
Judge Claire: You guys are thinning them out, but they're still at it. Anyone from the other room who wants to join in can roll initiative now.
Hettie: Antwerp has a sling. Can she aim for the parts of the swarm that aren't in anyone's square without the normal penalty for firing into melee?
Judge Claire: I'm going to say no. Everyone's bending down sweeping and smashing with their weapons, so I think even the empty squares count as engaging enemies.
Hettie: Fair enough. I'll still roll, ending up with a 6.
Judge Claire: No one else? Okay, Akane is up.
Akane: Nanda continues attack rolls of poorness. 5.
Elle: Imlero gets an 11 for 8 points.
Judge Claire: That disperses the swarm. The remaining centipedes scurry away or come at you one at a time, which makes them easy to stomp on and kill. We had a fatality, so 3 xp to everyone who participated in the fight. I'll let Antwerp's initiative roll and contemplation of using her sling count.
Hettie: Thank you.
Elle: High roller gets to level someone up again?
Judge Claire: Sure, go for it. 
Heddy: 7. Probably not good enough.
Hettie: 8. Right behind you. 
Elle: 14.
Ariel: 5. Poop.
Sasha: 15! Sorry, Elle.
Akane: A 6, so no double leveling for me.
MSG: 11. Looks like Sash is the winner.
Judge Claire: And that's to level up one of the participants, so it's Connie, not Stubbly.
Heddy: Really? I'm sure we don't need her getting more powerful than everyone else. 
Sasha: Suck it, guys! Connie's going for Warrior! d12 hit points -- and I roll max! My crap Stamina brings that down to 11, though.
Akane: Now seems a good time for warrior Connie to lead us through a secret door of possible dangers.
MSG: I agree, except that I think we should search this centipede room first.
Judge Claire: It appears to be a small chapel like the one on the other side. This one has faded, stained paintings on the walls that are barely intelligible due to age and neglect, but they seem to show two goddesses undertaking various holy activities. There is a broken statue of a winged woman in the alcove that mirrors the one in the other room.
Sasha: Well that seems like a bust. Connie goes and looks to see if there's a secret door panel like in the other one too.
Judge Claire: No -- the walls contain only the paintings.
Sasha: Okay, I'm headed back to the other room with a first-level strut.
Judge Claire: Will this affect the marching order you want to use when you head through the secret door into the hallway?
Sasha: Not for me. Connie was up front as cannon fodder before. Now she's up front because she can take a hit and has a chip on her shoulder.
Akane: My character of level 1 has still only level zero-ish hit points, so will remain in back.
Judge Claire: All right. As we were before, then. So do you head right when you open the secret door, or left?
Sasha: Connie says right. She sees a door and she wants to go through it, dammit.
Akane: Is it time to return to slow searching?
Sasha: You guys can. Connie's pushing past you toward the door.
Akane: Nanda allows Connie to pass.
Judge Claire: As you reach the corner, you see that the corridor dog-legs and appears to connect back to the area with the pressure plate, though you're not sure, since you've gotten turned around in the dark a lot since then. On the wall opposite you, though, is a gnoll, stretching as though he's just woken from a nap. I'll let the lead 3 characters get a surprise round on him.
Sasha: Connie leaps to attack. As a Mighty Deed, I'm going to try axing his throat so he can't let out a death scream if I kill him. 16 to hit! My Deed Die is only 2, though, so no special slicing. Damage is 7 plus 4 for 11.
Akane: The Deed Die increases damage as well?
Sasha: Yep! Sweet, huh?
Akane: I am pleased Dwarves get them also!
Judge Claire: The Mighty Deed wasn't needed. Your axe cleaves deep into the creature's neck, killing it instantly.
Ariel: Granny's got her spear pointed at the door, then, in case somebody heard and comes out.
Akane: Nanda imitates this. What do we hear from beyond the door?
Judge Claire: Both of you roll Intelligence checks.
Ariel: OMG, Granny actually makes it! A 4 is exactly what she needed!
Akane: Nanda succeeds by a much wider margin.
Judge Claire: You both hear what sounds like discussion in the growling language of the gnolls.
Akane: Nanda whispers suggestively, "We could create an ambush again. Have missile attackers ready from both directions and make a painful barking noise to lure these gnolls out.
Judge Claire: All right, whoever's got the highest Luck, make a check to see if you guys keep quiet enough that the inhabitants of the room aren't alerted early.
Ariel: Vinnie has a 17! I roll a 5! Yay! I mean, Shhh!
Judge Claire: Whoever's doing the barking, make a Personality check to see how well you fake a gnoll noise.
Akane: Kindly is personable to a degree of 16. My roll is 2. Am I adding a modifier to try to reach a high number, or attempting to roll below my score?
Judge Claire: The second one, so you do a great job. You all hear the voices go quiet a moment. Then one of them speaks in a suspicious tone. Aers, if Vinnie makes a DC 15 Luck check, they assume their buddy fell asleep like he often does, and they just open the door to yell at him. Otherwise, they act more warily.
Ariel: Rats. I only get a 12.
Judge Claire: You hear quiet movement from inside the room, and then the door bursts open and you see 6 gnolls ready for action. Your missile weapon characters can get surprise attacks on the lead 2.
Ariel: Ruri misses with a 10.
Hettie: Antwerp gets a lovely 4 with her sling.
Heddy: Shemp's sling does better ... 19, for 4 points of damage.
Akane: The shortbow of Pestra manages a 12 only.
Judge Claire: All right, now the first row in each hallway can get a surprise round.
Sasha: Connie's going to try chopping number 1 so hard it knocks him into number 2 and the both go prone! Dang. I get a 3 on my Deed Die, but my total is 11, so I guess I miss and the Deed isn't done.
Akane: Nanda strikes with handaxe at number 1. Success! 5 points!
Ariel: Grannytime! Nope. 2.
Judge Claire: Okay, initiative, then. Number 1 is dead, by the way.
Heddy: 15.
Hettie: 22, wasting a possible crit.
Elle: 2.
Ariel: 15 for me too. Twinsies, Heddy!
Sasha: I'm on 15 too.
Ariel: Tripletsies!
Akane: 9 for my characters.
MSG: 5 for me.
Judge Claire: Hettie, you're up.
Hettie: If Antwerp moves here, can he fire his sling past the melee to a gnoll in the back?
Judge Claire: The rules only say there's a chance of hitting allies if they're engaged with the enemy you're shooting. I will give you -2 for them having cover, though.
Hettie: I fire at number 6, then, with a total of 20 for ... 5 points of damage.
Elle: Solid.
Hettie: I don't think Tandy can do anything though.
Judge Claire: One of the triplies can go, then.
Heddy: Shemp will follow Antwerp's lead and shoot at gnoll 6. Also a hit, for 3.
Sasha: My turn? Connie barges in where gnoll 1 was and --
Akane: Who was there?
Sasha: Gnoll 1.
Akane: Apologies. I thought you said someone.
Judge Claire: Haha.
Sasha: What? Oh, I get it. Anyhow, Connie tries a Deed of deadly destruction, whirling her battleaxe to try to get all 3 of these guys around her. Dammit, only 12. I would have hit if you didn't interrupt my jam with your pun, Akane.
Akane: Apologies. I will gnoll better next time.
MSG: Boo.
Judge Claire: You're getting the hang of this, Akane.
Ariel: Granny will try spearing number 2. Waah! It rolled from the 19 onto the 1! My fumble roll is 2.
Judge Claire: Make a DC10 Reflex Save or spend the next round prone.
Ariel: 17! Made it! If Ruri can see number 4 from here, she shoots it. Nope. 10.
Judge Claire: The gnolls get their turn, then. I would have all 3 of these attack Connie, but I know Nanda's luck is only 5, so number 2 attacks her. Fumble! 1 means he's the laughingstock of the party, but no other damage. None of them feel like laughing right now though. 3 and 5 attack Connie. Miss, and 11. Only 2 points.
Sasha: Bring it!
Judge Claire: Okay, number 4 moves into melee with you and brings it.
Sasha: I didn't really mean that. 
Judge Claire: 14 is a hit, for 5 points this time.
Sasha: No smart-assing from Connie this time. She may be in trouble here.
Akane: My round if the gnolls are complete, yes? Nanda attacks number 2 with a 15 for 4 points. Kindly moves closer to Connie. If killed and bleeding out, she may need lizard medicine.
MSG: My guys have no angle to get anywhere.
Elle: Mine either. Well ... Mendi will move up to here and throw her cheese dip at gnoll number 2, hoping to blind it. If I hit an ally with this missile fire, it shouldn't be fatal, at least. Probably hit the back of someone's head.
Ariel: Cheese dip down your neck sounds pretty gross! But I guess we all smell like guano anyhow.
Elle: Only a 9.
Judge Claire: If I roll odd, Nanda might get covered in cheese dip. 3. Repeat the attack roll to see if you hit her.
Elle: No, I get a 6.
Judge Claire: Back around to Hettie, then.
Hettie: Antwerp is going to fire at number 4 and risk hitting Connie. She somewhat asked for it by charging in there by herself. I miss.
Judge Claire: 50% chance you have to reroll against Connie ... I'll just roll percentile dice ... 45.
Hettie: Now I get a 14. Sorry Connie. 3 damage.
Sasha: I'm still up, but not by much!
Heddy: I don't know that Shemp really wants to repeat Antwerp's mistake, but he's trying anyway ... 14 on number 4, whew! Damage is 4.
Sasha: Number 2 and number are both hit already, right? Connie's going to do the Deed on them and try to slash them both. It's a hit at least. I would've primaried number 2 to try making room for some other party members, I guess. Should have said that to start with. 8 points.
Judge Claire: Diced. Aers?
Ariel: Granny's prone this round, right. So she's got nothing. I guess Ruri's going to risk it by shooting number 4. Swish with an 8.
Judge Claire: The dice come up 10%, so try it again on Connie.
Ariel: Yay! 4!
Sasha: Here comes the pain from the gnolls, though.
Judge Claire: Gnoll 3 ... miss. Gnoll 5 ... miss. Gnoll 4 ... Connie's AC is better than 9, right?
Sasha: By 1. Yes!
MSG: The only thing I could see to do is have Chopper move in and get in somebody else's way ... But I guess he's got pretty decent hit points' I'll go here and try axing number 4. 17 is a hit ... 3 points.
Judge Claire: Just enough to kill it.
MSG: Hey, look at Chopper go.
Judge Claire: Hettie?
Hettie: I've now got 2 possible allies to hit if I keep firing, so I'll wait for now.
Heddy: If Shemp moves here, he can get a bead on number 3, who's only engaged with Connie. So he's going for it. 14, another hit! 5 points.
Judge Claire: Hurt but still up.
Sasha: Connie's gonna try another sweep Deed, with number 3 for her first target. These dice! Only 11.
Ariel: Granny gets up and spears number 3! No, she misses.
Judge Claire: They've got no escape route, so the gnolls keep desperately fighting. Number 3 uses its action to say a prayer to its god, actually. But it does no good. Number 5 goes for Connie. Another miss.
Akane: If Nanda can move in, she will attack gnoll 5. A 20! The sort that's natural! But her sad luck is -2, so the total is negative 1.
Judge Claire: She hits so hard her weapon is knocked loose. Add 1d6 and you're disarmed.
Akane: 6 in all.
MSG: Chopper goes for number 5 but misses.
Elle: Mendi will squeeze in and attack number 5. And apologize to Nanda for almost cheese-dipping her. My attack misses badly.
Akane: Nanda allows your apology to be more successful. "But next time, say duck or some such!"
Hettie: Since the way into the room is clear, Antwerp will attack number 5 with her shortsword. Miss.
Heddy: I don't see much I can do.
Sasha: Back to Connie, huh? Slashity-slash, same trick as last time only more hitting involved! Well, I do hit number 3 for 4 points.
Judge Claire: Dead.
Ariel: Granny comes in to spear number 5 ... 13! For 6 points!
Judge Claire: The last gnoll goes down.
Sasha: Whew! Ugh, though ... nobody died.
Judge Claire: That's right, only 2 xp each. I'll give it to everyone, though, not just those who took part in the combat. Any body break the 10 xp mark for the first time? No? Then we'll skip the roll-off for leveling up.
Ariel: Aw, man!
MSG: I think that's reasonable. Although ... how many characters do we have who would be ready to level up just on xp?
Heddy: Both my halflings.
Hettie: Just Antwerp for me.
Elle: Imlero's my only character at or over 10 xp.
Ariel: I've got Granny and Short both waiting.
Sasha: Stubbly's ready to join Connie anytime.
Akane: Nanda has 12.
MSG: So adding in Chopper, that's 9 characters in addition to the two who already leveled up.
Judge Claire: And ... where are you going with this?
MSG: Well, if we leveled up enough for everyone to have one character each, that would be 7 first-level characters, which might be enough to split off and give that mysterious Plastered-Over Doorway of Death a try. And there would still be 12 level 0's to keep exploring with.
Judge Claire: I'm fine doing that if the group is.
Heddy: Hm. Tempting ... but what if the first level group conquers Death's Door and a bunch of the 0-levels are still alive?
MSG: Well, even one more encounter and the rest of the 0-levels will be ready to level up, so if that happens, we'll just have a big pool of characters to pick from for the campaign, plus a lot of replacement characters in the wings if any of the leveled up characters die.
Hettie: Or get trapped forever in a maze of death behind the plastered-up door.
Elle: I'm good with that.
Ariel: Me too! I really want to level somebody up!
Sasha: I've already got Connie, and she already wants to get at that door, so ...
Akane: With only 1 hit point, Nanda has poor survival chances remaining at level zero. This plan seems good to her.
Judge Claire: Sounds like we should break here to level some characters up, then.
Ariel: Woohoo!

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