Jaesun , sorry about the images. The locations in which I copied their links have been unreliable. I'm glad you're enjoying the LP, as I was concerned I would
mess up on the pacing, descriptions, selection of images, and touches of commentary and humor.
Monstrous Bat , poison is quite deadly in earlier versions of DnD. A lot of beginning monsters are easy to hit and have few hit points, but use poison which
requires the bitten character to roll a Save vs Poison or die. As Jaesun mentioned, some monsters also require a Save vs Paralyzation instead which is a different
category. Different character classes save vs Poison differently, so a fighter might need a 12 or better on a d20 to survive and a magic-user a 15 or better, before
Constitution adjustments. Ray Dyer might have toned this down so that Poison just paralyzes or does additional damage, but I'd rather not take chances to experiment
on this. And sorry for the delay. I just travelled nearly 1000 miles on my motorcyle in the last five days visiting family and working through the weekend. I
stayed with family in two different households while I worked and travelled back and forth, and I saved my DOSBox and FRUA files on a USB stick. But my family
members that I logged in with had Windows 8, and I spent more time learning the system and picture editors than playing the game.
To everyone, I am very happy about the reaction to the LP thus far. Thanks for commenting. When I tried this on an PnP RPG forum last year I didn't get nearly this
kind of positive reaction, suggestions, and party interaction.
Oh, and this is the picture showing the entrance to the Maidens section of the upper levels, from the actual module. I love that dwarf's cheesy smile.
Anyway, without further ado we are back on track...
********
When we left off our heroes had joined the Brotherhood, who will let us level up our warriors and rogues. We also went down to a hostile lower tier that seems to be
filled with hostile humanoids and a number of large chambers with solid doors. I think I can see the future. It is murder.
After taking a quick tour of the dungeon hallways, I decide to work back towards the exit to the upper levels and start at the closest door. This way if we start
running out of spells or into trouble I can flee back up to the Brotherhood and rest up. The first room does little to put me into a sense of security.
A mummified human in plate armor and holding a halberd stands at attention against the west side of the south wall. Grouped around the mummy are nine skeletons
holding swords, also at attention. As soon as you enter, the boney minions turn and march on you! The skeleton holding the sword is a pretty sweet animated
picture. You know what's not sweet? Our party going against nine skeletons, especially with skeletons on my right flank, but my cleric who I use to protect the
magic-users on the rear left flank with a wall and his companions blocking him.
Abigail goes first, so I move her back to the southeast and have her fire a sling stone at the creatures. Blunt weapons perform better against skeletons than
piercing and slashing weapons, so the darts are out. Qastur also goes next and mimics her actions. Between the two of them they are able to open a walkway for
Myass and get one skeleton down to a single hit point. Jaesun and Midge both injure separate skeletons, but only for a few hit points each as their weapons are
blades. Finally Myass uses his Turn Undead skill and wipes out all but one of the skeletons, making what might have been a difficult battle into a one-sided affair.
Magnus takes 8 hit points of damage as the last skeleton, who was waiting and guarding, strikes at him. However, he injures the undead creature enough for Myass,
with his blunt flail, to appropriately finish the fight.
I sort through the tomb, but find nothing. Not even against the west side of the south wall. Odd...
I leave, head south and west down a corridor, and come up to another door.
The door to this room is scorched, as is the end of the corridor. The outline of a
man-sized humanoid form is etched into the scorched wall. The door to the room is slightly open, but not enough to see into the room. Looks like someone set
off a trap and it didn't go well for them.
Nothing ventured, nothing gained. We're going in...
Along the walls are paintings of a priest performing ceremonies. On a raised dais in the middle of the room lies an open bronze sarcophagus. Here, three
hideous, beast-like humanoids are tearing a mummified body apart with their sharp claws. When they see you in the doorway, they lick their jowls and turn to lope
towards you, howling with glee!
We're up against three ghouls. I'm not liking so many undead against our party who is designed around fighting large groups of humanoids. Ghouls can also paralyze
a character with one hit, and a character who is paralyzed is instantly brought down to unconscious and dying status with another strike regardless of the victim's
hit points. Elves are immune to the paralysis of ghouls, as much as that helps this party. Midge goes first, and she strikes at the nearest ghoul, but misses. I
have the magic-users switch to darts. Sleep would be useless here. Qastur, Magnus and Jaesun all connect, but we haven't even brought one of these creatures down
yet, and each of the three get multiple attacks.
Just as I begin to sweat, Myass goes once again and gets lucky with his Turn Undead ability and his amount of affected monsters dice roll. He wipes out all the
ghouls single-handedly. I say this is pretty lucky and I do mean that. Clerics have to make two rolls against undead, one to see if their holy power works and
another to see the number of creatures affected.
In short, your cleric becomes your best character when encountering undead. Let's hear it for Myass!
We receive no experience points for defeating the ghouls, which is bogus but whatever. Approaching the sarcophagus
we receive the following message.
The sarcophagus lies on its side here, its partially chewed former occupant in a heap nearby. Between the corpse and the coffin
lie several pieces of jewelry that the ghouls cast aside.
Excellent....
With nothing else to do in this chamber, I leave and continue down this southern corridor, seeking another door with treasure behind.
As you walk down the corridor, the shimmering, ghostlike figures of a man and a woman appear before you. They are dressed in costly clothing, and both wear gold
crowns. The man raises his hand and gestures for you to stop. "Go no further lest the curse of King Alexander overtakes you," he warns. The woman says, "I am
Queen Zenobia. Turn back; only death awaits you! The pair of wraiths glower at you, their eyes burning embers in the shadows of the tomb. Do you heed their
warning and turn back?
I'm not sure if these wraiths would attack us or not, and we only have one magical weapon and a lucky cleric that might be effective in a fight. Also... level
drain... I decide to head back for now and come back later. I head up to the northern corridor near the first room I entered and head west until I find a new room.
This room has scenes of warfare painted on the walls. It also has a large wooden sarcophagus standing upright along the south wall. Painted on the outside of
the sarcophagus is the picture of a warrior in armor. Squatting on each side of the sarcophagus is a large ape with white fur. When you open the door, the apes
beat their chest and roar at you. When you do not respond quickly enough, they leap forward viciously!'
Damn it Jaesun! All you had to do was this:
Luckily the white apes are crap at hitting our heroes, because it takes two rounds before Magnus the Irascible finally takes the first one down, and three hit points
of damage to Jaesun and two more rounds before Jaesun the Gay drops the second.
I walk up to the sarcophagus in the room and have my characters open it.
Inside the sarcophagus is a mummified body wearing full plate armor and holding a
longsword. The workmanship of the armor is impressive, even by modern standards, though the sword is weathered. I give the full plate to Magnus, dropping him to AC
1. He gives his armor to Midge, dropping her to an AC of -2, the best on the team. The armor and sword seem unmagical, so no help against the wraiths. Reaching
the north-western end of this level, I go back east along the corridor, past the skeleton room again, and ignoring a northern branch until I find a door to the
south. We enter.
This room appears to be empty except for an odd-shaped mound in the southwest corner of the room. Rustling and faint squeaking noises can be heard from the
mound.
You know I can't leave well enough alone. I move forward and to the mound.
Ten three-foot long rats have made a nest in this mound of offal and bones! As you approach, they attack to defend their homes! I laughed. Rats aren't too
hard, but then as Magnus the Irascible got bit the game let me know that I forgot something. Magnus is now diseased... I hope Jaesun can fix that at his level.
In reply, Magnus does a sweep attack, instantly slicing up two of the three rats in front of him. Jaesun kills another one. Worried about the disease-inflicting
rats, I have Qastur sleep four, and Magnus kills yet another, leaving only one awake and the rest slept. As you can imagine, the rest of the fight goes fast.
Afterwards...
The nest has been here for quite some time, you see by its size and solid girth. Digging through the rat's nest turns up a sack of several hundred
pieces of gold, and some four gemstones. More importantly, Magnus the Irascible was cured of his disease by the hands of Jaesun the Gay.
Paladins are awesome.
Well, I decide to continue down the corridor and go south when it branches that way. Just a few more areas, and we'll go to level up who we can and see if we have
any weapons to go after the wraiths, or we can...
You feel your blood freeze in your veins and your heart leap to your throat as your foot depresses a pressure plate in the middle of the hall. You turn at the
sharp sound of splintering masonry and deep rumbling. You stare in horror as a huge boulder, nearly large enough to fill the hall, rumbles into view. The great
rock careens wildly down the corridor, chipping stonework and hurling stone shards like shrapnel.
Fuck!
Panic threatens to paralyze you in your tracks, but your friends are already taking action. What do you do?
I have a choice to duck flat against the wall, or duck through the door. Because the first seems stupid, I go for the second.
The boulder rockets past you, pelting you with sharp debris! Catching your breath, you take in your current surroundings. A sarcophagus rests on a dais in the center of the room. The dais is ten-feet square. From each corner of the dais rises a slender, six-foot tall column. The tops of the columns meet the corners of the arched dome. On the dais at each end of the sarcophagus is a brass jar from which flames dance. Finally, the walls of this room are painted with scenes from the life of a noble lady.
I decide to check it out.
You step up to the sarcophagus. You remove the lid of the sarcophagus and reveal the mummified remains of the noble lady within. The jewelry she once wore has been stolen. Looking about, you find that the brass jars are bolted to the floor, and their flames cannot be put out. However, behind one of the jars, you find a bronze tube. Within the tube is a piece of parchment, drawn with a map. A large, black 'X' marks a spot in the northwest corner of the map. "A map of this tier of the pyramid", Magnus whispers.
Is this what the wraiths are guarding? Looks like it might be time for us to pay some undead a visit...