We played the fourth session of our Dungeon Module B1: In Search of Unknown AD&D 2e game last night. You can read past play reports here.
The roster for this session was as follows:
- Llombaerth, CG elf thief 1 (Adam)
- Pommernar, CE elf mage 1 (Nael)
- Rory the Small, LN human fighter 1 (David)
Last session, the party reconvened with Grilk's goblins near the entrance to the dungeon and traded a ring for an updated map. Nearby, they found a secret room filled with barrels and casks and battled some giant rats inside. They turned the rats over to the goblins and catalogued the room's contents, including a barrel full of exotic spices which would be worth about 1,000 gold pieces.
They closed the room behind them and continued on into the dungeon, becoming lost in a labyrinth of twisting corridors. Eventually, they found what seemed to be Rogahn's training room, where Rory the Small was attacked by a giant tick. When last we left them, they had slain the giant tick, saving Rory's life.
We picked up from there. Llombaerth recalled that ticks employ a toxin which numbs the body when a bite is delivered, and wondered if he might be able to harvest the substance. While we're not using nonweapon proficiencies per se, when these sorts of things come up that might otherwise be handled as skills, I do defer to 2e's list of nonweapon proficiencies for guidance. There are five nonweapon proficiency groups: General, Priest, Rogue, Warrior, and Wizard. Each class gets skills from certain groups according to Table 38:
Rather than have each player select skills with which their character is proficient, I assume each character is proficient in all skills within their class's groups. All are proficient with all General skills, and Llombaerth is proficient in Rogue skills, Pommernar is proficient in Wizard skills, and Rory is proficient in Warrior skills. I don't have all of the skills and what they do memorized, so this is largely vibes based.For example, here is the list of Warrior proficiencies:
In this case, I saw that warriors get Animal Lore, so I thought "Sure, Rory might know something about how to extract this substance from a giant tick." (This is not really what the Animal Lore proficiency does, but again, this is mostly vibes based.) I had Rory make an Intelligence check with no modifier, and he succeeded, so was able to guide Llombaerth through the process of harvesting the toxin. There's no real skill for this that I know of, so I had Llombaerth make a Dexterity check with a +4 bonus (basically advantage). Unfortunately, Llombaerth failed, making a mess of tick's innards and rendering the toxin unsalvageable.The party found nothing else of interest in the training room, so they returned to the labyrinth. They exited the room and went right, then left, left again, right, descended a flight of steps, and turned left again. They found a long hall with three doors on the right. After some investigation, they found each door contained a nearly identical room with identical furniture arranged slightly differently - a bed, a table, and a chair.
One room had a door at the far end which, while not stuck, would not open, as if locked. Llombaerth tried to open it, but he is not the party's lockpicker, and so only had a 5% chance of success, and failed. The party did not think it worthwhile to keep trying. They tossed the three rooms, but found nothing significant, and continued on.
At the end of the long hall of doors they found a long, winding, serpentine passage to the left. Following that, they emerged at the end of a long hall that stretched on into the darkness to their left. There was a side passage just to their right, another 20 feet ahead on the right, and another 60 feet ahead on the left. They took the closest passage and followed it to a door with an empty alcove across from it.
After searching the alcove and finding nothing, they opened the door. In the far corner of the room was an unfinished stone wall with a crystal formation protruding from the rock. When the light of Pommernar's lantern shone upon the crystal, it cast dizzying patterns on the walls. Pommernar dimmed the lantern so they could see better and spotted a gleaming white stone in the middle of the floor.
Pommernan stepped inside the room to pick up the stone while Llombaerth held the door. Pommernar identified the stone as a pearl and pocketed it. He examined the crystal formation, but didn't notice anything unusual about it. He chipped off a piece and took that as well.
While Llombaerth waited, he looked around and noticed something peculiar. Where behind him there was once an empty alcove, now there was a long corridor, with a side passage on the left. Nobody had noticed anything unusual happen.
The party explored the side passage and found a corridor with a pair of carved oaken double doors straight ahead and a side passage immediately to the left which curved to the right. They opened the doors and found a library illuminated with dim red light from some sort of lighting fixture set into the far wall. The floor was polished red granite with white granite blocks forming "R&Z" in the center.
Thinking this was an ideal place for a trap, they searched thoroughly, but found none. The library was pretty well stocked, just not with magic tomes or any particularly valuables books. I told the players that they could find books on a number of topics here and could return and use it as a resource if they wanted. I wished I had stocked it with a few specific books, which I usually do. I'll prepare that for the future.
While perusing the bookshelves, Pommernar found a bronze statue of a nude woman (Rogahn and Zelligar love their statues of nude women) inlaid with gold and silver. He pocketed it. On closer inspection, the light fixtures in the far wall appeared to be bioactive terrariums for fire beetles, which were the source of the red light.
Finding nothing else of interest, the party returned to the corridor and took the curving side passage, which looped all the way around the library and turned right. Upon emerging into a wide corridor at the end, they found Narka, the rat-obsessed goblin scout. Somehow, the party had wound up back at the goblins' headquarters.
The players had long since lost track of where they were (the mysteriously appearing hallway outside the crystal room hadn't helped), and their heads were spinning. This seemed like a good time to return to town.
The party decided to reopen the secret room with all the barrels and casks, intending to bring the exotic spices with them. Narka was all up in their business, wanting to know how the door was opened and if there were more rats inside. The party told her that the door could only be opened with magic, and that the room contained treasure they wished to bring back to town. At this, Narka summoned Grilk.
The party had a testy negotiation with Grilk, who, after being gifted a barrel of ale and the chunk of crystal Pommernar had collected, agreed to let the party take the treasure out in exchange for a 50% cut, which the party negotiated down to 20%. Grilk wanted the party to leave the door open for the goblins to make use of what they wanted from inside. The party reasoned that just as Grilk carefully guarded information about the dungeon, they would carefully guard this.
Grilk respected this, pointing out that all good friendships are built on jealously guarded information and resources and the equivalent exchange of goods and services. He spit a goblin loogie into his hand and shook on it with Llombaerth, who did the same (Llombaerth had to remove his glove because, as Grilk pointed out, only liars shake with gloves on).
We reasoned that the party could probably lash a barrel to either side of their mule, so they took the barrel of exotic spices and a second barrel of as-yet-unidentified spices. They retrieved their hireling, Bronson, from the goblin kitchen. He was elbow deep in giant rat innards and was hoping the party would be staying for dinner, but they had other plans. They convinced Bronson to come with them back to town by promising him that they would procure supplies to restock the kitchen upon their return.
That was where we wrapped for the night. This was a bit of a slow session, with the party navigating confusing corridors and ransacking mostly empty rooms. They just so happened to explore areas of the dungeon with no monsters or traps and just a handful of treasure. When you play multiple sessions of a game you sometimes get these quiet sessions without much action or roleplaying, and that's totally fine.
Next session, the party will make the trek back to town and risk getting lost in the wilderness or running into deadly outdoor encounters. If they make it back, they can offload their treasure, get some XP, heal, and reprovision. We'll see what they get up to next.
