Thursday, 3 December 2015

Naked Gaming part 2 - At the Old Mill

More making it up again this evening - I really was just ahead of the party in terms of creating this world they're exploring. It's a bit exhausting to be honest!

The result of yesterday's action was that the party staunched the basically dead Del Diablo's wounds, made a stretcher from saplings and cloaks to carry him (the torch-bearer types being assigned to do this) then looted the Orcs (getting a small haul of coins, and several stoppered flasks of different kinds - one lamp-oil, one wine, and they haven't tried the rest). Walking wounded - Rolf, who told everyone he was fine, it was only a flesh wound, and Raul Derdue (that I'm now pronouncing 'DerduĂ©') - are accompanying the stretcher while Timmy the Halfling is ranging ahead. Raul was quieter than yesterday, what with only having 1hp (and me not having had as much booze, so I wasn't doing silly Spanish accents as much).

In not-very-long, the mill hoves into view, and the party then has a bit of a debate about how difficult it will be to cross the water to get to it. Lady Malice volunteers so they tie a rope to her, in case she gets swept away or falls into a big hole, but she's fine and ties the rope to a convenient  protrusion on the other side. The party then crosses - stretcher and all - and everyone is safely deposited on the flat area just south of the mill.

I didn't have the map I made yesterday to hand so the mill looks a little different to the depiction on that map. The mill building itself, which houses the machinery, is two-storey; the cottage is like a crofters' cottage - single storey but with a loft-space - and the workshop range is single-storied.

The rest of the party stayed to the south while Timmy went forward, Spooked by spookyness (the mill was aparently deserted, dusty and making creaking noises) Timmy fled. So Rolf, with Halca and Guy, two of the more useful NPCs, went to investigate. They went for the western building first, and found it was a store-room-come-workshop. Bits of rusting machinery and 'things that might be useful' abounded, but they reckoned they didn't have time for a proper search. On to the centre range next, Rolf and Guy went in while Helca stayed by the door ready to call for assistance if needed. They found a room with a range, some basic furniture, a bed behind a curtain, and a ladder to the loft. Rolf cocked his crossbow and went up, into the loft-space where there were sounds of movement.

Upstairs were two Skeletons. As in undead monsters, not as in sets of human bones lying still (from an iteration of the WotC random dungeon generator I mentioned yesterday). Rolf beat a hasty retreat and warned Guy as the the skellies started to lurch down the stairs. He got a shot in with his crossbow, but the skellies kept lurching. They made their way outside as Rolf tried to remember about the difference between bludgeoning and piercing weapons and how they harm skellies (he's the guy who used to play RuneQuest and as it turns out some version of AD&D back in the day). So he readied his warhammer and told Helca to warn the others and bring any crushing weapons, then stood at one side of the door - Guy stood at the other - and they both swung for the first skellie through the door - the  one with Rolf's crossbow-bolt stuck between its ribs.

These skellies are a bit tougher than normal ones - they seem to have d12 as a base for hp rather than d8. I will make sure the XP given reflects this. The fight - Guy and Rolf were soon joined by a returning Helca, with Raul Derdué's club, Lady Malice, and Timmy, who's stolen Del Diablo's silver dagger thinking it might be good against undead - was long and brutal. As our heroes (especially as Rolf is heavily injured from the earlier fight with the Orcs) have between 2-5hp and the skellies have base d12, it went on for ages, with the skellies just trying to bash the party with the bits of wood (torn from the furniture) they had to hand. One lucky swipe even caught Rolf, opening up the wound the Great Orc had delivered, and knocking him down. Another party member 'technically dead'...

The combined attacks of Lady Malice, Timmy, Guy and Helca were at last enough to bring down both skellies, but not before Lady Malice had cunningly tried to grab the unconscious Rolf's warhammer - only to find that it was on a strap about his wrist, to great comedy effect. But at last the fight was over, and the process of saving Rolf's life began. They did what has rapidly become known as 'Rudimentary Staunching', and waited to see if they'd stopped the bleeding. He made his CON roll easily enough - he had 17 CON to begin with - so he will be back to fight again. Once they had done what they could, Lady Malice looted the house - finding a Healer's Kit (a randomly-rolled treasure on the donjon d20 Random Treasure Generator) along with some other useful stuff, and a small purse of money that she sneakily pocketed. Timmy made soup. While all this was going on, Lady Malice began wondering where these Skeltons had come from, why they were upstairs in a bedroom and what had become of the miller and his family? I don't think she entirely liked where her thoughts were leading her...

Mixing some salves and powders from the kit together, determined that no-one else was going to die there and come back from the dead, Lady Malice started by giving Raul some of the generally healing concoction, and Timmy gave him some soup - he seemed to perk up. They then went on to give some more to Rolf and Del. Both regained consciousness and proclaimed themselves a little recovered (though they're still not sure if it was the soup or the salves that helped more). Then Rolf suggested getting inside the mill building and barricading the door for the night. A good plan, and a convenient place to stop the session.

No comments:

Post a Comment