This is the third session report for my game where I ran two players through Slime Baroness and the Lady of Unterbranch Keep, a dungeon of my own making. Click here to see the other play reports as well as my series detailing my full dungeon process for creating the dungeon.
During Session One, my two players entered the Keep for the first time and explored the upper levels, discovering the Slime Baroness herself. In Session Two they explored the main level, and almost got dispatched completely by some flying pots and pans (RIP Henrietta the hireling).
Now, in Session Three, they suited up with a new retinue of hirelings and descending into the lower levels. This is where the true fun began.
My two characters were a Garden Wizard and a Butcher/Warrior.
Highlights from Session Three:
- I started the session by having them overhear some villagers outside the Butcher's house discuss the diamonds. These were found by the players in Session Two in the pocket of an undead brigand, but they hadn't sold them off for profit yet.
- This was Rumour #3: the diamonds had been stolen by the brigands from the village hetman (leader) and the village needed them to pay off back taxes to the Baron.
- The players bit this hook and immediately went to speak to the hetman (an NPC I had to make up on the spot) and suss out more information.
- I said that the Baron desperately wanted the back taxes, and implied that anyone caught selling diamonds anywhere in the Barony would be investigated, as the theft had been long-reported since the Brigands' original arrival a month ago.
- The Baron would be arriving in the village with his retinue in three days time. This was to kick their action into overdrive by putting a time limit on some stuff, and to force them to make a decision about the diamonds.
- The Butcher and the Wizard then descended back into Unterbranch Keep, heading for the last bit of unexplored ground-level, i.e. the Armoury and Vault.
- They loved the severed-hand trap on the door to the Vault.
- Access was granted by cleverly using the severed hand itself, covered in sticky slime leftover from the Horse-Skin Rug and a spear haft to open the door without getting sliced.
- They found the Dog Kennel very creepy, and were scared all session of running into a pack of zombie dogs.
- They did some finagling between keys in the Prison Cells to pick the lock to Cell #7, revealing the magic sword Sonslayer.
- The Butcher picked up this sword and was eager to unlock secret magic powers with it, so I need to have a think about what powers there might be to unlock.
- In Session One the players had tricked a goblin into eating some poisoned jerky. They left his body laying there long enough for his goblin buddies to find him dead, and long enough for me to update my encounter table to include a goblin funeral procession of 10 goblins.
- They rolled this result while searching the Prison Cells, and the goblins could be heard in the next room just as they were picking up Sonslayer, the white glow of which betrayed their presence.
- The goblins cautiously entered the room and demanded the players identify themselves and the reason for their trespass. Thus ensued a long stand-off, with the players trying to simultaneously keep the goblins from attacking, and also trying to get more information about the Keep.
- The goblins eventually stopped buying the bullshit and attacked. Between the two players and their three hirelings (two warriors and a young torchbearer), they made quick work of most of the goblins, helped by their strategy of retreating to a doorway which only two goblins could rush at a time.
- Once 6/10 goblins had been slain, the rest failed a morale check and surrendered.
- The leader (wearing a blue hat) remarked on their great strength, positing that the party might be able to defeat the ogres on the lowest level, of whom the goblins were very frightened.
- The party agreed to make an attempt at ogre-slaying, if only the goblin would show them around and guide them safely to the lowest level. The goblin agreed and they made haste downstairs.
- This kicked off a totally unexpected part of the session where they sneaked their way downstairs and rolled incredibly well on all the encounter checks, bypassing huge sections of the dungeon. They found lots of curious things that they wanted to return to, but kept pushing downward.
- Once they reached the lowest level (Black Altar) the goblin in a blue hat refused to go any further. After a bit more arguing, they let him go.
- While investigating the Robing Room they rolled the Animated Spool of Black Thread on the encounter table, which began slowly unspooling its way towards the slumbering form of the Lady Unterbranch (unknown to the players).
- This completely captivated the Butcher's player and he dropped everything to follow this black thread. It led them past the Dark Chapel and the Black Crack, and up north towards the ogres.
- Despite hearing ogre noises up ahead, they continued following the spool of thread until it led them straight into the Ogre Trophies room, sparking a huge fight (and drawing three more Ogres from the next room) which the party barely won.
- Unfortunately, the Wizard took an absolutely crushing blow from an Ogre club and failed his Strength Save. He began dying.
- The Butcher used his Rally/Rout ability to scare off the final ogres, and then picked up his companion to try to rush him around from room to room, searching for healing tools or magic.
- But with nothing at hand, the Wizard expired dramatically, his quest for treasure and knowledge unfulfilled.
- After a couple minutes of mourning and mantle-transferring (the Wizard's player took over the archer-hireling as his character for the rest of the session), they followed the black spool of thread through one final door.
- This revealed the False Tomb, and behind it, the trapped door to the real tomb, the Sorcerer's Capsule. They decided to hike back out, rest up, sell some treasure, maybe level up, and roll up a new character for the wizard's player.
|Black spool of thread|