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Post by davegibsongreyhawkdm on Mar 12, 2018 17:59:44 GMT -5
A new PC was created to replace the fallen Dontae.
And so was added to the party, Grommash Un'kai, a chaotic neutral half-Orc fighter, follower of Llerg.
His orc father unknown to him, he was raised by his mother in Narwell, who had come up out of Southern Wild Coast woodlands for Grom to learn trade apprenticing to a wainwright/wheelwright in Narwell. His seven much older step-siblings, he knew nothing of, only that they had had no orcish blood, only Grom had that? His mother would not say more?
He is no runt however, being hardy as an ox: 18/97 strength and 19 constitution...
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Post by GRWelsh on Mar 13, 2018 12:42:28 GMT -5
Why didn't Kobort and Turuko attack Zert when he came back to the horses?
I like the way you've been using the NPC's. It's been brutal. And Furnok is something of a hero, now! Interesting how Kobort ended up joining the party... I've never seen it play out that way before, but that seems logical.
I'm not sure what Zert would do. He might have been able to tip the scales if he'd fought with the brigands... He failed Lareth, so maybe he'll flee to other lands.
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Post by davegibsongreyhawkdm on Mar 13, 2018 13:39:32 GMT -5
Why didn't Kobort and Turuko attack Zert when he came back to the horses? I like the way you've been using the NPC's. It's been brutal. And Furnok is something of a hero, now! Interesting how Kobort ended up joining the party, I've never seen it play out that way before, but that seems logical. I'm not sure what Zert would do. He failed Lareth, so maybe he'll flee to other lands. Zert was in good health when he returned to the horses, and both of the traders' men were also in good health, as they had been stationed to protect the horses while the PCs adventured. So it was calculation on Turuko's part - these three men looked tough to handle, and he had been aware that the larger party, who he hoped would have garnered considerable loot in the moathouse, and yet taken brutal losses, held a big payout which was his goal to take. No sense in risking attacking Zert and the traders' men for a questionable outcome, and little expected gain for the risk. Thanks for your complimenting how I have run the NPCs so far: I picture Furnok as a wily opportunist, who thus far, the party has been splitting meager loot found with equitable shares. Things may eventually change with Furnok's approach once greater treasure, especially magic items that Furnok covets, are discovered by the party? Yet, it is a large party, so I think Furnok would tend to cooperate as long as he gains increasing equitable shares of loot? If he makes for a risky heist at the party's expense that is uncovered, his "gravy train ride" with the party could come to a sudden undesirable end? Yet he is not above being a "Welch" on any past commitments he has made: in fact I believe that "Welch" is a very apt descriptor for Furnok's motivations. While the getting is increasingly good with the party, he cooperates, but if there are easy marks for a big payoff, or else if his "ride" joined with the party takes a turn for the worse, he could pull off a big heist and head for greener pastures, no longer perceived as a "hero" in the eyes of the party... Kobort I view as an "innocent" who was taken advantage of by Turuko. In fact, when Turuko was slain and searched, Turuko was the holder of the bulk of the coin, not Kobort. Kobort could be a foolish hazard to the party if he is not given clear direction... What to do with Zert? He did fail Lareth, which puts him at great risk...that is my DM conundrum? I consider Zert a "wheel" in this adventure, so I have to ask myself if he is tied solely to Lareth, and therefore may flee to other lands as you have suggested, or else is he possessed of some other connections? Connections to the temple? To the Scarlet Brotherhood? Take up with Tolub's River pirates working out of Nulb? Something else? What possibilities might there be if Zert stays in play within this adventure?
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Post by davegibsongreyhawkdm on Mar 13, 2018 14:01:04 GMT -5
A cooperative Furnok and an effective directed Kobort are possible rewards of good continued play by the party.
On the other hand, if the party does not continue to play well, both Furnok and Kobort may prove eventual liabilities to the party?
Zert makes for interesting intrigue if he were to remain in play for this adventure, I just need to consider various angles for him to continue, and then make a selection...?
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Post by davegibsongreyhawkdm on Mar 13, 2018 16:05:51 GMT -5
Continuation of moathouse second expedition notes: Zert turned over Athyra's warhorse to his dark liege, "Whoever escapes Lubash's grasp below will surely fall to the brigands above!" "You make doubly sure that happens just as you claim," answered Lareth, "there are to be no more loose ends!" Zert ground his teeth, "Yes, my liege, I shall part with you now for oversight to those ends!" Zert wheeled and returned down the long tunnel, exiting through thick briars and brambles and shrouding rocks back into the stinking bogs. He made his way back to the causeway, mounting his steed to trot carefully back towards the moathouse. "What's this?!" he cursed under his breath, as he saw the party on foot up ahead, bearing their casualties in a crawl back up the track towards the hills above the moathouse. "Inconceivable!" Yet, further up the trail, a well-armored, hulking figure rode out of the scrub mounted upon a destrier. The warrior, armed with a lowered lance at his side, and on his other hand also a short, sinewy associate? "Who are these men?" Zert muttered, yet hoped they would finish the malevolent work he had started. "Either way, it's time to depart," he grumbled and turned his warhorse about, to take a circuitous route back to Hommlet, and clear out his room at the Welcome Wench Inn... Meanwhile, Lareth's lieutenant reported back, "All is prepared to depart!" "Very well," replied Lareth. "That young warrior best finish what he has begun, it will be quite some time before we return! After this next raid, we must report directly back to the Temple bearing our tithes and to perform our sacrificial rites. And we also must join the master planning councils." "I must speak with Lubash and the ghouls first, ere we take leave, they must guard this lair in our stead, along with my zombies - then we will ride to camp together, we need to pillage more loot for humanoids' recruitment!"
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Post by davegibsongreyhawkdm on Mar 13, 2018 16:36:26 GMT -5
Continuation of moathouse second expedition notes:
Lareth gave commands to the four ghouls within the crypt.
Lareth flew into rage when he found Lubash slain and the captives freed, "Incompetence! How is it that my turnkey is slain?!!!"
After a time, his rancor subsided, "I need answers!"
And with that, Lareth made unholy incantation, and Lubash the Dead gave forth his replies...
"An ogre-slayer?!"
"Likely a Hommlet-mole sponsored by that holy church of St. Cuthbert!"
Above, Lareth found the scattered dead brigands amid ruins of the great hall.
Fuming, he returned to his lieutenant, Lareth roiled in a dark mood, "We must hasten for camp NOW, but CHANGES SHALL HAPPEN UPON OUR RETURN!"
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Post by davegibsongreyhawkdm on Mar 14, 2018 8:16:43 GMT -5
Continuation of moathouse second expedition notes: Lareth gave commands to the four ghouls within the crypt. Lareth flew into rage when he found Lubash slain and the captives freed, "Incompetence! How is it that my turnkey is slain?!!!" After a time, his rancor subsided, "I need answers!" And with that, Lareth made unholy incantation, and Lubash the Dead gave forth his replies... "An ogre-slayer?!" "Likely a Hommlet-mole sponsored by that holy church of St. Cuthbert!" Above, Lareth found the scattered dead brigands amid ruins of the great hall. Fuming, he returned to his lieutenant, roiled in his dark mood, "We must hasten for camp NOW, but CHANGES SHALL HAPPEN UPON OUR RETURN!" A raiding camp outpost for use by Lareth and his minions seems to be a possible useful addition for this adventure locale? Has anyone ever added something like this into the adventure, perhaps this camp would be located a few leagues or more distance away from the moathouse? What direction from the moathouse might this camp be located? Would it be close to a main road out of Hommlet, so that Lareth's gang would be able to meet up with and be carried in wagons from the traders of Hommlet to pillage? Since the local carter/teamster lost a wagon and a team lately, would this have been due to a recent raid by Lareth's crew? Would it have been possible that the gnome spy had located the camp used by Lareth before being captured and beaten by the gnolls and thrown captive into Lubash's pantry? What kind of place might this camp be, and would there be permanent inhabitants guarding the place? Evil men, humanoids, and/or monsters? Would it be led by another agent sent from the temple into the area, also charged to rebuild a force of men and humanoid fighters to gather loot and restore the Temple of Elemental Evil to its former glory? Would this locale be set upon ruins of some other older structure? Could it be a locale akin to the Caves of Chaos / Cave of the Unknown, located to the east of Ostverk, where is located a Keep on the Borderlands, a garrison set to protect from humanoids traveling up through Wild Coast forest lands from the Pomarj? What alternatives do all of you see as possible? What suggestions or recommendations would you all have?
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Post by davegibsongreyhawkdm on Apr 21, 2018 13:00:13 GMT -5
Catching up some with Moathouse third expedition notes:
After recovering to full health after a weeks' rest, Grom, Athyra, Kerd, Cornelius, and Sylvan returned to the moathouse, accompanied by Elmo, Spugnoir, Furnok of Ferd, and Kobort. All, excepting Kobort mounted on his destrier, travelled on foot, with Kerd bringing along his goat as a traveling companion.
The party entered clear to the house portion of the fortress without incident, the great hall thick with stench from the decaying flesh of scattered slain brigands ("Remember what happened at the monastery when we left bodies behind? Let's bring these bodies into a side room someplace, so we don't eventually attract critters like we did later finding the huge centipedes there!"). After finding the upper stairway completely choked with rubble from the collapsed upper floor, they decided to start exploring the south wing of the moathouse. Scurrying and squeaking sounds were heard {a small rat or two?} as they entered and searched a former conference chamber, discovering naught but a fine broadsword wedged behind a splintered wall case (the dead brigands' bodies were all deposited here). The next door on the right was forced open, but to find a wreck of an empty bed chamber {once the quarters of a castle troop leader or some other petty official}, the bed chopped to pieces and also smashed furniture remnants. The door across the hall was forced, but the party was disinterested in exploring the tatters and bits remaining from the once very opulent salon...
Thus, the party swept into the large room at the southeast corner of moathouse...as light pierced into the room entering from rubble spilled into the moat, a huge adder slithered to the attack, and was quickly met by arrow fire from Sylvan and Kerd, and then the twin attacking longswords of Grom and Athyra. The giant poisonous snake was wounded by arrow fire, and then a telling blow from Grom's sweeping, slicing longsword. Grom survived a bite from the creature before he and Athyra ran it through with their swords, finishing the battle quickly. Sylvan cast CLW on Grom. In the litter of the monster's nesting place, a jewelled dagger was found - the parties' richest loot yet! Athyra skinned some scaly hide from the beast to save for future adornment of her helm.
Confidence in the air, the party retraced their steps back to the great hall and set about exploring the west wing of the moathouse. The first door to the left was breached, and an empty trophy room found beyond with a few mangy pelts, stuffed heads, and shattered antlers as its sole contents. Next was another empty room, once the domicile of the major-domo of the castle, now stripped of everything save broken and ruined furnishings. Not noticed was a wall cresset remaining near the outer wall, its torch sub actually a silver baton of some value.
Ignoring the remains of mouldering foodstuffs and kitchen work tables, it was an inviting wooden cask near the fireplace that caught Sylvan's eye in the deserted kitchen across the hall. Alas, a giant tick leapt upon poor Sylvan, inserting its hollow blood-sucking tube though a gap in his armor and piercing his flesh. Sylvan yelled out, and his companions rescued him with torch fire and cutting blades to slay the horror that came in through the chimney.
After Sylvan cast CLW on himself to recover from the critter that had drained some of his blood, the party forced the double doors to the partially collapsed chamber at the end of the corridor. Once a barracks room for some of the castle guards - undoubtedly the human sort - now simply remains of cots and plain wooden chests, and near the south end of the room, an intact chest, and a monster as well!
The fifteen-foot-long giant lizard moved quickly to the attack with its man-eater engulfing maws. Unflinching, Grom the half-orc, gashed the creature's neck deeply with his longsword. Staggered, the creature lumbered sideways as Grom dodged its vicious, yawning bite. Slipping beneath the monstrosity, Grom's second attack of the round pierced through the under-flesh of its maw, his longword plunging to its hilt. The creature collapsed in dying convulsions, as Grom slipped from beneath the fallen beast, assisted by his companions to free himself out from entrapment of the quivering mass. The intact chest was then looted for 33 cp, a scale mail tunic, a light crossbow, and a case of 24 crossbow bolts. No thought was given by the party to explore the gut of the beast, so the magical shield lodged at its innards was not found...
To be continued...
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Post by davegibsongreyhawkdm on Apr 21, 2018 14:57:31 GMT -5
Continuation of moathouse third expedition notes:
So the party decided to venture to the dungeon level once again, returning to the storeroom and the stairway down - upon turning south to explore the corridor lined with cells, two zombies emerged from the first cell to attack!
Sylvan attempted to turn undead, which resulted in but one zombie fleeing in holy terror (unlucky d12 roll)! Spugnoir tossed a couple of daggers at the other zombie, then shrunk back in terror. Kerd also shot two arrows into this other zombie to little effect {piercing weapon}, so it was to melee next, with Grom, Elmo, and Kobort slaying the second zombie before it could strike back {halving Grom's damage rolls due to longsword use versus zombies, while the cleaving weapons of Elmo (battleaxe) and Kobort (broadsword) struck for full damage}. Alas, the very next round, the second cell door opened, and two more zombies emerged to attack! Sylvan tried to turn undead once again, but to no avail. Kerd hit with one arrow. Cornelius cast shocking grasp and lightly wounded {rolled a one - ugh!} one of the zombies. Grom and Elmo both hit with their melee attacks, so a second zombie was slain. The wounded shocked zombie took a return swipe at Cornelius, but missed badly. Then the third cell door swung open as two more zombies lurched to join the fray. This was starting to look ugly...
This next third round, Grom sliced into the zombie that had been shocked, wounding it more deeply. Kerd had dropped his bow and entered the fray brandishing his shortsword, and he and Athyra combined for the finishing blows to slay this third zombie. As the two newly appearing zombies advanced to strike Grom, Furnok of Ferd suddenly appeared from behind to backstab one, while Grom hacked his second blow of the round into the zombie's gut - still it did not fall! So the badly wounded zombie missed its attack, but the second unharmed zombie struck Grom to the ground unconscious at zero hit points!
A collective groan came forth from the party as yet two more zombies appeared from the fourth cell door! Sylvan and Cornelius quickly pulled Grom back from the melee to bind his wounds. Elmo arced his battleaxe, lopping off the head of the badly wounded zombie - now four of them fallen!
To be continued...
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Post by davegibsongreyhawkdm on Apr 21, 2018 15:33:03 GMT -5
Zombies are so much fun as low level adversaries - easy to hit, tough to kill, and a wicked counter strike...
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Post by davegibsongreyhawkdm on Apr 21, 2018 19:35:08 GMT -5
Continuation of moathouse third expedition notes:
The fourth round of combat continued as Kobort cleaved deeply into another zombie with his broadsword.
The three zombies struck back to close the round, with only one attack landing, wounding Kerd.
On to the fifth round of battle, as two additional zombies shuffled forth from the fifth cell. Athyra put the finishing blow on the zombie Kobort had wounded - five fallen zombies now! Elmo wounded another zombie. The gods of fortune smiled on the party as the four zombies each missed their attacks!
Finally the sixth round, as the final two zombies shuffled into battle (I extended the corridor south on the dungeon map to add a sixth cell for the final two zombies). Kobort struck and slew a sixth zombie, but Athyra and Elmo both missed their attacks, while Furnok put a light scrape on a zombie.
There were four missed counteratttacks by zombies, but one strike found its target, knocking Athyra unconscious!
To be continued...
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Post by davegibsongreyhawkdm on Apr 21, 2018 20:50:18 GMT -5
Sylvan, aided by Kerd, struggled desperately to get to Athyra, as the remaining combatants tried to push the battle line forward against the zombies, who were pressing the combat line towards an opening in the center of the eastern wall, in obeisance to their Master's direction.
Elmo beheaded a wounded zombie, the seventh of its kind to fall in the battle.
Kobort and Furnok both missed their attacks, but so too went four missed strikes by the zombies.
On to the eighth round:
As Sylvan bound the wounds of Athyra, Kerd rejoined the melee, grazing a zombie with his shortsword. Elmo and Kobort both hit and killed with their attacks, bringing the total slain zombie count to nine! One of the remaining two zombies finally hit Kobort with a vicious slashing attack, opening up a gaping wound at his side.
In the ninth round, Kobort cleaved to its demise a tenth zombie, while Elmo's battleaxe bit a deep wound into the other zombie. Unfortunately, this wounded zombie swiped at Kerd - who now deeply wounded with but one hit point remaining, sought retreat from the melee!
(A significant factor in the battle turned out to be Elmo's {-1} and Kobort's {0} good armor classes, as the zombies had many missed attacks wasted on these two NPCs).
To the party's dread, the previously turned zombie returned to battle for the tenth round! Hits from Elmo and Furnok combined to slay one of the two remaining zombies, and the counterstrike from the final remaining zombie missed wildly. Sylvan cast CLW on Kerd.
Finally, in the eleventh round, Elmo beheaded the final {twelfth} zombie, and the battle was finished!
Cornelius used some oil from the jug that had been previously discovered in the storeroom above to light fire and burn the fallen zombies.
The cells were searched, and Sylvan discovered a valuable gem {long ago hidden behind a loose stone in the last cell}. The party retreated to Hommlet for one week of recovery and rest, with aspiring cavalier Athyra advancing from 0-level horsewoman to 0-level lancer!
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Post by davegibsongreyhawkdm on Apr 22, 2018 12:45:05 GMT -5
The party really enjoyed their success in the upper level ruins against the giant poisonous snake, giant tick, and giant lizard, but the slog of a battle in the dungeon level against waves of zombies was demoralizing, especially as first Grom and then Athyra became unconscious casualties in the long battle.
It was hard luck from the get-go due to a d12 roll of '1' turned zombie by Sylvan.
Have you ever experienced adventurers who successfully turned many of the zombies while quickly killing the few remaining, only to later become trapped having to fight their way out of the torture room to survive and live to fight another day, as previously turned zombies came back out from the corridor cells to try and finish off the party?
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Post by davegibsongreyhawkdm on Apr 22, 2018 16:38:58 GMT -5
While back in Hommlet, the party went to the Church of St. Cuthbert in Hommlet, to advise the church of zombies found in the moathouse dungeons. Terjon responded that it is unclear, that these could just be remnants from the past, a vile cleric of damnation's residual necromancy?
Nevertheless, Sylvan purchased some holy water at the church in preparation for the fourth expedition to the moathouse...
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Post by davegibsongreyhawkdm on Apr 22, 2018 17:19:38 GMT -5
Moathouse fourth expedition notes:
Grom, Athyra, Kerd, Conelius, and Sylvan, together with NPCs Kobort, Elmo, Spugnoir, and Furnok of Ferd set off once again for the moathouse.
They were suspicious that there may be some yet undetected secret areas within the moathouse, so some of the upper rooms were searched, but naught else was discovered (unfortunately, the party neglected to thoroughly search the "Black Chamber", so both the secret stairway, as well as the brigands' chest buried under the rubble where the wall collapsed, yet remained undiscovered).
Once again, the party took the storeroom stairway to the dungeon level. Upon arriving, they heard squeaking and scurrying, as a mass of giant rats nibbled on the remains of the burnt zombies.
From there, it turned to combat, as the party fought to clear out the giant rats. There were a full dozen of the Sumatran creatures, but given the multiple attacks per round by both Elmo and Kobort, as well as 3/2 attacks per round by Grom, the party made quick work of the critters.
The party advanced to the torture chamber, which at first glance, seemed long abandoned, for dust, dirt, and cobwebs abounded. Yet after careful perusal, it was shown that several of the skeletons in the place were recently dead, and some of the instruments and mechanisms used very recently indeed!
There was an iron maiden, a rack, an iron chair, as well as a cat o nine tails and other mutilation tools.
Members of the party cringed in revulsion, yet the elven ranger/cleric, Sylvan, inspected the floor diligently for any tracks. It was then that he noticed some drops of blood (from a sloppy ghoul) trailing south, and searching the southern pillar, Sylvan discovered a secret door mechanism. Triggering the catch, the secret door opened, revealing inside the column a shaft some 30' deep, with iron rungs set into the stonework for descent - they were obviously used...
To be continued...
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Post by davegibsongreyhawkdm on Apr 22, 2018 18:03:50 GMT -5
Continuation moathouse fourth expedition notes:
Under torchlight, the party descended one-by-one the secret shaft's iron rungs to reach a 5' wide and not much more clear height corridor, which they followed, first to the east, then after a turn, to the south, where the passage reached a dead end some sixty feet past the turn south.
Sylvan searched and discovered the secret door, and the party, led by Grom, exited an empty burial niche into the crypts beyond.
As the party exited the burial niche, amassing at the north end of the crypts, four demonic-appearing figures were spotted at the edge of the torchlight, squatting in the south end of the room!
Sylvan, Kerd, and Athyra launched attacking arrow fire, as Grom, Kobort, and Elmo closed to melee. Cornelius cast his shocking grasp spell. It was a tough, quick encounter, lasting but a few melee rounds, ending with all four ghouls slain, yet Grom, Elmo, Kobort, Athyra {also unconscious}, Furnok of Ferd, and Spugnoir were all claimed by paralysis from the filthy nails and fangs of the ghouls!
Sylvan had been wounded, yet survived the battle, due to his elven immunity to the ghouls' paralysis. Kerd had also been wounded, but made his saving throws for both ghoul strikes that he had been hit by. Cornelius nearly slayed a ghoul single-handedly with his shocking grasp spell, and avoided getting struck in combat, retreating to stay away from the melee after using his spell.
After binding Athyra's wounds, Sylvan used CLWs for himself and Kerd both. Then the trio set about exploring the immediate area and discussed what to do next?
To be continued...
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Post by davegibsongreyhawkdm on Apr 22, 2018 18:26:38 GMT -5
Continuation of moathouse fourth expedition notes:
Together, Cornelius and Kerd entered the broken out back of a crypt and entered an earth tunnel, foul and damp and only about five feet high. The stout hobbit, Kerd, advanced unimpeded, while Cornelius crouched as they came to a noisome den, a heap of bones and skulls at the ghouls' nest. In this mess was discovered 800 sp, seven crystal vials of holy water, a metal flask (potion of some kind?), and a scroll of protection from undead.
Also a trail of gold pieces was found leading out of the nest and into a warren of small burrows.
Still discussing what to do next, Kerd and Cornelius retreated to check up on Sylvan and their paralyzed party members. There had been no change, would they continue in paralysis? How to get all their companions safely out of here?
This time, Cornelius stayed back with Sylvan in the burial crypts area, while Kerd slunk out of a southeastern corridor from the burial crypts, for solo exploration.
Following the corridor through three turns, Kerd came to a tee in the corridor. To the left, a passageway continued, ending in a door at the far end? Before the door, an opening on the right wall? Looking to his right from the tee, stairs descending down further into a lower corridor? What to do?
Returning to Sylvan and Cornelius, it was decided to bring all the party members back into the secret passageway, to see if any would recover from the ghouls' paralysis...
To be continued...
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Post by davegibsongreyhawkdm on Apr 22, 2018 18:51:36 GMT -5
Continuation of moathouse fourth expedition notes:
Shortly after bringing everyone back into the secret passageway to hide, Spugnoir came out if paralysis, panicked, but OK.
That gave the party some confidence to hunker down and wait things out in hiding.
A couple of turns later, Kobort regained motion, then Athyra the very next turn (although she was terribly weakened by her close scrape with death).
(I continued to make random dungeon encounter rolls each turn).
The party then heard lumbering and thrashing about, beyond the secret door to the burial crypts area. They pulled back towards the shaft end, with Kobort assigned to guard the secret door with Kerd and Sylvan. They stayed quiet and hunkered down from the nearby threat, whatever it was?
(This was in fact a small ogre from the random dungeon encounters, which took to a quick meal of the ghouls' flesh).
A couple turns later, the noise from the burial crypts having subsided, Elmo and Furnok of Ferd acquitted of the paralysis. The very next turn, Grom was freed from it also, and the party made back to Hommlet, to recover and rest yet another week...
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Post by davegibsongreyhawkdm on Apr 22, 2018 18:56:54 GMT -5
Now my DM's dilemma, what next? Lareth and his minions should be imminent to return to the moathouse soon?
Any thoughts, ideas what actions Lareth might take upon his return...?
Have you experienced similar progression DM'ing or playing this adventure?
Or were your experiences with this adventure quite different?
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Post by davegibsongreyhawkdm on Apr 23, 2018 6:09:22 GMT -5
I am remembering how it is difficult for party members to level up to second level through adventuring in the moathouse.
Most of the adventuring has taken place so far with what I view as standard-sized adventuring party, about nine or so collectively PCs and NPCs, with one PC fatality.
Even with some preliminary adventuring in the DMG sample dungeon, no party member is imminent to advancing to second level yet.
Some treasure has been missed along the way: the brigands buried chest, the +1 shield within the giant lizard, and the elven cloak in Lubash's nest. Without these found, it could be difficult for any party members to reach second level prior to encountering Lareth and his minions, which of course, is where the big booty is found in this adventure...
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