STRICT TIMEKEEPING creates suspense!
Session report for October 23, 2025. Four players adventured for three days.
Characters
Hilfred Castaigne, human illusionist level 3Jude, half-orc assassin/cleric level 2/3
with animated skeleton companion, "Boner"
Bendbardo the bender, human fighter level 2
Max, human illusionist level 1
After months of downtime, the bad boys of Hartford were low on cash. They hit the local pubs in search of leads on treasure - they knew of a nearby tomb, of course, but perhaps there would be something less dangerous in the city.
Here's what they discovered:
- Green mists encroach upon the river. The same thing happened last year. Anyone travelling to or from Fenrir disappeared: some returned in November, some never did. [Brovenloft]
- A valuable manual of magical incantations was left behind by cultists from another plane who infested the city a couple of weeks ago. It is being held under tight security somewhere at Elay University. [Museum, Brovenloft]
- The archaeological dig has been off-limits for months because the last group sent out to investigate it never returned. ("Are we responsible for that?") [Dungeon]
The players were keen to find out more about this magical tome and so headed to the Nerd District. Jude put together a nerd disguise and Bendbardo played bodyguard. Hilfred and Max already looked the part.
They encountered some carpenters who were on their way home after work. They didn't know anything about any magic books, but were able to direct the party to a local pub where the students liked to gather: the Spotted Owl. It was about the dinner hour so the players went to mingle with the students. Through good role-play, generous spending, and great reaction rolls, the characters had a good night and found out what they could about the manual.
They left the pub and headed to the University campus, where they found strategically placed lamp posts with contiual light on them. The area around the museum had extra patrols. It was too soon for them to show their faces around the museum, they decided, so it was time to call it a night.
The next day they went to the archeological dig and found the dungeon entrance disturbed: was it wind? an animal? or had someone else been there?
Before the session, I had fleshed out the first level of the tomb: new monsters, secret doors, and lots of treasure. Longtime readers will know what that means: the players took the first staircase they found and dove into an unprepared portion of the dungeon. Ah well - back to Appendix A!
Level 1 was full of tombs, but level 2 was different: they found a series of medium sized chambers connected by short hallways.
They entered a chamber with three other exits: two of them were dead ends. The party explored the dead ends and found a secret door in the north passage. It led to a small room with a locked door on the opposite wall, and a ladder going up. Would they return to level one? No, they wanted the greater risks and rewards!
They returned to the starting chamber. Down another hallway, they encountered a rat's nest. The vicious creatures were hungry and attacked. The new player, Max, threw a flaming oil flask down. His clumsy throw landed under Bendbardo for a bad case of hot foot. The upside was, the rats were deathly afraid of the flame and those who survived the initial attack scattered.
The next chamber had a secret door that opened to a narrow passage. They weren't interested in seeing what was on the other side of the passage and returned. Another short hallway led to another chamber, empty except for a door. Bendbardo bashed the door in.
An NPC party had been lying in wait for whomever came through the door. A magic-user cast sleep (cast time: 1 segment) and knocked out everyone except Jude and Boner. Before anyone could react, men with spears destroyed the skeleton.
Jude attempted to parley, which was a reasonable move given the circumstances. The reaction dice came up low, modified by the differences in alignment - not normally a factor, but in this case the Good party identified a cleric in command of undead (Jude). The leader ordered his men to capture the half-orc. Three spearmen (men-at-arms) began to step over Jude's sleeping comrades.
Jude fled around the corner and attempted to set up an ambush. The men-at-arms didn't buy it, but they also weren't prepared for Jude's ferocity as he slew one with his magical blade. Jude fled down the hall with most of the NPCs, having lost their cool, in pursuit.
We switched to the evasion and pursuit rules. Jude stayed ahead of the NPCs but they matched his speed. He turned a corner and decided to use his infravision as an advantage and cast a hold person spell. I ruled that this was possible because he would be out of the NPC's torch light for a segment or two.
Five NPCs turned the corner: three men-at-arms, fighter, and cleric. The hold person spell could only affect 3 of them, and would he even get it off in time (cast time: 5 segments)?
Jude won initiative with a 5. The men were nearly in striking distance when it went off: two spearmen and the fighter all failed their saves. Reduced to 2 on 1, they were no match for Jude's magical sword and dagger and high armor class (AC 1 for Banded Mail and very high Dexterity). He slew them in a few rounds, then executed the three paralyzed men and hid in the shadows.
What happened next was created by STRICT TIMEKEEPING. I had determined that the remaining NPCs would tie up the sleeping players, who would wake up in 10 minutes. Jude's fight lasted just long enough that one of the NPCs (a chaotic evil fighter) had gone to find his companions and saw their bodies in the torch light. He retreated to the cleric and mage who were still watching over the players. Jude followed from a distance - they had the same movement rate - and looked for an opportunity to assassinate.
Jude('s player?) sensed the danger and rushed back, but he was too late. STRICT TIMEKEEPING, you see. The fighter stood over Hilfred's corpse, wiping blood off his sword.
"What have you done?"
"Everyone's dead. The prisoners are about to wake up. Kill them and get out of here while we still can."
Jude let out a battle cry and charged in. He killed the magic-user immediately. The fighter and cleric engaged while Bendbardo and Max woke from their slumber. The fighter fell to Jude's magic blade. Then Bendbardo stood up, broke his bindings through sheer muscle power, and snapped the cleric's back with a bear hug.
In the next room was a cache of coins that the NPC party had uncovered before the party arrived. They picked up everything they could and left the dungeon.
The party returned to Hartford the next day. Max used his illusions and high charisma to find a buyer who would pay top dollar for the NPC magic-user's spell book. Hilfred's hireling, Simple Jack, disappeared and stopped answering the party's calls.
This one had it all for me: rumor mongering, NPC interaction, world development, danger and suspense.
Bendbardo's player had this to say:
So, in tonight's combat we used: Surprise, initiative, charges, dual wielding, a sleep spell that dropped most of the party but one, the evasion rules, attack by ambush that killed a pursuer, a hold spell that affected several opponents, checking to see whether spell went off before a melee attack, unarmed combat, and morale, and reaction rolls. Edge of the seat goodness.
All done by and within the rules of the game. AD&D wins again.
THE SPOILS657 gp
1500 ep
70 sp
2100 cp
XP value of treasure: 1420
THE VANQUISHED
6 giant rats
5 level 2 NPCs, with
4 men-at-arms
XP value of monsters slain: 1217
THE SCORE
Each survivor got 879 XP, 219 gp, 500 ep, 23 sp, and 700 cp.
Bendbardo, human bender, earned rank E for bravery.
Jude, half-orc assassin/cleric, earned rank E for spell support and attempting hit-and-run tactics.
Max, illusionist, earned rank E for using illusions to maximize his profits.
Hilfred Castaigne, illusionist, slain in his sleep by a rival non-player character. RIP.





