The Alexandrian

Posts tagged ‘campaign journals’

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Caverns of Thracia - Jennell JaquaysFor our third OD&D session in the Caverns of Thracia, we had four new players. Two of these players were completely new to RPGs; one had spent most of her time playing in the original World of Darkness; and the last had once played in a D&D campaign where the other players didn’t bother explaining the rules to her and she had basically watched while somebody else played her character for her.

This last player was particularly leery about giving D&D another try. In fact, I’m not sure if she would have shown up at all if it hadn’t been for the fact that OD&D was only one of the options for what we might play that night (the other was Arkham Horror). When the group decided on OD&D by a single vote, however, she joined the rest of us in rolling up a character.

I’m going to spoil the ending here: All five of the new players had a great time and all of them were eager to play again, including the player who had suffered such a sub-par experience the last time that she’d tried to play.

The new characters were: Greenwick the Halfling, Brennan the Fighting-Man, Howard the Magic-User, and Bob the Fighting-Man.

The spiel for introducing the rules and walking everyone through character creation took a little longer than in previous sssions because of the complete neophytes at the table, but we all had a good time of it. Howard’s player, in particular, glommed onto the OD&D rule that all weapons deal 1d6 points of damage and decided that, instead of buying a weapon, he could just convert a gold piece into copper and then throw the copper coins at people.

 

WHEN LAST WE LEFT OUR HEROES…

We also had two returning characters: Reeva (who had missed the second session) and the halfling Thalmain, who had now catapulted himself all the way to 3rd level (despite suffering an XP penalty from his low prime requisite).

At the end of the previous session, Thalmain had gotten himself cursed while opening a chest. Making a ruling based on the costs for creating a magical scroll, I decided that getting the local priest to cast remove curse would cost him 200 gp.

Fortunately, Thalmain’s share of the loot from the previous session had tallied at 240 gp.

This also gave us a nice hook for the new session: While the other PCs from the previous session were carousing with their loot, Thalmain found his own personal purse considerably lighter. Thus he had a motivation for rounding up a likely group of rag-tag treasure hunters (i.e., the other PCs) and returning to the ruins ASAP.

It was around this point, as the group was gearing itself up for the expedition, that Thalmain’s player asked for the map they’d made in the previous session.

I grinned my evil DM grin and said, “Herbert was the one mapping.”

And, of course, Herbert wasn’t there.

After a bit of haggling, I decided that Herbert would be willing to sell the map to Thalmain. Thalmain had 40 gp left, so I grabbed 2d20 and rolled… two natural 20’s.

Thalmain decided that he didn’t particularly want to go completely broke, so he decided to instead steal the map. This proved easy enough, since Herbert was cavorting at the local tavern with his wealth.

THE GRAND TOUR

As Thalmain led them into the Caverns of Thracia, he was able to act as a bit of a tour guide for the new players/characters. (“Here’s where the bridge almost burned down… Don’t open that door… Here’s the pit trap I heroically saved the party from… Here’s the place where I roasted lizardmen…”)

Eventually, however, they began pressing on into unexplored territory. A short while later, they found themselves descending broad stairs of stone…

And that’s when things got epic.

In the Caverns of Thracia, there is a room keyed thusly:

The Burial Crypt of the Cult of the Dark One: The reek of decaying flesh permeates the air here. Lying in ordered rows are rank upon rank of corpses. Most are long decayed and in skeletal form, but many are still fairly fresh, not having been dead for more than a few weeks (if you can call that fresh!). […] If the southernmost pair of columns is approached within 5′ or if the columns are passed between or to either side, 1-4 skeletons will animate and begin to attack intruders. Each additional melee round 1-4 more skeletons will animate as long as there are living intruders to fight, up to a total of 400 skeletons. Skeletons, AC: 7, Move: 12″, HD: 1, Damage 1-6, HP 3.

I decided that the Thanatos cultists that they had killed before would have been moved down here, so there were also about a dozen bodies laid out directly before the leading into this large chamber and covered with fresh linen. (This creeped them out because, of course, it implied that there had been somebody around to move the bodies.)

Caverns of Thracia - Area 27BInevitably, of course, the PCs moved far enough into the room to trigger the undead guardians. As the corpses began to stir and wrench themselves free from the cordwood-like stacks of the dead, the party fell back to the entrance.

The two halfings — skilled in ranged weaponry — picked off the first wave. (Aided by the occasional coin-toss from Howard.) But more and more of the dead were beginning to stir, and they realized it would only take a few unlucky die rolls for the skeletons to reach their defensive position.

(Actually, I don’t think I’ve discussed this previously: Halflings are described in OD&D as having “deadly accuracy with missiles as detailed in CHAINMAIL”. These sessions are being run with the conceit that I don’t “have” Chainmail, so we decided that halflings would simply get a +1 bonus to damage while using ranged weapons.)

Against the eminent risk, they quickly rearranged their lines. Brennan and Reeva took the front line. Greenwick switched from ranged attacks to a polearm in the second rank. And then Howard, Thalmain, and Bob lined up in back using their ranged attacks to thin the undead ranks before they reached the melee fighters.

But, more importantly, they also started spreading oil in front of their defensive position. And as soon as some of the undead got close enough, they lit the oil.

Based on my interpretation of the room key, the undead would just keep coming. Each undead had 1d6 hit points. Those that survived the ranged attacks would enter the oil, suffer 1d6 hit points, and frequently die before they even threatened the melee fighters.

After a couple of rounds, it was clear that the 1d4 skeletons per round were just never going to pose any kind of credible threat: The defensive position they’d created was too strong. And while the oil would only last for 1d6 rounds, they had stocked up on it (in large part due to Thalmain’s success with a similar tactic during the last session).

THE MASSACRE

I was in the process of trying to figure out how to make the encounter more interesting (since wittling through 400 undead 1d4 at a time wasn’t particularly exciting) when the PCs made it easy for me:  They decided to try proactively eliminating the undead before they could rise. They tossed a flask of oil onto one of the piles of corpses and then fired a flaming arrow into it.

I ruled that the resulting conflagration was successful in destroying a large number of potential undead… but it also had the effect of rousing them. I rolled 1d10, got a result of 8, and went from rolling 1d4 to rolling 8d4 for the number of undead animating each round.

As the undead rose en masse, the piles collapsed — sending the dead cascading across the floor of the chamber.

It’s a testament to the strenght of their defensive position that they managed to hold out for several more rounds against the larger waves of undead without sustaining any injury. I was literally rolling fistfuls of d6’s to calculate the skeleton’s hit points while the players rolled a fistful of d6’s to calculate the damage wrought from the wide moat of fire they had laid down. They would read off the results and I would toss d6’s aside or lower their totals to reflect the current hit points of the skeletons.

Unfortunately, many of them were just 1st level characters. Eventually the law of averages worked against them and one of the skeletons emerged from the flaming oil and with a howl of undead rage managed to rip out Brennan’s throat.

Around this same time, my d4’s rolled high and a wave of 22 skeletons started heading towards them. At that point, they decided that discretion might be the better part of valor. But they weren’t done yet: Howard moved up to the melee line and they held the position for another couple of rounds.

As the wave of the 22 skeletons got close, however, they fell back.

But they weren’t done yet. See, Brennan had been the one carrying most of their (very large) supply of oil. So before they retreated, they rolled Brennan’s body into the flames.

1… 2… 3….

KA-BOOM!

Surprisingly, a couple of the skeletons managed to actually emerge from the far side of the inferno and pursue them a couple of steps up the stairs. (I say a couple of steps, because Thalmain and Bob put arrows through their skulls before they got any further.)

When it was all said and done, I tallied up the dead:

They had killed 76 skeletons.

Killed? It’s probably more accurate to say “slaughtered” or “massacred” on a scale that a bunch of 1st level characters (with the exception of the 3rd level Thalmain) should really not be capable of dealing out.

Of course, they weren’t 1st level any longer. Everybody not only leveled up, but also maxed out their XP for the next level, bumping into the “thou shalt not get enough XP for two levels” ceiling. (Well, except for Thalmain, who bumped into the “thou shalt not advance past 4th level” ceiling for halflings.)

76 skeletons.

It isn’t the largest single-battle slaughter I’ve ever seen in a D&D game, but it’s almost certainly the most impressive. The only battles that rival it in terms of sheer number involve groups fighting large hordes of significantly weaker opponents.

Smart play. Very smart play.

Admittedly, if the skeletons had been smarter they wouldn’t have continued marching into the flames. But, on the other hand, I’m not sure how much difference it would have made: The skeletons had no access to ranged weapons and any possibility of a retreat was cut off by the chasm to the north. Even if they had hung back, they would have simply been picked off by the party’s ranged attacks.

To be continued…

Go to Part 1

I’m continuing the account of our second session of OD&D in the Caverns of Thracia.

FIRST TRAVAIL: FUN WITH PIT TRAPS

Caverns of Thracia - Area 23The pit trap in this section of the dungeon also led to some hilarity: After detecting its presence, Thalmain spent the better part of 15 minutes working out massively elaborate and overwrought work-arounds for trying to get across it… having missed the fact that there were 1-foot wide walkways to either side of the pit that could be easily walked across.

The funny part was that the other players had heard that information just fine. They, like me, just waited for Thalmain to finish his various exertions with ropes and acrobatics. When he was finished, Herbert calmly walked around the pit trap and patted him on the shoulder. “Can we go now?”

INTERLUDE: SLEEP AND SLEEP ALIKE

Caverns of Thracia - Area 25

Following their first forays into the dungeon, the Thanatos death cultists had retreated to this chamber. This was going to be a tough encounter in any case and the PCs, unfortunately, alerted the cultists by talking loudly as they approached the heavy wooden doors.

This allowed the cultists to entrench their positions. When the PCs finally battered their way through the doors they found 8 well-accoutered guards in full plate; 2 cultist priests; and a trained black bear awaiting them.

Which is when I was forcibly reminded of just how powerful the sleep spell used to be:

Sleep: A Sleep spell affects from 2-16 1st level types (hit dice of up to 1 + 1), from 2-12 2nd level types (hit dice of up to 2 +1), from 1-6, 3rd level types, and but 1 4th level type (up to 4 +1 hit dice). The spell always affects up to the number of creatures determined by the dice. If more than the number rolled could be affected, determine which “sleep” by random selection. Range: 24″

At low levels it is, effectively, an encounter-ending ability. It was significantly neutered in 2nd Edition and then further neutered in 3.5 to the point where I almost never see it cast any more. But it quickly became apparent why it used to be a staple of the Magic-User class (along with magic missile and fireball):

Trust cast his first spell… and the entire room (except for the black bear) fell asleep. The bear was quickly taken down and a mass throat-slitting ensued.

There was much cheering and general approbation.

I had poetic justice a few minutes later, however, when the party triggered the sleep gas trap on one of the chests in the room. Everyone except for Thalmain was knocked out.

SECOND TRAVAIL: FUN WITH FLAMING OIL

Here we had another fun twist: Earlier in the session, several characters had been afflicted by a paralytic effect. Thalmain had been among those who had tried (unsuccessfully) to wake them. They had been forced to wait for the better part of an hour before the effect wore off. Left all alone, Thalmain now assumed that the sleep gas was, in fact, another paralytic effect.

When Thalmain decided to move their unconscious forms to the far side of the room, I was initially going to declare that the disturbance of being moved was sufficient to wake them up. But then Thalmain’s player specified, out of the blue, that he was moving them very carefully — and I decided that such careful ministrations would not be sufficient to wake them.

This nearly proved their undoing when, a few minutes later, a patrol of lizardmen showed up hoping to parlay with the cultists. Thalmain had spiked the door shut and even tried to bluff them into going away, but the lizardmen weren’t having it. They managed to batter the door open, although Thalmain’s cleverly placed iron spikes managed to wedge it in a position where they could only come through single-file.

But, nevertheless, it was still Thalmain the Halfling against an entire squad of lizardmen.

This would have probably ended badly if it wasn’t for Thalmain’s pyromania: He had, with great forethought, doused the floor in front of the doors with oil. As the lizardmen started to pour through the gap between the doors, he fired a flaming arrow into the middle of it and turned the entrance into a pyre.

A few lizardmen managed to leap through the flames largely unharmed… only to be struck by a second flask of oil that Thalmain had kept in reserve, spreading the inferno even further. The remaining lizardmen tried to pull back… only to be taken down by Thalmain’s archery.

It was a complete rout.

Shortly thereafter, Thalmain realized he could wake the others up by simply slapping them on the cheeks.

On this triumphant note, the characters retreated from the dungeon and the players retired for the evening.

Session 3 – Coming Soon!

Go to Part 1

Caverns of Thracia - Jennell JaquaysChristopher B. encouraged me in a post over at Grognardia to prioritize these session summaries of my Caverns of Thracia mini-campaign using OD&D. In Part 5 I wrapped up the end of the first session, which turned out to be such a success in the eyes of my players that several players asked for a follow-up.

Ergo, session two.

For this session, the player roster was shuffled a bit: The player for Reeva couldn’t make it, but we added two new players. We glossed over the escape from the dungeon and moved everybody back to the logging village on the edge of the jungle containing the ruins.

Herbert the Elf had been rescued at the end of the last session and he volunteered to return to the complex to wreak vengeance (and loot treasure). He was joined by the core of the previous party (Thalmain, Trust, and Warrain), as well as new recruits in the form of Dominic and Thaxter.

Thaxter, it turned out, proved to be one of the two main highlights of the evening. Thaxter was an elderly gentleman who presented himself to the party as a worldly and experienced knight. The party was eager to have such an experienced swordarm as part of their expedition.

Unfortunately, Thaxter was nothing of the sort. It turned out that he was, in fact, the chef from the local inn. He’d seen the gold rush adventurers profiting left and right from the various ruins of the Thracian Empire and wanted in on the action.

The truth came out shortly after they had ventured back down into the dungeon complex: As they were crossing one of the rope bridges over the subterranean chasms, a giant bat swooped out of the darkness… Thaxter panicked and cowered like a little child, tossing his torch aside wildly and screaming in terror.

(The torch ended up landing on the rope bridge itself, and started burning one of the ropes. A couple of the players — realizing that they weren’t carrying any water — dropped their trousers and peed on the fire to put it out. This was not their noblest hour…)

In short, Thaxter — as a character concept — was brilliant, clever, funny, and memorable. When he eventually perished (after finally conquering his fear and bravely plugging a hole in the line when Trust was knocked unconscious in a fight against a band of lizardmen), he was applauded by the entire group.

Ironically, the players’ appreciation of Thaxter was not matched by Thaxter’s son — Quinton — who showed up shortly thereafter looking for his father. Quinton proved to be nothing but critical of his father’s (many) shortcomings, which led to this short exchange:

Thalmain: “Okay, look. We’re going to ask you a couple of, umm… hypothetical questions.”

Dominic: “Right. Hypothetical questions.”

Thalmain: “Hypothetically speaking, if you were suddenly faced by a giant bat, what would you do?”

Quinton: “… my father ran away like a little coward, didn’t he?”

Thalmain: “Umm… Yes. Uh… Hypothetically, anyway.”

(UN)FUN WITH MAPPING

For this OD&D mini-campaign, I’m not using any kind of battlemap. I’m also (a) strongly encouraging the players to keep a map and (b) requiring that, if they’re mapping, then their character is mapping. (In other words, they need to have pen and parchment; they need to be carrying them in their hands; and the map itself is a physical item.)

On the first level of the Caverns of Thracia there is a room that looks like this:

Caverns of Thracia - Area 23

It looks easy enough. But attempting to communicate verbally what this room looks like proved to be really confusing. (And I had several opportunities, because the exact same issue came up again in the third session when somebody else was keeping the map.)

“There’s a platform jutting out over a chasm. Directly in front of you, on the far side of the platform, there is a semi-circular protrusion with an altar. Columns lead off to your right, ending in a stone bridge that leads towards a tunnel in the far wall of the chasm.”

At one point I even whipped out a small piece of paper and sketched the shape of the room. The map still got screwed up in ways that weren’t reasonable for characters actually standing in the room and looking at.

This reminded me why I eventually drifted away from this particular conceit in my regular campaigns. Having the characters keep a map can lead to a lot of fun gameplay: Analyzing the map for clues on where to explore next (or where some secret passage might be hidden). Losing the map. Getting lost due to poor mapping. Chewing up valuable time trying to make the map accurate. Using the map to re-orient yourself after getting forcefully lost.

But on the flip-side, the metagame complexity and pace dragging of trying to communicate any kind of non-standard passage or room shape can be incredibly frustrating. It also strongly encourages the design of relatively uniform floorplans (square rooms, straight corridors) to avoid the headache. But, of course, this uniformity ends up undermining the very type of gameplay that this type of mapping is supposed to enable.

I’m still not sure what the best solution is for this. Or if there is one.

Continued…

Go to Part 1

Caverns of Thracia - Jennell JaquaysReeva woke up before dawn with a stiff and scabrous back. The rest of the night passed quietly and, in the morning, they headed back down the stairs.

Two more guards had been placed at the far end of the rope bridge. But Thalmain and Trust kept them harried with missile fire while the rest of the party rushed across the bridge and engaged them. In short order they were dead.

It turned out that the guards had been standing duty outside of two large wooden doors.  Jorgen grabbed his 10-foot pole and jammed it through the handles of the doors, barring them shut… And just in time, too, as someone tried to open them from within.

“Dmitri! What is it? Are you all right?”

Jorgen tried to bluff them: “Everything’s fine!”

It didn’t work. Everything within fell quiet… too quiet.

Jorgen grabbed one of the broadswords the guards had carried and jammed it through the handles, taking back his 10-foot pole. Then they kicked the guards’ bodies over the edge of the chasm (they head a splash and a sickening crunch from below).

They headed off in a different direction, crossing over another rope bridge through a chasm where they were harried by giant bats. They eventually reached a chapel guarded by more of the ebon-eyed guards.

These guards they killed, but not before Jorgen, son of Karl, son of Nichol was brutally cut down. (And with a Constitution of 5, he wasn’t getting back up.)

Proceeding into the chapel they found a sacrificial altar hidden behind some black drapes. Bound to the altar and gagged was a prisoner: Herbert the Elf!

Caverns of Thrace - Ebon-Eyed Cultists

THAT’S ALL FOLKS!

And that’s where we ended the session. It was a weeknight and people were beginning to wear out. We’d gamed for about 4 hours (including the 45 minutes or so spent on going over the rules and creating characters at the beginning of the night).

Opinions of the evening were split.

The final PC death tally stood at 7. (It would have been 9 without the Constitution-based survival checks I was making.) After the TPK one of the players very visibly checked out of the game — it seemed like they just couldn’t be bothered to care any more. The player of Nichol/Karl/Jorgen/Herbert — while providing some of the best entertainment of the evening with her spontaneous explanation of dwarven mating habits — was becoming visibly pissed off by the end of it.

(As she later put it, “An entire dwarven family was destroyed tonight.”)

Another player later summed up their impression by saying, “OD&D = Death + Math.”

Everyone else seemed to enjoy themselves. At least one of the players seemed eager to continue playing through the scenario. (Given the mixed reactions from the others, I doubt that will happen. But we’ll see.)

From my perspective, I would have liked to see the Caverns of Thracia get a little more thoroughly explored. But on the flip-side, there was something extremely rewarding about watching the dungeon slowly assume that old school aura of terror/respect.

The players were also slowly learning (or re-learning) classic dungeoncrawling skills. They went from more-or-less barging straight ahead to taking a gradually more cautious and clever approach.

I’d also like to take the opportunity to say that the spontaneous coining of the name “anubis” for the dog-faced humanoid they confronted was probably the highlight of the evening for me. It just felt like the perfect Old School moment — like the first time someone referred to an illithid as a “mind flayer” and the name stuck or something — and I could easily see myself statting up a race of dog-faced anubians for a Monster Manual.

Rules mastery also plays a role in the success of a session. I was certainly struggling in several places trying to figure out how to handle certain things. (And the poor organization, layout, and wording of the rulebooks certainly didn’t help matters.) I was beginning to find my groove towards the end and I wouldn’t mind running a few more sessions in the Caverns just to get a feel for what it’s like to run OD&D from a position of having really internalized the system (however kooky it may be).

I have to, once again, beat down the temptation of trying to rewrite, codify, and re-organize the rules into something more useful. It would certainly make the game (much) easier to run, but it would also kill something vital. Decoding the rulebook is part of the experience here.

If I want to play a cleaned up version of this game, I’ve got 3rd Edition. (4th Edition, of course, is a completely different roleplaying game with no clear lineage to OD&D except its trademark.)

On the other hand, it might be interesting at some point to take the OD&D rulebooks and deliberately explore the path that wasn’t taken: Whenever a rule leaves itself open to interpretation or whenever Arneson and Gygax explicitly give us more than one option, take the path that subsequent editions of D&D didn’t take. See what sort of game you end up with and then refine it from there. Call it the D&D Apocrypha if you like.

Well, maybe some day. I’ve already got one game burning a hole in my pocket.

UPDATE: Continued…

Go to Part 1

Caverns of ThraciaWhen Nichol didn’t return to civilization, his explorer’s journal was sent to his son and heir, Karl. Karl hired a group of mercenaries and treasure hunters to accompany him into the jungle, hoping to discover the fate of his father. (This was my way of avoiding the need to generate fresh rumours on the Rumour Table.)

Karl was accompanied by the witches Reeva and Trust, a halfling fighter named Thalmain, and Fientar the Cleric. (The witches were just magic-users. Reeva, as you may already suspect, was run by the same player as Veera. It should be noted that, with this second group, a huge premium was placed on getting the best armor possible. Getting hit was directly equated to being dead, so heavy emphasis was immediately placed on not getting hit.)

Caverns of Thracia - Second EntranceThis time the random 1d8 roll determined that they would be approaching the ruins from the southwest. As a result, they ended up practically stumbling over a short, squat building of gray-black stone that was hidden within a small copse of trees. A rusty gate on one side of the building led to a narrow flight of stairs that plunged down into darkness.

(I kinda regretted that they stumbled over this second entrance to the dungeons. It would have been nice for them to return to the first building they had explored, since (a) I’m sadistic and (b) the minotaur had ordered that the heads of the previous PCs be placed on spikes in the clearing in front of the building as a warning to others.)

Thalmain made some efforts to get the rusty door to open quietly. When that didn’t work he started trying to remove the hinges, but at that point Karl (like his father before him) got impatient and yanked the gate open with a hideous screeching noise.

They lit a lantern and headed down. The stairs bottomed out at a deep chasm. A rope bridge extended across the chasm. Karl inspected the bridge closely — ascertaining that it was of recent construction and in good repair — before starting to walk across.

Half-way across the bridge, a spear came flying out of the darkness. It impaled Karl through the chest. He collapsed.

(Nichol had a Constitution of 9 and survived his first brush with mortality. His son Karl, on the other hand, only had a Constitution of 6 and died instantly.)

Thalmain and Trust fired blindly (and ineffectively) into the darkness. Thalmain then got the idea to light one of his arrows on fire so that they could see what was on the other side of the bridge. The arrow soared over the head of a broadsword-wielding guard dressed in plate armor who was charging towards the bridge. Eerily, the guard’s eyes were solid black.

(The black eyes were my reaction to this passage from the rules (“Monsters & Treasure”, pg. 5):

…it is generally true that any monster or man can see in total darkness as far as the dungeons are concerned except player characters.

I thought this was rather silly. I felt there needed to be some explanation of this discrepancy. And thus the followers of Thanatos were given their ebon-eyed visage.)

Reeva tried to use her dagger to hack through the ropes holding up the bridge, but she was too slow. The ebon-eyed guard sliced open her back as he ran past her off the bridge. She collapsed in a pool of her own blood.

The others rallied, however, and quickly killed the guard without suffering any additional injuries. Worried about possible reinforcements, they grabbed all of the bodies (the guard, Reeva, and Karl) and dragged them back up the stairs and into the jungle. There they stripped the plate armor off the guard, discovered that Karl was dead, and dressed Reeva’s wound.

… AND BACK FOR MORE!

They heard someone approaching through the thick foliage of the jungle. Drawing their weapons they waited anxiously.

A dwarf walked out of the trees.

This was Jorgen, son of Karl, son of Nichol. He had been sent by his grandmother to find his father.

“Okay, we have some bad news for you…”

THE THIRD CHARACTER

Jorgen, of course, was the the third PC of the night for the player of Nichol and Karl. His ability scores were absolutely abominable: 9 Strength, 8 Intelligence, 4 Wisdom, 14 Dexterity, 5 Constitution, and 7 Charisma.

While she was waiting for Jorgen to be introduced, the player asked for another character sheet so that she could roll up her next character and “speed things up a bit”. She was clearly embracing the lethality of old school play.

She was less than happy, however, to discover that her next character (Herbert the Elf) would have had the best ability scores of the night: 13 Strength, 15 Intelligence, 17 Wisdom, 9 Dexterity, 12 Constitution, and 10 Charisma. He also ended up with 7 hit points (the maximum possible).

And thus the joking began: Dwarves, it was theorized, were cursed. That explained all the bad ability score rolls for Nichol, Karl, and Jorgen.

More importantly, how had Jorgen even found them with an Intelligence of 8 and Wisdom of 4?

“You hear noises approaching through the wood.”

“Okay, quick. Kill him now before you see him, then I can just switch over to Herbert.”

But no, Jorgen would live and Herbert would (for the nonce, anyway) be shelved.

Jorgen, however, quickly earned the nickname of “Wheezy” — his low Constitution leaving him with a horrible case of asthma and a slightly arhythmic heart. It turned out that Jorgen, son of Karl, son of Nichol was — like all dwarves — the result of horrible inbreeding. Dwarves, it turned out, bred in their underground warrens like rabbits. The tunnels were packed full of them. Which is probably why Jorgen was pushed out the front door and sent on his way. (“Go find your father!” “Didn’t he just leave like an hour ago? For god’s sake woman!” Cough. Cough. Wheeze.)

Okay, you probably had to be there. But by the end of it, we were all nearly dead from laughter. I could scarcely breathe.

Continued…

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