Saturday, September 28, 2019

Idalium Game 107: Frosty the Fighter

Session date: Monday, March 18, 2019
Game date: Saturday, April 30, 211

PCs:
Gulleck Stonefoot, Dwarf 7, hp 41, xp 71929/140000
Caryatid, Magic-user 5, hp 24, xp 21091/40000
Simon Sackwell, Halfling 4, hp 15, xp 9893/16000
Adrien, Fighter 4, hp 16, xp 8762/16000
Frosty Beans, Fighter 1, hp 5, xp 0/2000

Retainers:
Manley "Meat" Smythe, Fighter 5, hp 17, xp 17006/32000
Father Chase Pike, Cleric 3, hp 13, xp 4655/6000
Orin, Elf 1, hp 4, xp 2237/4000
Boe, Fighter 1, hp 5, xp 118/2000

It was a fairly short session this time. We had a brand-new player, who had never played any type of roleplaying game before, so I spent some time laying out the basic idea of the game and of the Idalium setting. Then we spent some time rolling up her character, a fighter named "Frosty Beans" (I really have absolutely no idea). So, by the time we all ready, there wasn't much time left for extensive adventuring.

In the Rusty Lantern tavern, an alchemist was trying to interest people in a small assortment of magical potions. The party members considered the assortment but passed on making any purchases, and then they all descended in the buried city of Idalium.

They made their way down to the second level via their usual route through the Temple of Hedonism. Simon paused in the temple to smell for gold (a very useful power bestowed by the Wheel of Fortune) and found a gilded goblet abandoned under one of the pews. He tucked this away with satisfaction (it would turn out to be the only treasure they recovered this evening).

Down in the Temple of Fate, Adrien demonstrated the use of the Wheel of Fortune and stepped off feeling vaguely lucky. Frosty, however, was not so fortunate, and stepped down from the wheel sneezing uncontrollably and at the most inconvenient times.

Adrien got back on the wheel with her pet ferret Norman this time, and although she made her saving throw, Norman now had colorful smoke trickling from his ears, just like Orin and Kevon.

All of the clatter of the wheel attracted a group of urchins. The dungeon-dwelling children recognized the adventurers and told them that several of them had been kidnapped by the Queen of Nightmares.

"What were their names?" demanded Caryatid, forcing me to come up with four names on the spot.

"Jo, Polly, Ben, and Dorothy." (My urchins are all named after "Doctor Who" companions, just like the hippie berserkers are all named after 1960s rock stars.)

Gulleck declared that the urgency of dealing with the Queen of Nightmares had just increased significantly. The adventurers gave the urchins a few gold pieces and then continued on their way. They made a brief stop in the chambers of "the Judge" on the third level, and talked to him about the Queen of Nightmares, but there wasn't enough time left in the evening to mount an attack on her palace, so at this point they all returned to the surface.

Later that day, Adrien received a letter indicating that she had inherited a riverboat (worth 13,000 silver shekels) from another distant relative she didn't even know she had been related to. Such strange fortune!

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