The Maze du Châtel

Day 2, Room 1

The party breezes through the entrance tunnel until they reach Room 1, where they find a singular goblin, muttering to itself and scraping up dried vomit. Galswintha notices that it is well-dressed for a goblin (fitted cotton tunic, cute little pants, sandals) and unarmed, and stops the party for a moment to talk to it.

“Hello, little one, do you have a name?”

It peers up at her suspiciously, “Grizzba. You gone fight me?”

“Not if we don’t have to - I’m Galswintha. Are you … are you actually working for Lord Corbus?”

“Beats gone hungry. Beats gone dead.” The goblin pauses, its yellow eyes narrowing, “What you want?”

“I … nothing, at the moment. I’m just a bit stunned. I would not have thought …”

At that point, the party starts arguing about what to do about the goblin. Vulfelind and Galswintha want to see if it can act as a guide; no one else thinks it can be trusted far enough to swing by its neck from a rope without stabbing someone in the back.

Finally, the goblin tugs at Galswintha’s robes, “Lady? I gotta job already. You don’ gotta argue with your friends.” A brief pause, then, “An’ if you need guide, maybe a maze not the best place for you.”

Brunegard bellows out a laugh, and slaps Galswintha on the back, “Runt’s got you there!”

Lotharic still doesn’t want to leave the goblin behind to tell the rest of his warband where they are, but finds himself out-voted. Brunegard puts it simply, “It’s making sure we don’t step in vomit, for Lady’s sake, and you want to kill it?”

Still, they wait for the goblin to finish cleaning and leave before they open the secret door and slip back into the now-empty “room of the animate armor.”

Room 36

The door to the wight’s room is still open; the door on the right is still closed.

A skeleton in a suit of cheap leather armor sits cross-legged at a ragged square of cloth, with pebbles in place of the nicer stones the original game board had. There is no chest.

After a long, careful stare, Vulfelind declares that the pieces are in the same positions as they were the previous day. Grimoald taps Lotharic on the shoulder, “Don’t knock this one over.” Lotharic just sighs sorrowfully.

This time the party gets into combat formation before opening the door on the right. Vulfelind checks the door, hears nothing, and they open it … and beyond see a shadowed, narrow room with three large pillars on each side.

They step in.

Room 37

As they finish entering the room, eight skeletons step out from between the pillars, four on each side, and begin attacking.

And mostly miss, although Grimoald and Vulfelind both hurt.

Galswintha retreats into the animate armor room, holding her cut arm and cursing undead of all flavors; Radegund and Chlodomer both decapitate their attacker; and most of the rest of the party at least damage their foes. Another couple passes and the fight is over. Lotharic checks everyone for damage and cinches his status as one of the best physicians in town.

Checking the room with better light, they find eight alcoves (empty and unadorned), symbols carved into the floor, and a red “X” above the door at the far end.

After some debate, they form up, and open the door …

Room 38 Entrance: Stair and Dome

Through the door is a spiral staircase down into an open, vaulted dome roughly three stories high. A smashed statue lies in the center of the room, and six doors, each 60 degrees apart, face outward from the center.

The ceiling has a painting (life-sized!) of a dragon spread across a flat rock and conversing with a nymph.

After further debate about the meaning of the red “X”, they decide to leave the room alone, re-shut the door, and then spike it shut.

They return to what Grimoald is now calling “the vomit goblin room.”

Rooms 2, 3, 5, 8, And 11

Moving along from the entrance room to the publicly-known antechamber, the party follows their map to the estimated “unvisited” area with reasonable safety. In the spot marked Room 11, there are two doors marked, one visible, one secret … and no rooms mapped beyond.

A failed attempt to pick the lock of the visible door, or FIND the hidden one. A lack of sounds heard (“but the door looks heavy enough to block quiet sounds”).

A show of hands. A girding of loins. Grimoald kicks open the door.

(OOC: I’m pretty sure I looked a little too gleeful here - the players got REAL cautious all of a sudden, before they finally got up the guts to go through the door.)

Room 17
Three ogres sit in a ragged circle. The biggest one is rolling a carved goblin skull when the door slams open.

The ogres stare, open-mouthed with surprise. The smallest one, missing an eye, casually and stealthily tips the skull onto a different side while the larger one is distracted.

The party attacks.

Vulfelind and Samson move first, in what appears to be a pre-planned tandem, and stab the biggest, snick snick deep into his torso, and very nearly kill him … and Galswintha finishes the job with her sorcerous mist.

As his body is falling, Brunegard and Chlodomer do act in tandem; Brunegard tackles the mid-sized ogre and knocks him prone, and Chlodomer kicks his club out of reach.

Radegund, Grimoald, and Lotharic all fall upon the prone, surprised ogre and he dies swiftly and messily.

And then the one-eyed runt … flees. Although, Vulfelind later notes with some satisfaction, not without grabbing his and the larger ogre’s treasure sacks in a smooth, practiced motion that belies years of being the smallest, greediest ogre in the tribe.

That’s when they discover the dead ogres weigh 69 and 81 stone each. Several minutes are spent discussing everyone’s worthlessness as beasts of burden, and then they decide to try tying the two ogres together and dragging them rather than carrying them.

The. Entire. Way. Back.

This takes a very long time, but they manage it, although they have to untie and retie them twice due to narrow doors. But no one bothers the party, and eventually they make it to the entrance to sell the corpses.

Grimoald grins and quips, “Good thing one of them got away, eh?”

End Session.

End Session Notes

The scroll turned out to be a simple parchment with a long, crooked line dotted at regular intervals. Very mysterious.

Both days, the party did poorly on the monster parts sale value, getting 80% and 70% of the average value of the corpses, respectively.

Galswintha is now 30 years old. If she survives another wight attack, there will likely be ability score penalties.

The party missed at least two secrets because no one had the right proficiency (in this case, Strategy and Theology). They may find them later.

XP 421 each; haul, 332 gold, 6 copper each. A little anemic on the treasure, partly because of the skeletons and the one-eyed runt ogre running off with the party’s “fair share.”

Great session update! Sounds like a total blast.

One quick note - if Galswintha has Elven Bloodline she shouldn't suffer the normal aging penalties of a human. She'd age as an elf instead.

Alex wrote: One quick note - if Galswintha has Elven Bloodline she shouldn't suffer the normal aging penalties of a human. She'd age as an elf instead.
That is an excellent point, and one Galswintha's player forgot about. I think she'll be pleased when we meet again next week - elven bloodline is apparently an (almost) free pass against energy drain under my house rule.

Of course, now Lotharic’s going to want to throw her under the bus every time they face wights, as a meat shield for the poor, crunchy fighters … >:->

Wait, Illusionist? Wherefrom cometh this class?

jedavis wrote: Wait, Illusionist? Wherefrom cometh this class?

http://www.autarch.co/downloads - Under Supplemental Rules, “Illusionist Optional Rule.”

It includes the class, spell list, and a number of new spells.

Some adjustments:

Galswintha
Spoke with Galswintha’s player about aging. Here’s the revised character:

  • Galswintha d'Antioch - Lawful Mage, 20(30), Elven Bloodline, Engineering x3. DEX +1, CON +2, INT +2, WIS -1, CHA +1. An apparent teenager with pointed ears, eyes the color of hoarfrost, ankle-length hair the color of a raven's wing, and a distant, wintry smile. She's smarter than you, and she knows it.

One-Eyed Runt
Originally just a low roll on hit points, in play he acquired a fair amount of personality for a two-round showing. In my long tradition of GMing, that means it’s time to stat him up a bit more and make him more interesting.

… especially since two players have emailed me their plans to find him again (one wants to get “their” loot back, the other wants to see if he’s civilizable).

I’ve decided to give him thief abilities equivalent to his hit dice (including attack and saving throws) and two proficiencies. It’s short, sweet, and makes him a worthy opponent/ally, without breaking the existing ogre too much. I’ve also dropped his STR to 17 (“scrawny”) and upped his DEX to 17 (improving his overall AC), which will make him a little less scary unless he backstabs … but will also improve his survivability slightly.

Had two sessions this weekend - two players dropped out after Saturday’s session, and the smaller remaining group was up for another round of ACKS. However, I am out of time this evening, so the write-up may have to wait for Tuesday.

We’ve been having a real blast with ACKS, though. Thanks!

Session 2
Day 3
The party takes a day off for Vulfelind to heal.

Vulfelind and Galswintha share costs on buying a war dog, and then proceed to pamper it. Lotharic visits the church. Samson, Radegund, Chlodomer, Brunegard, and Grimoald share rounds at The Limping Rat Tavern.

Day 4
The party explores further, comes to a decision point: chittering voices to the left, silence to the right. Galswintha wants to go right; everyone else, left.

Left is kobolds, whom they mostly slaughter: one begs for its life, the other flees … and dies (noisily) beyond the door.

While the party bickers, skeletons march in. Lots of them. The party beats a fighting retreat, slams the door, flees … gets lost, falls down a slide pit, and finds themselves in another section of the maze.

Between kobold wounds, skeleton wounds, and the fall, Samson dies outright of a crushed skull; Radegund lands on a hand, crushing it beyond Lotharic’s ability to repair; and Vulfelind cracks her chin open, leaving a minor scar. Everyone is hurt, however, and Lotharic can’t heal everyone, so Galswintha goes without, “I’m dead if someone gets near me anyway - fix the front line first.” Lotharic and Grimoald, the next least injured, go without as well.

The party argues about where they are and how to get back. Vulfelind draws a line-map of directions taken from memory … and Chlodomer, staring at it, pulls out the scroll with a crooked line, “I wonder if the dots are distance intervals?”

Their immediate problems forgotten, the party puzzles out the scroll line-map, matching it to their map … and discover a secret door they missed. Which brings them back to that immediate problems: getting out.

Vulfelind finally manages to wall-climb up the slide (crawling along the less-slick wall) and drops a rope down.

Everyone wants to know why the whole party fell into the pit, and some examination tells the story.

The room with the illusory floor has two counterweights - one just outside the room and one inside. Any weight outside the door at all locks the metal floor into place; any weight on the metal floor drops it into “slide” position, unless it is currently locked. One person standing outside the room makes the room safe, but as soon as they step in, everyone falls. The illusion covers the suspicious-looking, slick metal floor with an image of ordinary damp cobblestones.

The players comment, once again, that Corbus has a few loose gears in his head.

They hike back to their supposed secret door and search with little luck until Chlodomer decides to push every stone on the wall, working his way from top to bottom and left to right.

Which does find the secret door … and opens it! Two kobolds spot the adventurers and flee down a hall, yipping warnings. With a sheepish grin, Chlodomer pushes the stone again. The door shuts.

The Grim Fist flee for their lives once again, but this time they return to the surface.

In town, they strip Samson down and sell his gear to pay for a funeral. No priests powerful enough to restore life are in the village, and no larger towns are within a short enough travel distance - and they definitely don’t have the funds for a long-distance, two-way trip.

End Session Notes
XP 57 each (including 25 XP bonus for map puzzle). No treasure aside from Samson’s gear, which they mostly spent on a funeral. Samson is dead and buried.

Samson’s player decided to drop out at this point - he was hoping for a more political-from-the-outset game (Disguise is not exactly helpful against kobolds), and Samson biting the big hand in the sky is a pretty good stopping point.

Brunegard’s player also dropped out - her job changed her hours. I really miss not having to worry about that sort of thing. Her character “wanders off” while they’re back in town.

Session 3
Days 5, 6, and 7
Healing and recovery; plus an extra day to get some tasks taken care of. Radegund swaps out her weapon selection, commissions a hook hand, and chats with people all over town. Galswintha plays with the war dog and follows Vulfelind around town.

Grizzba. Chlodomer and Grimoald try to track down “the vomit goblin,” meet with dismal failure, suspect “guild business,” and ask Vulfelind to look into it for them. Vulfelind tracks down Grizzba (and pays a slightly-overdue guild tax) and arranges a meeting. Meanwhile, Chlodomer has a heart-to-heart with Lotharic, and Lotharic agrees to let Grizzba bring ruin and shame upon the party before he kills her (approximately his words). Chlodomer offers Grizzba standard hench rates, and between his CHA +3 and a small bonus for treating a goblin like a human being, manages fanatical loyalty!

  • Grizzba the Goblin - Neutral Goblin Hench (0th), 16, Caving, Mapping. STR -1, DEX +2, INT +1, CHA -1. A well-dressed goblin (fitted tunic, pants, sandals) with a pointy sense of humor.

Lotharic visits the local medical ward and offers his services, and starts to ask questions about the local goblin. He doesn’t much like the reply: “Which one?”

Day 8
The party buys an updated map from Basina and is disheartened to find that their secret wargame room was found; but the other secrets they know are still clear. Grizzba is discovered to understand maps, and she fills in a few empty spots on the map, although not the connecting passages.

Why? Because Corbus built servant corridors into the top levels of the maze. They’re tiny and require a talisman to pass through, but there you go.

They head back into the maze, and go back to the secret door at the base of the stairwell - that’s where their line map leads, darnit, and that’s where they’re going to go.

Chlodomer parleys with the kobolds this time, and pulls it off, if by the skin of his teeth. The Grim Fist will be allowed safe passage to the next spot on the line map, in return for not brandishing weapons, murdering lots of kobolds, or telling anyone else where the kobold lair is.

The line map takes the party to a tight, narrow, scary-looking stairwell down.

The party descended and with the tenacity that only comes from ignorance, fought their way through a gang of ogres, carried the corpses back, and then returned to find another two gangs of ogres investigating the scene of the previous fight … including the one-eyed runt, who squealed something in ogrish, and all hell broke loose.

The party fled to a narrow door, where Radegund managed a perfect crossbow shot, switched to her mace, and held off two ogres at the door long enough for Galswintha to kill one of them. Then the whole party dropped their packs and ran, with a parting shot from an ogre finally killing Radegund.

They had to leave the bodies of Radegund and the war dog (who took a hit for Vulfelind near the start of the fight, and whose armor slowed it down too much to outrun the ogres).

… and then Chlodomer had to give the fast-talk of his life, when they tried to pass through the kobold territory looking ill-equipped to handle a fight. He managed it, but it was obvious that the kobolds were going to try something sneaky and nasty the next time through.

Still, they returned with all but Radegund (and dog). And missing most of their backpack-contained gear.

Galswintha and Vulfelind pinky-swear vengeance on the ogres. Everyone mourned.

Weeks 2 and 3 (End Day 21)
We ended the session with another two weeks passing, so that some long-term things could be done. Galswintha wanted to see if another war dog could be found; Vulfelind wanted to hire a hench; and so on.

End Session Notes
XP 785 each; haul, 476 gold, including corpses and map sales. Grizzba received 163 XP (1/2 share of kills award + 76 gold) and made level 1. I decided she would progress as a thief rather than a fighter, however - her background (and her contacts with the guild) imply that she had close-enough training already. Chlodomer gave money to Vulfelind to “equip Grizzba well,” and so she did.

After replenishing their packs, that leaves them with approximately 1,000 gold each, which they put in safe-keeping with Basina.

Vulfelind just tipped over second level. Radegund’s player rolled up Lanthechilde (who is presented as a friend of Chlodomer’s who was arriving late to the party). A few party members aquired henches, pulling from the military population of the village.

The party as they stand now (including 10% XP bonuses):

  • Chlodomer d'Antioch - Lawful Fighter, 18, Diplomacy, Fighting Style (Weapon and Shield). STR +2, CHA +3. Tall and young, with dark curls and soulful brown eyes ... and a ready smile. A poetic tongue and idealist's heart make him more dangerous out of combat than in. XP 1,389.
    • Grizzba the Goblin - Neutral Goblin Thief, 16, Caving, Mapping, Weapon Finesse. STR -1, DEX +2, INT +1, CHA -1. A well-dressed goblin with a pointy sense of humor. XP 69. Morale +6 (Chlodomer CHA +3, fanatic +2, levels +1, calamities +0).
  • Grimoald d'Antioch - Lawful Fighter, 23, Combat Reflexes, Naturalism. STR +3, WIS +1, CHA +1. As large and muscular as an ox, reasonably pretty ... a blond farmboy, all grown up. XP 1,389.
    • Alaric du Châtel - Lawful Heavy Infantry, 19, Combat Reflexes. STR +1, DEX +1, CON -1, WIS -2, CHA -1. A pudding-faced peasant with poor manners, but a strong back and a strong desire to help. XP -100. Morale +1 (Grimoald CHA +1, loyal +0, levels +0, calamities +0).
  • Galswintha d'Antioch - Lawful Mage, 30, Elven Bloodline, Engineering x3. DEX +1, CON +2, INT +2, WIS -1, CHA +1. An apparent teenager with pointed ears, eyes the color of hoarfrost, ankle-length hair the color of a raven's wing, and a distant, wintry smile. She's smarter than you, and she knows it. XP 1,389.
  • Vulfelind de Saubruic - Neutral Thief-2, 16, Tracking, Weapon Finesse. DEX +3, INT -1, CHA +2. Tall and slender, with enormous black eyes, dark olive skin, and black hair cropped as close as possible, with a calming, professional demeanor that far belies her years and a smile that is absolutely dazzling when it appears. XP 1,389.
    • Thorismund du Châtel - Neutral Slinger, 22, Animal Husbandry. STR +2, INT -2, WIS +1, CHA +2. A mercenary with craggy good looks and a kind heart, but no head for math. XP -100. Morale +4 (Vulfelind CHA +2, fanatic +2, levels +0, calamities +0).
    • Ingunde du Châtel - Neutral Slinger, 18, Animal Husbandry x2. STR -2, DEX +1, CON -1, INT +1, CHA +2. A stunningly good-looking mercenary and wife to Thorismund. Does the finances for the household. XP -100. Morale +4 (Vulfelind CHA +2, fanatic +2, levels +0, calamities +0).
  • Lotharic le Brun - Lawful Cleric, 20, Divine Blessing, Healing x3. STR +1, INT +2, WIS +2. A sorrowful looking young man with a peasant's tan, muddy brown eyes, and a dominating nose, dressed in the livery of a priest of recent vintage. He cares deeply about people, and has an intuition for the right thing to do. XP 1,389.
  • Lanthechilde d'Antioch - Neutral Thief, 20, Healing x2, Intimidation. STR +1, DEX +2, CON +1, INT +1, WIS +1, CHA +2. A low-level version of Rebecca de Mornay's character in The Three Musketeers, before she has her heart broken. Soft-spoken and kind, but a little too clever with the daggerwork. XP 0.

I love the flavor of yor camaign. Great stuff. With the two players who have dropped out, you're really at more of an ideal party size, especially with henchmen.

Six players is feeling a lot more manageable. I’m not very good at saying “no.”

This has also been my first DMing run in quite some time.

A few too many weren’t able to make it Saturday or Sunday, so Chlodomer, Grimoald, and Lotharic - rather, their players - and I hung out. Some questions came up about the campaign, and they seemed to me useful information for the whole party, so in lieu of a real update:

  • Dungeon Questions.
    • It does get more dangerous. Yes, the first level was designed by Corbus as a deliberately easy wading pool. He wants would-be adventurers to hit the first couple of rooms and think, "I can do this," not "I wanna go home."
    • Corbus' maze might qualify as a small megadungeon. Kilodungeon?
    • Chlodomer was really curious about the ogres. I tried to avoid spoilers, but at this point, it should be obvious to anyone with a successful Adventering proficiency throw that there has to be an ogre village somewhere ... and ogres are not known for building their villages underground. Yes, that's *&^%ing deadly for level-1 characters, what did the party think they were going to find three levels down in Corbus' maze?
    • On a related note, there are non-maze hooks in the maze, and the maze is primarily intended as an introductory dungeon.
    • Heck yes, Corbus has screws loose.
    • Every secret door and trap has a described mechanism. All of them can be found, opened, and de-activated without a thief in the party. The thief class provides a shortcut. I think a party with no thieves could beat the entire dungeon - a party with thieves will just do it faster.
  • Rules Questions.
    • A finger bone fished out of an ogre belly is sufficient to reincarnate Radegund. Restore life and limb is out of the question.
    • Given a large number of pre-existing skeletons, a fourth level Chaotic cleric can amass a huge army of skeletons ... for 40 minutes. Useful for herding, probably not for long-term siege or similar. But, yeah, herding done right can be downright awesome.
    • Goblins are not inherently evil. They're not even guaranteed to be Chaotic. They just have an extremely strong racial predilection for Chaos (from their 25% troll blood), and a culture that promotes being jerks.
    • The Lady (species goddess generica generica) does not hate goblins. She hates Chaos. Goblins are almost always Chaotic. Unfortunately, barring spells, The Lady does not provide Lotharic with any particular ability to determine whether The Lady hates Grizzba - mortals have to do some of the work themselves.
    • It is theoretically possible that the alignment listing for one or more PCs are lies, lies, lies.
    • The animate armor was a custom creature.
    • The ogre who tipped a die over while Surprised: that was a flavor issue. He may or may not have any special abilities related to Surprise, but the humorous aside of him flipping the die over to favor his side of the game was not a subtle hint of his abilities.

There were probably other questions I forgot about, but those were the ones I noted as broadly applicable when they were asked.

Lotharic quit at the end of the session tonight, and there was drama, so … no update today. I should be feeling better about it and have time on Tuesday. (At this point, I might as well just plan to update on Tuesdays anyway.)

Oh no! I'm sorry to hear it. I hate when things like that happen. 

Session 4
Day 22
The Grim Fist decides on discretion where the kobolds are concerned, and heads instead to the illusory floor room. There, they spend some time examining and then breaking the trap - now a permanent slide - and tie off a rope under the illusion for a permanent way back that isn’t obvious.

        It's a very clever use of the trap itself, and I approve.

        They descend and explore the narrow, unlit, barrel-vault passages, until they are surprised by a pair of rhagodessa, who capture and drag Lotharic and Chlodomer up into the vaulted ceiling. In this battle, Chlodomer successfully wrestled his back down to the ground and held it in place while Grizzba, Vulfelind, and Lanthechilde backstabbed it to death. The <em>other</em> rhagodessa, however, inflicted mortal wounds on <em>half the party</em> before they brought it down. Lotharic lost his eyes while the rhagodessa chewed on his head; everyone else was more or less intact afterward.

        While the others discussed what to do, Vulfelind climbed up and investigated the ceiling ... and found a tiny hole, with a glint beyond. Lotharic was the only one who objected when Chlodomer helped Grizzba squirm up and into the hole, and a few moments later, she began lowering a veritable hoard of treasure!

        <ul>
            <li>Tiny chests full of silver, plus another full of gold.</li>
            <li>Enough gems and jewelry to run fingers through, including three of note:
                <ul>
                    <li>A statue of The Lady cut from a single piece of opal,</li>
                    <li>An alabaster flute, and</li>
                    <li>A jade ring with an ancient family crest.</li>
                </ul>
            </li>
            <li>Several exquisite fur cloaks, and numerous other bits and pieces.</li>
            <li>Far too many stone of richly-colored, demi-metallic feathers; goblin-sized avian bones; gorgeous unicorn-like horns; and the bird-like skulls the horns are attached to.
            </li>
            <li>A beautiful <em>kukri</em> made of mithril, with gorgeous inlay showing a striking bird, and a single dwarven rune. Magic? <em>Very probably.</em>
            </li>
        </ul>

        (OOC: To be fair to Lotharic, the once-impoverished goblin <em>did</em> make a loyalty roll when presented with such an easy party theft.)

        Loading themselves to the maximum, and dropping armor and gear, they eventually stagger back to town with the entire hoard <em>and</em> rhagodessa corpses. They are beginning to get a reputation for returning without their packs, however.

        As before, there are no powerful healing magics, so Lotharic takes his portion of the treasure and leaves with a merchant to buy restoration in the big city.

        Chlodomer retains the sword, but until the true value is known, it remains a "party" treasure.

        Galswintha also keeps one unicorn-like horn and a handful of demi-metallic feathers.

    <strong>End Month 1, plus Weeks 1, 2, and 3 of Month 2</strong>
        After recovering and re-buying basic gear, Galswintha requests a road trip to Orléans (Class II) for "real shopping." The party maxed their level gain, however, and wants to make one more maze trip first - amazing what a difference 1 XP makes!

        The dungeon trip is fast. The Grim Fist buys the new map, marches to the edge, hits a cluster of fire beetles, slaughters them, and marches back.

        Galswintha begs for a road trip again, and they join a merchant heading to Orléans.

        Ah, Orléans!

        Vulfelind almost buys an elephant, and <em>does</em> buy a suit of leather "tanned from the hide of a giant black widow," along with numerous other lovely toys.

        Chlodomer buys excessively expensive plate armor ("jack of plates, quilted white silk threaded with gold, and a jade-and-emerald Circled Eye over the heart").

        Everyone acquires silver daggers, and a few silvered swords are acquired as well.

        And then there is Galswintha.

        She is terrifying. She is glorious. She spends <em>all</em> the monies, then sweet-talks more out of her friends, and spends <em>that,</em> too.

        Every available jeweler in Orléans for the next six months is busy carving a set of rings (both full-membership and retainer-membership) for The Order of the Grim Fist from slices of the avian-unicorn horn. A number of tailors and seamstresses have found employment for the season. And countless merchants are wondering whether they rolled "teenaged hurricane" on the City Encounter table. Afterward, she comments, "Next time we should go to Paris instead."

        The party also spent time interviewing potential henches (Chlodomer had difficulty because he only wanted henches that would get along with Grizzba), arguing over a mule, and so on. Grizzba argued with the local law, and Chlodomer paid some fines. And Galswintha picked up some new spells. Then they made their way back to Châtel.

        We ended the session with the Grim Fist standing outside the Maze again.

    <strong>End Session Notes</strong>
        Good grief, there are a lot of henches running around now.

        Lotharic's player quit at the end of the session, bringing us down to five players.

        I established a new house rule:
        <blockquote>
            There is no reserve XP rule. Instead, there is a "party reserve" associated with the party, equal to 25% of the highest-XP character currently alive and in the party. New PCs start with this reserve. (Lanthechilde was ret-conned to take advantage of this.) This caps out at 8th level.
        </blockquote>

        The party has quite a bit of money in Basina's bank, although the trip did manage to bleed them fairly well. Galswintha spent 13,000 gold, of which only 7,000 was hers.

        The party now looks like this:
        <ul>
            <li><strong>Party Reserve</strong> - 1,252 XP. Total XP shares 10.25 (Eldremer does not get an XP share); total treasure shares 6.5 (Eldremer and Shadow do not get treasure shares).
            </li>
            <li><strong>Chlodomer d'Antioch</strong> - Lawful Fighter-3, 18, Command, Diplomacy, Fighting Style (Weapon and Shield). STR +2, CHA +3. Tall and young, with dark curls and soulful brown eyes ... and a ready smile. A poetic tongue and idealist's heart make him more dangerous out of combat than in. Wears a quilted white silk jack of plates, with gold threads and a jade-and-emerald Circled Eye over his heart; carries what is obviously an ancient dwarven <em>kukri;</em> and bears a simple copper ring with the Grim Fist sigil visible upon it. XP 4,008 (10,016); 3,500 gold.
                <ul>
                    <li><strong>Grizzba the Goblin</strong> - Neutral Goblin Thief-2, 16, Caving, Mapping, Weapon Finesse. STR -1, DEX +2, INT +1, CHA -1. A <em>very</em> well-dressed goblin (black silk-covered leathers, fine boots, and a very jaunty beret) with a pointy sense of humor. Chlodomer has been slowly winning her over to a Lawful viewpoint, but there is a long way to go. XP 2,398; 1,125 gold. Morale +7 (Chlodomer CHA +3, Command +2, fanatic +2, levels +2, calamities -1, align -1).
                    </li>
                    <li><strong>Galagunde d'Orléans</strong> - Lawful Illusionist-2, 25, Familiar (Tarantula), Animal Husbandry x3. DEX -1, CON +1, INT +2, WIS -1, CHA +1. A sharp-nosed, bespectacled woman with a cautious, occasional smile. Outfitted in sturdy tunic and pants, hiking boots, pack, and walking stick. Does not seem to care much for appearances! XP 2,500. Morale +5 (Chlodomer CHA +3, Command +2, loyal +0, levels +0, calamities +0).
                        <ul>
                            <li><strong>Eldremer the Bold</strong> - Lawful Tarantula Familiar, 3, Illusion Resistance, Healing x2, Mimicry. Move 120 ft. (40 climb). Bite 1d2 (mild poison, 1d6 damage, save for none).
                            </li>
                        </ul>
                    </li>
                </ul>
            </li>
            <li><strong>Grimoald d'Antioch</strong> - Lawful Fighter-3, 23, Combat Reflexes, Fighting Style (Two-Handed), Naturalism. STR +3, WIS +1, CHA +1. As large and muscular as an ox, reasonably pretty ... a blond farmboy, all grown up. Neither Grimoald nor his henches are dressed fancy, although all have simple copper rings showing their affiliation with the Grim Fist. XP 4,008 (10,016); 6,800 gold.
                <ul>
                    <li><strong>Alaric du Châtel</strong> - Lawful Fighter-2, 19, Combat Reflexes, Healing. STR +1, DEX +1, CON -1, WIS -2, CHA -1. A pudding-faced peasant with poor manners, but a strong back and a strong desire to help. XP 2,226; 1,125 gold. Morale +3 (Grimoald CHA +1, loyal +0, levels +2, calamities +0).
                    </li>
                    <li><strong>Rufismund le Ruge</strong> - Lawful Fighter-2, 30, Berserkergang, Fighting Style (Two-Handed). STR +1, CON +1, WIS -1, CHA -1. Missing an eye. A seasoned soldier with a mad glint in his eye. XP 2,000. Morale +2 (Grimoald CHA +1, loyal +0, levels +0, calamities +0).
                    </li>
                </ul>
            </li>
            <li><strong>Galswintha d'Antioch</strong> - Lawful Mage-3, 30, Elven Bloodline, Engineering x3. DEX +1, CON +2, INT +2, WIS -1, CHA +1. An apparent teenager with pointed ears, eyes the color of hoarfrost, ankle-length hair the color of a raven's wing, and a distant, wintry smile. She's smarter than you, and she knows it. How she is dressed depends upon her mood; she is currently renting space in Châtel for her wardrobe, which contains both finery and "more sensible adventuring silks." A copper ring upon her finger shows her membership in the Grim Fist. XP 5,008 (10,016); 1,500 gold.
                <ul>
                    <li><strong>Gurund d'Orléans</strong> - Lawful Mage-2, 30, Alchemy x3, Knowledge (Natural Philosphy). STR -2, CON -1, INT +2, WIS +1, CHA +1. A salt-and-pepper gentleman in silk robes. "Your eternal servant, m'moiselle." Dressed in tailored silk robes of severe mien, and looks the part of an overly serious alchemist and apprentice sage. XP 2,500. Morale +3 (Galswintha CHA +1, fanatic +2, levels +0, calamities +0).
                    </li>
                    <li><strong>Deuteria du Châtel</strong> - Neutral Mage-1, 24, Loremastery, Mapping, Navigation, Seafaring. STR +1, INT +2, WIS +1, CHA +1. A muscular, red-headed sailor looking for more adventure than her ship offered. Dressed in raucous silks that show far too much skin. XP 0. Morale +1 (Galswintha CHA +1, loyal +0, levels +0, calamities +0).
                    </li>
                </ul>
            </li>
            <li><strong>Vulfelind de Saubruic</strong> - Neutral Thief-4, 16, Swashbuckling, Tracking, Weapon Finesse. DEX +3, INT -1, CHA +2. Tall and slender, with enormous black eyes, dark olive skin, and black hair cropped as close as possible, with a calming, professional demeanor that far belies her years and a smile that is absolutely dazzling when it appears. Dressed in jet black leather armor made from the hide of a giant black widow (the hourglass symbol is still visible between the shoulder blades) and the softest imaginable suede gloves, boots, and jacket made from same. A copper ring declares her and her henches' membership in the Grim Fist. XP 5,008 (10,016); 4,000 gold.
                <ul>
                    <li><strong>Thorismund du Châtel</strong> - Neutral Fighter-2, 22, Animal Husbandry, Fighting Style (Two-Handed). STR +2, INT -2, WIS +1, CHA +2. A mercenary with craggy good looks and a kind heart, but no head for math. Dressed in well-made plate armor. XP 2,229; 1,125 gold. Morale +3 (Vulfelind CHA +2, loyal +0, levels +2, calamities -1).
                    </li>
                    <li><strong>Ingunde du Châtel</strong> - Neutral Fighter-2, 18, Animal Husbandry x2, Weapon Finesse. STR -2, DEX +1, CON -1, INT +1, CHA +2. A stunningly good-looking mercenary and wife to Thorismund. Does the finances for the household. Dressed in plate and silks. XP 2,216; 1,125 gold. Morale +3 (Vulfelind CHA +2, loyal +0, levels +2, calamities -1).
                    </li>
                    <li><strong>Veneranda le Vulin</strong> - Neutral Cleric-1, 16, Elven Bloodline, Animal Training (Dogs), Beast Friendship. STR +0*, DEX +1, CON +1, INT +1, WIS +2*, CHA +1. * +1 with adulthood. Green, dryad's hair, emerald-colored eyes, and pointed ears. Petite and obviously elf-blooded, with a dog she is training. Dressed in flowing silk pantaloons, a jet black satin jacket threaded with silver, and a number of wrist and ankle bangles, a pair of earrings, and attractive but not excessively expensive rings. XP 0. Morale +2 (Vulfelind CHA +2, loyal +0, levels +0, calamities +0).
                        <ul>
                            <li><strong>Shadow</strong> - Neutral War Dog, HD 2+2, attack trained. Move 150, bite 1d6. A handsome, black beast with red, slavering jowls. Dressed in a fitted black satin jacket that matches his mistress, in which he looks absolutely adorable. XP 0 (7,000 to HD 3+3). Morale +5 (Veneranda CHA +1, fanatic +2, levels +0, calamities +0, racial +2).
                            </li>
                        </ul>
                    </li>
                </ul>
            </li>
            <li><strong>Lanthechilde d'Antioch</strong> - Neutral Thief-3, 20, Healing x2, Intimidation. STR +1, DEX +2, CON +1, INT +1, WIS +1, CHA +2. A low-level version of Rebecca de Mornay's character in The Three Musketeers, before she has her heart broken. Soft-spoken and kind, but a little too clever with the daggerwork. Dressed in fine leather, or an aristocratic dress, according to the occasion, and a Grim Fist copper ring. XP 2,508 (9,322); 5,000 gold.
                <ul>
                    <li><strong>Harberic d'Orléans</strong> - Neutral Thief-1, 22, Alertness, Art (Sculpture) x2. CON +1, INT +1, WIS +1. A wild-eyed, wild-haired artiste who supplements his meager living with larceny. XP 0. Morale +1 (Lanthechilde CHA +2, grudging -1, levels +0, calamities +0).
                    </li>
                </ul>
            </li>
        </ul>

Session 5
Month 2, Day 22
With small army in hand, the party ascends the stairs, descends the illusion trap (the mules give them a bit of trouble), and makes their way through the maze to where the rhagodessa were (carefully checking the ceiling as they go, this time).

They explore cautiously.

Based on their map, when they are roughly 100 feet from where they fought the ogres (but approaching from the opposite direction), they find themselves at the edge of a vast, open room, one story up from the floor. Down in the center of the room, various hides hung from pillars form a vaguely private room, although from above, they can see the embers of a bonfire, with an enormous cast iron pot in the middle of it, and the scattered bones of humanoid-sized snacks all about.

The thieves all listen as carefully as they can, and make out a slow, methodical crunching sound … directly below them. With the utmost of care, they back away from the ledge, and then Vulfelind stealthily approaches and peeks.

Hill giant. Eating. Someone’s thigh.

They flee as quietly as they can … then stumble on the monster’s larder.

Two orcs, a human, and a boar, all stripped of gear and crammed into small, crudely-formed but effective cages. The larger orc is the first to speak, “Release us, and I won’t yell for the giant right now.

Chlodomer stabs that orc through the bars of the cage, then turns to the other one, “Yell and we’ll flee. But I’ll gut you, first.”

This starts an argument with the rest of the party … but a quiet one.

After discussion, they free the human, and the surviving orc grins, “Kill me or release me. Your strength has earned my silence, either way.” They let him go, and he keeps his word.

The human reveals herself to be Baldaswind de Calais, an adventuress who fell prey to the giant due to a lack of caution. The party accepts that at face value, they go back to the rhagodessa lair and outfit her with stuff they left behind, plus Grimoald’s spare mace, and ask her if she wants to accompany or get an escort to the surface.

She hesitates, peering at them, then smiles, “I will accompany. You seem like good people.”

After forever (to hear Vulfelind tell it), they find a wall behind the ogre lair area … and a secret door through.

Day 22, Ogre War
Things go surprisingly badly for the ogres.

The party stomps the first three ogres and their champion into paste.

A second ogre gang shows up without reinforcements, and gets similarly stomped, although Grimoald receives a notable scar - a gash across his left cheek - and Alaric suffers a brief vision of the afterlife before healing treatments revive them.

The third group is three gangs - eleven ogres! - and the party gets serious. Galagunde produces an illusory hill giant, successfully routing four; Galswintha’s web pins down four more (“Team Backstab” goes to town). The remaining three are stomped as mercilessly as the first.

… and a Tracking throw later, they find the temporary camp. Galagunde brings back the hill giant. Chlodomer takes two hits from the chieftain and remains standing.

Grimoald gets three lucky rolls in a row, dropping one ogress per round before they start fleeing.

Party members begin dropping as well, succumbing to the ogre’s brute force, but careful tactical positioning keeps the majority safe … and Eldremer the Bold demonstrates that a tarantula familiar with Healing proficiency is both exceptionally creepy and exceptionally useful.

When the chieftain is dropped, the loss of morale is too much. The ogres make a full retreat, and a few more drop to vicious backstabs, before the party switches to ranged weapons and very nearly cleans up the remainder as they flee.

Captured adventurers are freed. Loot is grabbed (against convention, they share a portion of the loot with the former prisoners to get them back on their feet again).

Then they face the real problem. Carrying roughly 180 stone of ogre corpses and treasure back.

Treasure:

  • 26 sacks of ogre gold.
  • Scattered bits of electrum.
  • Leftovers of giant boar.
  • An entire wagon, filled with boxes of glassware, some of which is unbroken.
  • The chieftain's personal casks of - if the label is to be believed - finest whiskey.
  • A potion, found on the chief's person.
  • A noble's white-handled dagger.
  • A beautiful quarter-moon shield made of mithril, edged and inlayed to resemble the half-closed wing of a bird, and a single dwarven rune on the interior. The leather strap is long since gone (the ogres were using it as a wok), but the shield itself is obviously magical ... and equally obviously related to the dwarven kukri Chlodomer is carrying around.

The party spends a bit of time tryin to determine whether the sword and shield do anything extra when used together, but they don’t, so Grimoald gets the shield.

In the final checks, Grizzba loses a hand to damage, and bears up bravely under the sadness. Gurund took a club to the genitals, and has born up in as craven a fashion as could be desired. Veneranda took the worst, however - an ogre tried to bite her face off, and took her nose entirely, leaving her face hideous.

Week 4
Once returned, Baldaswind thanks the party and takes her leave.

After some discussion, Vulfelind and Galswintha persuade the party that nothing will do but to get their henches restored. Which means trekking back to Orléans. Which means ever more time lost returning to the Maze.

The party agrees on a compromise: they won’t travel with a slow caravan this time, but will try to make the distance as fast as they can on their own. The caravan took seven days at a leisurely 9 miles per day. The party force marches the same route in a day and a half, although they have three brief encounters:

Another party, also traveling to Orléans - no hostilities, but no trust, either. They pass on the first day.

A band of 35 brigands, who attempt to ambush the party, but are spotted. Chlodomer attempts to talk “sense” into them, aided by the fact that the Grim Fist is 15 strong, and persuades them to let the party pass unattacked.

A group of zombies, which the party slaughters despite a distinct lack of Turning.

They rest for most of day 24 and all of day 25, then spend two days buying every restore life and limb casting in town, then forced march back.

Month 3, Day 1
On the way back, they encounter a group of nomads and respectfully avoid them, and … the brigands from before show up with another hundred bandits to escort them to their leader.

The leader introduces himself as Lord Sigimund, and he is a charismatic, friendly fellow who just happens to murder and loot for a living.

At his side is Baldaswind. The soot and rags of her dungeon apparel replaced with the silks and satin of a swashbuckler, the party can now see the clear - if faint - tiger stripes along her arms and shoulders. Her smile, described as “ferocious,” seems suddenly more meaningful. And the pair of massive tigers sprawled lazily beside her give the game away entirely.

Lord Sigimund thanks the party for rescuing his lieutenant from the belly of a hill giant, compliments them on their ferocity in dealing with ogres and orcs alike, and says any number of kind things that do not in any way admit a debt.

Then he mentions that he knows where the ogre’s village on the surface is.

End Session Notes
Chlodomer’s Charisma score continues to reap dividends, and his immensely expensive non-magical armor has let him be recognizable by reputation alone (as he was with the brigands, who had heard of him from Baldaswind).

The dwarven kukri is a sword +3; the quarter-moon shield is a shield +3. The party finally managed to get enough combat data to establish that. They have now added to their standard dungeon search list “looking for the dwarven rune.”

I was impressed with how organized the party was during the ogre war. Chlodomer, Grimoald, and Alaric formed a front line of sword and board; Rufismund, Thorismund, and Ingunde formed a polearm line behind; and the thieves hung back with crossbows and the occasional backstab rush when an ogre was knocked down or webbed. The tarantula with Healing proficiency ran amidst the combatants, administering aid as soon as needed, and Veneranda used sling and war dog to harry.

They used force back and knock down to restrict the number of ogres they fought all at once, and when hit points were low, the front line swapped places with a polearm fighter (Chlodomer handed his sword to Ingunde at one point, and she then handed it to Thorismund; Grimoald was the only fighter who stayed in the front line the whole time).

It wasn’t perfect - the ogres broke the ranks and nailed a few back-line characters a few times, and Grizzba took a hit during a backstab rush - but for the most part, they just crushed ogres.

It was brutal and I loved it, but I’m going to have to make the next encounter with the ogres harder :-).

As a quick system note: I decided to roll Morale for the seriously injured henches again when restore life and limb was cast, at +2 (who pays for that for henches?); on a “fanatical” result, I eliminated the calamity penalty for that hench. In Grizzba’s case, I decided that was the “tipping point” for Lawful-ness. She’s pretty much Chlodomer’s servant for life at this point.

Current party:

  • Party Reserve - 1,956 XP. Total XP shares 10.25 (Eldremer does not get an XP share); total treasure shares 6.5 (Eldremer and Shadow do not get treasure shares).
  • Chlodomer d'Antioch - Lawful Fighter-3, 18, Command, Diplomacy, Fighting Style (Weapon and Shield). STR +2, CHA +3. Tall and young, with dark curls and soulful brown eyes ... and a ready smile. A poetic tongue and idealist's heart make him more dangerous out of combat than in. Wears a quilted white silk jack of plates, with gold threads and a jade-and-emerald Circled Eye over his heart; carries what is obviously an ancient dwarven kukri; and bears a simple copper ring with the Grim Fist sigil visible upon it. XP 6,824; 5,000 gold.
    • Grizzba the Goblin - Lawful Goblin Thief-3, 16, Caving, Mapping, Weapon Finesse. STR -1, DEX +2, INT +1, CHA -1. A very well-dressed goblin (black silk-covered leathers, fine boots, and a very jaunty beret) with a pointy sense of humor. XP 3,236; 1,425 gold. Morale +10 (Chlodomer CHA +3, Command +2, fanatic +2, levels +3, calamities +0, align +0)
    • Galagunde d'Orléans - Lawful Illusionist-2, 25, Familiar (Tarantula), Animal Husbandry x3. DEX -1, CON +1, INT +2, WIS -1, CHA +1. A sharp-nosed, bespectacled woman with a cautious, occasional smile. Outfitted in sturdy tunic and pants, hiking boots, pack, and walking stick. Does not seem to care much for appearances! XP 3,098; 300 gold. Morale +5 (Chlodomer CHA +3, Command +2, loyal +0, levels +0, calamities +0)
      • Eldremer the Bold - Lawful Tarantula Familiar, 3, Illusion Resistance, Healing x2, Mimicry. Move 120 ft. (40 climb). Bite 1d2 (mild poison, 1d6 damage, save for none).
  • Grimoald d'Antioch - Lawful Fighter-3, 23, Combat Reflexes, Fighting Style (Two-Handed), Naturalism. STR +3, WIS +1, CHA +1. As large and muscular as an ox, reasonably pretty ... a blond farmboy, all grown up. Neither Grimoald nor his henches are dressed fancy, although all have simple copper rings showing their affiliation with the Grim Fist. Bears an ancient dwarven quarter-moon shield, and a gash-like scar across his left cheekbone. XP 6,824; 8,300 gold.
    • Alaric du Châtel - Lawful Fighter-2, 19, Combat Reflexes, Healing. STR +1, DEX +1, CON -1, WIS -2, CHA -1. A pudding-faced peasant with poor manners, but a strong back and a strong desire to help. XP 2,836; 1,425 gold. Morale +2 (Grimoald CHA +1, loyal +0, levels +2, calamities -1).
    • Rufismund le Ruge - Lawful Fighter-2, 30, Berserkergang, Fighting Style (Two-Handed). STR +1, CON +1, WIS -1, CHA -1. Used to have only one eye, and squints as if he is still missing it. A seasoned soldier with a mad glint in his eyes. XP 2,580; 300 gold. Morale +4 (Grimoald CHA +1, fanatical +2, levels +0, calamities +0).
  • Galswintha d'Antioch - Lawful Mage-3, 30, Elven Bloodline, Engineering x3. DEX +1, CON +2, INT +2, WIS -1, CHA +1. An apparent teenager with pointed ears, eyes the color of hoarfrost, ankle-length hair the color of a raven's wing, and a distant, wintry smile. She's smarter than you, and she knows it. How she is dressed depends upon her mood; she is currently renting space in Châtel for her wardrobe, which contains both finery and "more sensible adventuring silks." A copper ring upon her finger shows her membership in the Grim Fist, and a noble's white-handled dagger adorns her side. XP 7,824; 3,000 gold.
    • Gurund d'Orléans - Lawful Mage-2, 30, Alchemy x3, Knowledge (Natural Philosphy). STR -2, CON -1, INT +2, WIS +1, CHA +1. A salt-and-pepper gentleman in silk robes. "Your eternal servant, mademoiselle." Dressed in tailored silk robes of severe mien, and looks the part of an overly serious alchemist and apprentice sage. XP 3,138; 300 gold. Morale +0 (Galswintha CHA +1, loyal +0, levels +0, calamities -1).
    • Deuteria du Châtel - Neutral Mage-1, 24, Loremastery, Mapping, Navigation, Seafaring. STR +1, INT +2, WIS +1, CHA +1. A muscular, red-headed sailor looking for more adventure than her ship offered. Dressed in raucous silks that show far too much skin. XP 638; 300 gold. Morale +1 (Galswintha CHA +1, loyal +0, levels +0, calamities +0).
  • Vulfelind de Saubruic - Neutral Thief-4, 16, Swashbuckling, Tracking, Weapon Finesse. DEX +3, INT -1, CHA +2. Tall and slender, with enormous black eyes, dark olive skin, and black hair cropped as close as possible, with a calming, professional demeanor that far belies her years and a smile that is absolutely dazzling when it appears. Dressed in jet black leather armor made from the hide of a giant black widow (the hourglass symbol is still visible between the shoulder blades) and the softest imaginable suede gloves, boots, and jacket made from same. A copper ring declares her and her henches' membership in the Grim Fist. XP 7,824; 5,500 gold.
    • Thorismund du Châtel - Neutral Fighter-2, 22, Animal Husbandry, Fighting Style (Two-Handed). STR +2, INT -2, WIS +1, CHA +2. A mercenary with craggy good looks and a kind heart, but no head for math. Dressed in well-made plate armor. Has minor scars (2) from his battles. XP 2,867; 1,425 gold. Morale +2 (Vulfelind CHA +2, loyal +0, levels +2, calamities -2).
    • Ingunde du Châtel - Neutral Fighter-2, 18, Animal Husbandry x2, Weapon Finesse. STR -2, DEX +1, CON -1, INT +1, CHA +2. A stunningly good-looking mercenary and wife to Thorismund. Does the finances for the household. Dressed in plate and silks. XP 2,796; 1,425 gold. Morale +3 (Vulfelind CHA +2, loyal +0, levels +2, calamities -1).
    • Veneranda le Vulin - Neutral Cleric-1, 16, Elven Bloodline, Animal Training (Dogs), Beast Friendship. STR +0*, DEX +1, CON +1, INT +1, WIS +2*, CHA +1. * +1 with adulthood. Green, dryad's hair, emerald-colored eyes, and pointed ears. Petite and obviously elf-blooded, with a dog she is training. Dressed in flowing silk pantaloons, a jet black satin jacket threaded with silver, and a number of wrist and ankle bangles, a pair of earrings, and attractive but not excessively expensive rings. XP 638; 300 gold. Morale +4 (Vulfelind CHA +2, fanatical +2, levels +0, calamities +0).
      • Shadow - War Dog, HD 2+2, attack trained. Move 150, bite 1d6. A handsome, black beast with red, slavering jowls. Dressed in a fitted black satin jacket that matches his mistress, in which he looks absolutely adorable. XP 3,640. Morale +5 (Veneranda CHA +1, fanatic +2, levels +0, calamities +0, racial +2).
  • Lanthechilde d'Antioch - Neutral Thief-4, 20, Healing x3, Intimidation. STR +1, DEX +2, CON +1, INT +1, WIS +1, CHA +2. A low-level version of Rebecca de Mornay's character in The Three Musketeers, before she has her heart broken. Soft-spoken and kind, but a little too clever with the daggerwork. Dressed in fine leather, or an aristocratic dress, according to the occasion, and a Grim Fist copper ring. XP 5,324; 7,000 gold.
    • Harberic d'Orléans - Neutral Thief-1, 22, Alertness, Art (Sculpture) x2. CON +1, INT +1, WIS +1. A wild-eyed, wild-haired artiste who supplements his meager living as an artist with larceny. XP 580; 300 gold. Morale +1 (Lanthechilde CHA +2, grudging -1, levels +0, calamities +0).

Side Note: I think that technically, the restore life and limb spell is supposed to always prompt a Tampering with Mortality roll. However, when I looked at the possible results, rolling for someone who lost a hand seemed … odd.

So at least for my games, RL&L only prompts the roll if it is actually restoring life.

On the other hand, I’m not convinced that’s best. I may roll at +6 if alive during the casting, instead. Anyway, just wasn’t sure and thought I’d mention it.