Thursday, June 5, 2014

(interlude) -- A Change of System

While I have been using "Labyrinth Lord" (with a few modifications), I have decided to embrace a few more modifications and convert over to my own "vardy".

A "vardy" is a shorthand term applied to "varient D&D" systems that proliferated back in the 1970s and beyond.

Perhaps the major innovation that I've introduced is "Elements".  The Elements I use are:
  1. Air
  2. Fire
  3. Earth
  4. Water
  5. Spirit
  6. Dragon *  (very rare)
  7. Feral *  (animals only)
  8. Evil  *  (bad guys only)
 The first five (Air, Fire, Earth, Water and Spirit) are, of course, Classical . . . and they are usually the only elements allowed for Player Characters. 

Characters roll four d6s to establish their "elemental makeup" (which is also their "aura").  The first of these is their "Prime Element" and takes up two spaces on their Elemental Circle (of five segments).  The next three fill out the remaining spaces of the Circle.

1s through 5s give you the respective element (i.e., Air, Fire, Earth, Water, Spirit).  A "6" allows one to choose or to re-roll.  If this re-roll is another 6 that allows for a segment of Dragon.  Below are the Elemental Circles for our current delving group:

Dleps the Dwarf has a 33145 pattern, giving him:
  • Earth
  • Earth
  • Air
  • Water
  • Spirit

Fasboo the Cleric of Athena has a 55312 pattern, giving her:
  • Spirit
  • Spirit
  • Earth
  • Air
  • Fire

Bejal the Cleric of Ra has a 55221 pattern, giving her:
  • Spirit
  • Spirit
  • Fire
  • Fire
  • Air

Ptaro the Magic-User has a 11451 pattern, giving him:
  • Air
  • Air
  • Water
  • Spirit
  • Air

Well, that's great . . . but what does it mean?

Let us look at Ptaro first.  He is an "Air Mage".  All mages (regardless of element) may use any of the spells as long as they know them . . . but Ptaro can only use a spell if it is in its "Air" format.  He cannot read or use it if it is in Fire, Earth, Water or Dragon format . . . thus the only spell books of use to him are those of other Air mages (and so it is with all mages -- they can only learn spells in their Prime Element).

Next let us look at "magic weapons", which only have one element.  A character may only make use of its advantages if he/she has the requisite segments.

Take for example a +2 "Fire" Sword.  Bejal, having two segments of Fire could use it as a normal +2 weapon.  But Fasboo only has a single segment of Fire, so for her it would only act as a +1 weapon.  Meanwhile neither Dleps nor Ptaro has a segment of Fire so for them, the sword would be a normal sword EXCEPT that it would hit things that can only be hit by magic weapons (but they would get no bonus to hit or damage).

Now let us look at "saving throws".  Not all saves deal with magical effects . . . but some do.  For those that do, you have a -2 penalty if you do not have a segment of the particular element of magic involved . . . but you do not suffer any penalty if you have that element.

For example, a spell cast by a Water Mage would cause penalties to the saves of both Fasboo and Bejal because neither has any water amongst their elements; bit Dleps and Ptaro would not be penalized because they do have a water segment.

On the other hand, if you have multiple segments of the needed element, you get a +2 bonus to your save for each segment past the first.  So if the spell they were saving against was an Air Mage, none of the above delvers would suffer any penalty because all have at least one element of Air . . . but Ptaro has three segments so he would have a +4 save.

Likewise segments of Spirit (which is the mirror of Evil) provide similar bonuses/penalties when faced with Clerical magic (whether of either the Spirit or Evil nature).

I should note, by the way, that when I roll up "bad guys" any of the d6s I roll that is either a 5 or 6 becomes a black segment of Evil instead of Spirit or choice/reroll.

A final note (at least for now), Feral is only used for animals whose true alignment is not Evil, but "Hungry".  In my world, neither Evil nor Feral can be part of a PC's elemental nature.

-- Jeff

Sunday, May 25, 2014

Delve #19 and a Dilemma

(note -- I apologize for the two and a half month delay in posting a delve.  My dear wife has been quite ill and in-and-out of the hospital multiple times.  She's doing somewhat better now though so hopefully I will be able to post with more frequency.)

Today's Delvers:

  • Dleps -- male 3rd level Dwarf -- AC-1; HP-29; Battle Axe
  • Fasboo -- female 3rd level Cleric of Athena -- AC-3; HP-18; Hammer
  • Ptaro  -- male 2nd Level Magic-User  --  AC-6; HP-10;  Staff, Dagger, Darts 
  • Bejal  -- female 2nd Level Cleric of Ra  -- AC-5; HP-13;  Staff

The "Bag of Beans" creates a geas that drives the four delvers to enter the Undercity . . . there is no choice about it.  But I'm facing a dilemma because one of the above delvers failed a saving throw and well you'll read about it later . . . .

The party decided to enter via "J" and explore through the door to the east, which opened onto room 51.

There were four Zombies in the room.  The two veterans stepped to the front.  Dleps dealt 7 points of damage with his battle axe but took 8 hits in return.  While Fasboo called upon Athena and turned a pair of the Zombies away.

In round two, Dleps missed the Zombie but managed to knock his sword away (i.e., zombie fumbled).  However Fasboo also missed but took a hit for 7 points in return.

An over-eager Dleps fumbled as he tried to follow-up disarming his opponent and Fasboo took an additional 7 points of hurt.  Meanwhile Ptaro had maneuvered to where he could throw darts . . . but was ineffective with them.

Eventually Dleps took two more points of damage but killed his zombie and Ptaro's darts finished off the last one.

First Aid failed to help Fasboo but Dleps did get one hit back.  Clerical healing brought the Dwarf back to 27 hp (down 2) and Fasboo back to full.

It was turning into a "zombie day" as room 52 contained another 6 Zombies.  Fasboo again turned two as Dleps exchanged 3-point hits with another in the opening round.  In the following round Bejal and Ptaro each slew a zombie while Dleps took another 9 points of hurt (a crit).

Finally Dleps and Bejal finished off the last two zombies and Fasboo began to wonder what was wrong with her hammer (she just kept missing with it).  First aid failed to help Dleps but Bejal was able to heal 6 pts of his damage (leaving him with 21 of his 29).

The delvers had barely entered room 53 and discovered that the foggy room featured a mosaic tiled floor and a large circular pool when they were attacked by a couple of Giant Centipedes.  And while these were eventually slain by Dleps and Bejal, both Ptaro and Bejal suffered bites.  The latter made her save but Ptaro failed his and became violently ill.  So ill that he had to be carried.

As they retraced their steps in order to exit the Undercity, they encountered a trio of Gnolls (wandering monsters).  After a massive 12-round fight (mostly distinguished by missed swings all around), the gnolls were dead.  Dleps killed two and took 16 points of damage; Fasboo killed the third and suffered a dozen points of damage herself.

One of the gnolls killed by Dleps wielded a superior battle axe (+1, +2 vs undead) that the Dwarf took since it seemed to be better than his own . . . and that plus 42 gp in  was their only "treasure" for this day's delve.

The "dilemma" mentioned above is the fact that Ptaro will be too ill to even stand for the next two days, let alone go delving . . . but he will be driven to try by the gaes.

Delve Results:

  • Net Injuries -- Dleps 29-24=5 left; Fasboo 18-12=6 left; Ptaro very ill
  • 4 Zombies turned
  • 6 Zombies killed
  • 2 Giant Centipedes killed
  • 3 Gnolls killed
  • Treasure -- 42 gp and +1/+2 vs undead Battle Axe
  • Rooms Searched -- 2 1/2 (#53 not really searched)

-- Jeff

Thursday, March 27, 2014

Updated Cast Summary

I'm sorry for the lack of posts . . . I was ill, then my wife was hospitalized for four days.  She's home now, but I've been taking care of her and have not had a chance to run another delve.

But I thought that I'd post an updated "Cast List" for you.

Current Delvers:
  • Dleps -- male 3rd level Dwarf -- AC-1; HP-29; Battle Axe
  • Fasboo -- female 3rd level Cleric of Athena -- AC-3; HP-18; Hammer
  • Bejal  -- female 2nd Level Cleric of Ra  -- AC-5; HP-13;  Staff 
  • Ptaro  -- male 2nd Level Magic-User  --  AC-6; HP-10;  Staff, Dagger, Darts
Other Living Delvers:
  • Ragnorf -- male 3rd level Dwarf -- AC-2; HP-26; Mace, Magic Dagger
  • Taggert -- male 3rd level Fighter -- AC-4; HP-22; 2-Hand Sword
  • Gylvair -- male 3rd Level Elf  -- AC-4; HP-18; Longsword, Magic Short Sword
  • Norfaz -- male 2nd Level Fighter -- AC-3; HP-22; War Hammer, Crossbow
  • Hufnir  --  male 2nd Level Cleric of Freyr  -- AC-2; HP-14;  Mace
  • Ullara  --  female 2nd Level Fighter  --  AC-4; HP-16;  Broadsword
  • Ilona  --  female 2nd Level Elf  --  AC-3; HP-13;  Longsword
  • Miklos  --  male 2nd Level Hobbit  --  AC-5; HP-11;  Shortsword, Throwing Knives
Dead Delvers:
  • Olaf  --  1st level male Fighter -- killed by Goblins on Delve 1
  • Conrad  -- 1st level male Cleric of Thor: -- killed by Goblins on Delve 3
  • Jangnar  --  1st level female Thief -- killed by Lizardfolk on Delve 4
  • Lumissa  --  1st level female Magic User -- Killed by Skeletons on Delve #13
  •  Sperl  --  2nd level female Hobbit -- killed by Orcs on Delve 15 
  •  Wyrdrom  --  1st level male Elf -- Killed by Lizardfolk on Delve 17

 -- Jeff

Saturday, March 15, 2014

Unexpected Reinforcements

When Fasboo, Gylvair and Taggert returned from their most recent Delve into the Undercity they were in for a big surprise.

Not only were they fellow delvers (Dleps, Norfaz and Ragnorf) awaiting for them in a fully-healed state . . . but so were six strangers.

Axel (innkeeper of The Laughing Owl) explained, "I hadn't mentioned it before but the Seeress also said that if or when your party fell to half or below, new delvers would arrive for the next 'bag of beans' . . . which is tonight . . . and here they are."

"We explained everything and they have all agreed to join us." added Norfaz  "Like us they all arrived here independently with nothing left in their purses and nowhere else to go."

Turning to look at the strangers who were to join them, the returning delvers saw an elf, a hobbit and four humans:
  • Bejal  -- female 2nd Level Cleric of Ra  -- AC-5; HP-13;  Staff
  • Hufnir  --  male 2nd Level Cleric of Freyr  -- AC-2; HP-14;  Mace
  • Ilona  --  female 2nd Level Elf  --  AC-3; HP-13;  Longsword
  • Miklos  --  male 2nd Level Hobbit  --  AC-5; HP-11;  Shortsword, Throwing Knives
  • Ptaro  --  male 2nd Level Magic-User  --  AC-6; HP-10;  Staff, Dagger, Darts
  • Ullara  --  female 2nd Level Fighter  --  AC-4; HP-16;  Broadsword

As usual, Axel and his daughter, Lilith, provided free food and drink to the delvers (both old and new) as they learned more about each other and began the bonding process.

All spent much time examining the maps and discussing what things they had found where . . .  until it was time to once again draw beans from the rune-encrusted bag.  Once all twelve had their hands in the bag, the familiar glow surrounded them.  Each then drew forth their hands and back beans were found in four hands.

So on the marrow newcomers Bejal and Ptaro would join Dleps and Fasboo for three days of delving into the Undercity.


( Note -- all of the new delvers have just made 2nd level . . . and, of course, have no money and no magic items. )

-- Jeff

Thursday, March 13, 2014

(interlude) -- Languages & Stuff

I would like to take this opportunity to discuss a few things that readers may (or may not) have wondered about.  The first of these has to do with in-game languages.


To begin with, like most GMs, I totally ignore the concept of "alignment languages".  As far as I'm concerned the concept is a non-starter and I do not allow it in either my social or solo games.

For humans, while I have a number of different languages in my social game, for the purposes of The Laughing Owl there is a "common" language . . . which you may as well think of as English (I do).

For the Delvers, all PCs will know Common as either their first or second language.  If non-human, they will know their "racial" language first, then common second, with any additional languages following.  Humans (of course) will have Common as their "milk tongue".  Beyond that, if Clerics they will know their religious tongue next; for other classes, they will be randomly determined.

All PCs will automatically know two languages (one of which will be Common).  They will know additional languages depending upon the "plusses" of their INT and WIS.  I am using the basic plus concept (13-15 = +1, 16-17 = +2, 18 = +3).

While I have more languages available in my social games, for the purpose of my solo games I randomly determine all other languages using the following list:
  1. Egyptian *
  2. Greek *
  3. Latin
  4. Arabic
  5. Hindi
  6. Norse *
  7. Dwarvish
  8. Elvish
  9. Gnoll
  10. Gnome
  11. Goblin
  12. Hobbit
  13. Hobgoblin
  14. Ogre
  15. Orcish
  16. Pixie
  17. Saurig
  18. Swaash
  19. Taltish
  20. Drakish -- note that only Mages may learn this, as their last language and at half normal -- otherwise, re-roll
The first six languages are human tongues and all human-formed writings will (randomly) in one of them.  Those marked with red asterisks (*) are the three "religious" languages (clerics will know the appropriate one).  The rest are racial languages . . . and all members of those races that the players encounter will only speak (or at least admit to speaking) their own lingo.

A PC's "milk tongue" is known at the level of their INT.  Their second language is 1d3+1 levels lower.  All subsequent languages are an additional 1d3 lower.

For example, in Delve 18, Taggert spoke to a passing Dwarf.  As it turns out, Taggert has an INT of 13 and WIS of 15 (each of which would give a +1) so he had two extra languages (giving him four).  His first, of course was Common (he being human) at 13 (his INT), next (randomly) he speeks Latin at 11, Elvish at 10 and Dwarvish at 7.

I chose a die-size to roll depending upon the complexity of the message to roll against the PCs understanding.  For Taggert I rolled a d8 and got an "8", so he almost got it but mangled a few of the words.  So the two commenters who thought it might refer to "Beowulf" were correct . . . but Taggert didn't get it (the Elf did but didn't explain it).


I had decided that if/when the party reached "half" that additional adventurers would appear for the next "bag of beans" . . . and so it will be.  Indeed they are already listed in the "Cast of Characters" ("Cast of Characters" link can be seen immediately to the top right side of screen).

Yes, I know that I haven't written the post describing it yet but I've been under-the-weather healthwise . . . nothing terrible, just some sort of bug (sore throat, stuffy head, achy bones, wanting to sleep all the time, etc.) . . . so I've not been as active as I would like.

I hope that you have enjoyed this "look behind the scenes" at some of the gimmicks that I'm using.

-- Jeff

Friday, March 7, 2014

A Different Experience -- Delve #18

Today's Delvers:
  • Taggert -- male 3rd Level Fighter -- AC-4; HP-22; 2-hand sword
  • Gylvair -- male 2nd Level Elf -- AC-4; HP-13; longsword; (sleep & magic missile)
  • Fasboo -- female 3rd Level Cleric -- AC-3; HP-18; hammer; (cure light wounds; Bless)
Both Taggert and Fasboo had managed to reach 3rd level on yesterday's delve . . . and now Fasboo was insisting that she needed to see the fountain in Room 8.  She said that is where she needed to go even if it was by herself . . . so they headed for Entrance E and entered the Undercity.

 On their way to Room 8 they encountered a lone Dwarf headed west.

"Greetings, friend", said Taggert in Dwarvish.  "What's the news?"

"Grenda is eating heart out and Day-old Wolf must help.", replied the Dwarf without stopping.

When Taggert related the gist of the Dwarf's words, Fasboo asked what it meant . . . and Taggert didn't know.  Gylvair said it was just an old story.

Upon reaching Room 8, Fasboo confirmed that it was indeed a statue of her Goddess, Athena . . . but it had been defiled and she would need to cleanse and bless it in order to restore it to the Goddess.  

Since she had anticipated that this might be the case, she had borrowed scrub brushes and cloths to accomplish the task of cleansing the room.  "Since both of you are of my religion, you can help . . . but one of you must stand guard at all times, so you can switch off."

And so it went.   Fasboo alone cleansed the statue of Athena. but the men took turns scrubbing the floor and walls and standing guard.  Fortunately they were only disturbed once when three Goblins charged them.  Gylvair slew two and Taggert the other.

Eventually decided that they had cleansed the room as well as they could and she would then cast "Bless" on the room and its fountain.  When she had finished doing so, the statue glowed and fresh water suddenly poured from the statue, filling the fountain pool with fresh, clean water.

Gylvair noted that an area on the east wall glowed as well . . . which they then discovered to be a secret door.  Passing through it and the corridor beyond they came to a "T" intersection.  Although there were doors both north and south, Fasboo concentrated her attention on the east wall and discovered another secret door.

 The room they entered was brightly lit (a Continual Light spell) and was an obvious tomb.  There were four sarcophagi and between them were three Ghouls who started toward the party but halted as soon as Fasboo lifted her holy symbol and called for them to turn in the name of Athena.

As one the three "Ghouls" bowed and returned to stand between the sarcophagi . . . which was a most unusual response.  It was not the expected response at all, but very mysterious.

A glance around the room showed an altar against the west wall.  It contained a marble statue of Athena and many items of gold and silver . . . many encrusted with gems.

"Do not touch nor take anything in this room", warned the cleric.  "I must pray".  And with that she knelt before the altar with her back to the "ghouls" and began to pray.

Taggert and Gylvair kept wary eyes on the "ghouls" for a long time as Fasboo continued to pray.  Finally she rose and crossed to the southeast corner of the room ignoring the "ghouls" except to say "I've been instructed to do this".

She then pressed her holy symbol against the wall.  An opening was revealed.  She reached in, saying "I thank thee, Goddess, for the use of this boon".  And when her arm returned she held in her hands a finely made Hammer.  She then returned to the altar and prayed some more.

Eventually she was finished and turning to her companions, instructed them to leave.  As they all left, the "Ghouls" bowed to them a final time.

The north door opened onto a staircase spiraling down to the right.  Closing it they headed to the south door . . . but on the way, Taggert triggered an arrow trap (taking two damage)

 Carefully proceeding to and opening the south door (room 50) they were surprised by a number of Spitting Beetles.  In that first rush Taggert was bitten for 4 points and Fasboo for 3.  In the ensuing battle, Taggert slew 2 of the beetles although he took another 3 points of damage; and Fasboo killed the other three as Gylvair failed to connect with any of his swings.

It should be noted that Fasboo used her new hammer and it connected even on a few swings she thought would miss . . . and it did more damage than she expected as well (it is a +2 Hammer).

First aid helped Fasboo regain a couple of hits but failed to help Taggert so the cleric threw a cure light wounds on him for 5 back (so he was currently at 18 hp).

The delvers tried the east door which opened onto  a corridor that turned right and then right again . . . but they heard something behind them, so they re-entered room 50 to be faced by more than double their number of Skeletons (wandering monsters).

Fasboo attempted to turn them and some turned back, but four pressed on against the delvers (the skeletons' saving rolls were 20,19,19,19,16,13 and 9 when they needed 18 to save vs spell, which is what I use for "turns").  

In the ensuing combat (which only lasted 4 rounds) Taggert and Fasboo each destroyed a pair of Skeletons . . . but Gylvair had trouble drawing his longsword, then almost dropped it, then did drop it so he tried to draw his shortsword and dropped that!  (Rolls of 2,2,1,1 on top of failing to hit anything during the fight with the beetles).

Fasboo looked at Gylvair and asked, "You didn't touch anything in the crypt room, did you?"  "No, of course not," replied the Elf "but I did lust after a broach on the altar; my sister would love it.  But I never touched it or anything else."

"That crypt has never been defiled and it is sacred to the Goddess.  And I'm sure that those 'ghouls' were far more than ghouls,"  stated the cleric.  "and it is clear to me that you need to be cleansed . . . or do you think that your 'sword work' in the last two fights has been natural?  Athena needs your repentance."

So rather than try the south door, Fasboo took a look in the southwest alcove suspecting from their maps there was a secret door to the corridor leading back to the fountain . . . and so it proved to be.

Once again in the Fountain Room, Fasboo asked Taggert to guard the door and ordered Gylvair to strip naked and wash himself in the fountain maintaining a constant prayer to Athena craving her forgiveness.  She added, "Even if we are attacked, do not even THINK about using magic while in her fountain."

(And eventually the die indicated a wandering monster.  I turned over a card and it was 6 Orcs.)    Taggert shouted a warning and Fasboo joined him in the doorway to defend Athena's Fountain.

They positioned themselves inside the room so that only two orcs could face them at the same time.  Fasboo slew one but she took 6 damage doing so while Taggert was hit for 4 points.  Then the fighter slew another as Fasboo took another hit for 1.  And then an orc hit her for another point before she killed it.

The next orc won initiative and WHAM! Fasboo was hit for 7 more (2d6 for a crit, dropping the cleric to a single hp); but she managed to slay it in return as Taggert finally killed the stubborn orc he'd been fighting.

This left a single orc (the largest).  Fasboo stepped back to let Taggert engage it . . . but Gylvair was finally out of the fountain and cast a magic missile at it for 4 damage.  The orc then turned to run (having failed morale) but a second magic missile for 7 more ended its life.

First aid healed a couple of points for Taggert but none for Fasboo so she cast her last two cure lights on herself for a dozen hits back.  A search of the bodies resulted in 31 gp (mostly on the largest orc) and the delvers decided that they'd done enough for the day and exited the Undercity with no further encounters. 

Delve Results:
  • Injuries after healing -- Taggert down 6; and Gylvair down 4
  • 1 Dwarf encountered *
  • 3 Goblins killed
  • 3 "Ghouls" neutralized
  • 5 Spitting Beetles slain
  • 7 Skeletons turned or destroyed
  • 6 Orcs slain
  • 1 Fountain Room cleansed, blessed 
  • 1 Crypt survived
  • 2 Rooms Explored
  • Treasure -- +2 Hammer and 33 gp 
 * has anyone solved the Dwarf's message?

-- Jeff 

Tuesday, March 4, 2014

Delve #17 -- Half are Now Gone

Today's Delvers:
  • Taggert -- male 2nd Level Fighter -- AC-4; HP-13; 2-hand sword
  • Gylvair -- male 2nd Level Elf -- AC-4; HP-13; longsword; (sleep & magic missile)
  • Fasboo -- female 2nd Level Cleric -- AC-3; HP-13; hammer; (cure light wounds)
  • Wyrdrom -- male 1st Level Elf -- AC-5; HP-6=>5; +1 shortsword; (magic missile & light)

After a good night's sleep (and some healing from Agnar) the group decided to explore from Entrance A and to take a look at room 12 for starters.

Rooms 1 and 12 were both unoccupied.  Then they came to a 4-way intersection with a door to the east, a newly-discovered exit (J) to the north and a corridor leading west to another 4-way.

The tried the door to the south and discovered a pair of Zombies in room 45; but Fasboo invoked the name of Goddess Athena and turned the undead (who exited via the south door).

So the delvers tried the west door (room 46) where they disturbed a Shrieker, which they eventually slew . . . but it attracted 6 Orcs.  Gylvair loosed his Sleep spell but only three went down and the others were on top of them so it was time for bladework.

Fasboo took 5 pts of damage and Gylvair 6 before they finally finished the orcs off.  And for once First Aid was useful with the Elf regaining 3 hp and Fasboo a pair of hit points.  A search of the bodies netted some 11 gp worth of coins.

But leery of more orcs coming from the south, the party retreated to the 4-way intersection outside room 45 and tried the west door.  Once again they found the room (#47) free of occupants.  It appeared to have a forge along the west wall (with a vent in the roof) . . . and the coals were still warm.

Rather than one of the other exits from the room, they decided to retreat once again and try the northern branch of the corridor.  After turning the corner, they opened the door they found only to see a group of four Bugbears, who apparently hadn't heard them (the delvers had "surprise").  They closed the door and retreated once again.

They could have exited the Underground via their newly-discovered "J" exit . . . but decided this would be expected by the Bugbears . . . so they went back through room 45 and used the south door which they thought would take them to room 3.

They were right . . . and the room was empty.  So out the south door and back to the A Entrance.  They should (once again) have left . . . but they decided to continue.  Through rooms 1 and 10 (both empty) and into room 11 . . . where they were surprised by a trio of Lizardfolk.

The scaleskins were on top of them before they could react . . . and WHAM! WHAM! . . .  Wyrdrom took a hit for 6 damage (and he only had 5) and Gylvair took 5 as well, so scratch one elf and the other was significantly injured.

Soon Taggert took 3 more hits and Gylvair was hit for the same (now down to 2 hp), then Fasboo got hit for 3 and Taggert for 6 more . . . and the party had only managed to kill one and wound one of the lizardfolk.

Taggert (who had killed his earlier) intercepted Gylvair's opponent to save him and so Gylvair finally had enough time to get off a Magic Missile about the time Fasboo killed her opponent.  But then Taggert fumbled and was hit for 3 more damage (and he was down to 1 left) so Fasboo then tried to save the fighter by attacking his scaleskin . . . and survived long enough for Taggert to recover and finish off this last Lizardman.

Taggert was down to a single hit point, Gylvair to 2 hp and Fasboo had 7 left.  First aid was applied (rolls of 4,6,5) and Fasboo threw two CLW on Taggert and one on Fasboo . . . all of which brought the party up to 9 hit points each.  Time to leave (with Wyrdrom's body and 16 more gold pieces) . . . and fortunately they met no wandering monsters as they exited through A.

 Delve Results:
  • Delver killed -- Wyrdrom by Lizardfolk in Room 12
  • Net Injured -- Taggert 9 from 13; Gylvair 9 from 13; Fashoo 9 from 13
  • 2 Zombies turned
  • 1 Shrieker killed
  • 6 Orcs killed
  • 4 Bugbears avoided
  • 3 Lizardfolk killed
  • Treasure -- 27 gp 

  • Taggert earned enough experience to reach 3rd level and now has 22 hit points
  • Fasboo earned enough experience to reach 3rd level and now has 18 hit points
  • Gylvair inherited Wyrdrom's +1 short sword and his "magic ring" (unknown but it is Fire Resistance)

-- Jeff

Saturday, March 1, 2014

Delve #16 -- a New Batch of Delvers

After the "Bag of Beans" was brought out for the sixth time, four new delvers held the black beans.

Today's Delvers:
  • Taggert -- male 2nd Level Fighter -- AC-4; HP-13; 2-hand sword
  • Gylvair -- male 2nd Level Elf -- AC-4; HP-13; longsword; (sleep & magic missile)
  • Fasboo -- female 2nd Level Cleric -- AC-3; HP-13; hammer; (cure light wounds)
  • Wyrdrom -- male 1st Level Elf -- AC-5; HP-6; +1 shortsword; (magic missile & light)

 After a brief discussion they decided to use Entrance H and to explore north of room 7. But first they need to get through that room (it contained 6 Goblins on Delve 3 and 7 Goblins on Delve 12).

This time it only housed 4 Goblins . . . and in the ensuing melee Fasboo killed two and Taggert and Gylvair one each.  Gylvair took one hp damage and Wyrdrom took two.  First aid failed but Fashoo used one of her Cure Lights to return Wyrdrom to his full 6 hit points.

Treasure was a whopping 5 gp worth of loose change (that "whopping" was sarcasm).

Proceeding north Taggert managed to trip a pit trap (which I forgot to mark on the map) and suffered 6 hp.  As usual first aid failed to help but Fasboo used a max roll on her CLW to restore him to full.

Room 40 contained 5 Skeletons . . . but when Fasboo called on Athena to turn the undead they left by the east door . . . so the party headed north where they came to a "T" intersection . . . but not until after Fasboo discovered a Cure Disease scroll behind a loose stone in a wall.

At the "T" the western path led up to the surface (now known as Entrance I) and the east passage to Room 41, which was empty.  Also empty were rooms 42 and 43 . . . but Room 44 contained 4 Hobgoblins . . . who won the initiative.

WHAM!  Gylvair was hit for 7 damage before his return blow killed the smallest of the hobgoblins.  The party dealt out some damage then WHAM! . . . both Gylvair and Fasboo took hits for 5 each . . . shortly followed by the same thing happening to Wyrdrom (leaving him with a single hp).  

After the delvers managed to finish off the remaining Hobgoblins, they tried first aid . . . and (thanks to two sixes) both Gylvair and Wyrdrom (both of whom were at a single hp) each got 3 hp back.  Fasboo also cast her final CLW on Gylvair for 6 more getting him up to 10.  Oh yeah, Taggert managed to find 8 gp on the fallen.

So it was time to head back to the surface.  They felt that using their newly found exit (I) would be quickest.  But upon reaching room 40, they found that it was occupied by a pair of Zombies (note --  wandering monsters).  Fortunately they were turned when Fasboo called upon Athena.

Delve Results:
  • Net Injuries -- Gylvair 13-3=10 left; Fasboo 13-5=8 left; Wyrdrom 6-2=4 left
  • 4 Goblins killed
  • 5 Skeletons turned
  • 4 Hobgoblins killed
  • 2 Zombies turned
  • Treasure -- 13 gp and Scroll of Cure Disease
  • Rooms Searched -- 5

-- Jeff

Tuesday, February 25, 2014

"and then there were seven" -- Delve #15

After learning of the Quest of the "Twelve Delvers" (now down to eight), the blind healer, Agnar, decided to stay on at The Laughing Owl and to minister to the Delvers.

Today's Delvers:

  • Ragnorf  --  male 3rd lvl Dwarf; AC-2; HP- 26-1=> 25; mace
  • Dleps  --  male 2nd lvl Dwarf; AC- 1; HP- 20; battle axe
  • Sperl  --  female 2nd lvl Halfling; AC- 4; HP- 11; short bow, dagger

After obtaining healing, the party decided to return to Entrance E, go past the doors to rooms 32/33 and explore the corridor that turned south.  They then came to a "T" intersection.  The western corridor looked like it might join up with the room with the mysterious glowing statues . . . so the party tried the east door.

It opened easily as the party surprised a half-dozen Orcs apparently gambling (well they were crouched in a circle throwing bones, with a bunch of coins on the floor) . . . so the Dwarves charged and Sperl loosed an arrow, wounding one.

Dleps' battle axe cleaved one in two, although Ragnorf's mace was deflected . . . but when the party won the initiative his next blow killed his orc; and Sperl's second arrow finished off the one she'd wounded.  Unfortunately other orcs hit Dleps for 5 points of damage and Sperl for 6!

But the rest of the fight went the party's way as they finished off the orcs with only Sperl taking any more damage and that only a single point.  First aid was applied and it game the Hobbit a bit of relief (one hp back) although it did nothing noticeable for Dleps.  The coins the orcs were gambling over were mostly small stuff . . . but they amounted to some 8 gp in value.  In addition, Sperl picked up a rune-covered dagger that she liked the looks of.

Proceeding through the south door, the next room (#36) was empty of occupants . . . but the floor was a huge mosaic depicting Lizardfolk apparently torturing Goblins.  In addition there was a great bell hanging from the ceiling and the wall appeared to be dripping blood.

 Exiting through the western door, the delvers found a long corridor that ended in a "T" with doors both north and south.  Opting for the north door, they surprised more orcs . . . five of them, but quickly only four as Sperl put an arrow where it would do the most good.

Oh oh . . . one of the orcs (who won initiative) appeared to be casting some sort of spell. . . . fortunately it had no effect (the Hobbit and both Dwarves made their saving throws vs Sleep).

The party fended off the orcs physical attacks with Ragnorf killing one only to take 5 points of damage from a Magic Missile (that orc magic-user wasn't nice).  Sperl thought that she missed with her new dagger, but the orc seemed to die anyway just as Dleps killed the last orc fighter.  The magic-user pulled a scroll but Sperl's thrown dagger took him in the throat before he could read it.

First aid gave Ragnorf one hit back; and the orc magician had two scrolls and 19 gp while the rest had a total of 8 gp amongst them.  Both scrolls were in orcish, which Sperl can read fairly well (at level 9).  She tells the party that the one he'd pulled was Invisibility and the other is Lightning Bolt. 

They then tried the north door (room 38) but closed it when they saw a swarm of Stirges . . . so they then proceeded south to the door that opened only room 39.  It contained a trio of Zombies.

Dleps hit one for 8 and Sperl another for 3.  The following round Ragnorf got a hit on the third for 3 points and Sperl's dagger did an additional 5 to hers, but Dleps slipped and fell (a fumble) and took a couple of points of damage.

Then Dleps hit his for another 5 but took an 8-point hit in return.  Sperl killed hers and Dleps managed to regain his feet.  Eventually the Dwarves took care of the last two.  After first aid, the party took stock.  Dleps had 14 hp left, Ragnorf 13 and Sperl only 5 . . . so they decided to head back.

When the got to the mosaic room, the bell started to chime so they hurried through the door to room 35 right into an orc ambush.  While technically wandering monsters, the orcs surprised the party completely (and indeed then won initiative every single round of combat)

Dleps took two hits for a total of 5 points before he could even muster a miss with his battle axe.  Ragnorf suffered but a single hit before killing his orc and Sperl hit hers for 4 points (seemingly a bit more damage than she expected)

The following round was nasty.  Ragnorf took another 6-point his and Sperl got hit for 5 as well . . . dropping her.  Then Ragnorf got hit for 4 and Dleps for six before both managed to kill their attackers.  Then Dleps took another hit for two . . . and finally they finished off the last two orcs.

Sperl was dead.  Ragnorf down to 2 hp and Dleps to a single hit point . . . and they still had a long way to go (and the bell behind them was still chiming).  What was their reward?  A measly 8 gp . . . but first aid did bring Ragnorf up to 5 hp.

It was time to boogie.  Carrying Sperl's body with them, the dwarves successfully survived a number of "wandering monster" tests and made it safely, if sorrowfully, back to The Laughing Owl.

Delve Results:
  • Party member killed -- Sperl
  • Injured party members -- Ragnorf 5 left of his 26; Dleps 1 left of his 20
  • 16 Orcs slain (one a mage)
  • 3 Zombies destroyed
  • 8 Stirges avoided
  • Treasure -- 43 gp, 2 scrolls in orcish (Invisibility & Lightning Bolt), +1 dagger (also, but unknown, +2 vs "bugs")  

-- Jeff

Sunday, February 23, 2014

Delve #14 -- with a Surprise!

Today's Delvers:
  • Ragnorf  --  male 3rd lvl Dwarf; AC-2; HP- 26-4=> 22; mace
  • Dleps  --  male 2nd lvl Dwarf; AC- 1; HP- 20; battle axe
  • Sperl  --  female 2nd lvl Halfling; AC- 4; HP- 11; short bow, dagger

Fashoo used all of her healing powers for the day to get Sperl and Ragnorf back up to reasonable healthy levels.  The party then decided to use entrance E and explore some of the doors that had not previously been opened.

 The first door they tried was on the north wall of the side passage.  It opened in to a very short passage to another door which opened out.

It was impossible to open the second door unless the first was closed.  So the party closed it and squeezed against it before opening the door to Room 32 . . .

. . . which contained 5 animated Skeletons, who attacked when the delvers entered their long narrow room.

Without getting into the details, the party managed to destroy the undead over five rounds of combat, with Dleps getting three kills and Sperl and Ragnorf one each.  Dleps took a single point of damage (which first aid failed to fix) and Ragnorf 3 hp (which first aid fixed completely . . . go figure, eh?).  After a thorough search of the room, the only item of apparent value was a milky green stone broach (jade -- value 190 gp).

However, upon leaving this double-doored room they were surprised in the corridor by a pair of Lizardfolk waiting in ambush (i.e., wandering monsters attracted by the battle sounds)

Fortunately (aided by a fumbled attack by one of the scaleskins) the party was able to slay them without suffering any damage in return.  A total of 12 gp value of coins was found in their purses.

Next they forced open the door to room 33.  It was large and smelled of Lizardfolk.  And against the west wall an old man was chained to the wall.  As they got closer they could see that the man was blind . . . his eyes having been gouged out.  One was an old wound and the other obviously recent.

Sperl remarked, "Poor fellow""Who's there?", he responded.  "Beware.  The lizards just left.  They'll be back to torture me again before long.  Save yourselves."

"If you mean the two who just tried to ambush us, you may thank Thor that they will not worry you any more.", answered Dleps.

"Odin be praised.  You follow the Norse religion then.  A Dwarf if I hear you aright.  I am Agnar, a cleric of Odin," responded the old man.  "I beg you to release me from my torment."

"Fear not, Father Agnar,"  Ragnorf chimed in.  "We will have you free from your chains soon." . . . a task which was soon accomplished.

They asked him what he knew of the Undercity and he told them "Nothing".  His village had been attacked by marauding orcs and all slain or taken into slavery (as he had been).

One of his eyes had been taken as part of his consecration to Odin, but the orcs gouged out the other to keep him from seeing them and aiming curses at them.  "I would have perished by those few remaining members of my flock need what little 'laying on of hands' I could do for them."

They had traveled for many days as the orcs raided and traded.  Then some days ago they had traded him to the Lizardfolk and he'd been chained to the wall ever since.

Aside from Agnar, there seemed to be nothing of value in the room.  They speculated from their maps that the east door might open onto the corridor already mapped and they were correct.

Perhaps they should have left at this point, but they were still in excellent shape and there was a door here that might have treasures on the other side . . . so they instructed Agnar to fall back if he heard fighting and opened the door to Room 34.

BUGS!  Huge beetles with glowing red lights attacked them.  Ragnorf thought his Chainmail would be proof against mere bugs.  He was wrong.  In the first two rounds of battle he took 5 and 8 points of damage, then 7 more (as did Sperl) when the party turned to run, slamming the door shut behind them, thus trapping the Fire Beetles.

For once First Aid was effective (I rolled two 6s) and when Agnar was able to throw a Cure Light Wounds on Sperl and Ragnorf (for 4 and 5 hp respectively), the party was a bit healthier . . . but decided it was very much time to leave.

However on the way out they encountered a pair of Hobgoblins (wandering monsters) and in the ensuing combat, Sperl took two hits (for 6 and 4 damage) and first aid only helped to regain one back (and a less-than-princely 1 gp).


  • injured -- Sperl 2 from 11; Ragnorf 10 from 26; Dleps 19 from 20
  • 5 Skeletons "destroyed" (they were already dead remember)
  • 2 Lizardfolk killed
  • 1 Fire Beetle killed
  • 2 Hobgoblins killed
  • Agnar rescued -- blind 2nd level Cleric of Odin rescued (AC-9, HP - 6; 2 spells/day -- CLW, Detect Magic, Light, Purify Food & Drink)
  • Treasure -- 203 gp value -- 13 in coin and one jade broach
  • Rooms Explored --  2 only (#33 not explored)

-- Jeff

Sunday, February 16, 2014

Delver Dies in 13th Descent

And then there were eight . . .

Delvers for 13th Delve:
  • Dleps -- male 2nd lvl Dwarf; AC- 1; HP- 20; battle axe
  • Ragnorf * -- male 2nd lvl Dwarf; AC-2; HP- 20-1=> 19; mace
  • Lumissa -- female 1st lvl Magic-User; AC- 8=> 7 *; HP- 5; staff; (magic missile, shield, floating disc)
  • Sperl -- female 1st lvl Halfling; AC- 4; HP- 6; short bow, dagger
*  Fashoo had used two CLWs on Ragnorf to get him close to full
and Lumissa was wearing the +1 silver torc that Taggert loaned her

 Although Entrance H with a return to Room 7 was mentioned as a possibility, most felt that Entrance C and exploring the doors in Room 9 would be the best option.  So, despite Lumissa's qualms about entering the room where Jangnar was killed, they decided to go that way.

As it turned out, Room 9 was empty.  The south door lead to a door which opened onto a dark room with three glowing statues . . . and the party decided to close the door and try another way.

The west door opened onto a long corridor with several branches.  The first of these led to another way down (R) so again the party backtracked . . . only to be surprised by a pair of Stirges (wandering monsters).

Dleps was hit by one for a couple of points of damage, but eventually killed them both . . . and first aid again failed to help.

Moving on they came to a four-way intersection.  The way to the north bent out of sight and that to the west ended in a "T" intersection . . . the to south there was a door.  It opened easily and revealed two Gnolls, who hurled hand-axes.

Dleps took a solid hit for 7 points and Lumissa was sure that she was about to be hit . . . but at the last moment the axe veered away . . . it must be the silver torc that Taggert had loaned her.

Both dwarves attacked the larger Gnoll but Dleps missed and Ragnorf fumbled as Sperl's arrow slew the small Gnoll.  The fight continued for a few rounds before Dleps finally finished the remaining one off.

And (surprise) Dleps did receive one point of healing from first aid.  As Sperl searched the bodies she located 8 gp in coins and a garnet worth perhaps 75 gp . . . a fortuitous start treasure-wise.

There were two other doors in the room (30) and the party chose to investigate the south door first.  The room appeared empty, but once they were in it, they were surprised by six (previously invisible) Skeletons.

Ragnorf was hit for 1 hp; Dleps for 4; and Lumissa for 1.  As the fight continued, first Ragnorf killed one, then Sperl and Dleps.  Lumissa threw a weak Magic Missile which only did 2 hp and took another 1 point hit in return.  Only three boney boys left, then two as Dleps offed another . . . but Lumissa was hit a third time . . . and unlike the first two times, the skeleton didn't roll a one, but a five and the Magic-User was dead.

Sperl and Ragnorf took more hits (for 1 and 3) before Dleps finished off the rest of the skeletons.  First aid didn't help Ragnorf; but Dleps got 3 and Sperl 2 points back.  The only treasure worth taking was the skeleton leader's shortsword which was suspected to be special.

Due to Lumissa's death and their damaged status, the Delver's decided to return to the surface.  Dleps picked up Lumissa's body and they returned to . . .

Room 9, which was now occupied by an Ogre . . . (hmm, there was an Ogre in here Delve 6, wasn't there?), and he didn't seem disposed to let them pass . . . but he missed his surprise attack.

While Dleps set Lumissa down and Sperl manuevered to use her short bow, Ragnorf charged the ogre (and missed), taking a single point of damage in return.  He could do that all day he thought . . . but the next blow hit him for 10 points of damage (ouch!)

Dleps got in a hit for 7 but took 3 in return; Sperl broke her bowstring (yup, another fumble) and Ragnorf managed a hit for 4 more before Dleps got a critical hit on the baddie for 9 more points, felling him.

As they exited the Undercity, they heard orc voices behind them . . . it is a good thing that they didn't delay any longer.

  • 1 dead -- Lumissa in Room 31
  • 2 injured -- Ragnorf down to 4 and Dleps down to 11
  • 2 Stirges killed
  • 2 Gnolls killed
  • 6 Skeletons "killed" (hey they were already dead)
  • 1 Ogre killed
  • Treasure -- 484 gp value and +1 Short Sword
  • Rooms Explored --  2 only (#29 not entered)

  • Sperl made second level and rolled a "5" to give her 11 hp
  • Ragnorf made third level and rolled a "4" to make 26 hp (-16 dmg)
  • Dleps healed for 4 pts giving him 15 of his 20 hp
  • Lumissa's unknown ring given to Sperl
  • +1 torc given to Fashoo lowering her AC to 3
  • +1 short sword given to Wyrdrom
  • Norf now has 11 pts of damage
  • Gylvair now has 4 pts of damage

-- Jeff

Thursday, February 13, 2014

5th Bag o' Beans, a New Challenge & Magic?

That evening the delvers met for the fifth time to draw beans from the Seer's rune-bag.  When their hands were opened it was obvious that Ragnorf would not have any recuperation time for once again he held a black bean.  The new party would contain:
  • Ragnorf -- male 2nd lvl Dwarf; AC-2; HP- 20-12=> 8; mace
  • Dleps -- male 2nd lvl Dwarf; AC- 1; HP- 20; battle axe
  • Sperl -- female 1st lvl Halfling; AC- 4; HP- 6; short bow, dagger
  • Lumissa -- female 1st lvl Magic-User; AC- 8; HP- 5; staff; (magic missile, shield, floating disc)

 In all likelihood Fasboo would be able to heal Ragnorf up to at least close to his normal hit points before the party entered the Undercity once again.  But first they had to determine where they would go . . . Can You Help?    

This is another invitation for you to suggest where this new party should go.  Remember that it contains two rather weak 1st level members (both of whom are quite close to going up to level two) . . . so you might want to suggest something that looks easy for the first delve, then perhaps a more adventurous one for their second delve.  Here is a map of what's been explored so far:

But had you forgotten that there were a number of items that needed to be tested for magic?
  • 5 scrolls
  • 10 potions
  • silver torc
  • copper bracelet

So Wyrdrom cast Detect Magic on this hoard.  The only items to glow were one potion and the silver torc . . . but the copper bracelet was of interest as well.  Fasboo commented that many felt that copper chain bracelets such as the one taken from the bugbear aided in healing.*

( * note:  my father wore one and swore that it helped his arthritis . . . so I'm going to give this a 1d6-5 per day of non-magical healing . . . so it will heal one point if a six is rolled.)

Wyrdrom guessed (correctly as it turned out) that the torc was a +1 item of protection . . . but the potion could be just about anything (I will roll for this once anyone drinks it).

As for the "scrolls", they were Hobgoblin cookbooks:
  • Thirty Five ways to serve Hobbits
  • Favorite Elf Kabob Recipes
  • Dwarfburgers and Other Treats
  • How to Cook Orcs and Humans
  • Just Desserts -- Serving up your Enemies

And most of the potions smelled like various seasonings or reductions . . . not anything any right-thinking being wanted to taste.

So now it is time for you to suggest where Dleps, Ragnorf, Sperl and Lumissa should venture.  Please leave your suggestions in a comment.

-- Jeff

Tuesday, February 11, 2014

Delve #12 -- Much Exploration

Today's Delvers:
  • Taggert -- 2nd lvl Fighter -- AC - 4; HP - 13-1 = 12; 2-hand sword
  • Norfaz -- 2nd lvl Fighter -- AC - 2;  HP - 22-13 = 9; war hammer & crossbow
  • Gylvair -- 2nd lvl Elf; AC - 4; HP - 13-6 = 7; longsword  (sleep & magic missile)
  • Ragnorf -- 2nd lvl Dwarf -- AC - 2;  HP - 20-12 = 8;  mace

After the disastrous Delve 11, a night's sleep had restored 1 hp to each party member and Fasboo did all she could when she cast CLWs on the three most injured (Taggert +7, Norfaz +4, Ragnorf +5) but the four delvers remained 32 hp down from being fully healthy.

Gylvair apologized to them for not using her sleep spell in what looked-like easy encounters (which turned out to be nasty ones) and promised to be "quick on the trigger" with it today.

They then got their heads together looking for a relatively quick in-and-out delve since they were hurting so much.  After very little debate they decided on Entrance C and exploring Room 6 (which had had a large group of something in it when the first delvers had peeked in on Delve 2 ten days before).

At the door they could hear voices so Gylvair prepared his spell . . . and as the door opened cast it on a group of five Hobgoblins.

Three dropped (two made their saves) but the others charged the party . . . but after a brief exchange of blows, Taggert and Norfaz each felled one (and the others were dispatched while sleeping . . . hey, nobody likes hobgoblins . . . not even their mothers, eh?).

The bodies only yielded 6 gp, but among the various goblets, plates, mugs and dishes in the various cupboards, the delvers found 5 scroll cases and 6 potions . . . all of which would be tested for magic later. 

There were three other doors in Room 6; two on the east wall and one to the south.  The northernmost one on the east wall revealed a corridor that turned north ending in a door that opened onto what looked like a storage room (#26) and two animating oddly-shaped Skeletons.

One skeleton went for Norfaz but fell down (fumbled) even as the Fighter missed him; the other missed Taggert, who whacked it for 6 pts of damage.  But in doing so, Taggert lost his sword and fell down (i.e., fumbled his next swing), while Gylvair offed the one on the ground, then immediately fell down too (i.e., fumbled his next roll as well).

Eventually the last skeleton was finished off by Ragnorf, who then dropped his mace (deliberately) in case there was some sort of a curse with these skeletons since the two who hit them both fumbled right after they did so.  A search of the room garnered four more possible potions . . . again to be tested for magic later.

Returning to Room 6, the other east door opened to a set of stairs leading down (S).  Closing it they moved to the south door which opened onto a large room that was obviously a kitchen of some sort.  It was unoccupied but had four further doors leading from it . . . two each on the east and south walls.

The first of these opened onto Room 27 (an obvious bunk room) which contained 5 Goblins.  Gylvair cast sleep and again three went down (only rolled 4 on 2d8 and one saved), leaving two who Taggert and Norfaz offed without taking any damage.  They had a total of 2 gp.  There was one other door, which when opened revealed corridor which branched at about the end of visibility.

They closed the door and moved to the other east door.  Opening on Room 28 they disturbed a Shrieker, which Norfaz killed.  However the alarm had been given so they backtracked toward the main entrance.

Still they were uninjured so they decided to explore a bit further and discovered the stairs up to Entrance H.  With this easy escape they decided to take a peek into Room 7.  It contained seven small Goblins (all seven had either 1 or 2 hp), which Gylvair's last spell instantly silenced.  A search of their bodies resulted in small coins adding up to a single gp's worth.

It being time to exit since Gylvair's spells were gone, they headed for exit H . . . and ran smack into three Bugbears (wandering monsters who had come up from Y attracted by the Shrieker).

Gylvair took 6 points of damage before Norfaz killed one of them (and fumbled his next attack . . . is there a curse?).  Eventually the other two were slain without further injury.  First aid was applied to Gylvair and amazingly he got two hp back. 

The bugbear corpses yielded 15 gp, a silver torc and a copper bracelet.  They had explored six rooms and taken minimal damage (for once), so they were happy to return to The Laughing Owl to await that evening's "Bag of Beans" which would determine if any of them would be delving during the next three days.

Delve 12 results:
  • New Injuries -- Gylvair down to 1hp and back to 3 of his normal 13
  • 5 Hobgoblins killed
  • 2 Skeletons killed
  • 12 Goblins killed 
  • 3 Bugbears killed
  • Treasure -- 24 gp, silver torc, copper bracelet, 5 scrolls, 10 potions
  • Rooms mapped -- 6

 -- Jeff