NoteQuest Adventures Part 2

 


Bold text: mechanics

Italics text: Roleplaying
Plain text: Out of character explanation

Materials: NoteQuest Expanded World Adventure

Littlefoot was pretty lucky with the last adventure. I think before we strike out for more dungeons in the open world, we’ll stay around home and see if we can find another dungeon first. Here’s a quick reminder of Littlefoot’s stats:

Halfling Noble : HP 14 : Rapier 1d6+1 : Ring of the Armor of the Gods (ignore Deathtouch) : Cold Ray spell : 68 c : Fireball Magic Scroll : a good attitude

3d6: 3,3,6 The Tomb of the Eternal Darkness

Every generation, the Black Bear heir must journey into the tomb of their ancestors, the Tomb of the Eternal Darkness, and pay homage to the ones who came before. And it’s a good opportunity to clean out any monsters that have taken up residence. Littlefoot has long awaited his time to take on this task, and it has finally arrived!

The large stone structure of the tomb is adorned with pillars and statues. Within the large stone door is a long corridor with a door at the end and two doors flanking it, awaiting Littlefoot.

Door center: Locked
Door left and right: Unlocked

Littlefoot tries the various doors, and decides to go the right path, because it is RIGHT.

4 Wide room with 2 other doors

Monsters: 7 none

Content: 10 A destroyed sarcophagus, maybe secret passage.

Littlefoot sneaks into the room, but there is no one or nothing about. He peers into a broken sarcophagus, and wonders if there is perhaps a secret within!

1 torch consumed: Found hidden Chest : 4,5 = 4 c and Roll on Wonders : 6 Lamp (no hands needed for light)

There was no hidden passage, but Littlefoot was able to discover 4 coins and a nice lamp to attach to his belt, to free up his hands for combat.

Door up: 6 Unlocked
Door Right: 1 Trapped! 1!

When Littlefoot tries the door on the right, it was trapped! A blade swings from the ceiling!

Blade 1d6: 2! NOOOOOOO

The blade cleanly slices through Littlefoot’s left arm, and it falls to the ground…he stares in shock, but calmly wraps it up and continues on his quest.

Lucky we just found that lamp, otherwise, we couldn’t carry a torch and fight at the same time. It doesn’t appear to cause any HP damage from the rules…so…I guess we continue!

6: Staircase with door at the end

Ooo, a staircase! That should get him closer to his ancestor’s tomb. He adjusts his arm bandage and walks down the stairs. Within the door he sees…

2: A corridor with two other doors

I learned my lesson about checking all of the doors at once, from now on, we’ll do one at a time.

Door left: 3 Locked
Door right: 3 Locked
1 torch consumed unlock right door

2 Medium sized room with another door

Monsters: 2 skeleton soldiers 4HP, 2 d, undead (rise if roll a 1)
Content: Several pots with dead plants

Littlefoot cautiously opens the door after spending some time picking the lock, remembering his lost arm. Within he sees a room filled with dead potted plants…and undead skeletons! Two of them!

1d6+1=4, 0 HP left , rolled 4 on undead

LF 14-2 = 12 HP

1d6+1 = 6, 0 HP left, rolled 1 on undead. It rises again with 1 HP!

LF 12-2=10 HP

1d6+1= 7, 0 HP left, rolled 1 on undead. It rises again with 1 HP!

LF 10-2= 8 HP

1d6+1 = 7, 0 HP left, rolled 2 on undead. Whew!

Littlefoot rushes in and immediately scatters the bones of one of the undead with a vicious slash of his rapier. The remaining skelly strikes back, but Littlefoot is determined! He strikes it down quickly, only for it to rise back up and punch him in the throat. He is dazed but again, strikes it down. Once again, the thing just won’t die and grapples with Littlefoot, digging in with his clawed fingers. Littlefoot is able to free his sword hand and shatters the skull of the bony beast. Let’s see it rise again this time!

Door: 1, Trapped! 2, Raise 1d6 Skeleton Warriors = 4!

When Littlefoot raises the latch for the door handle, he hears the rattling of bones behind him and sees 4 more skeletons approaching him! He lets out a yell of frustration, and uses his Fireball scroll!

Fireball Scroll: 5 damage to all monsters. Kills all 4 skeletons

Door: 5, Large Room with Pillars

Monsters: 3, Bone Golem 12 hp, 5 d, undead)
Content: Several wooden coffins, may have secret passage

With all Littlefoot has been through, I’m not sure he can defeat this bone golem. I’m contemplating going back to the city to rest up, but even if I do, I’ll have to “refight” monsters when I come back. The math doesn’t add up though…with 5 damage, I would HAVE to roll a 5 or 6 on both rolls in order to win this fight. Time to retreat. OH, but I can’t! Since I sprung a trap into this room, I can’t Move Silently and retreat. Time to toss the dice!

I forgot about Cold Ray! If I cast it, the monster will lose its next attack and I might pull it off!
Cold Ray = 4d, 8 HP left. Monster cannot attack this round

1d6+1= 5! 3 HP left. I have a VERY SLIGHT CHANCE TO PULL THIS OFF!

LF 8-5=3 HP

1d6+1 = 5! 3-5 = 0 HP! Victory! Or is it, undead roll: 1 NOOOOOO!

Littlefoot is still breathing heavily when he opens the door and sees a Bone Golem standing there. Without hesitation, he chants the words to Cold Ray and sends a searing cold blast at the golem. He then slashes into the bony beast, doing as much damage as possible. It returns a nasty blow to him. Littlefoot takes it like a champ and slams his rapier hilt deep into the monster’s eye. It collapses under its own weight. Littlefoot drops his sword in exhaustion and falls to his knees, he doesn’t notice the undead light returning to the golems eyes as it reaches out its bony hand and grips him around the throat. Then it all went dark!

LF 3-5 = Dead

Well, that’s it for Littlefoot. Maybe I should have spent that 68 coins on one of the advanced roles that would boost my HP. Or went on an overland hex travel. Looking back anyway, I messed up on the rules in that last room. The Bone Golem should have gone first in combat since I sprung that trap. Oh well, I died anyway so I guess it doesn’t matter.

I’ve entered Littlefoot in my Graveyard, and I suppose I’ll roll up another character next week and see if I can find Littlefoot’s coin, ring, and lamp in this Tomb.

Here are my crude map drawings for this adventure (RIP).


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