After a brief disruption, we resumed playing Escape From Zazner’s Dungeon last week, as the party explores beyond Zanzer’s Kitchen trying to find the way out. The planning for this session can be found here, but be warned that there are significant spoilers within, as unfortunately, that’s not how the session went.
Upon their return, Sian and Ouro were concerned about what happened to the rock python from the previous session, and whether or not the rest of the stable of PCs would encounter it should they return to the active party. There was also a hint of greed in their voice as they talked about picking up the missing four bags of gold that they had missed out on.
Having determined that only 12 hours had gone past since escaping their cells and splitting the party, which saw Hector return to camp and send Nuggin out for adventure, both players decided that they wanted to bring the rest of the party up to Room 14 (the room with the trapped door).
I decided to run this as a meanwhile session, speeding through the encounters, so the focus was on generating the abilities and selecting classes and equipment for the three remaining PCs in the stable – Barab, Fura, and Jala.
Ouro created Barab to be a bit of a tank, making him into a fighter with 18 Constitution, thus giving him a whopping 10 hp to start with (remember, we saw all characters start with a basic value of 6 hp plus Constitution modifier), who was kitted out with chainmail, a greatsword, and a longbow.
In addition, Ouro created Jala to become a mage, which meant that she could only use a dagger. He opted to give her 18 Dexterity and 15 Charisma, leaving her with an Intelligence of 13. As such, she’s not necessarily a good mage, but with a +4 bonus to AC and a high Charisma, she might make a good enchantress in the future.
Sian opted to play Hector, leaving her with the task of generating Fura the scullery maid. She decided that Fura would become a rogue, so with leather armour, shortsword, and shortbow later, she was ready and waiting, her keen 18 Wisdom giving her a +4 bonus to will saves and surprise checks, backed up with a 15 Dexterity. However, with a Strength of 8, it’s clear that Fura won’t be going toe-to-toe very often.
This party then hastily traveled to the room with the snake and the gold, helping each other across the pit left exposed from previously. There were no other encounters for them, as the first party had pretty much disposed of everything beforehand.
It was here that the party grabbed the last four bags of gold remaining. They noticed that the trapdoor (from which the snake had previously come from, but the new party didn’t know this) was closed, so they quickly moved passed it without disturbing the shaken inhabitant cowering and hissing within.
There was some dismay when Ouro and Sian realised that this was the only possible encounter for this new party, and that they had spent half the session creating characters that they weren’t going to use. This may have gone into Sian’s decision to continue adventuring with Fura rather than Carok, so after some minor book keeping – literally, as Nuggin gave Jala some of the training spellbooks he hadn’t used yet – Fura prepared herself with Pike, Dent, and Nuggin to continue forth.
Fura and Dent opened the door from Zanzer’s Kitchen, into the long corridor, and were somewhat perplexed to find a mysterious pouch in the middle of the hallway. After some deliberations Fura eventually picked it up for herself.
Dent opened the door to Room 20, and upon seeing the glowing crystal sphere, promptly shut it again and encouraged the party not to go that way. Instead, Dent led the way down the corridor, explored some of the junction, before heading left (anti-clockwise) through the doors.
Upon opening the door from Room 29, I pulled out my random encounter for the session, to stop them from going any further. Just as the door opened, a single gnoll turned the corner and challenged them.
Nuggin reacted quickly, casting his sleep spell, forgetting that the entire party was also in range. However, luck was with the players as the entire party made their Will saving throws to resist the spell, but the unfortunate gnoll didn’t. After collapsing in a heap, Dent and Fura slaughtered the creature.
We ended the session at that point following that bit of gratuitous murder. Although the session was basically wasted on seemingly pointless character generation, followed by skipping virtually all of the planned encounters for the session, everyone still had fun, and my tactic with using a wandering monster to stall the players from further exploration seemed to work.
It may seem like my planning for the previous session was wasted, but those encounters are still there, and still waiting to be explored should the party decide to return and explore the rest of the complex. However, for now, it seems the party are intent on continuing anti-clockwise, in their continued attempts to Escape From Zanzer’s Dungeon…