Monday, February 11, 2013

The Heroes of Weaverham, Part the Whatever

The Heroes of Weaverham are now set up in the reasonably safe and cosmopolitan town of Dolmvay (a nice nod that I took piecemeal from the Labyrinth Lord rulebook), renting an outbuilding from a down-on-his-luck minor noble while trying out their new magical toy, a mirror that sends them to various odd places.

This time the party decided to go through the mirror to the "seaside-smelling place", which turned out to be the island described here and here. Initially, they came through right as the sun was starting to go down. They used the 40 minutes of decent light that they had left to quickly scout out the town and then nipped back through the mirror as night was starting to fall. They decided to then go to sleep and wake up in the dead of night, which they calculated as being early morning through the mirror.

They did so and this time continued scouting out the town. They found the altar and figured out that they could open it; they decided not to in case there were catacombs below. After scouting the jungle and finding the detritus that surrounded the town, they got a little freaked and then decided to check out the beach, eventually hiking all the way around the island -- after a number of hours of hiking, they made it around to the fecund stream that ran out of the hideout described in the second post above. Going up the creek, they got to within a few hundred feet of the cave opening before losing their nerve and going back to the beach. It took about 10 minutes for them to figure out a way to get across the creek without actually touching the water and after getting back to the town, they decided to open the altar.

Upon finding the religious artifacts, they immediately jumped back through the mirror and set about having them appraised, including taking the kris blades to the local weaponsmith and paying him for his professional opinion. I was somewhat surprised by this, especially since they had cast Detect Magic and knew that all of these items were minorly magical; apparently the lure of gold (which will doubtless be spent carousing) is stronger than any potential utility that these items might serve.

It's definitely a trend now with this party, they seem uneasy about entering into dungeon-y type areas or taking on obvious threats while concentrating on grabbing whatever loot they can and then scarpering back to town to spend their ill-gotten gains on debauchery. Considering the mortality rate of their Labyrinth Lord characters compared to the campaigns run in other systems, this kind of reaction shouldn't be too surprising, I guess it's also accentuated by the fact that when they have ventured into dangerous situations, they've managed to avoid most of the richest rewards through bad luck and general trepidation, which would reinforce the desire to be risk-averse.

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