So the AD&D 2.5 campaign has been running along biweekly, and today we finished up the first quest. Or, to be more precise, today we said, "hey, we were supposed to clear the mine, and that was four pages of maps ago..."
Yes, the mine turned out to be the entrance to a gigantic cavern system with weird phosphorescence, extraordinary patterns on the floor, funky traps, huge chasms, and mysterious (and often humorous) traps. It was awesome. In fact, when we went back to the blacksmith/mine owner, we said, "hey, can you put in a door so we can go back?"
He took it out of our reward, but nobody complained. Like I said, awesome.
Anyhow, that was that. Anyway, we netted over 1000 XP for the adventure, which added up to levels for everyone. Plus, mad cash, which added up to long sword for me! (My club was bequeathed to the half-elf thief/cleric - we're a thief-heavy party - to be Shillelagh'd with.) Also, picked up small mirror and silver dagger, for emergencies. So, now we have to rescue the kids who got snatched while we were off adventuring, and then see about the missing supply caravans.
Yes, the mine turned out to be the entrance to a gigantic cavern system with weird phosphorescence, extraordinary patterns on the floor, funky traps, huge chasms, and mysterious (and often humorous) traps. It was awesome. In fact, when we went back to the blacksmith/mine owner, we said, "hey, can you put in a door so we can go back?"
He took it out of our reward, but nobody complained. Like I said, awesome.
Anyhow, that was that. Anyway, we netted over 1000 XP for the adventure, which added up to levels for everyone. Plus, mad cash, which added up to long sword for me! (My club was bequeathed to the half-elf thief/cleric - we're a thief-heavy party - to be Shillelagh'd with.) Also, picked up small mirror and silver dagger, for emergencies. So, now we have to rescue the kids who got snatched while we were off adventuring, and then see about the missing supply caravans.
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