Well I missed posting the last session. It was ... interesting ... to say the least. I still find it odd that five level 3 PCs run from one bugbear. Oh before I forget again, I swear Ray had some prior knowledge about the bridge trap. Let me start at the beginning (right after a brief recap).
So the party cleared the top floor of Thistletop. No small endeavor on their part. They went back to town to stock up on potions and rest up a day before heading back.
Ok, now on to the current, well as of the last session, situation. I purposefully left the top of Thistletop on the battle map. I started everyone on the main land side of the bridge. Hoping everyone would pile across. Of course like everything in life nothing ever goes right. First the rogue, Matthel, hides and moves silently across the bridge solo. He checks things out doing the normal listen and spot checks. Nothing comes up because the top is still clear. Next the others cross over one at a time. During this time Ray keeps saying lets go over one at a time. Ugh, who leaked him the info!!! After discussing what they are doing for a few minutes everyone but the Wizard is over the bridge. I don't know what Matt was thinking about leaving him there but I guess that's how faith rolls. Right after the last one leaves the Wizard by himself I call for initiative. Matt rolling lucky early gets 1st action with his Wizard. I didn't let the Bugbear, whom I buffed up another Ranger level for double shooting, get a surprise round. My hopes where to get everyone over the bridge to attack him at once so it could collapse. The Wizard attempts to cast sleep which fails due to the Bugbears higher HD, 5 to be exact. He next moves his 6 squares over the bridge to the others. There were a couple of PCs that went before the Bugbear, but they all stayed on the other side. The Barbarian, big bad mofo with a greatsword, said he isn't crossing the bridge. Ok big guy I got something for you. Instead of Elf bane arrows I substituted Sleep arrows. With the bug bears double shooting feat he managed to score a hit on the wizard causing him to fall asleep in the middle of the bridge. To cut this a little shorter, the next 3-4 rounds the PCs stayed on the other side. Will was the only one who had the balls to try and run up and do something. He ran to the bridge tried to attack or cast a bard spell, not sure on that, before running back. The next turn the Barbarian or Cleric, both still deathly afraid of the bridge, tied one end of a rope to the bridge post and tossed the other end to Will as he ran by again. This time Will ran to the Wizard and lassoed him with the rope. The cleric pulled them back across. This whole time my Bugbear Ranger is pelting them with arrows. He has a good To Hit and is steadly knocking HPs off the Barbarian and the others. FINALLY, I let them make spot checks to tell the bridge is rigged to collapse. Will's Bard ties it up to prevent it from falling and they make it over. After a few rounds the bugbear is toast. They moved into the top level everyone and their momma rolling spot and listen checks. With 5 PCs there is usually always a 18-20 rolled. Nothing surprises these guys apparently. The stairs where supposed to have CL3 Burning hands traps set there but it took so long to do the Bugbear fight I forgot all about it. Moving into the 1st dungeon level they skipped all rooms that didn't have noise in them. After just a few minutes they were already at the Chapel with the Yeth Hounds. The AP originally calls for 2 Yeth Hounds which I bumped up to 3. While looking over the stats I realized no one had a silver weapon to overcome its DR/10. I scalled this back to 2 Hounds, eventually taking it to 1. This is where they are at currently. Combat has only gone to round two with the Yeth Hound.
Some notes on this encounter:
1. Ray's Cleric and Barbarian would not cross the bridge whatsoever. Even when Matt's Wizard and Will's Bard where on there at the same time. It was at this point I basically let them make a spot check just to get the battle going. The bugbear was getting close to running out of arrows.
2. This one fight took way to long because Ray's hesitance at jumping into the fray. To clarify, the fight between one Level 2 Bugbear Ranger and 5 PCs in a well rounded group took over 3 hours. Yikes. I will say in their defense we are still working on the rules, etc. This is the first game some of us have played in years if not decades. Trying to look up some rules and the ensuing discussion takes up precious time.
3. I didn't mention it in the game summary, but they left a room of Goblin babies alone because that would be wrong. They open the next door and slaughter the Goblin women. Matt was the only one who wanted to kill the babies. I have to agree with him. With no one to care for them they will just die a horrible prolonged death. Well at least for the ones that gets eaten by the toughest one until he dies.
4. The Thistletop dungeon is comprised of many small rooms with a whole lot on nothing going on. Maybe I should do something about that but the AP has decent descriptions and some rooms have important hints or other items that can be used. The group was getting tired and wanted to get to the end. Little do they know there is another whole level to explore. They completely missed the rooms of the human occupiers. This would have given them some clue as to what they will be facing.
Well that's it for now. As soon as I get a chance I will post Saturdays upcoming session. Peace!