Since I hope to expand this campaign to an in-person group at some point, I'm using this as an exercise to relearn AD&D (cuz it's been a while) and want to essentially test out the #BrOSR style of game. I'm running this as a solo campaign with 1:1 time with real world calendar and weather used in-game. I think this adds to the verisimilitude of the campaign while avoiding the frankly idiotic world-building nonsense of fictitious calendars with faux-medieval sounding month and week names. No sane bastard gives a flying fuck about learning the Calendar of Harptos or the Needfest rotating Starday start-of-month dates. Fuck you, Ed (especially) and Gary, respectively. Seriously, there's NO FUCKING WAY your players memorized that shit and used it in game. Stop. Please.
Our lovable murder hobos have decided to finally try their hands at the Shrine of Lethria. Accompanied by the light horse mercenaries that Sir Stabbington elected to hire with his starting funds, our intrepid group sets off through the frigid Cold Wastes surrounding the Obsidian Citadel of Valthrun. It's sunny mild February day and, not being complete morons, our crew thinks they can sneak out of the city and take advantage of the good weather to plunder the shrine without worrying about getting ambushed by bandits. It's much nicer in the taverns by a warm hearth, after all.
I check for random wilderness encounters which all come up empty. Our crew makes it to the Shrine's desolate ruins with no troubles and quickly establish camp. The first question is whether or not the party orders the men-at-arms to guard the horses and camp or have them accompany the expedition to the depths. A 50/50 check comes back as "guard the horses", and the crew starts searching for the entrance to the Shrine.
Room 1 - The Shrine of Law
Our murder hobos quickly find the rubble chokes stairs down to the Shrine depths and cautiously descends. I've described the level previously, and won't bore you with repeating it here. They find the (False) Shrine of Law (Area 1) and start exploring. Their search for secret doors completely fails (not feeling good about your chances after this bad start, guys...) and they flip a coin to select the left door next to the altar (Area 6). A turn has expired and a wandering monster check comes up blank, so they're free to proceed. They luck out this time and find the secret door on the north wall.
Room 5 - Visitor Reception Area
Not wanting to expose themselves to a potential ambush, they elect to explore the remaining altar door (Area 5) before continuing. Unfortunately, this is where a couple of fire breathing giant cockroaches (ok "fire beetles") live. Let's hope somebody has a lot bug spray because these filthy critters are 2 feet long.
The party wins surprise and Mighty Redneck immediately drops one of the bugs with his longsword. Sir Stabbington skewers the second bug, but it's a disgusting tough critter and isn't yet dead.
We roll for initiative and the Dice Gods favor the murder hobos again. The Mighty Redneck finishes off the fire roach and the group disgustingly notes that these things seem to have more legs that normal. May mean something, or not...
Room 4 - EHP Private Chambers
The group makes its way back to Area 6 and continues down the secret corridor before making their way to the Evil High Priest's chamber. Amazingly, they find the secret door in the west wall AND the secret trap door! Starting to look better, boys...
They flip another coin and decide to try the trap door first. It opens into a tunnel leading east and the crew waste no time making their way to Area 3, The Plundered Treasury.
Room 3 - Plundered Treasury
Unfortunately, I'm rusty and didn't think to send the Thief ahead as a "move silently/listen at doors" scout so the group stumbles into a group of orc raiders who have somehow found their way into the Shrine. Luckily, neither side is surprised so the party avoids a potentially devastating ambush.


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