They had a simple mission – previously peaceful druids have become eco-terrorists. Go to them and figure out why they do it and then stop it. The only parameter was “try not to kill them.”
Obviously, the first thing that happens is a random encounter with one on the way there followed promptly by a fatal bash to the head with a club. The player got XP, since that was actually in character. But this is just the tip of the murderhobo iceberg.
They got to the place and walked inside, able to bypass the wards the druids set up in the entrance. To be fair towards the druids, they were relatively well prepared for invaders. Despite the fact, they were also low leveled and we’re talking murderhobos here.
So the party goes through parts of the dungeon, not considerably systematically. They kill as they go, kill left and kill right and generally being all, well, murderhobos. Another thing to note is that somewhere around here we ended the Save to Avoid Getting Hit experiment with my combat houserule. The payoff wasn’t nearly as worth it as it should’ve been and the game itself just isn’t built for it.
The caster and healer gets his ass handed to him in a fight and he casts Giant’s Power on himself, essentially making him a fine target for any ranged attack. The battle ends with his help and they forage towards the next one. 2 rounds in and the huge caster – a very big target – dies. The other 2 players decide that’s that and do what they were trying to avoid.
A note – the entire place was a small cave complex covered completely and entirely in moss and plantlife.
So they were trying to avoid torching the place and end up doing precisely that, grabbing the corpse on the way out. No druids come out since they were trapped on the wrong side of an oxygen sink. They suffocate and are burned alive (and half-dead).
The murderhobos wait the fire out, head inside to loot what they can and head to town. Granted, the place was a well recognized landmark and the druids fondly known. This does not do the party’s reputation any good.
They end the session with selling off loot, getting magic items identified for a sizely portion of their net gain and the living survivors going up a level. The dead caster is resurrected and is behind some 8k EXP. The resurrection is cheap, but only for this time since I want to keep things going.
The session prep for this one is available in my previous post.
Things I learned this time around: flammable dungeons are a bad idea; be considerate of the party’s power level, for the sake of flow, if sending to a small dungeon; monster design is hard, even with good tools.