Part 4: I'm Sorry, Sam
Update 2: I'm Sorry, SamPicking back up with our entrance to Throtl, things don't start out on a positive note.





















This is as good a time as any to talk random encounters. Most of them are considerably less dangerous than the set piece battles, and each dungeon has a set of random encounters. If you run into all of them without leaving the dungeon, you can pretty much explore at your leisure. As of right now we don't have the resources to do this, but it's worth keeping in mind. A single sleep spell takes care of 5 of these guys, and the last one doesn't last much longer.

Unfortunately, between this and the first battle at the entrance we've about reached our current limit. You can rest in dungeons, but in many cases this is likely to result in you being attacked. The safest course at this point is to retreat back to the outpost, where Gable is our first character to gain a level. Thieves level faster than just about anybody else, presumably as some sort of compensation for how badly they suck in other ways.
Returning and exploring a bit more...




There are a LOT of rats, but as they're less than 1 HD creatures our fighters can attack a number of adjacent rats equal to their level. That helps speed things up considerably. Now, for the skeletons...











Scattered throughout the dungeon are a number of locked doors, which you have the option of either bashing or picking. Neither method is really advantageous over the other, but it might make a difference if we didn't have a bunch of modified supermen.



*I'm not sure if this is a safe room, but I've never been attacked while resting here. Having a place to rest makes this dungeon a lot more tolerable.

There's a few encounters scattered throughout that are effectively trivial, and don't really contribute in any way or drain party resources measurably.

Given that individual rats have about a 5-10% chance of hitting our characters, they're not threatening even in huge numbers. Zombies are hardly more dangerous, although they can pack more of a punch. I should mention that skeletons take half damage from edged weapons, but zombies take full damage.

While we're puttering around, I should probably mention the area view. You can actually get a grid type map in some areas, which can be very helpful when navigating. One problem, however, is that you really can't tell the difference between a blank space between two rooms and a small room that's between two other rooms. And as for why we're in the southwest corner when our last hint was to go north well, I thought it was a shortcut.










This is actually our first set of magical loot. Enchanted gear gets an asterisk next to it when you use detect magic. The chain mail goes to Rip, since he's got the worst AC of our "front line" guys, while Sam gets the shield because he needs a bit of a boost as well. The scrolls are of neutralize poison, which can be fairly handy. There's also about 300 steel, which is handy since it costs 100 steel to identify items.

You'll be seeing this screen a good deal, since the game doesn't differentiate between vendor trash and actual treasure. Eventually you get to recognize standard treasure loads and can tell at a glance what might be worth checking.

Killing the cleric also gets us a confirmed safe place to rest. I usually forget about this one.


A nearby random encounter presents the reason that the neutralize poison scrolls are so handy. You'll occasionally get centipedes which, while they only rarely hit, do have a chance of poisoning your characters. Poison reduces characters to 0 hp until they get a neutralize poison spell cast on them. For the curious, this is about the point where I realized I would have to go straight north.

There's a few bullshit areas with inescapable damage. This is fairly minor, but if I'd actually let the game roll for my HP...











The fighter is actually level 7, making him a substantial threat. Luckily, hold person doesn't have level limits and fighters have lousy saving throws against magic spells. His armor is definitely worth grabbing, since we won't have access to plate mail for a bit. Moving on







a few seconds later...
















There's one white magic user scroll and one red magic user scroll in the room. The white scroll is worth about 250 steel (since none of our characters can use it), while the red scroll goes to Ishmael since he'll be able to use it faster.









As we continue to explore...
































You get 3,000 bonus experience points per character for rescuing Caramon, which is enough to push most of our characters up a level. It's important to get levels when you can, because this edition is a bit of a bastard. If you have enough experience to go up two levels, you end up with 1 less experience than you'd need for the second level. All the rest of your experience vanishes into thin air. In my last play through of these games I lost more than 1 million experience that way once. At any rate, Ishmael gets a new spell level and gets to choose a new spell. I do not go with Strength. Stinking Cloud is far better.






Next time we'll finish up Throtl. For now, this is what our characters look like at the halfway point of the first dungeon. And after that first dungeon, I'll actually have some freedom to let you all choose where I'm going next.