Tuesday, August 27, 2013

Part the Third!

So our intrepid party washes off in town from their robbery of the dusty old manor just to find out they are going back into the much to hunt slimes.  It seems that yet another moronic wizard has toyed with the very fabric of life itself to try and control weaponized slime.  Spoiler: he failed on the control part!

Thankfully wizards are able to pay for our services (what do we look like goody two shoes heroes?) so we agree to rid his home of these sentient garbage piles.  Apparently his 'house' is really just a hut as the first room leads right into the spiral staircase leading into the least hospitable home we have ever seen!


Right off the bat we are attacked by a slime who is easily beaten into a pile of non sentient goo.  Little did we know that a 50% chance of encounters becoming slimes would turn into more and more of an inevitability during this quest...

We are also playing with the optional room features rules and we roll up a cupboard in this room.  Batman being the greatest detective has to search it resulting in 30 gold being found.  After slaying the slime the berserker's eyes light up at the sight of a gleaming sword which increases his strength and attacks!


Of course our job isn't done since we still haven't found this madman's laboratory so we literally round the corner.


Only to find the jail connected to the crossroads which great us with more sentient goo monsters!  Since the spiral staircase was so early the rest of this dungeon is considered BL2 which is bad enough however this also means that the slimes now have gang up.  Combine that with their Paralyze ability which leads to -1 movement (death at zero movement) and suddenly the slimes are TERRIFYING!

The man of many muscles gets slimed here but survives with only moderate damage.


Batman might be our best detective but McMuscles is certainly not.  He runs to the open jail cell to investigate the body finding, what else, slimes!  He pays for his curiosity only moderately again before dispatching the messy creatures like a master janitor.


The hippy manages to save us plenty of time by s crying every which way and eventually finding the Generator room (or in this case laboratory).



The start of a theme for the rest of the adventure has surfaced in the form of Slimes and Rats!  The battle is fairly nasty with the slimes having gang up and as such the chainsaw warrior is forced to retreat fearing for her movement!  everyone gets a bit of slimming passed around to them but eventually the slimes are dealt with and the rats impale themselves on our shiny blades!

The chainsaw warrior manages to find a cloak of shadows which re-assigns missile attacks randomly protecting her from the random archers and such.  The berserker finds a Death sword and promptly ignores it as his earlier shiny blade is better.  The visionary Glass Eye goes to our hunter which gives him a chance to reveal dungeon cards and finally the hippie finds some warp stone bombs to use in enforcing his peaceful nature on others.


So triumphant we head back to town to wash up but are met by the wizard before hand claiming that his assistant is the cause of the slimes running amok.  Better yet he has escaped to the sewers to create an army of slimes to, what else, take over the old world...

So we say goodbye to hot showers and just jump head long into the sewers.


 Trudging through the non sentient goo we encounter some familiar 'faces' and smash them to bits resulting in the chainsaw warrior gaining a shiny pair of leaping boots allowing her to move up the ledges in the sewers with ease!


Our next room is the rather large and slow to cross (due to water taking 2 movement to cross) Leaky Room.  The theme of rats and slimes re-emerges here only the berserker takes any real damage and from rats no less that he seems unable to hit with his shiny new sword.   After the battle however he finds boots of water walking making his wounds disappear in a haze of treasure induced happiness.


Of course we had to choose the difficult direction as the next room is the bridge of peril.  Gutter runners, skaven clanrats, a champion and a few orcs greet us heartily.  The druid counters with a carnival of death scroll found earlier...


This leads to the monsters happily beating each other to death making the room far less dangerous!

Obviously not content with just one room of death we head further into the sewers to find a crocodile pit!  This room has the potential to kill lost of party members as monsters will throw us onto the ropes which often leads to falling into the pit of doom itself.

However the only thing guarding the room are a handful of plague monks that we manage to make short work of.

As nasty as this path was eat least we choose the correct path as it lead us directly to the spiral staircase.


One more level awaits the party in this adventure.  Soon we shall find greater spoils and with any luck earn names for our meat sacks so attachments can be made and real warriors can die!

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