While in the settlement everyone leveled up. The knight even managed to obtain a new squire after murdering one that dared to challenge him at the barons castle! The mage even got poisoned and will be at toughness 2 for the next adventure.
Now armed with sweet new champion skills and a few new toys we needed further employment, TO THE TAVERN!
It seems the circus is in town however they are missing their star attraction: Thrudd! Even though we don't have the best record of escorting people back to the settlement safely we agree to find Thrudd and bring him back, for money. Thrudd's manager gives us a backpack of fresh mutton and a chain, wishes our puzzled warriors good luck and pushes us out into the jungle.
Either we don't know how to leave a door open or someone is expecting us. Once the warriors enter the dungeon the exit locks behind them they will have to find a way out or get a key somewhere within the dungeon.
Behind door number one is one of the new trap rooms: Rolling boulder! Everyone in the boulders path either took a ton of damage or just had a stupid amount of armor and laughed (looking at you Bretonnian!). This trap scales with level and luckily only hit four of our party before smashing into a hidden (and empty) t junction behind us and smashing to a stop.
We were starting to feel unwelcome after that introduction but the dungeon residents were quick to send out the fun wagon! Skinks with javelins and the first of many Dark Elf Corsairs. I would quickly come to hate the fact that they aren't yet painted...
This first encounter wasn't too terrible and at least we were able to get that first unexpected event out of the way quickly. I mean how often can a 1 in 12 chance come up (at level 2 the event die is now a D12 instead of D20). We picked up a few useless books after the fight to sell later.
The next room was caved in and couldn't even hold the entire party! From behind came a cavalcade of elves and pygmies! Corsairs have two 'saves' from any hit that we land. One is a 5+ dodge and the other a 6+ ward. This proves to cause a 2+ aggravation as so many of our attacks end up failing to cause any damage.
Slowly (and I mean slowly) we break through the ranks and get to the crossbowmen and pygmies quickly ending the fight.
This branch of the dungeon dead ends into the astral shaft so that key we just found in the last fight became a very moot point...
As we casually walk back to see whats behind door number 2, the mage points out the fine, yet rustic, arrow slits lining the wall and promptly rolls a '1' on the event die.
Suddenly he and everyone else in the stairway take arrows in the knee and either thank their armor or take massive damage! The mage drops and requires a healing potion before we retreat from the room!
We left a nice note on the boulder door: Do not open, here there be bad things.
Apparently the dark elves don't like our note taking and the mage rolls yet another unexpected event. This time dark elves and saurus scatter the party but are beaten back fairly quickly.
Not without bringing the ranger to his knees though! We did manage to gain a 'decent' treasure this time, the cursed armor of the ancients. Yes this counts as decent compared to books.
Finally a passageway without boulders, dark elves or even arrow slit ambushes!
The next room is of coarse full of dark elf corsairs. This dungeon has a higher chance of forcing the nearest dark elf entry to the entry rolled. We keep rolling corsairs, all the time. They are super annoying and the fimir in the room really doesn't help either.
We nickel and dime the silly elves while the fimir keeps going rounds with the jungle cat. After the knight gets his chance to earn some real honor taking out the fimir we grab a smuggler's ring (which does nothing unless a particular lustrian event comes up) and soldier onward.
After a narrow corridor we find the objective room along with a GIANT (surprisingly no one questions how the giant got in here through the narrow passage)! This giant thankfully has a collar and a tag denoting him as our friend Thrudd, the star circus attraction. Thrudd quickly wakes up the the smell of the mutton filled backpack and allows us to attach the chain with the amazon tentatively leading the monstrous creature...
The dungeon denizens however have no intention of letting us take this showstopper and the objective room (not to mention the dungeon) fill with a plethora of baddies! Skinks with blowpipes, javelins, and corsairs fill the room while behind us more skinks, and even a few skaven fill the passage behind.
All of these skinks (now with gang up) firing at some hapless warrior seems like a dangerous room at first.
Until Thrudd lazily swings a tree at the entire room and destroys the skink ranks in one turn taking a few of the less dodgy corsairs down as well! Yes this is a full on giant ally at level 2!
With the aid of our wonderous super star the bone pit is quickly cleared and the knight moves into position alongside his squire to take on the skaven.
Sadly the squire with no name goes down against the rat ogre while the knight honorably takes his revenge! This adventure brings up two questions though. How did the giant fit in there and worse yet, how did a bunch of skinks and elves kidnap a giant!!
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