After our last failed venture to the sewers we stocked up in town buying more healing potions and found a worthy new companion in the form of a dwarven brewmaster!
As always the rules we use can be found right here.
While hovering around in the tavern our shaman actually encountered an ogre paymaster who had not only lost his lair to a monster invasion but even his tribes paychest! Sensing a chance to make some real money we jump at the chance to retrieve (or steal) the chest!
After a journey through blizard, campfire legends of a dangerous fiend of slaanesh in the next objective room (3+ chance!), an obvious trap of treasures in the snow and a dwarf prospector who gave us the key to the portculis we arrive!
First card is the ice chute which is going to make getting out of here less of an option if we need to...
And it drops us directly into a warp gate which spawns a bloodletter with double wounds and a Gift of Khorne! It receives the gift of +10 Attacks however it only hits on 6's and gains impervious defense meaning we can only do a maximum of half of it's wounds in damage each turn.
After the first turn the bloodletter fails to hit with any attacks (whew) and gives up on being in this dimension after our subsequent beat down!
Next room is the Ogre Lair which will give us the key to the objective room as long as we can contend with a few marauders and beastmen!
After a few quick rounds we dispatch the chaos incursion and pick up a shiny new key for our efforts. So far all the treasures have tended to be on the, cute but I'm going to sell it when we get home. Nothing of note really found.
The ice pond is behind the next door along with 12 giant bats. The bats aren't much of a worry but there's a small chance each round of falling in so make sure to practice those rolls for the end of your turn!
Peaking through the next door we find the frigid river. We debate for a bit but realize that no one else bought a rope and if we permanently tie off our only rope that could lead to disaster later, let's try door number 2:
The magical floating stones of doom room it is! Quickly after a few scary jumps our shaman realizes he has floating platforms he can summon to trivialize this room for us.
What he loses in damage at this level he more than makes up for in stoping us from cliffdiving for fun or profit. Little did we know that this room would be our greatest ally this session...
The next room is nice and simple just a snowy field, however there's a statue in the corner that just might wake up with the spirit of a stone troll, with Ignore blow(4+)!
We roll up monster's again and get one centigor, a fairly nasty monster at level 1. Thankfully he's a cavalry type monster so he has to start out of line of sight and charge in, right over the floating stones. He doesn't seem to find his hoofing on the stones and falls right in saving us the trouble.
Our pretty statue friend however immediately comes to life. This is a nasty enemy normally but with half our our attacks that hit being wasted means we are in for a fight.
And fight we do causing chip damage after chip damage and watching his 2D6 regeneration bringing him right back to full.
Even after going were-wolf form and summoning another wolf we are no match. We can't break through the regeneration and this thing is beating us senseless!
After 10 or so rounds with the stoned stone troll we sacrifice the wolf and run back through the floating stones (again those magic platforms are lifesavers). The statue runs after us after dispatching the wolf but realizes his wings are not flight worthy and falls down below with all his gold...
Being bedtime for my little one it was time to call it here and continue next session. With no clear way of escape from the dungeon yet we have no choice but to soldier on!
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