Saturday, 12 December 2015

Into The Dungeon


The party step into the Dungeon. This is the start of the Never-ending Dungeon.



REP
Armour
Weapon
Special Rules
Lothar Graykeeper
[Human Warrior]
STAR
5
2 (+1 to Impact when hit)
Shield (+1d6 melee)
Sword
  • Min 1 success in Melee [Human:Resolute]
  • +2 Success in Test for Charge [Warrior]
  • +1 Success in Test for Charge into Melee [Star]
Alvin
Longfallow
[Human Thief]
4
(+1 to Impact when hit)
Sword
  • Min 1 success in Melee [Human:Resolute]
  • Roll 3d6 instead of 2d6 for Trap\Room Searches [Thief]
Taredd Starflight
[Elf Shooter]
4
(+1 to Impact when hit)
Bow
  • No penalty for ranged attack [Shooter]
  • -1 to Impact when hit [Elf:Slippery]


For this first level they have a map in their possession, so can temper their main rescue mission with exploration with the hope of bolstering their experience and equipment for future levels.
The party enter the first room (A1), to be confronted by 3 Goblin Warriors and a Goblin Caster.

The adventurers activate first. An arrow from the Elf knocks down, but does not kill he enemy caster. The warrior and thief rush in and quickly take out 2 goblins.

The Caster regains his feet and casts a devastating offensive spell. The Elf and Thief tumble motionless to the ground, while the Leader just manages to stay on his feet  as the remaining Goblin rushes round hid flank to attack. The human only just manages avoid the green skin's blade and returns the attack in kind, but with a more deadly result.

The goblin Magic user casts again, but a swift turn and shield raise deflects more force of the magical attack. He rushes into the caster but his attack is parried by the wizards staff. Unable to cast now, the caster desperately attacks with his staff, but he in at a total disadvantage and just hastens his own death at the hands of the more adept Warrior.

With bodies all around, the human quickly searches the defeated foe (just finding a few coins) and staggers out into the corridor alone. He is still right next to the entrance\exit and could retreat, but glancing at his map he decides to go straight to where the prisoners are being held (Treasure Room A4), still shaken by the brutality of the previous fight.

He rushes through the corridors before any wandering monsters appear, pauses outside the dungeon door for a moment before bursting in, sword at the ready. As his eyes get used to the gloom he realises that the room is empty aside from the captives - A Dwarven Knight and his Dwarf Soldier aid. A quick search of the treasure room also brings the discovery of some coins and 3 potions ( enough for 1 charge of Healing and 5 charges of courage). After some discussion (a modified "talk the talk" test) the Dwarf soldier agrees to join the Human adventurer where as the Knight gives his thanks and makes his own way (he was the same REP as the Human so could not join the group).

As the new duo leave the room they hear foot steps coming toward them. Out of the gloom come the Elf and Thief, mostly recovered but still sore from their wounds (I had failed to remember to apply a post battle recovery test. They recovered to continue at REP-1). The party was now at a strength of 4.


REP
Armour
Weapon
Special Rules
Lothar Graykeeper
[Human Warrior]
STAR
5
2 (+1 to Impact when hit)
Shield (+1d6 melee)
Sword
  • Min 1 success in Melee [Human:Resolute]
  • +2 Success in Test for Charge into Melee [Warrior:Fanatic]
  • +1 Success in Test for Charge into Melee [Star]
Alvin
Longfallow
[Human Thief]
3
(+1 to Impact when hit)
Sword
  • Min 1 success in Melee [Human:Resolute]
  • Roll 3d6 instead of 2d6 for Trap\Room Searches [Thief:Secret Rooms&Traps]
Taredd Starflight
[Elf Shooter]
3
(+1 to Impact when hit)
Bow
  • No penalty for ranged attack [Shooter:Marksman]
  • -1 to Impact when hit [Elf:Slippery]
Bersaeth Oakenfinger
[Dwarf Soldier]
4
4
Shield
(+1d6 melee)
Sword
  • Always pass 2d6 for Charge into Melee [Soldier:Duty]
  • Count 1st OOF result in Adventure as a -1 Rep if melee or Duck Back if fired on. [Dwarf:Stout]

[NOTE: after I had finally applied the post battle recovery rules I found that there had been some Rules Errata issued. The extremely brutal knockdown rule in combat had been dropped and replaced by a carry on at decreased effectiveness ruling. I will be applying this from this point on, but keeping the effects on the original rules as played in the first melee]

The Party move into the neighbouring room (A3) and to everyones surprise a party of Dwarves (3 soldiers, 2 thieves all lead by a Warrior) spin round to face them. After a brief tense moments Lothar extends greetings the Dwarven leader. Obviously matters are helped by the tale of rescue to the new Dwarf recruit, weapons a lowered. The Dwarves, however are busy searching this room and the party leave.

The map has a dead-end near by, so they go to investigate. Rubbing his hands the party thief, Alvin LongFellow searches round the area, but can find no secrets. The party turn and return to the crossroads in from of the last room the were in (A3), but from behind them Taredd hears some movement. Something, or things, were approaching.

The Corridor is only wide enough for 2 abreast, so Lothar and Bersaeth form up at the front rank  and wait for the unknown creatures to appear.

When Ogres attack.
3 Ogres lumber from the gloom. "Where did they come from?" gasped Alvin, as they ready themselves.

Lothar picked the weakest looking Ogre and charged in, with his new Dwarven companion taking the other front Ogre. The Human leader immediately dispatched his target, The Dwarf soldier made a good hit, weakening his foe, but could not finish the job in the follow up. The Ogres responded, un-phased by the body of their counterpart. The Dwarf and Ogre at one side were held in gridlock again, whereas the new fresh Ogre was soon bleeding from the human's sword. One more decisive attack though saw the adventurers take both their foes out of the fight.

The Party move off again and enter into the next room (A2). With a sigh of relief they find there it is empty, although there is a faint smell as if it had been recently occupied. A quick search turned up 3 bronze coins and then they were off again.

They creep through the corridors. A brief search at another dead end (DEa2) proves fruitless before gathering at another doorway. After finding the previous room empty, in was odds on this one would be occupied. Moving through the door the group are faced with 5 Goblins: a Warrior, Healer and 2 with bows, all lead by a Caster.

The Adventuring party grabbed the initiative. Remembering the previous goblin battle, Taredd targeted the Caster. The arrow hit it's target, but only knocked the Caster back. Lothar rushed in to take on the leftmost goblin archer, immediately taking him out of the fight. With a call from new his Dwarven colleague, Alvin the thief stepped in to attack the other archer, giving Bersaeth the Dwarf roof to follow up the elven arrow attack and occupy the Caster.

Still suffering from his previous battle, Alvin was struggling. Two consecutive blows from the goblin brought the thief to his knees, but with one final effort he found a gap in the Goblin defence. One thrust was enough to sent the Goblin Obviously Dead. The Dwarf warrior was fairing well against his higher Rep opponent. 2 mighty blows seemed to have the Caster further on the back foot, but it recovered to strike back at the Soldier. But training and experience kicked in, and the Goblin Caster fell dead to the floor.

The remaining Goblin's were not for running though. The Warrior stepped up to take on the party leader, Lothar. The Goblins was persistant, but suffered blow after blow from the human, and 4 bleeding gashes on his body could not survive a 5th strike.

The Goblin Healer stepped up to attack the slayer of his leader, but the Dwarfs blood was up now, and it only took a single blow to fell the final greenskin.

The Room area proved to be empty of any valuables, so the party quickly made their way to the final room. This again proved empty of foes and a lone 3 charge potion of courage was found on searching.

The final room cleared, the party took time to evaluate their position. The main rescue mission had been successful, and the party size had grown with a proven warrior. A number of potions were distributed another the group. Alvin Longfallow and Taredd Starflight had suffered badly in the first fight, but their bound wounds had healed enough to bring them back to their initial capabilities (bonus Rep Improvement rolls for coinage). They looked towards the door out of the area. The map held by Lothar did not go that far.

What lay behind that door would be another adventure.

2 comments:

  1. Awesome post! I've been wanting to try an "endless dungeon" type campaign. Reminds me a lot of the old Wizardry and Bard's Tale computer games. :)

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