Play Report: The next four levels

After the ghost encounter, our heroes bribed two dragons to help them kill the stygian witches (The Weaver's of Star's Light), stealing a philosopher's stone from them, and using it to fix Dalzel's magical aging (he's still retired).  I'm sure nothing bad will come from that, but as for the rest, I'm now onto the next half of the dungeon.

Still solo play, for clarification.

The fifth real level of the dungeon is another randomized mess.  The most notable happening on this level was the Ancient Blue Dragon the party stumbled upon.  Munro decides on a full offensive, one third of the party charges, the rest flee in terror.  The dragon immediately opens up with lightning. Maroshi Tano (can you guess the class?) loses his left arm, but no worries, hew is equally effective at killing with his right leg!

Speaking of legs, Holger Holgerson loses his right leg and right arm to the lightning as well.  Not to fear! He simply takes hold of an idol they found elsewhere in the dungeon that makes him weightless.  Perfectly balanced.

Munro takes all three lighting breath attacks to the face and survives, slaying the dragon with his coral arming sword, megalomania acquired.  Also acquired was 40,000 pieces of gold! The dragon also had a teleportation circle in the chamber, making the complete acquisition of the bounty relatively trivial.

Exploring the rest of the level, Munro falls down a pit to the next level down.  Commence exploration of level 6.  This is probably my favorite level out of all, at least in terms of verisimilitude.  A dwarven mining operation, long abandoned due to the uncovering of an altar of madness, replete with gold bars, random cave-ins and a dwarf mumbling insanity.  If you throw a torch off the west cavern opening the purple worm will not be happy.

Th only of these (insanity, purple worm, cave-in) to cause an issue was that Munro can speak dwarven/dwarvish/dwarf, and upon hearing the mad ramblings of the fetal-positioned dwarf went quite mad himself, if only temporarily.  Rolling on the madness table in OSRIC: Claustrophobia.  At around 1000ft into the earth, this is peak.  

The next level down has the cavern floor of the open air sections above as well as the upper layer of a massive hobgoblin encampment within the halls.  Like a can of worms.  The characters charged right in, and are currently embroiled in tracking down the remainders.

The party is split.  Three ways.

Be seeing you.

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