Frosthaven – The Lady in White (86)

Math, with his new character, has the personal quest of slaying a bunch of different undead monsters using his Axe of the Abyss. So here we are, with an optional scenario that got Ice Wraiths in it, among other things.

Characters

  • Zam Boni the Frozen Fist (David) lvl 4, big dude but very graceful on ice
  • Satha the Mayor of Frosthaven (Math) lvl 4, taking matters into her own hands
  • Hail the Irritable Enchanter (Guillaume) lvl 4, will she get irritated enough to care?

We have to kill the Lady in White, an evil spirit that hides in the forest. This a simple destroy the objectives (three trees) scenario with a mini boss at the end. There’s one complication though – each time a tree is hit and not destroyed right away, they spawn a black imp.

Satha wants the Ice Wraith for herself. It’s okay, there’s plenty of those pesky Black Imps to kill for Hail and Zam.
We’ve surrounded this big bag of hit points, an Earth Demon.
Let’s smash down this evil tree.
Further in the forest, there’s still work to do.
Where’s the Lady in White?
She has nowhere to hide now!
Satha is having a hard time in a duel againt an elite Earth Demon. Let’s switch places…
This is Victory!

Closing Comments:

  • A real slog of a scenario, it took a long time to kill the monsters (not mandatory, to be fair), the trees and the mini boss one after the other.
  • I coulnd’t do Brittle on the objectives/trees as per the rules, that cut a big part of my game right there. Annoying.
  • Hail, as a low stamina character, has it relatively easy with two tanky companions to protect her at all time. She could even afford to exhaust near the end of the scenario.

My son’s dungeon, Dungeon of Kargen part II

I gladly accept that the most interesting thing I can put on this blog is being made by my son, so here’s another chunk of what is transpiring within Edmond’s own megadungeon:

Part 1 here.

  • The adventurers (solo played by Isaac as usual) explore a bit more the City of the Imps, fight some Living Armors. They get inside a sumptuous room and fight Greater Imps and kill the King of the Imps who was getting annoyed of all the killing & stealing & stuff made all over his domain. The new king of the imps is more reasonable, this is what regime change is all about, and accept a truce with the adventurers.
  • They go back in the Maze, find several libraries (the Minotaur is an avid reader?), they find a secret door and fight the Minotaur again. This time they manage to kill him, except that they he’s not really dead and changes into an upgraded version, again they kill him and again he gets back but the third time’s a charm – the Minotaur is finally vanquished! The adventurers liberate some prisoners, recruit some of them and loot the place.
  • They explore more of the Mixtature. They flee after a round or two when they encounter an (non-trademarked) Evil Eye and find out that they’re obviously overmatched. In another section they find a golden sarcophagi, opening it they find a set of stairs going down and down…
  • Level 2 has Trolls and Slimy Skeletons as wandering monsters, mostly.
  • They are in the Crystal Grottoes, natural caves with large areas that are flooded. They dive into an underwater passage and get into a cave with several chests filled with gold, and with the walls adorned with valuable crystals. They take everything they can and get into another area with a locked chest that they couldn’t open but they do find a crystal armor. After that they get in front of a large door, locked but there’s instructions nearby explaining how to craft the key (!), which they manage to do, and thus gain access to a new area.
  • While exploring they stumble into a lever that opens up a trapdoor, leading into secret passage and eventually, into a large room that has a desert environment (sand and cactus included) and get into a fight against poisonous snakes. Several characters get poisoned during the fight but fortunately they soon find an antidote when they search a corpse in the room. There’s also an arch, six pillars and six bowls which are there to receive offerings. Through trial and error they discover that placing 6 identical tokens, repeated for the six bowls, opens a magic portal inside the arch.
  • They walk through the portal and get into a new area but they also find out that the portal is one way into Level 3!
  • They arrive at an intersection with four passages, they get into one and find a room with a bassin & fountain with coins into it. Throwing a coin gives healing.
  • Just as good as they get into a big fight against 10 trolls, including a chieftain, but the adventurers are victorious.
  • Another intersection, signs indicate: Firengulph, Agony, Suffer in Suffering. Nothing quite tempting in all that and they finally choose the Suffer in Suffering direction.
  • Apparently this section is full of traps and indeed, there’s really a lot of suffering involved… Notwithstanding all the pain, the adventurers make progess and after more exploration they find another portal room, with a similar arch but this one with only two bowls. One is engraved with a dragon and the other with a knight. They don’t find the solution at the moment so they continue to explore.
  • There’s more flooded areas in this section. They evade a fight against a Crystal Octopus.
  • And then they find a Potion Shop (the enterprising owners have put ads all over the dungeon I’m told, often giving tips (not always accurate) on monsters as a marketing ploy!)!
  • After that, inside another room, they find some scrolls that offer some explanations on the magic portal. One has to offer something associated with good in one bowl and evil into the other. With that knowledge they go back to the portal and open it.
  • This get them back into Level 2, into a new area, but they soon find their way to known territory and get back to town. A few more characters are hired to replace some that are dismissed for their lack of competence (adventuring is a fiercely competitive world!). One newly-hired, Roger, is a skilled craftsman, that will come into play very soon.
  • They go back into Level 2. They find an area that is essentially a dormitory (for whom?). Later on they find a guy who’s doing an ad for the aforementionned Potion Shop and he recruits the adventurers for the ad, earning them one healing potion.
  • They flee from a big fight with many Living Armors and a Colossal Living Armor. Not much later they find a weapon that does great work against these foes.
  • Exploring a new area they fall into a pit trap. Directly into lava. They’re all dead…
  • Unless… No! It was only water with the appearance of lava! There’s an extensive underwater system accessible from this pit trap.
  • The adventurers get back in town and come back to this place with enough materials to craft… a submarine!
a 200 hit points submarine upgraded with a ballista
  • There’s a whole new world down there in the water and they even find an impressive Submerged Castle and surrounding village.

TBC…

Frosthaven – Sunless Trench (42)

We’re advancing the lurker sub-campaign as we still have a character to unlock in this one. We’re now playing with two new characters from the newly-available mercenary packs: Satha and Hail, former NPCs and now the real deal!

Characters

  • Zam Boni the Frozen Fist (David) lvl 4, big dude but very graceful on ice
  • Satha the Mayor of Frosthaven (Math) lvl 4, taking matters into her own hands
  • Hail the Irritable Enchanter (Guillaume) lvl 4, will she get irritated enough to care?

A subaquatic scenario (in theming) where we have to loot the five objectives, of course with a lot of baddies in the way within a big map.

We’re surrounded by Deep Terrors and slimy things!
Let’s go on this side first. (Satha grants a move and Zam pulls a DT into a trap).
« Oh so sorry, forgot to tell you my lil’ friend, I’ve put ice on the ground! »
Night Demons also inhabit this sunless trench and they’re not happy to see us…
Hail is irritated, she always is, and start to kill things to blow off steam.
Satha: « cleared ».
This side is completed.
Hail has done good works too! « Don’t stand there like an idiot and open this damn door! »
Frozen Fist: »I think the slimes want to communicate? No? Wait,was that a feeble attack? I can’t tell… »
Sooo, that’s where you meet? Feelin’ lonely down there maybe?
Piss off Night Demons! I have a job to do!
Waitaminute, shiny things over there. Yep, we’re good to go.
Zam Boni has amassed quite the haul!

Closing Comments:

  • It seemed like everything went our way this time around. We have three great characters that work nicely together, that helps a lot.
  • Math already unlocked one mastery, « granting » to his allies every single rounds. Very useful character and will be great under Math, a natural puppet master :P.
  • Hail has probably the best theming of any haven characters imo, with cards names like « beneath me », « crazy antics », « can’t be bothered » and her irritation mechanics!
  • The Deep Terrors were pretty ineffective all along, attacking in straight line with no targets and so on.
  • The brittle-giving strategy is proving to be absolutely brutal, doing short work of otherwise hard opponents.

Gunderholfen – Repelled by the orcs, again (session 20)

Short session with one big fight taking a big chunk of it. Very dangerous situation that they got themselves into and the PCs had to flee again.

1h30

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes his rat-shape curse (Isaac)
  • Grimoire, Goblin Mage, frail but smart (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Torch, Goblin Knight, not expendable anymore (Edmond)

This session’s main goal: finish the orcs

What the other adventuring guilds are doing at the moment:

  • Green Imps: training in Longfelt
  • The Protectors: adventuring, left Longfelt for Gunderholfen
  • Black Axes: adventuring, try to find a tower in Ganfal swamp
  • The Musers: adventuring, left Longfelt but kept quiet on their objective

Gunderholfen – Level 4A – Great Altar Cave

  • The Battle Brothers have just killed the 10 orc archers that were guarding the entrance of the Great Altar Cave but now they hear many more orcs coming from around the corner to the north west. Two orcs with heavy crossbows come first, one shooting at Forka but the crossbow bolt bounces off his armor, and the other misses Torch. Two other crossbowmen run across the nearby rope-bridge in order to have a good shooting angle.
  • Aracyne makes a risky leap to the eastern cliff and manages to climb up to get atop the promontory. He quickly takes his bow and kill one crossbowman with two arrows (twin shot). The other plunges to his death after Grimoire attacks him with a Mental Strike (telekinetic push).
  • But more orcs move to attack the outnumbered adventurers, five brandishing falchions and five with spears attacking from behind, all wearing chainmail. Forka attacked one with his two-hands hammer, killing him with a massive blow but then the spearmen jab him several times and wound him badly. Jedri jumps into action with sword and light flail and kill an orc with two well-aimed blows.
  • Fearing for his life, Forka shove the falchion-wielding orc in front of him, sending him crashing into the back rank, and he gets out of his near-encirclement. Torch takes care to guard Forka’s flank and stab an orc with his spear, hurting him lightly. Jedri manages to dodge several attacks coming his way.
  • Aracyne does an headshot (crit) to an orc spearman, killing him instantly. A crossbowman aims at the goblin mage and hits him, inflicting a severe wound (1 hp remaining!), the other aims at Aracyne but the elf manages to dodge the incoming bolt. Forka kills another falchion-wielder. Grimoire avenges himself with another Mental Strike, pushing the two crossbowmen off the promontory to their deaths.
  • The adventurers have now the upper hand as they manage to kill several other orcs but they can hear yet more orcs coming from the same direction and only Aracyne is unscathed among them. Torch is okayish but Grimoire and Forka are both severely wounded, Jedri only lightly but is exhausted (no more willpower pts, can’t fuel his heroic abilities anymore). Grimoire does a Levitate on Torch to bring him on his side of the cave, at the entrance beyond the cliff. Forka and Jedri jump over there. A bigger group of orcs is now in sight with its bardiche-armed chieftain in the middle. Several orcs throw spears at the retreating adventurers but none hit their targets.
  • The Battle Brothers run to the west to go directly at their outpost. The orcs have no way to follow quickly and press their advantage.
  • En route, Jedri is attacked by a Giant Cave Lizard coming from the south but he slays it efficiently with his two weapons.
  • They reach their outpost and barricade themselves so they can rest safely. Not long after, they can hear some orcs looking for them close by, probably checking. the stairs to Level 3. The orcs still doesn’t seem to know that the PCs have taken over the Ogres’ den (and aren’t eager to inspect the place as they had been enemies).
  • Five hours later they hear a knock on the door, its Bayard’s guild, the Protectors! Aracyne asks if the allied guild would be so kind as to offer healing and Bayard answers that it wouldn’t be free: how about 80 gp, the amount that Aracyne once asked to the at the moment hard-pressed Protectors? No deal. But still, the allies are glad to see each other.

Closing Comments:

  • The PCs had decimated the orc archers with ease the previous session but now it was a very, very close fight, with character death looming just a step away. Aracyne and Grimoire were very efficient with arrows and telekinetic pushes respectively but the three melee fighters were in a perilous situation. Good armor and good evade ability have its limits when against 3:1 numerical superiority with a back rank able to reach.
  • The orcs have once again repelled the adventurers but it’s clearly a pyrrhic victory for them, having lost 21 warriors between the two sessions and 6 more if we count the first assault. They still have a decent fighting force but they’ve been weakened for sure, probably enough to warrant a change on how they defend their territory.