Dragonbane – rulebook walkthrough pt 1: character creation and magic

I’ve been using the Dragonbane ttrpg system (DB) for several sessions now- testing the limits of it in fact, with a megadungeon campaign, but I think for the moment I’d do something between a walkthrough and a true review. Suffice to say I like Dragonbane a lot but like every other systems, it also has some flaws.

First thing first, I’ve seen it often called an « OSR » game but I don’t think that’s quite accurate. It’s a fairly light system (the rulebook is slim at 112 pages) and there’s also many random tables (i.e magic mishaps, injuries, etc.), but here the comparison ends as I think the implied style of play is a bit different than OSR (i.e all the different actions you can do in combat).

Character creation:

You have the classical humans, elves, dwarves, halfings and then you’ve also got those guys, the duck-persons mallards and also wolfkin.

Choosing your Kin, you get an ability from it, a small power that you can activate spending willpower points (your wp pool is equal to your willpower score), for example the mallards get « ill-tempered » giving them a boon (advantage, roll twice take best) on attacks at the cost of getting angry (a condition, more on that later).

Choosing a Profession (the complete list: artisan, bard, fighter, hunter, knight, mage, mariner, merchant, scholar and thief), you get an Heroic Ability, another thing you can activate spending willpower points (the fighter for instance gets Veteran, something that lets him play with his initiative order a bit).

If you choose the Mage profession, you don’t get a Heroic Ability but instead get access to three Rank 1 spells and two Magic Tricks from one magic School. Others can also learn magic but not at the beginning.

Next step is rolling your attributes (the same 6, or thereabouts, willpower instead of wisdom, 4d6 take three, assign to one attribute at a time.

Lastly, based on your attributes numbers, you’ll have scores on skills, which are either free or trained (chosen from your profession’s list and a few you can choose as you wish), the minimum is 3, maximum is 14. thus if you have a 17 or 18 score in an attribute on a trained skill, you have 14 for that skill that will be used with a d20 roll under or equal. So, it’s a Roll Under system.

The whole character creation is pretty easy and fast as apart for Kin and Profession most of the choices are already made for you. A few more customizations, rolled randomly (i.e starting gear, a memento), and you’re ready to go. Nothing to complain there, all good.

Magic:

Spells are ranked from 1 to 5, with most within the 1-3 range, with each rank from 2 and above having a lower-ranked spell as a prerequisite.

There’s four magic schools: General, Animism, Elementalism and Mentalism. Everyone that has the Magic Talent heroic ability (from being a mage most probably) can access General magic and also choose one of the three other schools.

You can remember a finite number of spells depending on your Int score but can have more into your Grimoire. The magic system is somewhat Vancian (memorizing spells, spending them and getting to choose anew after resting) but with the addition that you can cast any spells that you have in your Grimoire if you double the casting time (2 rounds instead of 1 for most spells). That’s a nice touch, a bit more flexibility is good.

Spells also take magic points to cast (from you wp pool, as determined by your willpower score) and cost 2, 4 or 6 points depending on how strong you want the effet to be.

So both memorized spells and spell points, a bit cumbersome in my opinion.

But something pretty big is effectively missing from the whole thing: how do you acquire new spells? As it stands, it’e pretty much up to the DM to decide, that’s weird.

I would add that the spells list to choose from is a bit limited, some offensive spells are just stronger versions of lower-ranked ones, making the latter completely obsolete (which also feels wrong). There’s seventeen Rank 1 spells to choose from initially, with not too bad a variety of effects but it could also be better.

There’s also a nice (optional) Magical Mishaps table in case a character roll a 20 (remember, it’s a roll under system) whereas they could vomit a frog the moment they tell a lie for some time or some such.

Addendum:

There was a KS going on recently for financing two more Dragonbane books, one being the Book of Magic… They clearly recognized the need, that’s great, because as it stands the magic part of the game is the weakest.

Part 2 – character development and conditions

Gunderholfen – Back in Longfelt (session 10)

Short session without any combats but in which the PCs managed to get out of the dungeon efficiently (after 3 sessions inside) with the help of their new friends.

1,5 hours

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

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Forka (Edmond), Dogman Knight
  • Torch, Goblin Torchbearer (Edmond)
  • Ghardeet (me) Hobgoblin Mage/Shaman
  • Tiali, Ratwoman Thief (me)
  • Jedri, Ratman Thief (me)

Level 3

  • We start in Level 3 in a set of rooms occupied by Tiali and Jedri, cursed adventurers turned into rat persons. They shared a nice broth together and had time to rest and talk.
  • Among the things Tiali and Jedri shared is a shortcut to get to the entrance of Level 2. It’s near, to the north, next to the kiigoths’ den.
  • The PCs set for a plan of action, they would get out of the dungeon ao that Tiali could ask in town for a cure to her affliction. Jedri for his part, doesn’t mind being a rat person as it gives some good advantages as a thief and he never was a good-looking fellow anyway.
  • Getting out of the room, wary of the Gelatinous Cube in the vicinity, the PCs go north at the pair of double doors.
  • They get inside a large room that has a dead ogre and 3 dead kiigoths, casualties from the conflict going on between these two sides.
  • There’s a locked room at the left but the two thieves warn that there’s something dangerous inside.
  • Door to the right, there’s a small closet with a lone skull in a corner. Forka smashes it with his 2h hammer and kills a green centipede at the same time.
  • Going north they get into another large room with another dead ogre (no kiigoths this time) and a ladder next to the northern wall.
  • Forka goes first up the ladder followed by Torch (they named the goblin follower by what he does) and everybody else and up they go for a 100 feet until they reach a secret room right next the great hall, the entrance of Level 2!
  • From there they get among their hobgoblin allies and separate from Ghardeet and Torch until their next delve, maybe.
  • They get out under the sun, which they haven’t seen for several days, and start the trek through Ganfal Swamp. Aracyne the hunter manages to lead them well through the treacherous swamp and they reach the town of Longfelt before the end of the day. They leave Tiali to her own device but promise Jedri to invite him for the next delve.
  • Forka and Aracyne both takes training course in their respective guilds, pay 100 gold each and learn new tricks.
  • They’re then ready to leave for their next delve, out in the farmlands they encounter a patrol of horsemen and talk with them a little. They learn that the adventuring party « The Protectors » led by Bayard came back from Gundeholfen a few days ago with 9 pairs of hobgoblin ears that will earn them money by one Reginald in town, a Halfling inn-owner who pays for any dead hobgoblins.
  • The PCs are unsure if they can do something about that at first but then decide to turn back and talk to Reginald at his inn. They learn thar Reginald’s village had suffered heavily from hobgoblin raids in his youth and now he spends his money to avenge himself.
  • TBC…

Closing comments:

  • No big eventful things happening but a very useful session nonetheless for the players as they progress in their knowledge of Gunderholfen.
  • Jedri will be a nice addition to the team.
  • I finally chose how to deal with the Ganfal swamp in my game: I make Aracyne the hunter makes a bushcraft check, that’s a skill in DB, if he succeeds there’s still a 1 on 6 chance of encounters, if he fails there’s a roll on the Dragonbane journeys’ mishaps table and also a 1 on 6 chance of encounters. At the moment, there’s still a bit more than 50% chance that something inconvenient/bad happening which seems fair to me.
  • Forka learned the heroic ability Massive Blow with his weeklong training and Aracyne learned Fast Footwork with his.

Alive and Well

I’m back from a trip to Nova Scotia with the wife and kids. It was great. We travelled along Northumberland shore with many great stops with view on the Atlantic ocean (the gulf of St-Lawrence to be more precise).

We survived going near Malignant Cove (awesome name, will steal it for an elfgame along with Folly Lake). We then went to the eastern part of the province in Cape Breton, where the locals were a bit confused with our french pronunciation of it (unwanted history lesson: Breton stands for France’s Bretagne), I’m not complaining really, the Nova Scotians are great folks, polite and welcoming Canadians through and through (a lot more than over here in Quebec I must say).

And we did the rightly famous Cabot Trail. My wife says that the Skyline trail is a bit overrated though, and in truth we all preferred our visit to the wetlands where we could see thousands of carnivorous pitcher plants among other things.

An artist view of me saving her from an excess of curiosity.
Beautiful and Gnarly. 100 yo and + trees.

I ate as much seafood as I could (and took a few pounds for it I think) but we also ate the best fire-grilled steak ever at Mother Webb’s in Antigonish. Thank god there’s no Mother Webb’s in Quebec City as my wife would be there 5 times a week I think!

We also nearly got all killed when we got stuck on the highway between a large, slow-moving farming machine and a non-slowing (down a slope) truck full of huge tree trunks, followed by another truck, but thankfully the truck’s driver reacted properly and got pass us full-speed in the gravel roadside. That was pretty frikkin close.

But hey, we’re still alive and unless you begin to think that I’m doing a travel blog, and as someone afflicted with GMS (Game Master Syndrome), whatever I do, wherever I go, I must find gameable content instead of, y’know, enjoying myself in the moment.

And so, I think Cape Breton would make for a great island, or small continent if upscaled maybe. The Bras d’or Lake is not really a lake in fact as it’s salt water and linked to the surrounding ocean in three places. A wonderful and impressive inner Sea with several strategic locations.

The name itself, Bras d’Or, Arm of Gold, is a bit incongruous but I think it has a feel of Lady in the Lake going on for it or something.

Well, come to think of it, that’s about all I have to say rpg-wise. I suppose I did enjoy myself!

Frosthaven – Apotheosis (76)

Final scenario of the Threat from the Deep (Personal Quest), a Boss Fight obviously. We do the Enemy to the Fish King version, as we’re not fools.

Characters

  • Schlurkt the Deepwraith (David) lvl 6, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 8, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 7, the pressure is rising!

The Fish King is rapidly gaining power and the disruptive Chaos energy that surrounds him means that he’s not entirely of this world anymore. This mean in effect that each time he loses one quarter of his HPs be becomes invulnerable and we have to move into some kind of pocket dimension, kill demons and come back to hurt him again.

Some weird thing is going on with the Fish King…
Gaining access to tentacles is a sure sign of success in life for some people.
One Piranah Pig each for Pearce and Schlurkt but Pantherius is hurting the Fish King bad!
First interlude with Wind Demons.
And we’re back at it. Missed us?
Shadow Demons now? Dispersed.
The Fish King calls in reinforcement.
But he’s getting assailed relentlessly.
Ice Demons now, their retaliate is worrisome.
And now he’s got no more tricks.
Final blow from Pantherius and the Fish King has officially botched his apotheosis…

Closing comments:

  • The Fish King had heavy-hitting attacks but only one per turn so not too worrisome.
  • Dealing with the demons, and killing them fast, was more challenging.
  • Both the Metal Mosaic and the Pain Conduit are retiring so two new characters for next time and a whole new team dynamics for us.

Frosthaven – Infiltrating the Lair (75)

Penultimate scenario of the Threat from the Deep‘s Personal Quest.

Characters

  • Schlurkt the Deepwraith (David) lvl 6, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 8, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 7, the pressure is rising!

We’re infiltrating the lair of the Fish King. Water tiles are harmful (if we end our tun on one) cause they’re brimming with chaotic energy or something. Furthermore we have two explosive charges to use on tunnels inside, to effectively stop enemy reinforcement.

We have a narrow path to navigate and we have to stop the Abael Herder in the back quickly.
But these electric eels are fast and bity.
Pearce jumps ahead and get the fight to the piranah herder.
He’s dead, we move on! Schlurkt, stop messing around and kill your eel already.
Inside, a large room with two more entrances, and more enemies.
Schlurkt, you’re coming or what?
These piranahs are ferocious!
All clear, where do we go?
Pantherius opens the door: « Schlurkt, go set the charge, quick! »
Meanwhile, Pearce has gone to the other area and does the same, no more enemies this way.
But chaotic energy coalesce into two Chaos Demons.
And charge into poor Pearce’s back.
His companions are very far from him.
Pantherius get into the last area where there’s three chests to be found! And Ice Demons…
Schlurkt does his best to go help his endangered companion.
And gets there in time.
Whilst Pantherius is busy on his own and then kill the last enemy. It’s Victory!

Closing comments:

  • Hard scenario with many possibilities to get derailed.
  • I was stuck fighting the eels way for one more turn when I picked the Miss card and was left behind by my ever-rushing friends.
  • Fortunately, we managed well the biggest hurdle of collapsing the tunnels quickly. I had a convenient Teleport 5 at my disposal at the right time.
  • The Metal Mosaic was put in a bad spot as he was suddenly the closest to the appearing Chaos Demons and couldn’t anticipate this turn of event. I got there to help in 2 turns as the Deepwraith has good mobility.

Frosthaven – Gaps in the Road (74)

Third part (out of 5) of the Threat from the Deep personal quest that we’re doing for the Metal Mosaic character.

Characters

  • Schlurkt the Deepwraith (David) lvl 5, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 7, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 7, the pressure is rising!

We have a clue for an artifact we’ve been seeking for a while but the path going there is narrow and flooded.

In this scenario water tiles aren’t just difficult terrain as usual but full-on obstacles. We have the option of « killing » trees, felling them in order to get over the water.

Algox archers are shooting at us from the other side.
Pearce brings the fight to them while Schlurkt prefers looting.
It’s hard to manoeuvre into such a narrow place.
Schlurkt gets into the next area, quickly kills another archer but gets peppered by the remaining three and is badly wounded.
Fortunately his metallic companion takes the lead.
Schlurkt teleports to the other side, soon followed by Pantherius and Pearce, after the latter made a proper path to walk on (destroyed an obstacle). Pantherius does what he does and kills the enemies after they’d hurt him.
Still more Algox trying to stop us, assisted by Faery Imps.
Pearce is now heavily damaged but is killing foes left and right.
Pantherius clears the northern side of the room.
The last remaining archer is hidden behind traps and a tree.
Nothing that would stop an annoyed Metal Mosaic.
He then takes on a swarm of Piranha Pigs almost all by himself (with some minor help from Schlurkt). We’ve vanquished our foes but the objective was already taken away by the insolent Fish King…

Closing Comments:

  • As I understand it, the scenario changed (slightly) to adapt to a previous choice we made, whether we’d accepted the deal offered by the Fish King or not.
  • With all the options of getting invisible I have with the Deepwraith, I still managed to open a room and get plain visible in the middle of it and then lost a card to not die. Bad play this one.
  • Guillaume and his Metal Mosaic really pushed the pace and was, once more I felt , really reckless. He explained to me afterward that he hasn’t much choice with this character, with its pressure mechanics, it must be played accordingly. He did a lot to win the scenario mind you but one tiny bit of bad luck and he’d would lost his character (permadeath on) it seemed to me.
  • I’ve looted everything I could in this one, both because of a battle goal but also because we’re short on resources to further build in town. It felt underwhelming, less impactful than killing enemies let’s say, but it is a part of the game.

Gunderholfen – Stinky Halls of Level 3 (session 9)

Second session at our cabin. The boys nearly got themselves killed the previous session in Level 2 so the logical thing to do is to go deeper, of course!

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

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Forka (Edmond), Dogman Knight
  • Ghardeet (me) Hobgoblin Mage/Shaman
  • Expendable & Nameless Goblin (me)

Having fled from Living Deads and Giant Ants, their wounds magically healed by Ghardeet their hobgoblin honorary mage, the PCs are ready to explore some more. They start by opening the door in the large boulders room and it’s not long before they find a set of stairs that goes down and down…

Level 3

  • With Expendable Nameless Goblin now officially the group’s torchbearer (he tries hard to be useful and is obsequious to Forka, his savior), the PCs exit the stairway into a dwarf-made room with layered stone and bricks and 3 sets of double-doors.
  • Listening to each doors, the PCs finally opt to open the northern ones and enter into a very long hallway that goes well beyond their torchlight.
  • Aracyne listens to the first door at their right and hear some metallic scrapings and they decide to let it be.
  • They go the next and see that it’s staked to make it unopenable.
  • Still further on the hallway, in an open area at their right, they see a sun-face carved on the wall. They interact with it, manage to make it open its mouth but it doesn’t seem to do much else.
  • Everything is quiet at the next door and they open it to reveal a small room with a pedestal in the middle, with drawings of dwarves holding something up. Ghardeet casts sense magic and says there’s some dwarven-affiliated magic at work here but isn’t able to do anything with it.
  • Next room, after opening the door, Forka’ sense of smell is assaulted by overwhelming body odors, rot, excrements and other unpleasantness. A trophy of sort is in the middle of the room, with non-human (pointy teeth, giant bat? feline?) skulls on display and with a crude drawing of large matchstick men smashing smaller figures with their clubs.
  • Listening to the door they can hear several loud snorings coming from nearby.
  • The PCs get out of this smelly den of brutes and continue north, still in the long hallway.
  • Now in a large doorless room, full of large mushrooms, something is moving amongst them but hidden from view. They send in E & N Goblin (thus proving that his expendable status still applies), he wearily moves into the mushrooms and soon let out a surprised yap and flees back to the adventurers, pursued by a Giant Beetle. The beast is obviously heavily-armored so Aracyne aims at a weak spot with one of his newly-acquired magic arrow and inflicts a severe wound. A massive blow from Forka’s 2H hammer is enough to slay the dangerous monster before it could do much (slow iniative). A good search of the floor beneath the mushrooms revealed an impressive hoard of coins as well as dozens of semi-precious and precious stones. Treasure, at last! They also collect several rations worth of edible mushrooms.
  • Thence, the PCs get out of the mushrooms room, continue their way north and, after a 45 degree angle turn, get in front of a large cistern, water dripping in it from the ceiling – and more importantly, before 4 surprised, hairy humanoids that were busy filling many waterskins (more than for their own use for sure).
  • The adventurers quickly fell 2 Kiigoths before they even reacted. Those, despite being mortally wounded, still had the will to fight but one more blow each and they stopped moving. The 2 surviving creatures proved no match for the PCs who won the fight without a scratch.
  • The PCs refilled their own waterskins and then checked the great double-doors across the cistern but couldn’t open them, even with their combined strength – they were blocked from the other side most likely.
  • They then got back to the stairway room and went east from there, past another set of double-doors.
  • They got into a large rectangular room with a basin within filled with murky, smelly water full of algae.
  • They open a door and get into a long hallway with many doors and openings. Aracyne listens to the first door at their right but is immediately assaulted by some kind of psychic attack and is disheartened.
  • Not opening this door, they go further in the hallway and turn right, into a side corridor and then left, which gets them back in the main hallway. (it wasn’t obvious beforehand, proceeding forward with torchlight hides much) They see a small, sooth-covered room in front of them but also, oddly enough, there’s a floating sword (in its sheath), very near them at their left.
  • Forka try to seize the sword but screams in pain as he forcibly pulls back his forearm, acid goo dripping from it. The sword (and its near-invisible Gelatinous Cube holder) then lunges forward but Forka and his companions retreat hastily.
  • Seeing that they run faster than the « sword », the PCs calmed down a little and lured the monster in the side-corridor just enough so they could then have time to get to the unexplored area.
  • They opened a door (didn’t have time to listen) into a narrow corridor and came face to face with two armed rat-persons (rat-headed humanoids, clothed, not too unkempt). Both facing them, obviously ready, one in front with a wicked dagger, one behind with a spear. As the PCs didn’t attack outright, the rat-person with the dagger started talking, said that he was named Jedri and his companion was Tlali and enquired who they (the PCs) were. Aracyne told them they were adventurers, that they came in peace and reassured them enough so that the two rat-persons invited them to their dinner in the adjacent room. There, a cauldron of broth was put above a small fire and the PCs added mushrooms and fish and thus enhanced it considerably, making everybody one step happier.

Closing Comments:

  • Level 2 is now mapped something like 85% but several rooms were barely entered because they seemed to hold danger in them.
  • Related to this, before finding the Mushrooms room hoard, Isaac complained of the lack of treasure (they found nothing significant since the meagre kobolds’ treasure) but, well, it’s a push-your-luck game. There IS treasure, but it often comes with danger.
  • If Level 1 was mainly humanoids and Level 2 mostly populated with critters (with a few surprises here and there), Level 3 is more mixed, having two groups of humanoids within (among other things). Still pretty vanilla stuff, but it gets weirder the deeper you go in Gunderholfen, oh, yes it does.
  • The encounter with the Gelatinous Cube was fun, a beginner’s mistake by 10 yo Edmond for sure, but we have to do them in order to learn… I was lenient, giving them time to react (rolling ini) instead of being surprised, next time though…
  • Jedri and Tlali in the book are supposed to be evil wererats that will try to murder PCs with a devious plan but I’ve changed them into cursed adventurers and potential allies in my game. They know some useful stuff about the dungeon too (not shared yet) and at least one could become an hireling if the players wish so.

Gunderholfen – Mud Spa of the Living Dead (session 8)

We’re back from our first trip of the season at our cabin. Just in time to catch some morels too! Weather was good at first but got rainy afterward – no matter, I had brought something to entertain me and the boys…

Short session: 1 1/2 hours

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Forka (Edmond), Dogman Knight
  • Ghardeet (me) Hobgoblin Mage/Shaman
  • Expendable & Nameless Goblin (me)

Level 2

  • We start inside the dungeon, in the southern part of Level 2 (which is about 80% natural caverns), in a large cavern lit by a sofly-glowing green moss.
  • Checking his map, Aracyne first leads the group to an unexplored, low-ceilinged area nearby where they find a message scribbled on a wall: « Find the Floating Level. Nym ». Their second reference to the « Floating Level » to date.
  • Otherwise it’s a cul-de-sac and they go back at the large-boulders cavern (where they fought the Vilstraks) and check the door they found earlier, see that it’s locked and decide to go explore another area instead.
  • They go into a long, twisting and ascending passage and get into new territory in the south-west corner of Level 2.
  • There’s a chasm to their right with Giant Ants on the other side, with some bigger ones too but they don’t seem too agressive for the moment (good reaction roll).
  • Further on they get at the entrance of a room covered by mist that reeks of rot and decay and Forka can also smell the presence of some unknown predatory beasts lurking nearby. They don’t enter the room and prefer to go in another area.
  • In a smaller cavern they find broken crates and searching them they find 2 quivers full of arrows. Five of the arrows are rather deadly-looking and Aracyne is happy to take them all.
  • In the next cavern they find an obelisk with writings on it (dwarven?) but unfortunately nobody can translate it in the group.
  • Thence, they get at the entrance of a warm cavern obscured by steam. Mud covers the floor and there’s several bubbling pools that let out jets of steam interminently. And Forka detects a faint odor of rotting flesh. The PCs get inside to investigate and immediately find what is obviously a gravestone.
  • A rotting hand emerges from the mud! Several corpses, dwarf-sized, with dead flesh half-boiled half-rotten, slowly extirpate themselves from the ground – enough to send the PCs running for their lives.
  • They get back to the broken crates area where they decide to make a stand against the incoming Living Dead. Aracyne shoots an arrow and manages to miss. Forka is charged by a Living Dead and almost get his heart torn out, he takes big damage! The PCs are now gueninely worried and start to flee again with Expendable & Nameless Goblin, already scared (a condition in DB), going first and Aracyne taking the back and shooting his bow when he can.
  • They near the chasm but E&N Goblin get assaulted by a Soldier Ant, is severely wounded and trapped under it. 2 Worker Ants are also blocking the way and threaten the adventurers.
  • With the Living Dead coming behind (they’re typical zombie-slow fortunately), the PCs do an all-out attack against the Ants. Ghardeet wound a Worker Ant with his magic-augmented Iron Fist Staff.
it looks like this
  • Aracyne wounds the Soldier Ant with an arrow and Forka finishes it with a big blow of his 2H hammer. Aracyne then kills the wounded Worker Ant, Ghardeet shove the other one down the chasm. E&N Goblin is still stuck under the corpse of the Soldier Ant and pleads for his life, Ghardeet reminds his companions of his E&N status but Forka takes upon himself of saving him and pulls him out of his predicament.
  • Aracyne takes a parting shot at one Living Dead and has aimed well but his target doesn’t seem to care much that he’s supposed to be dead. The PCs then hurry away because several other Giant Ants are coming from the walls and ceiling to cross the chasm. Some go at the Living Dead and some others at the adventurers.
  • The PCs interrupt a moment their flight to throw food at the Giant Ants, some rations and fish they had caught earlier (but not all), and that seems to distract the insects out of their pursuit.
  • They reach once again the big cavern with large boulders and unite their efforts to move one of the boulder to block the way they came (there’s another way to the north-east and a door to the south-west). Ghardeet then heal Forka and reluctantly, after being convinced to, also E&N Goblin.

Closing Comments:

  • My nephew Olivier was supposed to come along with us at the cabin but couldn’t make it unfortunately. I’ve found the solution to still have a decent group of PCs with the addition of the hobgoblin shaman and expendable goblin, putting their prior efforts to the forefront in this manner.
  • I try as much as I can to feed inputs for Forka’ superior sense of smell and telegraph things to the players accordingly. I’m quite amazed in fact at how a great sense of smell could be even better than darkvision in a dungeon environment and more appropriate to nuances in many cases. Quite the revelation to me.
  • They truly got themselves between a rock and a hard place with the Living Dead and Giant Ants. Pushing forward with enemies at your flank wasn’t a sound exploration strategy and I think the boys learned that.
  • I think the Living Dead in Dragonbane are a lot more dangerous than classical D&D zombie meatbags, maybe a bit too much even. They’re not unbeatable either, I think I’ll keep them as is, the players just have to be careful about it.

Frosthaven – Ruins of the Equinox (105)

This is the unlocked sequel to Ruins of Solstice (104).

In Ruins of Solstice there was a gimmick with the Earth and Ice elements, now is the turn of Wind and Fire.

Characters

  • Schlurkt the Deepwraith (David) lvl 5, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 6, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 6, the pressure is rising!

First area is a long corridor with gusts of wind pushing us backward (in one line at a time). More importantly there’s 2 Savvas Lavaflows, dangerous summoners, and 4 (!) Wind Demons. Not an easy crowd. Furthermore, to complicate things one of our town challenge will add 3 Hounds at the start of the third turn.

Let’s kill the summoners fast!
Pantherius start to work on them but also gets in harm’s way as the Wind Demons have both high mobility and are pretty rangy.
A big blow from Pearce but the enemy is not down yet.
Meanwhile Schlurkt has moved further and killed two Wind Demons and is finishing a third. This and Pearce’s efforts gives breathing room to Pantherius to heal himself back into combat shape.
Just in time as now the Hounds have catched up with us!
But Pantherius does short work of them.
Pearce and Schlurkt got across the interminable corridor and opened the door into a large and overly warm room (we take 1hp of damage per turn). We disturb angry Rending Drakes and Flame Demons.
Pearce is hit by an attack from a Flame Demon but reflects it back, killing his foe.
Pantherius was lagging behind a little but is still in time to capture a softened up Rending Drake to put in his pokemon ranch (his personal quest).

We’ve cleared the place!

Closing Comments:

  • Tense fight in the corridor, with the Pain Conduit in particular getting low in hps and pretty much surrounded.
  • A very possible outcome to this scenario is the Wind Demons disarming the player characters with one of their cards and Lavaflows summoning early, probably leading to defeat.
  • Not mentionned above but the Metal Mosaic opened the door and got immediately jumped by Rending Drakes and fired upon by Flame Demons and took heavy, heavy damage.
  • The Deepwraith then teleported in and had lot of options of crowd control and damage-dealing and things went well.
  • Another scenario that the Pain Conduit did heavy damage initially but couldn’t keep up with his low mobility and got very late in the second area,

Frosthaven – Raven’s Roost (32)

We’re back in the Lurkers‘ sub-campaign, this scenario following Frozen Fjord (13). We get to see more of these dangerous Shrike Fiends, monsters made of swarms of ravens.

Characters

  • Schlurkt the Deepwraith (David) lvl 4, a crab that goes stab stab stab
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 6, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 6, the pressure is rising!

This is a 2-rooms scenario with an objective to destroy (inflict hp loss) in second room.

These Frozen Corpses will change into more dangerous Shrike Fiends if they don’t lose any hp in a round.
But no way will this happen, we’ll make sure of that.
Those two last ones are bleeding profusely and are not long for this world.
Pantherius opens the way and his companions quickly traverse, ignoring for the moment those Harrower Infesters, to get to the eponymous Raven’s Roost.
Harrower Infester: « I feel disrespected… and sad. »
Schlurkt stabs multiple time the Shrike Fiend guarding the roost.
We’re all three together now but the Harrower Infesters are putting pressure form behind, and more Shrike Fiends are due to appear from the roost too.
The Deepwraith steps back and inflicts a shit-ton of negative conditions on the Harrowers (including a bane!).
Another Shrike Fiend appears but too late, the roost is destroyed! We win!

Closing Comments:

  • Harrowe Infesters and Shrike Fiends together, we thought we were in for rough one but it went pretty smoothly (still tight though).
  • I was sure that more transforming Frozen Corpses would wait for us in the other side. getting us to splitting our efforts in dealing damages on the figuress and on the objective but no, the scenario was simpler than that.
  • The objective had an impactful retaliate ability, that cost us a lot of hps.
  • While the Pain Conduit and Metal Mosaic inflicted heavy damage on the roost, I went back to crowd control (and kill) the dangerous Harrowers as I had no more hps to spare anyway.