Under the Old City – Session 49a

Suite de notre très occasionnelle campagne de D&D 5E. Je suis très content que Félix ait pu se joindre à nous à nouveau. Je réalise qu’il a maintenant 17 ans et qu’il a commencé à jouer dans cette campagne alors qu’il en avait 11!

Longue session +- 12hrs, en 2 parties

Personnages Joueurs (PJs)

  • (Marjorie) Kalohan, (level 11>>12) High Elf Wizard (evoker), Inheritor,  doit trouver un sort inconnu jusque là avant de pouvoir obtenir son héritage
  • (Isaac) Anfi, (level 12) Locathah Fighter (eldritch knight), Outlander, venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement + Salamandre Géante
  • (Edmond) Vingt, (level 9>>10) Myconid Druid (circle of spores), Acolyte, envoyé de Zuggtmoy, la Déesse du fongique + Fourmi Zombifiée
  • (Félix) Flyzus, (level 12), Wood Elf Ranger (hunter), Outlander, n’a plus de famille ni de patrie, là pour l’aventure et se forger une nouvelle vie. Accompagné de son Dire Kakapo juvénile qu’il a sauvé.
  • (Chris) Pax Double-Poches, (level 12), Halfling Rogue (arcane trickster), Criminal, fuyant un passé criminel, a vu de ses yeux les trésors merveilleux qu’a rapporté le ranger Flyzus de sa dernìère expédition et s’est immiscé dans le groupe depuis
  • (Chris) Rufb (level 12), Half-Orc Barbarian (berserker), Mercenary Veteran; capturé par des pterafolks, seul survivant de sa bande de mercenaires, délivré par Flyzus au sommet du Firefinger

Les PJs continuent leurs explorations des sous-sols de la Vieille Ville à Port Nyanzaru avec pour objectif d’éliminer le chef criminel Jobal et le pouvoir soupçonné de l’appuyer dans l’ombre. Avec leurs efforts précédents ils sont maintenant à l’entrée d’une section à l’architecture plus ancienne et devant une lourde porte de bronze.

Personifications Multiples

La magicienne fait un sort de Seeming qui change l’apparence des membres du groupe à sa guise. Flyzus aura l’apparence de Jobal, accompagné de ses « sbires ». Ils ouvrent la porte et tombe face à face avec un Homme à tête de scarabée (1), un de ces étranges cultistes, mais celui-ci les ignore. Ils tournent le coin et voilà qu’ils voient Jobal et son entourage mais lui non plus ne semble pas perturbé outre mesure de voir un double de lui-même devant ses yeux. Les aventuriers décident alors de semer la confusion parmi les ennemis. Kalohan jette un sort de Crown of Madness sur une magicienne ennemie qui semblait elle les suspecter et Pax fait un Tasha’s Hideous Laughter sur un garde du corps. Dans le chaos qui s’ensuit, les Pjs attaquent par surprise et après une échauffourée intense mais courte, ils éliminent leurs adversaires.

Ils constatent que Jobal, une fois mort, prend les traits informes typiques d’un doppelganger…

Un corridor lourdement piégé s’enfonce plus loin dans le complexe mais Pax réussit à trouver une porte secrète.

Temple Solaire

S’y engouffrant, et un corridor plus loin, les Pjs se trouvent maintenant dans une sorte de temple dédié à un culte du soleil où ils doivent affronter 2 cyclopes solaires qui lancent des rayons de flammes par leurs yeux!

Esquivant les rayons, Flyzus, Anfi et Rufb vont en combat rapproché. Les cyclopes sont redoutables avec leurs haches et infligent de lourds dégats mais avec l’appui de ceux en arrière les guerriers ont finalement le dessus. Anfi s’empare de la lourde hache enflammée d’un des cyclopes (2).

Pax inspecte le cadran solaire au milieu de la pièce mais se retrouve soudainement tracté vers le plafond (où se trouve une ouverture). Rien de moins qu’un Beholder se trouve juste en haut! Rufb s’élance au secours du pauvre halfling et parvient à le sortir du rayon tracteur. Cependant Pax ne va pas immédiatement à l’abri puisqu’il veut décocher une flèche au monstre, le blesse, mais est à la cible d’un rayon dévastateur qui le tue presque.

À l’écart du trou au plafond maintenant, la magicienne envoi un Arcane Eye pour espionner le Beholder en haut mais son oeil magique est rapidement dissipé par le pouvoir anti-magique du monstre (3). Qui plus est, à intervalle régulier apparaissent de nul part et près d’eux, des yeux spectraux qui leur lancent des rayons néfastes. (4)

Les aventuriers affichant plusieurs blessures et avec une bonne partie de leurs ressources épuisées par leur combats précédents, décident de ne pas tenter le sort cette fois contre cet adversaire redoutable et rebroussent chemin.

Le Vrai Jobal?

Après un repos à l’extérieur du complexe les PJs reviennent à l’endroit où ils avaient affronter Jobal et voilà qu’ils se tient de nouveau devant eux (seul cette fois): « mais qui êtes vous et que voulez-vous? » Sur quoi, ayant compris essentiellement que ce Jobal-ci n’est pas plus véritable que le précédent, ils demandent à voir le « vrai » Jobal sans pour autant préciser ce qu’ils lui veulent. Sans réponses le faux Jobal part mais sera suivi à son insu d’un Arcane Eye de Kalohan. Celle-ci voit son parcours, il traverse une partie du complexe et se rend à son maître dans une salle étrange avec un bassin contenant un liquide noir et visqueux. Une figure en émerge et une discussion (ne peut entendre) a lieu.

Ensuite, analysant la configuration des lieux, les PJs s’aperçoivent qu’ils peuvent se faire un raccourci en utilisant le capacité de Passwall de la Hache magique de Rufb. Ils aboutissent ainsi directement à salle de bassin.

La figure émerge de la viscosité liquide et prend vaguement le forme de Jobal. Les aventuriers passent aux choses sérieuses…

Notes du DM:

  1. j’ai volontairement remis plusieurs des éléments les plus étranges d’aventures précédentes pour essayer d’indiquer que les joueurs s’approchent rapidement de la SOURCE de toutes ces étrangetés
  2. Anfi est le seul avec assez de force pour pouvoir manier ces haches énormes
  3. Marjorie, qui n’avait jamais affronté de Beholder auparavant, est sidérée d’apprendre ce pouvoir qui limitera beaucoup les siens par la suite…
  4. Un lair effect bien amusant pour le maître de jeu et bien agaçant pour les joueurs!

Frosthaven – Frozen Fjord (13)

We did The Jagged Shoals (14) scenario prior to this one and won but unfortunately I’ve messed up with the pictures and won’t be able to post it. As for now, we’re doing the alternative path that ultimately link at the same place as Jagged Shoals. We’re not very efficient travellers it seems. Oh, and I’ve got a new character, a Lurker!

Characters

  • Schlurkt the Deepwraith (David) lvl 3, a crabman assassin
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 3, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 4, the pressure is rising!

This is a Kill’em all! scenario featuring hitherto not seen monsters: Shrike Fiends.

We begin with the party splitted in two. The sturdy Metal Mosaic will go alone on his side.
We have to go to the Shrike Fiends as those are not very mobile (despite being swarm of crows) but very rangy attackers. The problem is they also are very dangerous up close… We two get badly, badly hurt.
Meanwhile Pearce De Walt have already cleared his side.
We can get all three together and have to fight (always annoying) Wind Demons and two more Shrike Fiends.
The new addition to the party try to prove his worth and does a big attack on all three Wind Demons, killing one and wounding the other two (they won’t be long for this world).
Pearce kill another Shrike and gets help from the Pantherius to kill the second.
And then the two together gets further and kill another Shrike and a bunch of pesky Snow Imps.
The adventuring Lurker is busy at the moment.
The Pain Conduit takes a peep at the next area…
Heals the Deepwraith and convinces them to get in and be both the recipient and distributor of PAIN!

Closing Comments:

  • Okay the Shrike Fiends are now officially our Frosthaven’s most hated monster, dethroning the Icy Wraiths.
  • Very hard scenario. This first room was crippling, particularly for me, having to lose SEVERAL cards just to survive.
  • The fact that we’re now playing with TWO town challenges at the same time can be… well. challenging.
  • I see great potential in my new character but it’ll take a while to get there I think. A few level ups, a better cards deck and he’ll be great.

Gunderholfen- Breaking the Blockade – Session 6

It’s been a while since I ran any ttrpg, the good thing is I had time to figure out how I want to manage an osr mega-dungeon campaign with the not-quite-osr and incomplete system that is dragonbane. More on this another time.

Full group of players. 2 hours session.

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Forka (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • J. Lebeau (Olivier), Dogman Fighter

Level 1C, hobgoblin territory

We start with the PCs safe in hobgoblin territory. As the adventurers wish to get back in town (they’re low in rations and have accomplished their official mission) they have to come up with a plan on how to deal with the goblins who block their only (known) path towards the outside world. The hobgoblins also badly wish to have access to an exit so they’re more than willing to help the PCs and will provide half a dozen warriors for the initial assault (and will join en masse in the next phase if it succeeds).

It all comes down to how to manage to cross the « Corridor of Death » between the two factions.

Aracyne had the idea for them to craft two improvized, over-sized shields so they have cover whilst they advance. Hédralynn and Ghardeet the hobgoblin shaman cast Stone Skin on the warriors who’ll be in front and then they open the portcullis.

The group slowly advance in the unlit first tier of the corridor and it’s not long before the goblin sentinels become aware of their presence, yell at the guards room behind them and start peppering the invaders with projectiles. The large shields come in handy and are opened-up for one split-second as the allies let go of their own volley, wounding two goblins in the process. Hédralynn uses a levitate spell on the nearest makeshift barricade and throws a big chunk of it away. The remnant of the barricade is smashed aside by the two shield-bearers and the group is now midway into the Corridor of Death.

The panicking goblins still have a trick down their sleeve, or so they thought, as they throw a Poison Bomb Hédralynn « catches » it midair with her magic and throws it back at the goblins feet! Choking from their own bio-weapon, abandoned by their fellow goblins who’ve shut the door closed behind them, the poor sentinels are not long for this world.

With the Corridor of Death taken, the chain of events is inevitable. The hobgoblins break the door open (they use a stone statue as a ram) and overwhelm the chiefless goblins who, after a brief attempt at resisting, break and flee wherever they can. Some flee northward and escape the dungeon by the side-entrance, the others are eventually rounded up by the PCs and hobgoblins and forcefully conscripted yet again. A bit later, under the suggestion of Hédralynn, those goblins then spearheaded an attack against the surviving kobolds in the section west of there, resulting in the taking over of the entire Level 1 by the Hobgoblins and their very happy chief, Nerulf. The latter gives something to the PCs, a scrollcase containing a message from one Danfelt that mentions something special way down at Level 7, an entrance to the « Floating Level » if one manages to get past the dangerous gray dwarves…

Getting Back to Town

  • Ganfal Swamp encounter: a group of 7 hobgoblins, not from the dungeon, parlay and persuaded to join their ally Nerulf whom they’ve heard of, instead of attacking the PCs
  • Farmlands encounter: peasants tending their fields
  • Town of Longfelt: the PCs went to High Constable Vandehaut with their report on the state of Gunderholfen and with proofs (body part) of monsters inhabiting the dungeon, received their pay and told to come back next day for next course of action
  • Stayed at the Purple Cloth Inn where they see two women have a fight, each claiming to be an adventurer’s paramour, referring to Bayard, leader of a rival adventuring guild
  • Next day, went to see Vandehaut, now accompanied by High Priestess Evadne and anorther city councilor. It has been decided that Gunderholfen will be officially opened to adventurers. Evadne in particular is hopeful that the Rod of Harvest will be retrieved and brought back at her temple.
  • It is believed that the fact that the Ganfal swamp is now expanding and gobbling up fertile lands north of Longfelt is due to the disappearance of the Rod of Harvest from Longfelt.
  • There’s mention also of payment in exchange of mapping the dungeon (which probably has changed over the last decades since the time of the last frenzy of exploration)
  • Hédralynn tries to convince the three councilors of having the exclusivity over other adventuring guilds but her arguments are turned down

Closing Comments:

  • Fun tactical challenge within the Corridor of Death
  • The fighting after this we just handwaved, the PCs & hobgoblins together were obviously the superior side
  • Hédralynn made good use of the flexibility of the Levitate spell on the goblins’ makeshit barricades
  • Hédralynn’s plan ultimately gave the entire Level 1 to the Hobgoblins which won’t be without consequences in the future.
  • Important Hand Out given by the hobgoblin chief if they ever reach Level 7
  • I chose to put forward the idea of the expansion of the swamp as a kind of looming threat to the civilized world. This also puts an incentive to retrieve a powerful artifact and gives a concrete goal for the players aside from mere dungeon exploration.
  • Marjorie didn’t like the idea of having competing adventuring parties involved but it’s part of the game, the PCs aren’t the only heroes in town. And possible rivalries with other parties can be fun to play, for me at the very least!

Frosthaven – The Corrupted Camp (39)

Back to back characters retirement for Mathieu who’ll now be playing the Pain Conduit, an unusual character who benefits from having multiple negative conditions on itself. For this scenario we’re back on Algox territory as we have an objective to complete from a town event. So no seafood buffet this time!

Characters

  • Thousand Teeth the Trapper (David) lvl 5, brings innumerable lethal or helpful contraptions
  • Pantherius Octadine the Pain Conduit (Mathieu) lvl 3, loves the pain, shares the pain
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 4, the pressure is rising!

We arrive at an Icespeakers Algox camp to see a dreadful scene: the poor survivors (remember how we massacred this Algox faction) are now beset by evil as Frozen Corpses and Black Imps are attacking them from all sides. In order to win this scenario we must open all 4 doors (each with its own timer) and kill every enemies (not the living Algox this time) including the slain Algox who’ll rise up as Frozen Corpses…

A Kill All Enemies with a Timer scenario.

« That’s a lot of foes. Let’s kill the black imps first, they’re annoying! »
Trapper: « I’ll go see what’s behind that door to the right »
« Oh I see you’ve got a tentacles infestation problem in your shack, ugh, good luck with that » *scampers away*
Things aren’t going so well for those outnumbered Algox warriors farthest from us.
At least we manoeuvre quickly so they’re not caught in a pincer with the foes behind them.
More tentacles? You shouldn’t have let them grow that much! Salubrity is important you know?
The Pain Conduit is generously giving his own afflictions to the enemy.
One more door to open but our allies are dying left and right and coming back as evil undead! That means more work for us, stop dying you useless furry things!
The Metal Mosaic drills this mess into oblivion…
This is far from finished!
Even more of them!
Almost done with this shack! *puts out another trap*
There’s only 3 Algox survivors at this point but we’re rounding up the last Frozen Corpses finally!
Here’s one who won’t get back on his feet! But we still have 2 places full of tentacles to clean up.
Trapper to Pain Conduit: « What’s the plan again? » Pain Conduit:  » You’ll be the target of an Exploding Wound that will hurt you and all surrounding creatures. » Trapper: « Explod… That sounds painful. » Pain Conduit grinning: « Extremely. We’ll do it twice… »
Metal Mosaic, covered from head to toe in grime: « almost done! »

Closing Comments:

  • Well that was an hard one! Took every bit of stamina out of us to win it. The Pain Conduit was even exhausted at the end (we’ve permadeath on, he could have died with a couple of hits).
  • It was a slog too with 4 hours of combat! A victory nonetheless but very demanding.
  • Did the fact that we chose the « bad ending » of the Algox sub-campaign led to a tougher, unrewarding scenario maybe?
  • Of course our allies were mostly useless, as usual, getting cards that did nothing good every frikkin time.
  • Mobility was important to open the doors fast enough for the timer. This we could do with our team.
  • However, we felt that the ability to move allies around (like the BannerSpear could do) would have been really helpful.
  • The Snowdancer would also have been a great asset now that I think of it.
  • Reminds me what we said me and Math that the Haven games would greatly be enhanced with a Troupe or Jazz Band style of play, whereas each scenario you can choose to bring whomever you want as a character. Would add a great strategy element. Just a thought.

Frosthaven – The Edge of the World (7)

We’re now an impressive tech-heavy team with the newly addition of the Unfettered Hive character among us. And we’re finally starting the Lurkers sub-campaign, with a more aquatic theming throughout.

Characters

  • Thousand Teeth the Trapper (David) lvl 5, brings innumerable lethal or helpful contraptions
  • 4h the Hive (Mathieu) lvl 3, has multiple robotic bodies, « jumps » from one to the other
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 3, the pressure is rising!

Straightforward, linear scenario, dotted with many traps (hooray!). We must find the Coral Corpse mini-boss and kill it.

Let them come to us, we’ll prepare a few nasty surprises.
Whom’s armor is the best between the Metal Mosaic’s or the Lurker’s?
Trapper:  » Hmpf, no armor can resist the strength of my traps! »
Look, more of them!
Is that 4h’s legs? Where’s the rest of him?
Oh, there he is. Nevermind.
Yikes! That’s an ugly one!
Come here, yes, that’s it, a bit closer…
And here we go! Pushes*
The Coral Corpse has been pushed through no less than 5 traps and is bleeding profusely. One final hit from the Hive finishes the corrupted beast.

Closing Comments:

  • Cool array of gadgets (and mashed-up star wars minis) from the Hive’s character. Unfortunately, we won’t see him for a while as he’s retiring already! His personal quest, with a stroke of luck, has been quite easy to achieve.
  • The Trapper and Metal Mosaic have a very good synergy between the two characters with the latter being able to spring traps into enemies.
  • Traps are great against shielded enemies as they go right through.
  • An effective use of traps and pushes trivialized the mini-boss but it was fun.

Riesending Cave, the Real Undermountain

Here’s one of the most fascinating thing I’ve ever watched. Seriously. The top-notch production value and absolutely great soundtrack of this documentary makes it a unique experience. I don’t know much about speleology or spelunking but there’s something so strange, so visceral to these underground environments…

The Entrance at the top of Unterberg Mountain:

Sites translation:

  • Ursprungcanyon = Origin Canyon
  • Hochsammler = High Collector
  • Sammler = Collector
  • Lange Gerade = Long Straight
  • Sechs Schächte = Six Shafts
  • Auenland = Shire

The Sleeping Emperor’s legend:

I would be remiss not to mention that (like so many caves) there’s a legend attached to Riesending, of course! The Sleeping Emperor, sometimes Charlemagne, others Barbarossa. with their retinue of dwarves (Untersberger Mandln). When the Emperor will finally awakens, this will signal the end of the world as he’ll lead his army for one final great battle (presumably for the good guys but this is debatable imho).

Takeaways:

  • An arduous trek to reach the entrance and then days or even weeks of underground exploration, or logistical concerns cranked to 11
  • Semi-permanent bivouacs placed at safe (relatively) spots that need to be replenished regularly
  • The hugeness of the place would translate into a mix of point-crawling and proper dungeon-crawling into the megadungeon
  • The Underground Lake! (1:00:45)
  • The Really-Uncomfortable-You-Cross-it-Riding-Bridge! (58:25)
  • The Sleeping Emperor!

Frosthaven – The Invasion of the Docks (71)

Yet another new companion in our party after the retirement of the Pyroclast. We welcome Pearce DeWalt, a sentient metal being of large size and a drill for an arm. We’ve seen weirder than that, no worries.

Characters

  • Thousand Teeth the Trapper (David) lvl 5, brings innumerable lethal or helpful contraptions
  • Britney the Bannerspear (Mathieu) lvl 9, a great leader, might be related to Bruce
  • Pearce DeWalt the Metal Mosaic (Guillaume) lvl 3, the pressure is rising!

This scenario happens inside of the Frosthaven outpost. There’s something going on on the docks, mermen and crabfolks Abael and Lurkers are fighting each other and a desperate dockmaster seems to be caught in the middle. It’s an Escort the NPC and a Timer scenario.

« Have you paid your customs duties, there’s a 25% tariff going on. Hey, no pets allowed on the docks! »
We blitz one Abael and his Piranha Pig pet. Piranha Pig! The silliest mix of two animals one could imagine. They’re great!
« Hey stop sniffing our butts. Ouch! Stop that, that hurts! »
Better go away and… Wtf is happening?! Lurkers are fighting Abael all over the place!
Just passing by, don’t mind me… Here’s a mast and rope, you know what that means, right?
Pearce DeWalt crashes on the other side with great fracas and gets near the poor frightened dockmaster.
Meanwhile the open seafood buffet is quite messy.
« Go ahead, don’t worry, we’re right behind you. » Trapper: « Oh, a treasure chest, see you later! »
Finally, the dockmaster has reached the safe zone in one piece.

Closing Comments:

  • Impressive scenario but a bit cumbersome to manage all the fighting going on.
  • Nice to see new enemies and aren’t the Piranha Pigs the most charming?
  • We finished the scenario in 6-7 rounds. We were kind of too efficient this time I would say as we could have lingered a bit more for loot & xp & fun.
  • Retirement of our lvl 9 bulwark, the Banner Spear. Very useful and versatile character. That’ll be a big change on our team for sure.

Frosthaven – Automaton Uprising (59)

Following our success in the previous scenario we managed to get in front of the Orphan and were forced to make a tough decision: try to eliminate him and his fellow Unfettered or try to convince him to make peace with the outpost of Frosthaven. This time (unlike with the poor Algox) we chose diplomacy and much to our surprise, managed to be convincing as of our good intentions. Might be that he doesn’t know many adventurers ha!

Characters

  • Thousand Teeth the Trapper (David) lvl 4, brings innumerable lethal or helpful contraptions
  • Britney the Bannerspear (Mathieu) lvl 8, a great leader, might be related to Bruce
  • Solkan Innis the Pyroclast (Guillaume) lvl 3, the Floor is Lava

Of course it won’t be that simple. The Unfettered, contrary to what we could think, are not hive-minded and many choose to attack us and our new-found ally.

Thus, this is an Escort the NPC scenario featuring Infinitely Spawning adversaries to boot.

Things start badly as Robotic Boltshooters do heavy damage to all of us.
This one is cornered and soon won’t be troubling us anymore.
The Orphan does what he has to do but we have to protect him against incoming hostiles.
On his way to the second objective while we fend off a bunch of Ruined Machines and Flaming Bladespinners.
Britney: « We’ve gained enough time, now we retreat before we’re overwhelmed! »
Burning patches from the Pyroclast and traps from the Trapper should soften our foes while they try to get over this chokehold.
And now, onward to the last objective. We’re seeing hostile Steel Automatons in the distance…
The Pyroclast finishes off yet another Boltshooter and then hurries up to join us.
The Pyroclast blocks one way in but one machine manages to jump over.
But a barricade of traps and a tanking Bannerspear efficiently ensures the survival of our new ally.
A special item to collect, some looting and we’re done!
This is Victory!

Closing comments:

  • An Escort the NPC scenario featuring Infinitely Spawning adversaries could have been very annoying but I thought it was a nice and fun scenario.
  • It must be said that our team composition was uniquely well-suited for this one I think. It could have been a LOT harder on other circumstances.
  • Crowd-control from Trapper and Pyroclast was quite useful. Movement-allowance from the Bannerspear was also crucial, saving us several turns of discomfort.
  • We all played very well to our characters’ strengths I will say.

Frosthaven – The Orphan’s Halls (51)

Penultimate scenario of the Unfettered thread and the difficulty is ramping up!

Characters

  • Thousand Teeth the Trapper (David) lvl 4, brings innumerable lethal or helpful contraptions
  • Britney the Bannerspear (Mathieu) lvl 8, a great leader, might be related to Bruce
  • Solkan Innis the Pyroclast (Guillaume) lvl 3, the Floor is Lava

Onward in the rusty halls of the Orphan, this is a Capture the Objective scenario with many, many foes. But we’ve been provided with powerful machines-killing/EMP bombs to help us.

Automatons and Ancient Artilleries, should we use our bombs right there? Nah…
3 turns later… we’re still at the entrance are we not?
I finally open the door and… Oh shit!
That’s a lot of foes… The lil’ Trapper is leading the way, and runs farther (emboldened by Britney, +3 move), invisible.
And positions himself for…
KaBOOOM!!!
Two more bombs from his companions and the great Hall is almost quiet!
But not for long, Automatons and Ruined Machines keep appearing. There’s no defeating their number. Quick open that door!
We have to collapse the door behind us asap! Beware, more of them!
I still got one bomb, gnak gnak!
Ahh, that’s better!
The Pyroclast engulfs the door in fire and molten rock, that’ll do the job!

Closing comments:

  • We’ve wasted way too much time on the first room but once we were out things worked out surpringly well for us. Math was confident that we could and should cleaned it out and we mostly did in the end (his Bannerspear doing most of the job), but it drained a lot out of us to the point that I think it almost compromised our mission.
  • I gotta say, I’m quite satisfied with myself with how I did some nice combination of initiative-weaving and pulling, all while being invisible, so that I’ve managed to maximize the effect of my first bomb (it was decided that I was the one bringing two).
  • I feel like it could have been stun bombs instead of insta-kill ones and it could still have been a feasible (if harder) scenario.

Frosthaven – Overrun Barricade (43)

We’ll soon reach the conclusion of the Unfettered thread. We know that these robotic beings are led by one of their kind who calls himself the Orphan. Is it the lack of good parenting that turned the Unfettered into murderous machines? Maybe we’ll know!

Characters

  • Thousand Teeth the Trapper (David) lvl 4, brings innumerable lethal or helpful contraptions
  • Britney the Bannerspear (Mathieu) lvl 8, a great leader, might be related to Bruce
  • Solkan Innis the Pyroclast (Guillaume) lvl 3, the Floor is Lava

An escape scenario this time, we must all reach the opposite end of the map in order to win. There’s many foes but we have been granted a special powerful attack that we each can unleash once per rest. A kind of EMP beam or something, given to us by the npc from the last scenario.

Of course there’s big piles of walking junk between us and our goal.
We slowly grind our way forward.
What’s behind that door?
A barricade. And behind? Again those damned machines.
The exit is just over here! The Pyroclast gets a bit excited and lava erupts from the floor!
A scene of utter destruction…
The inexorable flow of our triumphing will…

Closing comments:

  • Steel Automatons are tough customers but the scenario’s added boon more than compensated for their numbers.
  • The bigger worry was to reach the exit tiles whitout being overwhelmed by the infinetely spawning Ruined Machines. We had to time well our special attacks and then move quickly. It went well in the end.