by benvoliothefirst » Sunday October 14th, 2018 8:03pm
Finally got a few players together again! We played Quest 5, Melar's Maze, and Quest 6, Legacy of the Orc Warlord. My players have been breezing through the last couple quests so I checked in with them to ask, "Are things too easy?" They of course said no. Melar's Maze started off eventfully as Ryan's wizard stepped on a falling block trap and boldly leapt out of the way, splitting the party up on either side of the collapsed hallway. He had a LONG walk to rejoin the party but managed to defeat the lonely mummy blocking his way with a mighty genie's spell that flung bandages and body parts down the hall. Meanwhile the rest of the party discovered the stone gargoyle in room "B" but thought better of opening the door that would activate him. They circled back around and pit traps proved their efficacy once more as the one in the center hallway proved a constant impediment to heroes attempting to circle back and pinged them for one BP of damage time and again. Due to using the fate roll, the Elf discovered a henchman being tortured on the rack, and the party quickly released him and then continued on in a hurry to find their objective. Another fate roll caused the center room to open and a long parade of undead monsters began the slow trudge towards the heroes' position. Meanwhile the heroes abandoned the newly discovered henchman in the torture room where they found him in their hurry to rescue the wizard, now back in sight, and the poor henchman, already near-dead from the torture, made a flailing attempt to leap the pit trap in the doorway and fell in, before the heroes even had a chance to learn his name. The dwarf succeeded in many attempts to disarm traps and although the gargoyle eventually came to life, the heroes made short work of him. The talisman of lore was found, and the elf gained a mind point.
The next quest didn't go as well for the heroes. I kind of feel like it's a bit cheaty to say that the whole party was captured and jailed without their input, but after having gone several quests without a single player dying, I figured it would at least be a good fight this time around. However, the players seem to have exhausted their supply of luck, as the now equipment- and spell-less heroes took a wrong turn in the first hallway and opened the center room, rather than turning left and re-equipping. The orcs and fimir, having been interrupted in their grisly feast of a corpse laying splayed open on the center table, angrily turned toward the wizard who in a fit of inspiration, passed a mind point test and recalled a few words of orcish: "Sorry, wrong room! Let me grab you guys some more horse meat." The orcs looked at each other and milled about in confusion for a turn until they remembered that they didn't have a manservant. He gingerly closed the door and attempted to jam it shut but failed his body point test and it creaked slowly open in the midst of him attempting to jam the hinges. They heroes scrambled towards the fimir in the hallways below the center room, but with only one AD and 2 defend, their valiant attempts to roadblock the hallways resulted in many lost body points. I grimaced as their luck continued to fail them, and they raced for the southern hallway in the hopes of finding their equipment. The wizard discovered another hallway full of goblins and quickly turned back, but the conga line of orcs still making their way south meant they were running out of options. It was at this point that the party started to despair, and I realized that the same thing was happening as the first quest, but the heroes were much less well-equipped to deal with it. With body points low, the dwarf made a desperate attempt to find the room with their belongings, and the one lowly goblin assigned to defend the room let his courage fail and fled in terror. Donning his helmet and shield wasn't enough to save the dwarf however, and after a valiant last stand he fell to the conga of doom, a prayer to the ancestor gods on his lips. The other heroes fell shortly thereafter, their equipment still piled around the dwarf's cooling corpse.
I made a last-minute decision to allow the spellcasters to remember a last-ditch spell, but it was too late at that point.
Last edited by
benvoliothefirst on Friday November 2nd, 2018 1:17am, edited 1 time in total.
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