Scenario 4 - Dungeon Level 4


 

As your companions ready themselves for the dark descent, you stop to take a closer look at the elevator that will take you into the depths. Although the pulley system includes a significant length of rope, it is far too short to reach the level of the Shadow Deep. It is clear the descent must be in steps or stages. 
Added to the fact that you are still at least a mile from the edge of the Deep, and you know that you’ll have to make a long journey through tunnels and passageways. You will try to remain undetected for as long as possible, but know that likely, at some point, you’ll probably have to fight your way through. 
 
With a sigh, you motion to your companions and you all step on to the gently swaying platform that will take you down into the darkness…
 


Scenario 4 - Dungeon Level 4

As you descend yet another dark shaft, you feel a change in the air. The temperature drops a few degrees and the dry air of the desert far above is replaced by a dampness. In fact, somewhere below you are sure you can hear running water. Although the dark, twisting dungeons that you have traversed have made any estimation of distance difficult, you suspect that you are near the level of the Shadow Deep itself. If luck is with you, perhaps this level will contain the exit from these dark chambers. 




Ren and her companions took the left hand door, whilst The Twins took the other one, quickly engaging the Temple Guardians at the end of the corridor.  To their dismay, Keila, already badly hurt, went down in the fierce fighting that ensued.

The fox came across a room traversed by a rapidly flowing river, and a bottleneck caused by a narrow wooden bridge, well defended.  As Angel pushed through the door, a couple of arrows brought him crashing down.  The Twins decided to dispatch both Pabrim and the Battle Ram to help Ren, despite the fact that their own investigations had run into an accursed ritual involving two enemy sorcerors.  Given the presence of these unholy rites, and his resistance to dark magic thanks to his strong will, Arisien slithered over to the Twins.

That was when Keila, stretched out and bleeding in the corridor, had a vision of St Emilia.  The kindly saint, who well remembered the marmot's aid in recovering her chalice, reached down and healed the warrior of all her wounds...even her permanent injuries ! [that was a slight modification I made to the event, because it seemed to make sense].

With the marmot's help, the foul sorcerors were overcome. 

  


In Ren's group, the difficulties faced were even greater.  Some acrobatic leaping from the rogue, some swift running by the leopard, and Princesse's fearless use of Dark Magic helped them carve a path across the bridge and into the corridor beyond.  The fortune teller killed no less than two Temple Guardians in the doing.  However, the company ran into what seemed like an endless flow of reinforcements.  Given a choice between falling back, and pushing forward to the next door to hold the enemy and gain time for their friends, they chose the latter.  

 


The Twins also came across the river, and despite it seeming calm, got a nasty surprise.


The hedgehoglings shouted to Arisien and Keila to leave them behind, push forward and try to find the way out.  The Royal Cartographer made it to a long corridor, at one end of which he could see Ren fighting desperately, and at the other end, a patrol made up of a Warden, a Humpback and two Guardians.  He decided nonetheless to slither across the corridor and try the door opposite.

It opened onto a dark, apparently empty room, but the blackness began to evolve into shadows.  More importantly, however, a cool breeze blew out of the door, despite their being no obvious exit on the other side.  As soon as he felt it, Arisien was sure he had found the way out.

Time was running out.  The Twins had vanquished their foe and caught up, and headed into the room.  Numerous enemies revealed themselves, but the hedgehogs Blended into the Dark and the creatures rushed past them to fall upon Arisien.  The snail, aware of the stakes, held his door with determination.  The Twins made it to the back wall of the room....there could hardly be any more doubt, they had found the doorway out, given how complex was its lock, and the air coming through the keyhole. 

Outside, Keila was doing her utmost to protect Arisien's flanks, but she went down beneath the weight of enemies....only to dream once again of St Emilia and rise !  Truly blessed ! 

It was however insufficient.  Ren was down, and whilst the Battle Ram was still, against all odds, fighting a Humpback, a horde of enemy was freed to charge down the corridor.  The company was overwhelmed.

 

Was this the end of the valiant attempt to rescue the Lorenthian heir ?

All eight members of the company awoke in the darkness, groaning.  Keila was badly wounded, hardly surprising given her double resurrection, although her permanent wounds to arm and leg were gone forever.  Obviously, the company had been unceremoniously dumped here to die...or perhaps, Ren suggested, hearing an ominous rattling from every corner of the pit, as a blood sacrifice...

As suggested, I will play The Snake Pit after the failing of Dungeon Level 4.  If the Heroes survive, I have decided not to play Level 4 again, as I now know where to find the entrance, and having "read ahead", Ren has a magical item that will ensure the company can breach the door.  So, surviving the snake pit means surviving Dungeons Dark.  Wish them luck !


All eight companions survived, with Keila Badly Wounded

In this scenario, characters regain some Health but not to full, so are not allowed to search for herbs.  Which wouldn't make sense anyway : )  Everyone will begin the next adventure at less than 10 Health, so it is going to be a considerable challenge .

We use our house rules for XP acquisition for Rangers and PPs for Companions.

The Twins gained 76 XP with themselves and their team having slain a total of nine enemies.  They reached Level 16 and chose Evade as a Heroic Ability.

Ren gained 42 XP ; seven kills. Enough to reach Level 14, and bring Shoot up to its maximum +5.

Amongst the companions, no one gained a level, but Keila in particular had made a considerable dent in the enemy, with five kills under her belt.  Princesse, although she only slew two enemies, showed a frightful mastery of dark magic to do so, which sheds some light on her character.  Having used both Burning Blade and Lightning Burst, she has eight curses left in her spell book.

All Heroic Abilities and Spells used are regained.

No reorganisation is possible, so no magical equipment can be explored for hidden properties.

Time to face the snakes !

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