After escaping a cultist infested cavern, the two bands of
adventures scour the icy ruins of Felstad. They eventually pick up the trail
once more, leading them to an ancient dungeon and the probable source of the recent
powerful magical disturbances and supernatural phenomena...
Frostgrave mini-campaign, The Diabolist's Scheme, scenario 4 (part one)
Magi Bayaz and Enchanter Cornelius have hurriedly retreated
with their soldiers from the stygian cavern. Whilst Bayaz’s merry band are
feeling rather confident with their haul, the wizard Cornelius is less than
happy. His soldiers fought a tough battle in the caverns against manic cultists lurking
in ambush. Although they’d recovered the golden key to the trap door, which
some of the cultists had used to withdraw along a hidden passage, they were
forced to fall back before they could follow the cultists to their lair.
The next day both groups set out again to scour the ruins and try
to pick up the cultist’s trail. Magi Bayaz’ company are feeling particularly
delicate after a heavy night in the Yellow
Shovel Inn where, as expected, Nicomo Cosca drunkenly regaled its patrons late
into the small hours of his heroic exploits fending off hordes of mad cultists.
It was a very long night. So much so that as Bayaz’s company leave the tavern early
the next morning, Nicomo is still snoring loudly somewhere inside.
As dusk
approached and the chill increased, Enchanter Cornelius eventually stumbles
upon an ancient dungeon. A shimmering portal blocks its entrance. After some
debate, apprentice Angus hesitantly steps through. He's instantly teleported somewhere
deep inside the dungeon. Its well lit, a maze of stone corridors lined with
lamps and braziers. Cornelius and the rest of his soldiers soon follow. Outside,
Magi Bayaz and his retinue have followed Cornelius’ trail and have secretly
watched as the Enchanter and his men disappear through the magic barrier. They decide
to follow.
The set-up
A dungeon environment with at least six rooms of differing sizes and multiple, maze-like connecting corridors. Two small 'teleport' rooms. The dungeon is well lit with good visibility with no restrictions. Treasures can be placed as normal, however given we would be rolling on a monster table for each room we decided our adventurers would have enough to deal with! As neither party managed to follow the cultists through the trap door found in the cavern, we rolled for deployment. Dungeon tiles borrowed from Sam Pate's copy of the Descent board game.
How it went
The set-up
A dungeon environment with at least six rooms of differing sizes and multiple, maze-like connecting corridors. Two small 'teleport' rooms. The dungeon is well lit with good visibility with no restrictions. Treasures can be placed as normal, however given we would be rolling on a monster table for each room we decided our adventurers would have enough to deal with! As neither party managed to follow the cultists through the trap door found in the cavern, we rolled for deployment. Dungeon tiles borrowed from Sam Pate's copy of the Descent board game.
How it went
There's no sign of the Enchanter when Bayaz’s company teleport
inside the dungeon. The corridors are warm and cramped, forcing his crew to walk two
abreast. After a few difficult attempts, Magi Bayaz and his apprentice
Lancrix the Tall eventually manage to bolster their defences with Elemental shields and set out to
explore. Occasionally they come across unlocked doors that lead to other
passages. Some of these reveal more solid looking, locked doors. The muscular infantryman
Caul Shivers decides he’ll make short work of one using his two-handed axe. It
proves much more resistant than expected, his powerful blows hardly splintering
the dense woodwork. It takes the combined effort from three of his comrades
before the door is eventually smashed from its frame. It reveals a large room.
And in it a Frost Wraith shrieks malevolently.
Magi Bayz, accompanied by archer Dogman are investigating another nearby room. The archer struggles with the locked door. His curses and kicks doing little to resolve the situation. Impatient, Bayaz breaks a seal on one of the scrolls found in the cavern the previous day. He holds it at arms length whilst squinting at the arcane script inscribed upon it, carefully reading the words aloud. He finishes with a flourish of his free hand. There is a silent pause followed by a loud pop. The scroll disintegrates in a puff of smoke and emerald flame. Bayaz completely disappears.
Magi Bayaz and Lancrix the Tall battling the Frost Wraith (replete with beer top Elemetal Shield markers) |
Further in the dungeon, Cornelius and his crew are still
winding their way through long, twisting corridors. The place is a maze. The
knight and Infantryman Lennox are leading, their weapons and armour boosted by enchants
from the wizard and his apprentice. They eventually discover a locked room at
the end of a corridor. They force the door open. And immediately regret it.
A powerful bellow and a rush of moist, foetid air precedes the bulky figure of large
and a very angry Zombie Troll.
Ranger Ferro - additionally
armed with an explosive cocktail potion -and Logen from Magi Bayaz’s crew have splintered
off to do their own exploring. They too find a solid door and with a flurry of heavy
kicks and slams Logen soon has it open. Only to reveal three armoured skeletons,
menacingly pointing their rusty old spears and swords. Elsewhere, Lancrix the
Tall is facing the Frost Wraith. He glances over his shoulder to give orders to
the soldiers but they aren’t there. The buggers have legged it!
Magi Bayaz is in the room. He's walked through the solid wooden door and stands staring at the four Death Cultists milling about the chamber. They're unaware of his presence. Bayaz has used a Plane Walk scroll from the Summoner school. He exists in a different plane, neither in this world or another. Satisfied there is nothing more of interest in the room, Bayaz casually strolls back through a wall and returns to the passage where the Dogman is looking about totally confused. Bayaz concentrates and breaks the spell. There's another loud pop as Bayaz materializes in front of the startled archer, advising him with a grin and a wink to avoid the room.
Logen Ninefingers and Ferro Maljinn calling on some Armoured Skeleton warriors |
Following Ferro and Logen’s lead, Red Hat and Curnden Craw
slink off down another long corridor. It’s minutes before the archer, Dogman, re-joins
them with news that Cornelius' men are also in the dungeon. The Dogman explains
that he’d been involved with a rather awkward duel with Cornelius archer, who
was shooting arrows down a corridor from behind the cover of a door; two of Cornelius
thugs were helping him, one opening the door whilst the archer shoots an arrow
in the Dogman’s direction, the other quickly slamming it shut before he can return
fire!
The Dogman said this went on for minutes before he got bored and decided to join his two colleagues. Red Hat suggests the Dogman doubles back using another corridor to try and flank the unsuspecting archer and thugs hunkered down behind the door. So the trio split up, Red Hat and Curnden soon discovering another locked door whist the Dogman sneaks off down a side passage. The two men force the door leading to yet another room. And yet again it isn’t empty. Three Ghouls are waiting!
The Dogman said this went on for minutes before he got bored and decided to join his two colleagues. Red Hat suggests the Dogman doubles back using another corridor to try and flank the unsuspecting archer and thugs hunkered down behind the door. So the trio split up, Red Hat and Curnden soon discovering another locked door whist the Dogman sneaks off down a side passage. The two men force the door leading to yet another room. And yet again it isn’t empty. Three Ghouls are waiting!
The dungeon maze is infested with undead manifestations and monsters.
Magi Bayaz comes to the rescue of his young apprentice, Lancrix the Tall, both
becoming engaged in a dangerous battle with the fell Frost Wraith. The ethereal
creature can drain the Life Force from humans and is immune to non-magic
weapons! Which explains why the soldiers had fled. Bayaz and Lancrix are soon locked
into a deadly duel with the Wraith, reliant upon their spells alone.
Cornelius crew are faring no better. The Knight and
Infantryman Lennox charge into the room containing the huge, thick skinned
Zombie Troll. More thugs help swarm the raging monster, supported by enchants
and Heal spells from the two wizards
but the monster is a formidable enemy, knocking the soldiers away with powerful
blows, its thick hide deflecting many of the soldier’s desperate attacks.
At a junction of corridors, there is momentary flash of
blinding white light as Nicomo Cosca teleports into the dungeon, having found
his way to the entrance and discovering a hastily written note of instruction left by
Lancrix. He staggers against the nearest wall, resting his head against the cool
stone. He’s immensely hungover. Sounds of fighting and strange, unrecognisable
sounds rouse him from his stupor. The sounds seem to be coming from every
direction. Picking a corridor at random he unsheathes his sword and achingly moves
off.
Having dispatched the armoured skeletons, Ferro and Logen
soon find themselves involved in a skirmish with the remainder of Cornelius thugs,
including the frustrated archer and his doormen. Black Dow joins the fray, both
sides taking wounds in the ensuing melee. Ferro retreats behind a corner whilst Caul Shivers, Logen and Dow choose to duck back along another short
corridor. They come to a dead end. A large, single door bars their way. The familiar
thrum and tingle of magical energies emanate from behind its heavily carved door,
runes and symbols etched into its blackened timbers. Strange, mournful sounds reverberate.
What's behind the last door in the dungeon?
What's behind the last door in the dungeon?
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