Thursday, April 13, 2017

Played some Four Against Darkness tonight. Went pretty smoothly overall, but it didn't start out looking like it would.


Played some Four Against Darkness tonight. Went pretty smoothly overall, but it didn't start out looking like it would.

Four members of the Laughing Griffon Adventurer's Guild decided to investigate a forgotten tomb outside of the city. The party consisted of the following guild members:

Ashnar Tempest - Brave Warrior
Hugh the Hand - Sly Rogue
Baldric the Faithful - Vigilant Cleric
Mordenkein - Curious Wizard

Mordenkein lite their lantern and the party entered the musty tomb. The first room had three closed doors on the far wall. In the middle of the room on a pedestal, sat a puzzle box. Ever curious, Mordenkein approached the box and gave solving it a try. After twisting and turning, he received a shock and dropped it to the floor. Not one to give up (I did mention he was curious), he picked it up and tried again. Once more he was shocked. Furious at himself for not seeing the obvious mechanism to open the box, one more try revealed the answer. The box opened and revealed a small vial. The cleric immediately identified it as a healing potion, which Mordenkein drank immediately.

Lifting the lantern, they approached the far left door. Opening it revealed a room that was occupied by five goblins squabbling over a gem. They did not notice the party until the adventurers were upon them. No close calls here, the party killed the goblins and the gem was stored for later resale (50GP).

Two doors exited this room. The left most door led to a large, but empty room. Disappointed, Ashnar led the group to the door in the north side of the previous room. A lady sat on a empty sarcophagus and smiled as the party approached. She offered to sell them healing, but no one needed it or wanted to part with the gold to receive it. She shrugged and wandered off towards the entrance.

The doorway to the north opened into a room with seven goblins. Six were laughing while watching one prance around wearing a sparkling necklace. Again, the minions did not notice the party until it was too late, but they were not giving up their prize easily. Making short work of them, the rogue grabbed the necklace and stowed it for resale (90GP).

Another door to the north opened into a room that was a dead end (well, hopefully not). A strange creature indeed spun around and charged the group. An Iron Eater! The party surrounded it quickly and after some tense back and forth, the monster lay dead. No one benefited from the experience of killing it.

Backtracking to the entrance chamber was uneventful. The middle doorway led to a empty room with another door. Surprisingly, the room directly behind the doorway held another Iron Eater. This one was tougher to kill, but no one's equipment was damaged. Ashnar gained a level from this encounter!

To the right was a long empty corridor that led down another corridor one way and to a dead end room the other. This room held a Chimera! The first three party members missed their attacks, but Mordenkein cast a sleep spell and the Chimera dropped to the hard stone. Defeating the creature gave an experience boost to the wizard.

The last corridor was empty, but the room at its end held the final resting place of a shambling mummy. The adventurers were wary of the walking dead, so much so that they all missed their initial attacks. The mummy tore at Ashnar, but missed Hugh as he dodged the clawed hand. The next series of back and forth saw the mummy defeated and no more damage to the weary party. The undead's sarcophagus held glittering Fool's Gold. Mordenkein held on to this as he knew he could outwit some minions later. It may just save their lives next time.

Back to the city to sell the jewelry. 140 gold wasn't a bad take from the lost tomb. Back at the Laughing Griffon guildhall, they drank some ale before hitting their beds and dreaming of the next big adventure.

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