Last time we left off, we had just left town to start the Side-Quest Old & Moldy.
I don't have the Sewer Expansion tiles printed yet, and I'm still missing some of the Sewer level 1 monsters, but I do have all the Skaven Encounter Table printed and painted, so I decided to use that monster encounter table for this dungeon.
The first dungeon card revealed the Jagged Hallway, as a corridor this gave us no resistance, so we moved into "The Shaft".
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| In the first dungeon room we get attacked by a Rat Swarm! |
I again was hurting myself more than the enemies, in this fight I kept rolling 1's to hit with the Pit Flail. But the party didn't have much trouble killing 1 Rat Swarm. I believe some one rolled a 1 to hit and fall in the Shaft, but was saved by "the Rope". The Well of Doom was next.
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| 2nd Dungeon Room we got attacked by D3+3 Gutter Runners. |
We survived the Gutter Runners and were able to reach the Staircase leading two floor 2.
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| Floor 2 began in Circle of Power dungeon room, where 6 Clan Rats attacked us. |
The Dwarf Slayer mage quick work of these guys with his Death Blows. I think I rolled 1's for two of my attacks, putting myself face down, yet again. Luckily, the Warrior Priest was able to heal me.
Collapsed Passage and finding the Spiral Staircase leading to the 3rd and final floor of the dungeon.
splitting the final two cards between it's two doorways.
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| The Forge led to a Rat Ogre attacking us. |
The Rat Ogre could not endanger us, but The Forge almost claimed the Halfing Thief to its fiery heat. The Thief used his one Luck to re-rolled the 1 to prevent from dying in the inferno.
"The Forge" and take a chance at a molten death.
We do happen to the final room on the first try, the Torture Chamber. (I had forgotten to remove the
Circle of Power from the deck so we could use it for the Third Floor and it accidentally showed up on
the 2nd floor, so I swapped in the Torture Chamber for the final room)
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| 9 Clanrats and 3 Poison Wind Globadiers attack us in the final room. |
I believe both the Thief and I (Pit Fighter) spent some time on the ground needing healing from the Warrior Priest. The Slayer got injured but managed to never go below 1 wound. Luckily, the Globadiers were bad at throwing and they dealt little to no damage.
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| Here is the final layout of all 3 floors. Floor 1 left, Floor 2 center, and Floor 3 right. |
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| Eltharion's Bow for Halfing, Morning Star and Staff of Command for Priest, Skalm for the Slayer, and Chaos Sword for me (Accidently included Blade Venom in picture was from previous mission). |
This was a huge boost. I will stop hitting myself now and will hopefully be more useful. While the Halfling will now be dangerous at range. It did take a special roll for the bow to be small enough that the Halfing could even equip this item.
Once in town, the Slayer found the mission "Raiders". Once you get this mission stock rolls in the current settlement become 5 higher until you defeat the Raiders. This means find a new settlement or hunt the Raiders as they have made it difficult for supply caravans to reach this town. The Raiders a +2 DL monsters. We get to know what they are before attempting the quest. D6+2 Blunderbusses and D6+2 Chaos Dwarves. This is rather dangerous but possibly something we could defeat. The important note here is, we have ruled the "Collar of Zorga" only stops enemies from targeting the Warrior Priest, so area of effect attacks like Blunderbusses will be able to harm the Priest.
We are brave lads, so we accept the mission and head out that way.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.









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