Bare Bones Dungeoneering

So, after an almost four month hiatus, the group finally got back together, this time on a Thursday, and the brave party ventured into the horrors of the user-generated portion of Zanzer’s Dungeon. I can’t tell you how glad I am that I had this all pre-designed for this session.

The group seems to have established a favoured party – Pike, Dent, Fara, and Nuggin. So with a fighter, two rogues, and a mage, you would have thought that they were prepared for all the magical traps that lay ahead of them. But naturally, this is NOT how things actually went down…

The party’s lack of perception first showed up when they failed to identify the aromatic spices in the pantry. Why aromatic spices? Wouldn’t YOU want something to smell other than humanoids and slaves in a sweaty mine? Luckily, the monsters made so much noise from the mess room, that they weren’t surprising anybody, so a quick fight with the Hobgoblins in Room 27 ensued.

The party found the small gap leading to the antechamber in Room 25, yet Dent blundered in and triggered the magic glyph that summoned the Skeletons guarding Room 26. Dent, being Dent, backed out and tried to lure them into an ambush back in the hallway. Shame that the Skeletons couldn’t go past the glyph out into the Hallway (Room 24) and be slaughtered so easily.

With that, Dent decided to board over the gap and avoid the Skeletons for now, and the party proceeded along to the double doors at the end of the Hallway, where they found themselves facing a familiar intersection – they had gone full circle around the dungeon!

The party then proceeded to scout out the Cellblock in Room 23, but after a mere cursory glance, they decided it wasn’t worth their time to investigate further, and returned to the boarded up gap. They pulled down the boards, and saw that the Skeletons had disappeared.

Dent inched down the small passage, and triggered the summoning glyph once again, bringing back the undefeated Skeletons once again. Dent was planning to lure them out again, but the party had bigger problems – a raging Bugbear chose this moment to wander around the corner beyond the double doors, and the party were in combat on two fronts!

Or were they? The party finally figured out that the Skeletons couldn’t pass the glyph, so Dent started chucking rocks at them. Meanwhile, Fura was faced with the wrath of a Bugbear that engaged and took her out of the fight in the first round with a sickening crunch of it’s brutal club-like weapon. This spurred Pike to move up and engage the beast, whilst Nuggin, who was without spells as usual, forced a healing potion down Fura’s throat, bring her back to a single hit point. Fura backed away, not wanting to leave herself open to another attack. Pike proved her worth as a tank, as nearly impervious in her platemail, she used her halberd to cleave the Bugbear in two with a few mighty blows.

With the main threat down, the party then went back to the puzzle with the Skeletons. Yet the solution availed itself in Pike, as she waded in amongst them to shatter some bones. Dent and Fura offered ranged support, although Fura seemed to be more inclined to shoot Dent in the back of his head, presumably because of her near-death experience.

Having cleared out the antechamber in Room 25, the party proceeded to encounter a strange sight in Room 26 – an elf maiden was casually reading by candlelight in a spartan guest bedroom, unconcerned about being trapped in a dungeon. It took a few moments before Nuggin realised that she had been charmed by Zanzer Tem. But true to form, Nuggin decided that she didn’t want to be rescued, so the party bid her farewell, and returned to their companions resting in their makeshift campsite in Zanzer’s kitchen.

With that, we left the session with the party preparing for what might well be the final assault on Zanzer Tem himself…

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Da' Vane

I am the designer and writer behind the D-Jumpers.com website.