Les Freres Corses were at it again -- the "it" in question being miniatures, dice, and the Cursed Ruins. One may recall that their first attempt at imposing their will on the denizens of the place ended rather poorly for their characters: Gratell and Charo Lefrevre. "Poorly" being, of course, a euphemism for irretrievably clenched in the jaws of defeat, despair, and certain death. The full account of that parade of horrible decisions can be found here.
It has been a few months since we had first embarked on the adventure, so we had a quick chat about the lessons learned in that prior attempt: Don't leave your wing man, and do march to the sound of guns (or clash of steel, as the case may be).
Charo II began again by roping the ladder/drawbridge. I had added a pursuing menace to the mix and rolled a d6 at each failed attempt of a task required for getting into the ruin. When the total on the d6s exceeded 20, the menace would catch up to them. Fortunately, we only got to 16 before they were safely across the soul sucking marsh and into the sturdy stone of the ruin.
Les Freres demonstrated that they had learned from previous experience. They stayed together instead of running about willy-nilly for the next sparkly object. Again, the wooden treasure chest disappointed them with only dust and dead bugs this time. However, they did manage, along with the slaying of 3 goblinesque baddies, to find a healing potion and a 50 mark gem. (They elected to have the currency of the realm be "marks" as opposed to gold pieces, crowns, kroners, ducats, or dried monkey brains. (I may have added that last one; it probably wasn't actually brought up during the game).
Things did get pretty bad for them when they met a
Gratell II then remembered that he was a wizard and hit the big hewer with a sleep spell. The attempt met with complete success, and they delivered the coup de grace to the sleeper. It was then that they met the creature with the twin blades, and that one demonstrated his courtesy by giving each hero a hefty helping of his steel. No sluggards in the courtesy department, Charo and Gratell gave him samples of their own. However, things were looking bad for our protagonists, especially when Gratell II's dice betrayed him like a wily Shetland pony, leaving him with bite marks and hoof prints on his back. If the dice remained as rolled, he would be on his way to assuming room temperature. Fortunately, the master of this little set-to had provided our heroes with points to spend in such dire situations. Gratell II cashed in those chips to avoid cashing in his chips and saved himself from death. He was still badly wounded, but managed to stay on his feet and keep all his appendages attached.
After finally overcoming the double-stabbing dude, they ransacked the room for loot. They found a huge sapphire which glowed with a mysterious light. Gratell II had taken the first two treasures and had promised this third to Charo II--it's always a good idea to keep the guy with the shield and big sword happy and alive; both useful qualities in a meatshield when one is deep in a monster infested ruin. They had some discussion and Charo II picked it up. He found himself not only tickled, but healed of all his wounds. He was gracious enough to allow the wizard to handle the gem, and he too received the total health restoration. It looks like the gem may even have one more such restoration dose left in it if the glow is any indication.
Les Freres sensed that they were nearing the end of the adventure (in fact, they have 3 areas left to clear) and were keen to finish, but the clock spoke with a voice of warning and we had to put it away. The final push will have to wait until we can get together again to visit the cursed cauldron and see what mysteries it may hold. (The last two areas remain hidden under the dark green cover, and the heroes are facing two enemies in the discovered-but-unentered room. Those enemies were alerted when Charo fumbled his metal mirror when looking around the doorway into the corners, and it went clanking against the stone floor).______________________
In the war against unwritten stories, I anticipate sending in a victory tomorrow for a publisher's consideration, and I've started a new battle in the campaign. I've also looked at logistics and decided on two or three future clashes. It's a target rich environment.
Wyrd Warfare is getting some great reviews. Pick it up while you can.