DUNGEON 2 SESSION 2: The Search for Little Timmy Gamemastering this week is Stripe, assisted by: Dark Prince of Creeping Terror, Mark and Ur-lord Valter, the Unfettered. They were once our allies, but have risen from the grave to serve as generals of the armies of 'capital-E' Evil. We are joined this week by: Hobbes and Culain , Holy Warrior of Nal and faithful Celestial Hound [259/260]; Elmer Rhubarb , Heroic and Brave Half-Elf Scout [258]; Transmuter Merideth , High-Elf Wizard [261]; Razine , War-Priest of Lokithor [261]. Henchmen and other Allies along for the ride are: Kendrick 'Waggles' Waggett , Emancipated Cleric of Healing [250]; Uncouth 'Caret' the Half-Ogre Brute [125]; Catfolk Servant 'Oops' , Adopted by Hobbes [62] (staying in town). The Story So Far: We've travelled north from Brecconary one week to a small farming community of the Shadowmist Vale, who have been under attack from monsters of all sorts for a few days now, Merideth's contacts say. Her research into the area revealed an ancient subterranean construction nearby, thought to be a gateway to the underworld and she had uncovered a map hinting to its location, complete with tempting tales of wonderful treasure (and horrific danger) within. We've headed there to hopefully find what has been causing these disturbances, murder it with extreme prejudice and take all of its valuables. Oh, and to do the right thing, of course -- an innocent little boy is the last in a long string to go missing. If what is happening isn't related to the construction, we'll have to make do with all of the valuables and do our good deed for the day some other time. To be honest, I'd heard about the same attacks but I wasn't going to say anything. Demonic flying cat-mosters with fiery green eyes? I've had enough of 'fire' and 'demon' for a lifetime and Hobbes doesn't need another cat friend to stink up the guild hall. I tried to practice my acting to feign ignorance at the meeting, but I don't think that they bought it, damn and blast. We leave tomorrow. I hope that one drunkard wasn't lying when he said that it had golden fur. - excerpt from Elmer's journal Full rumours for the forgetful folk are here: <a href="https://pastebin.com/1kkqUwVP" rel="nofollow">https://pastebin.com/1kkqUwVP</a> Introduced this session is a rule forbidding fodder from using Extra Effort. It was hoped that this would speed up combat, and seems to have done so nicely. We begin where we left off, with the party (sans cowardly elf) peering over a crude goblin rune of warning, trying to figure out if it is dangerous or not. Eventually deciding that it isn't, they tiptoe carefully around it and move on, Merideth turning briefly to cast Keen Vision on the party Scout lurking behind them all. As she turns again to leave, Elmer is spooked by a shadow and fumbles an attempt to arm himself, spilling his quiver onto the cave floor in a magnificent display of competence (thankfully, Merideth too deaf to hear his cursing and the clatter of arrows). He picks up a few before scampering off after the party, terrified of being left alone. Hobbes and Culain, meanwhile, make first contact with a group of goblinoids further into the cave. The greenskins are guarding a large wooden gate and notably pointy portcullis -- clearly not of golbin-make. The two attempt diplomacy but are ignored, then try to let them go but are thanked for their kindness in the usual goblin way. Merideth and Razine turn the corner to see the thrown knife go wide and Hobbes' perplexed expression as he turns towards them. Razine suggests tying the doors closed and is volunteered for the task to her displeasure, as she was the only one with the foresight to bring rope. The rest of the group watches on in anticipation and true to their expectations, the goblins launch a counterattack and catch Razine flatfooted. Elmer is not caught off guard, however, and demonstrating why you bring him along launches a fusillade of arrows through the gate as it is opened, nailing their orc commander in the lung even as he tries to dive out of the way. Combat then begins with the goblins in full retreat, Culain's deafening howls shaking dust from the cave ceiling as Elmer rattles off a few more arrows downrange and Kendrick whiffs on a Sunbolt. The forces of evil almost manage to get the gate locked, but Caret arrives on scene in the nick of time to kick the gates open again with his brute strength. We finish off with Hobbes and Culainn charging in after the fleeing goblin-kin, half of the initial enemy group dead and their leader badly wounded from the Scout's shot earlier. Some of them are still putting up a fight, though, and who knows whether some will come back with reinforcements? Amazingly, no wounds just yet. Kendrick was briefly in danger but remembered the Augury given to him by the Delving Guild's diviners (thanks to Hobbes' investment into Guild Rank for that) and narrowly dodged what would have been a critical hit as one of the goblin-folk take a swing at him with their axe. Elmer manages to snipe one other goblin, shooting it in the heart through its shield, killing them instantly. Razine and Merideth missed out on the spotlight this session it must be said, but the former's massive research success and a few contributed tanglefoot spells meant a lot and part of the reason that the second didn't get to do much was due to a character sheet error, which has been fixed. All characters receive 1 CP for their attendance. Looking forward to next session! Do remember to give notice if you cannot attend on 2nd April, 17:00 UTC+0.