Game Notes: Meet the Drow

The heroes were feeling good and moving on with their adventure through the mountains in an effort to reach lost kin on the other side. They became somewhat transfixed however on “cleansing” the caves in which they roamed and this may indeed cause their undoing. With nearly half of the mountain tunnels clean and blessed in the name of mighty Moradin the adventurers looked to complete the cleansing and at last reach daylight.

Traveling into yet another troll tunnel they sought to dispatch the foul creatures. While doing so however they began to receive some harassment from drow warriors. Now the drow are not to be trifled with. They are evil creatures that know nothing of loyalty or mercy. They are murderous and violent. Few come into contact with them and survive. Why the heroes have found them in the mountain, they are not sure. Like the confident group that they are however they immediately engaged the drow. Taking damage yet pushing though the pain they chose to follow the drow when they pulled back. This of course revealed more of them and after tripping a rather deadly trap they pushed into the drow territory. The battle was bloody and brutal. The heroes were at last compelled to retreat away from the dark elves after enduring many critical blows.

Even retreat seemed unlikely when the dark elves pursued the group but bravely Ferdinand the Bull, the Minotaur monk who wanted little more than to be free from pursuit of slavers and to meditate the day away, stood in the way in order to afford his allies enough time to escape. Ferdinand fell to the wave of dark elf aggression as his friends fled to find sanctuary and rest.

The heroes hurried to a more secure corner of the caverns in order to rest. They narrowly escaped the wrath of the drow yet were only more determined to overcome their wickedness and also to retrieve their fallen mate and with Moradin’s blessing restore his life.
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More wandering and Stirges

The heroes counted their loot and blessings after defeating a dragon. Moradin protects as always and the group felt secure in their continued success after defeating such a powerful foe. Guter the rouge dwarfs with hideous features scouted ahead with his new night vision goggles and located a zombie nearby. Surprisingly strategic the group decided to let the rouge “pull” the foe to them rather than meeting it in it’s own surroundings. The zombie didn’t at first take the hint but after finding a friend, the pair of undead traced after our hero to certain doom.

Satisfied the group moved on. Guter once again scouted and heard some flapping of wings down one corridor. The party of course ignored the fact that there was no strategic need to clear the area and engaged whatever dangers lurked within. They once more set up a decent line and waited for the enemies to reach them. It was surprising considering the party normally rushes forward with no regard for strategy or safety. Still…the flapping stirges they encountered were a little of a handful. They weren’t that tough individually but there were a few of them and they complicated things. It got further complicated when the witch guide cast a spell that caused damage to her allies and led to the Minotaur monk punching her as he danced around thumping foes. Still, the heroes could not be stopped by some measly flapping wasps. They downed them all and then slumped against the walls to rest a minute before the adventure continues. Next week.

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