Sixteenth Session – The party pierces the heart of the dungeon… Then drags through its entrails… Then the horrors of wandering the wilderness… Fun?
I was in Japan and missed this session. Which seems like it was for the best, as this was a grind.
We were almost at the end of the dungeon – one Guano Mound away from finding some Blade style bleeding coffins and our MacGuffin.
But, for every DCC dungeon that is a load-bearing dungeon and immediately collapses at its end (usually requiring ridiculously high rolls to escape), there is a “you have to grind your way back out” dungeon and this is one of the latter. So, they get to partially or wholly replicate all the previous fights. Across the bridges… Up the stairs… Getting barfed on by Manx cats…
Then traveling through the woods, getting sick, stung by insects… A generally horrid time. But finally they get back to the Emerald Enchanter’s place and rest, and Ned gets a tiny quasit familiar, which he then proceeds to forget about pretty much constantly in subsequent sessions.
Then back on the road to be murdered by wolves. Life of the low level is brutal and short. My would-be squeeze Morgan nearly buys the farm but manages to pull through.
Finally in Pythorp, the party relaxes and then finds out that Gallfred Weasel is the last remaining Leddy relative that can claim a jacked up manor house outside of town, the Black Manse. It looks forbidding. Perfect!













