The village of Durstip found itself, by some malevolence, near the entrance of a great dungeon. As our party enters the village, it is unknown which came first, nor does it matter to them. They are here to slay monsters and stem the tide that threatens to swallow Durstip and spill out to the wider region.
The party enters town at the foot of the manor lord’s hill. Near the dungeon’s main entrance a small palisade has been established and is guarded by the lord’s men.
The party’s friar heads up to speak with the lord and discuss the situation of the village.
One of the fighters and the mule handler head over to a small farm to negotiate housing for their mule.
The other warrior and the baggage carrier interact with the locals. Despite their posing, they are not sticking anyone up, merely gathering information and trying to get chummy!
The party enters the dungeon’s mouth. This scenario was played out in turns, with encounter rolls at the end of each. No nasties came out of the dungeon!!! But it’s a good setup for a set of dungeon crawling games.
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