Dungeon Delve to a Dead-end
I’m back, but only for a brief while. After a month of business at work (actually closer to two) I finally have a bit of time off. It is short-lived and work will have me busy again for the next month. At least it will be a trip this time to Las Vegas and California…I know, sometimes work can be so tough.
Anyhow, before work got very busy I managed to squeak in a game of Dungeon Down. What really separated this game from others was the end state: we actually had the game finish with a dead-end and a boss fight in the second to last area.
I won’t comment too much on the pictures as they are over a month old and my memory isn’t the best. I will mention that it took a few pictures before I realized I had the wrong light setting.
What is worth mentioning is the boss fight. In that fight it was a closely fought one where each player plotted their turns carefully and worked together to beat the boss. What made this one more dangerous was his very dangerous bow and ability to charm the players. When they saw those threats they saw the need to take him out first, even if he was unpainted. This was done by having Hayden clear a path for Alain while Roberto and Joliee ran interference.
What was also interesting was how the now experienced heroes played. There were few monsters that were threats for any one hero and the combats were quick and deadly. That being said, there was one fight that had almost the entire party dead from the waves of monsters who sought out the isolated heroes. So even at the higher end of good, the heroes were still vulnerable to the random encounters.
That made me feel the game is balanced and all the players decided to try new characters for the next time, even trying out the character creation rules I have devised (in fact the same method each of the existing heroes was created).
Not a lot of words, but plenty of pictures. Hopefully the smaller update is no less inspiring. Stay tuned – another update is in the works.