The Mines of Ravenswood
Session three of the Apocalypse D&D game started out at Happy Harry’s Ogre tavern in the underground. Karl Ravenswood and Ebag the thief spent some carousing time trying to gather information for the road ahead (which also gave me a chance to try out the new town moves for ApocD&D).
Ebag befriended a rather stuck up wizard. He had an opportunity to befriend the fellow, but chose to wheedle some of his secrets out of him instead, gathering the location of a hidden horde of gems guarded by a Dwarven ghost of some sort. Karl was both less and more fortunate, finding himself in an unexpected an unwelcome interview with an Illithid who mockingly challenged Karl to take on a wererat King on the fourth level of the dungeon. The Illithid also got a real kick out of the fact that Karl's father, the local lord, technically claims sovereignty over the dungeon itself (a claim that Karl would love to enforce).
But our heroes are only second level at present, so they chose to pursue the Antlion king who they knew had taken refuge with the Kobolds. The Kobolds on the level 2 of the mines are a rather dirty “back to nature” lot, though not lacking in swords and pointy sticks. Down a dirty tunnel, the PCs and their retainers encountered a lone sentry, which quickly turned into a pitched battle with a sizable guard contingent. The on-again-off-again fight spanned a few rooms, ending in a huge cavern with an underground waterfall that marked the edge of Kobold territory. A hasty interrogation of prisoners turned into a full retreat when some sort of bat-winged cave Roc tore their best prisoner in half. Ebag also lost his backpack full of gear (which was better than losing his head).
In some confusion as to the Kobold’s true location, the PCs followed a narrow ledge, discovering the entrance to an abandoned Dwarven temple. It wasn’t Kobolds, but their curiosity got the best of them (plus Ston, their Dwarf cleric *really* wanted to check the place out).
There was an iron statue with gem eyes that they wisely left alone, as well as a fount of some sort full of coins, which they also avoided. The mirror-polished room with the dead adventurers was too intriguing to pass up, however, and Ebag and Karl soon had to do battle with mirror-images of themselves. Karl’s might saved the day, however, and the party decided to take a rest and bind up their wounds before continuing on.