#summary

Previously, on The Dwarven Halls

After winning back a ruined temple from the remnants of a band of Slykk, the team have learned a cursed "Heart of Berekh" has caused the undead infestation in the tomb. Now, if only they knew what the hell that was.

Content Warning: Mostly just fantasy violence and mild language. Some minor drinking and smoking.

More info, attribution for the tools and materials used— including the splash art — can be found in the About & Credits, below.


The Dwarven Halls, Chapter 2 [continued]


Leonidas looked into the fire and realized he was more relaxed than he probably should be considering their plan for the morning.

  • Has Marryck finally convinced someone to sell them pipe tobacco? (Even) >> {GMAF24} Yes.

Marryck has finally, after a few days of trying, finally gotten someone to actually sell them a small bag of pipe tobacco and now they are in the chair near Leonidas, feet up on the arm of his chair, puffing away contendly.

Jortimer is nursing a mug of ale. Leonidas knows that Jortimer, having spent his latter formative years being raised around dwarven youth, has a tolerance for ales and meads far beyond normal human levels but Jortimer has mostly taken small sips.

Tabintha? She's up at the bar talking to...

  • Has Tholan and Pholex continued to wait? (Good) >> {GMAF62} Yes.

...Jogi, Tholan, and Sige. A plan has been forming, helped by 5 gold pieces to buy everyone drinks for the next couple of hours. The coins had been Leonidas's idea. Getting them drunk had been hers.

"Not too drunk," Jortimer had cautioned, in a rather motherly tone.

Tabintha had punched the stout priest playfully and then gone off to strategize.

In his mind, Leonidas imaged he was using chalk to write on a blank wall.

Problems:

  1. What is the Heart?
  2. How can the Heart be destroyed?
  3. Just how mad was Otto Axebreaker going to be?
  4. What else might be in that room?

Then, under that, he wrote another line of mental notes:

PLANS:

  1. Summon three gobbies.
  2. Marryck opens the door, not touching the lock, and they see if the first gobby can enter.
  3. Assuming:
    • The gobby does not explode in such a horrible way as to be demoralizing to everyone, and
    • Something else does not go terrible wrong in the process...
  4. Send in another, even if the first gobby does just slightly catch on fire, get cut on half, et cetera.
  5. Repeat into out of gobbies or until they are pretty sure the door isn't trapped trapped.
  6. Tab and Jort will then enter and proceed to tank whatever bad stuff can swing a sword or dagger at them.
  7. Mar and himself would enter and try to find something that might be called a "heart".
  8. Once got, they would leave, shutting the door, and then use a dagger to try and seal it as best they could.
  9. Get everyone out where Sige and Jogi are waiting, forge stoked to as hot as it can get so hopefully they can smash said "heart" to bits.

This is all a fancy way of saying most of them problems would be the unknowns. The door clearly had stopped the King or Warlord (it was not lost on Leonidas that both terms had been used) for some time, but maybe the Heart was the thing being stopped. Taking it from that room might unleash all hell on them.

And would the forge trick work?

Doug's Note: This is the back-half of the introductory adventure of the AFF equivalent of a gauntlet. I'll say that part definitely works. Other details I'll mess with as it goes. For humor's sake.

Tholan was going to wait at the top of the stairs. If he heard pained screams and thought he could help, he would do so. If the screams were obviously fatal or he could not help, his job was to do a terrible thing: slam the trap door shut and then help Sige seal it so complete than Jogi's great-grandchildren would have no idea the tomb existed.

"Sorry, Stonehaven," Leonidas mentally impended to this thought.

Speaking of appending thoughts to thoughts, he went back and wrote in huge letters across his previous mental list:

DO NOT FUCK WITH ANCIENT UNDEAD THING THAT CAN SUMMON OTHER UNDEAD THINGS.

This War/King/Lord could be any number of things, but if this curse could bring about stuff like that zombie mound and keep those torches lit, it was well above their current skill level.

"We good?," Tabintha asks, rosy cheeked and on the verge of a giggle. She has shown back up while the other three are deep in their various nervous ticks.

"Yeah, sure," Jortimer replies, gloomily.

Marryck, in response, tries and fails to blow a smoke ring.

"Alright, bed, and then tomorrow we become legends."

#tomb6again

Setting the Scene, The Tomb, Room 6, Again.

Otto Axebreaker has no stats. I'm sure he could have stats but is to be understand that you can't hurt him while, unfairly, he can in theory hurt you (he will hit mages with 1d6 Stamina damage if they target him with spells).

There are four dwarven skeletons (5/6) equipped with pick-axes and shovels treated like hand axes for damage. These are unfortunately souls who stumbled into the tomb from the other side.

Otto will swirl into place over his tomb and demand the dwarven skeletons attack. After they are defeated, he will offer the PCs a chance to stay with him. At least that's how {DH31} describes it. With the tweaks, he will start draining 1d3 Stamina from them (each) per round while they are in the tomb. If they do not get out in time, they will fall unconscious and will stay that way until dehydration and starvation kills them.

Since his sarcophagus is there, and his body, the heart is most likely there...

  • Is that where the Heart is? (Good) >> {GMAF70} Yes.

...and the sarcophagus is {1-4: Closed | 5-6: Open} >> Closed.

  • Will Otto interfere with the opening of it directly? (Bad) >> {GMAF19} Yes.

To keep it thematic, each attempt to open it will incur an immediate 1d3 Stamina drain. If the Dwarven skeletons are dead, this will stack.

It will require { 1-3: 9 | 4-5: 12 | 6: 15 } >> 12 to open, though each person helping will add a +3 to the roll to highest Skill'd character.

Insides will be [TO BE DECIDED] but the Heart will be obvious.

Other details we'll find out on the fly so I can be as shocked as you are.

DATE Played: 2026-01-15.

Entering the Tomb...well, you know, the Tomb Tomb

The chink-chunk-cunk sound of Jortimer using a hammer and a log splitter to crack the edges of the door were joined by his occasional cursing.

"If this door is keeping the ghost in, then just shutting it should work," Leonidas points out to his sister, who apparently added this addition after they started.

"Maybe, but we know there are things in here brought forth by either Axebreaker or the Heart. We can't assume that they won't be able to just...break down the door. We don't know what they will do."

  • Jortimer's (Skill) 5 + (Crafting) 0 + (2d6) 8 = 13.

This basically means the attempts to hammer the daggers in place will be at a -2 penalty.

"That will have to do. Everyone ready?," Jortimer says after making some definite cracks in the door frame, though none are particularly precise and at least one looks like it will just crack all the way through if any pressure is put on the door.

Leonidas nods and soon three gobbies poof into existence near him.

As a general note: GobbyA, GobbyB, and GobbyC each are 5/5 with short sword and light armor. They will last for five minutes which is not a lot but should be more than enough for a fight.

This is an "automatic" cast for Leonidas's Natural Mage ability, but still requires Stamina. In this case, Leo must spend 3 Stamina points, taking him down to 5 Stamina and just 6 Goblin Teeth left.

Jortimer is going to use his daily Heal on him to bring him back up to 8 Stamina, but can't caste it on Leonidas unless a point of Luck is spent.

Marryck nods, turns the key in the lock, and pulls the door trying to not touch the lock itself...

And now for the first possible cruel twist...

  • Does the door open into the tomb? (Even) >> {GMAF62} No.

Ah, good, this means the whole dagger thing might actually help to some degree, depending on if any minions are left alive when they flee.

...and then the door swings open. The room inside is darker than the rooms outside, but in the light of the hallway they can make out some shapes on the floor and some sort of structure dead ahead.

Leonidas whispers a command and the first gobby gets into the very edge of the room and then jumps and down, swinging its sword to see if there are pressure, string, or such traps.

  • Does anything happen? (Even) >> {GMAF65} Yes.
  • What sort of thing? >> {GMAF23} "Wet, meaty thump" and "crude weapon" jump out...

Suddenly the room is a flare of blue light as the ghostly energy inside burns brighter than anything else in the dungeon. Leonidas catches some words that sound like a drowning man, ironically with the world's driest throat, shout in a deep baritone: "...inions of the Hooded Man, rise and protect your King!" and then a clacking sound. Pretty soon, the first gobby is pushed out as four skeleton figures - half the size but thicker boned - are fighting it.

Tabintha shouts, "GO!," as her and Jortimer try to push up.

Leonidas realizes it's a repeat of the ghoul fight and tells Tabintha to fall back to the door to their right, where the skeleton spearmen had been. They need room to move, but it will take her a second to strategically retreat.

Dwarven Skeletons taken from the artwork on {DH32}. Gobs were previously used and come from Game-Icons.net.

In this first round, the fight will only be Gobby A vs Dwarf Skeleton B and Tabintha vs Dwarf Skeleton A.

  • GA vs DSB. GA = 5 + (2d6) 10 = 15. DSB = 5 + (2d6) 2 FUMBLE! = 7. DSB's Fumble is... 9, Weapon is thrown. GA gets a Powerful Blow (ridiculously) and DSB is doing only unarmed damage. GA does (Short Sword *2) 4 = 6 stamina. DSB is crushed in a single hit and collapses.
  • Dwarf Skeleton C fills the gap.
  • T vs DSA. T = 5 + 2 + (2d6) 5 = 12. DSA = 5 + (2d6) 5 = 10. She does (Short Sword) 2 = 2 stamina. 4 Remain.
  • Light spreads by (1d3) >> 1 square.

The leading gobby jumps and smashes his short sword down into the skull of the dwarf skeleton right as the dwarf skeleton swings. The result is the skeletal form of the dwarf collapsing in a heap while its pickaxes flies out of its hands and skids across the floor.

Tabintha jabs at the one she is fighting and chips a huge chunk off of its shoulder.

Still, another of the four skeletons fills the gap.

More worryingly, the brighter blue light in the room is now spreading out. The torches nearest the door are flaring up to double brightness. Excellent if you wanted to do some light reading. However, this is ominous.

Doubly so when Tabintha realizes the light reaching the shattered dwarf is doing something. The bones start regathering and knitting together.

Once DSB hits 6 stamina, it will stand back up...though without a weapon.

  • +(1d3) Stamina = +2/6.

"Leo!," she shouts, "The light, it's putting them back together."

Leonidas glances down at the skeletal spearman remains near his feet. Thinks of the room full of corpses behind him.

"I said fall back, dammit!" Then, to the other two gobbies, he points out the bones and tells them to run and throw them in the hall behind him. Which they start doing.

Tabintha and Jortimer are going to switch to Defensive and take steps back.

  • Leo and Marry push into Room 5 and pull the door slightly closed.
  • GA vs DSC: 5 + (2d6) 3 = 8 vs 5 + (2d6) 4 = 9. DSC does ("Hand Axe") 1 = 2 damage to GA. 3 Stam remain.
  • T vs DSA: 5 + 2 + (Defense) 2 + (2d6) 10. She'll be right.
  • Jort doesn't roll but *just in case*.
  • DSB = 2 + (1d3) 1 = 3 Stam out of 6 recovered.
  • Light moves +1d3 = 3.

"Shield up, move back steadily. Give Leo some room to get past!"

As Tabintha shouts this to Jort, she starts stepping back, deftly avoiding shovel strikes by the skeletal dwarf in front of her. She hears the gobby grunt as a shove strikes it against the head.

Behind her, Leonidas and Marryck have dived into the room where the skeletal spearmen came out of it, and the door is partially closed.

Tabintha has a goal to clear the way, hopefully before the still reknitting fourth skeletal dwarf wakes back up.

Ok, things are starting to stack up to be dealt with.

  • As DSA walks by, we'll say it stays focused on Tabintha.
  • DSC will stay focused on Gobby A.
  • Does DSD sense the other two in the room? (Even) >> {GMAF75}. Does it go in to attack them? (Even) >> {GMAF15} Yes.
  • T vs DSA. 5 + 2 + 2 + (2d6) 7 = 16. GSA = 5 + 10 = 15. Close.
  • GA vs DSC. 5 + (2d6) 9 = 14 vs 5 + (2d6) 7 = 12. This time GA does (Short Sword) 5 = 3 Stam to the dwarf. 3 Remain.
  • M + L vs DSD. M = 5 + 0 + (2d6) 9 + 1 = 15. L = 4 + 0 + (2d6) 10 + 1 = 15. DSD = 5 + (2d6) 10 = 15. Hahah.
  • DSB = 3 + (1d3) 2 = 5 Stamina. Essentially one round until reforming [weaponless].
  • Light moves (1d3) >> Just 1.

Tabintha sees one of the skeletons go into the room with her brother and shouts a likely needless warning. Her, Jort, and the gobby (where are the others? she wonders) continue to back up.

They are now far enough past the doors that she can switch back into attack mode.

Tabintha is going to prioritize getting through DSA to try and clear the way for Leonidas.

  • GA vs DSC. GA = 5 + (2d6) 8 = 13. DSC = 5 + (2d6) 9 = 14. GA takes ("Hand Axe") 3 = 3 more stamina. That destroys the Gobby. At least Jort can move up now.
  • T vs DSA. T = 5 + 2 + (2d6) 7 = 14. DSA = 5 + 6. It takes another (Short Sword) 4 = 3 stamina. That destroys it.
  • M + L vs DSD. M = 5 + 0 + (2d6) 10 + 1 = 16. L = 4 + 0 + (2d6) 7 + 1 = 12. DSD = 5 + (2d6) 6 = 11. Both hit. M does (Spear) 4 = 3 Stamina and L does (Staff) 3 = 3 Stamina. Destroying it.
  • DSB is back up.
  • Light moves (1d3) = 2. This means that DSD will start healing next turn. Since gobbies "pop" when beaten, it won't resurrect them.

Tabintha will clear the gap to hit DSB the same time as M + L does. Jort will be on his own vs DSC. Funnily enough, when I had Leo give the commands to GB and GC to run with the skeletons, I didn't quite have a destination in mind so I basically am playing that Leo just told them to run with the skeletons and now they are too far away to stop running since he can't call them back.

  • T + M + L vs DSB (unarmed). T = 5 + 2 + (2d6) 11 + 2 = 20. M = 5 + 0 + (2d6) 8 + 2 = 15. L = 4 + 0 + (2d6) 6 + 2 = 12. DSB = 5 + (2d6) 11 = 16. Vs {T | M | L} >> L. T does (Short Sword) 4 = 3 stamina. DSB does (Unarmed) 3 = 1 stamina vs Leo's (Leather Jack) 1 = 0 blocked. Takes 1 Stamina damage.
  • J vs DSC. J = 5 + 1 + (2d6) 7 = 13. DSC = 5 + 9 = 14. J takes ("Hand Axe") 3 = 3 Stamina vs (Leather Jack, Shield) 2 = 0. 3 Stamina lost.
  • DSD = +1d3 = 1 out of 6.
  • Light moves +1d3 = 3. This means DSA is now also in the glow.

Leonidas grunts as the bony fist hits him in the ribs. Tabintha slashes down and takes off its other arm, but it keeps fighting without pain. Behind them, Jortimer also cries out as he is hit by the shovel in the last skeleton's hands.

Leonidas knows he is getting trapped. They will spend their whole time fighting these things as the blue light seemingly spreads to fill the whole tomb and then possibly beyond. He has no idea how far the light will spread.

"WE HAVE TO PUSH THROUGH!"

Leo and Marry are going to run. Tabintha will keep fighting. No clue what DSB will do.

  • T vs DSB (vs M + L). T = 5 + 2 + (2d6) 9 + 2(?) = 18. M = 5 + 0 + (2d6) 5 + 2(?) = 12. L = 4 + 0 + (2d6) 8 + 2(?) 14. DSB = 5 + (2d6) 4 = 9. Leo and Marry get away while Tabintha hits it for (Short Sword) 2 = 2. However she tests Luck >> 8 < 9. She now does full 4 Stamina which now kills it.
  • J vs DSC. J = 5 + 1 + (2d6) 8 = 14. DSC = 5 + (2d6) 4 = 9. Hits it for (Mace) 5 = 3. That...destroys it, I'm pretty sure. I'll say it does, this has clogged up enough.
  • DSA = 0 + 1d3 = 2/5. DSB will start rebuilding next turn. DSC will start rebuilding next turn. DSD = 1 + 1d3 = 3 = 4 Stamina.
  • Light moves +1d3 = 1 space.

As the skeleton blocking their path falls, all three are pushing forth into the room above. Behind them, the light continues to spread and the skeletons continue to reform.

it will take them three rounds to get into place at the tomb. During this time, Jortimer is going to try and lead the skeletons back as best he can, we'll see.

  • ROUND ONE. DSA = 2/6 + (1d3) 1 = 3/6. DSB = 0/6 + (1d3) 2 = 2/6. DSC = 0/6 (1d3) 3 = 3/6. DSD = 4/6 + (1d3) 3 = Back up. Light spreads +1d3 = 1.
  • ROUND TWO. DSA = 3/6 + 2 = 5/6. DSB = 2/6 + 1 = 3/6. DSC = 3/6 + 1 = 4/6. DSD is now back out in the hall and Jortimer is shouting. We'll just say it works, this one is rough enough. Light spreads +1d3 = 3 more spaces. Eeek.
  • ROUND THREE. DSA = up and will move next turn {J | others} >> J. DSB = 3/6 + 1 = 4/6. DSC = 4/6 + 1 = 5/6. DSD is shambling after Jort but Jort is leading it off. Light spreads +1d3 = 2.

#correction

A bit of course correction

It has been around 10 days since I played the first half of this scene. Which, in itself, is practically two or three scenes worth of content before it will be done. I took a break because I realized how much I had was stapling on rules and elements that were on the cusp of making it unwinnable, very few of which were either in the adventure itself as written and a couple not precisely supported by AFF's somewhat unique combat type resolution.

I will discuss this more in the eventual "post-mortem" but I am doing a slightly mild "time jump" here.

  • The dwarf skeletons will have reanimated entirely and all followed the shouting, shield pounding Jortimer into room four.
  • The light, now that it has reached a larger room, will slow as it is beginning to fill up larger volume. Rather than track it meter by meter, I'll track it more like...room by room with a decaying dice [I'll set it up at 3D6, then 4d6...a 1-2 will remove a dice].
  • The other three — Leonidas, Tabintha, and Marryck are pushing open the tomb itself while the now "mad" wraith mumbles at them.

This basically should stop this from become insurmountable because let me tell you, the math was about to get much worse.

DATE Played: 2026-01-26.

Jortimer takes the old book and tosses it at one of the dwarven skeletons.

"COME ON, YOU!," he shouts, trying to get their attention.

Jortimer knows even if he keeps knocking these things down, the bright blue light will just get them back up. Sure, there is likely some sort of catch. Holy water from a church. A line of salt. Tossing silver on them...wait. No. His satchel has a few gold coins, but Tabintha has the lion's share of the coins.

Fun fact, I checked his character sheet to make sure because that could have been a fun solution.

"Damn!," he thinks.

Still, if he can lure them all together against a corner of this room, he has a trick up his sleeve. As the skeleton warriors approach, he leans against one of the heavy, rotting shelves and starts shoving.

The casting of Throff's Earthquake gift does not take any roll, but there will need to be a Luck roll to see how effective it is and a Skill roll to see how well he gets the shelves moving.

  • (Skill) 5 + (2d6) 10 = 15. Hot dang.
  • (Luck) 9 vs (2d6) 7 = Success. -1 Luck.

The double success will take care of this complication.

Right as the shelf rocks forward, Jortimer calls upon the earth itself to start shaking. As his connection to Throff flares up, a small earthquake not much larger than a few meters around him to violently shudder.

The dwarf skeletons start to tumble and collapse back into bones and then WHAM! the shelves, already weakened by age and now now titled right as the floor heaves, drop on top of them.

Just to be sure, Jortimer picks up a few of the random bones and tosses them as far as he can, as well as the weapons. He knows they will try to reform but hopefully this buys the others some time.

As Tabintha looks up at the creature above her, she feels a chill. It floats there, clearly once a warrior, and it mostly just watches and mumbles to itself. As it does, its face flickers like a lantern show. One image is that of a not-terrible but perhaps bloodied king, someone who has fought long and hard for his people. The other is something twisted. What scares her the most is how frightened this second face is.

With each switch, the creature, the wraith of Otto Axebreaker, switches his words like reading from two different scripts.

"The hooded man...you need to run...are you with him, the...I am lost...HOW DARE YOU?...be strong for...GUARDS!...those poor..."

It's, frankly, unnerving.

While not taking her eyes off of it, the three of them shove against the stone lid of the tomb, shaped to look much like the wraith in front him, hands clasped over his heart.

Skill Target of 12 is required but with three actually here, they start with 5+6 = 11. Which means it is automatic. However, each will take 1d3 Stamina from the Heart/wraith's chill.

  • Tabintha = -2 Stamina.
  • Leonidas = -3 Stamina.
  • Marryck = -3 Stamina.

My word.

They each feel a chill in their bones as they do this. Like the chill of their own grave is reaching out from a future hopefully more than a few hours down the road. Leonidas and Marryck stumble the hardest, but even Tabintha can feel her life force lesson.

The torches on the wall flare up even more and start burning wildly.

Inside the tomb is...

Let's pull two cards and make up something gooey...

  • {GMAF7} Something small scuttles up your...
  • {GMA98} Ropes creaking under strain...

That first card also had something about "a sausage maker's false promises" and that was maybe...too much.

...the corpse of Otto Axebreaker, wrapped in old ropes that could likely be snapped by any sort of force. In the decayed ribs of the creature, the Heart - a black and purple amulet - pulses as dark threads flash out towards the torches on the wall.

Then there are the bugs. Hundreds of them start pouring out. The same color as the amulet. Eating on the decay which makes no sense. They start to swarm out...

Tabintha has the most life force so she gets targeted. We'll make this a Luck roll, failure will do...I don't know, something.

  • (Luck) 8 vs (2d6) 7 = Success. -1 Luck.

...and most attach to Tabintha who flails back and swats them aside. Luckily, she gets most off before they can start biting or tearing into her flesh.

Marryck grabs the heart and starts running, asking the others to follow.

As they get outside the door, and as Tabintha goes to slam it shut, she looks back...

Because I am in "nice GM mode," I'll make this a Good rather than the initially intended Even.

  • Does Otto want the Heart destroyed? (Good) >> {GMAF97} Yes. Fun fact, this is a card where they are all "Yes" so that's nice.

...and sees the noble face of the wraith has won out over the strange, twisted one. It nods at her and right as she is closing it, she sees the wraith down and tangle its ghostly hands into the rope.

Marryck is pulling out daggers and shoving them into the cracks they made, forcing the door shut. Tabintha worries that if the other Otto Axebreaker comes out, it might give pursuit, and hopes this door will hold...

  • Just out of curiosity, will it? (Even but "at Advantage) >> {GMAF115} No and {GMAF88} No.

Well, good thing he is helping.

...but does not stay to check. They are running into the large room and see Jortimer standing by collapses bookshelves and scattered bones that he keeps kicking away as they try to get something under the shelves. Shelves that occasionally rise up as whatever is under them keeps getting crushed on loop.

"Jort, what in all hells?," Leonidas asks.

"You got it?!"

"Yes!," Tabintha says.

Jortimer's response is to turn and run back towards the stairs out of here.

The others follow...

Let's say it has been "five turns" this whole time and check to see how much the 3d6 decays...

  1. 4,5,4 >> No decay
  2. 2,2,3 >> -2 dice.
  3. 6 >> No decay.
  4. 6 >> No decay.
  5. 2 >> -1 die.

Right as they are running through, the light pours into the room with the three zombies.

  • Did the gobbies stop here with the skeleton warriors? (Even) >> {GMAF71} NO! That's really passionate.

No, apparently the gobbies kept going, up the stairs and likely out through the woods.

  • (1d6-3) How many zombies are able to interfere with the PCs? >> -1. None, and they are a turn behind.

...into the room filled with dried out corpses right as the torches flare up in that room.

The three zombies they bested earlier are starting to stir but none of the quartet stop. They dash on down the hall, pulling the door shut behind them, and know it is only a matter of moments before all the creatures they have fought in the dungeon will be reawakened.

Scattering up the stairs, they come out the trapdoor to see a surprised Tholan. He starts to talk about a pair of weird goblins running up with arms full of bones but Tabintha cuts him off and pulls her her sword.

"They might be up any moment. Mar. Jort. Get that to Sige and help him destroy it."

Leonidas feels a burst of pride that his sister has not dismissed him, but also knows that the ancient evil artifact might be the more dangerous option.

Still, Jortimer goes to run off, panting heavily, when Marryck calls him back. They push the amulet into Jortimer's hands.

"I know you hate your family's obsession with jewelry, but you are the best to help."

Then they turn around, bow out and arrows notched, and wait for doom to fall. Down below, a loud crash as something large collapses can be heard.

"Oh, wait," Leonidas says. He runs over and looks at Jogi's crates and liquor stash...

  • Is anything particularly inflammable? (Good) >> {GMAF20} Yes.

Going by the list of drinks on {DH19}, looks like Dwarven Brandy is the best candidate.

...and starts rolling a cask of dwarven brandy back to the top of the stairwell.

"Help me get this over...like, pour it over."

We'll go for Skill +3 vs 15.

  • (Skill) 5 + (Two Fighter Types) 3 + (2d6) 9 = 17.

Without needing too much explanation, Tabintha and Tholan help lift the barrel and together bring it down hard into the top of the stairs. Brandy starts pouring down as Leonias grabs a lantern from the wall and tosses it into the pouring liquid. Blue flame erupts, but no the blue flame of alcohol burning. It won't last long but it might give them some time...

We'll need three successes from Jortimer vs TN12. 4d6 decay dice until the hordes start coming up the stairs.

  • First Attempt: 5 + (2d6) 9 = 14. One success.
  • 4D6 Decay = 1,1,3,3 >> -2 dice. The flaming stairs is not helping all that much.

At the forge, Jortimer is shouting instructions to Sige, Jogi, and Hamund. Sige is manning the hammer while the massive frames of Jogi and Hamund are furiously keeping the fire going as hot as possible.

A crack forms on the Heart...

...as down below, the loud sound of moans and that mystic blue light hits the bottom of the stairs...

Second verse, same as the first...

  • Second Attempt: 5 + (2d6) 11 = 16. Two successes. Beat it by over three so I'll say a bonus success.
  • 2d6 Decay = 2,2 >> ooooo, just in time.

...and the mass of the zombie abomination pours up, ignoring the burning fire as is its flesh reknits from the damage. Right as Tabintha swings her sword down...

...the second hit is even better. The Heart shatters and the molten silver is poured over it...

...the blue light blinks out all at once and the mass of dead flesh crumples and starts dripping back down the stairs. Within seconds, the centuries of decay catch up and it turns to dust. Then ash as the brandy fire consumes it.

The smell is unpleasant.

"Well, fuck," Tabintha says.

Down below, Otto Axebreaker smiles as his wraith fades. The blue light is gone and the protection on the door into the underground tunnels is finally free.


The Dwarven Halls, Chapter 2. Concluded.


#rewards

Rewards

I'm going to give them +20 experience for the extra stuff I added to this chapter so they will get +60 experience and +2 Luck {DH32}.

Leonidas is going to bank his because his ability to help is largely predicated on getting his Magic up and that needs 100 experience [he has 80].

Tabintha pretty much has to up her Armor to 3 so she can wear Chainmail, which she will. She will also up her Sword to Rank 3 (total of 8). Both are maxed out until she raises her Skill to 7 which likely won't happen [25 left].

Jortimer will raise his Magic to 3 (total Devotion to 4) [15 left].

Marryck will raise their Traps to 2 [-20] and their Locks to 2 [-20]. This leaves 35.

  • Is there anyone that can teach Marryck how to use a spear? (Even) >> {GMAF106} No.
  • Is there anyone that can teach Marryck how to fight with a dagger? (Even) >> {GMAF91} YES!

Hmm, I'll interpret the (!) by saying the person is such a good teacher, it costs just 10xp [instead of 20xp]. In that light, they will leave the spear behind. They will also give the cask of brandy to Jogi to make up for the one tossed. This leaves them with 25XP banked for now.

+ NEW TALENTS

In playing this and the Advent(ure) 2025, I realized that for AFF, there is a bit of an imbalance in Talents — Natural Mage, for instance, is nearly broken in a way that Armor Master never will be — and that having a pair of starting Talents tends to make for more interestingly unique characters. In that light, I'll add a second Talent without necessarily "power gaming" it. Something that fits their general playstyle as I have come up with.

  • Leonidas — Attuned. He gets a basic sense of what a magic item is by examining it. Some will be dependent on his Magic-Lore skill, others will just have a broad idea.
  • Tabintha — Familiar. Daffodil and Tabintha will have a very special bond and the dog will be able to do a variety of things, basically, including following fairly specific orders and Tabintha will broadly be able to understand different barks.
  • Jortimer — Gentle Aura. Generally, people are calmed around him and tend to react better than normal. His friendly, helpful attitude, in practical terms, means reactions move one step towards the positive around him. Unfriendly becomes Neutral. Openly hostile is more Unfriendly, that sort of thing.
  • Marryck — I like Trapmaster. Their experience with tinkering with the traps has taught them some things and they get +3 to Trap rolls.

Pretty much everything else can be figured out at the start of Chapter 3.


#dougscommentary

DOUG'S COMMENTARY

There are some lessons learned here and I'll try my best to get most of them down.

But first, the main reason it took me so long to get back to this session [a nearly two week gap] is simply because I started reading Dungeon Crawler Carl [which was part of the inspiration for the "make this a more self-aware game] and hit a point in the increasingly tanky books where that was eating up most of my free time. Yesterday, I rounded out Book 7 and have a break until the next is released, though I plan on relistening to the audiobooks on a slower time table.

As for the lessons, the first is simply about respecting the system at hand. I wanted something a bit more bombastic, a bit more creative. These are fledgling heroes. A lot of their plans are going to fail or only succeed due to fate shining upon them. BUT, I wanted them to think more clever than some characters are "allowed" to think. To think of their stats and skills in something like a practical way.

Essentially, I devise traps and rules and then try to outthink myself. I think it worked. Balancing upon a precipice. The rules after modification had them one turn from undead pouring into the inn's basement. That feels...balanced. Or lucky. I don't know.

The problem was, prior to the time-jump correction, I set up a few rules not necessarily inherent in Advanced Fighting Fantasy. While having a marching order and some reasonable statements about how many opponents could fight in a corridor is perfectly fine in general, this was quickly building up to a situation where there was no victory.

Advanced Fighting Fantasy tends to be slow in combat. You trade 2-3 Stamina hits. Armor quickly absorbs some of that. 1-on-1 battles can easily take three to five turns against even weaker mobs. Once I had established that enemies can get back up in three turns, this meant that a few unlucky rolls could have trapped the PCs in a never-ending bone grinder with the backup mobs essentially unreachable.

Playing the combat more as intended, and maybe not sweating the "shooting into combat" that took out one of the characters, then it would have been more like four vs four and there was chance it could work.

Two versus two meant that there were always going to be too many dwarven skeletons to do anything.

It violated the rule of cool and made the "tense" situation more like a Sisyphusian endeavor.

That's partially why I just awarded myself a minor victory and said that Jortimer's plan to distract them would work. Then let the dice decide if he took one 2, 3, or 4 of them [both failed would still have taken out two of them, etc]. Because otherwise it would be lots more dice rolls and I'd have to stay in combat counting until they escaped. By the time they got out, zombies would have been added in. Maybe ghouls. Heck, I even thought about re-arming the traps.

Not only would that probably lead to a TPK but in theory would have made it impossible for a second group of heroes to step up since now the tomb would be spreading out into the inn and the surrounding country-side.

Which is likely the final lesson, here, that's its fun to make things nearly impossible without clever thought and good fiction, but it's not fun to make it actually impossible. In traditional multiplayer RPGs, the GM regularly has to balance throwing wrenches in the plans and throwing safety nets over bottomless pits [note: said safety nets might just be allowing relatively quick replacement characters to hit the scene].

#credits

ABOUT The Dwarven Halls & CREDITS

A group of young heroes got caught up in an attack by goblins against a lone dwarf at the Black Lobster Inn. The dwarf begged them to help free the Dwarven town of Stonehaven. Entering into a long series of dungeons and caverns, they embark on their first quest.

The Dwarven Halls is played using Advanced Fighting Fantasy, The Dwarven Halls Campaign, and some supplementary materials from the Combat, Heroes, Magic, and Priest Companions. All from Arion Games. Monster and treasure stats are taken from Dwarven Halls Campaign {DH}. GameMaster's Apprentice: Fantasy Deck (Larcenous Designs) is used for oracles and prompts. Other sources used will be cited at the time of their use.

Maps are originally from {DH}. Tokens are from a variety of John Kapsalis art and others.

References to source materials use the following codes: AC = Adventure Creator, AFF = Advanced Fighting Fantasy, BP = Beyond the Pit, CC = Combat Companion, DH = Dwarven Halls Campaign, GMAF = Gamemaster's Apprentice: Fantasy, HC = Heroes Companion, MC = Magic Companion, OP = Out of the Pit, PC = Priest's Companion, RP = Return to the Pit. Citations to these will be in {curly brackets} along with a page number or card number. For instance, {AFF27} = page 27 of Advanced Fighting Fantasy.

Part of the Ick + Humb world, though set in the more "mainline" AFF universe [at least apparently so...].

This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.

ART CREDIT AND EXPLANATION

The Black Lobster Fireplace: from Photo by Stéphane Juban on Unsplash.

Otto's Tomb (and Header): from Photo by Parmeet Singh on Unsplash.