The party returns to finish exploring the abandoned temple dungeon.
Using Todd C. Adams "Random events on the way to the dungeon", which can be found in
the BoardgameGeek files, the party dispatched 10 vampire bats without damage to the party.
The party avoided any wandering monsters and returned to the room where they had killed an Ogre. Filch picks a level 2 lock. In the first new room (A) they encounter another Ooze. After an extended battle during which the Ooze regenerated once, it was killed yielding 11 gold pieces. In the next corridor, they are surprised by a Manticore that damages Filch with darts from its tail and inflicts several hits on Borz (with a Z). The Manticore had only 8 gold pieces. In the next room (B), the party found a ring of teleportation by a religious statue. Continuing on, the next room (C) contained nothing even after a thorough search.
The room (D) at the end of an empty corridor contained 7 kobolds with a Kaptain. The Kobolds were killed, but Filch, Croix and Winks took damage. The party decided to do some healing as Filch was in bad shape. Croix provides heals and Winks uses his bandage found previously in the temple dungeon store room.
The party enters an altar room to find a Death Cult Priest. A battle with the Boss monster ensues. Filch fails to save against Magic and takes damage. But, Winks and his 2 handed sword cleave the Priest in half. A search of the room revealed a chest with a 40 and a 15 gold piece gem.
Winks the dwarf does levels up. Making its way back out of the temple dungeon, the party scared off several solitary kobolds along the way.
This completed my first dungeon crawl using the Four Against Darkness rules. I am still fine tuning how to organize the rules in order to make play easier. The basic rules work extremely well and I enjoyed the Stronghold's expansions that definitely provided a D and D feel. This original school Dungeon Master still has to get used to a game mechanic where the Monsters don't get dice rolls.