The Dank Jewel Estate (Dankest Dungeon AAR)

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This is a Darkest Dungeon AAR. Originally started on another thread, I thought it would be good to give it a thread of its own. People are free to request to join as an in-game character. Here's a list with the available classes.
http://darkestdungeon.gamepedia.com/Hero_Classes

Current claims:
Goker - Man-at-arms
Shoxi - houndmaster
Kazzan#2 - Bountyhunter
Fredelios - Leper
Iru - Jester
ryozu - Abomination
inox - Leper

In the Dank Jewel Estate...

...we will find our redemption.


The god-fearing Mahud believes God called to him, and he had to answer. The known cheat, Feragorn, was no longer welcome in town and so he went.
This unlikely couple have brought the caretaker to his new home. Mahud has his destiny here and Feragorn hopes to get some money. The caretaker is safe... for now.

Having cleared the road from the bandit presence, it opened the way for new guests. Some will leave, some will die. It matters little, we have a job at hand and we could use the men. The word is spreading and it is not long because the first stage coach arrives, bringing two mercenaries:

Golradir, a fated Vestal, who apparently has a bit of a gambling problem. Perhaps he can learn a thing or two from Feragorn.
Kazzan, a Plague Doctor, skilled in slaying of beasts. An useful skill, but offset with his hieromania. The fool, you won't find a god here.

It would appear there is no lack of fate. I wonder how long that will last.

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Part 1 - Intro: Mud And Rain

Great heroes can be found even here, in the mud and rain:
Mahud the Crusader, a mighty sword arm anchored by holy purpose. A zealos warrior.
Feragorn the Highwayman, elusive, evasive, persistent. Righteous traits for a rogue.
Golradir the Vestal, a sister of battle, pious and unrelenting!
Kazzan the Plague Doctor, what better laboratory than the blood-soaked battlefield?

The fiends must be driven back, and what better place to begin, than the seat of our noble line? These would-be heroes march on, to the Ruins of the estate which was an envy of this land...once.
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It is not long, before the horrors that consider these ruins a home show themselves. Cultists, fond of their dark rituals, appear to have formed a peculiar bond with the dead. Animated bones join their ranks, wielding shield and axe. Some bones even carry nothing but a goblet of wine, tempting the heroes with the red substance.
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But simple cultists and walking bones, bound with magic, are no match for... heroes. Dead or alive, they should be destroyed all the same. And so the first foes meet their end.
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Travelling through these ruins, walking dead aren't the only things blocking our way. A collapsed wall, a barricade built by occultists, we do not know, but it is blocking the way. Fortunately, we did not forget to bring a shovel. Succes often lies in being well-prepared.
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Perhaps we should not have touched these stones, perhaps bringing a shovel was not well-preperation, but our doom. We should have abandoned this estate, turning around and never look back. I would have said our luck has run to an end, but we've just started, and we have not been lucky yet.
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The Collector, also known as the King in Yellow, has heard the breaking down of the wall and seeks to end our adventure, for once and for all. The name Collector had truth to it, he indeed had a collection, which he is all too eager to show to us. He collects heads of his victims, spine intact and all, and harnasses their power. We must avoid strengthening his army, we must destroy him at all costs...
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Our heroes have given it all, it took them 13 minutes to take the fiend down. The toil is too much for our Plague Doctor, he bleeds and stares in the face of death.
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The wound are too grave. The battle is won, but not for our friend. He must've regretted leaving the city, but we'll never know. His lasts words were unidentifiable, as he muttered in fear...
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The Plague Doctor may have been an odd fellow, but he was a friend, bound to these lands and facing the horrors with us. His death was not taken lightly and in the first week hope was already faltering.
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But we must continue, we have a task here, which we must complete. Perhaps fortune will favor us now. Perhaps the heroes have found themselves spared for a reason. Feragorn especially seems intent to avenge his lost friend.
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The answer is no. Fortune will not favor us. Even the cold stone seems bent on preventing passage...
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The first adventure, the first death. It's just a taste of what will come next. An eventful first week and many more weeks will have to follow.
 
Part 2 - Poor Devils
It is done, turn yourself now to the condition of those poor devils, who remain.

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More arrive foolishly seeking fortune and glory in this domain... of the damned.
Fredelios the Leper. This man understands that adversity and existence are one and the same.
Goker, Man-at-arms. The raw strength of youth may be spent, but his eye holds the secrets of a hundred campaigns.

While the brave ventured into the Ruins, a brave bartender arrived, encouraging the Caretaker to give him the keys of the tavern. I remember days, when the sun shone, and laughter could be heard from the tavern.

While the brave slew horrors and despaired, an hopeful priest arrived, encouraging the Caretaker to unlock the abbey. Gilded icons and dogmatic rituals… For some, a tonic against the bloodshed.

Means to come to senses, some silence before the storm. A most welcome thing.

(Abbey and tavern unlocked)



Which renewed faith, we ventured into the abyss once again. This time, it provided us with something unexpected. Coin, glory and with it...a glimmer of hope?

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It appears that the enemy has less to throw at us, or we have become stronger. Or maybe we've gotten used to it. We've become numb and see pain as a victory, a sign we are alive.
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Those madmen are the worst...it is all our fault. They accuse us and they might be right. We've caused this... but we can fix it. We can beat them.
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It takes a special kind of person to survive out here. Eventually, you might even start to enjoy it. The pain, the adrenaline. Familiarity.
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Others do not find this joy in suffering. They, instead, find an outlet. Others suffer because of it.
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But then...nothing. Some respite, the enemy dead at our feet. We won this skirmish and this time when we return, we all return.
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Hope returns to us. The victory we needed, accompanied by new tools. Golradir gambled until his sorrows were no more. The guild has opened, where adventurers may practice their skills. The blacksmith has opened, where adventurers may reforge their sword.

We can look to the future now, and it is less bleak. There's things that need to be done. We set goals for ourselves, in this moment of optimism.
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(Iru the Jester joined, unnamed Vestal also joined, available for the taking. Next reports will feature several battles in short, not much happened, the enemy is weakened it seems. Perhaps some more storytelling too)
 
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