The stone guardians definitely laid a beating on the players. Combat opened with a few 0-Levels being crushed and the Cleric getting his noggin dented in by a stone fist. The party scattered around the room, half of them bolting toward the northwestern door and other half taking defensive positions near the eastern alter. The wizard's idea of a defensive position was jumping atop the alter and kicking the bones of an ancient warrior to the floor while a 0-Level Peasant combat dragged the unconscious cleric into cover. Joe Kickass picked the halfing up and tried to run straight through the guardians and out to safety. RIP, Joe Kickass. Meanwhile the wizard botched his casting roll and froze himself in some kind of stasis bubble. The stone guardians took a few rounds beating on the bubble before they gave up and looked for something else to hit. The western side of the room was being held by two warriors and a gang of peasants. They set up a good impromptu defense and managed to overcome the guardians after a few rounds of attrition. Some bodies were recovered, but more were rolled for their loot and left to rot on the side of the chamber.
The game wrapped up some time later after they pushed deeper into the dungeon and took out a group of monstrous cockroaches. The party was beat up by this point. I can now see the beauty of DCC RPG. Dungeons are not easy. Monsters are not pretty. Results are not always optimal. It's a nasty, dirty, dungeon grind that takes wits, balls, and luck for a character to survive. Next week we'll pick up right back in it and hopefully finish the module. For now we leave our heroes in a subterranean cave network, surrounded by ancient ruins from a time long past and the ever-present scuttling of the creatures in the darkness around them.