I was very tired when I ran this and was very tired when I wrote this. So, I made many lenient mistakes, and it didn’t go down too badly.
The party was
defending themselves against the enraged Praetorians and it was a tough fight, much back
and forth was had with the javelins doing nasty work in the first round and the
constant chips of damage, fumbles, parries and critical hits stacking up
against both party and Legionnaires. Praetorians were getting hit so often that
I decided to implement a 2-hit rule. Should their ancient armor be penetrated
twice, it falls off. That sped things up massively.
The players will need to take their armor in for repairs in the next port to be
fair.
Althrow Tam’s
salamander in the helmet proved useful with it’s 2d10 fire blast. Though they
were careful after it told them it could only do it 3 times an hour or perish.
After the
fight they wanted to rest, and the rest of the players arrived. The barnacle encrusted
door frightened them in their low state, fearing the ultimate evil beneath the isle
was behind it. Yerstor, or Yerstar as the player reminded me (suffered a head
injury that scrambled their name) wanted to explore a nearby chamber since the
map was only direct. He and Hrafnkel went into the chamber and saw a glass
cuboid. Against the best wishes of everyone, he broke it and obtained the horn.
Over the fervent desires of everyone, he blew it.
The party
decided to rest. Rather than roll for encounters, I abstracted it with the Sea-Things
attacking and the Gelt-Promised and such arriving to pay homage and defend
them. First 4 and eventually 28 in total loyal undead. A roll was made to see
how many dead survived the fight (being 1 HD vs 2 HD) with Sigmar contributing
assistance with a combat roll. Althorw Tams continue to sleep on the flagstone
and with a Sorcerer’s POW, Phantasm was learned.
In the end 28
dead remained, allowing the party to finish their rest. Struggling to hear the
rotting and salt-dried voices of the Gelt-Promised, they realized they will
serve the horn-blower for a time. And the Virtue of Reason wondered if it
affected all dead. So, they went up to floor 3, the Legionaries defensive but
not automatically hostile with their leadership dead and blew the horn again,
assembling the dead of both brothers. Marching them down, they were confronted
by some Sea-Things coming out of 3A, and even though the Legionnaires dealt
with them, they decided to end it.
There was
some confusion about if the breaching tube, bladder-lined Room 4 or the
disturbing umbilical cord (Door) beyond was the real connecting point. Sending
in two Vinegar-Drinkers to tear up the bladder while they dislodged the breach
tube just provoked more Sea-Things who destroyed them. So Sigmar squeezed her
wings through and assisted, with more undead coaxed to follow her and lay waste
to the umbilical and bladder before the room began shaking as the breaching
tube became dislodged. Sigmar returned and with the Sea Things separated, the
horde moved on.
With more
than 50 undead warriors, I had to convince them to use them to destroy the enemy
and not fight it themselves, as I was worried the evil below would be a long
fight. We negotiated for only a few undead to be destroyed fighting the Deep
minds in the room with the giant barnacle, which the players were interested to
find out there was a door beyond and it wasn’t the ultimate evil.
Heading
below they smelt dirt and saw the ghostly white shoots and realised something was
up. Weird growth had to be linked to the dead king and princes ramblings about
a druid down here. The saw the arc-druid through the film and wondered if the
horns were real or part of a headpiece. Wary of the film being permeable only
one way, they sent a bonded dead, one of Fionna’s warriors, through with
instructions to walk in and back. They were right as the skeleton stopped at
the oily barrier as the arc-druid looked up at the intrusion. He grabbed and
tore off the skeleton’s arm and sword and began to scrap at the door with it, trying
to cut away at the binding plates that kept him in check. Seeing the skeleton
not respond to commands and the arc-druid attempting an escape, the dead were
ordered forward thorugh the film. And the party followed behind.
The arc-druid
was surprised but not stunned by what came before him and while he worked, he
exchanged some muttered banter with the party. They asked him his name, which
he had forgotten. Theya sked him his goal, to escape and re-establish the primacy
of the druids, overturning all the Invader had done and burning their built
cities. I rolled on the 12-round power up table and got him increasing in size,
swelling as he chopped at the door.
That disturbed
the party and knowing that this was the source of all the deeper corruption on
the island, order the undead to attack. This was a bit of a boon for me, as I
didn’t need to run combat with all the summoned animals and they didn’t need to
account for the 50+ undead warriors, they cancelled each other out.
I did forget
to roll more than one attack for him a round though, meaning his massive
Attack/Parry and 2d4 + d6 damage merely hurt them and didn’t paste them. But
for some it was a close fight, the fists dealing critical hits and smashing
through armour. The second-round power was the rushing seawater which amped up
the tension. On the third round it was bark-like growth in the skin, giving 4
AP to his 1d10+2 already. When Althrow Tams burned with the salamander’s fire,
it cauterized his wounds and when not, the undead were reduced by d6 from the
animals.
And yet it
was the luck of the dice that got him. On the fourth round, Hrankel dealt a
critical hit after the rest wore him down, severing the head with a round to
spare for the water. The undead were ordered to clear a path and there were many
tricky footsteps to get through the gauntlet of traps, mostly resolved by
stepping on the bone and flesh of the dead who were pushing through the traps
in reverse. 16 dead followed them from victory. Hrafnkell began carving the
flesh from the arc-druids head to make a trophy.
Now out, it
was a matter of marching back with the dead to collect the treasures of Dainéal as
he was quickly dispatched by forces, he craved and the treasure looted. The dead
on level 1 brought them up to 23 warriors. The monks provide a more uneasy bunch,
very grateful for removing the vague horror that they had spent their lives
around with understanding, but not keen on letting the undead up the rope. With
the head of the arc-druid thrown down and stepped through, unpleasantly squelching,
Sigmar flew up on her healed wings, no longer covered to Orate at the monks. She
did not speak their language but rolled a Critical, so they got the gist. And
when a warrior angel whop slays evil demands the pagan dead get off holy
ground, the monks were very accommodating so long as they got off the island as
soon as possible.
Sigmar flew down while the party and dead were climbing a
rope to scrape the rapidly decaying skull of the arc-druid into a box, as she
did not trust the dust itself. Some 5500 hacksilver was the treasure along with
the goodwill of the monks. The crew were quite unhappy about the undead but the
party are monster-slaying heroes after all.
The party debated using the dead to row or getting a new
ship, buying cloaks to conceal the undead nature of that crew. After the
session the players realised the dead could walk underwater.
Hranfkel wanted some reward but not magic for doing such a
deed and Scarsabad came from underneath a rock to honour it. The deal was that Scarsabad
would imbued/transformed into Hrafnkel’s axe, making it a Demon Weapon.
Hrafnkel did not share with the party if he took the deal or not. Scarsabad said
the Powers that be were impressed by how they slew such a local planar power
and should they so desire it, the alternative of killing the Deathless was now
just as valid as serving and enticing him. For if he was dead, so would most of
the opposition to the plane being brought into alignment.
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