Saling south from the monastery island in 07.05, next to Flodaigh, though they don’t know the name). The weight of the undead clinging beneath the hull counterbalanced the strong winds they had. They wisely remembered the warning of their dead indentured and beached one hex to the north of 06.12.
Sigmar
begins the process of meditating as they sailed, trying to gain a Virtue of Law.
The next
day they sail into the harbor of Blulach. To the fort that guarded the harbor
and docks, Sigmar unveils her wings and commands the lord’s presence. Taking
advantage of being Myyrrhn. Glas is right down, Sigmar still does not speak Ruis or Bythonic, but
Althrow Tams can translate. Good rolls.
Glas’s cousin, Guaire, the
Bishop of Blulach arrives. He immediately offers 1000sp for them to remove the mud-immortal
coven, even as the party were not entirely sure why they hated them besides religion
and eventually decided it was because the coven was impeding traffic.
They further
offered the Glas and Guaire another 1000sp of treasure. Selling four of the
five rare perfumes from Donashoe and the religious icons. The bishop thought he
could rework them into depictions of Faith triumphant over paganism. They didn’t
have another 1000sp handy to give the party. So, instead they offered a 1000sp
town credit. About buying a new boat, the town only had a couple of karvis
and would part with them for 3000sp. They players wanted a snekkja as it could
fit the entire crew (living and dead). They found out they did not like Druids here.
Hranfkel tried to ransom Yrestor/Yrestar (forgetting he
is not a smaller SIZ). The player made all sorts of claims that Yrestor was a
noble (right), heir to a fortune built on steam engines (false) and that great
riches could be extracted from his family (on another plane-false). A Viking local
to the plane making these claims, I let him ramble for a bit before Glas cut
him off with a an unimpressed, “No”.
In an afternote, I looked up a snekkja and it’s not much
bigger than a karvi, just broader while a karvi can be longer but thinner.
The rowers
were paid, for they had landed in a town and the credit was spent on fireproof gloves
(10sp) so Althrow Tams could wield the fire elemental as a flaming weapon. Many
other supplies were bought, most perishable.
Setting off
without the rowers, south to the ford. The mud-immortals thickly coated in the
grey stuff, with heavy limbs and only a few small eye and breathing holes in
the faceless mass. Yrestor decided to walk up and pull the hardened mud off one.
STR vs STR resistance, roll he yanked the mud off the unexpecting immortal to
reveal the aged and raw face beneath. The immortal started to scream.
The immortals
were slow with their limbs cacked and the edges/weight painful, but Hranfkel leaped
upon one, not ambush, it faltered and weakened. The battle was another slog,
with the hardened mud being as good as plate armour and the blows being 1d6 +
1d4. Yrestor was beaten so badly, he fell to 0 HP with a critical hit (scar
only). This prompted a debate about whether death was beyond or at 0 HP. I
decided on a roll of POW x 5%, which he passed.
Althor Tams fire elemental was able to immobilise for a turn
by baking the mud. Slowly each was felled, though Hranfkel’s axe did the best. Weakening,
hitting critical more often and great damage.
Afterwards, a successful First Aid roll meant Yrestor did
not die. The party inquired about the axe. Miklas Domonkos, being a weaponsmith,
tested the blade with a finger. The player suspicious were confirmed when we
had to hurriedly go through the Strength draining rules, but luckily found the rule
that it was an ability that could be active, so Hranfkel did not wish it.
Returning, they rested for 2 weeks, noting that was as long
as they had spent since arriving on Ruislip itself.
Still looking for more money, Glas and Guaire offered to
build them a snekkja in repayment for finding and ending the iron-blooded
corpses from up the river. The party liked the idea.
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