Scenario B : The Ruined Chapel

A week ago, one of your fellow rangers stumbled into camp, escorting a Lorenthian survivor she had rescued from a troop of Hu-Mans in the Jungle Deep. During their debriefing, they mentioned seeing the ruins of the Convent of St. Emilia, once a great house of healing in Lorenthia. It is said that the nuns never turned away anyone that came to them in sickness, and that they were aided in their mission through the possession of a powerful magic artefact, the Decanter of St. Emilia, also known as the Decanter of Burning Light. 

Water poured from this silver decanter onto a wound would wash it free of any infection, poison, or other corruption. The ranger didn’t approach the convent but, from what she could tell, the place appeared abandoned. The walls were cracked, and several of the towers had collapsed. Soon afterwards, you were summoned by your captains. They explained the situation and tasked you to venture into the Jungle Deep, make your way to the ruins, and, if possible, find the Decanter of St. Emilia. Such healing powers could save many lives and prove a huge advantage in the ongoing war. Gathering your companions, and what gear you need, you set off. You took the path known as the shattered stairs and descended into the Deep, slowly making your way through the boggy terrain that stretched out before you. Following a map provided by your captains, you carried on until the land finally dried into a barren, rocky, jungle-covered expanse. You spent your nights sleeping in ditches and shallow caves, and your days dodging patrols of Hu-Mans and other foul creatures, eating meals of dried rations and whatever babelushga could be caught.

Thankfully, the map noted a couple of freshwater pools where you could replenish. After nearly eight days of travel, you caught your first glimpse of the convent. Its ruins stood at the top of a rocky escarpment, visible from miles around, even in the perpetual gloom. Conscious that anyone in the convent had a great vantage point to see you coming, you took your time approaching, flitting from rock to rock, always staying in the shadows. Finally, you reached the walls…




Scenario B - The Ruined Chapel

This tower once stood four floors high, but now only a few fragments of the second level remain. It looks like a giant fist punched straight through one corner of the tower and out the opposite one, completely separating the two halves that remain. As you step lightly into the ruins, it is immediately apparent that this must once have been a chapel. There are broken statues, torn prayer books, and crushed candles lying all about. There is even one stained-glass window, nearly black in the gloom, that has remained untouched. As you step further into the ruins of the chapel, you quickly realize that you are not alone..

 

The Ruined Chapel.  To the right, the cabin that stands in the courtyard, in which Bohwihsh released the convent's Battle Ram in the previous scenario

The heroes quickly dealt with both the Ghouls and the Ghoul Fiends surrounding the pile of tables, chairs, assorted junk and prayer books.  Whilst Akriss hung back to sort through it and try to find something useful, Bohwihsh and his Battle Ram breached one door of the second room, whilst Pattashin crashed through the other, to come face to face with two Ghoul Flingers.  Two more Ghouls crawled out from a hole in the floor, where they had been doing something disgusting to dead bodies.


Akriss had the (typically) brilliant idea of casting a Shield of Light on Pattashin, who had already benefitted from an Armour spell.  He rolled himself up into a tight ball, whilst Ghoul Flingers took ineffective pot shots at him.  Of course, rather than remaining in that confortable position, the armadillo decided to charge the enemy and was promptly wounded.  Luckily Akriss was on hand with a Heal spell.

Katniss and Keila split off to investigate the small room with the closed door, in the corner of the chapel.  Lucky they did stick together, as it was heavily defended.  Ghoul Rotters are not the most dangerous of foes...unless they hit you.  To make matters worse, a foul hiss from a nearby room made clear the presence of a Ghoul Snake, a tough enemy to kill.

Bohwihsh finally got to use the Gloves of Climbing that he found in the company's very first adventure.  You can hear him from here, snickering with glee as he pries open the coffin to grab the treasure buried with its occupant :

The Twins struck down a Ghoul Flinger that was blocking the way forward, allowing Akriss to slither over to the stained glass window.  So great is his willpower, that not only did he receive a vision from St Emilia herself, he was also able to project it into the minds of all the other companions.  This greatly restored their strength...and just in time, as whilst Keila was grabbing some treasure, Katniss had to fight a deadly running battle with the Ghoul Snake.  She slayed it but would have fallen to, had St Emilia's presence not infused her.

Obviously our valiant heroes were doing something right, as the clouds suddenly scudded away in the dusky sky above, allowing The Twins to spot a constellation connected in Alladore to inspiration, but one star suddenly winked away.  Was that a trick of the light, or a valuable clue ? 

In any case, the Ruined Chapel had now been fully explored.  Barring the door to the courtyard, the company hoped for a few minutes' rest, and indeed before long the scratching at the door had reached a worrying level of intensity.  Then there came a loud noise from outside, followed by blessed silence.  By common accord, the company allowed themselves a couple of hours around a warm fire, improvised from the wreckage of the holy place.  Akriss' remaining healing spell brought great succour, as did the survival skills of Pattashin and The Twins.  

It was then time to move on, but everyone had recovered their full strength.  After a rapid parley to decide on their next destination, the company crossed the courtyard, and entered the Hospital Ward.  They closed the doors just in time, as the dinosaur that had momentarily chased off the ghouls stomped into sight.  Within the Hospital, however, other horrors lay awaiting...

 

Akriss' Cobra had once again its health reduced to 0 but made a full recovery.

The mission "Burning Light" has its own special rules for recovering health (and we presume that a figure reduced to 0 Health also follows them).  Between Akriss' magic and available survival skills, as well as the healing power of St Emilia during the scenario, everyone but the Cobra is at full health.

The Rangers add up their XP.  We have decided to implement a house rule : instead of Rangers getting equal XP, each Ranger gains XP for whatever s/he or his/her companions achieved, which is then doubled (as we have 2 Rangers).  This doubling is not applied to XP that, by its nature, benefits both Rangers.

The Twins and their companions slew a total of 10 Ghouls -of which 2 Rotters but also 2 Fiends.  This means a total of (30 x 2) = 60 XP, to which were added the shared 20 XP from examining the stained glass window and spotting the constellation overhead.  All this brought the Twins to 734 XP.

Akriss and his companions took down 5 Ghouls - of which 2 Rotters and a Fiend, as well as the Ghoul Snake.  Meaning (17 x 2) = 34 XP, plus the shared 20 XP.  With 596 XP, Akriss has still a way to go before making Level 6.

All Companions gain 2 PP, except for the Cobra and Keila (1 PP).  We also have another House Rule, which we are modifying as of this scenario so that Companions advance a little quicker : for each 5 XP [instead of 10 XP before] (FRD) a Companion brings in for his Ranger, he receives an additional 1 PP.  This benefitted Keila (+2 PP), Pattashin (+1 PP) and Katniss (+1 PP).

Katniss made Level 1; as did the Battle Ram when Bohwihsh's treasure appropriately turned out to be Gold and Jewels.

All Heroic Abilities and Spells used are regained.

Keila's treasure was a short sword with elemental strike magic, which she gave to Bohwihsh, who abandoned the sickle that he had found in the convent's shed.  Everybody hoped this would encourage the little rascal to more readily help them out in a fight !

As for Akriss, he had found, whilst rummaging through the junk pile, a Holy Book, which he gifted to Pattashin.  In turn, the armadillo handed off his Healing Potion to Katniss.

Akriss having been very active with his magic, he has nothing left to write into his spellbook, so it will be empty for the next scenario.

This is the end of a scenario, so there is no reorganisation.

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