Scenario F - The Hospital

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 F - The Hospital

At one time, the hospital of the Convent of St. Emilia was famous throughout Lorenthia and even Alladore for its success in ministering to the sick and wounded. Now, its stones are cracked, its doors broken.  As you step inside, you are immediately confronted with a nightmare of gigantic webs that stretch from one side of the room to the other.  There are numerous beds, most of them covered in giant web cocoons.  You will have to hack your way through the sticky mess, and, as you are fully aware, "where there are webs, there are spiders".


This was a hard slog through the clinging spider webs, made worse when part of the roof collapsed in, showering the company with tiny poisonous spiders.  Although the giant spiders are easily overcome, one bite from them is poisonous, and of course they slow down the adventurers as they dance around them.


 



Despite this, Keila smashed open one cupboard, finding a much welcome hoard of healing potions, whilst Bohwihsh made it to the other.  He thought for a moment that he had found the decanter itself, but it was but a pale copy, filled nonetheless with sweet-smelling herbs that will surely come in useful.


 

Four of the six beds were explored in time, yielding some useful bounty and what may be a clue or two.  



 

Par for the course, Akriss' magical cobra was dropped, but it took little effort to regenerate it. 


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).  Thanks to a health potion, and the survival skills of different members of the group, the company got away with only minor wounds for the Twins, Akriss, and Pattashin.

We use our house rules for XP acquisition for Rangers and PPs for Companions.

The Twins and their companions slew a meagre total of 3 Giant Spiders, and Keila also found a medallion on the dead body of a Lorenthian elder.  This means (11 x 2) = 22 XP.  To this were added the 25XP from the beds and the cupboards, for a total of 47 XP.  The Twins are now at 781 XP, and Level 7 is not far off.

Akriss and his companions blasted 6 Giant Spiders, for (12 x 2) = 24 XP.  With the 25 shared XP, this means a total of 49XP.  With 645 XP, Akriss drops just short of Level 6 !

All Companions gain 2 PP, except for the Cobra (1 PP).  Pattashin gained another 1 PP (for a bed and a kill), Keila 2 PP (for a cupboard, a bed and the medallion), and Bohwihsh 2 PP (for a cupboard).

This brings Bohwihsh to Level 3.  He chooses the word "Foot" to combine with his new rank, "Swiftfoot"; and he gains +4 in Perception.

All Heroic Abilities and Spells used are regained.

No treasure was found during this scenario.

The Twins gave two magical arrows they found to Katniss, but kept the bow and arrow.  Katniss and Keila both received one each of the remaining health potions.

Akriss has a spellbook, in which he writes his unused Shield of Light spell.

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

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