Scenario I - The Final Showdown

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 I - The Final Showdown

Regrouping after your search, you suddenly feel a crushing despair descend upon the convent. With a trembling horror, you realize that your time is up, and that your activities have been discovered.

Grabbing up your equipment, and all your finds, you race out to the courtyard. There, standing in the shadows of the gateway, is a giant, demonic shape. Black wings stretch out from its back, and it stares at you with baleful eyes. Around the corners of the courtyard, Hu-Mans and wolves take up fighting positions. It is time to decide: do you make your stand here or do you run and hope to lose them in the darkness of the Jungle Deep?


The company gave the decanter to Akriss, and it was planned that after the enemy were drawn into combat, the magician would teleport behind enemy lines, as it were, and make a run for it.  The Twins and Katniss climbed up onto the flat rooftops of the convent, to pour down arrows and crossbow bolts into the courtyard.  Keila, fortified by a Strong Heart spell from Tinyfoot, and an Armour spell cast by Akriss, was to take on the dreaded Terror Wing, with the help of the Spirit of St Doneera, and hold it off as long as possible.  Getting Tinyfoot through the enemy lines fell to Bohwihsh.

That was the plan.

Nothing went according to plan.

It went much better !


Katniss notched her last magic arrow and sent it flying towards the Terror Wing.  It got through his defenses, but only grazed him.  The creature charged forward, its huge sword sweeping in a pitiless ar.  The Tor Varden Battle Ram somehow managed to hold it off.

To make matters worse, the creature summoned a Banshee, which came wailing out of the now sullied waters of the courtyard fountain.

Up on the rooftop of the Dormitory, The Twins had been leaping about excitedly, one of them peering through a carefully crafted thingamyjig, whilst the other adjusted his crossbow.  Off went the Steady Aimed shot....which hit the demon on the forehead, at a weak point in the armour [Critical Hit ! meaning 36 damage with Steady Aim and a crossbow...]

Down the Terror Wing came crashing, and suddenly the gloom lifted from the courtyard, the Hu-Mans running around in dismay.

Not all was going well however, as the Spirit of St Doneera was too weakened from previous exertions, and fell to the Banshee.  The terrifying creature badly wounded Keila - patched up however by two healing spells, and after killing two Giant Wolves Bohwihsh, the only hero with a magical weapon, decided his luck was wearing thin and that it was time to make a run for it (forgetting Tinyfoot altogether.....).  Shots from The Twins and Katniss hurt the specter, but with its partial immunity to non-magical weapons, it was still in the fight.

It was at this point in time that the Battle Ram charged....and somehow [another critical !] its presence weakened the bond of the undead horror, and sent it back to the afterlife !

Bohwihsh had intended headlong flight, but with duty recalled he veered to charge a Hu-Man archer guarding the exit that the company intended to take.  Not only did he win that fight, he also took down another Giant Wolf that suddenly appeared.

The little squirrel was about to disappear into the Jungle Deep, when Akriss reached out to him telepathically, proposing to employ a Transpose spell.  To his credit, Bohwihsh agreed.


The Ranger now found himself by the exit, and the Decanter was saved !  As if St. Emilia herself was watching over the company, a steady rain now began to fall, making things difficult for the Hu-Man archers.

Bohwihsh, on the other hand, paid for his courage, falling to a vicious club blow before Keila could intercept it.

The death of the Terror Wing had nonetheless sucked all the courage out of the enemy, as their morale repeatedly faltered, and no reinforcements of any consequence appeared.  Keila was able to shepherd Tinyfoot through enemy lines and to safety.  Whilst the Battle Ram kept the enemy at bay, she shouldered the inert Bohwihsh and made for safety.  The Twins and Keila - whom the rain had rendered inefficient - made their way along the walls to opposite exits....home free !


We decided that any hero that was taken out would make a -2 Recovery Roll, as pursuit would be hot on the heros' heels.  Tension was high as Bohwihsh made his roll....a Close Call ! The squirrel loses a lot of equipment, but it is of no matter, for he is still breathing !

 

"Having escaped the convent with your prize, you spent the next week dodging search parties and  moving as quickly as possible towards home. Thankfully, it felt as though the saint herself was watching over you. Less than a week later, you made it back to the shattered stairs. The long ascent was agonizing, as you pushed your battered and bruised body up that last stretch, but, finally, you broke through the black clouds and breathed the fresh air again.

A few days later, you reported back to your captains and turned over the Decanter. That night, a great celebration was held in the camp in your honour. The Decanter would be sent back to Tallis, to one of the great hospitals there, where it would prove a blessed relief to many sufferers. Having such a powerful artefact is sure to aid in the fight against the Jungle Deep !"

 

This was the final scenario, so everyone is back to full Health.

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

The Twins and their companions fought like lions, taking out the Terror Wing, the Banshee, five wolves and two Hu-Mans.  With the 150XP shared for ending the scenario, and the 15XP shared for getting Tinyfoot to safety, The Twins picked up 257 XP, and made Level 10, choosing +1 Move.

Akriss' companions were far less active, slaying only a single Hu-Man.  However, upon returning to Alladore, the Snakeman gave up the considerable bounty he had amassed,including an Idol of Bashetot; a book with a useful and in-depth description of the Jungle Deep; and no less a relic than the Bones of St. Emilia herself.  So he didn't do too badly, with 218 XP, reaching Level 8.  As a new Heroic Ability, he chose Enhanced Power, and swapped out Teleport for Fireball.  There will be some serious fire-slinging in days to come.

All Companions gain 4 PP, except for the Cobra and Bohwihsh (3 PP).  Both Bohwihsh (+1 PP), Keila (+2 PP) and the Battle Ram (+2 PP) make additional gains from their exploits.

All this brings the Battle Ram to Level 2 (+1 to Fight).

All Heroic Abilities and Spells used are regained.

No treasure was discovered.

No new equipment was picked up or shared.

This is the end of a mission, so the Rangers can reorganise.  We plan to start with new Rangers, but have them start at Level 5, or perhaps Level 10.

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