Scenario 3 - The Sand Tower

Stepping inside the tent, you see your captain standing behind a camp table with two men you don’t recognize. One is a snail, dressed in practical travel clothes, but with a gold and silver cloak clasp in the shape of a compass rose. The other, an otter, is shorter and younger, with an aristocratic bearing and stylish dress, including a cloak of Lorenthian blue. Your captain nods as you enter and immediately introduces the others.
‘This is Count Gelleck of Lorenthia, and Arisien, the royal cartographer. They have been working on the problem of the lost prince.’
‘A bit less lost that he was before,’ says Arisien, pulling a large parchment from a bag and rolling it out on the table. The parchment contains a large scale map of the border between Alladore and the Jungle Deep. ‘After carefully studying the star chart brought back by your rangers, we’ve been able to determine that the prince should be right about here.’ Arisien points to a small ‘x’ that sits in an otherwise blank area of the Jungle Deep, in the north-west corner of the map.
 

Looking over the map, you shake your head. ‘The northern front is completely overrun. An entire army stands between us and any access to the Deep in that area. The few entrances that are open to us are leagues away. We’d never survive such a long journey in the Deep.’
‘Giving up before you’ve started?’ asks Gelleck.
Your captain raises a hand to stop your reply. ‘The first step in any plan is establishing what is possible and what is not, and it is true that all of the entrances available in Alladore are too far away from the target. However, one of our far scouts has discovered small groups of enemy soldiers emerging from a hole, here.’
Your captain touches another small ‘x’ on the map, this one firmly in the desert wastes north of Alladore.
‘Although it means crossing a large section of desert, and either battling or slipping past whatever enemy forces may be at or guarding the entrance, from this point, it is a much shorter distance to the prince. A small team, travelling fast and light, should be able to make it.’ Your captain looks you directly in the eye. ‘I know there are a huge number of unknowns in this mission, not the least that we are trusting a “magic mirror” found in enemy territory to tell us that the target even exists. But if there is a chance, even a slim one, that we can save a prince of the house of Lorenthia… well, the King himself has ordered this mission. We must see it done.’

‘I would very much like to see a Lorenthian included in this mission,’ says Count Gelleck. ‘It means more to us than anyone, and their specific knowledge may prove useful.’
Your captain nods. ‘Of course, my lord.’ He then looks back at you. ‘I’ve also got a man that can help you through the wastes. He’s an expert. If anyone can get you to that hole safely, it’s him.’
‘And I will be coming as well,’ says Arisien, looking slightly surprised. ‘Though I didn’t know that until this minute. This map is mostly blank. It will take an expert navigator to even get within miles of the target point. I can get you there, and maybe I can fill in some of these blanks as I go.’
Again your captain nods. ‘It’s a grim road you must travel, but so are most of the roads in these times. Gather your men and take what supplies you need. Go as soon as you are able…’


Scenario 3 - The Sand Tower

With the Ba’Tel oasis now several days behind, the long, punishing journey through the waste is taking its toll on the party. Every day you cover a little less ground than the day before, and the number and length of rest breaks increase. Still, you push on, driven by your duty and the hope that you might make a difference in this desperate war.
As you struggle and gasp your way to the top of another sand dune, you pause in confusion. In the distance, something large and black points to the sky, like a tower, but standing at an uneasy angle. According to the maps and your guide, there shouldn’t be anything in this part of the waste. You move closer, and it becomes clear that it is, in fact, an ancient stone tower, battered and broken. Although there has been no wind for some time, you can see small clumps of sand spilling and dripping from the stones.
Halting within a few dozen yards of the tower, the party gathers round and discusses the situation. Seemingly this has nothing to do with your journey, and is likely better avoided. However, just as you are about to go around, you hear a desperate scream come from somewhere high up in the tower. Then there are shouts… shouts with a very noticeable Lorenthian accent…

 

A foreboding place indeed; and Hunger and Thirst are taking their toll on the beleagured company...



However, there is rescuing to be done, in this place that reeks of death...

 
His usual enthusiasm diminished by his Smashed Jaw, Bohwihsh elects to stay outside with the last pack dinosaur.
 

 

The lower courtyard is teeming with enemies, but the heroes battle through.  It is decided that the two Rangers will split, as they are best equipped to scale the wall, draw off the enemies waiting there, and allow the rest of the company to investigate the signs of carnage.


No better evidence of the horrors perpetrated here, than a Tortured Soul.  Angel took the time needed to still its cries and allow it to find peace.


After finding some interesting evidence regarding the lost empire of Shava - is there some link between that mythical civilisations, the curious sculptures that dot this desert, and the strange cultural relics found within the Jungle Deep itself ? - the two Rangers helped clear the second level, where Princesse found an interesting relic, and then made for the third.

They look forbidding, but Ren and the Twins made quick work of them.


Before slaying the Shadow Knight itself in short shrift, after Ren landed a critical blow, and the Twins finished it off with a well-placed crossbow bolt.  Each time they face such a foe, the company realise how desperately they need a magical weapon of some sort.


The heroes had fought their way successfully through the Sand Tower, but far from unscathed.  Although only the Battle Ram and Arisien were downed, many had been badly hurt during the constant fighting.

The detour, although initially unwelcome, had perhaps proven worthwhile.  The prisoner they had saved, Yara, was able to tell them that many Lorenthians had survived the fall of their country, and been shipped off by the wagonload to various destinations.  One such wagon had reached this place, although for reasons unknown.  Although it was clear to the heroes that a massacre had occurred - a sacrifice, perhaps ? - and that Yara was the only survivor of this particular group of prisoners, hope grew that there might yet be others to save.


The poor old Tor Varden Battle Ram had to roll once again for the severity of his wounds.  A '1', oh no !  However we allow one re-roll per Ranger, per game, and it turns out my daughter had been saving hers up for this very reason.  The Battle Ram once again escaped unscathed !

Arisien suffered a Crushed Arm, not too dramatic as he is not really along for the fighting.

In this scenario, characters did not return to full Health, so there was no searching for herbs.  Indeed, the scenario makes no mention of recovery at all; we assumed this was an omission, and used the rules for the previous scenario, each character coming back up to 9 Health, or +3 Health, whichever is the better.

The Company is in a pretty sorry state now !  Of its nine members, five are down to 9 Health, five are bearing permanent injuries, and three are suffering from Hunger & Thirst.  Only the two Rangers, and Princess, are in pristeen condition.

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

The Twins gained 110 XP, with themselves and their team having slain a total of nine enemies, and exploring three Points of Interest.  Amongst the information gleaned, the probable whereabouts of the mythical Shava Empire, until now believed to be much further to the north.

Ren gained 78 XP, with also nine kills, and Angel having set a Lorenthian Tortured Soul free.

The Twins attained Level 13, acquiring new Skills and the option to swap out a spell.

The companions did well, with 6 PP for Keila, and 4 for Princess and Angel.

All Heroic Abilities and Spells used are regained.

No treasure was found.

As for the snake-shaped skull found by Princesse among a pile of them, which were almost certainly those of Lorenthian prisoners, it surely belonged to a magician or perhaps a blessed village headsman.  In any case, it will allow any magic-user to cast, once only, a Transpose spell. 

Yara can be recruited by a Ranger who has a recruitement slot and enough RP available.  She is a Recruit, but with Stealth +2, Ancient Lore +2 and 3 PP.  If she is not recruited by the end of scenario 4, and Pabrim is still alive, she can return to Alladore with him for +10 XP.  Otherwise, she fades out of the story...

No reorganisation occurs, so no attempt can be made to discover further hidden properties of the unique weapons picked up.

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