Wednesday 13 July 2022

Sell Swords and Spell Slingers/Forbidden Lands

 Hi!

Continuation of my SS&SS/FL campaign.

The party stayed a while in Lorimer. (Abbreviated story)

Halfdan learning the Merchants Trade,

Old Tom bought a Shield and Sword

Batilde learned Horde Fighting

Sigilla Bought a scroll to Protect Others and a Sword. She also learned the spell.

The party had heard the tale of an Elven Ruby said to be in a ruined monastery north east of Lorimer, beyond the The Shroud. No one actually knew what an Elven Ruby was like, or how much it would be worth. The tale was a little short on how it had been acquired. 

They thought it worth their while to venture and see what else might be valuable there. The bit about Ogres was a bit vague. Weren't they solitary creatures? Not very nimble?

Equipped for a long trip they set out. 

The route avoided the The Shroud, a dense wood rumoured to contain a dungeon and many evil beasts. Best not to take too many chances.

They espied the wood 14 days later after a largely uneventful journey. Camping outside without a fire lest it attract unwelcome attention, they spent a cool night resting. Sleeping in turns.

For this game the ruin is an old monastery.

The wandering monsters are Ogres using the Green Goblin statistics, or single Wolfkin (as detailed below), with alteration for damage and treasure.

DL12; HP 6, Dam 1, 

Ogre treasure:-

Roll 1 D6

1= Artefact,  2-5= 2xD6 SP, 6=Potion then roll 1D6 for SP

Wandering Monsters  (Ogres, only 2 on the table at any one time. When two on a single Wolfkin is a wandering monster)

Ambush (Wolfkin, in this case Knolls, using Orc statistics)

DL8; HP1, DAM1, SP1D6+1

Let us continue:-

The interior of the monastery

The party looking from the treeline at their target


Two further views of the monastery



Sigilla races ahead before any Ogres show up

Old Tom Ambushed! Halfdan sees something in the bushes and finds a bag of coins worth 12SP

Sigilla in the monastery, searching. The Ogre appears


Old Tom and Halfdan try to outfox the ogre by going round the well. He is smarter than the average Ogre and cuts across


Batilde takes on the Ogre as another enters the field.

Sigilla is attacked by a Wolfkin and kills it. She finds a potion of Spell Enhancement. One gulp of potion later and she's up for anything! She spies the ruby on the statue and goes to retrieve it. Old Tom joins her in the monastery. She is attacked by another Wolfkin and Old Tom kills it, finding 2 SP in its jerkin. 



Meanwhile, Batilde and Halfdan cut the Ogre down. Halfdan searches the body and finds an artefact. Queen Agatha's Twin Tablets. Then another Ogre shows up, but too far away to intervene.

The party exits the wood slipping away as fast and silently as possible.


This was a somewhat quieter affair than the last two outings. Three Ogres and three Wolfkin. Luckily only one Ogre and three Wolfkin to fight. The statistics for an Ogres is quite intimidating. Having too many on the table would have been overwhelming I think. 
The party were lucky in the first couple of turns having no adversaries and were able to move into the middle and past the half way line without major obstacles.
They were also lucky in the fact no hordes appeared. The cards being kind to them this time.

Not only that but Sigilla's luck in finding a useful potion for herself will help enormously. I drew a card from the deck at random. Spells work!

You may notice the green counters with skulls on them. I punched these out of some old White Dwarfs I flicked through before throwing them out. I used them to denote both a killing and unsearched bodies. Useful objects to have.
The Ogres were form the The Ogre Horde, part of the old Heroquest board game. There are 7 of them in the box!

Now all the party have to do is go back to Lorimer, or travel on to who knows where and find out what an Elven Ruby does or is worth. Also find out what Queen Agatha's Tablets are for. Two tablets with the same exact wording. Starnge.








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