The party was in the middle of a battle with worm shambling mounds from the source of the creatures. They found that blades and arrows had little effect.
Cory had taken a pine tar-soaked cloak and wrapped it around the shambling worm creature and found that it seemed to dissolve the worms before running out of power. This attack had eroded the shambling worm mound to the point that something was visible inside. Something white and the size of a watermelon in the head area with tendrils reaching out to the extremities of the worm creature.
The players had explored part of the basement and had found the dirt under the graveyard. The players fought a few Wights (in 1st ed. these take a level without a saving throw — Eek!) with no incidents.
The opening scene from this week’s game started with the eastern doors opening onto the graveyard courtyard and the players feeling a bit antsy about the encounter. Their worries were shown to be justified two leaders burst out with archers, warriors, and acolytes at their back. They immediately set to the party with the fighter, Soghurut, doing a job on Baughb and the cleric, Kraol, engulfing Eol in a flame pillar that took his breath away. Continue reading
As the party left the room with the intelligent, chess-playing, zombie they headed south along the hall. They hadn’t taken more than a few steps before light and voices were approaching from around the corner. They had little time to react as a group of Orcs in religious robes rounded the corner (1. below). Continue reading
The players trek to the North side of the monastery. The gash in the building looks surprisingly like a huge axe had chopped into the wood and stone. Out of the darkness wafts the smell of rotting meat and vegetation… like a food box had been left in a cold cellar far too long. Continue reading
The doughty adventurers meet back up with Queen Isabella, who now looks more concerned than ever with her newfound responsibilities with the refugees. Approximately 1,000 elves, half-elves, and humans (with a couple of hobbits and half-orcs mixed in for good measure) meet up with the PCs heading East on the north border road. The group stretches over a mile along the road when on the march, and the time being made is very slow. Isabella’s calculations show trouble ahead when food runs out unless more speed can be made. Maude has an idea for speeding up the group, but it’s complicated and would need dedicated wardens. Continue reading
The basics are this (that are public knowledge):
- Kill some scouts so they don’t tell of refugees
- Find army camped on road in route
- Return to refugee group
The party manages to hole up in the barn, although it is starting to burn so the length of time they have is pretty short. Continue reading
The party moves on from their bivouac in the forest and heads southward. When they were leaving Baughb’s elven eyes caught sight of some broken twigs and light footprints in the soft moss around the camp. It looks like someone was watching them last night. Continue reading
Non-played update. (Assuming everyone is ok with this.)
The party finds itself alone on the dock but knows that the rest of the human army is still out there, with scouting groups moving through the forest. They decide to head inland and southeast. They’re not sure what to do next but know that they need some distance between them and Sillil. Continue reading