After the entertaining side trip for the rod with the occupied Gem the Orcs attacked from the outlands. First, a sphere fell from the sky with a gutteral thump that everyone in the city felt in their chests. The Magic Users didn’t feel it in their chests though… they felt it in their minds. The clerics also lost their spells.
Once the sphere landed in the city an arrow was shot from somewhere and this seemed to cause fires to spring up in a line into the west.
The first wave began scaling the walls shortly thereafter. The attack was intense and sudden. A tactic to tie the attackers’ arms to the ladders seemed to turn the tide and the overwhelming hoard left the walls to camp out of range.
Cory, Reck, and Baughb took a job to capture a scepter with a large ruby at the end that apparently holds his father.
The group pretended to be delivery group and was able to steal the rod.
It was surprisingly easy to steal.
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