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The Sanna Valley Raid: Session 21

Writer: Zachariah KenneyZachariah Kenney


Part III of the campaign

Theme: The Doctrine of Christ

Type: Sandbox hexmap

Time for us to complete: 22 game sessions.


Date in Real Life: Sunday March 6th, 2022

In Game Day: Arba the 28th of Yuwol (and overnight into the wee hours of the 29th).


Player Characters:

  • Philip the Raid Leader (commanding his fourth mission), riding Johny the horse,

  • Starflower the Lion Warrior (with Regulus the Lion), riding Alogo the horse,

  • William the Bear Knight (with Bill the Bear and Arled the horse)

  • Edward the Knight of the Way (2nd mission as Knight of the Way), riding Edmur the horse.

  • Cenbald the Potential (NPC), on his 2nd mission.

  • Milda the Potential (NPC), with Cyna the badger. On her 2nd mission.


The team ate some supper, then set off through the woods towards the tower.

They came across ruined docks, with supplies nearby, but there was no one around.

They came upon a Grim village. Five grims were on the ground, and tried to enchant them to help rebuild the docks. Edward fell under enchantment. The rest of the team killed the five grims who were on the ground and rescued Edward. As they entered the village, they heard a voice cry out “It’s him!” and then ten lode stones were hurled at Philip, but he was sustained through battle prayer. The team decided to retreat.

They moved on to the tower.

Outside the tower door, a gall buzzard had a nest on a ledge over the door. The stench of the buzzard attempted to enchant them. The team attacked and killed the bird. Philip climbed up on the ledge to retrieve his battle axe that he had thrown.

The door had no handle. They tried pushing and pulling, but with no success. They eventually said the door opening WordRune to get inside. They left the animals outside.

The bottom floor of the tower was a kitchen area with storage. The team started up the stairs. Lexcom’s cat surprised them, but Philip passed his agility check and scared the cat off. They left the cat cowering in a corner on the second floor, and proceeded to the third floor. Here, they found beds. The continued on.

On the fourth floor, they came upon a large creature they had never seen before: an ogre. The ogre was relaxing in a chair, but holding a javelin. He tried to enchant them with laziness, inviting them to sit down. Everyone but Edward and Philip sat. Edward rescued Starflower and William. Philip pulled out his axe, and came up to the ogre and sat at its feet, not realizing that the act of sitting down put him under the enchantment. Starflower rescued Philip, and the four of them attacked. The ogre fought well, hurting Philip, but was quickly overwhelmed. Lexcom the sorcerer came in with his cat just as the ogre went down.

Lexcom angrily yelled at the lightraiders, suggesting they would not leave the tower alive, then locked the door behind him, running downstairs.

The team rescued Cenbald and Milda from the enchantment. Cenbald was a little stubborn, and almost started fighting with Philip. While they were being rescued, William picked the lock for the door upstairs.

Upstairs, they found a telescope and the master crystal ball. The large black ball radiated evil, and Philip felt unable to approach it by himself. Cenbald and Philip went together, and their combined goodness was enough to get through the aura of evil to smash the crystal ball.

Regulus telepathically informed Starflower that Lexcom was outside, doing something strange to the tower, as if preparing for a spell. Also, he smelled grims coming.

Starflower gave Philip the team’s last dose of sleeping powder. Philip used his rope to climb out a window and repel quickly to the ground. The rest of the team used the stairs, stopping to pick a lock.

Philip spotted Lexcom and tried to catch up to him, running in circles around the building. As the rest of the team exited the tower, a large portal opened up on the ground, and the entire tower dropped into it! Lexcom was breathing hard from magical exertion, and looked angry that they had escaped. He turned and ran into the forest. Philip mounted Johny the horse and rode after him. Lexcom turned and launched a fire bolt, but he missed. Philip used his sling to hurl the sleeping powder at Lexcom. Lexcom attempted to deflect it with an acid splash, but the acid missed, and the sleeping powder found its mark. The sorcerer fell asleep in the forest. The team decided to run away before the grims arrived.

 
 
 

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