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I will stop gaming when they pry the dice from ...
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« on: 16 May 2011, 17:06:44 » |
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Carlton Blacks Mercenaries Company members:- Krachtig (Vervalsing Voorwerp de Meesten Krachtig) – Gnome Illusionist/Thief Taran – Half Elf Fighter/Priest of Mannanan Mac Lir, cousin to Carinne and Galvish Carinne Rhianne Talynnart – Half Elf Ranger/Mage, Cousin to Taran and Galvish Galvish – Half Elf Fighter/Thief, Cousin to Taran and Carinne Barrigan Stonebeak – Dwarf Fighter/Priest, Company Engineer. Lanneus Tuard – Paladin of Manannan Mac Lir Derek Summers – Squire to Taran. Lots of spearmen, crossbowmen, a healer and a bard.
Island
After returning from the lost valley we restock our goods and find the uppity quartermaster doesn’t want to keep on doling out the flasks of oil, maybe he needs to get up close and personal with a troll to understand how important it is to burn them. As Taran is wondering about his land he is cautiously approached by an Elven scout who is wearing identical clothing to those siding with the rebels. After a cautious exchange of pleasantries the scout asks if we are interested in some old elven ruins, something we had been enquiring about earlier. There is an old abandoned elven monastery on an island fairly close to Barelin territory and if we explore it and find items we cannot use then we should give first refusal to his employers – a fair proposition. After discussing the situation with Kalan Ghent we take the minions and the healer, bard and Tarans Squire on a boat to the island, which has a sheer cliff face all the way around and nowhere to land a row boat. Carinne volunteers to fly us up one by one and Taran lands first and surveys the scene, he is soon joined by Krachtig and Lanneus. Just then a group of skeletons rise from the ground and attack, soon to be joined by more. Carinne is kept busy ferrying more people into combat. Even with the minions joining in we are sorely pressed. The healer comes into her own by performing some much needed field surgery to keep people from dying although when Barrigan has his head separated from his shoulders there is little she can do, with the dwarf dropping we have lost one of our most able fighters and with Krachtig and the squire fighting back to back we perform a rearguard action. Galvish more than keep his own but gets separated from the main combat as does the paladin, it takes some time for us to regain the upper hand, not helped by the bard hurling his darts into combat and knocking Krachtig unconscious with one of them. Finally we have beaten off this wave of attacks and it seemed by our estimations that well over 100 skeletons attacked us. We use a wish to bring Barrigan back and set about healing ourselves and resting up before we explore the island further. We find a cave at the foot of an inland cliff face and cautiously enter, it seems structurally secure and we move inside where it opens up into a worked hall with supporting columns. As we move through this area we are assailed by six ghosts. Galvish is affected badly and is aged and runs in fear, meanwhile the rest of the party resist the attempts at possession and make relatively short work of the rest of them. We recover Galvish who is now middle aged and move onwards up a spiraling ramp. We hear rumbling sounds and fearing the worst a huge boulder comes crashing down towards us, many make themselves as small as possible and flatten themselves against the wall. Several of the party take damage and we press onwards. At the top we see a similar chamber as the one below and as soon as we enter we are faced with more than a dozen wights. Through Barrigans and the paladins turning abilities the majority are turned and we lay into them with missile fire before they can recover, only one manages to get within touching distance and it is soon dispatched.
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