Thursday, May 22, 2025

Haunted Halls Delve 8, pt1 – Swords Against Darkness



Order of Battle

The three parties, assembled, constitute a large force.

Our Heroes:

  • Trigg Sunbold, Fighter 2 (+1 sword "Scalebane", +1 mail)

  • Gimwort of Greydelve, Dwarf 2

  • Sassaran, Elf 1

  • Tansybell of Merry Meadow, Halfling 2

  • Old Dolf, Thief 3 (Shimmering, his +2 spear)


Ivy’s Party:

  • Ivy Almyr, Fighter 2 (+1 hand-axe, +1 shield)

  • Flarkin of Toadmarket, Dwarf 3

  • Oak Ringlad, Ranger 1

  • Elm Ringlad, Ranger 1

  • Alho Rengate, Fighter 1

  • Welleran of the North, Fighter 1


Flarkin is lightly armored but carries a big two-handed axe. An unexceptional dwarf in late middle-age, he has survived to 3rd level by taking on easy work. The Ringlad brothers are untried rangers, eager for adventure. So far Ivy has led them to victory in battle against the goblins, where they rescued some prisoners and enjoyed high praise. Oak wields a bow while Elm guards him with spear and shield. Alho and Welleran are former caravan guards who joined the party in gratitude after Ivy rescued them from the clutches of the goblins.


Berrybert’s Party:

  • Berrybert of Molehill (shield +1), Halfling 2

  • Leegild of Molehill, Halfling 2

  • Elfarran, Half-Elf 2


Leegild is Berrybert’s cousin and torchbearer, lured to Eveningstar by Bert’s promises of easy money and descriptions of the jewels he’d already won. Elfarran is equipped with crossbow, mace, and heavy armor.


There is also Taravol (Elf 3). Taravol is not permanently attached to any party but has temporarily joined the PCs out of his attachment to Sassaran.


The plan is to split into two groups and scour the temple for the relics. Berrybert doesn’t trust Trigg and insists that his party joins the PCs, so he can keep an eye on any treasure acquired. Sassaran carries a scroll of Bless, and Taravol a scroll of Remove Curse, both written by the Abbot. To destroy the evil relics their curse must be lifted and then the objects immediately blessed to prevent their evil from returning.


THE LOG

The weather is unusually fine: clear with a bright sun. I make a 2d6 reaction roll for weather on each expedition, and got a 12 here, the best possible result. As a small bonus I decided that the sun was shining brightly enough that no undead would pursue fleeing characters outside of the temple. This flavorful little ruling ended up being more relevant than I expected.


NPC party route


TURN 1 – Entry Tunnel

The two parties formed up and marched into the temple. At the fork Trigg and Berrybert turn North, while Ivy turns South. We’ll follow her party in this entry.


TURN 2 – 51: Boulder-Filled Passage. “Large rocks and boulders have been placed here in order to seal off this tunnel.”

As Ivy’s party reaches this intersection, they hear the clashing of swords and cries of “Eldred!” and “Molehill!” echoing down the tunnel from the North. Before they can think about turning around to reinforce their comrades, a group of dead men comes marching out of the guardroom at A53. They march in two ranks of four, with cruel axes in their rotted hands.


TURN 3 – Combat!

The party forms up and launches a volley of missiles before the zombies can close. One is doused in holy water and foul steam fills the air as the creature marches on, oblivious to its melting flesh.

The party fights well, but the dead men continue to press. By the time the first rank of zombie warriors has been cut down the sounds of battle to the North have ceased, though whether that is a good omen or not is uncertain. Welleran drops another zombie with a mighty blow of his two-handed sword, before the other three fall upon him, axes rising and falling in uncaring hands. Welleran of the North is slain!


Alas poor Welleran, we hardly knew you

Alho Rengate steps into his comrade-in-arms’ place and immediately revenges himself upon the undead. Flarkin takes a wound before Ivy finally decapitates the last zombie.


TURN 4

Ivy’s party tests Morale after Welleran’s death, but they all resolve to go on. Alho passes his spear to Oak Ringlad and pries an ancient battle-axe from a dead zombie’s cold hand. This shieldwall fighting is too close for effective archery. After a moment Oak strips the fallen Welleran of his mail shirt as well.


TURN 5 – 53: Guardroom. “There is no treasure here.”

The party searches the room. With its contingent of undead troops already slain, there is nothing of interest here.


TURN 6 – 52: Hall of Skeletons. “This unusual audience chamber has a dais and throne-like chair set with 4 large red gems (500 g.p. each) at the south end. It is otherwise empty except for a dozen skeletons, clad in rags of chain mail and bearing battered shields and rusty scimitars, propped against the walls.”

The party advances up the steps to examine the black throne. Behind them they hear the clattering of bones and form up, shields outward, as a dozen skeletal warriors advance to greet them!


the humble skeleton always has a certain charm to him


TURN 7 – Combat!

(I staggered the skeletons' advance to simulate how they were scattered throughout the room and how they needed to climb the steps to reach the party. In the first round 6 of them could attack, then 9, then all 12)


As the skeletons swarm up the steps of the dais, Ivy’s party welcomes them with steel. In the first two rounds the battle goes remarkably well, with the characters dropping three skeletons each round. In the third round Elm Ringlad is nearly killed by a vicious cut from a scimitar, but three more skeletons are reduced to dust and bone fragments. Then Alho Rengate is killed, and Flarkin wounded. In the final round of the battle a broken skeleton pulls itself up the length of Elm’s spear to slash him in the head and the ranger collapses, seemingly dead.


In the aftermath Oak turns his brother over and discovers that he still breathes, but that his ear has been messily severed.


TURN 8 – 52: Hall of Skeletons

Oak administers a potion of healing to his brother while Flarkin begins prying gemstones loose from the throne. Suddenly, from deep within the shrine comes the tolling of a terrible iron bell. Moments later they hear the pattering of unshod feet and a hobbit voice calling: “Run! Run for your lives! The quest has failed!”



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