- Claus (T4)
- Jürg (F3)
- Fernando (F3)
- Hendrik (MU5)
- Amaranth (C3)
- Niemir (crossbowman)
- Kea (handgunner)
- “Fat” Jonas (porter)
- Gido (light foot)
- 6.000 gold pieces
- Plate +1
- Chain +2
- Corpse of a giant pigeon
Fat Jonas & Gido — cut down by a mob of undead lords, ladies and headless manservants; Claus & Kea — captured and consumed by the restless dead.
Jürg buys several cargo nets, and has a contraption fashioned that lets him anchor himself to a doorpost so that he’s safe from future portable hole mishaps.
Hendrik hires a band of musicians to play the sheet music they found during the previous expedition. It turns out to be throughly unpleasant.
Othmar, captain of the guard has escalated matters further. The company’s landlords are put under pressure to evict them. In response, Jürg goes to talk to the captain to see what can be done to make amends. Othmar demands a public apology and reparations of some kind. After much hemming and hawing, Jürg ends up paying the captain a significant sum of gold, and all things are forgotten.
Hendrik studies the records they took during the previous expedition and finds a pair of potentially useful hints related to specific hazardous areas of the castle. One involves a large animated boulder. The other a statue made of salt and a trio of statues that appear to be goats but are actually goatrices.
Shortly before their departure, Jürg goes into a secluded barn to load up his purchased cargo nets into his portable hole. Worried that it might open onto the void of space once more, he secures himself to a doorpost with his new contraption. When the hole opens, an enormous monster with the head of an elephant, crab-like claws and a tentacled belly begins to crawl out. Jürg manages to close the hole again just in time. When he tries to reopen it again, all is well. Jürg wipes his brow and shoves in the nets.
The expedition is led by Claus, who doubles as scout, and is also made invisible by Hendrik. They decide to have another go at the donjon, and find out what might be hidden up on top where the huge pigeons roost.
They enter through the gatehouse. Jürg searches the garden for the chaotic blade known as Darkslayer but finds nothing. Meanwhile Claus scouts ahead to ensure the way is safe.
Upon entering the outer courtyard they decide to give the statues a closer look. When they make fun of the hunchback it comes to life and tells them off for being such jerks. Somewhat shaken, they decide to leave the statues of the king holding a globe and the sightless ape-crocodile monstrosity well enough alone.
They head into the castle and emerge into the donjon’s torture chamber, on the ground floor. Up the stairs they go, and at the end they exit onto the balcony. From here, they climb along the rungs attached to the donjon wall and make it all the way up to the balcony on the next floor. From here, they enter the temple.
Remembering where the secret door was, they open it, and Claus sneaks up the ladder in the shaft up to the aerie. At the end he opens a trap door, and sees man-sized pigeons care for young. He also spies a large bell in the center of the aerie. The floor is littered with corpses. One is even hanging from the bell’s clapper.
The thief returns to his companions, and they come up with a plan to eliminate the pigeons as quickly as possible. Claus climbs back up, and tosses a week’s worth of rations onto the aerie.
Next, Hendrik climbs up, and when he sees several pigeons pecking away at the rations, he blasts them with a fireball, instantly killing several. Pandemonium breaks out. Pigeons attack the magic-user, trying to peck his eyes out through the trap door. Hendrik hurries back down the ladder.
Next, a complicated game of cat and mouse develops: Hendrik and Fernando climb up together. Fernando uses his halberd to push open the hatch. They hope to blast pigeons with a wand of cold when they stick their heads down the shaft. But the pigeons don’t show themselves. Hendrik climbs all the way up in stead, and sees that the animals have returned to care for their young. He takes aim at one small group and obliterates them with his wand of cold. He then drops down the ladder some distance, points the wand up at several of the pigeons who have now come to attack him, and manages to kill a few more. More pigeons rush the hatch, one grabs Fernando’s halberd and pulls it up. The fighter lets go of his weapon, and the hatch closes behind it.
Next, Claus, still invisible, goes back up to lead what they expect to be the final mop-up. He intend to backstab one of the monstrous birds, and then the rest of the company is supposed to rush out of the hatch to finish off the remainder.
Jürg, however, loses his patience, and attacks before Claus can do his thing. The two remaining adult pigeons rush the fighter. One is back-stabbed by Claus, and vaporized by a magic missile fired off by Hendrik. The other pigeon grabs Jürg, and flies off.
Jürg, rapidly gaining altitude, stabs his abductor. Others shoot at it from the aerie. The bird ascends a little further and then, with a murderous squawk, lets go of the fighter, dropping him to the castle rooftop over 50 feet below.
The pigeon banks and swoops down for another attack at the remaining companions on the aerie but is shot to pieces by another salvo of magic missiles.
Jürg plummets to his death on top of the banquet hall roof. Miraculously, he just barely escapes instant death.
The adult pigeons defeated, the companions begin to search the aerie for treasure. Meanwhile Hendrik levitates down the tower to come to Jürg’s aid.
They find a significant hoard of gold pieces. They also find a large gemstone, and strip several items that they suspect might be magical from the corpses strewn about.
Jürg is patched up with the help of two healing potions. Hendrik levitates back up to the aerie, and Jürg climbs up using a rope.
The gold is way too much to carry. They risk opening the unstable portable hole again. It opens without issue, and so they stuff it with gold as well as a pigeon corpse that they hope to sell to an alchemist.
They head back down the shaft but find a pair of awful corpse birds hanging around the temple. And so they return to the aerie, and all of the company climb down the side of the donjon, to the bridge connecting it with the south-eastern upper quarters.
Rather than end the expedition there, they decide to press their luck, and go down into the wine cellar to find another high-value barrel.
When they arrive there, they find a rotund monk sampling the wine. The man is not too happy to see them, and prefers for them to leave. Their half-hearted attempts at ensuring him of their good intentions have little effect. The fact that their only lawful party member, the cleric Amaranth, is a woman who literally has no tongue, does not help their cause much.
As things begin to escalate, the monk threatens to sound the alarm. Claus loses his patience, and him and his posse fire their weapons at the monk. He miraculously manages to survive, shouts at the top of his lungs for help, and downs a bottle of champagne. The company cut him down before he can do anything more. Thinking that’s that, they take a moment to loot the body, stripping him of his very fine-looking chain mail.
However, before they can turn their attention to the wine barrels, a veritable horde of undead lords, as well as a handfull each of headless manservants and undead ladies set upon the company from all directions. They are trapped.
Assuming the cause is hopeless, Claus and his posse make a mad dash for the exit straight through the ranks of their enemies. They disappear into the darkness. Hendrik uses his wand of cold to kill a huge number of the undead lords, all of a sudden turning things into a more or less even fight. Fat porter Jonas is killed. Newly hired man-at-arms Gido dies as well. Hendrik is almost throttled by a manservant but manages to blast it to smithereens with magic missiles. Amaranth manages to heal the magic-user just in time. The fighters hack away at their opponents, and they manage to turn the tide of the battle in their favor. The opponent’s morale breaks, and they prevail.
Without missing a beat, they run for the exit, without taking a barrel.
Off-screen, Claus and Kea are lost in the castle. The restless dead find them, and they end up being some awful fiend’s dinner. Niemir, somehow, makes it out alive.
Back in town, they identify a number of items, and haul the gold and dead pigeon out of the hole. Quite a few significant items of treasure were lost along with Claus, however…
Several companions go out carousing. Amaranth is fined for bad behavior.
A session almost entirely consisting of two fights! We haven’t had anything like that in a while, maybe ever.
The moment Jürg was carried off by the pigeon was probably one of he first times we used the grappling rules. How it works is that the attacker makes a to-hit roll against the target’s un-armoured AC. Then on subsequent rounds to do something they must make a contested STR check. It’s a great way for monsters to get at heavily-armored player characters, like poor old Jürg. And he was none too happy about it.
The fall to the castle roof could have easily killed Jürg. In our rules you take 1d6 damage for every 10 feet, but you also need to save or die at 50+ feet. This applied to Jürg’s situation. He succeeded at his save, though. So he was in the clear and Hendrik’s player could take his time to come to his aid.
I make heavy use of reaction rolls for all encounters. The monk (Ambrosius) had a poor initial reaction to the party. He is a living, lawful Malévol family member, but the company has gradually taken a turn for the more sinister, and so I did not find it too surprising that the monk would not consider them allies. Furthermore my players appear to have little patience for negotiating with NPCs, particularly as we get close to the end of a session. Perhaps things could be abstracted further by negotiating some stakes on a more meta level. I might try that next time we find ourselves in one of these situations.
The fight with the lords, ladies and manservants was probably the biggest one I ran yet. When we started we had 30 monsters on the board. How I handle this stuff these days is that on my side of the screen I have a battle mat and dry erase tokens to help me visualize things. But I convey everything through description. On the player side things are entirely theatre of the mind. It’s kind of a best of both worlds situation, I’ve found. I have the benefit of keeping track of things more easily, but we don’t get bogged down into exact movement and positioning. Now that our magic-user is throwing out more than a few big-ticket area-of-effect spells, I plan to also make a few simple overlays for those.
Another first this session was that Claus’s player decided to take his chances with the table of terror. The poor fellow rolled a natural 1 and so that was that. Had Hendrik’s player not pulled out that wand of cold and destroyed all but 4 of the 20 lords that were coming at them, we may have had a TPK on our hands. So the choice to try the table made sense at the time.
Only three more sessions to go before we end this season. The players may go and try to find that chaotic sword next. I would love to have a fighter with an intelligent magic sword in my campaign, so I hope they succeed.