Into the Ruins of Logiheimli

Session Report (June 13, 2018)

With darkness coming on, they decide to retreat for the night outside the ruins and the desecrated, low mana, defiled area. They look for a suitable place to camp but cannot find a spot that is protected from the rain and the cold which settles around them as darkness falls. Instead they spend an uncomfortable night, wet, cold and miserable. 

Before they sleep, Grend uses his druidic prayers to transfer some of the wounds of Shae, Findlay and Enok to himself. He then prays to the Mother to restore those wounds and drifts off to sleep. Shae, Findlay, and Enok take turns guarding the camp while others sleep. 

The night is cold and damp. They each awaken, except for Shae, fuzzy-headed and groggy from lack of sleep, and aching from the cold and hard ground.

Near dawn, as Shae’s watch is ending, she hears the underbrush being disturbed to one side of the camp. Without waking the others she sees three skeletal warriors in mail, carrying weapons and shields. They see her as well and attack. Shae engages and shouts to the others to awaken. 

Grend wakes first and yells at the others to get up. He climbs to his feet and finds his spear as the others wake up. Enok sits up, clears his head, and fires a Stone Missile at one of the skeletons. He hits! 

One of the skeletons, armed with a spear, manages to get through her defenses and scores a minor wound.

Grend prays for a moment, and roots and vines burst from the ground to entangle the skeletons. Two of them do not defend, while the third dives for cover. The tangle of growth slow the other two skeletons down but they break free. 

Shae gets a good hit on one of them and it shatters as it disintegrates. Enok fires again with a Stone Missile and its enough to destroy it. Grend moves around behind the third and takes it out.

After the battle, Shae studies the footprints of the skeletons. They seem to trace a route parallel to the berm that surrounds the ruins of Logiheimli. They follow them around the temple complex; it is roughly oval and maybe 250 yards along its longest axis and 150 yards across its shorter axis. Almost directly across from the gate they entered yesterday — the one with the skeletal warhorses — is a barrow mound. A dark tunnel leads back into the hill. The skeleton tracks, and many more like them, lead into the barrow. Looking back towards Logiheimli, they see there is another opening or gate in the berm opposite the barrow.

The party decides to go into Logiheimli, and cross to the berm and pass through the gate inside its walls.

They see a large building directly in front of them, silhouetted in the mist. To the left and right, several yards away, are the ruins of 3 or 4 smaller buildings, perhaps longhouses. The group stops to discuss where to go first, with Shae wanting to go towards the larger, central building. “That must be the temple. If there is anyplace that contained a clue as to the location of the Hall of Judgment, it would be there.”

Grend disagrees, saying that if there are any hidden enemies among the ruins, they should find and eliminate them now instead of having to deal with them if they are overwhelmed inside the (supposed) temple building and need to retreat. He sways them to his argument, and they step closer to the ruins on the right.

As they do so, a dozen or more humanoid skeletons rise from the ruins and attack. They are mostly armed with spears, swords, and axes, along with shields. Two have bows instead.

Grend and Shae wade into a small group of skeletons, weapons swinging. Findlay starts by playing the Song of Alarum, which boosts his allies’ ST and DX, but as he is threatened by skeletons he quickly shifts to the Song of Warning, which keeps several of the skeletons 4 yards away from him. Enok stands near him, using his staff to hit at skeletons outside the area of repulsion. Enok is aiming at arms and legs — one good hit on a limb is enough to dismember the brittle skeletons. 

Shae does a Double Strike on one and takes it out. 

The fight progresses. Two of the skeletons have been ‘disarmed’ but continue to fight much less effectively using their shields to bash, or bony claws to strike.

(To be continued…)

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.