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MERP: Dawn of the Fourth Age Session 16

 

This is part of an ongoing campaign. You can find the other sessions over on the sidebar.
 
This session was played on September 27, 2020.
 
15 Urui F.A. 15
 

 
With Elyanis and Elwin having been carried into the depths of Mound A, the fellowship knew they would have to dispatch the two wights that had engaged them on Mound E quickly in order to save them. The characters managed to position themselves on the hill in order to engage the wights from all sides and Eowic had his men charge back from Mound C to take the wights in the rear. 

As they were fighting the wights, they could hear the sounds of battle coming from inside Mound A. The fight was not easy, several of the group were injured and the bandits took heavy losses, but they were able to defeat the wights. They quickly made their way to Mound A to rescue Elwin and Elyanis. At this point, one member of the party raised the issue that Elyanis had seen four wights inside the mound and two more went down carrying their companions. 

Tulip decided to sneak partially down the stairs to investigate. She could see Elyanis and Elwin laying on the floor, surrounded by candles. Each of them had a ghostly apparition of themselves floating above their body with a tendril connected to their chest.She saw only four wights in the mound, and they reacted to her as they had Elyanis, briefly turning towards her and then looking away.
 

 

The fellowship decided to approach the wights from both levels at once. Dirdan and Ardaer led a group into the underground through the stairway on Mound F, while Sindawe and Tulip led the rest down the stairs directly into Mound A. Below ground, they found a bandit standing guard at a door into the area under Mound A. They still charmed Eowic explained that they had raided the tomb in Mound A and always kept this door closed because they suspected the wights could not open it. Dirdan and Ardaer decided to wait and not open the door unless they heard something that led them to believe that their companions needed help.

Sindawe led the group down the stairs, and they were able to recover their friends with hardly any reaction from the wights. Sindawe noticed that the wights were staring at a door in the wall. Written above the door, in Sindarin, was "Only the living may open."

As Ardaer and Dirdan made their way back to the surface, they took a detour and grabbed some of the treasure they had seen earlier in Mound E. They were careful to make sure that the two guardsmen, Melvin and Kelvin, did not see them.

Once everyone had reassembled above ground, they filled in the stairway on Mound A with rubble and began to discuss how to go about dealing with the rest of the bandits and rescue their hostages.
 

Comments

  1. Seems like a fun campaign. Good to see this game getting played!

    ReplyDelete
    Replies
    1. It is a lot of fun. I can't stress enough how much more fun it is due to the automated crit tables Scott implemented for us on Roll20. I would never have been able to run a battle of this size and complexity without them.

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