Skip to main content

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.


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

    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.


Post a Comment

Popular posts from this blog

Traveller: Session 33

  This session was run on June 15, 2023.   130-2108   They confronted Reverend Kavanaugh about the wrench and the explosive bolts and he changed his story again. He now claimed that, even in his revised story, he had still tried to protect Dieter and his memory. Dieter had not just surrendered to fate and drawn straws after his failed attempt to poison Kavanaugh at breakfast. As soon as it was clear that the paralytic was not working, he attempted to choke Kavanaugh. As the two wrestled, Kavanaugh grabbed a wrench from the toolbox, left in the common room during their repair efforts, and bashed Dieter over the head. He had then flushed Dieter’s body, along with the wrench, out of the airlock. He claimed not to have known about the explosive bolts and said that, because there were only two of them aboard, there were sixteen hours each day where only one of them was awake.   Unable to determine if this latest story was true, they informed him that they stil

Hex Crawls

Those of you who have been reading this blog know that I have never run a megadungeon before. I have always used more realistic dungeon settings, keeping all underground areas to a minimum and keeping the over all size of castles and the like fairly small. There is another style of gaming I have never indulged in: the hex crawl. I have never seen hexes as discrete chunks of the map. I always just used them as a guide to find distance if they were present and not worrying about themif they were not. I have always taken a more continuous view of overland maps. This is another streak that will be ending with my upcoming OSRIC game. I will be using James M's Outdoor Map as a starting pont in my campaign. I will be heavily modifying it for my purposes but most of the features will stay the same. I will be adding my own versions of Castles Blackmoor and Greyhawk to the map. I have been struggling with how a hex crawl works. How do I know if they find features in the hex and isn't 5 m

Traveller: Session 5

    This is part of an ongoing campaign. You can find the other sessions over on the sidebar. This session was run on October 27, 2022. This session contains secret communications between me and the individual players. This means that these recaps do not cover everything that happened in the session. I will be reporting only the information that all players had access to.   131-1116   After the council meeting ended, Nashu, Archduke Ishuggi’s chief of staff, pulled him aside. Following the revelation that Yuri Lang, the emperor’s would-be assassin, had been a member of Archduke Adair’s intelligence service and had been involved in a combined operation with Gateway Intelligence, she had the staff run overlap checks on all recent contacts. The goal was to determine if there were any more unexpected connections between people that could be a threat to Ishuggi or the emperor.   She learned that, in 1113, Yuri Lang (“Baron Pazi”), Zurzi (Archduke Bzrk’s chief of st