Thursday, 21 May 2026

Managal Campaign, Part 5

 


Investigating the ruins of the monastery:


Locations (chosen from Scarlet Heroes):

Wine Cellar, Pantry, Vault, Sickroom, Punishment room, Library, Stairwell, Relic chamber.


Simple underground layout:

Each area except the Hall is a ‘Major Location’ where something might be present. From Scarlet Heroes tables there is roughly a 65% chance per location of “something there”. Total Skeleton numbers = 3d6 (11). We’ll say 1d6 per Encounter and the rest are in the Vault.




Sick


Punish


Relic


Stair

H

a

l

l

Vault



Pantry


Wine


Library



(Stair contents = none, Sick Room = Encounter. Door? 50-50 = Yes. Pantry = empty, door 50-50 = no).


Naki and Ghost give the stairs a once-over from the outside ruins (Stair Location contents = none) but declare it clear, so lighting their lanterns and torches they proceed downwards. Their lights show a crumbling hallway extending away into darkness with roots and vines poking through the walls and ceiling. To their right is an open entryway with remains of pottery and glass containers, and broken cupboards and shelves. To their left is a door, swollen shut in its frame. Nothing can be heard, so Morgan and Vasily line up - the door caves in on the first solid kick, Vasily grabs his weapon by instinct, but Morgan is caught unawares by the boney hands reaching for him from behind the door frame.


[The dice said no wandering encounter and that the skeletons in the sick room are making no noise. 2 PCs attempt to open the door, with the standard 1-in-6 (2,1 = Yes). How many here? 2. Surprise? Morgan is surprised]


Skeleton - AC13, HD1, Att Claws 1-6, Move 40, App 3d6, Save F1, ML12, XP25

Special: Half damage from edged weapons, only 1 point from arrows, sling stones etc.


Round 1:


The combat is in a doorway/hallway, so 2v2 is all that is reasonable. However Trix has a spear and if not surprised (d6=6, no) attacks with -2 from the back line at a random target.


Group Initiative for simplicity:


Skeletons = 4

PCs = 2


The Skeletons grasp at their living foes, Morgan feels a strong hand close around his shield-arm but wrenches it free (Sk1 miss) while Vasily is raked down his shin painfully, deeply shredding his skin (Sk2 hit Va, -5HP, on 6HP). The three humans retaliate, Morgan off balance and ineffective (Mor miss) but Vasily smashes his great sword through the skull of his attacker, sending shards everywhere and dropping his foe (Vas hit Sk2, -4HP, on 0HP, dead). Trix drops her shield for a two-handed grip on her spear and pierces the Skeleton through the spine, breaking it and causing it to hang at an obscene angle for a few seconds before falling to the ground (Trx hit Sk1, -3HP, on -2HP, dead).


The group enter and spend 10 minutes or so searching the room - they discover remnants of chairs, beds, potion bottles, bandages and leather straps, but nothing of value. They proceed a short distance down the tunnel to discover another pair of entryways, this time there is a door blocking the right side entrance. A group of 4 skeletons armed with flails stalk out of the left opening.


Punishment Room = Encounter, 1d6=4 Skeletons. Wine Cellar (door) = Encounter 1d6=5 Skeletons + Treasure. That’s all the Skeletons so the Vault will have something else guarding it, or some sort of trap/puzzle etc.


Round 1:


The Skeletons fight 2 abreast in the hallway, 2 PCs and Trix with her spear can fight. This time, Naki and Vasily take the point while Morgan will attempt to Turn. Naki has borrowed Morgan’s stout walking staff.


Group Initiative for simplicity:


PCs = 6

Skeletons = 2, and are surprised.


Ghost intones her protective spell (Protection from Evil) and the Skeletons cannot help but flinch from the radiant power. They are staggered by Morgan’s pleas to his god, but here in the corrupted monastery the Skeleton’s power is greater and they do not flee (Mor fail Turn). Vasily, Naki and Trix lunge with their weapons, breaking bones of a Skeleton but the negative energy keeps it upright (Vas/Nak hit Sk1, -3HP, on 1HP). Morgan switches places with Naki while they have the initiative, and the three humans once again attack - Vasily crushes the damaged Skeleton (Vas hit Sk1, -1HP, on 0HP, dead) while Morgan and Trix are not able to breach the guard of the other (Trx, Mor miss). Ghost prepares an oil flask, while Naki tries throwing his silver dagger (Nak hit S2, -2HP, on 3HP) which lodges in the eye socket of the nearest enemy. It carries on fighting, as does another that steps in to replace its fallen comrade. Flails swing but shields and blades ring out with successful parries (Sk2, Sk3 miss).


Round 2:


Group Initiative:


PCs = 6

Skeletons = 5


Vasily destroys the ‘one-eyed’ Skeleton with a mighty chop (Vas hit S2, -4HP, on -1HP, dead). Ghost passes Naki the oil flask which the Halfling cannot risk throwing yet, but prepares for when the last Skeleton steps out into view (“can Naki see the last Skeleton?” = no. Naki holds action for now). Morgan attacks the front-line Skeleton with a mighty swing which sees it in a thousand pieces (Mor crit Sk3, -16HP, on -14HP, dead). The final Skeleton steps up, raising its rusty flail and deflecting Trix’s spear (Trx miss) only to be met by a flaming oil flask (Nak hit Sk4, -4HP, on -1HP, dead). Even as it burns it attempts to claw and bite at its foes, scorching Morgan’s chainmail (Sk4 miss).


The group forgo searching and immediately attempt to open the nearby door, to hopefully sustain Ghost’s spell. Unfortunately it does not give (5,2) and the group has to spend the better part of an hour battering it down. (Ghost’s spell has long since faded). Once the final blow is given, there is an almighty crack and splash, and the smell of rancid vinegar forces its way into everyone’s nostrils. “Some sort of wine cellar if I had to guess”, says Morgan, holding his nose. He raises a light and peers through the massive hole in the door, only to sway back as a bony hand grabs for him.


(PCs were not surprised). Will the door or broken barrels of wine present any obstacle in the doorway? Likely = No, but everyone is on -1 to hit (PCs = smell/fumes, Skeletons = slippery floor). If the PCs somehow end up fighting in the Wine Cellar, they will have another -1.


Round 1:


Group Initiative:


PCs = 6

Skeletons = 3


Vasily and Trix stab at the nearest Skeleton ineffectively (miss) and Morgan has to blink away tears from his streaming eyes (miss due to smell/fumes). Ghost attempts to throw one of her daggers, but unsuccessfully (miss). The first 2 Skeletons push into the doorway but stumble in the debris and slushy floor (Sk1/Sk2 miss).


Round 2:


Group Initiative:


Skeletons = 5

PCs = 3


Other Skeletons push past to the front line, but are no more effective than their bony brethren (Sk3/Sk4 miss). Morgan raises his holy symbol but a coughing fit prevents proper recitation of his prayers (fail Turn). Vasily hacks a chunk from the door-frame (miss) but Trix is able to land a glancing blow (Trx hit Sk4, -1HP, on 7HP). Naki grabs one of his Holy Water flasks and lobs it, but curses as it splashes into the sodden floor ineffectively (miss).



Round 3:


Group Initiative:


Skeletons = 5

PCs = 1


The claws of the undead are parried easily, and Morgan is even able to push his foe to the ground (Sk3 miss, Sk4 fumble, trip). The Skeleton grabs at his ankle and tries to pull him down but Morgan kicks it away (Mor fumble, save avoids) and Vasily removes the grasping hand at the elbow (Vas hit Sk4, -2HP, on 5HP). Trix and Ghost are unable to land any blows (both miss).


Round 4-8:


Morgan smashes a Skeleton into pieces, his mace clearly best suited for fighting these monsters. Naki chips the skull of another, while Ghost and Trix are left choking in the awful fumes, and need a moment to recover. Morgan is briefly distracted by the sound, which is enough for a bony fist to punch him in the head, ramming it into the door frame and knocking him out cold. Naki quickly steps in as Trix shakes off the coughing fit, and pulls Morgan’s prone body away from the melee. The Skeletons have an equally bad time, 2 of their number slipping and their fellows stepping over them to attack the living. But these new undead warriors find their way through the guard of the heroes, causing Vasily a bruised hip, and pulling Naki to the ground, pummelling him into unconsciousness. In return, Trix is able to smash the skull of one of her foes, and Ghost has taken her time to light an oil flask and causes a direct hit, burning a skeleton away as it stands staring back at them in silence.


Round 9-14:


Vasily and Trix are in the doorway, Ghost behind them with oil and daggers. They face the last 2 skeletons, both with cracked bones. The battle continues with swings and parries on all fronts, Vasily getting in the first ‘wound’ on his foe. But Trix has the bad luck of stone dust shaken loose from the ceiling landing in her eyes, she swings wildly and knocks Vasily over, and she does not see the claw that rends her chest open, bright blood gushing. Vasily swings clumsily from the floor, but is overwhelmed by bony fists and blacks out. Ghost throws her last dagger and flees, feeling a slash down her back as she goes.


To be continued ... ?

Thursday, 7 May 2026

Managal Campaign, Part 4

 6th-12th Day of Last Rain (wet season). Food 0.1. Rest in town.

Encounter 1 in 20 (3x per week). 8, 13, 15, No.

Event 1 in 20 (3x per week). 9, 10, 7, No.

Urban Adventure 1 in 20 (3x per week). Not rolled (town grieving) and PCs decline.


The next 7 days are spent quietly for Managal, resting, recovering and grieving. Duke Rolf checks on the PCs often, expressing gratitude, sympathy, and reassuring them all costs are covered. The gem-encrusted belt buckle is traded with Governess Mae, who is responsible for the social welfare of the town. The cash is divided, a 20th-share is allocated to the PCs (75gp each to the living members of the party) as well as the other survivors and families of the bereaved. The Oakhill family agree to use their combined share to equip Vasily, a male Human Fighter with upgraded weapons and armour, and he joins as a new PC. Next, Naki, a male Halfling Thief (who is widely known as a bit of a cad about town) offers his services. He fits in well, a bit of a social chameleon. He wears his hair shaved to the skin, and is deeply tanned. Finally, the brave “medic” who saved Morgan volunteers as a spear-woman, and is equipped jointly by the town, her own share, and party hand-me-downs. She is Trix, a Human Retainer and when not helping the town healers she makes use of her skills in tattooing and needlework. She is quiet, and has a face full of freckles. Everyone seems happy with the new party. There is a brief nod of acknowledgement passed between Trix and Naki at their greeting. Ghost arrives late, lifting her arms wide to show off a bandolier of throwing daggers and a “utility belt” of carefully-packed oil flasks.


Thus the new party is Morgan, Ghost (and Bess the pony), Vasily, Naki, and Trix (Retainer). The party have upgraded some armour and weapons, bought a week’s more provisions, and plan to explore the forest to the east before swinging north and west.


13th Day of Last Rain (wet season). Food 7.1. Forced March (36 MP).

Encounter 1 in 6 (Day and Night). 3, 5. No

Event 1 in 8 (Terrain, Weather and Tide). 4, 8. Tide.

Feature 1 in 10 (Natural and Construct). 9, 9. No.


No disruption at all, so the hex is marked as clear. There is a Tide Event: “Sight/Eyes (hallucination): Prophet”.


Morgan is on watch that night, when he realises another pair of footsteps are patrolling the camp with him. To the Cleric it seems perfectly normal that the Great Prophet should be here with him, as the legendary man is clearly a servant of the gods. “No my son” utters the Prophet, as if reading Morgan’s mind, “I was wrong, this place is cursed. But the mist is clearing and we may return. Come, come with me and prepare the way!” Morgan takes a couple of steps, but then turns sharply when he hears a sound behind him - but it was merely a sneeze from Bess the pony, followed by two more. Then there is the rustling of blankets, as Trix turns over in her sleep. When all of the noise abates, Morgan turns again to follow the Prophet - but he is gone. Morgan shivers and says a quick blessing for the pony.


14th Day of Last Rain (wet season). Food 6.1. Normal Movement (30MP).

Encounter 2 in 6 (Day and Night). 5, 2. Yes, Night.

Event 2 in 8 (Terrain, Weather and Tide). 2, 4. Yes, Terrain.

Feature 2 in 10 (Natural and Construct). 10, 10. No.


Terrain Event = “Trap in the grass”. 50-50 to see which hex (first or second travelled) = 2nd. The trap is (roll a random crime for inspiration=) “Blackmail”. The first thing that comes to mind is that someone (d3=Morgan) saw the little nod that passed between Trix and Naki, and will confront them. Someone might get a little roughed up! Morgan will approach (1) Naki, (2) Trix, (3) Both. d3=Naki.


By nightfall, the group are half way to finishing the exploration of their second hex. They will have to finish the rest tomorrow, assuming they aren’t run-off in the night. PCs normally succumb to traps on 1-2 on d6. Usually there is a Save to avoid. I will assume the 1-2 already came up for Morgan and Naki, hence why they are in this situation, and give the Save to both. Failure will mean they will take 2d2 damage from a couple of punches.


Later, Morgan approaches Naki and stares down at him: “Listen Short-Arse, I saw that look you gave Trix, and you’re not fooling anyone calling yourself a ‘rogue’. She proved herself when the Stretched attacked. You hid in the sewers. You better pull your weight out here or you’ll get us all killed.”


(Naki rolls 17 = save, Morgan rolls 4 = fail)


“You spent that fight face down in the mud! Now shut your yap if you like having kneecaps!” Naki retorts. An enraged Morgan swings his fist, but the Halfling easily dodges, and true to his word, kicks Morgan in the knee, causing him to fall and take (2d2=4HP). Morgan curses and the others rush over to break up the fight. Bess brays loudly, and Vasily nonchalantly says “Look, now you’ve upset the pony”. The tension breaks and there are a few chuckles. Naki says quietly “We were in the north ruins placing range markers in case the Giants came. Nowhere near the battle.” Morgan’s face reddens. “The way you handle yourself, next time let me place the stakes. Now help me up, I tire of ending fights on my arse!”.


(‘Trap’ hit Morgan, -4HP, on 4HP). Encounter: 2 Giant Flies. Morale roll to see if they engage (2d6=11 vs 8, fail). The party hears the drone of large wings, but never see the creatures. Morgan restores 1HP overnight and the group moves on after breakfast.


15th Day of Last Rain (wet season). Food 5.1. Normal Movement (30MP).

Encounter 1 in 6 (Day and Night). 6, 3. No.

Event 1 in 8 (Terrain, Weather and Tide). 4, 6. No.

Feature 3 in 10 (Natural and Construct). 10, 5. No.


The party finishes up in the plains, finding nothing to report - then they move west, the rest of the day spent criss-crossing the nearest section of the forest that separates the plains from Managal. At dusk, when Ghost declares the light is too poor for any further progress, there are no disagreements. An hour or two in the morning should finish the task.


16th Day of Last Rain (wet season). Food 5.1. Normal Movement (30MP).

Encounter 2 in 6 (Day and Night). 6, 2. Yes, Night.

Event 2 in 8 (Terrain, Weather and Tide). 6, 1. Yes, Weather.

Feature 4 in 10 (Natural and Construct). 10, 1. Yes, Construct.


(Morgan +1HP). Weather = “Raging Torrent, must move back”. A swollen river blocks any westward movement. Construct = Ruined Monastery. Floors/Levels (1d6=) 2. The construct must be fully explored and cleared as necessary to deem this hex “safe” and earn XP.


A few hours before dawn, a deluge begins, and awakens everyone with the din of heavy raindrops on the tree canopy. “This might be a problem if that river we saw to the west breaks its banks”, cautions Trix. “No choice”, responds Morgan with a shrug.


Some random rolls show that there are 11 locations here, 3 above ground and 8 below. The entrance underground will be in (d4=) none of them, in the rubble somewhere. Is this the lair of the night time encounter? Rolling on dungeon or forest encounter table = Skeletons. Seems Likely = No! So what lives here? Rolling same as above = Cobras. Ok, so (1d6=) 1 Cobra lairs in the ruins, and some Skeletons live underground and patrol/wander at night. The underground entrance is a ‘concealed door’, so the PCs have a good chance of simply happening across it. None of the PCs spot anything at this distance, through the heavy rain.


Within the hour, Naki waves his hand from up ahead and beckons the group, pointing through the rain at the crumbling structure covered in vines and roots. “Typical monastery layout” says Morgan. “Looks like only 3 buildings are even partially intact”. “Can’t see no-one or nothing” adds Naki. They glance at sharp-eyed Ghost, who concurs.


The nearest building is (d4=) the remains of a shrine, but in a stroke of luck the group have to walk past the dungeon entrance to get to it. Both Vasily and Ghost point out the large shadow that is actually a hole in the ground nearby, but they (likely = yes) all agree unanimously to check out the rest of the ruins first.


The snake lair is in the (d3=) 2nd building. The Cobra is only 1HD but 7 feet long, has a blinding spit and a deadly bite, but sportingly will spread its hood in warning if it feels threatened. There is no surprise on either side between party and snake. Given this, the most likely course of action for PCs is to avoid the snake until all the ruins are clear, then go back and kill the snake. I feel this has a Likely chance of simply working, 2d6=Yes.


Will the PCs block the door of one of the structures and leave Bess the pony, or leave Trix as a guard? Likely to fence Bess in = Yes, and Bess doesn’t mind.


The PCs discover a large snake nested in what seems to be the remains of a bathing chamber. When it spreads its hood they back away, and leaving Trix on watch they explore the rest of the ruins for an hour, revealing nothing further. While everyone else was occupied, Trix formed a crude noose with branches and vines, and captured the snake. It is quickly beheaded, and Naki declares the evening meal to be “sorted”.