[Shadow of the Weird Wizard] Rangers of the Wilderlands

[Shadow of the Weird Wizard] Rangers of the Wilderlands (00)
Four characters were created. Monte the Mage novice in the traditions of Illusions and Evocations. Easton the cleric novice in the traditions of Alterations and Invocations. Axton, the burglar-rogue and Umbar, the hunter-fighter.

[Shadow of the Weird Wizard] Rangers of the Wilderlands (01)
The four rangers are from three of the five villages around the Lake of Plenty, south of The Wilderlands. Today, while on patrol in a [forest], they stumble on a [rock formation] with a [cave entrance]. [Three Animated Corpses] are standing in front of the opening.

Monte the Mage, Easton the Priest, Axton the burglar rogue and Umbar the hunter fighter slow down their advance. The undead [do not react]. The rangers are tasked with destroying creatures of Grandmother Spore (goddess necromancy) whenever they find them.

The Rangers Take the Initiative (by spending their Reaction for the turn). Umbar shoots are arrow and hits. Axton uses his sling and hits. Both advance. Easton and Monte advance. The fight lasted three rounds. Umber suffered severe injuries (50%). Easton suffered light injuries (25%). Easton uses his Healer’s Kit to treat Umbar’s injuries (2d6 = 7, minus 1 use of 5).

The Rangers enter the cave…

[Shadow of the Weird Wizard] Rangers of the Wilderlands (02)
Facing a t-shaped tunnel, the Rangers decide to go [west]. Axton lights a torch (dim light 10 yards, 2 hours). They enter a [small cave].

Round one: A [Boneguard] darts forward and attacks Umbar. The fighter deflects part of the blow [combat recovery, reaction, half damage, once per day] and attacks. He hits and inflicts a serious wound (2d6=12!). Axton hits with his sword [Trickery +1d6 damage, once per turn] and inflicts a minor wound (2d6=4). Easton misses. Monte uses his Finger of Fire [pyromancy talent, Will contest against target agility] and deals (2d6=6) a minor would. A small flame appears above Monte’s finger and sheds dim light (for 1 minute).

Round two: Umbar [Takes the Initiative, reaction] and strikes the Boneguard destroying the creature.

Searching the cave Axton finds [cadaver] the remains of a [man] long dead. In a leather pouch, there are [2d6] 6 coppers and [1d6] 3 silver coins.

The Rangers advance further into the cave complex. The next [small] cave is empty. They go south. After a short tunnel, the rangers enter another [small cave]. There is a [pool] in the [centre] of the area. Monte using his staff [senses magic talent]. The [water] is [magical, positive minor]. If you drink [directly] from the pool, heal [3 damage] once per day. For some unexplained reason, the water cannot be bottled.

The cave has [two] other exists. The south exit is a [dead end]. The southwest exit leads immediately to a [very small] cave. [Ambush] A large spider descends from the ceiling and tries to attack Umbar but misses. The fighter [Take the initiative] hits (9 damage). Axton misses. Easton hits (5 damage). Monte burns the creature (4 damage) with the flame from his finger. The creature flees upward and disappears into darkness. Axton finds [nothing] will the other Rangers scan the ceiling in case the spiders attack again.

The Rangers leave and retrace their steps carefully but encounter [no one].

[Shadow of the Weird Wizard] Rangers of the Wilderlands (03)
The east wing of the caves contains an empty area and a dead end. The Rangers exit the cave complex.

As they emerge, a young woman greets them. Annora, the druid apprentice, enquires about the undead in the cave. She is relieved to learn they were destroyed. Since the natural death of her old master, she has been unable to defend the sacred cave. The pool is used to heal injured animals. She sent a message for help but it has taken much longer than she anticipated. The Ranger’s fortuitous arrival is very much welcome.

The Rangers agree to stay for a few days. During that time they learn that an [unknown] necromancer came by a few days ago. He did not find what he was looking for in the caves. Furious he left the undead to despoil the sacred cave.

After (1d6) three [uneventful] days an old druid arrives. Stanton will be Annora’s new teacher and protector of the sacred cave. He thanks the Rangers and gives a potion of healing to each of them. He asks that the sacred pool remain a secret. The Rangers agree.

The next morning the Rangers resume their patrol.

The End
 

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