Mad Prax - Beyond Sun Dome (part #15)

Date: Sun 19 Jan 1997 - 10:04:30 EET

G'day all,

Scene 16 continues!



V. Action!
It is now time for the PCs to take action! Running up the chain requires a
DEX x4 roll each melee round, but the character can hold weapons in both
hands. Clambering up the chain requires a Climb roll, but if the roll
is failed, the Climber need only make a DEX x5 roll to stay put, and
then another Climb roll to continue in the next melee round. You must
have both hands free to climb.

Melo Yelo is strong and agile enough to climb up the *underside* of the
chain, going arm over arm. This protects him from missile fire.

It takes three melee rounds to get to where the arrow is embedded in the
Cradle's hull. Standing to fight on the arrow requires a DEX x4 roll each
melee round. A character can crouch and hang onto the arrow shaft with
one hand, but therefore can only use the other hand for combat. Note also
that such characters have their Dodge halved.

Any character who fails a DEX roll falls off the chain or shaft and into
the water. The water is being magically churned to float and push the
Cradle along, and is full of river creatures hostile to the Sun Domers.
A character in the water must make a Luck roll (POW x3) or be assailed by
one of the river foes. These include newtlings, ducks or even undines.
Stats have not been provided, so either wing the combat or have the
luckless PC pulled onto one of the Sun Domer boats by some Templars.

Getting to the shore requires a Swim roll, after which they can run up
the chain again if they wish. Alternatively, the character might
scramble aboard one of the Sun Dome rafts, and climb up one of the
scaling ladders to the chain. In any case, they should be able to
get back into the action if they make their Swim roll. If they fail
the roll, refer to the drowning rules in RuneQuest!

As Yelanda, Melo and Sarshas begin running up the chain, they notice
similar squads making their way up the other two chains to the Cradle.
Several defenders from the Cradle climb over the bulwarks and drop onto
the arrow, where they commence chopping at the shaft. Meanwhile three
bowmen fire at the PCs running up the chain! It is time for Mars to
commence his bowshots!

VI. The Bowmen
The Bowmen expose only their heads, chests and arms as they bob up to fire,
and have 12 points of armour each on these locations. Each fires two
Speedarted arrows (1d8+4 damage) at 85% per melee round at the PCs
climbing the chain. If any of these bowmen take damage he stops firing
and disappears. Any bowman Mars fails to take care of in three melee
rounds is taken care of by the massed archers behind him (however don't
tell Mars this will happen).

VII. The Defenders
The Cradle defenders are powerful and skilled senior initiates, priests
and rune lords, desperate and valiant heroes who have already been
through a lot. One defender chops at the harpoon while the other two
shield and defend him. Note that if the PCs didn't kill Mad Prax
earlier in the tournament, the chopping defender is the same guy, as
"mad" as ever!

It is up to the PCs to knock out these defenders - Bob with spells, Mars
with his arrows, and the others by combat, so the Cradle can be dragged
ashore. Mars can manoeuvre to get clear shots at the defenders even while
his comrades are in melee with them, but any missed shot (eg. 95-00)
automatically hits a PC. In addition, fumbles are rolled normally (but
remember Mar's lucky cat's paw!)

It takes the chopping defender 10 melee rounds to cut through the arrow
shaft. The defenders have ropes around them, and are pulled back on board.
The PCs probably fall in the river.

Cradle Defenders
Sir Mortimer, Jack de Ath, Coriander-before-whom-even-the-Crimson-Bat-Trembles
Initiates of Humakt
[duplicate x3 as required]

STR 18
CON 16
SIZ 15
INT 14
POW 16
DEX 16
APP 11

Move: 3
Fatigue: 34
Hit Points: 16
Magic Points: 16
DEX sr 2 + SIZ sr 2 = 4
Dodge: 49%

19-20 Head 20 12/6
16-18 L.A. 18-19 12/5
13-15 R.A. 16-17 12/5
  12 Chest 11-15 14/8
09-11 Abdm 07-10 14/8
05-08 L.L 04-06 12/6
01-04 R.L 01-03 12/6

weapon sr attk/par% damage Enc/AP
Bastard Sword 6 100/83 1d10+5+1d6 3.5/10
Hoplite Shield 7 30/75 1d6+1+1d6 2/18

Spirit Magic: All have cast Bladesharp 4 and Protection 3, having drained
their bound power spirits. None will cast further spirit magic save
Dispel Magic 2 if they notice a comrade has been Befuddled, or Heal 3 if

Divine Magic: Shield x1 (cast: note that this gives 2 points of Protection
and Countermagic.)

Skills: Climb 60%, Swim 35%.

VIII. On Deck!
If the PCs manage to knock out the defenders, they can attempt a Climb roll
to scramble over the bulwarks and onto the deck of the Cradle. There they
can fight any number of defenders until the Cradle breaks free and
begins floating downriver again. They have the choice of a valiant death
in front of the whole Sun Dome cult, or can try to Jump over the side and
Swim back to shore.

The defenders on the Cradle deck are beefier than those cutting at the
harpoon, being mostly rune lords and priests. Use the same defender stats
as above again, but gross 'em out with the following modifications:

   *Raise attacks and parries by 50%.
   *Raise armour on all hit locations by 8 points.
   *Each defender is protected by at least Countermagic 3
   *Double rolled weapon damage (Truesword spells).

Each melee round they remain on deck, the PCs are hit by one or more of
the following effects, cast at them by other desperate defenders.

   Roll Effect
   1 Nothing (phew!)
   2 Befuddle spell, POW 18, backed up by 1d6-1 MP.
   3 Demoralize spell, POW 18, backed up by 1d6-1 MP.
   4 2 x Disrupt spell, POW 18 & 13, each backed up by 1d3-1 MP.
   5 Dispel Magic 1-4, dispelling the PC's Bladesharp, Protection,
      Countermagic, or other appropriate spell.
   6 Lightning x3, POW 18 (3d6 damage to random hit location if MP are
      overcome; armour does not protect)
   7 Sleep, POW 21. Note that this is a 3 point spell. Because it is a
      Healer's spell, a "Sleeped" character will not be harmed further,
      just simply thrown overboard.
   8 Speedarted Medium Crossbow bolt, 2d4+5 damage (110% chance to hit).
   9 Firearrowed Javelin, 3d6+1d3 damage (90% chance to hit).
  10 Roll twice more!

IX. The Sun Sets
Sadly, as history tells us, the Cradle makes it through Sun County, and
even past the final epic battle the Lunars staged at the river's mouth
at Corflu. So, sadly, the PCs are doomed to fail.

Whether or not the PCs manage to knock out the defenders cutting at
their harpoon and perhaps even get onto the Cradle's deck, the Cradle
defenders chopping at the two other harpoons defeat their Sun Dome foes
and cut the spear hafts through. This can happen at any dramatic
stage; ideally moments after they defeat their opponents and
triumphantly surmount the bulwarks and leap down onto the deck!

The Cradle begins to lurch away from the shore, powered by the churning
undines underneath it. The remaining chain strains against it, as the
oxen struggle in vain under the frantic whips of their drivers. Finally,
the last spear snaps free, and the Cradle is afloat once again. The
remaining Sun Dome warriors are swamped in their boats by the choppy water,
fall from their scaling ladders, and leap from the Cradle or remain to fight
and die at the hands of the defenders.

Next: Epilogue and the The end (phew!)

>From the Notes From Nochet files:
( The Humakti temples of Ralios are unusual,
even heretical, in that they often use ravens as familiars, rather than
binding spirits into their swords as we do.


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