Encounter Phase - Year 3800[rolling twice due to mischief… 7! Half Clerics+Wizard… 12! Roll Twice on Table of Environmental Disasters… 3 & 10!]
In the year 3800, the Necrovoyager passed through the Valhalla system. The valkyries caught the signal and sent Hundolfr Karsson along with his cohort of volvas and seers to destroy this threat into Viking space.Four clerics, a cleric boss and four wizards have come to
destroy the ship. They'll do this if they destroy the engine and all rooms that surrounded it.
The interference from the teleporters pulls the ship towards a black hole! The gnomes go mad!Hypochondria: Gnomes are suffering from hypochondria: They suffers Bane: All Attacks. (i.e. they take +1 damage every time they're attacked). This lasts until the end of the next encounter.
Black Hole: In two rounds time, everyone on the ship will take 4 physical damage at the end of every round for seven rounds.
Silver & Holy Symbols: D. is averse to both silver and holy weapons and will take 1 damage per aversion to ignore them, else he'll automatically use his actions to flee their locations.
Power Source: Grief
Attacking Locations
The room itself can also be attacked. Normally rooms have health (called durability) and armour equal to twice their size rating. Rooms take half of all damage (rounded up) that bypasses their armour. If a room loses all of its durability, it collapses and is lost in space, leaving a void in the ship. Any rooms disconnected from the engine in this manner are also lost.
Small room = 2 durability, 2 armour
Medium room = 4 durability, 4 armour
Large room = 6 durability, 6 armour
[Challenge Level = 9]
Hundolfr Karsson: Seer Boss – Power 9
Weapon: Holy Battle Axe - 9 physical/Holy damage. Silver.
Health: 36
Once per round, he may spend an action on one of the following prayers:
1
Bless Weapon
Target weapon gains Holy damage for [power] rounds.
2
Heal Wounds
Heal [power] damage to one target.
3
Divine Lance
Deal [power] +1 holy damage to one target.
4
Noble Essence
All necrotic damage is halved in the location for [power] rounds.
5
Inner Glow
Create natural sunlight in the location for [power] rounds.
6
Repel Undead
All undead in the location must spend their next turn leaving the location, and may not return until the following round.
7
Touchstone's Compass
Cleric learns of the location of all anchors and phylacteries in the location.
8
Innate Order
All control effects, possessions and shape-shifting effects in the location instantly come to an end.
9
Righteous Presence
The cleric glows with divine power, dealing [power] holy damage to anyone who attacks them with a physical attack.
Asvor
Power 4 Cleric
Weapon: Silver flail (4 damage)
Health: 8
(These four clerics can pray up to Noble Essence)
Ljot
Power 4 Cleric
Weapon: Iron morningstar (4 damage)
Health: 8
Tofa
Power 4 Cleric
Weapon: Iron morningstar (4 damage)
Health: 8
Mallkatla
Power 4 Cleric
Weapon: Wooden mace (4 damage)
Health: 8
Gerrid
Weapon: Wooden staff (1 damage)
Health: 8
Spells:
Fireball: 5 fire damage to all other inhabitants of a room. Requires oxygen.
Hyperbeam: 4 magic damage to one target in the room.
Magic Shield: Target gains 4 magic armour for 5 rounds.
Summon Wisp: Summons a Wisp which has 4 health, and deals 2 magic damage to a random enemy target once per round.
Estrid
Weapon: Wooden staff (1 damage)
Health: 8
Spells:
Hyperbeam: 4 magic damage to one target in the room.
Summon Wisp: Summons a Wisp which has 4 health, and deals 2 magic damage to a random enemy target once per round.
Shrink: Target in the location becomes one size smaller for 5 rounds.
Adamantine-skin: Target gains 4 physical armour for 5 rounds.
Unn
Weapon: Wooden staff (1 damage)
Health: 8
Spells:
Enlarge: Target in the location becomes one size larger for 5 rounds.
Adamantine-skin: Target gains 4 physical armour for 5 rounds.
Magic Shield: Target gains 4 magic armour for 5 rounds.
Summon Wisp: Summons a Wisp which has 4 health, and deals 2 magic damage to a random enemy target once per round.
Yri
Weapon: Wooden staff (1 damage)
Health: 8
Spells:
Haste: Target gains an extra action for 4 rounds.
Summon Wisp: Summons a Wisp which has 4 health, and deals 2 magic damage to a random enemy target once per round.
Fireball: 5 fire damage to all other inhabitants of a room. Requires oxygen.
Psychic Shield: Target gains 4 mental armour for 5 rounds.
Enemy TurnThe völva Unn shouts through the suit frequency: "I've found an engine! Hundolfr is the only one strong enough to damage these tough walls. Keep him alive and destroy the peritheries!" Unn then falls down a spike trap [5 physical] and casts summon Wisp and Magic Shield [4 magic armour] on herself. Her Wisp attacks NikNak for 2 magic damage.
Mallkatla prays for a divine lance against Corridor C [5 holy damage -4, /2 = 1 damage] and then bangs the walls with her mace [0 damage].
Estrid moves to the teleport bay and casts Adamantium-skin on Hundolfr [4 physical armour, 5 rounds].
The seers Asvor, Ljot and Tofa move to Corridor A and pray for a Divine Lance each [5 holy damage -4, /2 , x3 = 3 damage] and the whole corridor creaks intensely as it nears breaking point.
“Don't destroy that corridor until we're sure there's not a second engine!” shouts Yri, who then casts haste on herself and Gerrid before protecting herself with a psychic shield [4 mental armour, 5 rounds].
Gerrid shields herself [4 magic armour, 5 rounds] before moving into the library and falling down a pit [4 physical damage]. "There's a lich here!" With her hastened action, she shoots a fireball at the lich Forgotten [5/2 = three fire damage], scorching him to his boots.
It is now Hundolfr Karsson's turn