After a drunken discussion in Cambaris the others prevailed upon Zou Kov to return the next day for more loot. In anticipation of a large haul the barbarians enlisted as a bearer Thersites, a peasant who had previously been leading one of the pack-animals.
The raiders this time consisted of:
Zou Kov Q3+ C3 Leader @ 60
Aushog Q3+ C3 @ 30
J'Neb Q3+ C3 @ 30
Saylok Q3+ C3 Shooter Medium, Stealth @ 44
Nurmi Q3+ C4 @40
Wetham Q3+ C3 Berserk @38
Naim Tocs Q3+ C3 @ 30
Teragram Q3+ C2 Stealth, Traps @ 32
Thersites Q5+ C2 Coward @
They retraced their steps to the plateau, up to the palace, and in the entrance they had used the previous day. They sent Teragram ahead to scout, and the barbarians followed behind negligently. Before long Teragram returned at speed and calling for help. The barbarians rushed on and were in time to glimpse behind Tegaram two grey shapes in the room in which they had fought a group of skeletons the day before.
The barbarians charged into the room, just in time to see the ghouls flee through the door.
The ghouls then slammed the door in the barbarians' faces.
Assuring Teragram that they would keep her safe Zou Kov prevailed upon her to listen at the door and sent the others back out of earshot. Teragram told him she could hear someone at the other side, presumably leaning on the door to keep it closed. Zou Kov called Nurmi forward and he hacked at the door with his axe; it burst open at the first stroke, not having been locked and whatever had been behind it having moved on. The group cautiously moved into the corridor beyond, recognising it as the through which they had passed to get to the room in which they had fought the mummies. To the left lay that area; to the right the mummy which J'Neb and Nurmi had despatched and beyond it a closed door.
The barbarians crowded round Teragram as she worked at the lock, pausing occasionally to cast exasperated looks at the impatient warriors. She opened the lock, nodded at the others, and threw the door wide. The corridor beyond proved the theory that the palace was symmetrical correct. They moved on warily, keeping a watch for the ghouls who had fled before them, and some more exploration revealed a door to a room which, if it mirrored the other wing, should contain unpleasant statuary and treasure.
The door to the room they anticipated held treasure was locked, or jammed shut, so Nurmi smashed it down.
The three ghouls had barricaded themselves inside and as the barbarians broke in a ferocious fight ensued; the cornered ghouls were determined to sell their lives dearly. All three were eventually killed but not before Nurmi and Naim Tocs had been poisoned by bites.
The treasure in the chest, beside a statue of a glowering man-lion creature, was again disappointing but was still a good day's pay. When Thersites proved unable to carry it alone the warriors took turns to help and returned to the entrance where the tethered pack-mule waited.
Fortunately for the party Zou Kov maintained discipline while returning to Cambaris. As they approached a croft where they usually paused for a drink of water from the well, Nurmi, in his position at the head of the column, spotted something in the trees ahead.
No sooner had Zou Kov started to deploy his party to deal with the creature than the rear of the group was attacked by more of them.
Naim Tocs and Teragram were set upon by the creatures, who appeared to be reanimated wolves, and struggled to fend them off.
At the front, Wetham flew into a berserk rage and charged off alone to deal with the creature in the trees ahead.
That did not go well and the creature had him down and was about to savage him when Aushog came up and distracted it long enough for Wetham to regain his feet and kill it.
Further back numbers began to tell and by ganging-up on the wolves the barbarians were able to kill a couple more . . .
. . . although not without some anxious moments when the creatures had to be taken on one-to-one.
All the creatures having been disposed of the party returned to Cambaris very warily. Once there they counted their spoils and spend a good deal of them. After a day or two of thinking Zou Kov resolved to recruit a cleric skilled in dealing with undead; it appeared that the reach of whatever controlled the skeletal guards inside the palace now extended beyond its walls and Zou Kov was determined to return to the palace and confront it.
The first tile is a 3 x 2 corridor with a door at the end. Roll for the door on the Doors Table.
On opening a door roll for what is beyond on 1D20 on the Rooms Table.
A corridor always has a door at the far end. If a corridor is indicated it 1-4 continues on straight 5-6 runs transversely (a T junction).
A room has 1D6-3 doors leading out, with a minimum of one (where you came in).
Then roll for what is in the room on the Contents Table. Roll 1D20, minus 2 if it is a corridor.
Before assessing the value of a treasure chest it must be opened. A roll of 1 means there is a trap.
Once opened roll again: 5,6 for a major treasure, or 6 for a minor, gives a magic item. Otherwise roll 1D6 for value, subtracting 1 if minor. It takes one figure to carry a point of treasure with a one step movement reduction. (Example - a four point treasure takes 4 figures in contact to carry it.)
If a room or corridor is re-entered after having been cleared roll 1D20. On a 1 some mummies (1-3) have wandered in; on a 2-3 a band of ghouls (1D4) have stalked the adventurers to there; on a 4 a giant scorpion is on the hunt.
Skeleton swordsman, spearman, axeman
Quality 4+ Combat 2 Undead 20 points
Quality 4+ Combat 2 Standard Bearer, Undead 20 points
Quality 4+ Combat 2
Shooter: Medium, Undead 26 points
Quality 3+ Combat 2
Undead, Poison 32 points
Quality 5+ Combat 3
Undead, Tough, Slow 28 points
Quality 3+ Combat 3 Hero, Magic-User, Undead 96 points
Quality 3+ Combat 3
Animal, Heavy Armor, Poison 36 points
Quality 4+ Combat 3
Undead, Long Move 42 points
Patrol = 5 x swordsmen (100 points)
Squad = 1 x standard-bearer, 1 x archer, 9 x swordsmen (226 points)
Guard = Covidius, 1 x standard-bearer, 1 x archer, 9 x swordsmen (322 points)
The barbarians dare to enter the ruined palace - http://www.spodilicious.com/the-palace-of-covidius-i.html
The search for more money - http://www.spodilicious.com/the-palace-of-covidius-ii.html
The barbarians return to the palace and receive an unwelcome surprise - http://www.spodilicious.com/the-palace-of-covidius-iii.html
Resistance appears to be solidifying and the pickings are slim. www.spodilicious.com/the-palace-of-covidius-iv.html