Showing posts with label Dragon Warriors. Show all posts
Showing posts with label Dragon Warriors. Show all posts
Sunday, 6 December 2015
Dragon Warriors solo - Part XI: Dénouement
As Loys emerges from the darkness of the underworld, his eyes are blinded by the bright, yet overcast day. When his vision clears, he is greeted by the sight of a dozen or more archers, arrows nocked and aimed right at him.
[The idea to have soldiers surrounding the PCs came to me as a result of the above picture, which was sitting in my Dragon Warriors folder simply because it's the top half of the picture I used back at the end of scene 6 (though in both pictures I had to photoshop out the horse; more on this anon).
Q: So then, whose soldiers are they? (1d6) 1 the earl, 2-3 local baron, 4 the earl's enemy, 5 brigands, 6 unknown
1d6=1, the earl's troops
Q: Trouble? 50/50 (4+): O2 C1 - No, and... protecting the PCs as well as their liege's investment.]
"Ho, lads! Stand down!" calls the lead archer. "These be not fell beasts that emerge from the accursed hole, but men: good knights and true. And a lady!"
"Indeed we are a band of brave knights," says Loys modestly, "but who be ye?"
"Why, the Earl's men come to guard ye, and see ye safely back... if, that is, ye have his prize."
"That we do," says Loys, "and it was bought by dint of much steel."
"Well the Earl will want to pay ye with much prettier metal than that! Come! we ride for Fort Merl forthwith."
"Fort Merl?"
"His Grace is there on an errand. He gave orders to come immediately when ye'd found the book. I'll even let ye all have some of our horses for the journey. Consider it my repayment for the service ye've already done us. For had you not come out of that hole with the book, me and the lads were to go down and get it ourselves!"
Scene 14
Chaos: Out of control (d8)
Setup: return the Tractatus to the Earl
NPC list: Lady Melisenda, Earl of Avincester, the Secret Enemy, Benoist the brigand, Brother Quintinus, goblin & associate monster
Threads:
1. get a horse
2. find out situation
3. head home
4. earl's mission
[A random event back in Scene 8 revealed (to the GM-me) that the Earl would be away from home when the PCs took the book back. I rolled a die on my d30 area map to find his location.
Q: Is it a safe Journey? Certain (2+): O6 C5, Yes]
The journey across the moors is uneventful, and by nightfall they have reached Fort Merl. The Earl of Avincester is there there to greet them. He orders the best possible quarters prepared for the knights and their fair lady companion, and apologises profusely for the rough nature of the fort's accommodations. He does not reveal what errand has drawn him away from his own castle -- nor are his guests so importunate as to ask.
[Q: Does the Earl know of Loys & Reynaud's crusade news yet? Likely (3+): O1 C5, No. (I will increase the likelihood by one step per fortnight from now on for anyone who might hear such news).]
Once they've had a chance to rest, the earl receives them privately in the commander's private dining hall. Ysmena hands him the bejewelled tome, and as he opens it, his eyes go wide in amazement.
"You've found it! You've really found it. My search is finally at an end! Of course, you'll be wanting a reward, and one is richly deserved. Here..."
So saying, the Earl rips both of the golden, gem-encrusted covers off the book and tosses them on the table before Loys.
"These should fetch a pretty price in Ebrac," continues the Earl as if nothing out of the ordinary had taken place. "And now, as you've proven yourselves in this endeavour, there is another small matter for which I humbly beg your assistance..."
[And thus the first adventure draws to a close. so it is time to tally up the rewards.
The sale of the book covers will net enough to rest up in Ebrac for about a week and purchase normal horses for party, +7 days provisions each. This is by DM fiat, since if the PCs have horses, it will be much easier to grab pictures of knights out of my image folder. The rest of their treasure will be spent as normal.
Experience Points:
XP from combat are equal to the Rank (or Rank equivalent) of the foes defeated, and distributed by the DM amongst the PCs participating. So--
Loys gets the XP for his duel with Sir Cressin (scene 5), but since it wasn't a duel to the death, he only gets half. Sir Cressin was 3rd rank; I'll round up for Loys' noble deed: 2xp
The brigands in scene 6 were both 2nd Rank, so 4xp must be divided between 3 PCs. Reynaud seemed to fight the best, so he'll get 2xp whilst Loys and Ysmena get each. Ailbert does not earn any XP for being defeated.
Ysmena took out the 1st Rank elementalist in scene 8 with a single spell, so she earns the 1xp from that.
Then there's the monsters defeated in the ruins:
4 goblins (1xp each)
1 hobgoblin (4xp)
11 wolves (1xp each)
1 bugbear (3xp)
1 hellion (8xp)
---
27xp total. I wasn't going to count the goblin that escaped, but 1 more Xp makes a number easily divisible by 4, so each PC earns 7xp from the ruins.
Finally, everyone gets 5xp for completing the adventure.
So, Loys earns 15xp, Reynaud and Ysmena earn 14xp, and Ailbert earns 12xp.]
Thursday, 3 December 2015
Dragon Warriors solo - Part X: The Mad Comte's treasure
Most of the chests in the room are broken and empty, but against one wall is a huge chest of painted hardwood reinforced with iron bands, sitting on its own small platform. Loys goes to open the chest...
[Of course it's trapped (1d6): 1-3 physical, 4-6 magic: 2; (the LL AEC trap tables produce spiked pit.
The trapdoor will affect Loys + [1d4-1=] 2 others. 1d3=Ysmena is furthest away. According to the Speed table, a trapdoor opening underfoot has a 13, so the other PCs need to roll higher than 13-Evasion on 2d10 to leap out of the way in time.
Loys: 13-3=10, 7=fall
Reynaud: 13-4=9, 12=jump out of way
Ailbert: 13-3=10, 9=fall
damage: 1d4 for 3m fall -2 for armour +4 for spikes
Loys takes 4 damage, leaving him with 6hp. Ailbert takes 6 damage, dropping him to 1hp.]
...and as he does a large section of the floor opens up beneath him. Ysmena is standing far enough back, and Reynaud is deft enough to leap to safety, but Loys and Ailbert tumble into a deep pit, with long iron spikes set into the floor. Loys' armour proves sound again the spikes, but poor Ailbert finds himself impaled, and is nearly killed. Ysmena advances to the rim of the pit, and holds the lantern over it. "Are you two alive down there?"
"I live," grumbles Loys, "but Ailbert will need some help to get off this spike. They're iron, so they must have been put here before our fairy friends moved in and -- hey! a door!"
Reynaud hacks off the dead bugbear's foot with his sword in order to slip the chain off its leg. He throws the chain down into the pit, and tests his weight against it. "I think this should be a safer way down," he says.
"Before we descend," says Ysmena, "I'm going to collect the goblin's treasure from the chest."
"I hope it is worth this effort," says Reynaud.
[Is it? rolling for the hobgoblin's treasure hoard class (1d6=4) indicates another Poor treasure.
4d12=24 florins
1d10=1 crowns
1d6-1=3 gems/jewellery worth 50F each
15% chance of 1 magic item: d%=01! : a 6th level scroll (Ysmena can use it, but won't know what it is until 6th level)]
Reynaud and Ysmena clamber down the chain easily [climb difficulty of 6, anyone with REF at least 6 (like the PCs) needs no roll]. Ysmena opens the little leather sack from the chest, and their hearts all sink a little: there's just a handful of coins and three bits of old jewellery. The magical scroll seems a real treasure, but Ysmena is forced to admit that she doesn't know what it does. The only way to find out would be to read it aloud and release the magic...
Turning back to the arcane arts she does understand, Ysmena heals Ailbert with her sorcery to keep him from bleeding to death [Lesser healing twice (2MP), bringing him up to 5HP; she's again down to her last magic point].
Then all eyes turn to the door. Reynaud volunteers to open it. Ailbert and Ysmena stand in position to launch missiles and magic through the doorway should a guardian be revealed beyond, Loys readies his sword to chard in afterwards. Reynaud then reaches a gauntleted hand towards it...
[Q: Is it trapped? Certain (2+): O4 C6, Yes
The trap is (1d6): 1-3 magical, 4-5 physical, 6 both: 1
I don't have a good magical trap table, so I usually roll on the LL AEC Random Characteristics table. The result this time is Twists. So touching the door causes a magical attack against everyone in the room, and if it succeeds the victim suffers a random madness (from DW p124). I gave it an arbitrary Magical Attack value of 12, or 18 for the one actually in contact with it. Die rolls:
L (12-5) < 11, resisted
R (18-4) > 13, succumbed
A (12-4) < 10, resisted
Y (12-7) < 14, resisted
Reynaud suffers Intermittent Catatonia.]
The instant Reynaud's fingers make contact with the door, a terrible noise begins to resound throughout the room. It is felt more than heard, waves of force vibrating forth from the door as if from an enormous bell. Everyone recoils in shock, save Reynaud, who stands motionless, his hand still outstretched. When it has subsided, they find that they are shaken but unhurt, but Reynaud still does not move. He does not even react when they shout at him, nor when Loys raps him hard upside his helm.
They are on the point of dragging him bodily out of the way when he suddenly pulls the door open and as if nothing had happened. "We'd better get going," he says.
Beyond the door is a short passageway that empties out into a vast chamber of dressed stone, whose far wall is beyond the reach of their lantern light. They advance into the darkness. "Hey," says Ysmena suddenly, "look at the floor. It looks like we just crossed the boundary of a large magic circle carved into it..."
On the other side of the room, a shape stirs in the darkness, and flops forth into the light, revealing a thing spawned in the very depths of Hell. Its bloated, shapeless body has two stubby arms terminating in wicked claws. There are no legs of which to speak, just a long serpentine tail. Two small, vestigial-seeming wings sprout at odd angles from its lumpy back, and its head is at the end of a long, snaky neck. It has no mouth nor nose nor face, just a single, huge, lidless eye taking up the whole of the head.
The heroes know they must slay this abomination or perish in the attempt.
[It's a Hellion, generated with the random tables in the DW Bestiary.
Hellion
Attack 20, claw (d8,4) Armour Factor 4
Defence 12 Movement: 15m
Magical Attack 16 Evasion 5
Magical Defence 8 Stealth 10
Health Points 23 Perception 4 (panoptical)
Rank Equivalent: 8th
Evil Eye (as the spell*)
Reflexes 17
* since it only has the one eye I'm not imposing the Attack & Defence penalties for lack of binocular vision. It can still see just fine because it's a fiend from the Pit.
There's no surprise. The initiative order is Hellion, Y, R, L, A; all actions were resolved in this order when I was playing, even though the narrative swaps some of it round in order to flow better.]
[Round 1]
The horror slows its advance, and rears back. An unearthly, pale blue light begins to stream forth from the baleful eye, as waves of pure evil wash over the heroes [it activates its Evil Eye power]. Ysmena is already speaking the words of a spell. A lance of flame darts forth from her outstretched fingers, but at the last instant the thing writhes away from it and is unscathed [she spent her last magic point on Dragonbreath, which it Evaded]. Reynaud charges with his sword pointing straight at the fiend. Loys follows hard behind, an earnest prayer upon his lips. Ailbert raises his crossbow and shoots. The bolt sinks deep into the thing's blubbery midsection, and oily pus oozes from the wound [the d10 ABR easily penetrates AF4; it takes 4 damage, putting it at 17hp]. Ailbert breathes a sigh of relief to see the damage his shot has done; he had feared it would prove immune to their weapons. Reynaud makes the mistake of letting his gaze meet the creature's. He feels a fire in his brain an d a pull on his very soul, but the staunch warrior will not let it take him so easily. "The eye!" he screams, "don't look at the eye!"
[Each PC has a 40% chance to meet the hellion's gaze; rolls are made at the end of each round. Those meeting the gaze are subject to a 1d12 Fright attack (roll 1d12-Rank; the character needs to beat this number on 2d10 or die!). Reynaud looked like a goner when I rolled a 12, but he was very lucky (2d10=15), so there was no ill effect. Evil Eye is subject to a spell expiry roll; it will end at the end of the round (after killing everyone) if it rolls a 12 on 2d6. It didn't expire this round.
Characters may elect to reduce the chance of meeting a gaze attack. For each 10% reduction they suffer a cumulative -1 attack and -2 defence. The PCs will all be using 20% reductions, for -2/-4. The hellion will be splitting its Defence equally between all attackers (up to 3).]
[Round 2]
As Reynaud averts his eyes, the creature blindsides him with a buffeting from one of its bony wings. The sheer force of the attack staggers Reynaud back a few paces, as he feels his ribs almost fracture from the strike -- even beneath his heavy plate [4 damage drops him to 6hp]. Wincing in pain for a moment, he can barely raise his sword for a counterstrike [missed]. Loys plunges his sword deep into the horror's midsection, and pulls it free, dipping with foul slime [crit for automatic ABR; 4 damage puts it at 13hp]. Ysmena averts her eyes, and takes a small copper flask out of the pouch at her belt and unstoppers it. Ailbert casts his crossbow aside and readies his battleaxe, also looking away.
[neither knight in mêlée meets its gaze, and the spell does not expire.]
[Round 3]
The beast batters Reynaud again with its stumpy wing, but this time the knight's armour saves him from injury [failed its ABR]. Reynaud's swift riposte draws a faint line across the thing's blubbery hide, but it seems not to even notice [also failed his ABR]. Loys nearly trips over the snaky tail, and cannot bring his sword to bear as he tries to right himself [rolled an 18, miss]. But as he does his eyes meet the terrible blue gaze of the creature. But as the evil glow starts to pull at his awareness, Loys shouts back, "You have no power o'er me, vile fiend!" [the Fright attack needed a 6 or lower to kill the knight, but the 2d10 roll came up 20.] Ailbert moves up to attack, whilst Ysmena drinks her elixir. Magical energy courses through her veins, restoring her to full capacity [the Potion of Replenishment restores 2d4=4 (all) MP].
[no spell expiry]
[Round 4]
The thing is still intent on battering Reynaud, but his armour protects him from the worst of it. He in turn cannot land a blow of his own. Reynaud catches a glimpse of the terrible eye, but he is far too wrothful to succumb. Ysmena uses her magic to sap the beast's strength [her magical attack for the Weakness spell succeeds, giving it penalties: -2 Attack -1 Damage]. Loys' sword again strikes true, opening another oozing wound in the creature's pulpy side [down to 9hp]. Ailbert's axe, however, practically rebounds off its thick hide.
[Ysmena's weakness spell also needs to make Spell Expiry Rolls; neither spell dissipates during the combat...]
[Rounds 5-7]
The creature and Reynaud are intent on battering one another into a pulp, but neither is capable of piercing the other's defences [failed ABRs all round]. Ysmena hurls bolts of fire at the slithering beast, but each time it twists away from the searing flame [Dragonbreath x2, both evaded]. Ailbert lands a punishing blow; a shower of gore splashes across the flagstones as he severs the last few metres of it tail [6 damage drops it to 3hp]. Loys stares defiantly into the terrible blue eye as he stands firmly before it. His sword flashes in the blue light, which is suddenly extinguished, as neck is severed cleanly from the body. The horrible thing falls to the floor with a sickening squelch, and Loys drives his sword one last time into the creature's very heart to end it.
Before everyone's astonished eyes the creature begins to disintegrate. Every part of it, even the gore and slime on their swords, disappears like dust blown off an old book. After a few heartbeats, it is as if the thing had never existed in the mortal realm.
The chamber proves to be mostly empty. Here and there are bits of mouldering bones, broken weapons, and rusting armour, the remains of doughty knights come in search of the Mad Comte's treasury. Other than these, there is only the magic circle incised in the floor, whose far end begins underneath a heavy wooden door.
"Finally," says Ysmena, "the treasury."
"How can you be certain?" asks Loys.
"It's written in big letters right above... oh... right. I forgot."
"Good enough for me," says Reynaud impatiently, and kicks the door inward before anyone has a chance to respond.
The treasury is only the size of a modest castle bedchamber. A wooden latticework covers all four walls, even around the door. From the lattice are suspended the Mad Comte's treasures: the severed heads of all his enemies, most now no more than grinning skulls.
The knights stand in shock at the sight before them. Ailbert's teeth begin to chatter, so loud that he fears the others might hear. But Loys' and Reynaud's shock is of altogether a different sort.
"This is the Mad Comte's treasure?" says Loys. "There's no gold!"
"Nor even silver," add Reynaud.
"He wasn't called the Mad Comte for nothing," offers Ysmena.
"Yes, but... such a guardian... all for this..." mutters Loys.
"Wait!" says Reynaud, "bring the lantern forward. What's that gleam?"
Ysmena steps forward into the grisly treasure vault, holding the lantern high. On the floor is a glitter of gold and precious stones: the richly bejewelled cover of a book, lying where it had been angrily thrown so long ago. Forgetting herself, Ysmena scurries across to the book. She sets the lamp on the floor to examine the tome. The spine is badly broken, but the vellum pages are still held fast. She turns carefully to the first page, and reads aloud: His incipit Tractatus lachrymarum elementiciarum, sive doctrina regis annui sapientissimi, vesperi anteaquam trucidatus est sacerdotibus mandata...
"This is it!" exclaims Ysmena. She closes it carefully, and puts it into her pack for safekeeping.
"At least we can finally get away from these ruins," says Reynaud.
The knights turn and trudge back through the demon's room to the bottom of the pit. One by one they ascend the chain into the bugbear's lair, then Loys leads the way up the short passage to the surface. When he emerges, blinking his eyes against the light of the overcast day, he is greeted by a dozen or more archers, arrows nocked and aimed right at him...
Friday, 27 November 2015
Dragon Warriors solo - Part IX: A night visitation & Into the underworld
With the hobgoblin defeated, a stillness settles over the ruins. Loys leads his companions out of the great tower and over to the hole the hobgoblin had pointed out as its secret treasury. Ysmena rekindles her lantern, which she hands over to Loys. He shines the light down into the hole, and peering into the blackness. A faint, guttural moaning is heard emanating from the hole, and rattling of chains. This certainly bears investigation -- perhaps after a few days' recovery.
Ysmena and the three battered and bloodied knights trudge back across the green to Brother Quintinus' tower. The hermit receives them warmly, and has a nice stew simmering for them on the fire. At midnight Ysmena once again employs her healing magic to aid the injured knights.
In the morning Brother Quintinus takes up his spear and announces he must go hunting, as having guests means his food supplies are depleted much more rapidly, and their own provisions are quite sparse. Reynaud wishes to go with him, so Ailbert hands over his crossbow.
Whilst they're away. Loys tells Ysmena he must speak to her on a topic most serious. Ailbert offers to step outside the tower that they may enjoy some privacy, but Loys says that this concerns him too. Ysmena is terrified that Loys is going to bring up painful incidents from their past, and Ailbert is certain that his valour has been found wanting and they are going to take him before a magistrate to be tried for banditry, but Loys is really only concerned about Ysmena fighting with such poor weaponry. He suggests that, since Ailbert owns no shield, he give her his sword, and use the battle axe they took from the second brigand for himself. They both laugh in relief, and happily take up their new arms.
[There were a lot of dice rolled for the above, and for other matters concerning the situation. But I prefer to start with narrative, so here they all are now:
Q: Does the remaining goblin want revenge? Likely (3+): O5 C7, Yes. Adding it to NPC list
Q: Is it brave enough to sneak over to tower and spoil the PCs' remaining food with its evil power (vide DW Bestiary) before it scarpers? Doubtful (6): O3 C8, No.
At midnight, Ysmena regained and immediately spent all 4 magic points on healing; current HP totals: Loys 6, Reynaud 8, Ailbert 5.
Q: Any encounters? Unlikely (5+): O4 C4 - No, +event: NPC action - goblin - Arrive / A representative (the goblin knows a monster on the moors who will help it take revenge)
Q: How does the Hermit primarily get his food? (1d6): 1-2 hunts, 3-4 gathers, 5-6 both: 5=hunts.
He hunts with...(1d6): 1-2 spear, 3-4 sling, 5-6 bow: 1=spear.
Reynaud goes with him carrying sword and crossbow, and wearing only the padding from his plate armour (counts as a gambeson, AF1)
Q: Decent hunting? 50/50 (4+): O5 C6, Yes. 1d6+2=back in 4 hours (no random encounter)
Q: Random encounter at the tower whilst the hunters are away? Doubtful (6): O5 C5, No + Event: Introduce a new NPC - Celebrate / Masses: a priest, then: (1d6) 1-2 capital P Priest, 3 other profession, 4-6 normal human: 6=normal
Personality: Discouraged, Thankless
Motivations (UNE):
1. complete the elite
2. shepherd resources
3. execute religion
(1-3 m, 4-6 f; 3) He has (1d8-1=) 5 attendants. Each is (1d6) 1-4 cleric, 5-6 soldier; 4 other clerics in train, 1 spearman (all normal humans).
Now, to rejoin the PCs.]
"... and so the priest goes: 'I want to know who these unchaste women are and where to find them'." says Ailbert. [adapted from Poggio Bracciolini (1380-1459)'s Facetiae, #CXXIII; the original Latin is much nastier, but Ailbert won't use the f-word in mixed company]
Ysmena doubles over with laughter. Try as she might to stifle it, she only ends up snorting in a most unladylike fashion.
"I don't get it," says Loys.
Ysmena looks up. "Oh, Loys," says she, through peals of laughter, "it's like how... you know... the priest..."
"No, I still don't--- shhhh! What's that sound?"
The three fall silent, Ysmena clapping a hand over her mouth to stifle any residual chortles. They strain their ears, and a far-off sonorous chanting is heard on the wind. They take up weapons and rush from the tower to investigate. It is with no small relief that they find the chanting to be coming from a small band of priests making a procession across the grassy field before the ruins. The head priest with mitre and crosier leads a group of 4 novices, all bearing books, censers, and other holy paraphernalia. Behind them walks a single spearman in a dented helm and shabby byrnie. The spearman calls something out and the procession abruptly comes to a halt. The priests turn to see the trio crossing the green to meet them. The head priest looks them up and down and gives an audible sigh.
[UNE:
NPC Relationship: distrustful
Conversation Mood: guarded
prejudiced - belief - future action]
"We have come," says he, "to exorcise the foul spirits who have too long plagued this decrepit heap. Wherefore are you here?"
"We are simple travellers, domine," says Ysmena. "We sought shelter here for the night, and were attacked by wicked fairies. These brave knights drove them off, but were sorely wounded by the fiends." [Looks (15) roll, at a +3 penalty: 2d10+3=22, big fail]
"Wherefore would you shelter here? The foul reputation of this ancient abode, and the fearful noises that come over the moors... none come here but bandits -- or fortune seekers! Which be these so-called 'knights'?"
"I am just back from the Holy Crusade," interjects Loys. "I'll not be insulted by the likes of you!"
[For the priest's response, I rolled again on the UNE charts, with the proviso that a non-sequitur means he simply blows up at Loys: inquisitive - interest - allies]
"And this other knight," says the priest impassively, "is he too a crusader?"
"N-no, reverend father," says Ailbert. "A simple man-at-arms."
[Q: Will the priest eventually give up and leave the party alone? 50/50 (4+): O3 C2 - No, and..."
"You will all either help us or move on," says the priest. "I shouldn't want to have to inform His Lordship that there be bandits lairing in the ruins."
"Fine..." grumbles Loys.
The cleric intends to start by re-consecrating the old chapel, performing a series of rites that will last [1d8=] eight full hours, until early evening. The spearman must stand watch, so he is aided in his task by Loys and Ailbert, who take the time to sound out his opinions about the priests' endeavour. The spearman is a simple peasant from Fitston Parva, and he has absolute confidence in the awesome holy powers of his village priest.
[UNE for the spearman-
NPC Relationship: peaceful
Conversation Mood: neutral
insane - illusion - current story
Q: How does the hermit get on with the priest? Abandon / Trials
His danger sense (37%) roll about the NPCs: 15, success
Q: Are they dangerous? Unlikely (5+): O4 C4 - No, but... they will attract danger
+Event: Ambiguous event - Cruelty / Environment (storm)]
Reynaud and Brother Quintinus come back with some rabbit for the pot. He looks in on the priests to see what they are doing, then comes back to the tower, shaking his head. "Leave him to his nonsense," says Brother Quintinus. "Who knows, perhaps his faith is sufficient to banish the stain from these old stones. Or perhaps he'll see what a fool he really is! But let us be prepared ourselves to do battle with evil this night. I've a terrible feeling about this lot."
That night sees a terrible downpour. The hermit's lean-to is not big enough to hold more than two people, nor indeed is its roof the equal of the storm. They all take refuge in the tower, up upon the first landing whose opening faces away from the driving wind.
[Q: Cleric's party join them too? 50/50 (4+): O2 C8, No.]
The priests decide to make their shelter in the kitchen cellar which is proof against both wind and water. No one tries to dissuade them, or mentions that was the goblins' lair.
[Q: Quiet night? Likely (3+): O1 C6, No.
What happens? Vengeance / Pleasures]
A shrill, awful wail is heard in the distance, even above the howling wind. A second, moaning wail echoes it, seeming to come from beneath the great tower itself. The first one gets closes and closer. Inside the tower, weapons are taken up, and battle lines are formed. Even the hermit brandishes his spear. For a few agonising minutes the wailing ceases, then abruptly starts up again, much nearer. A chorus of horrible screams is raised in answer, echoing down the long passage and up into the tower staircase. None dare stir from the tower. "I shall pray for their souls," says the trembling hermit.
[Q: Does anyone escape? Unlikely (5+): O5 C3 - Yes, but...
Q: Does an attack on the tower follow? Unlikely (5+): O1 C5 No.]
The rest of the night is spent in fear and anticipation of an attack which does not come. Ysmena refrains from casting any spells at all that night; she doesn't want to use all her power on healing when some more destructive magics are required. But nothing else does happen.
By morning, the rain has stopped. The exhausted knights emerge from the tower to survey the area. They find the head of one of the priests, the eyes gouged out and a large patch of scalp missing, placed on the bottom stair, right inside the door to the tower. Other than this grisly warning, they find no trace of their mysterious nocturnal enemy. "It wasn't those little goblins that did this," says Reynaud. "The little bastard must've found help."
Loys takes up the severed head and tosses it down the steps into the long passage. "best we not mention this... trophy. Not in too much detail, I mean."
Deeming it safe, Loys calls the other two down out of the tower. Ysmena applies her healing magic to the injured knights [healing Loys 4 to 10hp, Reynaud 2 to 10hp, and Ailbert 2 to 7hp].
Searching the grounds, Brother Quintinus finds one of the novices cowering in a hole. His mind seems to have gone; he cannot but weep and prate like a child. The hermit says he shall care for the unfortunate.
Everything within the hermit's little tower has been destroyed. It is obvious that more than the storm was at work. The remaining stores of food are in a terrific state of decay, spoilt by goblin magic.
Loys announces that he and Reynaud must go down into the cellar to see if there be any survivors. Ailbert volunteers to come, but is visibly relieved when Loys refuses. They spend less than a minute for the whole expedition. Reynaud comes back bearing a spear, but neither of the knights will discuss what they saw.
Come mid day they are distressed to find that the provisions they had taken into the great tower have also been ruined by the fairy curse. Ysmena and Ailbert stay behind whilst the others go out hunting (with crossbow and 2 spears).
[Q: Decent hunting? 50/50 (4+): O4 C8, Yes. 1d6=back in 2 hours (no random encounters)
Q: Random encounter whilst they're away? Doubtful (6): O5 C2 - No, and... stop asking this question.]
The hunters soon return with some venison. Fortunately Brother Quntinus' cooking pot is still in a condition to hold water, once the dents are pounded out.
Whilst the hermit cooks, the others bring up some heavy rocks and loose flagstones into the tower, in case they need to throw them down upon attackers. After a hearty meal they decide to look for the treasury.
[I gave the treasury entrance an effective Stealth of 20, so the PCs need to roll higher than 20-PCN on 2d10 to detect it. Reynaud had the only good roll: 20-5=15, so 16+ to detect it; 2d10=17.]
They all search around the area the hobgoblin had indicated. Reynaud feels brave and jumps down into the little hole itself. Time and the elements have filled whatever chamber once was here with soil, but between two stones of the wall (or foundation?) he feels a slight draft. The dirt comes away easily when he digs at it with his steel gauntlet, and one of the stones seems to pivot slightly. "Through here," says Reynaud, "there's a passage. It shouldn't be too much work to clear a bit so we can squeeze through."
"Not today," says Ysmena bluntly. "I won't go down without my magic."
"Dear Lady," says Loys, "none of us would would even dare it."
[Q: Mostly quiet night? Certain (2+): O3 C6, Yes.]
The night is mostly restful. From time to time a chilling moan emanates from the recently uncovered hole. Whatever lurks beneath the tower, it knows it will soon have company.
* * *
The next morning...
It takes about an hour's work to free up the pivoting stone enough so that an armoured man may enter the secret passage. It slopes downward for a few paces before emptying out into a cramped and foul-smelling circular chamber. Some worm-eaten wooden chests are strewn haphazardly about the room. One side of the room is heaped up with rubbish and bones and filth.
Loys and Reynaud cautiously edge into the room. Ysmena hold the lantern high above their heads.
[Stealth roll: 12-6 (Loys' Perception) = 6 or lower needed; 2d10=13, failure, no surprise]
There is a rattling of chains, and then a horror bursts out from under its bone and rag pile nest, sending bits of detritus flying. The hunched-over, man-sized beast has long arms and claws that scrape against the floor, and its furious face is nearly all fangs. The thick chain attached to one ankle scrapes loudly across the stone floor as it moves. It is attached to an imposing iron ring set into the wall -- but its length is more than sufficient to reach the knights. Grasping nails outstretched, it springs straight at Loys.
[The creature is an Ire Goblin (bugbear), because again I saw it in the bestiary and wanted to use it.
Special rule I made up for this fight: anyone rolling a natural 20 will trip over the chain. They must then roll their REF or lower on 1d20 or fall down. The bugbear is not exempt. Its REF score is (3d6=) 9.]
[Round 1]
Reynaud takes a swing at the advancing bugbear, but it evades his blade. Its claws reach for Loys' face, but he raises his shield just in time, and the creature merely rakes the front of it, leaving deep rents in the lacquered surface [hit deflected by shield roll]. Loys' feeble counterattack does him no credit [rolls a 19]. Ailbert rushes in to join the fight, whilst Ysmena puts the lantern carefully down on the ground, where it won't get overturned.
[Round 2 - Initiative: Y,R,B,L,A]
Ysmena pronounces syllables in some ancient and forgotten tongue. Her magic causes the bugbear's limbs to slacken and its muscles lose their vigour [casting Weaken for 1MP. It's a Direct spell, so Mag. Attack 17 - Mag. Defence 4, it will take effect on a roll of 13 or less; 2d10=12, success. The bugbear suffers -2 Attack, and inflicts -1 damage]. Reynaud lunges and sticks the point of his sword into the creature's shaggy flank. He is surprised by the thickness of its wiry hair and taut hide [AF 2 vs. non-magical weapons], but the blade bites deep. The bugbear lets out a deep groan and black blood spurts around the blade as it is withdrawn [4 damage drops it to 4hp]. The bugbear turns and strikes out at the knight who wounded it, but it does not reach far enough [miss]. But as it turns, the chain whips round and gets caught under Loys' foot [rolled a 20 on his attack & failed his REF check 11]. He loses his balance and clatters to the floor. Ailbert has to step over him to avoid falling himself, and can't get near the creature with his axe [missed by a lot].
[Round 3]
The bugbear's weird groaning gets louder and more grating, and it begins to swell, its head and torso increasing in size at an alarming rate, its arms seeming to lengthen and stretch beyond its feet [a wounded Bugbear swells up over 3 rounds, gaining +3HP, +2 Attack, and +1 ABR & damage per round. It will reach its maximum on round 5, and revert quickly to normal on the 6th round]. Ysmena draws her sword, preparing to join the fray. Reynaud slashes down the thing's front, but the blade seems to slide over the stiff fur and leave it unscathed [failed ABR]. The bugbear swipes its claws down Reynaud's torso, and is similarly defeated by the stout breastplate [also failed ABR]. Loys clambers to his feet. Ailbert hefts the battle axe over his head and rains it down in a mighty blow -- which also bounces off wiry hair as if it were polished steel [he too failed his ABR].
[Round 4]
The bugbear continues to grow, becoming a misshapen and distorted lump of rage. Ysmena brings her sword down upon its head with both hands. There is a loud crack and spray of blood as the steel glances over the thick skull of the fiend [4 damage drops it to 6hp]. Reynaud takes advantage of its momentary distraction, and burys his sword in the groaning thing's side. This time it finds purchase, and cuts a deep gurgling wound [4 damage leaves it with 2hp]. The bugbear throws itself at Reynaud, but he parries every strike with sword and shield. Avoiding the rattling chain and each other, neither Loys nor Ailbert get close enough to strike [miss].
[Round 5]
And now it is twice its original size, and attacking more furiously than ever. Ysmena swings at it, but it merely backhands her sword with its terrible paw [she failed her ABR]. Reynaud continues his own furious assault, and opens another gash in the beast's flank [4 damage drops it to 1hp]. It yowls in pain, but cannot get its claws round the throat of this most persistent knight. Loys can barely swing his sword in the direction of the creature, so fast does it move now [and so poorly does he roll], but Ailbert swings his battleaxe down hard upon its shoulder, removing its left arm entirely [6 damage drops it to -4hp].
The creature falls to the ground, deflating like a burst wineskin, with black blood squirting from its various wounds.
Thursday, 19 November 2015
Dragon Warriors solo - Part VIII: Down and up
Scene 13
Chaos: Out of control (d8)
Setup: back to the ruins
NPC list: Lady Melisenda, Earl of Avincester, the Secret Enemy, Benoist the brigand, Brother Quintinus, goblins
Threads:
1. get a horse
2. find out situation
3. head home
4. earl's mission
Loys and company spend another two days in Mulford, ostensibly to resupply, but but in reality they mostly divert themselves at the town festival. They never quite learn its actual purpose (historical? a good catch/harvest? the holy week of some Saint?) but most of the peasantry seem as clueless as the strangers. Not even the clergy seem overly concerned, or if any do, they hide in the empty churches. Loys decides that he and his companions should probably leave town before the Sabbath in any event, lest they be forced to spend the whole day listening to sermons about the depravity of the preceding days.
And in any event, they have spent too much and gained too little from their sojourn here. They were able to sell the polished obsidian stone from the goblins' hoard for a little money, and they bought the trail food they had intended (4 days' rations each). But they found no new weapons, no armour for the sorceress, and in the end when they counted their money (a grand total of 20F and 20p remaining between the four of them) they hadn't enough to pay for the services of even a single man-at-arms to help them brave the dangers of the Underworld -- the whole reason they had come back to civilisation.
Before leaving, Loys does call in at the church to speak with the priest who had told him of the heretic.
"Reverend father," says Loys, "my companions and I, having concluded our business in this fine town, must set out on the road again this day. On our way here, we did occasion to pass by the ruins of the Mad Comte's damnable fortress. And in so doing we did chance upon a hermit who lives in a broken tower some small distance away -- Brother Quintinus, he called himself -- who did take us in and give us shelter and sustenance. I was wondering if you knew of such a personage?"
"No, my child," says the priest thoughtfully, "I know naught of such an hermit. But I would remonstrate you against the society of any madman who lives so close to the Relics of Evil."
"We shall give the accursèd place a wide berth this time," lies Loys.
[The die rolls for the above--
Q: Can they find a buyer for the obsidian? 50/50 (4+): O4 C7, Yes
Q: Any important events? 50/50 (4+): O1 C2 - No, and... very quiet and restful.
Q: Can Loys get information about Brother Quintinus from the local clergy? 50/50 (4+): O2 C5, No.]
About an hour down the road...
[d30 Sandbox Companion road encounter - 18=hostile; hostile group reaction: 7, unfriendly - antagonise; Rank (level) -2, Number +3 = 7 normal humans
Q: Why are they antagonistic? Work hard / Home]
...a group of seven farmers blocks their path with a hay cart pulled by a pair of world-weary mules. "What 'ave we 'ere, then?" says the biggest of the lot, punctuating his question by planting the butt of his pitchfork in the dirt. "Looks like a bunch o' worthless sell-swords... and their whore."
"I'm so sick of these lordless wanderers," adds another, "a-coming through our land and acting like they're conquering heroes. Ain't all the heroes off fighting in the holy lands?"
[Q: Can they antagonise one of the PCs into doing something stupid? Doubtful (6): O1 C5, No.]
Reynaud puts his hand to his sword hilt, by Loys claps his hand on his squire's shoulder. "Pay these miscreants no mind," says he. "Their petty comments are beneath contempt." Reynaud flushes with rage, but says nothing.
Loys leads his companions around the cart. The farmers hurl a few more choice insults at their backs, but following Loys' example there is none who so much a turn round to glare at them.
The guards at the tower, however, give them a heroes' welcome. They are overjoyed to hear that the heretic has been smitten by a vengeful God and will trouble the peace no more. And as a well-deserved reward, they even waive the toll.
The rest of the march passes without incident. Five hours later they reach the ruins.
[Q: Is Brother Quintinus around? Likely (3+): O5 C8, Yes.
Q: Still hospitable? Likely (3+): O6 C2 - Yes, and... willing to help. He's not a fighter though, so (1d4):
1. knows about traps
2. knows about as-yet-unseen monster
3. knows secret passage
4. knows about hob/goblins]
Brother Quintinus is in his tower at prayer. He hears the approach of the armoured knights, and is on the point of saying "Amen" when they appear at his threshold.
"My friends!" he says, "Back so soon? I trust your visit with the teeming masses of society was a success?"
"We've some more provisions, at least," replies Reynaud.
"I'm afraid we haven't time much time just now," says Loys. "We'd best get going before it's dark. We shall rest an hour, then we must again to the cellar."
"You mean to destroy the rest of the bogeys?" asks Brother Quintinus.
"That we do," says Loys.
"Then there is something I must tell you. There are groans and shrieks that come from below the old tower. Sometimes I hear them a'nights. There is something awful there, that even the bogeys fear."
"Have you seen them about since we left?" asks Ysmena.
"No, but I've heard them -- and it."
The hermit gives his guests some food and a bit of plum wine to fortify them for their descent into the goblins' lair. He meditates on their future [using the mystic's ESP power (37% - I forgot to mention he also did this when he met the PCs too) -- he rolls a 90, so there is no sense of any danger] but there is no presages of evil, so is silent on this count. He blesses the PCs before they set out.
They split into two groups in order to attack from both sides; Loys and Ysmena will go down the long passage, Reynaud and Ailbert will take the cellar stairs. Loys tells Reynaud to wait for one minute after his signal to head in.
"We're going in!" hollers Loys, and Reynaud begins his silent count. Loys moves slowly, crouching a bit, down into the frigid, dark passage. His sword and shield are at the ready. Ysmena follows, holding the lantern high as she can over his head. If any of the goblins appear, Loys will hold position until Ysmena has thrown a bolt of fire at their foe. Reynaud and Ailbert have a similar plan, but Ailbert's crossbow shall have to play the part of the sorceress' powerful magic.
[Q: Anything down here? 50/50 (4+): O6 C1 - Yes, and... (1d4=4) hob/goblins and a trap
Trap in which direction? 1-2 kitchen stairs, 3-4 corridor, 5-6 both: 2, kitchen stairs
Q: Any goblins in the corridor? Unlikely (5+): O6 C2 - Yes, and... the hobgoblin. 1d3=3, all 3 remaining goblins come with him.
PCs can't surprise them, 21 stealth -6 for Loys PCN = 15 or lower: 2d10=2, PCs do not detect them.]
Loys shuffles forward, hunched over a bit too awkwardly to move easily, but better that than an accidental fire bolt in the back of the head. Ysmena's lantern illuminates the clouds of breath they exhale in the cold, cramped corridor. They can see a little ways ahead, but nothing moves in the blackness. Or almost nothing; a swarm of bats suddenly appears, and swarms round the two startled heroes. None of them can harm the knight encased in his suit of armour, but Ysmena finds them tangled in her hair, vicious teeth biting her exposed neck, and even right through her dress on her shoulder. She is waving her dagger in the air to fend off the flapping, squeaking creatures, and then suddenly they are no more. Only an evil-smelling smoke remains.
"Are you hurt?" asks Loys.
"I'll live," says the sorceress, inwardly hoping that the bats carry no disease.
[3 attacked Loys, but none rolled criticals and they can't make the Armour Bypass Roll. Ysmena suffered 4 attacks, of which two hit for 1 damage each; luckily they were not diseased, but our poor sorceress will take fright at every sudden chill or unexplained ache for the next few days, worried she's coming down with the plague.]
They resume their careful advance, a bit faster as they fear the bats slowed their progress overmuch. [Another Stealth roll for the goblins: 2d10=8, PCs still don't see them.] Suddenly a hail of sharp flints comes from the darkness ahead. The stones plink off Loys' armour and shield, or glance off the walls and ceiling.
"Forward! Forward!" shouts Ysmena. "I can't see anything!"
"Nor I!" replies the knight through gritted teeth as he skitters forward.
[Q: Do the goblins retreat? 50/50 (4+): O1 C1 - No, and... 1d4=1 runs forward to attack.
REF(3d6)=10, so Ysmena (REF 16) has the initiative.]
There is a pause in the hail of flints as a single, sagging-faced goblin runs into the light, grating out a nasal battle-cry as it rushes to impale Loys on its icicle sword. Loys crouches behind his shield as he hears Ysmena shouting the words to her spell behind him. A brilliant gout of flame flashes over his head. The magical fire consumes the goblin in an instant, leaving nothing but a pile of smoking cinders in the midst of the passage.
[Dragonbreath has Speed 12 - Evasion 4 = 8 or less to hit, 2d10=6, hits
goblin has 1d6+4=7hp
spell does 1d6+6-AF(1)=10hp; -3HP=dead
Ysmena is down to 3MP.]
There is a sound of pattering footsteps in the darkness beyond the reach of the lantern, and then the sound of a slamming door. Loys picks up his pace again, though still wary of ambush. Ysmena follows close behind.
Meanwhile, on the other side of the ruins...
Reynaud finishes his count, and he and Ailbert start creeping down the steps. Suddenly...
[There is a trap here, so: (1d6)
1 missile, 2 fire, 3 slippery, 4 caltrops, 5 poison, 6 falling object; 1d6=4
Who is the victim? 1-2 R, 3-4 A, 5-6 both; 1d6=2]
...Reynaud cries out in shock and pain, having stepped on something so sharp it pierced the thick leather sole of his boot [he takes 1 damage, and his movement is halved until it's healed. He also needs to make a REF roll to avoid falling down the steps: 2d10=12, just succeeds]. He totters for a moment and nearly topples over, but manages to steady himself against the wall. "Help me, dammit!" he cries. "Pull it out!"
Ailbert sets the lantern on a step, unwilling to drop his crossbow. As he pulls the awful spike from Reynaud's foot, the knight declaims a most unchivalrous oath. He puts his injured foot gingerly back on the ground, but can't put his full weight on it. Behind him he hears Ailbert exclaim, "What is this?"
Reynaud turns about to see what Ailbert is holding. It isn't the iron spike he'd expected, but a horrible pointy tooth, ripped from the maw of some nameless beast. Brushing aside the leaves and sticks on the stairwell with the point of his sword uncovers about a dozen more teeth, set upright and held in place with sticky mud.
The two knights descend into the underground chamber much more slowly, stepping nowhere they have not first cleared of all debris. The chamber is bare, and much as they had left it. Reynaud fancies he sees the glow of his companions lamp, far off down the narrow passage. As they are about to start towards them, three twisted goblins run into the chamber and slam the door behind them. The goblins turn to face the startled knights, and the battle is joined.
[The two goblins both have REF 13, the hobgoblin has REF 7. Initiative order is thus: goblins, Reynaud, Ailbert, hobgoblin.
This is the point where I mention that hobgoblins look exactly like goblins, and other than their magic powers are essentially the same thing, just meaner. Also, there is no Linnaean taxonomy in the world of Legend, so the fact that the PCs have been calling them by the name of the creature entry in the DW bestiary is coincidence. They could just as easily call them bogeys (like Brother Quintinus does) or imps, or elves, or pixies, &c. &c.]
[Round 1]
As one goblin is pushing the door shut, a second rushes Reynaud with its icy sword [Att13 - Def7 = 5; roll of 8 misses] which Reynaud deftly parries. His counter-attack swings right over the goblins head [rolled a 17...]. Ailbert has the clearest shot at (1-3 goblin, 4-6 hobgoblin) the creature shutting the door. He looses a bolt [as it's a missile weapon, his Attack is not reduced by the goblin's Defence, and it isn't even moving much, so he only needs to roll under his unmodified Attack, which he does. ABR: 1d10=9], which buries itself deep in the goblin's back [4 damage drops it to 5hp]. The third [hob-]goblin is holding a puffball in its long fingers, which it tosses at Ailbert. The puffball bursts in a cloud of poison. [Ailbert needs to roll under his Reflexes (a lousy 8) or die; 1d20=5!] Fortunately he steps back in time to avoid breathing in any of the poison gas. [Hobgoblins carry 1d4 puffballs according to the DW Bestiary; <clatter clatter> fortunately for my PCs I just rolled a 1.]
[Round 2]
The goblin at the door turns to join its fellow attacking Reynaud. The knight does his best, but as he parries one the other slips in beneath his guard. But sharp as it may be, the pointy icicle is no match for a well-forged steel corselet. [Reynaud had to split his Defence between the two attackers. Only one hit, but the ABR (1d8) was a 6, and so did not penetrate AF6]. Reynaud tries to bring his sword down upon the head of the goblin with Ailbert's bolt protruding from its back, but the fleet-footed fiend jumps back at the last second, and his blade clangs off the flagstones. Ailbert draws his sword [so cannot attack this round] as the hobgoblin advances [3m] upon him. The creature's sword is easily avoided [Att 16 - Def 7 = 9, but it rolled a 14].
[Round 3]
During the back-and-forth of parries and thrusts, made with both steel and ice, both knights receive a blow from their faster opponents. Fortunately their thick armour turns the frigid blades aside.
[Loys and Ysmena have reached the door, so the initiative order changes to Ysmena, goblins, Reynaud, Loys Ailbert, hobgoblin.]
[Round 4]
Whilst one of the goblins merely taunts Reynaud [missed], the other stabs him in the side. He cries out in pain as the icicle finds a weak spot in his armour and bites deep into his flesh [a critical hit automatically bypasses armour, and his shield didn't take the blow; 3 damage drops him to 10hp]. He nearly drops his sword in shock [missed his attack roll by a lot].
Out in the passage, Loys violently applies his shoulder to the heavy, swollen door [he takes 1 point of damage for the attempt. He needs to make a STR (13) check: 2d10=12, success]. It bursts inward and the knight follows a few steps into the chamber.
The fighting continues unabated. Ailbert cannot land a blow against the hobgoblin, but the horrid little creature slips his sword between the plates of his armour [also a crit; 3 damage drops Ailbert to 6hp], but brave Ailbert does not shew his distress.
[Round 5]
Reynaud is once again out-manoeuvred by the pair of vicious goblins. As one distracts him, the other stabs him in the leg with its freezing sword [ABR(1d8)=7; 3 damage puts him at 7hp]. Loys advances to help Ailbert (believing his squire the equal of two diminutive sprites, no matter how vicious). His sword opens up the creatures back, splattering brackish goo from the wound [4 damage to puts the hobgoblin at 8hp]. The creature will not be distracted from its purpose. As it scurries away from Loys' assault, it lands a hit on poor Ailbert, but the ice glances off his breastplate.
[Round 6]
Ysmena throws a bolt of fire at one of Reynaud's enemies, but it dances nimbly away [Dragonbreath; Speed 12 - Evasion 5 = 7or less, 2d10=12]. Both goblins strike Reynaud, but his armour remains firm; his sword cannot even find its mark. Loys distracts the hobgoblin as Ailbert pierces its side with his sword [crit; 4 damage reduces it to 5hp]. The hobgoblin wails, a shrill piercing sound which echos through the small chamber. A wave of pure cold emanates from the malicious fairy, sapping Loys' and Ailbert's strength [its Chill power does 1d4 damage to each (both rolls were 2); Loys drops to 8hp, Ailbert to 4].
[Round 7]
Ysmena draws her dagger. Reynaud is again stabbed through a chink in his armour [3 damage leaves him with 4hp], but the goblin does not pull back in time and the pommel of his sword smashes down upon its face, leaving its long nose smashed down over its mouth in an almost comical fashion [4 damage puts it at 1hp]. Ailbert's blade traces a deep, gory line across the hobgoblin's chest [leaving it with 1hp also].
[Q: Does the hobgoblin surrender? 50/50 (4+): O4 C1 - Yes, and...]
The hobgoblin lurches backwards and throws down its sword. "We surrender!" it whines. Its companions echo the sentiment in even more plaintive terms.
The knights pause. "Please do not hurt us!" squeals the hobgoblin. "If you let us live, I... I promise to show you where I hide my treasure!"
"Very well," says Loys, "I accept your surrender. But let us keep you honest. Ailbert, reload your crossbow. Then we shall have these fiends lead us to their hoard. But should one of them break ranks..."
Ailbert does as he is bidden. The hobgoblin says, "I will show you where it lies. Come, come!" and starts up the stairs.
"Slowly!" commands Loys as the rest follow.
[Q: Do the goblins* cut and run? Unlikely (5+): O5 C3 - Yes, but... they will set an ambush for later.
* just the goblins; the hobgoblin made a promise which it must keep, though it will try to twist it in the worse possible way.]
They follow the goblins through the remains of an archway and into the grassy expanse, towards the remains of the great tower. As they are walking, one goblin starts whispering to its fellow with the broken nose.
"Treasure hoard, treasure hoard... but it's not our treasure hoard."
"Mrph."
"And we make no promise, do we?"
"Mrph!"
Loys is about to demand their silence when the two goblins break ranks and scurry off in opposite directions. Ailbert shoots one in the back. The bolt pierces its cold, black heart and it falls face first in the grass to move no more. The other clambers up over a wall and out of sight.
"Come, come," says the Hobgoblin, pointing at a doorway, "to the top of the tower we must."
The narrow spiral stair is very steep. The hobgoblin leads the way, ever mindful of the crossbow at his back. After Ailbert come Loys and Ysmena. Reynaud halts just inside on the first landing to guard the entrance. Ysmena takes pity on Reynaud and casts her charm of healing over him [restores 2hp; he's now at 6 but she's down to her last magic point]. He begins to mumble a slightly confused thanks, but Ysmena cuts him off, saying she feels safer when their rear-guard isn't on the point of collapse from blood loss.
They climb and climb the ruined tower, once the tallest in the castle. At the top they emerge into open air, on cramped platform surrounded by weathered and moss-covered stones. The look down over the ruins and miles of countryside from the dizzying height.
"Well?" asks Loys. "Where is it?"
The hobgoblin points over side. "That way. Look straight down. In the little hole, where the tower was pulled away. Across from the stairs to the passage."
"What? I... yes, I see. But wherefore did you bring us all the way up here?"
"Nice view."
"We're going back down now. You're going first, you little fiend."
The hobgoblin sighs, then begins hopping down the stairs, followed by Loys, Ailbert, then Ysmena. As they reach the uppermost alcove (once the entry to the top storey), the hobgoblin dashes inside and causes ice to coat the steps under its captors' feet.
[it uses the Glissade power. Each PC has a 40% chance to slip, and if so they must roll under their REF on 1d20 or fall.
Loys: 1d%=96, ok
Ailbert: 13 = a slip; REF (8) check is a 19, failure
Ysmena: 27, slips; 1d20=4, ok
So if Ailbert falls, he might take Loys with him. Looking on the Speed table, I thought a 14 was about right. Speed 14 - Evasion 3 = 11 or less; 2d10=5, Loys fails to evade. They each take 1d8-2(for armour) falling damage: Loys 6 (to 2hp), Ailbert 1 (to 3hp).]
Loys slips for a moment on the icy step, but rights himself. Ailbert is not so lucky. He not only slips forward but crashes right into Loys, and the two tumble down and around with a dreadful clatter.
Ysmena treads quickly but carefully down into the alcove where the hobgoblin is waiting, an icy sword already forming in its hand. She uses the last of her magic to throw a jet of fire at it [Dragonbreath: Speed 12 - Evasion 3 = 9 or less, 2d10=7hits for (1D6+6 -1) 8 damage]. The hobgoblin is bathed in flame for a moment, then utterly ceases to be. Only a smouldering pile of ashes remains upon the floor of the tower, to be whisked away an instant later by the fierce autumn wind.
Sunday, 15 November 2015
Dragon Warriors solo - Part VII: The comforts of religion
Ailbert means to stand watch the rest of the day and into the night, so that Ysmena may recover her magic and rescue Loys and Reynaud from death's door. But his own wounds have taken too great a toll on the young knight, and he drifts off as the sun is setting. Ysmena forces herself to remain vigilant, but she too is suffering from her wounds and the evening's chill.
Ysmena hears a rustling in the bushes nearby. She creeps over to investigate, her hand clutching the dagger at her belt. She sees no one through the dense foliage. She stands still to listen, but only sound is the wind blowing through the leaves, and her own heart pounding. But hark! footsteps are getting closer, slow and measured, but certainly human.
Then an imposing form in a dark, heavy cowl bursts into the clearing beside her. She wheels about, drawing her dagger in a flash. The form pauses for a moment, and Ysmena hisses, "Come no closer! I am armed, and with but a word I can summon my knightly protectors!"
A kindly voice comes from under the cowl. "Dear lady, you are injured, as are your poor protectors. This forest at night is not safe. Not safe 'tall"
[It's still scene 9, with a d10 chaos die. I asked Mythic:
Q: Do the PCs have a peaceful evening/night? 50/50 (4+): O1 C0, No.
So I rolled a random encounter (from the DW Bestiary charts), with the proviso that a weird result would instead be (1d6) either the Key NPC (1-3) or Goblins (4-6).
encounter time (1d12)=just after dusk
A roll of 07 was Peasants... they certainly wouldn't come near the ruins, so 1d6=3; the Key NPC (Hermit, from the d30 Sandbox Companion table).
What are the hermit's motivations? (via UNE)
-accompany distress
-aid the world
-surpress narcissism
Q: Is he of the Priest profession? Unlikely (5+): O2 C3 - No, but... other random profession: 1st level mystic]
"Who are you?" asks Ysmena, still interposing the dagger between herself and the stranger.
"I am called Brother Quintinus. I am a simple monk, come here to live in solitude and contemplation away from the worldliness of the city and the distractions of the cloister."
"I see."
"Come, let us get the wounded to my tower. The night is full of dangers outside."
Brother Quintinus lives in the shell of an old tower across the field from the castle proper. He has constructed a lean-to inside as shelter from the elements, and has made a simple shrine on one wall and a fire pit in the centre. Loys and Reynaud are put under some blankets in the lean-to, and Ysmena and Ailbert join the good friar around his fire as he cooks them something from his meagre stores.
"Is this a holy place?" asks Ysmena.
"Oh, no," says Brother Quintinus, "just a place for my simple needs and solitude. But it's safe here. The little bogeys are afraid of me, I think,and won't come close. Sometimes they leave me little presents: a pigeon, some pretty stones, a pile of leaves. But they fear my prayers and the rude images of the True Religion I've put up."
Ysmena lets him lead the conversation, and is relieved that he doesn't seem interested in prying too deeply into their reasons for coming here. He does have a few questions for Ailbert about his panoply, and admits that as a child he wanted to be a knight himself and would watch the tourneys with great interest.
[UNE: conversation mood=friendly, neutral; topic: friendly-delight-weapons
Q: Can Ysmena subtly sound him out about his attitude to magic? Unlikely (5+): O5, C2 - Yes, and...]
"I fear for our two knights," says Ysmena deliberately. "Loys is in a terrible state. And Reynaud's condition is even more desperate. I fear for their recovery from such grievous wounds. It would... it would take a miracle to make them whole again. Or..."
Brother Quintinus looks thoughtful for a moment, then speaks. "M'lady, if you know of -- if you posses -- some extra-natural means of soothing their ills, 'twould be a great kindness -- nay, a blessing! -- and more salubrious for them by far than my simple chirurgy."
At midnight, Ysmena speaks a healing charm over each of her companions.
[Everyone gets 2hp back. Loys and Reynaud regained consciousness with 1 HP at some point, so she doesn't need to cure them from 0 or -2.
Q: Do any of the PCs admit to anything stupid? Unlikely (5+): O4 C8, No.]
They stay for a day with Brother Quintinus. He is content to let them rest whilst he wanders through the woods collecting food. They find him a most affable host, who likes nothing so much as chatting about the spiritual rewards of his simple life [UNE: friendly-comfort-rewards]. Everyone is eager to travel back to civilisation for supplies (Ysmena would like some armour), but the good friar won't see them head out on the road in such a pitiable state, so they stay for yet another full day, Ysmena applying her magic on two successive midnights.
On the following morning, then, the hermit packs them some provisions for the road and finally bids them Godspeed.
[Loys & Reynaud each have 7hp, Ysmena and Ailbert are back to full (9hp).]
Scene 10
Chaos: Out of control (d8) - raised since the expedition to the ruins nearly got everyone killed.
Setup: go to village to rest & resupply
chaos die=2, Altered = Will have to travel further for one or more things...
NPC list: Lady Melisenda, Earl of Avincester, the Secret Enemy, Benoist the brigand, Brother Quintinus, goblins
Threads:
1. get a horse
2. find out situation
3. head home
4. earl's mission
The uneventful walk up the road from the ruins to the nearby village takes barely an hour and a half.
[no encounters.
Q: Is there an inn or public house with rooms available? Unlikely (5+): O2 C1 - No, and...]
The villagers of Fitston Parva look upon the weary and bloodied travellers with abject suspicion. None are willing to offer them shelter, not even at a price. One brave sort suggests they follow the road to the next village. There is a travellers' inn there.
Not wanting any trouble, they take the hint and continue down the road.
[Q: Does Loys and/or Reynaud have any idea of the relationship between the Earl and the lord of castle #7? Likely (3+): O4 C0, Yes.
d12 relationship
--- ------------
1 love
2-3 allies
4-5 grudging allies
6-7 neutral
8-9 rivals
10-11 enemies
12 abject hatred
7=neutral]
They decide to bypass the castle; the lord there is neither friend nor enemy to the Earl, but they'd all rather not risk another noble's involvement in their quest. At the next village...
[Q: Inn or public house rooms available? Unlikely (5+): O2 C4 - No, but...]
...they once again are coolly received. The peasants of Fitston say there is a traveller's in at Mulford, down on the river, so perhaps they ought to go thither. Pausing only to slake their thirst at the town well, they march straightaways down the road out of the village.
The road leads out of the farmland and crosses through the hills. Between two particularly steep inclines, a tollgate blocks the road. A tall tower looks down upon it from high above on a flat-topped hills. Loys hands over 4 florins for the toll.
[Q: Any other problems? Unlikely (5+): O6 C2 - Yes, and...
Q: What? Persecute / New ideas]
As they are about to pass through, one of the officers addresses Loys. "Good sir knight! I know thou art most assuredly upon some great Quest, or in the service of some Earl or Duke, but if the problems of simple country folk be not too mean for thy notice, I would speak with thee of a matter most distressing."
"It is my duty as a knight to help all those in distress!" responds Loys. Ailbert tries to stand straight and proud as he can. Ysmena and Reynaud merely roll their eyes.
The soldier continues: "There is a heretic causing trouble for us, and especially for the good people of Mulford. Wouldst thou, O knight, put a stop to the perfidy of this churl? And with all haste, lest the flock of Mulford be led into darkness!"
"The very Fist of God shall guide my sword, as I put an end to the foul ravings of this noxious heretic! Come, my friends: Mulford awaits. We've the Lord's work to do!"
Loys leads his companions into Mulford. There is some sort of festival in full swing, and the town square if full of musicians, performers, and the drunken populace itself [d30 settlement events: popular, music].
They take rooms in a proper Inn: a private room for Loys, another for Ysmena, and a shared room for Reynaud and Ailbert (12F/night total, and another 12F (total) for food). The first night is spent in rest; they are all too tired to even take part in the festivities. Ysmena heals Loys and Reynaud some more [4HP each] in the morning.
[Q: Anything interesting happen? 50/50 (4+): O6 C7, Yes.
Q: What? Malice / Disruption
Q: Against the PCs? 50/50 (4+): O1 C2 - No, and...]
After breakfast, Ysmena goes to the market to buy a decent dress (2F), as hers is torn and covered in bloodstains. She wants to buy a gambeson (35% avail in village) too, but can't find one.
Loys goes in search of a priest who might have information on the heretic. From the steps of the church he witnesses a near-riot in the marketplace. Some bravos were attempting to shake down some of the poorer merchants for protection money. A band of the Baron's soldiers intervene, and beat the miscreants bloody, to the cheers of the crowd -- amongst which he is almost certain he makes out the face of Reynaud.
Once inside the peaceful emptiness of the grand church, Loys finds a tonsured priest. [Looks roll to get info on heretic: 7+8=barely a success]
"Holy father," says Loys, "I have heard tell of a heretic in this village, spreading poison amongst the faithful. I have pledged my sword to rooting out and destroying this evil."
"That is... laudable, my child," says the priest. "But perhaps we should temper our righteous anger with mercy, and seek to return this sad woman to the bosom of the True Faith. Rather than murdering a wayward nun in cold blood."
"I... uh... yes. I see. What is this heretical nun doing to cause such a stir?"
[Q: What is heretic's deal? I found a list of major real-world heresies, and adapted it for a 1d10 roll:
d10 heresy
--- ------
1 Gnosticism
2 Montanism
3 Sabellianism
4 Arianism
5 Pelagianism
6 Semi-Pelagianism
7 Nestorianism
8 Monophysitism
9 Iconoclasm
0 Catharism
8=Monophysitism]
"This benighted soul is preaching that the Saviour is a fusion of both human and divine, rather than being wholly human AND wholly divine, as all those pure of faith know to be true."
"I understand," lies Loys. "This heretic, is she in the town? Preaching in the square perhaps?"
[Location (1d6) 1-2 church, 3 inn, 4 hills, 5 moor, 6 swamp
5 = moor]
"No. We've chased her from the village. She lives alone on the moor, though there are many unfortunates who do seek her out there. They consider her a living saint. Saint Richolda, they call her."
"I would very much like a word with this heretic."
"Take care, my child, lest her evil words infect your reason. Or stir you to even greater sins of violence!"
Scene 11
Chaos: Out of control (d8)
Setup: find heretic
chaos die=4, Interrupt: Vengeance / Lies - NPC action - Earl
[noted for later]
Scene 12
Chaos: Out of control (d8)
Setup: find heretic
chaos die=2, Altered (Debase / Expectations)
NPC list: Lady Melisenda, Earl of Avincester, the Secret Enemy, Benoist the brigand, Brother Quintinus, goblins, heretic
Threads:
1. get a horse
2. find out situation
3. head home
4. earl's mission
5. deal with heretic
The next day they set out into the moors to find the heretic. Loys is certain of his purpose. Reynaud is sure it's a bad idea, but know he can say nothing. Ailbert is somewhat worried about what they might find, but does his best to emulate Loys' brave resolution. Ysmena doesn't really care, but likes walking on the moors; it reminds her of her childhood.
[Tracking roll to get there directly 1d20=19, no...
Encounter check: 9 Lazars
Q: Going to see the heretic? Likely (3+): O6 C6, Yes + Event: NPC Action - Earl - Travel / Goals (Earl will not be home when PCs get back, travels take him to 1d30 on an errand. Noted for later)]
Despite doing his best to follow the priest's directions, Loys cannot find the way to the heretic's dwelling. Then in the distance, a small group of travellers is spotted. Loys approaches them cautiously, aware that they are outnumbered, if still more than a match for simple peasants.
But as he draws near, the leader of the group raises a hand in warning, and others begin to ring bells. "Lepers!" exclaims Reynaud.
Loys halts a safe distance away, and shouts, "Whither go ye, unclean ones!"
"Oh good knight, we do but travel to the abode of the wise woman of the moor. It is said she doth posses the touch of a Saint, and can make this affliction fly from our bodies as a show of God's infinite mercies."
Loys and his company follow the lepers at a safe distance, and are soon in the camp of the so-called saint. There is a rude hut made of branches and roofed with rushes, and a a scattering of tents, all around a central altar made of piled stones. About a dozen miserable people are lying about the altar on the ground. They are all ravaged by diseases most horrific. Some are praying, some merely staring up into the sky, and others look to have already died. The scent of carrion is on the breeze, causing our heroes to choke.
A bedraggled woman crawls out of the hut, roused by the lepers' bells. When she sees the trio of knights behind them, she calls out to them.
"Get ye back! Back! Let none come here save those already doomed! I have no holy power! I am afflicted with the mark of my heresy. Leaves us here to our penance -- and death!"
Loys and company do not need to be told a second time. They make for Mulford with all possible haste. Loys brings word to the priest that the heretic has been struck down by God Himself, and now consorts only with flies and lepers -- and shall soon entertain the worms.
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