Monday, 17 February 2014

LotFP Solo - Part the Tenth: „Die Nacht ist feucht und stürmisch, / Der Himmel sternenleer“

"When we reach Cheapington," says Aldira, stepping in a puddle nearly up to her knee, "I'm buying a new set of clothes. And burning these."

"Can you burn mud?" asks Debinvarr.

"I'll be glad to get rid of this Crown," interjects Théscine. "False or not, I don't feel safe carrying it."


"Those dwarven mercenaries didn't scare me," says Firdeth, "I'm sure we needn't worry about them."

"You do remember," replies Théscine, "that we're bringing this crown to a vampire?"




Scene 12

Chaos: 6

Setup: unmodified - Travel to Cheapington (intending) to find Eril and buy new horses

Characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, Siorighan MU12, summoned demon, Tibalt & Barnot, dwarven mercenaries, griffon

threads: find Neldir & the book
get item for Vampire
recover fallen thieves' bodies

days 34-36.

The party set out from Castle Vyljusz towards Cheapington, both avoiding the elven forest (as it is not time for their return) and giving the Church a wide berth. The journey through the forests is uneventful; they encounter nothing but harmless wildlife. Even fording the river goes without a hitch, once they find a place to cross. On day 36 there is a driving rainstorm; they cover very few miles that day [movement halved], and spend a miserable night all huddled together in a single tent for warmth.


day 37.

The rain finally abates. They make it to Cheapington by the evening. Strangely, they meet with no one on the road into the town.

[Reception in Cheapington? reaction roll 5, Unfriendly.

Q: Is this related to Eril? 50/50: 78, No.
Q: Is it realted to the Crown, then? 50/50: 82, No.
Q: OK, Mythic, what is it about then? Separate Illness - the 'plague' that the townsfolk thought Eril was causing had nothing to do with her. They ran her out of town for nothing. A fever is still rampant.
Q: Is the inn quarantined? 50/50: 72, No.
Q: Does Eril still have a thrall there? 50/50: 31, Yes.]

The PCs spend a night at the Lamb and Trefoil. There are very few guests, and no one talks to anyone outside their group for fear of contagion.


day 38.

Eril's thrall meets the PCs in morning. He tells them that his Mistress has fled to Wandlebourne, a small yet prosperous mercantile city on the bay.

[Q: Does Eril have a private residence there? Likely: 00, Exceptional No.]

She once owned a townhouse there, but it has recently been burnt to the ground. She is staying at the Anchor (try the eel pies, says the thrall). The PCs don't want to risk buying diseased horses, but decide that if they travel all day [forced march] they can make Wandlebourne by nightfall.

The day is cold and overcast, but the threatening clouds do not loose the rain. For the last few miles of the journey, the plains slope downward towards the sea. At dusk, the city is finally in sight, and what a sight it presents. The glow of lamps lighting the broad cobblestone streets illuminates the city spires against the dark, still waters of the bay. Fires burn brightly in the watchtowers atop the walls, miniatures of the lighthouse beacon in the harbour.

Aldira volunteers to speak to the guards at the gate, as the elves seem unsure of human etiquette. She pays them the entrance toll, and a few extra coppers to loosen their tongues. The PCs get good directions to the inn and an admonition to hurry, or they'll arrive to late for eel pies.

"Elves!" exclaims the innkeeper as the party marches through the door. "You must be Eril's friends. I expected more of you... but your rooms are paid for. Here's the key. Eril has the adjoining suite."

Eril has paid for the most expensive rooms in the inn. The door between her rooms and the elves' has been left ajar, so she might know immediately of their arrival. They have barely begun to set down their travelling things when she bursts into the room. Her grey hair is tied back with a scrap of cloth, the sleeves of her simple tunic are rolled up past her elbows, though the front of it, like her hands, is bespattered with black ink. Her eyes glint red in the candle light. "The false Crown," she says abruptly, "you have it?"

Firdeth removes the artifact from her pack, and holds it out towards the vampire, who snatches it violently from her hand. The normally unflappable elf's eyes go wide with a sudden fear.

"You must excuse me," says Eril, "I've not eaten in three days. And now I feel the end of this nightmare is near -- so very near! Yet I feel afraid lest it be prolonged another day... but you have done as I asked, and I must uphold my side of the bargain.

"When I was in Cheapington, I met the elf, Neldir. He saw me at once for what I am, and approached me with a proposition most foul. He wished to barter for some of my blood to use in his experiments with the black arts. I refused, of course, and bade him abandon his reckless path. He scoffed, and said that my refusal meant little to him. There was report of a vampire plaguing the village of Casterby. He would acquire what he needed there.

"I understand if you wish to set out for Casterby at once. But if you can spare me just a few more days, you could help release me from this... this mockery of an existence!"

"We don't know if Neldir is still in Casterby," says Lycinia, "or that he ever even went there at all."

Miolla takes Eril's large hands in her own, trying not to flinch at the sepulchral chill. Her pixyish face peers up at the vampire towering over her, as she says in a soft voice, "what my dear Lycinia means, sweet lady, is that we are in no hurry to reach Casterby, and we wish to help you in your troubles."

Eril tries feebly to smile. Her terrible fangs and receding gums only produce the effect of rictus, and a shudder passes through the room. But Miolla fancies, just for a moment, that she can see a tear forming in the vampire's blood-hued eye.

Tuesday, 11 February 2014

LotFP solo - Part the Ninth: „Meine güldenen Dukaten, / Sagt, wo seid ihr hingeraten?“


Scene 11

Chaos: 7

Setup: Modified - Altered (rolled a 3. Was: travel back to Castle Vyljusz to trade for the Crown)

Altered scene: Q: Is Siorighan away from home? Unlikely: 61, No. She has visitors (to be determined randomly when PCs arrive)

Characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon, Tibalt's friend Barnot

threads: find Neldir & the book
get item for Vampire
pay thieves' debt to get crown
recover fallen thieves' bodies



day 20.

Oighonlaer's grave is dug, and he is burned in it to keep him from rising as undead. Tibalt and Barnot depart, heading back to the forest shrine. One of the horses is given to them as gift. The elves head north with Aldira for half a day's uneventful journey.


day 21.

[afternoon random encounter comes up as a Mule.

Q: Does it belong to someone? 50/50: 11, Exceptional Yes. +Event: PC positive (Théscine) - Bestow/Weapons
Q: Are the mule's owners still around? Somewhat Likely: 05, Exceptional Yes. A whole NPC party: 3 dwarves, 2 fighters, 2 specialists, 1 magic-user. Reaction roll = 10.]

The party spots a lone mule atop a hill, laden with equipment and bags of loot. As they approach it, they begin to her the sounds of an argument coming from nearby. As they crest he hill they, see a group of eight humans and dwarves, so wrapped up in their debate that they have failed to notice their mule wandering off. The elves are nearly upon them before they realise they have company.

One of the dwarves grabs a longsword in an ornate gilded scabbard and breaks off from the group. "Elves!" he shouts excitedly as he runs forward, right up to Théscine. He presses the sword into her hands. "There! We're done with it!" he thunders. "Finally rid of that damnable elf-blade!"

Seeing the elves' and Aldira's shocked expressions, he begins to explain: "Oh, there's not a thing wrong with it. It isn't cursed nor anything, else we'd never've seen the end of it. But it won't fight for dwarf nor human!"

He snatches the gleaming sword from its sheath, and gives it to Aldira. "Here, lassie," he says, removing his helmet, "take a swing right at me head. Go on now, nothing to fear."

Aldira looks to her companions for reassurance, but they mostly look confused and shrug their shoulders. She hesitantly lifts the sword, and takes a half-hearted swing at the waiting dwarf. The sword wrenches itself from her hand and sticks itself into the ground several feet away. "See!" exclaims the dwarf.

The two groups of adventurers pause their respective journeys, and eat some trail rations together whilst exchanging rumours and gossip. The dwarves and their friends are travelling south, returning from an expedition against some brigands that have been plaguing the area. Most of the treasure loaded on their mule is to be returned to the good people of Ander's Well, but the rest they will be allowed to keep as a bonus. The sword obviously doesn't belong to anyone there, and Kreltner (one of the fighters) nearly got killed trying to use it in battle.

They part ways in due course, though the PCs manage to pick up some information about Ander's Well before they go:

Rumour:
Type: Background -  Group
Magnitude: minor
Biibliomancy: Omnibus una quies operum, labor omnibus unus:
(Vergil, Georgics IV, 184)

To all at once a rest from toils, a single labour for all

Interpretation: Ander's Well is a tightly-knit community


day 22.

There's a sighting of a Tuatara lizard in the forest at night; otherwise the day was uneventful.


day 23.

The elves are making their way through through the forest when a griffon swoops out of the sky and lands in front of them. "Hello friends," says the magnificent beast in perfect elvish, "what brings you to this part of the forest?"

The griffin makes polite conversation for a minute or two, but it's obvious that something is on his mind. "I couldn't help noticing," he says, trying to appear casual, "that you aren't riding the horses you have with you. Now, I'm sure I don't have to tell you how we griffons feel about horses! I would very much like to negotiate a trade. You're practically at your destination; you should reach there by the next nightfall. So it shouldn't be an inconvenience for you to part with them. I happen to have come across a treasure map. The treasure is in some sort of underground complex, so the map is of no use to me. I'm sure the treasure is worth more than a pair of old horses. So we'll both come out of this ahead. What do you say, friend elves?"

After very little deliberation they accept the griffon's offer, and the elated beast soars off to his lair to fetch the map. The party removes the saddlebags from the horses and redistributes some of their other loot in preparation for the hike to the castle. The griffon soon returns, and makes sure the elves are satisfied with the map before accepting the horses' reins. "If you're ever back this way again," he says in parting, "I'd love to do business with you again. I have some valuable antique coins in my hoard. And I'll pay you better than market rates!" He leads the horses off into the forest, humming a happy tune to himself.

The party only manage two more miles of travel that day, but their strange dealings with the griffon have lightened their spirits considerably.

That night there is a sound of wild beasts in the trees, outside the circle of firelight. Malicious seeming eyes flash in the darkness.

[random encounter, (1d4=) 3 dire wolves

But the party is within 3 hexes of Castle Vyljusz. They picked up a rumour from the soldiers there in Part III (which I added to the post well after the fact when I realised I had left out the Upkeep section. Oops.)

Rumour Type: location - region
Bibliomancy: ipsae lacte domum referent distenta capellae / ubera nec magnos metuent armenta leones; (Vergil: Ecloga IV, 21-2)
(the she goats will return home, udders distended with milk / and the herd will not fear the great lions)
Interpretation: there are no dangerous wild beasts in the region around the castle. I will check for the truth of this rumour should a random encounter be indicated within 3 hexes of the Castle.

So it's time to check for the Truth of the rumour (tableXXX): the roll is 11: completely true.]

The "dire wolves" turn out to be a deer and two fauns, who scamper off into the night.



day 24.

True to the griffon's word, the party arrives at the castle just before the evening. They meet one of Siorighan's  apprentices coming out, heading south on some sort of errand. She tell them to be careful; Siorighan has guests, a group of dwarven mercenaries out looking for a certain religious artifact.

Siorighan may be a bit money-minded, but she observes the forms of hospitality assiduously. The elves are received warmly into the castle by her Major-domo, given rooms with warm fires and invited down to dine at their leisure in the great hall. There are three dwarves present. The two lieutenants are all but silent, and display the characteristic dwarven reserve. Their leader, Gwilda Stoutspear, is a fidgety and very plain-speaking woman of action. She is surprisingly affable towards the elves when she learns they are all of noble stock, and asks endless questions about their lineage. Aldira, however, she treats as beneath contempt when she discovers that her family are simple coopers. Gwilda says little about her mission to recover the Crown. She assumes that a group of elves -- noble ones especially -- could have nothing to do with such villainy. Siorighan treats the dwarves with a cool and detached courtesy, which they return in kind. Gwilda sees Siorighan as a social inferior, though one dangerous to anger.

......

Later that night the Major-Domo visits Aldira, Lycina, and Miolla in their apartments. "I take it you've returned with the payment?" he asks directly.

"These two jewels," says Aldira, handing them over, "and all this silver."

"These should be worth at least 1500 silver pieces," replies the Major-Domo. "How much do you have in coin?"

"Two thousand silver coins exactly," says Lycinia, "Want to count it?"

"No," he replies, "but Her Ladyship has said I must."

Having ascertained that there are in fact 2000sp in the bags, he hands over the false crown. Aldira collapses into an overstuffed armchair, relieved but visibly trembling. Miolla goes to comfort her. Lycinia puts the crown on Aldira's head, and makes a show of scrutinising her for a moment. "I don't think it goes with your tunic," she says. "Hey, cheer up. You're free now. Time to see to your own plans."

"I... I don't really have any. I didn't really think I'd get this far. I don't suppose elves have any need of the services of a neophyte wizard?"

"In point of fact," replies Lycinia, "I think we do."

......

The elves and their new wizard companion remain in Castle Vyljusz for ten days to recover from their illnesses and attempt some magical research in the castle library. The autumn rains lend a gloomy atmosphere to their stay. When the weather clears up, they decide it's time to set out for Cheapington. They haven't quite uncovered any great secrets of magical lore, but they feel they have outstayed their welcome, and would rather not learn about he effects of powerful magic directly from an offended host.

---------------

Game notes, magical research, healing, &c. &c.

Healing: Firdeth is the worst off; she needs 6 days to recover all lost CON. Since the party is staying for 10, everyone makes a full recovery.

XP: Lycinia & Miolla gain 2445xp each for the treasure they acquired on their own, which is enough  for them both to attain 2nd level. Miolla gains 4hp, Lycinia (rolls 5 +1 Con bonus) gains 6. They each get to research one spell for free.

Research: Everyone has up to 10 days to do some research. Lycinia transcribes Sleep (can only take 1 day due to her INT bonus) from Aldira's spellbook. into her own. She also attempts to research Charm Person (as her free levelling up spell), but fails; she needed 12 days. Miolla takes 4 days to transcribe Sleep (she only would have needed three, but didn't want to take any chances since she has an INT penalty). Théscine and Aldira also attempt some spell research when they are fully recovered, but haven't the time to reap any benefit from it. Their failed experiments eat up 375sp worth of materials.

The PCs pay Siorighan 100sp to identify the potion of Invisibility they found in the dungeon.

Visitors: The dwarven mercenaries (8xD1, 1xD3) left the day after the PCs arrived. I rolled a 6 for Siorighan's reaction towards the dwarves, and a 10 for her reaction to the party, so she definitely wasn't going to sell them out. Using the d30 Companion I generated their leader:

Gwilda Stoutspear
Lawful Female dwarf 3rd lvl
plate, warhammer, shield
motivation: pursuit
inspiration: visions, symbolic - childhood
fidgety, prejudiced (classist)
parents were pillars of their community

I also used Mythic to figure out how things would go at the castle:

Q: After the dwarves after the crown thieves? 50/50: 12, Exceptional Yes.
Q: Do dwarves figure out what's going on with the elves? Somewhat Likely: 98, Exceptional no. They will leave next day without a second thought.
Q: Will Siorighan let PCs stay to recuperate? 50/50: 01, Exceptional Yes. For a bit longer, in fact.
Q: Will Aldira stay with PCs? Likely: 10, Exceptional Yes. She'll even help them find Neldir. The elves still intend to help her recover her friends' bodies from the dungeon, but everyone agrees the crown needs to be gotten rid of first.

Sword: The sword defied all attempts to identify it. I'm going to wait for Mythic to fill in the details through random events and the like.

Griffon: If the encounter with the dwarf and his friends who gave Théscine the sword was a bit lighthearted, the encounter with the griffin was downright whimsical. I like grim fantasy, but that should never preclude such an encounter. If anything, it will only throw the horrific elements into higher contrast. Warhammer has a great setting and all, but I get the feeling that no one there ever smiles about anything ever. Everything is always horrible, to the point that I wonder if anyone really notices it.

Anyway, I rolled the encounter completely at random. The griffon passed his morale check so as not to attack the horses immediately (per the Expert rulebook). His reaction roll was 9, Talkative. I rolled a single personality trait from the d30 Companion and got Relaxed.

I decided he would most likely be after the horses, so I generated a random hoard for his lair to determine what he would have to bargain with:

Treasure Type E (HC XVIII)
EP: 2000
Gems (3): Star Rose Quartz-100 sp, Obsidian-10 sp, Citrine-250sp. Total Value: 360 sp.
Jewelry: (3): Anklet-20 sp, Bracelet-300 sp, Idol-50sp. Total Value: 370 sp.
Magic: Ring of Invisibility, Scroll: Treasure Map (Value 5d6x1000 sp), Scroll: Ward against Elementals, Scroll: Treasure Map (Value 1d6 gems, 2d10 jewelry)

I've added the griffon to the Mythic characters list, because he's easily my favourite random NPC ever and it will be fun to see if he turns up again.


Sunday, 9 February 2014

LotFP solo - Part the Eighth: "Through the sick day in which we wake to weep"

Scene 10

Chaos: 6

Setup: Modified - Interrupt (rolled a 2. Was: rest until help arrives)

Interrupt: Violate / Status Quo - newly dead dig way to freedom after (1d3=)2 days

Characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon, Tibalt's friend Barnot

threads: find Neldir & the book
get item for Vampire
pay thieves' debt to get crown
healing/cure for disease
recover fallen thieves' bodies


day 14.

Firdeth and Oigonlaer watch over the others quietly. There are no encounters, so their wounds heal nicely.

Aldira and Debinvarr each lose 1 CON to the disease, Yrene and Théscine lose 3 each. Debinvarr and Théscine lie comatose in a tent, but the other two can at least come out to sit by the fire. Aldira spends her time chatting with the elves. Yrene mostly drifts in and out of sleep.


day 15.

The day passes uneventfully as before. But that evening Benyithelnol, Caerindíl, and Fr. Biölning claw their way out of their graves. They are rotten and horrible as the things that brought them low. Seeing the light of the campfire, they trudge through the ruins to attack their former friends. "By the Gods!" gasps Aldira as she sees them approach.

[neither party is surprised. round 1.] Firdeth and Oighonlaer grab their weapons and spring into action. Unfortunately neither hurt their opponents, buried as they were in their armour. Aldira struggles to her feet and shouts for everyone to get back away from the fire.

The three Festering Ones attack the three heroes. Only Firdeth is hit for [for 2, dropping her to 3hp].

[round 2.] The elves beat a hasty retreat, bravely interposing themselves between Aldira and the shambling corpses. Aldira summons all her strength to cast a spell. A mass of sticky webs appears out of nowhere, growing between the advancing undead and halting their approach. The webs grow to encompass the campfire, and are instantly set alight. Two of the corpses are consumed in flames,  [webs burn for 2 rounds, causing 1d6 damage / round. 2 destroyed, the last is down to 3hp] but the thing that was Caerindíl stumbles forth as the last of the webs burn away.

[round 3(observed).] Oigholaer steps forward to attack with his spear, but again fails to injure the thing. It bashes him with two smouldering fists [6 damage, bringing him to -1hp]. He falls before the onslaught.

[round 4.] Firdeth charges at it, slashing wildly with her rapier, eventually bringing down the horrid undead creature.

After tending to Oighonlaer's wounds as best they can, Aldira and Firdeth drag the remains away from camp, where Firdeth digs a shallow trench whilst Aldira collects kindling. They use the rest of the lamp oil to burn the bodies lest they rise again.

That night, both Firdeth and Oighonlaer show the first signs of disease. [Everyone loses one or two points of CON from failed saves. Aldira is very fortunate; she lost one point during the day before the fight, but made both her evening and nighttime saves despite the -2 penalty for interrupted rest].


day 16.

The day passes slowly. The disease continues to ravage the whole camp. Firdeth has succumbed the least, so far, and tries to keep the fire going and cook their meals.

In the mid-afternoon, the sound of horses arriving at full gallop rouses Firdeth from her grim thoughts. She clutches her rapier and looks over the ruined wall to investigate. What a sight to behold! Her friends have returned, and with help. They have been riding the horses hard since dawn; one of the horses dies from exhaustion.

Barnot wastes no time in assessing the sick. Yrene is found to have died some time that morning; Lycinia and Miolla take her body away to be burned. Théscine and Aldira are the next worst off. Barnot blesses them both [even though Bless doesn't work on elves or other magical creatures] and tries to banish the infection from them. Aldira recovers, but the Hunting God does not smile upon Théscine.


day 17.

Today Barnot's prayers cure Théscine, but fail to cure Debinvarr.


day 18.

Barnot attempts to cure Debinvarr and Oighonlaer, both unsuccessfully.



Lycinia and Miolla complain of boredom. Barnot suggests they go hunting in the nearby forest. Lycinia borrows Debinvarr's longbow, and the two set off. [They get 3 meals worth of food (rabbit) for their efforts, and also incur a random encounter: 16 bandits (0-level humans) + their leader, a 1st level Specialist.

Q: Do bandits attack? 50/50: 08, Exceptional Yes.]

The bandits approach through the trees. They are spread out into three groups. They are clad in leathers, and armed with a mix of shortbows and light crossbows. Their leader (a woman distinguished by her fine armour and obvious authority) calls out to the elves to drop their weapons and surrender their valuables, or face the consequences.

[round 1. No surprise, PCs win initiative.] Lycinia and Miolla look at each other for a moment, then smile knowingly. Each then casts a Sleep spell at one of the groups of bandits. [Lycina gets 14HD, Miolla 7HD] The leader and her four lieutenants fall deeply asleep, as do seven out of a group of eight others. The third group (of 4) raise their bows and fire; Lycinia and Miolla are each hit by a single arrow, but the wounds are only minor (1 damage each). The bandit left standing in the middle group starts slapping one of his comrades awake.

[round 2.] Lycinia nocks and arrow and lets it fly. The bandit who just woke his fellow is hit in the throat [5 damage, down to -3] and falls over, mortally wounded. Miolla fires at the bandit who is just awakening, wounding him severely but not enough to take him out of the fight [5 damage, 1hp left]. Another volley of arrows comes towards the elves, hitting the ground and trees around them [attack rolls 1,3, 1, 12].

[round 3.] Miolla puts a second arrow into the sleepy bandit's chest, killing him outright [6 damage puts him at -5hp]. Lycinia fires on an uncertain target [rolled a 2]. Another volley of arrows sails hopelessly past the two elves.

[round 4.] The attack rolls on both sides were so bad this round that they have been stricken from the record.

[round 5.] Having had enough of the exchange of arrows, Lycinia and Miolla advance to close combat range, trying to use the trees for cover. Lycinia is unlucky; an arrow finds a weak spot in her chainmail, giving her a nasty wound just beneath her collarbone [4 damage; she has 1hp left].

[round 6.] The bandits scramble to draw shortswords and hand axes as the two elves rush at them, swinging. Lycinia runs one through with her sword [9 damage, dropping her to to -5hp] as Miolla crushes another's skull with her mace [7 damage, leaving him at -4hp]. Both die instantly. The other two [morale check fails] throw down their weapons and surrender.

Lycinia gestures at one of the bandits with her gore-covered sword. "Make it worth our while to let you live," she says.

[Q: Do they reveal where their treasure is? Likely: 30, Yes.]

As the two remaining bandits flee for their lives, the elves walk over to the slumbering bandit leader. She has a grubby sack filled with loot. Lycinia begins killing the sleepers where they lie, until she notices Miolla's pained expression. "Oh, Lycinia, do you think everyone would do the same to us?"

"I do, dear Miolla," she responds. "But I hate to see you upset. We'll leave the rest. But we shall cut their bowstrings and scatter their swords through the wood!"

Lycinia ruins the bows whilst Miolla starts to scatter the swords; she can throw them awfully far. After about five minutes they begin to fear the sleep magic will wear off, and head out of the forest with their treasure. They arrive back at camp injured and bloody, but beaming, flushed with the success of their venture.

bag of loot:
    Ivory comb (60sp)
    Gold tiara (100sp)
    fine Silver necklace (200sp)
    Silver necklace set with single peridot pendant (200sp)
    Silver armlet (20sp)
    ornate Silver ring set with gems (150sp)
    Wrought gold brooch (350sp)
    clunky gold necklace (100sp)
    beaten gold pendant (100sp)
    ruby earrings (900sp)
    snakeskin belt with platinm buckle (500sp)
    Wrought silver and gold ring (60sp)
    ermine stole (150sp)
    4 coinpurses (totalling 8gp, 46sp, 28cp)


day 19.

Debinvarr is cured, Oighonlaer is not.
Barnot cures Miolla & Lycinia's combat wounds, but lectures them on responsibility at the same time. There's pouting.


day 20.

Firdeth is cured. Oighonlaer dies.

---------

Upkeep

The disease has taken its toll on the CON scores of the afflicted, though some have had time to recuperate a little (a full day's rest restores 1 point). Their current/max scores are:
Aldira 10/13
Théscine 7/9
Debinvarr 9/13
Firdeth 9/15

I tracked the whole course of the disease and associated hit point loss from lowered constitution scores, but I have redacted it from the narrative. If anyone is enough of a game mechanics junkie to want to see the disease rules in action, I kept the notes.

XP:

Firdeth, Oighonlaer, and Aldira each get 50xpfor the fight with the Festering Ones

Lycinia, Miolla, and Tibalt get 58xp each for the fight on the road (MU3, F3, F2)

Lycinia and Miolla get 92xp each for the fight with the bandits. They will get xp for the bandit's treasure (excluding coins) and the mass of recovered silver pieces* from the dungeon when they get them back to civilisation.

But they did bring a sizable haul from the dungeon expeditions back to civilisation (Finsover) already, totalling 3112sp. There were 6 party members at the time for XP purposes, so 3112/6=518xp each.

They spent about 485sp on room&board, horses, iron rations, and a pair of tents. They now have more than enough to pay off Siorghan (with the Topaz (1000 sp), Alexandrite (500 sp), and 2000sp in coin.

*N.B. There were, of course, 6 characters in the fight that cleared the room where the 2000sp lay, but as Lycinia and Miolla went back for them alone, and also set out nearly alone (Tibalt being essentially a professional torch-carrier and amateur xp sponge) to bring healing back to the party, they seem to deserve the extra XP.


Saturday, 8 February 2014

LotFP solo - Part the Seventh: „Wohl auf, Kameraden, aufs Pferd, aufs Pferd!“

"They're not looking so good," says Miolla to her companion in the elven tongue. "What can we do?"

"We need a healer," says Lycinia, "I think we'll have to go back to Cheapington to find one. If we travel light, and bring the gems, we can get some horses there and maybe be back before they're all -- before any of them die."

"You don't think we'll make it in time," states Miolla sternly. "Please don't lie to me."

"No, I don't think we will; Cheapington is far, and the humans there are troublesome. But still, gentle Miolla, we will try."

The young Tibalt gets up from the cooking fire and sheepishly approaches the two elven women. "Did I hear you say Cheapington? You're not leaving us, are you?"

"What do you take us for?" snaps Lycinia. "But look around you: we need a healer. Miolla and I are going to Cheapington to find one. Unless you'd rather we asked the good priests of St. Gelevaard's..."

"No! I mean... well, I grew up round here. There's a shrine to the Hunting God but two days march from this place. I grew up with one of the priests!"


Scene 9

Chaos: 7

Setup: Modified - Interrupt (rolled a 6. Was: Miolla & Lycinia will take portable treasure & try to bring back clerics/healing from Cheapington)

Interrupt: Expose / Friendship - Tibalt has a friend at shrine to southeast who can help

Characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon, Tibalt's friend

threads: find Neldir & the book
get item for Vampire
track down thieves
pay thieves' debt to get crown
find cure for disease
recover fallen thieves' bodies
get healing


Upkeep:

Last 24 hours disease rolls & healing (including over night):

Aldira: -3CN, to 8; +1hp day of rest, -3hp lowered CON, +1 sleep: HP now at 4/10
Yrene: -1CN, to 5; +1hp day of rest, -3hp lowered CON: HP now at 3/10
Tibalt: +1hp day of rest, +1hp sleep, fully healed (3hp)
Firdeth: +1 hp day of rest, HP 3/7
Oigonlaer: +1hp day of rest, +1hp sleep, HP 4/5
Debinvarr*: -1CN, to 12; HP now -1/4
Théscine*: makes save; HP -2/4
Lycinia: heals 1hp for sleep, back to full HP

*One nighttime poison save for the progress of the disease. Beginning the morning of day 14 they will be on the same saving throw schedule as the NPCs.

There were fortunately no nighttime encounters.


day 14.

Following Tibalt's welcome revelation, Lycinia and Miolla amend their plan. They will travel south to the village of Finsover, (hopefully) buy horses, then ride to the shrine to fetch a healer. They each study the Sleep spell out of Aldira's spellbook and set off straightaway. They bring all the gems & jewellery, a bit of coin, and their weapons. Tibalt accompanies them. He is as terrified of their fey nature as he is overwhelmed by their fey beauty. Miolla doesn't even notice, Lycinia finds him trying in the extreme.

Travelling light, and a making forced march, they reach the village by nightfall. They met no one traelling across the grassy plains.

Finsover is a village of about 65 souls, mostly simple fisherfolk. It would hardly be considered a settlement at all if it weren't for its position at the end of the road, connecting the land and river traffic at the kingdom's edge.

The PCs get rooms for the night in the village inn, such as it is. [check for rumour] Lycinia finds a thin book discarded on a shelf in the common room.

[rumour type: library data, topic: event, magnitude: minor
Bibliomancy: At Venus Ascanio placidam per membra quietem / irrigat, et fotum gremio dea tollit in altos / Idaliae lucos (Vergil, Aeneid I, 691-3)
(But Venus poured a gentle sleep over Ascanius' body and bore him warm against her breast up to a high Idalian grove)]

The book relates the legend of a king's son stolen away by the gods. A local festival is held to commemorate the event, attracting the faithful and curious from miles around. The king and queen themselves preside. The festival will be next held in [1d100] 24 days [day 38].


Day 15.

In the morning they see about buying some horses. [Using the d30 Companion produced the following: Are horses available for sale? Need to roll 5 or less: 4, yes (phew! saves me having to find rules for horse thievin'). Merchandise is Average quality and sells for 90% of listed value. The interior of the shop (& stables) is Modest, the horse trader's attitude is Sober; -2 on d30 reaction table. The reaction roll is (10-2=)8: apathetic toward PCs; will let them shop; unlikely to help; may refuse sale to PCs based on their behaviour/attitude; will not barter.] There are four riding horses available. Lycinia wants to buy them all, each with tack&harness, a pair of saddlebags, and 2 days feed (they can graze at the ruins, but just in case...). She offers a handful of gems as payment.

[Q: Does/can the trader appraise the gems fairly? 50/50: 45, Yes.] Lycinia hands over 400sp worth of gems and calls it a fair trade. Tibalt has been sent to buy more preserved rations to bring back to the ruins. As he returns from his errand, Lycinia and Miolla are already saddled up and ready to go.



The road between Finsover and the shrine makes it less than half a day's ride. About midday, as the horses ride over the crest of a small hill, the PCs see a group of three people -- a woman in travelling clothes armed with a rapier, and two men in chainmail with axes and heavy crossbows -- standing in the middle of the road engaged in a heated argument. They seem completely oblivious to the rider's approach [they are surprised] until Tibalt calls out for them to move aside.

They abruptly stop arguing, and one of the men approaches, saying, "Well, what have we here? Looks like our transportation troubles are solved after all! Why don't you all get down from those horses so no one gets hurt?" At this, the two men both raise their crossbows menacingly. Miolla defiantly calls out an imprecation in elvish, which they show no sign of understanding. But they perfectly comprehend her intentions as she raises her mace.

[NPCs win initiative] The woman makes a magical gesture, and speaks words of power; the air around her shimmers slightly [she casts Shield]. The two men fire their crossbows. A bolt sails right past Miolla's head, but the other one hits Tibalt squarely in the shoulder [2 damage, reducing him to 1hp] and he cries out in pain. Lycinia points towards the enemies and speaks a charm of her own; the three sink to the ground in a deep slumber [Sleep spell, affecting 9HD]. She then dismounts, and calmly dispatches the sleeping trio with her sword as Miolla and Tibalt look on, wide-eyed. "They'd have done the same," says Lycinia bluntly.

[Q: Does the MU have her spellbook? 50/50: 77, No. +Event: activity/weather (Ambiguous event)] Lycinia examines the woman for a moment, but is disappointed to find that she wasn't carrying any scrolls or a spellbook. A cursory glance at the other two reveals nothing of interest, so she gets back on her horse and they continue their journey. Just then the skies open up, drenching the party in a downpour that lasts until they arrive at the forest shrine.

The shrine itself is a simple affair, two concentric circles of low stones arranged around a venerable oak in the old way. nearby stands a thatched-roof cottage and a well, modern additions for the use of the priests who tend the shrine and minister to the faithful (hunters from the nearby villages and some of the soldiers from the fort).

Q: Is Tibalt's friend there currently? Somewhat Likely: 24, Yes.
Q: Do they keep curative scrolls stockpiled? Very Unlikely: 75, No.
Q: Can the PCs convince him to come with them? 50/50: 04, Exceptional Yes. -- he'll go free of charge.

Tibalt's friend is a large, well-groomed man who wears simple woodsman's garb. His name is Barnot. Despite being the head priest [6th level cleric] at the shrine, he claims no religious title; the Hunting God eschews such fripperies. He's only a year older than Tibalt, but his full, bushy beard and deep voice make him seem much older and wiser. He is surprisingly meek for a man of his stature, and he greets the elves with great humility. He ushers everyone into his cabin out of the rain, attends to Tibalt's injuries, then goes out to tend the horses.

That evening, Barnot listens to his guests' tale in front of a crackling fire, and serves them a hearty pheasant stew. The next morning, the four of them saddle up the horses in the cold autumnal dawn, and set off back to the ruins with all speed...


Friday, 7 February 2014

thoughts on character

I've noticed that characterisation in my two campaigns has been very different, and that it has had a profound effect on the way I write up the game notes, beyond what would be expected for the genre differences between hard sci-fi and dark fantasy.

The Traveller game, focussed as it is on one character, presents nearly everything from her point of view. The LotFP game, on the other hand, is currently an ensemble piece, and few of the characters have really had an opportunity to shine. It's not helped by the fact that they're all first level and the same class. There's a bit less to differentiate them than most first-level parties. In hindsight, I should have at least started each of them off with a second spell, but I'm playing with as few house rules as possible since... well, since I'd rather play than tinker and the game pretty much works for me as written. Plus I already gave them a pile of healing potions.

With so many characters to keep track of, they all seem to lose out a little. It's hard to keep all of them in the action and give them something to say. I could write out long conversations involving the entire party, but my goal is to simulate a terrifying and fantastical adventure, not a BBC costume drama (though if anyone ever writes GURPS Jane Austen, I'm totally buying it).

Lieutenant (né Sergeant) Gytovo had almost the same set-up as the elves: tiny bit of notes for his origin, a stat block, and two random personality traits. Yet he has managed to blossom into a full person. One can hardly say the same about Debinvarr. He's apparently humorous and eager, but he has yet to demonstrate either trait. I can't recall the personality traits on Lt. Gytovo's character sheet off hand, but it's hardly important. Put him in a situation and I'll know how he'll feel about it.

There's a stock bit of advice given to writers which is Show, don't tell. It's a lot harder to pull of with eight characters in the spotlight than it is only one or two. I suppose a combination of PC attrition and level-gain will make it possible to have a smaller party and develop bigger personalities, but until they hit at least 3rd or 4th level less than six in the dungeon seems suicidal; either that or they need more typical D&D amounts of magic items, but that's not a route I want to go down. I like the lower-magic setting just fine.

Once they get the Crown and trade it for the vampire's information, they are totally going to consume all excess treasure in spell research. Being elves, they operate with a different regard to time. If they track down Neldir and return within a year it will still seem like they just left yesterday, so a few weeks downtime will be trivial. Different spells should help differentiate their abilities in the short term. In the longer term, it's likely that some of the elves (the boring ones or the ones who suffer irreparable damage) may decide to give up adventuring after their quest is finished, opening up slots for different sorts of characters in the party. Maybe I'll just have two or three main characters and let the rest be NPCs or hirelings.

---

So, what do I have so far?

At some point I decided that, from linguistic evidence, Firdeth must be of a different stock than the others. All the male elves' names end in a liquid consonant, the females' in a vowel, except for Firdeth. Since the nobility of the forest would mostly be High Elves, I decided that this made Firdeth a wood elf. Théscine's name ends in a vowel, but it's silent. So she's still a high elf, but her family is originally from the Continent, from which they migrated / fled / were exiled long ago.

If I could draw, it would help. But I don't really want to use random people's art for my character portraits. Besides, I do have some definite ideas about how some of them look, and so finding something suitable would be hard anyways. I can see at least some of them clearly in my mind's eye.

Firdeth and Debinvarr look rather similar. They're about the same build, though she's the stronger of the two. They also sport the same close-cropped hairstyle. You might think they were siblings, if you didn't know better. They also both fight with rapiers -- not the renaissance-looking kind, but a more bronze-age style, like these.

Firdeth has auburn hair and walnut-coloured skin. The rest of the elves are very pale.

Théscine has dead white skin and masses of black curls. She is scarcely over 4 1/2' tall. She has one blue eye, one green: some say this comes with the gift of prophecy.

Miolla's golden curls are even more voluminous than Théscine's locks. She has freckles from too much sun. She has violet eyes, the face of a pixie and the body of an athlete, all sinewy and muscled.

Lycinia's flaxen hair is very fine; she wears it long, to the middle of her back. She's the tallest of the elves, standing about 5'5". Her eyes are vividly green. She's nearly as pale as Théscine.

Oighonlaer's got a more-or-less Prince Valiant thing going on.

Personality-wise:

Caerindíl was a would-be hero, and Benyithelnol was kind of a jerk, but as they were killed by zombies this is all academic.

Miolla is a bit simple. She's sweet and friendly, but also the most dangerous fighter. She means well, though is easliy led. She also doesn't understand humans, though this has yet to cause any problems.

Lycinia is the brains of the operation, and the most driven. She wants to know the deepest secrets of magic. She means to mean well, but may be slightly amoral.

Oighonlaer thinks he's in charge, though not everyone would agree. He speaks Common in a very affected fashion. He thinks he understands humans, but probably doesn't.

Firdeth is the most soldierly, Théscine the most proud, Debinvarr the most swashbuckle-y, but none of them have really had a chance to say much yet, so are all a bit hazy.

Wednesday, 5 February 2014

LotFP solo -Part the Sixth: „Irrend an der Hölle Toren, / Ach, wie bald bin ich verloren!“

Scene 8

Chaos: 6

Setup: Unaltered - Into the dungeon again

characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon

threads: find Neldir & the book
get item for Vampire
track down thieves
pay thieves' debt to get crown
find cure for disease
recover fallen thieves' bodies

[Bookkeeping:

Last 24 hours disease rolls:
Aldira (fails 2 saves; -2CN, to 11)
Yrene (fails all three saves; -3CN, to 6)

Before going to sleep the party meted out the healing potion and the rest of the salve. That night they all heal one additional hit point, except Firdeth and Oighonlaer who are under half.

By morning, Firdeth (2/7hp) and Oigonlaer (2/5hp) remain seriously injured, Benyithelnol and Théscine are lightly wounded (both at 3/4hp), and the rest have made full recoveries.

Fortunately there were no encounters during the night.

Party combat XP for the trip & dungeon (no treasure xp until the treasure is brought back to civilisation): 685/8=85
(lion 100, brigands 60, stirges 175, #6 75, #11s 50, #8s 75, #3s 150)

Elves with no decent spells are just poor fighters. Lycinia decided to try convincing Aldira they should be allowed to study her spellbook.

Q: Can they convince her to agree? Unlikely: 48, Yes. Everyone casts Read Magic before bed so they can use it (in turns) in the morning.]


day 13.

It is decided that Firdeth and Oighonlaer (with Tibalt, Aldira, and Yrene) will spend day at rest (healing 1 hp each), whilst the other 6 PCs return to the dungeon.

They spend five hours preparing spells out of Aldira's book.

The book contains:
1. Read Magic
1. Faerie Fire
1. Feather Fall
1. Unseen Servant
1. Sleep
1. Enlarge
2. Web

Benyithelnol prepares Faerie Fire, Debinvarr prepare Unseen Servant, Théscine studies Enlarge, and both Lycinia and Miolla memorise Sleep. Caerindíl prepares Read Magic out of his own spellbook in the hopes that they will uncover a scroll.




All preparations having been made, they descend into dungeon in the early afternoon. From the entrance hall [room 1] they once again head to the west, and continue down the western corridor out of [room 2] the tentacle thing's lair. They head south from the 4-way intersection and enter a chamber [room 7] which is strewn with more débris and offal, but devoid of anything truly interesting.

Proceeding west down the corridor out of the chamber nearly results in disaster. [Trick/trap: Secret Door -- unless located (elf locates 5 in 20), Pit, 10’ deep, 3 in 6 to fall in.] Lycinia, in the lead with a torch takes a step and feels the floor fall away beneath her. She totters on the edge for a moment, but manages to stagger back from it without falling in. The pit is 10' deep and 10' across: inconvenient enough to cross that the elves decide to turn round and try another path. They return to the intersection, and follow another corridor.




They open a door and come into a large, square room [room 8, contents: Special], which appears empty at first, lacking even the general muck they've become accustomed to trodding over. Lycinia has walked to the middle of the room before her torch finally illuminates the far corner. Her eyes grow wide with what is revealed. A squat stone obelisk sits atop a low dais. Surrounding its base is a glittering pile of silver coins, with a few precious stones mixed in as well.

The party inches forward cautiously, wary of potential traps and guardians. Lycinia notices some sort of runic inscription on the obelisk. She raises her torch and peers at it closely. Then the world seems to buzz. Waves of force emanate from the runic Symbol, overwhelming all in the room with ineffable agonies, as if their very souls are being shredded by the claws of some nameless fiend. The peals of a gong reverberate throughout the room - is it really a sound, or is it just their nerves screaming? Lycinia's vision blurs as she falls to her knees. Théscine begins to weep. Benyithelnol is sick. The others stop still in their tracks, wincing, gritting their teeth, praying silently for release [Symbol of Pain: Each creature within 60' suffers wracking pains that impose a –4 penalty on attack rolls and –2 to Dexterity. These effects last for 2d10 Turns.]

Then Debinvarr is screaming-- no, he's shouting, shouting out a warning. The door is quietly swinging closed, as hidden panels in the wall fall open. Eight hideous undead emerge, foul and festering corpses [Festering Ones] dripping with corruption. They plod forward, arms outstretched and grasping. The elves summon all their resolve to do battle with the foul undead.

[round 1. fortunately there was no surprise, and Festering ones, like zombies always lose initiative. The effects of the Symbol of Pain have worsened almost everyone's AC, and for the -4 to hit I increased the monsters' AC to 17 to simplify things.] Théscine casts Enlarge upon herself as the things approach. Miolla swings her heavy mace in a wide arc, knocking the head of one of the advancing horrors clean off. Benyithelnol finds the strength to connect his mace with another, but his lighter weapon and lesser strength do not produce quite the same result as his companion. Théscine tries to bring her sword down on the head of one of the things, but steps in too close to be raked by its filthy claws [5 damage reduces her to -2hp. Note to purists: she did not actually get an attack roll this round as she already acted in casting a spell. But I prefer interesting descriptions to cold enumerations of game mechanics]. She collapses from the shock.

[round 2.] The confused mêlée swirls in the centre of the room, made even more confusing by the wildly flashing light of the lantern swinging in Benyithelnol's hand, and Lycinia's fallen torch rolling on the flagstones. Miolla and Debinvarr both manage to strike one of their opponents, and though oozing flesh is torn and rotten bone splintered, neither falls. Benyithelnol staggers back as a gooey fist pummels his chest [1 damage, leaving him with 2hp]. Caerindíl fares far worse; one of them lunges forward and fastens its teeth in his neck [6 damage, reducing him to 1hp].

[round 3.] Caerindíl skewers his opponent with his spear, and manages to push it back away from him. Luck briefly seems to smile down upon the noble elves for a moment; all of their weapons strike true. Debinvarr's and Benyithelnol's foes are destroyed, so the sides are now even (5 against 5).

[round 4.] O Fortuna, thou art fickle! The elves fare poorly in attacking, scoring only a pair of hits, and neither telling. Debinvarr gasps as two filthy hands crash down on his shoulders. He falls motionless to the floor [5 damage, 0hp left]. Caerindíl's opponent knocks his spear aside, and rakes gangrenous claws down his face and neck. The life pours out of him, he falls and is still [6 damage takes him to -5hp, dead].

[round 5.] Debinvarr's attacker turns to face Miolla, who caves in its chest with her mace. Benyithelnol rushes in to avenge Caerindíl, but he is grabbed by gangrenous claws which tear and rip and rend [6 damage, dropping him to -4hp, dead]. The mace falls from his now slack fingers. He sinks to the ground and is no more.

[rounds 6-9.] Only Miolla and Lycinia are still standing, facing four of the putrefying undead. They stand back-to-back, sword and mace swinging wildly at the ever-advancing foes. Fighting through the pain still permeating their very beings, they cleave through bone and flesh and foulness. Each of them drop two of the gruesome monsters. Finally they turn, short of breath, scarcely able to stand, yet grinning up at one another as they realise the battle is won.

"Good fight," gasps Miolla, "you can always have my back! Those things... never even touched me. You?"

"No..." replies Lycinia, "not a one... or... oh..."

Her eyes go wide as she notices the blood running down her arm [she took a single point of damage in round 7]. She stares dumbly at it until she feels Miolla's hand on hers. "The others," she says, "we have to see to the others."

They examine their fallen comrades. Their joy at finding Debinvarr and Théscine still living is tempered by their sorrow for Benyithelnol and Caerindíl. They join hands and whisper a sweet elven prayer, then turn their minds to the task of getting out of the dungeon with the living, the dead, and the treasure.

Splashing Debinvarr's face with water from one of the waterskins revives him enough to hobble about with some support. Théscine remains comatose. When she returns to normal size, Miolla (the strongest of all the elves) carefully lifts her onto her shoulder whilst Debinvarr leans on Lycinia as they retreat slowly towards the exit.

Once outside they collapse in the grass. They make their way back to the camp, and tell their anxious comrades about the events of the day. After a couple hours the lingering effects of the awful Symbol wear off. Lycinia and Miolla decide to make a hasty trip back down into the dungeon to recover their friends bodies and the treasure.

They sneak back to the room by a sliver of lantern light. Once there they make doubly sure that none of the corpses are yet moving, then with exceeding caution approach the obelisk. They throw a cloak over it, lest they unwittingly see the accursed Symbol and suffer its baneful magic anew. They then scoop all the coins, gems, a small glass phial, and a leather scroll case into a pair of sacks, before dragging them and their friends bodies out towards the exit (Miolla carrying the lantern gingerly in her teeth).

The sound of their passage attracts attention [I made a wandering monster check for each room & corridor traversed; only one encounter was indicated]. Five strange blue beasts [#9s] are crawling towards them, blocking the passage. The things are about 8' long, slender and snake-like, but possessed of two powerful arms which they use to help pull themselves forward. The arms end in 7-fingered hands, whose long claws scrape against the stone floor. The seem to have no actual head, just a long proboscis ending in a sharp, bony point.

[Neither party is surprised, PCs win the initiative] Upon seeing the things rushing to attack, Lycinia lets go of the sack she'd been dragging, gestures for them and speaks a single word. All five of the beasts sink peacefully to the ground in an enchanted slumber [Sleep spell: I rolled 10HD for its effect]. Lycinia and Miolla put down their remaining burdens carefully, walk forward and put the sleeping creatures to the sword. "They'd have done the same," says Miolla regretfully.

The pair succeed in dragging the bodies and all the treasure back to the surface without further incident. They bury their friends in a nearby copse so their spirits can find solace in the forest.

--------

Upkeep & Aftermath:

The three who were injured by the festering ones need to save vs. poison to avoid contracting the rotting disease; Théscine and Debinvarr fail, Lycinia succeeds. The incubation time is only 4 hours, so they show signs of illness before their friends are interred.

The six who survived the dungeon this day each receive XP. The total is 600: 400 for the fight with the festering ones and 200 for the death of 2 party members (thanks to Bluebear Jeff  for the idea). Each survivor thus earns 150xp for combat.

Miolla and Lycinia each earn 25 additional XP for their return to the dungeon.

XP for treasure has to wait until the party bring it back to civilisation. But the treasure itself is pretty good for a change:

2000SP

Gems (14): Carnelian-100 sp, Topaz-1000 sp, Alexandrite-500 sp, Tiger Eye Agate-10 sp, Hematite-50 sp, Azurite-50 sp, Chrysoberyl-500 sp, Hematite-25 sp, Star Rose Quartz-75 sp, Rock Crystal-75 sp, Onyx-75 sp, Eye Agate-50 sp, Eye Agate-10 sp, Banded Agate-50sp. [Total Value: 2570 sp.]

potion (unlabelled)

Magic-User Scroll
-Spider Climb
-Message
-Howl of the Moon
-Magic Mouth
-Magic Aura
-Enlarge
-Bookspeak


[The next post discusses characterisation in this adventure; the adventure continues in teh post immediately following]

Saturday, 1 February 2014

LotFP solo - Part the Fifth: „Doch sagt: was in der Höhle dort, / Bei schwachem Licht, sich dreifach hingekauert?“

"We have business with Siorighan as well," explains Oighonlaer. "We desire of her the false crown, but she will not part withal save that your debt be paid. We shall thus help free you from the sorceress' binding spell."

Maybe not exactly...


Scene 7

Chaos: 5

Setup: Unaltered - PCs agree to help get treasure, recover bodies, and find cure. Into the dungeon they go.

characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon

threads: find Neldir & the book
get item for Vampire
pay thieves' debt to get crown
find cure for disease
recover fallen thieves' bodies

day 12.

After a good night's sleep, Caerindíl & Benyithelnol have healed 1hp. The party leaves the rest of their provisions & bedrolls, and most of their extra torches and waterskins in the camp, hoping to need the extra carrying capacity for TREASURE!

They clamber down into the half-exposed crypt which once lay under the monastery's great chapel. A once-hidden stairway has been uncovered by Aldira's party, leading down under the earth into the strange dungeons. Lycinia leads the party, with torch and sword in hand. Firdeth brings up the rear, carrying her lantern.

[Random dungeon generation courtesy of the tables in the 1st edition DMG. Monsters, wandering and otherwise, from the tables in the Basic rules, except that any nonsensical result will be swapped with a randomly generated monster from the tables in Best of Dragon volume 1 (i.e. no Traders in the dungeon). I'll be providing full write-ups for all the non-book monsters encountered in a separate page.]



Descending into the darkness of the entrance chamber [room 1], the PCs disturb a group of 7 stirges nesting therein. They fly up suddenly in a whirling cloud, and attack. The battle is short but intense; the beasties are quickly slain. Only Debinvarr is unlucky enough to be pierced by one of their beaks (for 2 damage, leaving him with 3hp).

Q: Was anything attracted by the stirges' shrieking? 50/50: 19, Yes.

The PCs spread out and divide into two groups, each trying to peer down the corridors with their light. Suddenly a strange, white, tentacled flopping thing [a #6] hurtles into the room from the right-hand corridor. The elves are too surprised to react. The thing tries to bludgeon Théscine, but she reacts in just enough time to interpose her shield between herself and the flailing tentacles.

[round 1. It wins initiative] Undaunted, it rears up on its back two legs and continues flailing away at Théscine.  It gets around her shield, smacking her in the head [for 4 damage]; she drops [with 0hp] to the floor. Firdeth, Benyithelnol, and Oighonlaer all try to overcome the beast, but are fighting too defensively to land a hit.

[round 2.] The thing switches its attention to Oighonlaer, but cannot get in striking distance past his spear. Oighonlaer does manage to inflict a minor wound [2 damage] whilst keeping it off. Caerindíl sticks it in the side with his own spear [4 damage]; ichor leaks from the wound. Lycinia joins the battle, stepping over the unconscious form of Théscine. Her sword bites deep [9 damage] and the thing lets out a gurgling cry [it's down to 8hp].

[round3.] The thing continues to flail uselessly at Oigonlaer. It soon lies dead and oozing at the elves' feet.

As Benyithelnol and Lycinia make certain the thing is dead, Oighonlaer rushes to heal Théscine with the magical salve [for 2, bringing her up to 2; 4 applications remain].

The PCs proceed cautiously down the [10'] wide corridor [to room 2] to see where thing came from. Lycinia takes the lead with her torch; Miolla and Debinvarr follow close behind and to either side of her, their bows and ready to shoot.

There is nothing but débris, offal, and a collection of gnawed bones in [room 2] the next chamber. It seems likely this is the lair of the -- well, whatever it was. Caerindíl prods some of the piles of rubbish with his spear, but it's obvious this room contains nothing of value. The elves decide to proceed, turning down the first right-hand corridor (to the south).

A door bars their way. "What the hell," thinks Lycinia, and nudges it open with her foot. The passage continues beyond. Going straight through a four-way intersection and down a long corridor, they come to yet another door. Opening it...

[room contents: monster & treasure. Rolling on Basic D&D's 1st level monster table produces 3 dwarves. Ok, why not? But why are they here?

Q: Are these abnormal dwarves? (Mythic) Likely: 87, No.
Q: How did they get in here? (bibliomancy)

Adgressi — nam saepe senex spe carminis ambo / luserat — iniciunt ipsis ex vincula sertis:
Vergil, Eclogue VI, 18-9
(Approaching -- for often the old man teased them both with hope of a song -- they bind him in fetters made from the garlands themselves)

Interpretation: The dwarves are captives here. Rolling a reaction gets 8, Indifferent.

Q: Have the dwarves been here a long time? 50/50: 29, Yes.
Q: Are they past saving? Somewhat Likely: 35, Yes.]

...produces a draught of warm, rank-smelling air. And a strange sight greets the elves through the open door. Braziers of glowing coals dimly illuminate the room. Three dwarves sit silently on the floor in the centre. They are dirty, bruised, dressed in bloody tatters, and somewhat emaciated. Each of their hands has been fettered to iron rings set in the floor. There are about 2000 copper coins scattered over the floor around the dwarves.

The PCs spend several minutes trying to communicate, but the poor dwarves are too far gone to speak or react. It is decided to leave them alone for the moment, though not to abandon them; dwarves they may be, but even xenophobic Benyithelnol is moved by the piteous sight.

Opening the door to east, the party advances cautiously down the corridor. [A wandering monster is indicated; 5 #11s] Five small white humanoids are advancing up the corridor. They look like twisted and gnarled homunculi, naked and sexless, none standing over two and a half feet tall. Each is armed with some sort of crude torture implement. As Lycinia's torch illuminates the things, they chitter angrily.

[round 1] Miolla and Debinvarr quickly loose their arrows at the things. Both arrows find their targets, killing them. The other things surge forward and attack Lycinia, but their weapons merely scrape against her chainmail.

[round 2] Everyone pulls back into the room so there's space to fight. Lycinia fights defensively, dodging and parrying the flurry of angry blows coming from the shrieking, hissing mannikins. But they are just as canny, and no hits are scored on either side.

[round 3] Caeridíl and Miolla kill one each; the last one flees back down the dark corridor with surprising alacrity.

The elves give chase, lest the survivor rouse too many other inhabitants of this benighted  complex.

[They continue to room 4, whence came the 11s. Roll for room contents is Monster Only.

Q: Any more of them in there? 50/50: 41, Yes. 5 more #11s. No surprise. Party wins initiative.]

The elves pursue the creature to its lair, where five of its fellows await them. The fight is over quickly; the horrible little things are frightening, but no match for elven warriors. Only Firdeth is wounded in the fray, though not severely [2 hits for 1 point each].

The things had made their lair in a open chamber. Filth, bones, excrement, and rusty tools are spread over the floor. A carved marble font is set into the stone wall. It once must have held holy water, but has many years been dry. It is filled with putrid fabric, probably the things' nest. The elves agree that it couldn't possibly hold anything of value, and leave it unmolested.

The elves decide to leave by the western corridor. They pass by a trapdoor in the floor and come to a seemingly empty room at the end of the hall [room 5]. They are about to decide whether or not to poke through the rubbish within when creatures are seen moving slyly in the darkness [The party is not surprised]. The three reptilian beasts [#8s] are about man-sized, built long and low to the ground, and seem to posses an odd number of limbs. Their dull black skin makes them nearly invisible in the dim light.

The cunning beasts notice their quarry has detected them. Hissing between the teeth of their long black snouts, they whip their tails forward and loose a volley of deadly spines down the passage. Most of them whistle by in the darkness, but Miolla and Debinvarr are each severely wounded as two of the spikes hit home. [volleys of 1d4 each, resulting in 3, 2, and 2 spikes with random targets. Miolla took 3damage, Debinvarr 2, reducing them both to 1hp.] The two injured elves retreat back down the corridor, whilst the others advance. Only Lycinia's blade finds its mark [3 damage, reducing one to 5hp. There was no surprise, and initiative was tied. I rolled a 17 for the monsters' effective DEX,so they effectively win the initiative (since Miolla is hors de combat, and no one else has higher than 16).

round 2. Everyone misses.

round 3...] The fight seems to last an age [12 rounds, actually]. The ferocious beasts are much less dangerous fighters than they first seemed, but their thick skin is remarkably hard to pierce; it's almost like hacking through plate armour. In the end they are vanquished. Caerindíl and Oigonlaer have sustained moderate injuries [down to 2 & 3 hp, respectively], Lycinia has been severely bitten [4 points, leaving her at 2hp] and Firdeth has been rendered unconscious [-1hp].

Oighonlaer applies healing salve to Firdeth [healed back to 2hp - 3 applications remain].

Benyithelnol finds an old sack amongst the refuse, filled with coins and other treasures: 164sp, a tiny carved wooden box (5sp), 16 cheap silver rings (5sp ea.), and a copper brooch (100sp).

The party is starting to feel a bit worn down, but decide to press on a little further. They return to the mannikins' lair, and then head through [a northern passage to room 6].

This room looks to have once been a storage area as attested by the rotten remains of old crates and boxes, some sludge which may have been sacks of grain, and shattered amphorae. These last seem to have been only recently disturbed, and the adventurer responsible seems never to have made it out of the room. The unfortunate dwarf's skeletal remains lie in the midst of the clay potsherds, still clutching a rusting mace in one hand.

The elves are just about to examine a discarded backpack when three small shrieking creatures burst forth from their nest inside the dwarf's chest cavity. The [#3s] creatures are rat-sized, tripedal, grey-skinned mammals with a single large glowing eye in the centre of their foreheads. They stop and stare at the surprised elves for a few moments, and then rush into combat with their needle-like yellow teeth. [The creatures used their special Charm Person power during the surprise round, which of course is useless against elves.] The things are really no match for our heroes, who make short work of them. Oighonlaer suffers a nasty bite [2 damage, down to 2hp], but no one else is injured.

Inside the backpack  are a few coins [10sp, 35cp] and a [Q: Labelled? 50/50: 34, Yes.] labelled healing potion.

The party decide they need rest before continuing, and head back to the surface. They exit the dungeon without further incident.