day 77.
Winter is taking hold of the land. The temperature is hovering just above freezing. The rains have slackened, but it's still miserable trip down the road from Chateau l'Oret to the great city of Ildmarch. The party pass some merchants on the road driving their waggons towards Frommsport, hoping to set sail for the continent before the winter storms begin to batter the coast.
The party ride into Ildmarch in the mid-afternoon. Once again the elves marvel at the sights of the New City within the outer walls, but Géraint leads them straight through to the Inner Gate, for, he tells them, everything they seek will be found beyond.
The toll is steep -- 2 silvers apiece -- and the walls separating new and old are every bit as imposing as the curtain round Castle Hræfnmor. The guards at the gate seem more bored than the innkeeper in sleepy Casterby, as if inured to the splendours surrounding them. The elves had thought the New City must represent the pinnacle of human architectural ingenuity, with its wide cobbled streets, the tall buildings, and bustling markets. But the old city is more wondrous still. Tall, ancient buildings of stone rise on all sides, forming great canyons over the twisting, narrow passageways between. It reminds them of the tales they've heard about the dwarven cities carved in to the living rock under the high mountains. Now and then the passages open out into a marvellous square with statues and fountains, or a small park of carefully arranged greenery. Even the inn to which Géraint leads them is huge and faced with stone.
The inn is comfortable but not ostentatious, mostly used by middle-class merchants doing business in the New Town. Most importantly, it's warm. The fire in the common room is a welcome sight for the weary travellers, who waste no time getting settled in to their rooms. They spend the afternoon and evening in the inn's common room, discussing their plans for their stay in Ildmarch.
[Q: Are there any problems getting an Inn in Old Town? Very Unlikely: 47, Yes
Q: What kind of problem? Betray / Plans. Someone at the inn overhears them planning where to go and what to do and passes it on to an enemy.
The PCs are going to split into three groups. Each group gets a separate Mythic scene (or scenes, should Mythic throw in some Alterations and interrupts). I rolled a random order to play them out in since adjustments in the Chaos Factor will effect the subsequent scene.
The three initial scene set-ups in order are as follows:
1. Miolla, Géraint, and Worland are off to visit a gunsmith and a blacksmith in order buy weapons for the party.
2. Father Rochouart and Haddie are looking in on the only church of the Light God in town in order to acquire holy items with which to combat demons.
3. Lycinia, Aldira, and Théscine are off to the great library at the mage's guild to find information about the prison of Vhisigus.]
Scene 31
Chaos: 8
Setup: roll of 9 = unmodified scene -- Miolla, Géraint, and Worland are off to visit a gunsmith and a blacksmith in order buy weapons for the party.
Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12, Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia
Threads: find Neldir & the book
remove zuhal's curse
buy silver weapons & guns
acquire holy items for spiritual combat
learn the secrets of Vhisigus' prison
day 78.
The next morning the party are nearly up with the winter sun, though its light barely pierces the thick blanket of grey clouds in the sky, which is in turn barely visible from within the ravine-like streets of New Town. A bitter wind blows off Lake Ild, and howls through the winding streets.
A simple breakfast together, then the three groups set off on their various errands. Géraint has to explain to the elves that human custom dictates they shouldn't walk around in full armour and heavily armed. They reluctantly consent to leave the armour in their rooms; their weapons are a badge of honour and non-negotiable.
Miolla, Géraint and Worland set off towards the markets. They first visit several blacksmiths until they find one who can make them some silver weapons. Their order will be ready in [2d4=]8 days. That settled, it's off to the gunsmith. Miolla can barely contain her excitement. She is disappointed to hear that it will take [1d8=]3 days for the order to be ready, but Géraint assures her that they can take them outside the city for testing whilst they must wait for the smiths to finish the silvered weapons. Worland promises her they can do the rest of their chores before then, so there's more time to play with the new toys. Besides, he's always wanted one too.
The whole three days are spent resupplying for an expedition into the unknown. The trio visit markets, merchants, shops, stalls, stores, and stables. Miolla is frankly bored, but Géraint is in his element, haggling and making bargains. Worland does his best to keep Miolla in good spirits, but the gloomy city streets remind her a little too much of marching through a dungeon, except without the exciting parts.
day 81.
On the third day they finally return to the gunsmith. Miolla has been up since dawn and is bouncing with excitement. Worland is nearly as eager, but is better at hiding it. Géraint is keeping cool as always; if he's not blushing over Théscine he never betrays his emotions.
They fail to notice, however, the man lurking in the shadows who has watching their inn from a nearby alleyway. As they leave, he slips away to inform his master.
[This is a consequence of the Betray / Plans event from earlier. To start, I rolled a random city encounter from the 1st ed. DMG: a Noble (F0), with three guards (F1, F2, F4) and one servant (F0).
I've been wanting to try out the Universal NPC Emulator, so I used it to flesh out the noble. I've already figure out a few things (relative power level, Noble), and I rolled twice for personality traits (on Chart 1: NPC Modifier) as is my wont. So-
personality: affluent, superfluous (noble is the youngest [1d6=2,male] son of a prominent Ildmarch family.)
Motivations:
1. manage purity (uphold the family name)
2. prepare enlightenment (no idea, but the rest was enough for one encounter)
3. persecute success (someone got the better of his family once...)
bearing: hostile / rage
focus: the character
NPC dialogue module yields: "the hostile noble speaks of rage against the character"
For the NPC Response Module (the equivalent of the Mythic Fate Chart for affirmative/negative responses), he'll be using the intersection of the Hated row (relationship) and the Guarded column (conversation Mood).]
At the gunsmith's, Miolla is beaming, turning one of her new pistols over and over in her hands. Worland is admiring the action on one of the arquebus. Géraint is weighing out the silver to pay for it all. The front door is thrown open violently, and in strides a young noble with his retinue. They are dressed in fine silks and expensive leather boots, and glittering rapiers hang at their sides.
"Well, if it isn't Géraint Lemarchant!" says the Noble. "One of my servants told me you were in town, but I'd scarcely credited it. What brings you back to Ildmarch? Another one of your stupid schemes?"
"My scheming days were over a long time ago," Géraint replies, "and reparations have been made to your family. I am a servant of the Church now, and far removed from worldly matters. Let it rest."
[72=No.] "This isn't about the money, or what you stole. This is about my family's besmirched reputation. I shall never let this rest."
"Look, we're on a quest," implores Géraint, "and we don't want any trouble. Is there any way I can make it up to you?"
[29=No.
Q: Does this turn ugly? 50/50: 17, Exceptional Yes.]
"Oh, I think there is," says the young noble as he walks over to the counter. He removes a heavy gold ring from his finger and places it before the shopkeeper. "This should cover the cost of cleaning up your shop."
The Noble draws his sword, as do three of his associates. Miolla puts the pistol down gently and takes her mace from her belt. Worland shifts his grip on the arquebus, holding it like a club.
"En garde!" yells the young nobleman.
[The nobleman's party wins the initiative. Their stats are :
ch cn dx in st wi HP
F4 f 9 14 8 13 11 14 26
F2 m 4 13 12 11 13 8 17
F1 m 7 13 13 10 16 11 8
F0 f 9 12 10 12 13 15 2
N m 10 13 10 8 10 12 5
They are all unarmoured, and all carry rapiers except for the servant (F0).
round 1.]
The three fighters advance on the party, as the servant woman moves out of the way. The lead fighter takes a single swing at Géraint, her blade slashing across his torso and spraying blood on the floor [6 damage drops him to 6hp]. Géraint winces for a moment from the pain, then draws his own sword in response. The other two fighters circle Miolla and Worland, looking for an opening. Neither find one [both miss]. Miolla sighs briefly, then raises her free hand above her head and speaks the words of an elven charm [casts Sleep: 9HD are affected, being all four 0-levels (Noble, servant, shopkeeper & his assistant), two 1st levels (Worland & Ftr1), and the 2nd level fighter]. A chorus of yawns is heard as the magical slumber descends over the room.
[round 2]
Only Miolla, Géraint and the woman fighter are left standing. She hesitates for a moment [needs to check morale. Her ML will be determined by the best 3 of 4d6 on the LotFP Loyalty/Morale chart; a roll of 9 gives her ML7. But she rolls under it, so] then she lunges once again at Géraint. He parries her blade deftly with his own [+2 AC bonus, but loses his attack]. Miolla hefts her mace and gives the woman a solid whack on the left shoulder [6 damage puts her at 20hp].
[round 3 & 4]
"Afraid to fight!?" sneers the woman at Géraint, as he blocks her sword yet again. If she had hoped to goad him into opening himself up, she is disappointed [she rolls a 3 for her attack, and he isn't parrying this round]. Géraint's blade bites deeply into her side, and Miolla's mace cracks a few ribs [6 and 8 points of damage respectively reduces her to 6hp. She's well below half hit points, so needs to make another morale check, which she fails].
The woman throws down her sword and, clutching her injured side, hisses through gritted teeth, "I yield!"
"I think you should leave," says Miolla sternly. The woman doesn't hesitate to comply. Géraint shakes Worland awake. He looks around, confused, then slowly stands and dusts himself off.
"Elven magic, huh?" he says, regarding the sleepers. "That's a new one on me. I take it we won."
"Yup!" chirps Miolla.
"Should we wake the shopkeeper, d'ya think?" asks Worland.
"Obviously we should wake the shopkeeper," snaps Géraint. "We should pay him and go."
"You're the boss. What do we do with the rest of the sleepytime brigade?"
"Just leave them; anything else would cause more trouble."
"For once," says Miolla stoically, "I'm glad Lycinia's not here..."
[Q: Are the PCs encouraged to shop elsewhere after this incident? Unlikely: 79, No. (they are, after all, dropping a lot of money here: 1364SP!)
Q: Has the noble been chastened into letting the past lie? No way: 03, Exceptional yes.]
The trio awaken and pay the shopkeeper, who is grateful they didn't kill anyone in his shop. They pack their new pistols and ammunition in some backpacks and roll the arquebuses up in a blanket so as not to attract undue attention in the city streets, and are out the door before the sleepers awaken.
They take the injured Géraint to the nearest temple, that of [1d33=22, Poseidon] the Sea God, where he is cured of his wounds --no questions asked-- for a nominal donation (the 250sp sardonyx he's carrying). The Sea God's temple is one of the major temples in Ildmarch; 80% of the shipping in Frommsport is owned by merchants living in Ildmarch.
Afterwards Géraint needs to buy a new tunic, which turns out to be more difficult than expected. He browses through the wares of several different clothiers until Miolla and Worland threaten to try the guns out on him right here and now unless he hurries up and just picks something already.
The firing squad averted, Géraint makes some enquiries with the city watch about where they could go to try out their new guns. He's told in no uncertain terms that 'the discharge of firearms or destructive magics is absolutely prohibited both within the city walls and for a mile without'. They decide to head out early the next morning and walk a mile down the shore for their shooting party. There isn't enough daylight left to set out now, especially as the first snow of the year is starting to fall.
Monday, 19 May 2014
Friday, 16 May 2014
LotFP Solo - Part the Twenty-Eighth: „Und wenn die Welt voll Teufel wär / Und wollten uns verschlingen“
XXVI. Bhxiug is a great and a terrible duke, and hath three names. Of some he is called Bna'ak-Othì; of the Dwarfs Hûûd; of Nigromancers Vhisigus: he commeth foorth as a fiery souldier, with red armour, and upon a wyvern of that colour, and a crowne on his head. He answereth trulie of things present, past, and to come. He is also a lier, he maketh a general to know no defeat, he adorneth a man with dignities, and confirmeth them, he speaketh with a cleare and a subtill voice, and six and twentie legions are under him. He hath been constrained but once in ages past, by Rekebath, Queene of the Vampyres, who did banish him back to his emptie keepe in Acheron, abalienated from his dire host, and she did seale the gate with her own essence sanguine, that mortals never discouver its key.
Father Rochouart is too distressed to hear Lycinia's revelation amongst the stark evidence of their failure. Miolla finds the portcullis mechanism on the wall of the vampire's lair. The party trudge sullenly out of the dungeon. This time they are greeted on the surface by an honour guard of the commander's picked troops. They are quickly ushered back into the large mess hall by the roaring fire, and the chaplains attend to their injuries.
Divested of their equipment and having changed into dry clothes, the party convene for a hearty meal with the commander, as eight pairs of boots dry behind them on the hearth. Father Rochouart is grim and sullen, but the rest are soon recounting their adventure to the commander in increasingly excited tones. Even Haddie speaks up, shouting over the others for the privilege of telling how Lycinia fell in the hole.
But all too soon their account arrives at its disturbing end, and the laughter and ribaldry abruptly cease. Lycinia excuses herself from the table to fetch the papyrus from her quarters. When she returns, all eyes are upon her. She unrolls the scroll as far as the marker she had placed within, then intones the words of a spell which allow her to make sense of the unknown language before her.
"There's a ton of stories in here," she explains, "myths and legends and all sorts. I thought it would be just some bedtime reading until I got to this bit. Let's see, 'Bhxiug is a great and a terrible duke, and is called by three names. To some he is Bna'ak-Othì; to the Dwarfs Hûûd; to black magicians Vhisigus...'"
When she is done, everyone looks to Father Rochouart. "What?" he says peevishly, "I am a sworn undead hunter. Demonology is hardly part of my purview."
"We should write that down," says Théscine, "in a language we all know. Just in case."
"So what now?" asks Worland. "Anyone know where this gate is?"
"Ildmarch!" exclains Géraint suddenly. "No -- not the gate. But there's the Great Library in Ildmarch. The sages there must be able to help. We should go there, unless anyone has a better idea. We could use some of this treasure to get silvered weapons whilst were there too."
"Do they sell pistols in Ildmarch?" asks Miolla.
"They sell everything in Ildmarch." says Aldira.
"Yes, we should go!"
The party spend a couple more days at Foehrenfort to rest and recuperate. Lycinia makes a Low Elvish translation of the passage from the scroll, and a second one in Common for the humans.
They also decide to divide their treasure. They spend one morning laying it all out on a table, counting coins into neat piles and trying to guess the value of the gems and jewels ("For once," quips Théscine, "I wish we had a dwarf around.") They decide to draw lots for the sake of fairness, and go round the table in order, each selecting an item or pile of coins on their turn. It is agreed that anyone who accumulates more than 1000sp worth of stuff is probably finished [an even division would be 1334sp each]. It won't be an exactly even split, but no one seems really worried. Father Rochouart only reluctantly agrees to a share of the treasure at all, considering it too worldly. Géraint takes his cues from the cleric, as he wants to be as great a vampire hunter someday. Worland wants to play it cool so as not to offend his boss. Aldira and Haddie grew up so poor that they are completely dazzled by the glittering hoard before them. And the elves don't understand wealth at all. In the end,
-Haddie chooses the Gold Ring in the shape of a lion's head with garnet eyes (1800sp).
-Géraint takes the Jacinth (1000sp) and Sardonyx (250sp) which he intends to use to buy supplies.
-Théscine fastens the Platinum pin depicting winged victory (1200sp) to her tunic. Everyone admires how pretty it looks on her.
-Fr. Rochouart is content with cash: 20gp, 250sp.
-Lycinia attaches the Porphyry pendant (400sp) onto her silver necklace, and takes an Onyx (75sp) and 600sp in coin.
-Aldira really, really likes the Aventurine bead anklet (20sp). It was her first choice and she had been so afraid Théscine or Haddie would take it before it got to be her turn. She also gets a Citrine (100sp), and 600sp in coin.
-Worland wants the Small bronze statuette of an ancient bard playing a lyre (400sp). He replaces his old copper earring with the Simple golden hoop earring (80sp), and pins the Golden fleur-de-lys clasp (600sp) to his travelling cloak.
-Miolla fancies the Copper necklace with large opal pendant (400sp) and finally takes the Platnim pin shaped like a swan (1400sp) which is a bit ugly, so everyone kept passing it by. It's going in her pack as trade goods.
The remainder of the treasure (350sp, 500cp, 3 small gems) is left with the fort commander for the widows and orphans of the dead soldiers.
[Some Mythic questions that relate to the above:
Q: What's N going to do with the vampire blood? Change / Prison
The blood is the key to releasing an imprisoned demon.
Q: How is the scroll a clue? Guide / Enemies
It is a work on demonology.
Q: This helps PCs how? Spy / Love
It turns adventure into an Anaïs Nin novel.
Gee, thanks, Mythic. I'll re-roll that: Disrupt / Evil
It hints at how to reseal the prison.
Q: Can Lycinia lie to Fr. Rochouart about the rest of the scroll's contents to keep him from burning it? 50/50: 03, Exceptional Yes.]
Scene 29
Chaos: 8
Setup: roll of 8 = modified scene (was: travel to Ildmarch to buy silver weapons et al.)
Interrupt: Transform / Animals (via Neldir's evil spells)
Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12, Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia
Threads: find Neldir & the book
remove zuhal's curse
day 75.
After two days of healing and planning their route, on the third morning the party set off towards Ildmarch. They should make Chateau l'Oret by evening.
But they do not. After [1d8=2 hexes] four miles of travel through the forest, their horses suddenly become skittish, and refuse to go forward. They become more and more agitated, then begin to buck like things possessed. Everyone is thrown from the saddle. The horses begin to transmogrify, becoming terrifying horse demons with glowing eyes, terrible fangs, serpent's tongues, hideous spiky claws, and manes made of writhing worms.
[The PCs all take 1d6 damage from being thrown, save vs. paralyzation for half. Miolla, Lycinia, Haddie and Worland save. The rest fail, but some are lucky enough to land on the soft earth. Father Rochouart fares the worst, being propelled into a tree trunk. Haddie suffers a broken arm.
Damage:
Miolla takes 3 damage, leaving her with 10hp.
Lycinia: 1 damage, 15hp left
Aldira: 1 damage / to 12hp
Théscine: 1 damage / 8hp
Fr. Rochouart: 6 damage / 3hp
Géraint: 2 damage / 10hp
Haddie: 3 damage / 1hp
Worland: 1 damage / 8hp
The party are able to get up and draw weapons whilst the horse-demons complete their transformation, so the battle starts on even footing. The initiative roll is tied, so everyone acts in segments according to their DEX modifiers, from +3 to -2.
Round 1]
Miolla screams out the words of a spell, and throws a shower of green sparks at the demon that was once her horse, causing it to bellow in rage and pain [her Magic Missile does 7 damage, reducing it to 8hp].
Lycinia attempts to bring down slumber upon the evil herd, but they are too weird to be affected by such a charm [Sleep spell ineffective. She's never fought demons before so doesn't know better].
Théscine fires off a shower of sparks of her own, searing her former mount's hide [her Magic Missile also does 7 damage, reducing it to 8hp]. Haddie turns tail and runs like hell in to the forest. Miolla's mount attacks her with tooth and claw, but the elf's stout armour turns aside the wickedly pointed nails of the horse-thing.
Worland's horse knocks his shield aside with great force [claw does 1 damage] and sinks its fangs deep into the opposite shoulder [6 damage, leaving him with 2hp]. Father Rochouart pray that the Light God will give him the strength to persevere against these accursèd creatures of darkness [Cure Light Wounds on himself heals 6; he's back to full hp]. Its hide still smouldering from the magical sparks, Théscine's horse hisses with rage and attacks her viciously. She is able to fend off most of its strikes with her enchanted sword, but a clumsy parry sends its claws across her sword arm [2 damage drops her to 6hp]. As Aldira summons a mystical shield to protect her, Géraint fires pistol, missing despite the short range. Aldira's magic deflects most of the frenzied attacks from her former mount, though its claws still leave a deep cut across her cheek [1 damage puts her at 11hp]. Haddie's horse sees her running and gives chase. Worland is in a desperate position with the huge demon gnawing on his shoulder, but he manages to get the blade of his axe on its neck and cut its throat. It yelps and falls to the ground, bleeding out a thin oily fluid [8 damage brings it to 0hp].
The power of the Light God prevents Father Rochouart's demon-horse from getting close whilst he finishes the words of his prayer [all three attacks missed]. Géraint flings aside his pistol and draws the rapier from his belt, but alas! too slowly. He is unprepared for the flurry of teeth and claws that rip into him, and he falls, torn and bloodied, beneath its hooves [claw/claw/bite all hit; 11 damage put him at -1hp].
[round 2]
Lycinia abandons hope of hurting the things with her magic, and decides to try cold, hard steel. Her sword slashes the horse demon clawing at her across its muzzle, spraying her with oily fluid [3 damage puts it at 11hp].
If steel be that effective, the strange metal of Théscine's enchanted sword is better still. The blade sings in her hands as she plunges it into the torso of the furious beast facing her, felling it instantly. [8 damages drops it to 0hp]. Haddie is running, running, running, too scared to feel the pain in her broken arm.
Aldira backpedals under the fierce onslaught of tooth and claw, her hands weaving a spell in the air as she does. A glowing arrow is just visible for a moment as it traverses the short space between her and her foe, impacting with a white flash [Magic Missile for 11 damage; it has 2hp left]. Gore leaking from the steaming wound in its belly, the creature manages to smack Aldira in the side, though her mystical shield absorbs the worst of the blow [2 damage put her at 11hp]. Intent on devouring its former rider, Haddie's demon horse gives chase through the thick forest.
Father Rochouart draws his sword and confronts the beast before him. Its snapping jaws tear into his armour, just scraping his chest [1 damage brings him to 8hp].
Lycinia's opponent is slow, but strong. A heavy blow forces past her parry, and claws rend her hip [4 damage drops her to 11hp].
[round 3]
Miolla's attacker luges down at her. She sidesteps the horse demon and in a single fluid movement brings her mace down between its shoulders with a satisfying crack [9 damage brings it to -1hp]. It sprawls in the mud and doesn't get up.
Théscine and Worland both attack the demon horse standing over the unconscious Géraint to keep it from trampling him. She strikes at its legs, forcing it back [3 damage puts it at 11hp]. Haddie stays ahead of her pursuer, oblivious to the branches lacerating her clothes and skin.
Aldira doesn't dare risk trapping her friends in a Web spell, especially as the horse demons are so massive it might not hold them. She draws her sword, preparing to fight it out. The glint of the blade spooks her assailant a moment; it hesitates to draw near, fearing more of her painful sorcery [they both missed]. Haddie's horse cannot find her. It gives up, and rushes back to devour her friends. Worland strikes the retreating horse demon in the side [4 damage leaves it with 7hp]; Géraint is no longer in danger of being pulverised by its hooves.
Father Rochouart's adversary has left his leather armour in tatters. It bites again at his chest, tearing flesh from his ribs [4 damage drops him to 5hp].
An unexpected uppercut catches Lycinia off guard. The claws do not penetrate her mail, but snag in her hair, violently jerking her head to one side [3 damage; she has 8hp remaining].
[round 4]
Miolla leaps over the fallen demon horse to back up her friend, Lycinia.
Lycinia is hampered by her hair still being twisted around the demon's claw, but as it attempts to pull her close so it can bit she sticks her sword into its side [4 damage leaves it with 7hp].
Théscine keeps forcing her enemy to retreat, slashing its thigh [3 damage drop it to 4hp].
Father Rochouart parries his opponent's terrible claws, mangling one of them in the process [4 damage puts it at 14hp]. Aldira thrusts her rapier straight into the chest of her horse demon. It crashes down before her [3 damage put it at -1hp].
Worland strikes right after Théscine; the creature retreats further, another wound leaking foul fluid [2 damage brings it to 2hp].
Lycinia's demon wrenches its claw back to drag her closer, but comes away with a bloody handful of flaxen hair [4 damage drops her to 4hp].
[round 5]
Miolla swings her mace in a wide arc, shattering the shoulder of the horse demon attacking Lycinia [10 damage puts it at -3hp]. It falls, mortally wounded.
Théscine buries her sword between the eyes of her opponent [6 damage brings it to -4hp], killing it instantly.
Aldira spins and lays open the flank of the beast fighting Father Rochouart [7 damage reduces it to 7hp]. Haddie's horse had come up right behind her. Swiping at her at the same time as she moved, its would-be fatal ambush delivers but the merest scratch [1 damage reduces her to 10hp].
[round 6]
The two remaining horse demons fight furiously, but they are outnumbered by angry, seasoned adventurers. They soon lie dead on the forest floor. As a testament to the Glory of the Light God, it is Father Rochouart who delivers the final, fatal blow.
Father Rochouart leaves his sword sticking out of the gruesome beast as he rushes to attend to the fallen Géraint. The Light God is pleased with his servants' bravery, and His Wholesome Radiance is as medicine to the wounded man [cure light wounds brings him back to 7hp].
Scene 30
Chaos: 9
Setup: roll of 10! = unmodified scene -- travel to Ildmarch to buy silver weapons et al.
Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12, Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia
Threads: find Neldir & the book
remove zuhal's curse
[This scene played out in the party's favour, mostly through Mythic questions and a lack of people/creatures trying to kill them. Rather than writing out a Two Towers-esque description of travel, eating, and talking to random dudes in ways that only tangentially advance the plot, I'm going to summarise the entire next scene.
Q: Can they find Haddie in the woods? Likely: 13, Exceptional Yes.
Q: Can they travel without incident the rest of the day? 50/50: 76, Yes.
It takes them the rest of the day to trudge the 4 miles to Citadelle Tagnard, weighed down as they are with the saddlebags & miscellaneous gear they kept on the horses.
Q: Can the PCs still count on Lady Delphinia's hospitality? Likely: 94, Yes.
Q: Is there a cleric present? Very Unlikely: 34, Yes. (The Light God is not so cool with lycanthropes, so another deity is needed. I opened my copy of the Homeric Hymns (éd. Jean Humbert) to a random page to determine which: Aphrodite. So, the Goddess of Love (as the Light God's pantheon is gods in the abstract)).
The cleric: Enda C4, f, age 25, easy going, lazy; she is pleasant company for the night the characters spend at the Citadelle. Father Rochouart views her with a bit of suspicion, but as the undead are as inimical to Love as they are to Light, in the end they both respect one another.
Q: Can the PCs get horses from Lady Delphinia's stables? 50/50: 02, Exceptional yes. The PCs offer to buy them, but she won't even hear of taking their money.
Q: Have emissaries from one or both political factions been to see Lady Delphinia? 50/50: 01, Exceptional yes. One is still here (1-3 Baron, 4-6 Count, roll=2): The baron's envoy is still present. He tells them that the Count has sent an expeditionary force to Yseut's Bastion to force the commander to join his faction. The fort is now effectively besieged. The PCs are distressed to hear this news, especially as they had been so well treated there on their journey north.
Q: How's the Lady feeling about the whole business? Haggle / Competition. She's still undecided, and not sure what's in it for her. She'll hold out for a decent offer.
day 76.
Curative spells from Fr. Rochouart and Enda restore the rest of the party's hit points in the morning. They set out with their cleric having used up all his spells for the day. They travel through the forest and give Yseut's Bastion a wide berth, not wanting to attract the attention of the Count's army.
A terrible rain storm hits, and the temperature is only a little above freezing. They have to ride hard [forced march] to make Chateau l'Oret.
The Baron has even more bad news for them (the Event from scene 27: NPC Action - Siorighan - Oppose Friendship): Siorighan has pledged to assist Count Rotres d'Estancbel in the upcoming war. As a show of good faith, she's sent a handful of troops to bolster his army, which would be merely a token gesture had she not included in their number three trolls.
---
XP
Technically, XP for the dungeon and associated treasure should have been awarded before they left Foehrenfort, but I moved it to the end of this post so I could include the combat with the horse demons. No one gained any levels in any case, so the distinction is purely academic. This brings my accounting up-to-date before the party hits Ildmarch, where they are going to split up into smaller groups and have separate short city adventures for the week or so they need to spend there. But more of that anon.
1 antenna-pig-monster =250
1 shaggy loper =75
7 zombies =175
2 ogre-ghouls =500
8 horse demons =400
---
total combat=1400
total treasure=6250
grand total 7650/8= 956XP each
Father Rochouart is too distressed to hear Lycinia's revelation amongst the stark evidence of their failure. Miolla finds the portcullis mechanism on the wall of the vampire's lair. The party trudge sullenly out of the dungeon. This time they are greeted on the surface by an honour guard of the commander's picked troops. They are quickly ushered back into the large mess hall by the roaring fire, and the chaplains attend to their injuries.
Divested of their equipment and having changed into dry clothes, the party convene for a hearty meal with the commander, as eight pairs of boots dry behind them on the hearth. Father Rochouart is grim and sullen, but the rest are soon recounting their adventure to the commander in increasingly excited tones. Even Haddie speaks up, shouting over the others for the privilege of telling how Lycinia fell in the hole.
But all too soon their account arrives at its disturbing end, and the laughter and ribaldry abruptly cease. Lycinia excuses herself from the table to fetch the papyrus from her quarters. When she returns, all eyes are upon her. She unrolls the scroll as far as the marker she had placed within, then intones the words of a spell which allow her to make sense of the unknown language before her.
"There's a ton of stories in here," she explains, "myths and legends and all sorts. I thought it would be just some bedtime reading until I got to this bit. Let's see, 'Bhxiug is a great and a terrible duke, and is called by three names. To some he is Bna'ak-Othì; to the Dwarfs Hûûd; to black magicians Vhisigus...'"
When she is done, everyone looks to Father Rochouart. "What?" he says peevishly, "I am a sworn undead hunter. Demonology is hardly part of my purview."
"We should write that down," says Théscine, "in a language we all know. Just in case."
"So what now?" asks Worland. "Anyone know where this gate is?"
"Ildmarch!" exclains Géraint suddenly. "No -- not the gate. But there's the Great Library in Ildmarch. The sages there must be able to help. We should go there, unless anyone has a better idea. We could use some of this treasure to get silvered weapons whilst were there too."
"Do they sell pistols in Ildmarch?" asks Miolla.
"They sell everything in Ildmarch." says Aldira.
"Yes, we should go!"
The party spend a couple more days at Foehrenfort to rest and recuperate. Lycinia makes a Low Elvish translation of the passage from the scroll, and a second one in Common for the humans.
They also decide to divide their treasure. They spend one morning laying it all out on a table, counting coins into neat piles and trying to guess the value of the gems and jewels ("For once," quips Théscine, "I wish we had a dwarf around.") They decide to draw lots for the sake of fairness, and go round the table in order, each selecting an item or pile of coins on their turn. It is agreed that anyone who accumulates more than 1000sp worth of stuff is probably finished [an even division would be 1334sp each]. It won't be an exactly even split, but no one seems really worried. Father Rochouart only reluctantly agrees to a share of the treasure at all, considering it too worldly. Géraint takes his cues from the cleric, as he wants to be as great a vampire hunter someday. Worland wants to play it cool so as not to offend his boss. Aldira and Haddie grew up so poor that they are completely dazzled by the glittering hoard before them. And the elves don't understand wealth at all. In the end,
-Haddie chooses the Gold Ring in the shape of a lion's head with garnet eyes (1800sp).
-Géraint takes the Jacinth (1000sp) and Sardonyx (250sp) which he intends to use to buy supplies.
-Théscine fastens the Platinum pin depicting winged victory (1200sp) to her tunic. Everyone admires how pretty it looks on her.
-Fr. Rochouart is content with cash: 20gp, 250sp.
-Lycinia attaches the Porphyry pendant (400sp) onto her silver necklace, and takes an Onyx (75sp) and 600sp in coin.
-Aldira really, really likes the Aventurine bead anklet (20sp). It was her first choice and she had been so afraid Théscine or Haddie would take it before it got to be her turn. She also gets a Citrine (100sp), and 600sp in coin.
-Worland wants the Small bronze statuette of an ancient bard playing a lyre (400sp). He replaces his old copper earring with the Simple golden hoop earring (80sp), and pins the Golden fleur-de-lys clasp (600sp) to his travelling cloak.
-Miolla fancies the Copper necklace with large opal pendant (400sp) and finally takes the Platnim pin shaped like a swan (1400sp) which is a bit ugly, so everyone kept passing it by. It's going in her pack as trade goods.
The remainder of the treasure (350sp, 500cp, 3 small gems) is left with the fort commander for the widows and orphans of the dead soldiers.
[Some Mythic questions that relate to the above:
Q: What's N going to do with the vampire blood? Change / Prison
The blood is the key to releasing an imprisoned demon.
Q: How is the scroll a clue? Guide / Enemies
It is a work on demonology.
Q: This helps PCs how? Spy / Love
It turns adventure into an Anaïs Nin novel.
Gee, thanks, Mythic. I'll re-roll that: Disrupt / Evil
It hints at how to reseal the prison.
Q: Can Lycinia lie to Fr. Rochouart about the rest of the scroll's contents to keep him from burning it? 50/50: 03, Exceptional Yes.]
Scene 29
Chaos: 8
Setup: roll of 8 = modified scene (was: travel to Ildmarch to buy silver weapons et al.)
Interrupt: Transform / Animals (via Neldir's evil spells)
Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12, Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia
Threads: find Neldir & the book
remove zuhal's curse
day 75.
After two days of healing and planning their route, on the third morning the party set off towards Ildmarch. They should make Chateau l'Oret by evening.
But they do not. After [1d8=2 hexes] four miles of travel through the forest, their horses suddenly become skittish, and refuse to go forward. They become more and more agitated, then begin to buck like things possessed. Everyone is thrown from the saddle. The horses begin to transmogrify, becoming terrifying horse demons with glowing eyes, terrible fangs, serpent's tongues, hideous spiky claws, and manes made of writhing worms.
[The PCs all take 1d6 damage from being thrown, save vs. paralyzation for half. Miolla, Lycinia, Haddie and Worland save. The rest fail, but some are lucky enough to land on the soft earth. Father Rochouart fares the worst, being propelled into a tree trunk. Haddie suffers a broken arm.
Damage:
Miolla takes 3 damage, leaving her with 10hp.
Lycinia: 1 damage, 15hp left
Aldira: 1 damage / to 12hp
Théscine: 1 damage / 8hp
Fr. Rochouart: 6 damage / 3hp
Géraint: 2 damage / 10hp
Haddie: 3 damage / 1hp
Worland: 1 damage / 8hp
The party are able to get up and draw weapons whilst the horse-demons complete their transformation, so the battle starts on even footing. The initiative roll is tied, so everyone acts in segments according to their DEX modifiers, from +3 to -2.
Round 1]
Miolla screams out the words of a spell, and throws a shower of green sparks at the demon that was once her horse, causing it to bellow in rage and pain [her Magic Missile does 7 damage, reducing it to 8hp].
Lycinia attempts to bring down slumber upon the evil herd, but they are too weird to be affected by such a charm [Sleep spell ineffective. She's never fought demons before so doesn't know better].
Théscine fires off a shower of sparks of her own, searing her former mount's hide [her Magic Missile also does 7 damage, reducing it to 8hp]. Haddie turns tail and runs like hell in to the forest. Miolla's mount attacks her with tooth and claw, but the elf's stout armour turns aside the wickedly pointed nails of the horse-thing.
Worland's horse knocks his shield aside with great force [claw does 1 damage] and sinks its fangs deep into the opposite shoulder [6 damage, leaving him with 2hp]. Father Rochouart pray that the Light God will give him the strength to persevere against these accursèd creatures of darkness [Cure Light Wounds on himself heals 6; he's back to full hp]. Its hide still smouldering from the magical sparks, Théscine's horse hisses with rage and attacks her viciously. She is able to fend off most of its strikes with her enchanted sword, but a clumsy parry sends its claws across her sword arm [2 damage drops her to 6hp]. As Aldira summons a mystical shield to protect her, Géraint fires pistol, missing despite the short range. Aldira's magic deflects most of the frenzied attacks from her former mount, though its claws still leave a deep cut across her cheek [1 damage puts her at 11hp]. Haddie's horse sees her running and gives chase. Worland is in a desperate position with the huge demon gnawing on his shoulder, but he manages to get the blade of his axe on its neck and cut its throat. It yelps and falls to the ground, bleeding out a thin oily fluid [8 damage brings it to 0hp].
The power of the Light God prevents Father Rochouart's demon-horse from getting close whilst he finishes the words of his prayer [all three attacks missed]. Géraint flings aside his pistol and draws the rapier from his belt, but alas! too slowly. He is unprepared for the flurry of teeth and claws that rip into him, and he falls, torn and bloodied, beneath its hooves [claw/claw/bite all hit; 11 damage put him at -1hp].
[round 2]
Lycinia abandons hope of hurting the things with her magic, and decides to try cold, hard steel. Her sword slashes the horse demon clawing at her across its muzzle, spraying her with oily fluid [3 damage puts it at 11hp].
If steel be that effective, the strange metal of Théscine's enchanted sword is better still. The blade sings in her hands as she plunges it into the torso of the furious beast facing her, felling it instantly. [8 damages drops it to 0hp]. Haddie is running, running, running, too scared to feel the pain in her broken arm.
Aldira backpedals under the fierce onslaught of tooth and claw, her hands weaving a spell in the air as she does. A glowing arrow is just visible for a moment as it traverses the short space between her and her foe, impacting with a white flash [Magic Missile for 11 damage; it has 2hp left]. Gore leaking from the steaming wound in its belly, the creature manages to smack Aldira in the side, though her mystical shield absorbs the worst of the blow [2 damage put her at 11hp]. Intent on devouring its former rider, Haddie's demon horse gives chase through the thick forest.
Father Rochouart draws his sword and confronts the beast before him. Its snapping jaws tear into his armour, just scraping his chest [1 damage brings him to 8hp].
Lycinia's opponent is slow, but strong. A heavy blow forces past her parry, and claws rend her hip [4 damage drops her to 11hp].
[round 3]
Miolla's attacker luges down at her. She sidesteps the horse demon and in a single fluid movement brings her mace down between its shoulders with a satisfying crack [9 damage brings it to -1hp]. It sprawls in the mud and doesn't get up.
Théscine and Worland both attack the demon horse standing over the unconscious Géraint to keep it from trampling him. She strikes at its legs, forcing it back [3 damage puts it at 11hp]. Haddie stays ahead of her pursuer, oblivious to the branches lacerating her clothes and skin.
Aldira doesn't dare risk trapping her friends in a Web spell, especially as the horse demons are so massive it might not hold them. She draws her sword, preparing to fight it out. The glint of the blade spooks her assailant a moment; it hesitates to draw near, fearing more of her painful sorcery [they both missed]. Haddie's horse cannot find her. It gives up, and rushes back to devour her friends. Worland strikes the retreating horse demon in the side [4 damage leaves it with 7hp]; Géraint is no longer in danger of being pulverised by its hooves.
Father Rochouart's adversary has left his leather armour in tatters. It bites again at his chest, tearing flesh from his ribs [4 damage drops him to 5hp].
An unexpected uppercut catches Lycinia off guard. The claws do not penetrate her mail, but snag in her hair, violently jerking her head to one side [3 damage; she has 8hp remaining].
[round 4]
Miolla leaps over the fallen demon horse to back up her friend, Lycinia.
Lycinia is hampered by her hair still being twisted around the demon's claw, but as it attempts to pull her close so it can bit she sticks her sword into its side [4 damage leaves it with 7hp].
Théscine keeps forcing her enemy to retreat, slashing its thigh [3 damage drop it to 4hp].
Father Rochouart parries his opponent's terrible claws, mangling one of them in the process [4 damage puts it at 14hp]. Aldira thrusts her rapier straight into the chest of her horse demon. It crashes down before her [3 damage put it at -1hp].
Worland strikes right after Théscine; the creature retreats further, another wound leaking foul fluid [2 damage brings it to 2hp].
Lycinia's demon wrenches its claw back to drag her closer, but comes away with a bloody handful of flaxen hair [4 damage drops her to 4hp].
[round 5]
Miolla swings her mace in a wide arc, shattering the shoulder of the horse demon attacking Lycinia [10 damage puts it at -3hp]. It falls, mortally wounded.
Théscine buries her sword between the eyes of her opponent [6 damage brings it to -4hp], killing it instantly.
Aldira spins and lays open the flank of the beast fighting Father Rochouart [7 damage reduces it to 7hp]. Haddie's horse had come up right behind her. Swiping at her at the same time as she moved, its would-be fatal ambush delivers but the merest scratch [1 damage reduces her to 10hp].
[round 6]
The two remaining horse demons fight furiously, but they are outnumbered by angry, seasoned adventurers. They soon lie dead on the forest floor. As a testament to the Glory of the Light God, it is Father Rochouart who delivers the final, fatal blow.
Father Rochouart leaves his sword sticking out of the gruesome beast as he rushes to attend to the fallen Géraint. The Light God is pleased with his servants' bravery, and His Wholesome Radiance is as medicine to the wounded man [cure light wounds brings him back to 7hp].
Scene 30
Chaos: 9
Setup: roll of 10! = unmodified scene -- travel to Ildmarch to buy silver weapons et al.
Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12, Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia
Threads: find Neldir & the book
remove zuhal's curse
[This scene played out in the party's favour, mostly through Mythic questions and a lack of people/creatures trying to kill them. Rather than writing out a Two Towers-esque description of travel, eating, and talking to random dudes in ways that only tangentially advance the plot, I'm going to summarise the entire next scene.
Q: Can they find Haddie in the woods? Likely: 13, Exceptional Yes.
Q: Can they travel without incident the rest of the day? 50/50: 76, Yes.
It takes them the rest of the day to trudge the 4 miles to Citadelle Tagnard, weighed down as they are with the saddlebags & miscellaneous gear they kept on the horses.
Q: Can the PCs still count on Lady Delphinia's hospitality? Likely: 94, Yes.
Q: Is there a cleric present? Very Unlikely: 34, Yes. (The Light God is not so cool with lycanthropes, so another deity is needed. I opened my copy of the Homeric Hymns (éd. Jean Humbert) to a random page to determine which: Aphrodite. So, the Goddess of Love (as the Light God's pantheon is gods in the abstract)).
The cleric: Enda C4, f, age 25, easy going, lazy; she is pleasant company for the night the characters spend at the Citadelle. Father Rochouart views her with a bit of suspicion, but as the undead are as inimical to Love as they are to Light, in the end they both respect one another.
Q: Can the PCs get horses from Lady Delphinia's stables? 50/50: 02, Exceptional yes. The PCs offer to buy them, but she won't even hear of taking their money.
Q: Have emissaries from one or both political factions been to see Lady Delphinia? 50/50: 01, Exceptional yes. One is still here (1-3 Baron, 4-6 Count, roll=2): The baron's envoy is still present. He tells them that the Count has sent an expeditionary force to Yseut's Bastion to force the commander to join his faction. The fort is now effectively besieged. The PCs are distressed to hear this news, especially as they had been so well treated there on their journey north.
Q: How's the Lady feeling about the whole business? Haggle / Competition. She's still undecided, and not sure what's in it for her. She'll hold out for a decent offer.
day 76.
Curative spells from Fr. Rochouart and Enda restore the rest of the party's hit points in the morning. They set out with their cleric having used up all his spells for the day. They travel through the forest and give Yseut's Bastion a wide berth, not wanting to attract the attention of the Count's army.
A terrible rain storm hits, and the temperature is only a little above freezing. They have to ride hard [forced march] to make Chateau l'Oret.
The Baron has even more bad news for them (the Event from scene 27: NPC Action - Siorighan - Oppose Friendship): Siorighan has pledged to assist Count Rotres d'Estancbel in the upcoming war. As a show of good faith, she's sent a handful of troops to bolster his army, which would be merely a token gesture had she not included in their number three trolls.
---
XP
Technically, XP for the dungeon and associated treasure should have been awarded before they left Foehrenfort, but I moved it to the end of this post so I could include the combat with the horse demons. No one gained any levels in any case, so the distinction is purely academic. This brings my accounting up-to-date before the party hits Ildmarch, where they are going to split up into smaller groups and have separate short city adventures for the week or so they need to spend there. But more of that anon.
1 antenna-pig-monster =250
1 shaggy loper =75
7 zombies =175
2 ogre-ghouls =500
8 horse demons =400
---
total combat=1400
total treasure=6250
grand total 7650/8= 956XP each
Monday, 12 May 2014
notes on notes
Sophia over at Lone Wolf Roleplaying asked "How do you actually write down your solo rpg session?" I'd been wondering how other people go about it as well.
It seems (though there's only 6 responses as I write this) that journalling is a pretty popular format. I've only ever kept one RPG character's diary, years ago, and it was more of a writing exercise than a record of play. I didn't take any notes at all during the game, and wrote it all strictly from memory afterwards.
For the (so far) two solo campaigns I'm chronicling on this blog, I've been taking sketchy notes in Notepad as an aide memoire for writing the posts up into coherent narratives (I was using paper when I started, but that just made extra work as I had to type up the notes...). It's as much about the gaming as it is the story, so I try to maintain a balance between game mechanic-y things and pure fiction writing. Oddly, it's the game mechanics that need notes the most; the imagery and scraps of dialogue I make up stay in my head much more readily.
Combat is the hardest part to make interesting. I have long since stopped recording all the die rolls, though I occasionally note the ones that seem interesting in one way or another (e.g. the attack that would have hit but for the character's shield). I notice the combat system of the game pretty much sets the narrative style, though there are ways around it. My current LotFP game is an ensemble piece, so the combats (mostly) adhere to the sequence of actions in a round. There's a lot less combat in my Traveller game (on hiatus, but I will get back to it some day) and only one PC, so I can narrate combat as she experiences it personally.
Just for fun, here are the completely unedited notes I took for Part XXV and Part XXVI of my Lamentations of the Flame Princess campaign, which includes some NPC notes that aren't in the actual post:
It seems (though there's only 6 responses as I write this) that journalling is a pretty popular format. I've only ever kept one RPG character's diary, years ago, and it was more of a writing exercise than a record of play. I didn't take any notes at all during the game, and wrote it all strictly from memory afterwards.
For the (so far) two solo campaigns I'm chronicling on this blog, I've been taking sketchy notes in Notepad as an aide memoire for writing the posts up into coherent narratives (I was using paper when I started, but that just made extra work as I had to type up the notes...). It's as much about the gaming as it is the story, so I try to maintain a balance between game mechanic-y things and pure fiction writing. Oddly, it's the game mechanics that need notes the most; the imagery and scraps of dialogue I make up stay in my head much more readily.
Combat is the hardest part to make interesting. I have long since stopped recording all the die rolls, though I occasionally note the ones that seem interesting in one way or another (e.g. the attack that would have hit but for the character's shield). I notice the combat system of the game pretty much sets the narrative style, though there are ways around it. My current LotFP game is an ensemble piece, so the combats (mostly) adhere to the sequence of actions in a round. There's a lot less combat in my Traveller game (on hiatus, but I will get back to it some day) and only one PC, so I can narrate combat as she experiences it personally.
Just for fun, here are the completely unedited notes I took for Part XXV and Part XXVI of my Lamentations of the Flame Princess campaign, which includes some NPC notes that aren't in the actual post:
Sunday, 11 May 2014
LotFP Solo - Part the Twenty-Seventh: "Strange panic first, a deep and sickening dread"
Scene 28
Chaos: 7
Setup: roll 3 = modified (was: back into the dungeon to kill vampires)
Altered: are the vampires gone? 50/50: 44, Yes + event: NPC Action - Count - Harm Peace - Q: Where? Yseut's Bastion (more on this later)
Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12, Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia
Threads: find Neldir & the book
remove zuhal's curse
destroy vampires
day 72.
On the third day the rains have finally stopped. Rested, and indeed a bit restless, the party finally head back into dungeon.
[It's fun to randomly generate and map the dungeon, and have tiny little encounters that the PCs win handily, but it makes for poor reading. So have a quick montage sequence to bring the adventure up to the interesting part. If you have 80s synthesizer music handy, please play it now.
It takes the PCs several minutes to trudge through the waterlogged corridors from the entrance back to room A6. Along the way they have a random encounter with a nameless, antenna-headed pig thing in room A4, but it fails to injure any of the party members. Lycinia and Miolla dispatch it before the rest of the PCs are even in the room.
Exploring from A6, they find a room where the ground has subsided, and pass over a trap door in the middle of a corridor without noticing it at all.
A single shaggy loper attacks them in room A8, jumping out at Lycinia and attempting to roast her with its flame breath. She makes her saving throw vs. breath weapon, and her strange iron torch sucks in flames leaving her unsinged. She does lose a point of Wisdom to the torch, however (in addition to the point she's already lost for using it today).
The loper is slain without inflicting any damage on the party. It was guarding approximately 4000 copper pieces kept in iron trunks, but the PCs notice the trunks are covered in webs crawling with poisonous spiders, and decide to leave them alone.
Down to room A9, they fail to spot a secret door hiding an unguarded treasure, and find stairs leading down that are filled with more rubble from the ground's subsidence.
They go back to the long corridor and try the first side passage off to the south. A wandering monster is indicated. Checking to see what lies beyond (to determine where the monster(s) came from) results in another trap door and a chamber beyond that.
The montage ends here. Turn the Alan Parson's Project off now, before someone hears it.]
As they proceed south down the cramped corridor, they hear the sound of sloshing steps, as if an equal sized-party is approaching them. They pause to see who is coming. Lycinia hold her torch high, eyes straining against the darkness ahead.
[Q: Did the wandering monster come up from the trap door? Unlikely: 51, Yes.
So, (2d4=) 7 zombies, recently dead, were made buoyant from the build up of gas during decomposition, and have floated up through trap door. Stats are standard for B/X & LL.]
At length Lycinia's torch reveals a gruesome sight. A band of horrible animated corpses, bloated and mis-shapen, are lurching towards them out of the blackness. Their dripping uniforms mark them as some of the missing soldiers. Lycinia orders her comrades to retreat back into the odd-shaped room [A4] so they have some room to fight.
[rounds 1-3]
Lycinia makes a fighting withdrawal [fighting defensively for +2 AC, -4 to hit]. The lead zombie, head lolling at a grotesque angle, comes right for her, arms outstretched, grasping hands looking for her throat. She knocks it away with her sword; it seems insensible to the blade slicing through its flesh, severing its hands, tearing off its jaw. It comes ever closer to bash at the elf with mangled stumps, and at last falls beneath repeated blows to the skull.
[round 4]
The party have retreated into the room and formed a line of battle. Haddie is cowering behind the corner amongst some ruined furniture, one hand thrust beyond it so her lantern still provides light for the battle. Miolla smashes one of the zombies in the sternum [9 damage], caving in its chest and causing it to emit a sudden, awful moan as the gas built up within it is forced out. A shining arrow sails over Miolla's shoulder and pierces the zombie's shoulder before disappearing in a flash of light. [Aldira's magic missile does 5 damage, leaving it with 2hp]. Undaunted, the creature continues to grasp and flail at Miolla with its dead, colourless hands. Father Rochouart cuts into another with his heavy sword [5 damage puts it at 6hp], spilling guts and putridity out in to the water. The stench overcomes him for a moment, and as he is distracted the horrible thing swats him across the face in a clumsy assault [only 1 point of damage; the cleric has 8hp left]. One of the dead soldiers still has a mace attached to its wrist hanging from a leather thong. It flails at Théscine, and though she fends off its clutching hands the mace swings round to hit her squarely in the forehead [8 damage drops her to 1hp]. She staggers back, blood pouring into her eyes.
[round 5]
With a sharp crack heard above the din of fighting in the sloshing water, Miolla's mace crashes down on her opponent's shoulder and the force crushes the collarbone and snaps the spine, finally destroying it. Another has grabbed hold of Géraint's cloak and is pulling the hapless vampire hunter ever closer. As its teeth are about to sink into Géraint's throat, Worland's axe sends its head sailing across the room. The headless corpse collapses into the murky water, oozing putrescence. Lycinia has meanwhile been backing up to avoid the relentless advance of another. It smashes into her with its full weight, knocking her back into the wall and pinning her there for a moment. She can feel her ribs start to give [7 damage drops her to 9hp].
[round 6]
Miolla and Géraint step in at the same time to fend the zombie away from Théscine. Miolla inflicts a punishing blow with her mace, and Géraint finishes it off. Aldira fells another one with her sword. Lycinia slips away from the one that body checked her, and deals it a heavy stroke across its side as she does [6 damage leaves it
with 2hp]. Father Rochouart slips in the gore cascading from the one he is fighting, and before he can recover his balance it knocks him back with a stunning blow [7 damage puts him at 1hp].
[rounds 7 & 8]
As the two remaining zombies are bearing down on her friends further inside the room, Miolla turns about and comes up behind them. Twice she swings her heavy mace, and twice an opponent falls.
Father Rochouart and Théscine are sorely injured, and both barely hanging on to consciousness. He takes the elf's hand and intones an orison. The healing light spreads over them, illuminating the room and erasing their wounds [cure light wounds restores the cleric to full, Théscine to 7hp].
After catching their breath and coaxing Haddie out of her hiding spot, the party proceed once again down the southern corridor from whence the zombies came, moving as silently as possible so as to hear any more of the undead approaching. Unfortunately their caution is of the wrong sort; as they are creeping forward, Lycinia suddenly disappears with a splash. She has not seen the open trap door hidden beneath the water, and has fallen in. Forgetting their earlier caution, Lycinia's friends stand round the hole shouting, calling for Haddie to bring the lantern forward.
The darkness is thick about her, the water seems colder than ice. Lycinia sinks straight to the bottom. She is momentarily confused, unsure of what has befallen her, but as the water fills her lungs and she begins to drown, she is shocked back to her senses. She casts aside her sword and the iron torch, struggles against the straps of her pack, writhes and twists to free herself from the clutches of her mail coat. There's a dim light above her, a feeble moon illuminating the square escape from this watery grave. She swims for it desperately, weighed down still by gambeson and heavy boots.
As she reaches the top there are hands outthrust to receive her. She is pulled, coughing and choking, out of the water. She lacks the strength to stand, so Miolla holds her up whilst Géraint wraps her in his long cloak. Aldira lights a pair of spare torches off Haddie's lantern, and she and Worland hold them close to her for warmth. Lycinia leans feebly against Miolla, shivers shaking her entire frame. But the heat from the torches is comforting, and her blue lips finally regain their colour. "All my stuff..." she says, weakly.
"Leave it to me," smiles Théscine. Then her hands trace a pattern in the air, and she pronounces syllables of a charm. "Go fetch me Lycinia's equipment from down there," says Théscine, seemingly to the empty air. But moments later, one by one, all of Lycinia's things begin to float up out of the water and into Théscine's hands.
[Game notes: Lycinia got to make a Search roll to notice the open trapdoor under the water. She failed, and fell into the area below which turned out to be an oubliette -- I rolled a 20x30 chamber with no exits. I immediately asked Mythic
Q: Are there any zombies left in the oubliette? Unlikely: 66, No. +Event: NPC action - Brother Mundlo - Divide / Power. Interpretation: Complaints to his superiors have weakened de Val d'Oines's position as head of the orthodox faction.
I had a distant memory of drowning rules somewhere in LotFP, B/X or LL, but couldn't find them. So I gave her a save vs. paralysis to ditch her armour, heavy equipment, etc. without drowning.
Théscine cast Unseen Servant to retrieve all her things.]
Lycinia slowly re-equips as Théscine returns her possessions. She is still chilled, but eager to press on. Father Rochouart commends her fortitude and dedication to their cause. Pulling shut the trap door, the party continue south down the corridor.
They come to an anchor-shaped chamber [A10]. Piles of old crates and other rubbish are shoved into the corners. As the party are peering beyond the piles of rubbish in the two northern projections, a soft click is heard, followed by the sound of a great iron portcullis smashing down, barring the way back.
Immediately after, a pair of terrible ogres, one on each side, smash through the flimsy wooden débris to attack. So large are they that they could scarcely have fit through the corridors to wind up here. But these ogres are not just the typical huge, dim-witted brutes that plague the hills outside of Ullgrim, but something far, far worse. Their greying flesh is stretched tightly over their bones, their eyes burn with supernatural malice, and their nails have lengthened into long talons. The stench of the grave clings tightly about these undead horrors.
[round 1. the ogre-ghouls win the initiative]
The party are caught between the two humongous, ravening undead. One lunges at Géraint, but he dodges to one side at the last instant. The other swats at Théscine, raking its disgusting claws across her chest [4 damage leaves her with 3hp]. Théscine steps backward, to interpose Miolla and Lycinia between the beast and herself. They hear her recite a magical formula behind them as they lay into the beast. It effortlessly knocks Miolla's mace aside with a sweep of its awful hand, but Lycinia guts the thing with her sword. Still, she's not sure she has done any more than to anger it [9 damage only brings it to 18hp]. A shower of green sparks flits around her as she retracts her sword, burning the creature's sallow flesh [Théscine's Magic Missile does 5 damage, bringing it to 13hp]. Worland stands by Géraint, hoping to draw the first ogre away from his master as Aldira intones a spell to defend herself [Shield]. Father Rochouart calls upon the Light God [casts Turn Undead] to banish these foul fiends -- Alas! the darkness here is too great.
[round 2]
Despite Worland's attempts to fend off the creature, the ogre is intent on catching Géraint. Its claws leave a nasty mark across his throat [8 damage drops him to 4hp] and he stops in his tracks. His arms drop to his sides, his rapier hangs limply from his powerless fingers, his face becomes a mask of ineffable fear [he fails his save vs. the ghoul's paralyzation touch]. Father Rochouart attacks the ogre before it can devour Géraint. He starts to recite a prayer for the intercession of St. Clere as he attacks the creature, a stroke of his broadsword punctuating each verselet of the orison. Is it holy St. Clere or sheer madness that guides his blade? No matter, for the creature retreats from his would-be meal under the force of the assault [4 damage reduces it to 18hp, too]. Meanwhile, emboldened by her defencive spell, Aldira rushes forward. Her rapier flashes between her two elven friends, and the first ogre loses a hand [5 damage brings it to 8hp].
[round 3]
Father Rochouart's chanting has become almost more unnerving than the sight of the gigantic ghouls the party is facing. He and the ogre seem locked in a mortal struggle, though neither of them lands a hit. Worland chops into it with his axe, though it scarcely regards him, even though half its ribs splinter at the impact [9 damage puts it at 9hp]. Across the room, Miolla and Lycinia attack as Aldira defends. Sword and mace both find their mark, and the heinous ghoul crashes into the wall, never to rise again.
[round 4]
Father Rochouart's screams reach a crescendo as he desperately tries to fend off the ogre looming over him with his sword [Parries, but is hit even with the AC bonus] and then are suddenly cut short as he stops and stares in blank horror [he takes 5 damage from the claws and fails his saving throw; he is paralyzed with 2hp remaining]. Worland and Lycinia advance on the slavering fiend. Lycinia's sword pushes it away from the cleric as Worland's axe neatly removes its head.
As Géraint and Fr. Rochouart recover their wits, the rest of the party search the room hoping to find the mechanism for the portcullis. There is none, but each of the ogre's dens contains a sack full of treasure, probably left over from when they were still alive.
[Treasure Type B / HC XXI]
CP: 500
SP: 800
Gems (4): Moss Agate-50sp, Sardonyx-250sp, Jacinth-1000sp, Citrine-100sp. Total Value: 1400sp.
Jewelry: (4): Gold Ring in the shape of a lion's head with garnet eyes-1800 sp, Small bronze statuette of an ancient bard playing a lyre-400 sp, Prophyry pendant-400 sp, Platnim pin shaped like a swan-1400sp. Total Value: 4000sp.
Laden with spoils, the party have now no choice but to continue. Not even Miolla is strong enough to lift the portcullis. [Normally, the party would retreat to surface at this point since they're encumbered and low on hit points and spells. But the dungeon is only one level, and there's only enough paper left for the final room, and I (as the DM) already know it's not a combat encounter. Thus, the portcullises fell (as an afterthought) for the sake of Narrative.]
They proceed down the cramped passage and come out into a large room. The floor has been built up so it is above the water level. Short wooden steps lead up out of the water, and a large carpet has been spread out on which to dry ones feet. There are many wooden screens and partitions about, evidently used to subdivide the large chamber and create a sense of privacy for its inhabitants. Along with the more mundane furnishings, there is a large laboratory setup against the far wall. Four ornate coffins mark this as the vampires' lair.
But it is the state of the place which arrests their attention. A terrible battle has evidently taken place here quite recently. Furniture is smashed, coffins are overturned, the lab is a pile of broken glass and bent copper. There are scorch marks here and there about the room, and strange stains and pitting from some sort of acid. A human woman's corpse lies pinned beneath one of the upset coffins. Her head sits several feet away. Of the other three vampires, only dust and bone remain, scattered throughout the room as if they'd been torn limb from limb. Some of the bones have been partly melted or dissolved.
"NOOOOOOO!" screams Fr. Rochouart. "This can't be possible. It should have been us to destroy the vampires! It should have been US!"
"Um, does it matter?" asks Miolla, "At least if Neldir killed them they can't hurt other people any more. And they're not on his side."
Father Rochouart quickly regains his composure. "But if he's killed them," he says through gritted teeth, "that means that he's gotten what he came here to find: the vampires' blood."
"But what's he want it for?" asks Worland.
"I know not," replies the cleric, "but I fear it is for a purpose so dark that even the vampires sought to prevent it."
"Yeah, about that," says Lycinia hesitantly, "I'm afraid I might know the answer..."
(adventure continues here)
Wednesday, 7 May 2014
LotFP Solo - Part the Twenty-Sixth: „Wenn man an dir Verrat geübt“
Father Rochouart looks down sternly upon Miolla, who shrinks back from the intensity of his scowl.
"Need I remind you, little elf," says the priest, "that we are here on a Holy Mission, to do the Will of the God of Light, He Who Is Most High. This gold, this silver, they do not shine of their own accord; they only shine in the presence of His Great Radiance. What paltry treasures we may find in these damp ruins mean nothing. Nothing! Cleansing the world of the stain of the foul undead, accomplishing the Light God's most holy Task, that is the true treasure we seek. And you," he says, pointing an accusing finger at the mercenary, "I thought you'd finally understood our Great Purpose. Do I need to explain the gravity of our situation here to you two? Right now?"
"No, sir," says Miolla weakly. "But I just thought we could use some of that treasure to buy more silver weapons... seeing as how the undead don't seem bothered by the ones we have."
"She's got you there, Rev," says Worland.
The rest of the party look on in silence, wondering what the fanatical cleric will do next. He clenches his fists for a moment, then suddenly seems to relax. "I concede your point," he says, then adds, with a sweeping gesture towards the northern corridor, "Shall we continue?"
The northern passage leads them to a large triangular chamber [A6]. Milling about the room are seven hideous animated corpses [claw fiends], twisted into nightmarish shapes by some awful sorcery. Their grey leathery skin is stretched tight over their bones, and covered in pockmarks and protrusions. Their legs are bent and twisted, and the knees seem to bend the wrong direction. Their hands end in hideous claws nearly a foot in length. Attracted by the lamplight, they turn and shamble towards the living, eyes ablaze with red hatred.
[round 1. party has the initiative]
As they unsteadily advance, Aldira throws a spell into their midst. Strands of webbing fill the centre of the room, immobilising [2d4-1=] four of the fiends. Lycinia throws her torch into the webs, which burst into flames. Miolla smashes one's head in with her mace, Worland strikes another [a] with his axe, but barely hurts it at all [2 damage put it at 7hp].
[round 2]
Théscine and Géraint fight side-by-side, but both fail to land a blow on their opponent. Miolla joins Worland, and the pair have even worse luck. As Miolla overextends, Worland raises his axe above his head for a crushing strike. The creature seizes the opportunity, and grabs Worland about the waist, long claws piercing his armour and sides [5 damage drops him to -1hp]. The creature shakes him violently, then throws his unconscious form at Miolla's feet. Two of the creatures are completely consumed in the flaming webs, the other two struggle their way out, charred and smouldering [having 3hp & 4hp remaining].
[round 3]
Miolla steps over Worland's body, interposing herself between her fallen comrade and the furious undead fiend. She presses her new-found advantage and smacks the creature back further with a sharp blow to the sternum [5 damage reduces it to 2hp]. Fr. Rochouart rushes to the unconscious Worland, pulling him back and keeping his head above the water. Théscine and Géraint cut their foe in two with their flashing blades.
[rounds 4 & 5]
Miolla advances steadily, forcing her foe back with every step. It trips over something in the water and goes down. Her mace crashes against its skull as it tries to rise, putting it down for good. Théscine's enchanted sword plunges into the breast of another, and it drops, the glowing malice in its eyes suddenly extinguished. Aldira thrusts at the last one standing with her rapier. The blade misses the creature, who catches her arm in its horrible claws and lays open her skin up to her shoulder [6 damage leaves her at 3hp]. She manages a savage riposte, though it fights on [7 damage reduces it to 1hp].
[rounds 6 & 7]
Lycinia, Miolla, and Aldira circle the creature, fending of its attacks. It finally lunges forward at Aldira, but encounters only a wall of iron and steel [all three of them hit, dropping it to -13hp].
Meanwhile Géraint has helped keep his unconscious henchman from drowning whilst Father Rochouart uses his holy power to cure him [cure light wounds restores him to 2hp].
Lycinia lights a new torch whilst Théscine and Géraint inspect a large iron trunk, whose lid sits a few inches above the water line. Théscine points out a suspicious-looking needle in the lock. Géraint laughs and tells her not to worry, for he's an old hand at this sort of thing from his misspent youth in Frommsport. But perhaps the Light God is punishing him for his hubris, or perhaps the proximity to such a radiantly lovely faerie girl is making his hands to tremble -- who can say? He manages to stick himself with the needle right underneath his fingernail, and lets out a surprised yelp [his Tinker roll is 5; he needed 3 or less, but he makes his save vs. poison]. Fortunately whatever toxin may once have coated the blade has long since lost its potency, or perhaps the Light God, in His Infinite Mercy, had decided this would be enough of a lesson for his servant -- who's to say? Théscine laughs herself to the point of tears.
Inside the trunk are 500 silver coins in small bags of 10-20 each and dozens of scraps of papyrus: evidently an old payroll. There is also an ivory scroll case which has been sealed with lead, and an iron torch holder that is strangely rust-free.
The coins are passed round so that no one need carry too many. Géraint stows the scroll in his pack. Lycinia feels oddly drawn towards the iron torch (though only subconsciously). She announces that she will keep it, since she always carries a torch for exploration. Some of the others had also found it intriguing, but they concede that it should be hers. Miolla doesn't see what all the fuss is about over such a boring old torch, and Aldira finds it all a bit suspicious, but neither says anything for now.
All the fighting has left them feeling a bit exhausted, and the weight of all those coins they found is beginning to get a bit much, so the party unanimously decide to return to the surface to rest and recuperate. They trudge back through the freezing, knee-deep water, daydreaming of the hearthfire that awaits them in the soldiers' mess.
[Q: Do they make it out without an encounter? 50/50: 66, No +Event - Move away from thread - vampires - carelessness/illusions (see below)].
Lycinia, having led the party's march back through the corridors is the first up the steps out of the round tower. A group of crossbowmen, swordsmen, and halbardiers is right outside to meet them. But it's not the reception they had anticipated; the crossbowmen raise their weapons and fire. Lycinia is the only visible target.
CH CN DX IN ST WI HP
a m 16 9 12 11 11 6 4 Leather armour, heavy crossbow
b m 14 9 12 8 14 9 4 Leather armour, heavy crossbow
c f 11 10 9 10 15 10 5 Leather armour, heavy crossbow
d f 9 11 13 13 9 10 4 Leather armour, heavy crossbow
e* m 10 10 16 12 16 9 5 Chainmail, shield, sword
f f 7 14 6 16 9 14 5 Chainmail, shield, sword
g m 9 14 9 11 6 10 5 Chainmail, shield, sword
h m 12 9 12 9 12 10 4 Chainmail, shield, sword
i m 9 14 10 7 7 11 5 Leather armour, halberd
j f 9 16 6 7 11 13 6 Leather armour, halberd
*all 0-level except the leader (e), a 1st level fighter
ML 8, +1 if leader present
[A roll of 1 indicates surprise; heavy crossbows ignore 4 AC points from armour, so chainmail is completely bypassed. Lycinia's effective AC for these attacks is therefore (12+2=)14. The attack rolls are 18,8,1,17+1=18; 2 hits, for 3 points each makes 6 damage. She has 6hp left.]
Two crossbow bolts sail past her, but two others pierce her armour as if it were cloth, wounding her in the thigh and shoulder.
[round 1. the enemy has the initiative, though the narrative will group things in a more logical sequence.]
The two halbardiers and a swordsman [h,i,j] rush forward to attack Lycinia [ polearms get +1 to hit vs. armour; but rolls of 15, 12+1-1, 7+1 all miss]. She backpedals down the stairs fighting defensively [+2AC, -4 to hit], and hoping her companions won't trip her up. Aldira and Miolla were fortunately the only others on the stairs, and have already moved down and out of her way. Théscine remembers her magic scroll, and starts to get it from her belt pouch [it will take (1d3+1=) 2 rounds counting this one]. Haddie runs to hide in the corridor, and douses the lantern's flame. There is still more than enough daylight coming in to fight by.
[round 2]
The swordsman and lead halbardier [h&i] are able to attack Lycinia as they follow her down the narrow steps, but as she is still concentrating on defence [and so, AC20] their arms clash brutally against one another without landing a blow. Aldira speaks a charm to protect herself from the soldiers' blades [Shield].
[round 3]
Four of the soldiers [g,h,i,j] are now in the room. One of the swordsmen [g] rushes Miolla, but his attack is so weak that she smashes his own blade back into his helmet; he falls senseless into the water before her [at 0hp]. Lycinia's two foes [h,i] press their attacks, but she leaves them no opportunity of scoring a hit. Despite her defencive posture, she spots an opening too good to pass up as the swordsman stumbles over something beneath the water. Her blade catches him up underneath his helm, and he is dead before he falls [roll of 19+2-4(def. fighting) scores a hit for 9 damage, putting him at -5]. A halbardier [j] takes a swing at Worland. Worland sidesteps the blade and runs up along the haft, striking with his battleaxe as he does so. The axe crashes down on the woman's shoulder, inflicting a mortal wound [9 damage drops her to -3hp]. Worland advances toward the remaining halbardier, who is still threatening Lycinia. Géraint, seeing still more soldiers on the stairs, draws his matchlock pistol.
[round 4]
The sergeant and his right-hand (swords-)woman [e,f] descend the stairs to join the mêlée. The four crossbowmen tromp in hard on their heels, and spread out along the curved wall of the chamber and take aim. The sergeant lays into Lycinia with his sword, giving her a nasty wound in her stomach [5 damage leaves her with 1hp]. She moves back to get away from him. He starts to advance but stops short, unable to go forward; Théscine has ensorcelled him with a spell from the scroll [Force of Forbidment]. The second in command [f] engages with Miolla, who deftly parries her every thrust. Her mace slips in under the woman's guard and catches her in the side, shattering ribs, lacerating organs [10 damage drops her to -5]. She collapses in a heap. The halbardier tries to back up, but Worland follows close and the man cannot bring the weapon to bear. Worland's advance brings him right by the sergeant who is struggling to move against the magical force impeding him. Taking an opportune swing, he lands the blade of his axe between the sergeant's shoulders, killing him instantly [9 damage drops him to -4]. Géraint sees one of the crossbowmen aiming in his direction. His gun roars like thunder, reverberating off the bare stone walls of the tower. The woman falls, with a small red hole placed neatly between her eyes [8 damage reduced her to -4hp].
[round 5 (sort of) - Enemy losses are now over 50%, including their leader, so it's time to check morale. A roll of 10 is a failure.]
The few remaining soldiers throw down their weapons in a panic and run back up the stairs. The party members stand in silence for a few moments, their ears ringing and the scent of powder filling their nostrils. "Did you really," sighs Aldira, "have to use that in this echo chamber?"
"It got rid of them, didn't it?" replies Géraint peevishly.
"I don't know what that thing is," says Miolla, wide-eyed, "but I want one!"
[Q: Did the gunshot and subsequent fleeing soldiers attract attention? 50/50: 11, Exceptional Yes + Event: NPC Action - Siorighan - Oppose Friendship (she's agreed to assist the Count; more on this later.)]
Raina and about 40 other soldiers come running to see the commotion. The fleeing soldiers are caught, and the commander has them thrown in irons whilst she decides what is to be their fate. The three fort chaplains are summoned to tend to the party's more grievous wounds [they have (1d4-1=) 2 cure light wounds spells available, one each for Lycinia and Worland].
The commander invites the party to dine in her quarters. The fare is simple and fortifying. The wine is an excellent vintage from her far away homeland. She wastes no time in getting down to business.
"I'm truly sorry about this... lapse of discipline in my fort. I had given orders that you were to be shown every courtesy here and given whatever assistance you need to deal with our vampire troubles. They claim their sergeant had received instructions from the agent of the crown who passed through a few weeks ago on his way North, that no outsiders be allowed to live who go down where they have no business going, meaning the old donjon. There's been no royal agent come this far up the coast, I can assure you. With the season turning, we've hardly gotten any visitors at all, no merchants, no bawds, no travellers. Just this weird elf a week or so back."
"An elf?" asks Lycinia.
"Yes. A lone elf. And a strange one at that. Said his name was Yerli Manan, or someting like that."
"Ierlâi Mnaan?"
"That was it."
"I don't believe this. What is wrong with you?" asks Lycinia angrily. Miolla stifles a giggle. Théscine looks on nervously.
"Lycinia," says Aldira gently, "I'm afraid not that many people -- many humans at any rate -- are conversant in Literary Elvish."
"Very true," says Father Rochouart, "Should that mean something to us?"
"It's not even a name," explains Aldira, "it means 'deceiver of mortals'. It's the cognomen of an insidiously corrupting devil in an ancient elven epic."
"A saucy bastard, that Neldir of yours," laughs Worland.
"This is dark news indeed," says Father Rochouart. "If this heretic Neldir has spells with the power to cloud minds, he could have convinced the vampires to part with their blood willingly -- perhaps even have recruited them to his evil cause! We must proceed carefully, and be alert for a trap. When we are done here -- and not until --, we must pick up the trail of this elf, and put an end to his unholy machinations. Now, Commander, I would humbly request that you keep our attackers in irons until we have left your fort, but then let them go without reprisals. They are as much victims in this sad affair as were we. I shall not have another punished for the obscene sorceries of this most wicked elf."
Commander del Gado y Jimixez accedes to the holy father's request for leniency. The party spend the next two days resting and recuperating, and staying inside out of the pouring rain and cold, during which time:
Miolla and Théscine are fascinated by Géraint's gun. None of the elves had ever seen one before. Miolla had thought it was an over-large smoking pipe, Théscine a kind of flute. He shows them how it works, and even lets them try a few shots, but as he only has 12 remaining the fun is soon over. Théscine spends the rest of the time avoiding Géraint, who becomes nervous and tongue-tied whenever she's around.
Worland drinks & gambles with the fort's soldiers to while away the time, despite the disapproval of Father Rochouart.
Aldira sits with Una's spellbook and broods. Miolla often sits nearby, but is afraid to say anything.
Father Rochouart divides his time between ministering to the soldiers, and keeping Haddie from running off with any of them for 'immoral purposes'. He also takes charge of the coins and jewels they have acquired in the dungeon, putting them in a strongbox for safekeeping, not to be divided until they have completed their holy mission at Foehrenfort.
Lycinia manages to open the lead-sealed scroll case, which was sadly not water-tight. Inside is an old papyrus covered mysterious writing. She unrolls it carefully to dry by the fire. Parts of it have been completely ruined, but much remains intact. Only by dint of her magic can she read the unknown language, and then only for a half hour at a time [she had fortunately memorised Comprehend Languages before going into the dungeon; she can memorise it twice on each succeeding day]. What she finds is terrible and wonderful at the same time. Such horrible stories, such awful knowledge! There are secrets to be learnt here, such secrets...
--- --- ---
Session Notes
The Scroll
This heavily-damaged papyrus contains an anonymous treatise on demonology. It also contains an important clue as to what Neldir needs the vampire blood for. I didn't actually determine what the clue was until after the PCs finished the dungeon, so more on this later.
The Iron Torch
This enchanted item looks to be a normal iron torch holder, though it is conspicuously free of rust. The torch exudes a subtle aura of fascination. When it is first seen, if it does not have an obvious owner, all onlookers must save vs. spells or desire the item subconsciously. The power of the fascination is not so great that it can cause strife. If two or more onlookers fail their saving throw, the one who fails by the greatest margin will be the one who takes the item (unopposed). The torch can be lit as a normal torch, and it will always catch on the very first try. If it is brought near to other sources of flame, it will draw them into itself, and burn for an additional length of time accordingly. Sudden bursts of flame will even be sucked into the torch; this gives the bearer a +4 on all saving throws versus fire, and they will take either no damage on a successful save, or half damage if the saving throw is failed. However, this comes at a price. As the torch consumes physical fire, it also nourishes itself with the fire in the soul. Each day that the torch is weilded, the bearer suffers a point of Wisdom damage. And every time the torch consumes a fire attack (one which requires a saving throw), it eats an additional point of Wisdom. Normal attribute recovery applies to these losses. A character whose Wisdom is reduced to zero by the torch is forever dead, as it has completely consumed their soul.
The contents roll for room A6 came up as Special, so it had to contain the special item which was indicated in the interrupted Mythic scene setup: 'move toward a thread - Neldir - Triumph / Technology'. Since the special item was just a scroll, I rolled a second time for room contents to see what else was in the room with it, and got 'Monster & Treasure', which randomly included a magic item.
First I tried the tables in the Expert rulebook, and for about the third time rolled up Sword +1/+2 vs. Lycanthropes. After the last time I generated and rejected that sword, i did actually write up a version of it that I will use, but I am still hesitant to let my party have it. There's already one magic sword in the group, and I have thought of a nice sub-plot to run involving lycanthropes should the PCs end up in a certain place. I don't want to spoil it.
So I decided to try an experiment with some tables in the back of the Labyrinth Lord Advanced Edition Companion. First I rolled on the Random Container Contents table and got 'Eggs, exotic pickled'. OK, forget that. So I payed attention to what was on the tables and opted for Miscellaneous Room Contents; I rolled 'Torch, partially burned'; Random Characteristics yielded 'consumes'. From those two I constructed the torch.
Experience Points
Combat-
flitting spirit 50xp
shroud phantoms 4x 75xp
shaggy lopers 3x 75xp
claw fiend 7x 25xp
Ftr-0 9x 5xp
Ftr-1 25xp
-----
total=820xp
Treasure-
total=4425sp(&xp)
XP:(820+4425=)5245/8=655xp each
Father Rochouart is now 3rd level. He gains 2hp and an additional spell per day.
"Need I remind you, little elf," says the priest, "that we are here on a Holy Mission, to do the Will of the God of Light, He Who Is Most High. This gold, this silver, they do not shine of their own accord; they only shine in the presence of His Great Radiance. What paltry treasures we may find in these damp ruins mean nothing. Nothing! Cleansing the world of the stain of the foul undead, accomplishing the Light God's most holy Task, that is the true treasure we seek. And you," he says, pointing an accusing finger at the mercenary, "I thought you'd finally understood our Great Purpose. Do I need to explain the gravity of our situation here to you two? Right now?"
"No, sir," says Miolla weakly. "But I just thought we could use some of that treasure to buy more silver weapons... seeing as how the undead don't seem bothered by the ones we have."
"She's got you there, Rev," says Worland.
The rest of the party look on in silence, wondering what the fanatical cleric will do next. He clenches his fists for a moment, then suddenly seems to relax. "I concede your point," he says, then adds, with a sweeping gesture towards the northern corridor, "Shall we continue?"
The northern passage leads them to a large triangular chamber [A6]. Milling about the room are seven hideous animated corpses [claw fiends], twisted into nightmarish shapes by some awful sorcery. Their grey leathery skin is stretched tight over their bones, and covered in pockmarks and protrusions. Their legs are bent and twisted, and the knees seem to bend the wrong direction. Their hands end in hideous claws nearly a foot in length. Attracted by the lamplight, they turn and shamble towards the living, eyes ablaze with red hatred.
[round 1. party has the initiative]
As they unsteadily advance, Aldira throws a spell into their midst. Strands of webbing fill the centre of the room, immobilising [2d4-1=] four of the fiends. Lycinia throws her torch into the webs, which burst into flames. Miolla smashes one's head in with her mace, Worland strikes another [a] with his axe, but barely hurts it at all [2 damage put it at 7hp].
[round 2]
Théscine and Géraint fight side-by-side, but both fail to land a blow on their opponent. Miolla joins Worland, and the pair have even worse luck. As Miolla overextends, Worland raises his axe above his head for a crushing strike. The creature seizes the opportunity, and grabs Worland about the waist, long claws piercing his armour and sides [5 damage drops him to -1hp]. The creature shakes him violently, then throws his unconscious form at Miolla's feet. Two of the creatures are completely consumed in the flaming webs, the other two struggle their way out, charred and smouldering [having 3hp & 4hp remaining].
[round 3]
Miolla steps over Worland's body, interposing herself between her fallen comrade and the furious undead fiend. She presses her new-found advantage and smacks the creature back further with a sharp blow to the sternum [5 damage reduces it to 2hp]. Fr. Rochouart rushes to the unconscious Worland, pulling him back and keeping his head above the water. Théscine and Géraint cut their foe in two with their flashing blades.
[rounds 4 & 5]
Miolla advances steadily, forcing her foe back with every step. It trips over something in the water and goes down. Her mace crashes against its skull as it tries to rise, putting it down for good. Théscine's enchanted sword plunges into the breast of another, and it drops, the glowing malice in its eyes suddenly extinguished. Aldira thrusts at the last one standing with her rapier. The blade misses the creature, who catches her arm in its horrible claws and lays open her skin up to her shoulder [6 damage leaves her at 3hp]. She manages a savage riposte, though it fights on [7 damage reduces it to 1hp].
[rounds 6 & 7]
Lycinia, Miolla, and Aldira circle the creature, fending of its attacks. It finally lunges forward at Aldira, but encounters only a wall of iron and steel [all three of them hit, dropping it to -13hp].
Meanwhile Géraint has helped keep his unconscious henchman from drowning whilst Father Rochouart uses his holy power to cure him [cure light wounds restores him to 2hp].
Lycinia lights a new torch whilst Théscine and Géraint inspect a large iron trunk, whose lid sits a few inches above the water line. Théscine points out a suspicious-looking needle in the lock. Géraint laughs and tells her not to worry, for he's an old hand at this sort of thing from his misspent youth in Frommsport. But perhaps the Light God is punishing him for his hubris, or perhaps the proximity to such a radiantly lovely faerie girl is making his hands to tremble -- who can say? He manages to stick himself with the needle right underneath his fingernail, and lets out a surprised yelp [his Tinker roll is 5; he needed 3 or less, but he makes his save vs. poison]. Fortunately whatever toxin may once have coated the blade has long since lost its potency, or perhaps the Light God, in His Infinite Mercy, had decided this would be enough of a lesson for his servant -- who's to say? Théscine laughs herself to the point of tears.
Inside the trunk are 500 silver coins in small bags of 10-20 each and dozens of scraps of papyrus: evidently an old payroll. There is also an ivory scroll case which has been sealed with lead, and an iron torch holder that is strangely rust-free.
The coins are passed round so that no one need carry too many. Géraint stows the scroll in his pack. Lycinia feels oddly drawn towards the iron torch (though only subconsciously). She announces that she will keep it, since she always carries a torch for exploration. Some of the others had also found it intriguing, but they concede that it should be hers. Miolla doesn't see what all the fuss is about over such a boring old torch, and Aldira finds it all a bit suspicious, but neither says anything for now.
All the fighting has left them feeling a bit exhausted, and the weight of all those coins they found is beginning to get a bit much, so the party unanimously decide to return to the surface to rest and recuperate. They trudge back through the freezing, knee-deep water, daydreaming of the hearthfire that awaits them in the soldiers' mess.
[Q: Do they make it out without an encounter? 50/50: 66, No +Event - Move away from thread - vampires - carelessness/illusions (see below)].
Lycinia, having led the party's march back through the corridors is the first up the steps out of the round tower. A group of crossbowmen, swordsmen, and halbardiers is right outside to meet them. But it's not the reception they had anticipated; the crossbowmen raise their weapons and fire. Lycinia is the only visible target.
CH CN DX IN ST WI HP
a m 16 9 12 11 11 6 4 Leather armour, heavy crossbow
b m 14 9 12 8 14 9 4 Leather armour, heavy crossbow
c f 11 10 9 10 15 10 5 Leather armour, heavy crossbow
d f 9 11 13 13 9 10 4 Leather armour, heavy crossbow
e* m 10 10 16 12 16 9 5 Chainmail, shield, sword
f f 7 14 6 16 9 14 5 Chainmail, shield, sword
g m 9 14 9 11 6 10 5 Chainmail, shield, sword
h m 12 9 12 9 12 10 4 Chainmail, shield, sword
i m 9 14 10 7 7 11 5 Leather armour, halberd
j f 9 16 6 7 11 13 6 Leather armour, halberd
*all 0-level except the leader (e), a 1st level fighter
ML 8, +1 if leader present
[A roll of 1 indicates surprise; heavy crossbows ignore 4 AC points from armour, so chainmail is completely bypassed. Lycinia's effective AC for these attacks is therefore (12+2=)14. The attack rolls are 18,8,1,17+1=18; 2 hits, for 3 points each makes 6 damage. She has 6hp left.]
Two crossbow bolts sail past her, but two others pierce her armour as if it were cloth, wounding her in the thigh and shoulder.
[round 1. the enemy has the initiative, though the narrative will group things in a more logical sequence.]
The two halbardiers and a swordsman [h,i,j] rush forward to attack Lycinia [ polearms get +1 to hit vs. armour; but rolls of 15, 12+1-1, 7+1 all miss]. She backpedals down the stairs fighting defensively [+2AC, -4 to hit], and hoping her companions won't trip her up. Aldira and Miolla were fortunately the only others on the stairs, and have already moved down and out of her way. Théscine remembers her magic scroll, and starts to get it from her belt pouch [it will take (1d3+1=) 2 rounds counting this one]. Haddie runs to hide in the corridor, and douses the lantern's flame. There is still more than enough daylight coming in to fight by.
[round 2]
The swordsman and lead halbardier [h&i] are able to attack Lycinia as they follow her down the narrow steps, but as she is still concentrating on defence [and so, AC20] their arms clash brutally against one another without landing a blow. Aldira speaks a charm to protect herself from the soldiers' blades [Shield].
[round 3]
Four of the soldiers [g,h,i,j] are now in the room. One of the swordsmen [g] rushes Miolla, but his attack is so weak that she smashes his own blade back into his helmet; he falls senseless into the water before her [at 0hp]. Lycinia's two foes [h,i] press their attacks, but she leaves them no opportunity of scoring a hit. Despite her defencive posture, she spots an opening too good to pass up as the swordsman stumbles over something beneath the water. Her blade catches him up underneath his helm, and he is dead before he falls [roll of 19+2-4(def. fighting) scores a hit for 9 damage, putting him at -5]. A halbardier [j] takes a swing at Worland. Worland sidesteps the blade and runs up along the haft, striking with his battleaxe as he does so. The axe crashes down on the woman's shoulder, inflicting a mortal wound [9 damage drops her to -3hp]. Worland advances toward the remaining halbardier, who is still threatening Lycinia. Géraint, seeing still more soldiers on the stairs, draws his matchlock pistol.
[round 4]
The sergeant and his right-hand (swords-)woman [e,f] descend the stairs to join the mêlée. The four crossbowmen tromp in hard on their heels, and spread out along the curved wall of the chamber and take aim. The sergeant lays into Lycinia with his sword, giving her a nasty wound in her stomach [5 damage leaves her with 1hp]. She moves back to get away from him. He starts to advance but stops short, unable to go forward; Théscine has ensorcelled him with a spell from the scroll [Force of Forbidment]. The second in command [f] engages with Miolla, who deftly parries her every thrust. Her mace slips in under the woman's guard and catches her in the side, shattering ribs, lacerating organs [10 damage drops her to -5]. She collapses in a heap. The halbardier tries to back up, but Worland follows close and the man cannot bring the weapon to bear. Worland's advance brings him right by the sergeant who is struggling to move against the magical force impeding him. Taking an opportune swing, he lands the blade of his axe between the sergeant's shoulders, killing him instantly [9 damage drops him to -4]. Géraint sees one of the crossbowmen aiming in his direction. His gun roars like thunder, reverberating off the bare stone walls of the tower. The woman falls, with a small red hole placed neatly between her eyes [8 damage reduced her to -4hp].
[round 5 (sort of) - Enemy losses are now over 50%, including their leader, so it's time to check morale. A roll of 10 is a failure.]
The few remaining soldiers throw down their weapons in a panic and run back up the stairs. The party members stand in silence for a few moments, their ears ringing and the scent of powder filling their nostrils. "Did you really," sighs Aldira, "have to use that in this echo chamber?"
"It got rid of them, didn't it?" replies Géraint peevishly.
"I don't know what that thing is," says Miolla, wide-eyed, "but I want one!"
[Q: Did the gunshot and subsequent fleeing soldiers attract attention? 50/50: 11, Exceptional Yes + Event: NPC Action - Siorighan - Oppose Friendship (she's agreed to assist the Count; more on this later.)]
Raina and about 40 other soldiers come running to see the commotion. The fleeing soldiers are caught, and the commander has them thrown in irons whilst she decides what is to be their fate. The three fort chaplains are summoned to tend to the party's more grievous wounds [they have (1d4-1=) 2 cure light wounds spells available, one each for Lycinia and Worland].
The commander invites the party to dine in her quarters. The fare is simple and fortifying. The wine is an excellent vintage from her far away homeland. She wastes no time in getting down to business.
"I'm truly sorry about this... lapse of discipline in my fort. I had given orders that you were to be shown every courtesy here and given whatever assistance you need to deal with our vampire troubles. They claim their sergeant had received instructions from the agent of the crown who passed through a few weeks ago on his way North, that no outsiders be allowed to live who go down where they have no business going, meaning the old donjon. There's been no royal agent come this far up the coast, I can assure you. With the season turning, we've hardly gotten any visitors at all, no merchants, no bawds, no travellers. Just this weird elf a week or so back."
"An elf?" asks Lycinia.
"Yes. A lone elf. And a strange one at that. Said his name was Yerli Manan, or someting like that."
"Ierlâi Mnaan?"
"That was it."
"I don't believe this. What is wrong with you?" asks Lycinia angrily. Miolla stifles a giggle. Théscine looks on nervously.
"Lycinia," says Aldira gently, "I'm afraid not that many people -- many humans at any rate -- are conversant in Literary Elvish."
"Very true," says Father Rochouart, "Should that mean something to us?"
"It's not even a name," explains Aldira, "it means 'deceiver of mortals'. It's the cognomen of an insidiously corrupting devil in an ancient elven epic."
"A saucy bastard, that Neldir of yours," laughs Worland.
"This is dark news indeed," says Father Rochouart. "If this heretic Neldir has spells with the power to cloud minds, he could have convinced the vampires to part with their blood willingly -- perhaps even have recruited them to his evil cause! We must proceed carefully, and be alert for a trap. When we are done here -- and not until --, we must pick up the trail of this elf, and put an end to his unholy machinations. Now, Commander, I would humbly request that you keep our attackers in irons until we have left your fort, but then let them go without reprisals. They are as much victims in this sad affair as were we. I shall not have another punished for the obscene sorceries of this most wicked elf."
Commander del Gado y Jimixez accedes to the holy father's request for leniency. The party spend the next two days resting and recuperating, and staying inside out of the pouring rain and cold, during which time:
Miolla and Théscine are fascinated by Géraint's gun. None of the elves had ever seen one before. Miolla had thought it was an over-large smoking pipe, Théscine a kind of flute. He shows them how it works, and even lets them try a few shots, but as he only has 12 remaining the fun is soon over. Théscine spends the rest of the time avoiding Géraint, who becomes nervous and tongue-tied whenever she's around.
Worland drinks & gambles with the fort's soldiers to while away the time, despite the disapproval of Father Rochouart.
Aldira sits with Una's spellbook and broods. Miolla often sits nearby, but is afraid to say anything.
Father Rochouart divides his time between ministering to the soldiers, and keeping Haddie from running off with any of them for 'immoral purposes'. He also takes charge of the coins and jewels they have acquired in the dungeon, putting them in a strongbox for safekeeping, not to be divided until they have completed their holy mission at Foehrenfort.
Lycinia manages to open the lead-sealed scroll case, which was sadly not water-tight. Inside is an old papyrus covered mysterious writing. She unrolls it carefully to dry by the fire. Parts of it have been completely ruined, but much remains intact. Only by dint of her magic can she read the unknown language, and then only for a half hour at a time [she had fortunately memorised Comprehend Languages before going into the dungeon; she can memorise it twice on each succeeding day]. What she finds is terrible and wonderful at the same time. Such horrible stories, such awful knowledge! There are secrets to be learnt here, such secrets...
--- --- ---
Session Notes
The Scroll
This heavily-damaged papyrus contains an anonymous treatise on demonology. It also contains an important clue as to what Neldir needs the vampire blood for. I didn't actually determine what the clue was until after the PCs finished the dungeon, so more on this later.
The Iron Torch
This enchanted item looks to be a normal iron torch holder, though it is conspicuously free of rust. The torch exudes a subtle aura of fascination. When it is first seen, if it does not have an obvious owner, all onlookers must save vs. spells or desire the item subconsciously. The power of the fascination is not so great that it can cause strife. If two or more onlookers fail their saving throw, the one who fails by the greatest margin will be the one who takes the item (unopposed). The torch can be lit as a normal torch, and it will always catch on the very first try. If it is brought near to other sources of flame, it will draw them into itself, and burn for an additional length of time accordingly. Sudden bursts of flame will even be sucked into the torch; this gives the bearer a +4 on all saving throws versus fire, and they will take either no damage on a successful save, or half damage if the saving throw is failed. However, this comes at a price. As the torch consumes physical fire, it also nourishes itself with the fire in the soul. Each day that the torch is weilded, the bearer suffers a point of Wisdom damage. And every time the torch consumes a fire attack (one which requires a saving throw), it eats an additional point of Wisdom. Normal attribute recovery applies to these losses. A character whose Wisdom is reduced to zero by the torch is forever dead, as it has completely consumed their soul.
The contents roll for room A6 came up as Special, so it had to contain the special item which was indicated in the interrupted Mythic scene setup: 'move toward a thread - Neldir - Triumph / Technology'. Since the special item was just a scroll, I rolled a second time for room contents to see what else was in the room with it, and got 'Monster & Treasure', which randomly included a magic item.
First I tried the tables in the Expert rulebook, and for about the third time rolled up Sword +1/+2 vs. Lycanthropes. After the last time I generated and rejected that sword, i did actually write up a version of it that I will use, but I am still hesitant to let my party have it. There's already one magic sword in the group, and I have thought of a nice sub-plot to run involving lycanthropes should the PCs end up in a certain place. I don't want to spoil it.
So I decided to try an experiment with some tables in the back of the Labyrinth Lord Advanced Edition Companion. First I rolled on the Random Container Contents table and got 'Eggs, exotic pickled'. OK, forget that. So I payed attention to what was on the tables and opted for Miscellaneous Room Contents; I rolled 'Torch, partially burned'; Random Characteristics yielded 'consumes'. From those two I constructed the torch.
Experience Points
Combat-
flitting spirit 50xp
shroud phantoms 4x 75xp
shaggy lopers 3x 75xp
claw fiend 7x 25xp
Ftr-0 9x 5xp
Ftr-1 25xp
-----
total=820xp
Treasure-
total=4425sp(&xp)
XP:(820+4425=)5245/8=655xp each
Father Rochouart is now 3rd level. He gains 2hp and an additional spell per day.
Saturday, 3 May 2014
LotFP Solo - Part the Twenty-Fifth: "With damp and slippery footing from a depth / More horrid still."
The ride through the forest to Foehrenfort takes but three hours. The fort is very old, once forming part of the coastal defences that fought off sea raiders in the less-civilised past, though the sea has long since receded. The original keep is in ruins, as is the curtain wall surrounding the fort, though this last, at least, has been shored up to still provide a stout defence.
The party are received by the fort's commander, a foreign-born woman named Raina del Gado y Jimixez who has served decades in the King's army.
"The old keep," she explains," has long had the reputation of being haunted. No one will go near it at night -- some not even in daylight -- but it's so far out on the wall that no one really needs to. We're mostly content to let it crumble, and use it a story round the fire to scare the new recruits, sometimes send a few inside to prove their courage. Sure, there's always been noises at night, but I used to think that was just the wind howling through the holes.
"Lately I'm not so sure. The noises are getting louder, and more frequent. Some of the troops swear they've seen lights. And then there's this sickness that's been going through the camp. And the disappearances..."
"Fear not, commander," says Father Rochouart, "we have come to cleanse the foul stain of the undead from this place!"
Scene 27
Chaos: 6
Setup: roll 4 = modified (was:into the dungeon to kill vampires)
Interrupt: move toward a thread - Neldir - Triumph / Technology. The dungeon will contain an item or clue to the item Neldir is seeking; this will appear on a roll of Special for room contents on the 1st ed. DMG random dungeon charts. So it's kinda still Into the Dungeon...
Characters*: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12, Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia
*The 4 new NPCs in the party will only be moved to the NPC list if they part company with the PCs. They will count as PCs on the Mythic charts whilst still party members.
Threads: find Neldir & the book
remove zuhal's curse
destroy vampires
day 69.
[The commander's reaction roll towards the party is 9+1(Rochouart's CHA mod.), so she will give them all reasonable assistance. Mostly they will asking for extra torches, lamp oil, and healing from the fort's chaplains.
Just to be safe, I checked the truth of the rumour there are vampires here. A roll 10+1(Lady Delphinia the wereboar's reaction was over 10)=completely true.
After an hour or so of rest following the ride through the forest, the party goes into the dungeon in the afternoon.]
The top story of the squat tower which is the entrance to the ruined keep is still above ground. Daylight comes in weakly through a high window and the stairs leading up. Due to the recent heavy rains, there is water about 18" deep flooding the dungeon. The party descend the narrow stairs into the tower. The 30' diameter chamber [A1] is empty save for what has blown or leaked into it. Two stout doors of oak with rusting iron reinforcements are set in to the wall on opposite sides. Neither opens when tried, nor shows obvious signs of having been recently used.
"Vampires can turn to mist and seep right through the cracks," explains Géraint to his new companions.
"I'm a more traditional kind of girl," says Miolla, and begins kicking in the eastern door. It gives way slowly, but she eventually forces it open.
They had hoped the doors would have formed a seal, and that the rest of the dungeon would not be waterlogged; they are sadly disappointed.
[I will be keeping extra careful track of who has spare torches in case anyone falls into the water, which will happen if a one is rolled mêlée and a saving throw vs. paralysis is then failed. Movement rates will be reduced to the next worse level (e.g. unencumbered becomes 90'/30'). The map has 5' squares instead of the 10' squares from the dungeons under the monastery, so it's going to be more cramped as well. As the PCs are higher level now, the first level of the dungeon is dungeon level 2 for purposes of encounter charts and treasure.]
Behind the door is largish rectangular room. Rusting spear racks still line one of the walls, and corroded remains of armour are scattered about the floor, hidden under the brackish water. A search of the room turns up nothing of interest, but there is a wooden door set into the western wall. Miolla forces it open, revealing a long, cramped corridor beyond.
They proceed into the dark, narrow corridor. Lycinia is in the lead, torch and sword held aloft. Haddie brings up the rear with her lantern. Sloshing through the cold water, for what seems an age, they come to a 20' square anteroom [A3], devoid of furnishings save the rotten remains of a wooden table with a mouldering playing card still adhering to the surface. Corridors lead north and south out of the room. As the party confer on which way to go, Miolla feels something rush past her, scraping tiny claws against her mail [the party was surprised, but the monster, a Flitting Spirit] rolled a 2 for its attack].
Some sort of ghostly creature whizzes around the room, clawing and scratching as it goes. It is completely diaphanous, nearly invisible, in the subterranean murk. No one can see it until it is practically upon them. It attacks them seemingly [ok, actually] at random. All swing wildly at it as they feel it pass by, but very few hits are landed -- or do they just pass right through it? At length [8 rounds later] Aldira's rapier finally dissipates the spectre. Fortunately no one was injured.
Emboldened by the successful battle, they decide to head south. But the sounds of splashing are heard coming up the corridor [wandering monster from room A4].
Lycinia and Miolla step forward and peer into the darkness. Lycinia's torch reveals a horrible walking corpse [shroud phantom] coming steadily towards them. It is still wrapped in its linen winding-sheet. Tatters trail far behind it in the black water.
[round 1]
They step back into the room, ready to attack the moment it comes close enough. But it is deceptively quick. Long, bony arms shoot out from beneath the shroud, grabbing for Miolla's throat. She leaps backward, swinging her mace as she does, but as she avoids the corpse's grasp her swing comes up short. Lycinia thrusts her sword at the creatures chest, and is surprised when the blade is turned aside as if the linen were an adamantine breastplate.
[round 2]
The corpse pauses for a moment, as if surveying the room with its veiled eyes. It emits a low, breathy moan which is most unnerving, especially to the priest. Fr. Rochouart is gripped with supernatural panic [shroud phantoms have the special ability 'Turn Clerics'], and flees from the room into the dark corridor leading back towards the exit. He orders Haddie to follow with the lamp, but the girl just stands dumbly in the corner of the room [failed Loyalty check]. Théscine advances with her magical sword. The elven blade cuts deeply into the undead creature [7 damage leaves it with 8hp] but it continues forward. Géraint stabs weakly at it with his silver dagger, but his half-hearted attack does not connect.
[round 3]
The creature reaches out, claws raking Théscine's cheek [1 damage; she has 8hp left]. She is filled with fear and revulsion; her riposte is ineffectual. Géraint again is too cowed by the sight of the thing to make a decent attack of his own. Lycinia has had an idea, and comes back into the fray, striking out with her torch. The flames burn away a bit of the enchanted shroud [a torch does 1d4 damage with no modifications for strength. Lycinia hit for 1 point of damage, leaving it with 7hp].
[round 4. miss miss miss miss]
[round 5]
The thing is intent on killing Théscine, and lunges straight for her. As it does she brings up her sword. The creature impales itself on the enchanted blade, and is destroyed [7 damage kills it].
The party wait a minute to catch their collective breath, and listen down the corridor. They hear nothing else approaching, so make their way south. They come to a roughly 30' squarish room [A4] where Lycinia's torchlight reveals three more of the veiled undead [shroud phantoms a,b, & c.
round 1. the party wins initiative.]
Miolla speaks the words of a spell, and extends her hand towards the lead ghoul. A shower of green sparks shoots forth from her fingertips, shredding its pall and burning its withered flesh [a Magic Missile for 10 damage, reducing it to 4hp]. As Lycinia and Géraint slowly advance with torch and dagger at the ready, a second shower of sparks flies from Théscine's fingers, destroying the leader [her Magic Missile looks the same as she and Miolla both learnt it from the spellbook of Vethrelcem (the former court wizard at Castle Hræfnmor)]. Fr. Rochouart looks hurriedly through the pouch at his belt for a phial of holy water. The remaining two undead advance, emitting low, terrible moans. Fr. Rochouart feels the unholy power emanating from them, but this time stands firm.
[round 2]
Miolla raises her mace and lowers it in evident frustration. She knows mundane weapons are useless against these fiends, but hates not being able to fight. Lycinia and Géraint engage the two undead. Lycinia burns one with her torch [c takes 3 damage, leaving it with 16hp], but Géraint is still too nervous to get close enough to strike [misses b, having rolled a 4]. The creature takes advantage of his timidity, and lunges at his face, raking him with terrible claws [for 3 damage, leaving him with 9hp]. Lycinia's sword may not be able to harm her foe, but it does a good job of knocking away the thing's grasping fingers. Father Rochouart finds the phial he is looking for.
[round 3]
Miolla pouts in the background. Worland stays near Haddie so she feels safer. Théscine advances into the room. Géraint finally summons the courage to fight. He steps in under his opponent's clumsy attack -- like he has done many a night in the back alleys of Frommsport -- and slides his dagger between its ribs [3 damage reduces b to 4hp]. Fr. Rochouart strides boldly forth to stand beside Géraint. With a shout of "Discede!" he splashes the fiend with holy water. It blackens and smoulders, then collapses in a heap [7 damage destroys b].
[round 4]
Emboldened by fighting alongside the pious Fr. Rochouart, Géraint springs to Lycinia's side to fight the remaining creature. His untempered zeal unfortunately leads him to fight carelessly. Though he hits the creature, his silvered knife inflicts but the merest scratch [1 damage, it has 16hp left]. He also gets in Lycinia's way so that she cannot bring her torch to bear. As Géraint dances back to ready another strike, Lycinia is left wide open, and is blindsided by the creature's filthy claws [she takes 4 damage, leaving her with 12hp].
[rounds 5&6]
The last undead horror seems harder to destroy than its fellows. Aldira decides to use her magic on it. She traces a pattern in the air and speaks syllables of power; a glowing white arrow appears beside her, and propels itself into the creature [10 damage; her Magic Missile spell was learnt from Una's spellbook, so looks different]. Théscine slashes the thing with her sword [3 damage, dropping it to 3hp], and it staggers back, almost losing its footing [it rolls a 1 for its attack, but makes a saving throw vs. paralysation to avoid falling in the water]. Lycinia presses her attack with the torch, and destroys the fell creature.
The combat ended, the room can be searched. The remains of four simple wooden coffins float in the dirty water. In one of them is a rusty iron strongbox. Géraint prises it open, and is delighted to find it full of gems and jewellery:
Treasure Type I (HC XIV)
Gems (3): Obsidian-25 sp, Malachite-25 sp, Onyx-75sp.
Jewelry: (5): Golden fleur-de-lys clasp-600 sp, Copper necklace with large opal pendant-400 sp, Aventurine bead anklet-20 sp, Platinum pin depicting winged victory-1200 sp, Simple golden hoop earring-80sp.
Total Value: 2425sp.
He holds each item before Haddie's lamp to show his compatriots, then stows it all safely in the pouch at his belt.
Leaving by the northeastern door, the party proceed down yet another excessively long, cramped corridor. They pass by two passages leading off to the south, and eventually arrive at a half-open wooden door. Pushing it aside, they proceed down an angled corridor to another chamber [A5].
The chamber is filled with floating débris. Heaps of rotten cloth and fur protrude above the surface of the water. The stench is unbelievable, like a flooded field of decomposing sheep. The party move cautiously into the chamber, but overlook the danger lurking withing.
The three piles of fur are actually strange amphibious creatures, waiting patiently in the water for their prey [shaggy lopers]. They are covered in dark, bristly fur, and have toothy, alligator-like maws filled with a triple row of teeth. The creatures are roughly human-sized, stooping forward somewhat and balancing with their squat tails. They have no upper limbs, but their powerful legs are capable of quick movement.
But all this is just barely taken in by the surprised party as the creatures leap up to attack.
[Surprise round]
One [a] attacks Miolla, biting her shoulder. Its teeth, luckily, cannot penetrate her armour. The second [b] attacks Worland, whose leather is far more yielding that Miolla's mail coat [he takes 2 damage, putting him at 6hp]. The third [c] rears up before Géraint, and breathes a gout of fire upon him [Géraint saves for half damage, taking 1 point. He now has 8hp], but he avoids the worst of it.
[round 1]
The party quickly recover from the surprise, and set upon their new foes [winning initiative]. Miolla knocks the one attached to her shoulder soundly on the head with her mace [10 damage drops it to 6hp]. It staggers back, sorely injured. But its shriek of pain ends in a blast of fire [Miolla fails her saving throw, taking 2 damage; she has 11hp left]. Lycinia misses her opportunity to attack by dodging the flames. Worland strikes back at the one who attacked him [b], but his battle axe barely grazes its fur. Fr. Rochouart joins him, but fares no better with his sword. At least the thing does not come close enough for another bite. Aldira circles round the third one [c], drawing her rapier as Géraint slashes it viciously with his own [7 damage drops it to 5hp]. Théscine's swing goes wide as the creature sinks its teeth into Géraint's left arm [4 damage puts him at 4hp]. He cries out in pain from the terrible crushing wound.
[round 2]
Miolla's opponent [a] dodges an overhead blow from her mace, but blunders right into Lycinia's sword [7 damage drops it to -1hp]. It falls into the water, spraying blood from its side. Géraint strikes his foe [c] through the neck with his rapier [8 damage brings it to -3hp]. It falls, mortally wounded. Fr. Rochouart hits the last of the creatures, but it is considerably hardier than its fellows, and is barely inconvenienced [5 damage put it at 18hp].
[rounds 3 & 4]
The creature is surrounded. Fr. Rochouart cleaves through its collar bone [9 damage] and Worland cracks ribs with his axe [5 damage]. And yet it persists, biting fiercely at Worland, though its teeth come down on nothing save the boss of his shield. Aldira at length finishes off the beast with a decisive thrust to the side.
Father Rochouart looks at Géraint's mangled arm, and orders his friend to be still. He intones a prayer to the Light God, Who reaches down from the Highest Heaven to take the pain from his faithful Servant [cure light wounds heals 5 points, bringing Géraint back up to 9hp (of 12)].
Whilst this is happening the rest are searching the room. Bright-eyed Miolla notices a discolouration on one of the walls, neither mold nor filth but a difference in the stone. Tapping on the wall around it reveals a secret door! Behind the door is a small alcove, barely 5' square, containing several cheap pottery jars filled to the brim with coins. As they fill their pouches and bags with the loot, Aldira estimates there must be at least five hundred, with some gold mixed in amongst the silver too [500sp, 20gp].
"I'm starting to see," chirps Miolla happily, "why you took up the vampire hunting business!"
"I like this one," responds Worland, "she talks sense."
The party are received by the fort's commander, a foreign-born woman named Raina del Gado y Jimixez who has served decades in the King's army.
"The old keep," she explains," has long had the reputation of being haunted. No one will go near it at night -- some not even in daylight -- but it's so far out on the wall that no one really needs to. We're mostly content to let it crumble, and use it a story round the fire to scare the new recruits, sometimes send a few inside to prove their courage. Sure, there's always been noises at night, but I used to think that was just the wind howling through the holes.
"Lately I'm not so sure. The noises are getting louder, and more frequent. Some of the troops swear they've seen lights. And then there's this sickness that's been going through the camp. And the disappearances..."
"Fear not, commander," says Father Rochouart, "we have come to cleanse the foul stain of the undead from this place!"
Scene 27
Chaos: 6
Setup: roll 4 = modified (was:into the dungeon to kill vampires)
Interrupt: move toward a thread - Neldir - Triumph / Technology. The dungeon will contain an item or clue to the item Neldir is seeking; this will appear on a roll of Special for room contents on the 1st ed. DMG random dungeon charts. So it's kinda still Into the Dungeon...
Characters*: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12, Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia
*The 4 new NPCs in the party will only be moved to the NPC list if they part company with the PCs. They will count as PCs on the Mythic charts whilst still party members.
Threads: find Neldir & the book
remove zuhal's curse
destroy vampires
day 69.
[The commander's reaction roll towards the party is 9+1(Rochouart's CHA mod.), so she will give them all reasonable assistance. Mostly they will asking for extra torches, lamp oil, and healing from the fort's chaplains.
Just to be safe, I checked the truth of the rumour there are vampires here. A roll 10+1(Lady Delphinia the wereboar's reaction was over 10)=completely true.
After an hour or so of rest following the ride through the forest, the party goes into the dungeon in the afternoon.]
The top story of the squat tower which is the entrance to the ruined keep is still above ground. Daylight comes in weakly through a high window and the stairs leading up. Due to the recent heavy rains, there is water about 18" deep flooding the dungeon. The party descend the narrow stairs into the tower. The 30' diameter chamber [A1] is empty save for what has blown or leaked into it. Two stout doors of oak with rusting iron reinforcements are set in to the wall on opposite sides. Neither opens when tried, nor shows obvious signs of having been recently used.
"Vampires can turn to mist and seep right through the cracks," explains Géraint to his new companions.
"I'm a more traditional kind of girl," says Miolla, and begins kicking in the eastern door. It gives way slowly, but she eventually forces it open.
They had hoped the doors would have formed a seal, and that the rest of the dungeon would not be waterlogged; they are sadly disappointed.
[I will be keeping extra careful track of who has spare torches in case anyone falls into the water, which will happen if a one is rolled mêlée and a saving throw vs. paralysis is then failed. Movement rates will be reduced to the next worse level (e.g. unencumbered becomes 90'/30'). The map has 5' squares instead of the 10' squares from the dungeons under the monastery, so it's going to be more cramped as well. As the PCs are higher level now, the first level of the dungeon is dungeon level 2 for purposes of encounter charts and treasure.]
Behind the door is largish rectangular room. Rusting spear racks still line one of the walls, and corroded remains of armour are scattered about the floor, hidden under the brackish water. A search of the room turns up nothing of interest, but there is a wooden door set into the western wall. Miolla forces it open, revealing a long, cramped corridor beyond.
They proceed into the dark, narrow corridor. Lycinia is in the lead, torch and sword held aloft. Haddie brings up the rear with her lantern. Sloshing through the cold water, for what seems an age, they come to a 20' square anteroom [A3], devoid of furnishings save the rotten remains of a wooden table with a mouldering playing card still adhering to the surface. Corridors lead north and south out of the room. As the party confer on which way to go, Miolla feels something rush past her, scraping tiny claws against her mail [the party was surprised, but the monster, a Flitting Spirit] rolled a 2 for its attack].
Some sort of ghostly creature whizzes around the room, clawing and scratching as it goes. It is completely diaphanous, nearly invisible, in the subterranean murk. No one can see it until it is practically upon them. It attacks them seemingly [ok, actually] at random. All swing wildly at it as they feel it pass by, but very few hits are landed -- or do they just pass right through it? At length [8 rounds later] Aldira's rapier finally dissipates the spectre. Fortunately no one was injured.
Emboldened by the successful battle, they decide to head south. But the sounds of splashing are heard coming up the corridor [wandering monster from room A4].
Lycinia and Miolla step forward and peer into the darkness. Lycinia's torch reveals a horrible walking corpse [shroud phantom] coming steadily towards them. It is still wrapped in its linen winding-sheet. Tatters trail far behind it in the black water.
[round 1]
They step back into the room, ready to attack the moment it comes close enough. But it is deceptively quick. Long, bony arms shoot out from beneath the shroud, grabbing for Miolla's throat. She leaps backward, swinging her mace as she does, but as she avoids the corpse's grasp her swing comes up short. Lycinia thrusts her sword at the creatures chest, and is surprised when the blade is turned aside as if the linen were an adamantine breastplate.
[round 2]
The corpse pauses for a moment, as if surveying the room with its veiled eyes. It emits a low, breathy moan which is most unnerving, especially to the priest. Fr. Rochouart is gripped with supernatural panic [shroud phantoms have the special ability 'Turn Clerics'], and flees from the room into the dark corridor leading back towards the exit. He orders Haddie to follow with the lamp, but the girl just stands dumbly in the corner of the room [failed Loyalty check]. Théscine advances with her magical sword. The elven blade cuts deeply into the undead creature [7 damage leaves it with 8hp] but it continues forward. Géraint stabs weakly at it with his silver dagger, but his half-hearted attack does not connect.
[round 3]
The creature reaches out, claws raking Théscine's cheek [1 damage; she has 8hp left]. She is filled with fear and revulsion; her riposte is ineffectual. Géraint again is too cowed by the sight of the thing to make a decent attack of his own. Lycinia has had an idea, and comes back into the fray, striking out with her torch. The flames burn away a bit of the enchanted shroud [a torch does 1d4 damage with no modifications for strength. Lycinia hit for 1 point of damage, leaving it with 7hp].
[round 4. miss miss miss miss]
[round 5]
The thing is intent on killing Théscine, and lunges straight for her. As it does she brings up her sword. The creature impales itself on the enchanted blade, and is destroyed [7 damage kills it].
The party wait a minute to catch their collective breath, and listen down the corridor. They hear nothing else approaching, so make their way south. They come to a roughly 30' squarish room [A4] where Lycinia's torchlight reveals three more of the veiled undead [shroud phantoms a,b, & c.
round 1. the party wins initiative.]
Miolla speaks the words of a spell, and extends her hand towards the lead ghoul. A shower of green sparks shoots forth from her fingertips, shredding its pall and burning its withered flesh [a Magic Missile for 10 damage, reducing it to 4hp]. As Lycinia and Géraint slowly advance with torch and dagger at the ready, a second shower of sparks flies from Théscine's fingers, destroying the leader [her Magic Missile looks the same as she and Miolla both learnt it from the spellbook of Vethrelcem (the former court wizard at Castle Hræfnmor)]. Fr. Rochouart looks hurriedly through the pouch at his belt for a phial of holy water. The remaining two undead advance, emitting low, terrible moans. Fr. Rochouart feels the unholy power emanating from them, but this time stands firm.
[round 2]
Miolla raises her mace and lowers it in evident frustration. She knows mundane weapons are useless against these fiends, but hates not being able to fight. Lycinia and Géraint engage the two undead. Lycinia burns one with her torch [c takes 3 damage, leaving it with 16hp], but Géraint is still too nervous to get close enough to strike [misses b, having rolled a 4]. The creature takes advantage of his timidity, and lunges at his face, raking him with terrible claws [for 3 damage, leaving him with 9hp]. Lycinia's sword may not be able to harm her foe, but it does a good job of knocking away the thing's grasping fingers. Father Rochouart finds the phial he is looking for.
[round 3]
Miolla pouts in the background. Worland stays near Haddie so she feels safer. Théscine advances into the room. Géraint finally summons the courage to fight. He steps in under his opponent's clumsy attack -- like he has done many a night in the back alleys of Frommsport -- and slides his dagger between its ribs [3 damage reduces b to 4hp]. Fr. Rochouart strides boldly forth to stand beside Géraint. With a shout of "Discede!" he splashes the fiend with holy water. It blackens and smoulders, then collapses in a heap [7 damage destroys b].
[round 4]
Emboldened by fighting alongside the pious Fr. Rochouart, Géraint springs to Lycinia's side to fight the remaining creature. His untempered zeal unfortunately leads him to fight carelessly. Though he hits the creature, his silvered knife inflicts but the merest scratch [1 damage, it has 16hp left]. He also gets in Lycinia's way so that she cannot bring her torch to bear. As Géraint dances back to ready another strike, Lycinia is left wide open, and is blindsided by the creature's filthy claws [she takes 4 damage, leaving her with 12hp].
[rounds 5&6]
The last undead horror seems harder to destroy than its fellows. Aldira decides to use her magic on it. She traces a pattern in the air and speaks syllables of power; a glowing white arrow appears beside her, and propels itself into the creature [10 damage; her Magic Missile spell was learnt from Una's spellbook, so looks different]. Théscine slashes the thing with her sword [3 damage, dropping it to 3hp], and it staggers back, almost losing its footing [it rolls a 1 for its attack, but makes a saving throw vs. paralysation to avoid falling in the water]. Lycinia presses her attack with the torch, and destroys the fell creature.
The combat ended, the room can be searched. The remains of four simple wooden coffins float in the dirty water. In one of them is a rusty iron strongbox. Géraint prises it open, and is delighted to find it full of gems and jewellery:
Treasure Type I (HC XIV)
Gems (3): Obsidian-25 sp, Malachite-25 sp, Onyx-75sp.
Jewelry: (5): Golden fleur-de-lys clasp-600 sp, Copper necklace with large opal pendant-400 sp, Aventurine bead anklet-20 sp, Platinum pin depicting winged victory-1200 sp, Simple golden hoop earring-80sp.
Total Value: 2425sp.
He holds each item before Haddie's lamp to show his compatriots, then stows it all safely in the pouch at his belt.
Leaving by the northeastern door, the party proceed down yet another excessively long, cramped corridor. They pass by two passages leading off to the south, and eventually arrive at a half-open wooden door. Pushing it aside, they proceed down an angled corridor to another chamber [A5].
The chamber is filled with floating débris. Heaps of rotten cloth and fur protrude above the surface of the water. The stench is unbelievable, like a flooded field of decomposing sheep. The party move cautiously into the chamber, but overlook the danger lurking withing.
The three piles of fur are actually strange amphibious creatures, waiting patiently in the water for their prey [shaggy lopers]. They are covered in dark, bristly fur, and have toothy, alligator-like maws filled with a triple row of teeth. The creatures are roughly human-sized, stooping forward somewhat and balancing with their squat tails. They have no upper limbs, but their powerful legs are capable of quick movement.
But all this is just barely taken in by the surprised party as the creatures leap up to attack.
[Surprise round]
One [a] attacks Miolla, biting her shoulder. Its teeth, luckily, cannot penetrate her armour. The second [b] attacks Worland, whose leather is far more yielding that Miolla's mail coat [he takes 2 damage, putting him at 6hp]. The third [c] rears up before Géraint, and breathes a gout of fire upon him [Géraint saves for half damage, taking 1 point. He now has 8hp], but he avoids the worst of it.
[round 1]
The party quickly recover from the surprise, and set upon their new foes [winning initiative]. Miolla knocks the one attached to her shoulder soundly on the head with her mace [10 damage drops it to 6hp]. It staggers back, sorely injured. But its shriek of pain ends in a blast of fire [Miolla fails her saving throw, taking 2 damage; she has 11hp left]. Lycinia misses her opportunity to attack by dodging the flames. Worland strikes back at the one who attacked him [b], but his battle axe barely grazes its fur. Fr. Rochouart joins him, but fares no better with his sword. At least the thing does not come close enough for another bite. Aldira circles round the third one [c], drawing her rapier as Géraint slashes it viciously with his own [7 damage drops it to 5hp]. Théscine's swing goes wide as the creature sinks its teeth into Géraint's left arm [4 damage puts him at 4hp]. He cries out in pain from the terrible crushing wound.
[round 2]
Miolla's opponent [a] dodges an overhead blow from her mace, but blunders right into Lycinia's sword [7 damage drops it to -1hp]. It falls into the water, spraying blood from its side. Géraint strikes his foe [c] through the neck with his rapier [8 damage brings it to -3hp]. It falls, mortally wounded. Fr. Rochouart hits the last of the creatures, but it is considerably hardier than its fellows, and is barely inconvenienced [5 damage put it at 18hp].
[rounds 3 & 4]
The creature is surrounded. Fr. Rochouart cleaves through its collar bone [9 damage] and Worland cracks ribs with his axe [5 damage]. And yet it persists, biting fiercely at Worland, though its teeth come down on nothing save the boss of his shield. Aldira at length finishes off the beast with a decisive thrust to the side.
Father Rochouart looks at Géraint's mangled arm, and orders his friend to be still. He intones a prayer to the Light God, Who reaches down from the Highest Heaven to take the pain from his faithful Servant [cure light wounds heals 5 points, bringing Géraint back up to 9hp (of 12)].
Whilst this is happening the rest are searching the room. Bright-eyed Miolla notices a discolouration on one of the walls, neither mold nor filth but a difference in the stone. Tapping on the wall around it reveals a secret door! Behind the door is a small alcove, barely 5' square, containing several cheap pottery jars filled to the brim with coins. As they fill their pouches and bags with the loot, Aldira estimates there must be at least five hundred, with some gold mixed in amongst the silver too [500sp, 20gp].
"I'm starting to see," chirps Miolla happily, "why you took up the vampire hunting business!"
"I like this one," responds Worland, "she talks sense."
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