Sunday 28 April 2024

AFF solo - Part XXI: Tests and initiations

Room 7
Challenge: Second Sight makes easier Dodge


The passage beyond the door leads to a room suffused with radiance. White-hot arcs of pure energy shoot across the room at seemingly random intervals. The companions watch from the doorway, but can't detect any pattern. Ksandajja looks at it with her second sight, and sees the magic surge before the energy discharge. There's still no discernable pattern, but she surmises that there should be enough time between blasts to sprint to the passageway on the left-hand wall.

"Trust me?"

"You see more than we, I presume," says Ilog.

"Indeed. Now, when I say run, run........ RUN!"

They dash across the space into the passageway. Their momentum sees them fairly smack into the wall, and each other. The loud crackle behind them announces how close they came to feeling the fury of the uncanny energy blasts.

[Ksandajja made her Second Sight roll, giving all of them +2 on their Dodge rolls.]
Room 6
Challenge: Trap Knowledge (-2)


Having recovered their composure, they proceed into the next chamber, which is empty save for an immense octagonal podium of polished white marble. At first it seems empty, but the flickering torchlight reveals a metallic gleam in the centre. Looking closer, there is a tiny silver ring.

Grebdal Themp tries to lean over the podium without touching it in order to examine the ring at the centre.

[Q: What's the trap guarding? Oddly / Small
G's Trap Knowledge: 7+2-2=7; 2d6=7, success]


"This is too small to fit any of our fingers," he says, "but it must be important. Wait! There's a thread attached to it, nearly invisible, running all... the way... up..."

Ksandajja and Ilog follow his pointing finger to see a small cauldron suspended from the ceiling.

"I'm sure I can get it without setting off whatever trap that is. But just in case, maybe you two had ought to wait in the passageway."

[He will Test his LUCK to cut the thread without setting off the trap: 2d6=11, just!]

He very gingerly holds the thread in his fingers and cuts slowly between them with the very point of his dagger. Then abruptly he leaps back, though the cauldron above does not empty its contents over him. He brings the ring triumphantly over to his colleagues for a better look. It is far too tiny to wear; Ksandajja could not even get it past the first joint of her little finger. It has a series of unevenly-spaced raised bumps round the outside, and appears to be made of the same mysterious alloy as the trap door that led into the temple.

Grebdal Themp stows it carefully in coin purse, and they head back to the previous chamber. They are pleased to note that the energy balls have dissipated. They return to the room [10] where they'd fought the skeleton, and take the passage from there to the next chamber.


Room 9
Challenge: Ancient Lore separate from Awareness (-2) makes easier Evaluate


Low reliefs are carved directly into the black stone walls, painted with over with now-faded pigments. The sorceress makes a circuit of all four walls, and finds them to be be strangely secular depictions of events in the city after its founding, with the possible exception of the the building of the temple at its heart [her Ancient Lore succeeded].

Grebdal Themp feigns polite interest in Ksandajja's mumbled history lesson until his eyes are diverted by an unusual discolouration in the incised seal of the city [Awareness -2 succeeds]. The seal is bordered by black bands -- not from paint or stone, but tarnished silver inlays [Evaluate +2 succeeds]. He is on the verge of prising them out with his dagger when Ilog reminds him gently that they are not here to loot the temple. "Maybe on the way back..." mutters Grebdal Themp.
Room 8
Challenge: Awareness interlinked with Sleight of Hand (-1)


The carvings continue down one of passages out from the room. Ksandajja notes aloud that the tenor of the depictions has taken a decidedly more religious turn. The only break in the carvings is a metal slab, about the size and shape of the temple's doorways.

"There's no way I could shift this," says Ilog. "It looks like it's set into the floor."

"Bring the torch over this way," says Ksandajja. "There's a hole in the carvings."

Grebdal Themp holds his torch back so they can peer into the gap. It's about as big around as Ilog's forearm, and maybe as deep. At the back is a tiny round impression, the size and shape of the little ring they'd found. But dozens of minute, paper-thin blades line the entire length of the hole.

"I... I suppose my hands are the smallest..." says Ksandajja.

"No, let me," says Grebdal Themp. "This requires a certain sort of... finesse."

[He will Test his LUCK (currently 10) rather than relying on his capped SKILL (7-1=6); 2d6=5, success (current Luck decreases to 9).]

He balances the tiny ring on the tip of his middle finger, and slowly, ever so slowly, puts hand and arm into the razor-lined channel. Ksandajja jumps at a sudden loud snick, and is relieved to find it is merely the metal slab retracting into the floor. But there is still an age of silent trepidation as Grebdal Themp removes his arm from the deadly gap.


Room 5
Challenge: Trap Knowledge obstructs Evaluate


The room at the other end of the passage appears to be empty at first glance. As the mistrustful companions study it from the safety of the passage, they first note a set of stone steps leading downward. Then Grebdal Themp [Awareness roll natural 2!] points out the nearly invisible tripwires criss-crossing the whole chamber. Looking up, he sees the array of pendulum blades on the ceiling, poised to fall on the unsuspecting or incautious.

[Evaluate fails -- he doesn't see the pendulum blades are intricately worked and gilded.]
Room 15
Challenge: Herb Lore reveals Sleight of Hand separate from Religion Lore (-2)


The chamber at the bottom of the stair is of the exact same black stone and exact same dimensions as all the previous ones, leaving our heroes to marvel at the singularity of purpose displayed by the ancient architects. The walls are ringed with reliefs, each in 2' square sections bounded by dried, intertwined thorn branches.

[Herb Lore roll fails, so the section bounded by a different sort of vine isn't noticed. Religion Lore also fails, so no clues.]

Ksandajja studies the carvings until her friends grow impatient. Announcing her ignorance of any symbolism germane to their task, she leads them through the sole passage into the next chamber.

Room 14
Challenge: ENCOUNTER


A colossal, black stone statue of a nude man, fully half again as tall as mighty Ilog, stands in the centre of the room. The STONE GOLEM booms out a challenge in the city's forgotten tongue, then strides forth to do battle with the puny mortals before it. "Keep it off me for a few moments," says Ksandajja as she produces a gold backed mirror from the pouch at her belt.
STONE GOLEM    SKILL 8    STAMINA 11

[Round 1]
As the sorceress is murmuring words of occult import over the mirror, Ilog and Grebdal Themp rush forward to attack. The golem moves with greater alacrity than its lumbering form would suggest. It pushes their weapons aside with ease. Ilog takes a solid blow from a stone fist on the rim of his shield, knocking it back painfully into his shoulder and wrenching his wrist. Grebdal Themp receives a clumsy blow to the sternum, softened somewhat by his leather hauberk.

[The golem has 2 attacks, so they got n outnumbering bonus. Ilog took 4-1=3 damage (to 9 Stamina). Grebdal Themp took 3-1=2 (to 8). Ksandajja is casting her spell slowly, for a +2 to cast on round 2. KIN costs her 1 stamina to cast; the Golem fails its resistance. The spell lasts 7 rounds -- just enough.]
[Rounds 2-8]
Her incantation complete, Ksandajja flashes the mirror at the golem. An exact duplicate seems to spring from the out-thrust mirror, and stomps up to attack its twin. Ilog and Grebdal Themp give way as the two mighty colossi trade earth-jarring blows. Chips of stone fly as the giants pummel one another into powder. At length the original crumbles into a pile of jagged stones, and the copy fades into nothingness.


Room 18
Challenge: Locks (1d6: 1-2 south, 3-4 east, 5-6 both)


The golem's room is otherwise bare, as is the adjoining room, save for two heavy iron-banded doors. A quick examinations shews them both to be locked. Ksandajja is about to use her magic when Grebdal Themp intervenes. "At least let me try. Besides, you should save your strength for when it's truly needed." Ksandajja bows out of the way, as Grebdal Themp sets to work on one of the locks. Moments later (which seemed longer to him under his companions' watchful eyes) he sits back in triumph as the door swings gratingly inward. [2d6=6; he finally made a successful Locks roll!]


Room 19
Challenge: Languages if failed, then... Climb (-2) if failed, then... Religion Lore (-2)


The walls and floor of the room at the other end of the passage are awash with scintillating patterns which dance and play in the lantern light before the companions have reached the threshold. Only a small semi-circle of bare black stone at the entrance is free from the swirls of palm-sized coloured stones that make up the garish, undulating mosaic. Golden letters are inset along the curve of the black stone.

"Can you read the inscription?" asks Ilog.

Ksandajja studies the words, half thinking aloud. "It's ancient Allansian -- really ancient, not the classical language that usually gets taught. The letter forms are a bit idiosyncratic, too. [6+1+2(learned)=9; 2d6=9, success] Let me see... 'solis... in tesserulis... atris calcato'. We should only step on the black tiles. The dull black ones, that is -- not the shinier ones."

"What happens if we do?"

"Let's not find out."

[Each PC must Test their SKILL at +3 to get through. Ksandajja and Grebdal Themp make their rolls (needing 9-, 10-) easily. Ilog's current Skill has been reduced to 5, so he will Test his LUCK (10-) instead: 2d6=5, ok; Luck is now 9.

Had anyone stepped on the wrong kind of tile, it would have activated a mechanism which rapidly dropped the floor 50' down, causing no real damage, but making it hard to climb out.]


Ksandajja and Grebdal Themp bound gracefully from tile to tile, practically racing across the chamber to the other side. Ilog finds he cannot readily determine which of the black tiles are shiny and which dull. He trusts his fate to Sindla, and the goddess does smile upon the stalwart hero, for he too passes through the chamber without misstep.


next post: deeper still into the temple

Saturday 20 April 2024

AFF solo - Part XX: Temple of the Skull

The walls of the temple precinct are little more than mounds of toppled stone, but the long processional way is reasonably clear of rubble. At its end looms the temple, a squat stepped pyramid of rough black stone. with every measure pace the companions take towards it, it seems to grow bigger and more threatening.

"To what god or gods," says Ilog, almost in a whisper, " was this temple dedicated?"

"To the state god of Anhassuul," answers the learned sorceress, "for whom the city was named."

"And what sort of god was Anhassuul?" asks Grebdal Themp.

"Not so stern as Telak -- nor mild as Usrel."

[The entrance is (1d6): 1-2 top, 3-4 ground level, 5-6 below; d6=top]

They lapse back into silence as they make a circuit of the foundations. Not a single doorway nor a break in the stone is to be seen. They begin their careful ascent up the cyclopean pile on the shaded side, where the burning rays of Glatanka have not yet reached. When they get to the very top, the square platform is already hot to the touch, uncomfortable even through the soles of their boots.

[Q: Anything guarding the top? 50/50 (4+): O2 C3 - no., but...]

The platform is bare save for a heap of discoloured and gilded wood fragments in the centre, the remains of a gaily painted shrine. They push some of the fragments aside to reveal an ornate trapdoor of strange silvery metal, icy to the touch, and securely locked after all these centuries. The intricate, whorling patterns conceal the tiny keyhole and recessed handholds on either side.

Grebdal Themp makes a thorough search for any traps, but finds none. He set to work on the lock with the slender point of his knife, but after a few minutes of fumbling at it, stops to stare at it in resignation. [rolled Locks +1, but the -2 for improvised tools caused the failure.]

"Let me," says Ksandajja, and bends low to murmur a word of power over the keyhole. The bolt within slides open with a grating snick. [She cast DOP, for -2 Stamina (to 9)]

Ilog shivers as he puts his fingers into the handholds, then, muscles straining to the utmost, he hefts the trapdoor open and lets it drop against the stone platform with a heavy thud, followed by a barely audible brassy reverberation. [Strength 2 + Skill (currently) 5 =7: 2d6=5]

"Let's hope there's nothing bigger than this that needs moving," he jokes unconvincingly.

Stone steps lead down to into darkness. Grebdal Themp lights his lantern, and they descend.

[The temple has 3 levels, of 4, 9, and 16 rooms. I made the maps in advance, so I had the PCs move randomly (except when backtracking). The Skull is in 2 parts; unfortunately I forgot to record how I determined where they located, and don't remember exactly. I think I may have just inferred it from the nature/difficulty of the room contents. I played this part a while ago... sorry for the crap posting schedule.

For each room, I used my excel sheet (link) to generate 1-3 "skill challenges". I included monster Encounters in the mix so as not to have to make separate checks. Encounters were rolled on tables in the monster books (Out of the Pit, Beyond the Pit, Return to the Pit) ad libitum.]
Room 2
Challenge: ENCOUNTER separate from Sneaking (-2)


The chamber at the bottom of the stair is square, about twenty cubits (~10m) on a side, with the flat ceiling about half that height. The middle of the room is bare; there is in fact no ornamentation save for two empty, shallow alcoves on facing walls. There is but one doorway, on the wall opposite the stairs, and almost invisible as the bare black stone is hard to differentiate from the dark corridor beyond.

The chamber becomes suffused with a bright glow. Ksandajja shoots an unconscious glance towards the trapdoor, expecting to see a ray of sunlight streaming through, but the light has another source. Coalescing right before the passageway is the nude form of a man, floating above the floor and wreathed in uncanny energy. He becomes more solid as the brightness increases. The TEMPLE GUARDIAN moves into the room, calling out a challenge in an antique, forgotten tongue.
TEMPLE GUARDIAN   SKILL 9   STAMINA 10

Colourless energy crackles round the guardian and whips out at the companions, but they dodge each glowing lash. Their weapons pass through the centre as if through thick porridge, but each strike leaves the creature weaker, less substantial, and dimmer. At length it is reduced to a shimmering puddle of evaporating sparks.

[Temple Guardians can take any form, so I selected a random image file in my game folder. It's attack rolls were pathetic. There was also a 1-in-3 chance every round that the energy would burn each PC for 1 damage, but they all avoided it. They slew it in 2 rounds.]

The short exit corridor has a drum-like floor of scuffed bronze. Every footstep upon it resounds like thunder. Try as they might, the companions cannot move slowly or lightly enough to avoid making a clamour. [Sneaking -2; Grebdal Themp was the only one to succeed at his roll, but who could tell?]


Room 1
Challenge: Desert Lore (+2) if failed, then... Awareness separate from Religion Lore (-2)


The next chamber has the same dimensions as the first, but is much lighter. Low reliefs on what appears to be the ubiquitous local sandstone line all 4 walls. They depict a procession of priests and functionaries in some sort of procession. Each holds some sort of insignia or sceptre of office, and recessed into several of them are small golden keys or coin-sized tokens.
As her comrades are examining the reliefs, Ksandajja has a sudden flash of realisation. "Don't touch anything!" she exclaims. "This isn't harmless sandstone -- it's razor silicate from the Desert of Skulls. It'll shred your skin if you touch it, even through gloves. It's mildly toxic, too." [Desert Lore succeeded]

"A cunning test," says Ilog. "Which of these holds the right key, do you think? If any of them do."

"I confess I don't understand the imagery." [Religion Lore failed]

"Perhaps we'd ought to see if there's anything they fit first, and come back."


Room 3
Challenge: Magic Lore reveals Religion Lore (+2)


The next chamber is again the same dimensions as the first two. The walls are lined with sandstone (actual, not razor silicate) panels decorated with bas-reliefs, once brightly painted but now bearing scant traces of pigment. The scenes represent the city itself as seen from the top of the pyramid.

In the centre of the chamber is a low marble altar in the shape of a long table. Upon it, antique coins, bars of silver, and precious stones gleam in the lantern light. The altar is ringed by two concentric circles carved into the floor and filled in with copper. The space between the circles contains many glyphs and sigils, similarly inlaid.

[Magic lore is not a knowledge skill, but a Magical one, so uses MAG as a base instead of SKILL (and Ksandajja doesn't get her +2 bonus for the Learned talent). So MAG 5 + Magic Lore 1=6; 2d6=6, success. (I wrote this out mostly for my own benefit, as I keep having to check the rulebook.)

Q: What does her Magic Lore reveal? Positively / Lethal]


"I've seen these figures before, in a book, says Ksandajja. "They're very ancient, dating from the invention of writing in the Time of Heroes. They seem to all be repeating variations on a theme."

"You can read them," asks Ilog. "What do they say?"

"Death blast."

"Of course they do."

"But there are symbols of protection and blessing round the edge. I think whoever put this here was trying to keep the altar from being defiled by malefactors. Anyone leaving an offering should be unharmed." [Religion Lore, 9+2=11, 2d6=5, success]

"Even so..." begins Ilog, "call me a primitive ancestor worshipper, but I can't help feeling it would be somehow sacrilegious to make an offering to a god I'd only just heard of an hour ago."

"There's wisdom in your words, as ever."

"Perhaps," offers Grebdal Themp, "we'd ought to keep our looting here to a minimum."


Room 4
Challenge: Desert Lore (-3) or Secret Signs


The floor of the next chamber is a series of irregular, painted zigzag patterns, each a slightly different colour. Ksandajja stops short of steeping inside, preferring to examine them from the relative safety of the corridor. She finds that small notches have been cut into the floor where each jagged line begins.

[Secret Signs 6+2=8; 2d6=4, success (that would also have been a successful Desert Lore roll)]

"Look, it's more razor silicate."

"Where?" asks Grebdal Themp.

"The whole of the floor, except for this dark greenish stripe. See these rough hieroglyphs scratched on it? They read 'Path of the Faithful', or something like that. Only walk on this one."

The uneven path leads to a gaping hole in the floor -- a black stone staircase leading down.


Room 13
Challenge: Healing separate from Locks obstructs Second Sight


If they were expecting the second level to be different than the first, the companions would be sorely disappointed, for the chamber below is built to an all-too-familiar plan.

Other than the exposed staircase along one wall, the room contains only a low stone table, similar in proportions to the gold-heaped altar. Upon it are six low bowls of fired clay in a row, three on either side of an iron-plated box. Each bowl is filled with chalky purple powder.

Ksandajja and Ilog examine the powder, holding their breath lest they send up clouds of the stuff. After a time, each looks at the other and shrugs in resignation. [Healing rolls failed; neither realises the dust is a counter-agent to razor silicate toxin.]

[Q: Can Grebdal Themp resist the box? 50/50 (4+): O5 C3 - yes, but...]

Meanwhile Grebdal Themp is entranced by the box, weighing the odds of forcing the lock or finding something to pick it with, until his companions drag him bodily away, reminding him of the dangers of looting such a place.

The chamber has two exits, one in the centre of a bare wall, the other on the wall with the staircase, passing under it.


Room 10
Challenge: Evaluate separate from ENCOUNTER obstructs Locks (-2)


The passage beneath the staircase leads to a bitterly fragrant chamber, but the companions scarcely notice the odour as their attention is arrested by the armoured skeleton standing in the chamber's centre. It wears a corroded chain byrnie, and holds a heavy steel sword. Its shield has been defaced so that no device is visible. An iron crown has been bolted to the bare skull.

The SKELETON KING rouses from his millennia of silent reverie to test the latest aspirants in the temple.
SKELETON KING   SKILL 9   STAMINA 7

[Round 1]
With blazing points of light in hollow eye sockets, the skeletal monstrosity charges into the midst of its foes. At first, it seems a canny combatant; Grebdal Themp's every strike rebounds off its dented shield. Ksandajja's sword clashes with the skeleton's rusty blade. It catches in the guard, and as Ksandajja fights not to lose her grip on her own sword, she leaves herself open to its riposte, and comes away with a bloody gash in her shoulder [4 damage puts her at 5 Stamina]. Ilog's morning star whirls round and connects solidly. Flecks of rust fly from its mailed torso, but with no great effect [3-3=0 damage].

[Round 2]
Then the creature makes a mistake, pausing to gloat over the pathetic mortals' feeble attempts at martial prowess [fumble - expose weak spot (no armour roll)]. Two swords plunge through the corroded armour, snapping ribs like twigs [1 damage each] and a morning star cracks the skull in twain [4 damage] -- only the iron crown keeps it from splintering to pieces.

[Round 3]
It does not recover, and as twinned swords lop off an arm and leg, it collapses into a heap of bones and rusted links.

As Ilog and Grebdal Themp examine a table laden with clay pottery, Ksandajja attends to her wound -- and takes the opportunity to scarf down some provisions whilst no one can look at her judgementally for it.

[Grebdal Themp needs to make an Evaluate roll to find the treasure amongst all the other items: Evaluate 7+1=8; 2d6=7, success.
Q: What is the treasure? Miserably / Smelly]


The clay vessels are filled with sundry items: pine cones, dried leaves, powders, pebbles, cones of incense -- it is these last which give the room its acerbic fragrance. Grebdal Themp chances to sniff a few of them. Amongst the commonplace sandalwood and sorrel, he finds [2d6=] nine made of blackthorn bark, something he'd not expected to find in a desert so far away from the Old World.

"Phaugh!" says Ilog, "are those the ones making that awful stench?"

"I fear so. But they're worth a fair few gold coins."

"I thought we weren't looting..."

"What if we need them in here? For... some sort of magic..."

"Fine. But you're carrying them."

[The cones are worth 2d6gp each to right buyer.]
Meanwhile, Ksandajja has taken to examining the set of ornate bronze doors on the far side of the chamber. She senses no magic upon them, and so tests them gently, to find they are locked fast.

Her companions soon join her, and Grebdal Themp sets about trying to open the lock, though after a few moments of prodding it announces it's far beyond his paltry abilities [he rolled a natural 12, auto-failure].

"There's a passageway we haven't tried," he offers.

"No, let me," says Ksandajja, and whispers a magic word into the lock. The lock clicks into place and the doors swing noiselessly open.

[She recovered 4 Stamina for binding her wound and eating a provision. Casting DOP cost 2, so she's at 7 Stamina.]


next post: deeper into the temple

Friday 12 April 2024

AFF solo - Part XIX: Reversals

The figure barring the companions' passage is covered head-to-toe in dusty but ornately-moulded plate armour, and wears an equally dusty black cloak of fine linen. Black plumes top the fearsome crested helm.

The KNIGHT's booming voice rings hollow under his helm as he brandishes his gleaming greatsword. "Turn back, or face my blade!"

"Who are you?" calls out Fhenteskeer.

The challenge is merely repeated.

"We've no quarrel with you," says Grebdal Themp. "Our business is with Thalman."

[Q: What next? (1d6): 1-2 stands, 3-4 attack, 5-6 summon help:1]

The figure shifts its grip on its greatsword.

"I've had enough," says Ilog, raising his morningstar. "I accept your challenge."

[Q: Stats? (1d6) 1 chaos warrior, 2 normal mercenary, 4 elite mercenary, 4-5 freelance knight, 6 an illusion; d6=5]

KNIGHT   SKILL 8   STAMINA 12

[Round 1]
The knight is overconfident. He swings his blade in a contemptuously slow arc, allowing Ilog to dart in under his guard and slam his whirling morningstar into the side of his great helm. It connects with an almighty clang, but the thick iron shews barely a scuff [4-3= 1 damage].
[Round 2]
Ksandajja is suddenly beside Ilog. "He's a necromancer's pawn. An honourable duel is meaningless to such a cur!"

Ilog is glad of the help, for the knight is fighting in earnest now. Neither warrior nor sorceress find a way past his guard. The greatsword crashes down on the boss of Ilog's shield. Though it protect him from the keen blade, the force of the impact wrenches his arm and he can feel his tendons strain. [he's hit for 4-1=3 damage, down to 9 stamina]

[Round 3]
Let not Telak, god of battle, be watching from his heavenly fortress, for the only red in this mêlée comes not from spilt blood but ruddy-cheeked embarrassment. The sorceress gambles on a fancy manoeuvre, and with a whirl of silvery steel she wheels about -- only to expose her back to the knight. Said knight rushes in to profit from her blunder, but swings a full pace shy of his foe, and with nothing to impede the blade, it whips round so he smashes himself in the shoulder with the spiky cross-guard. Ilog's ball-and-chain does at least strike his enemy, but right in the thickest, most unyielding part of his breastplate.

[Ilog hit for 3-3=0 damage. Ksandajja and the knight both fumbled. She exposed her weak spot (+2 to enemy damage roll), whilst the knight hit himself for 3-2=1 damage.]

[Round 4]
Recovering from her error, Ksandajja strikes the knight in the calf, but her blade glances off the heavy plates [3-3=0 damage]. The knight slices into Ilog's chest, leaving a long bloody rent and exposing several ribs [5-0=5 damage, to 4 stamina]. As the warrior cries out in pain and shock, the knight's tabard erupts in flames; Fhenteskeer has called on mighty Filash to intercede [casts Flame on the knight for 1d3=3 damage; the knight is at 7 Stamina].
[Round 5]
The flaming knight cackles like a madman. Grebdal Themp reluctantly joins the fight, and he and Ilog both manage to catch the knight unawares, though as always the heavy armour eats up most of the force of the blows.

[Round 6]
But the raving knight battles on, and his terrible sword cuts Ilog down before he finally succumbs to the flames. [Ilog takes 5-1=4 damage, down to 0 Stamina].

Fhenteskeer rushes to his fallen comrade's side, and finds his soul has not yet departed for the other realm. He prays again to his fiery god, and Filash shews his mercy, re-kindling the spark of life within the gallant warrior's breast. [Casts Heal; Ilog regains 9 Stamina.]

Having all recovered their breath, they advance into the dim opening of the domed manse at the street's end. Grebdal Themp lights his lamp against the oppressive dark.

[Q: Is Thalman hard to find? likely (3+): O2 C3 - no, but...]
They must pass through many rooms full of the relics of bygone days, and come upon more than one dead end, but at last signs of recent habitation are observed.

[Awareness rolls as they get nearer: only Ilog fails.
Q: Something to notice? 50/50 (4+): O1 C2 - yes
Q: What? Dimly / Aromatic]


"What's that smell?" asks Grebdal Themp.

"Incense?" says Ksandajja.

"No, something else."

"Under the incense, you mean?"

"I don't smell anything," says Ilog, "but dust. And that latrine we blundered into. Phaugh!"

They table their discussion and creep forward until they see dim light glowing from round a corner. Ksandajja pauses to throw a counter spell over herself, proof against the malisons of the vile necromancer who they are all certain lurks just ahead [MAG, -2 Stamina].

[Time to roll for the complication (SS&SS): d66=Characters’ Weapons are Useless]

They turn corner to see a shadowy circular atrium with half the roof fallen in. Eight oversized copper braziers still smoulder round the perimeter. A recent, swollen corpse in black robes lies in the dust before an iron-bound tome propped open on a chunk of masonry, surrounded by implements of the Art.

A pithy observation dies on Ilog's lips as the phosphorescent green form of the slain wizard coalesces over his corpse. The terrible SPECTRE shrieks with inarticulate rage as he floats towards the quivering mortals who would steal his prize.
SPECTRE   SKILL 10   STAMINA 14

[Notes: The spectre can attack 2 PCs each round. They can't hurt it with normal weapons, but won't know that until they score a hit in combat.]

[Round 1]
It is suddenly before them. Ghostly claws tear at Fhenteskeer and Ilog. Wounds open on the priest's neck and the warriors shoulder, but the pain in their flesh is nothing compared to the cold of the grave piercing their souls.

[It rolled a natural 12, a critical, doing double damage (6 each) and inflicting the loss of 1 Skill. Ilog now has 4 Stamina, Fhenteskeer 1.]

[Round 2]
The startled companions bring their arms to bear, but the enraged phantom flits among them so rapidly that every swing seems to pass through the air just behind it. Fortunately Ilog is able to fend off its assault, but the awful talons rake down Fhenteskeer's back. His life-essence is siphoned off by the caterwauling spirit, and he collapses in an ungainly heap.

[It, Ilog, and Ksandajja all rolled 17s, so no hits. Fhenteskeer's total was a paltry 12, so he got hit. He Tested his LUCK to reduce damage to minimum (in hopes that his armour might absorb it): 2d6=10, fail; 4-1=3 damage to -2 Stamina...]

[Round 3]
The spectre's rage turns to glee. It gloats over the fallen priest, giving warrior and sorceress time to strike. They lunge at it -- Ilog swinging his mace-and-chain right at its head, Ksandajja slashing her sword at its abdomen -- and their weapons swish right through. The spectre's malicious mirth only redoubles.

Behind them, Grebdal Themp only stares dumbly at the corpse of his oldest friend [technically, he fumbled (leaves self open)].

[Round 4]
Ksandajja's resolve breaks. "Run!" she cries, even as she summons the magic of a defensive spell to keep the clutching claws at bay. An invisible barrier springs up before her, and the spectre vents its rage in vain against the mystical bulwark. Her companions back out hastily, not daring to take their eyes off the glowing horror.
[She cast FOF, costing 4 Stamina; she's got 3 left. I&G fought defensively (+2), and neither were hit.]

[Round 5]
It takes a supreme effort of will to keep the barrier up, especially with a leering, jeering phantom clawing at one's face. Ksandajja confines herself to a single, petulant sticking out of the tongue, which only increases the fury of the assault. She backs slowly out of the ritual chamber, concentrating on maintaining the barrier until well after the spectre has ceased to follow.

[Q: Can the spectre leave the chamber? unlikely (5+): O4 C6 - no.]

Back in the sunlit street, Grebdal Themp is still sobbing, a dishevelled Ksandajja appears as one who's not slept in weeks, and Ilog is trebling and feverish.

"We need to find somewhere safe to recuperate," mumbles the sorceress.

[For being wounded by the Spectre, there was a 5-in-6 chance of losing a point of Skill. Combined with the -1 from the critical hit, Ilog's current Skill is now 5.

Q: Can they find somewhere high-up, safe, and defensible? 50/50 (4+): O6 C 6 - yes
+Event: Introduce a new NPC - Assist / Attention
Q: What are they like? Wildly / Quaint]


Just then a grey, winged GREMLIN flits out of the shadows and hovers right before the enervated explorers. "Hold!" it says in a shrill, nasal voice. "My master wishes to talk with you. Put down your weapons. It is safe."

Grebdal Themp shrugs and sheaths his sword. Ksandajja and Ilog lower their weapons. They follow the curious creature down the street until it stop short, and lets out a tiny screech. With a slow shuffling gait, a stooped vulture-headed humanoid in a drab travelling cloak emerges from a shadowy doorway, leaning on a short staff. The HAMAKEI looks the companions over, then rasps out a pointed question.
HAMAKEI   SKILL 7   STAMINA 5

"What are you lot doing here? Treasure hunting?" [prejudiced - view - current scene]

"No," says Ksandajja. "Trying to recover stolen property before it can be put to evil use."

"The necromancer?"

"The same."

"A victim of his own experiments -- cursed now to guard that wretched tome for eternity."

"We must destroy that foul guardian," sobs Grebdal Themp, "to avenge our fallen friend!"

"And bring the tome back to one who's wise enough to keep it safe," says Ilog, "and not be tempted by its evil."

"But our weapons pass right through it," says Ksandajja.

"I might know a way you can defeat it," says the hamakei. "In the great temple at the centre of the city, there is a artefact of great power, the enchanted Skull of Ukhuttaz."

"Ukhuttaz!" gasps Ksandajja. "The lich-king!"

"I'd be loathe to touch such a thing," says Ilog.

"Surely, there must be another way to fight this fiend," says Grebdal Themp.

"Forgive my momentary astonishment," says Ksandajja. "I didn't mean to imply that I'm afraid to wield it."

"Wait-- really?" asks Grebdal Themp.

"Yes, really."

"Oh, well, if you're willing, that's fine by me."

"As long as you're absolutely sure you want to do this," says Ilog.

"Why wouldn't I be?! I'm surprised that neither of you wanted it. I was afraid this would sorely test our friendship!"

"It won't be easy to obtain," says the Hamakei. "It was secreted somewhere in the maze of chambers within the city's greatest temple. The maze is full of traps and terrors, designed to test the mettle of the initiates, so only the most worthy could wield the Skull."
"But wouldn't that make it harder to bring the Skull's magic to bear in a time of crisis?" asks Ilog.

"I didn't build the place," says the Hamakei. "I'm just telling you what the old books record."

"How can we get there?" asks Ksandajja. "Will you show us the way?"

"Of course. But you're in no fit state to go there now. Come, share my camp for the night, and brave the temple's dangers on the morrow."

[Q: Quiet night? likely (3+): O5 C6 - yes
+1 LUCK for finding ally (I&G back to initial levels, Ksandajja is still down 1)
+8 STAMINA (meal, sleep, morning meal; K & G to full, I up to 12)
Q: Is it far and/or hard to get there? 50/50 (4+): O3 C8 – no]



next post: temple of the skull

Saturday 6 April 2024

AFF solo - Part XVIII: The Dead City

The broad steps lead up to a trapdoor, formerly concealed by a gold and crimson carpet which now hangs in shreds through the fallen-away wooden slats. Ilog slams what's left of it open, sending clouds of choking dust into the air. The companions must retreat a few steps until it clears.

[Q: Is it open? 50/50 (4+): O6 C4 - yes, but...

The last post ended with the final room in the entrance 'dungeon'. For exploring the city ruins, I switched to the Randomized Location Crafting tables in Mythic Magazine #2.

I'm using the Small Locations column, but Completed results need a roll to track/notice/etc. or will be treated simply as Expected. Also, this is a vast, dead, ruined city, so it isn't swarming with monsters. An Expected result for encounters = none.]



T0 : expected - none - none

When they are at last able to ascend, they emerge into what must have been the triclinium of a fine townhouse. The wooden furniture has since collapsed to nothing and the colourful wall frescoes have faded and flaked past the point of recognition. Only the wrought iron skeletons of the dining couches remain, rusted but intact.

"Nice digs," observes Grebdal Themp.

"I suppose Death cultists have more refined tastes than worshippers of Decay," adds Ksandajja.

"All that black dye for the robes doesn't come cheap," says Ilog.

The adjoining room is choked with rubble and impassible, but a gap in the wall affords access to the next room or house.


T1 : expected - expected - none

They pick their way through to the front room, which lacks its roof entirely. The walls on one side are scarcely waist-high. From there it's an easy clamber out to the street.


T2 : random - none - expected
location: important & unusual


They traverse a ruined portico leading to long narrow area with stone tables and benches arranged in cramped rows.

"What do you suppose this place was?" asks Grebdal Themp.

"A scriptorium," says Ksandajja, "just like where I used to work in Ângu of the Interminable bloody Contracts."


T3 : expected - none - expected

There's open street on the other side, strewn with wood, clay, and stone debris, but passable. Ksandajja hears a skittering of stones, and wheels about to face an unseen assailant. Then she hears another grating sound, and watches as a fragment of plaster, having lost its struggle against the inexorable advance of time, slides down the façade of a crumbling shop front. Her relief at the sight is but of a moment; for there was no assassin, and not even a rat or other vermin. And she'd not seen so much as a single spider or beetle in the dark, cool cellar. Truly nothing can live in this Dead City.
T4 : random - random - none
Location: calm, lavish
Encounter: weak, anxious


A still-standing gate at end leads to public gardens -- now a grid path with empty pools, dead palm trees, and broken statues of nameless gods being choked dessicated, thorny vines.

But as our heroes pick their way through the remnants of a forgotten satrap's largesse, a pair of tiny yellow eyes observe their every movement. Only once they have left the garden does the WINGED GREMLIN emerge from beneath a cracked marble bench and flit off to make report to its master. [They all got Awareness rolls at -4 to notice (-2 size, -2 concealed) to notice the gremlin; unsurprisingly no one succeeded.]


T5: random - expected - expected
Location: dark, confusing


The street on the other side of the garden is blocked on both ends. The only way forward is through a block of large, mostly intact insulae [tenements]. After a few paces inwards, the darkness becomes complete, and they must illumine a lantern to proceed.

"I grew up in a tip like this," says Grebdal Themp. "we'd best mind our step; these places were deathtraps at the best of times."


T6 : known - none - special
Object: This is bad - threatening, mundane


Even with the lamp, wading through the dust, debris, and ancient rubbish in the blackness of the insula is a chore. Several paths turn out to be dead ends, and they must climb rickety steps to the first and then second floor to find way through. Ksandajja, having taken the lead, treads on a rotten timber, and feels it give way beneath her feet. [Testing her LUCK : 2d6=4, success; current Luck drops to 7] She springs back just in time as a whole room's worth of floor collapses.

Grebdal Themp offers to take lead; he's more used to creeping around in dark houses, anyway.

T7 : complete - expected - expected

They spot a dim light ahead. Moving toward it, they round the corner to find a room lit by a window, or perhaps simply a fortuitous hole in the exterior wall. They look down over the city ruins form the height, and espy a plume of thin grey smoke coming from the top of one of the more-intact buildings.

[For the Complete result, the party needed to roll against the best Awareness (9) at -2 to see a clue: 2d6=7, success.]

"Think we can find a way there from here?" asks Fhenteskeer.

"I'm trying to plot a course from up here," says Ksandajja, "but it's hard to say what it will actually be like on the ground."

"As log as we find some sort of landmarks," says Ilog, "it shouldn't be too hard to URKKK---!!!"


T8 : expected PP-6 - random - expected
Encounter: creepy, trap


Ilog's companions wheel round to see a pair of bony hands clasping round the warriors throat. Behind his bulk they can just make out the grinning skull in a shabby cloak beaming with diabolic glee: a SKELETAL STRANGLER, doubtlessly sent by the necromancer to destroy any interlopers who would threaten his wicked designs.
SKELETAL STRANGLER    SKILL 9    STAMINA 9

Fighting in the cramped quarters of the closet sized bedroom is a challenge, but at least Ilog is able to twist round so that his companions can reach the vile undead thing. Even so, they are hampered by the space. Fhenteskeer calls down the power of Filash to aid him [Smite Undead]. But though the sacred flames play over the blade of his sharp axe, he never finds an opening through which to strike. Fortunately for poor, straining Ilog, Ksandajja and Grebdal Themp make short work of the grasping fiend with their swords.

Ilog slumps to the floor, still straining to breathe. He manages to choke down a few gulps from his waterskin, and follows it up with a bit of hard tack besides to restore a bit of his lost vigour.

[Despite some rubbish die rolls, the fight only took 2 rounds. Ilog was down to 10 Stamina. First Aid won't help, so he ate a PROVISION to regain 2 Stamina.]


T9 : random - random - special
Location: dirty, reassuring
Encounter: crazy, defeated
Object: barely there - expected


Having found their way down to ground level, they emerge into long dusty street, surprisingly clear of detritus. It bisects a larger thoroughfare, and in the middle of the intersection there is a [d6=] man, stripped almost bare and staked out on the ground. The sun blazes down unimpeded on his angry red skin, and he does not seem to notice the group of strangers standing over him, trying to get his attention.

[Q: Is he too far gone? 50/50 (4+): O5 C3 - yes, but...]

"He's got heatstroke, and severe dehydration," says Ksandajja. "I'm surprised he's still alive." [Desert Lore, auto- success.]

Ilog manages to get some water down the man's throat [Healing roll 2d6=3, succeeds] enough for him to be able to speak a few words.

"Please... give me a coin to pay the ferryman..." [inquisitive - request - wealth]

Soft-hearted Ilog gives the man a gold coin as his companions loosen his bonds, and then drag him into some shade to live out his last minutes in relative comfort.


T10 : expected - expected - none
T11 : expected - expected, PP-6 - special
   Object: Multi-element - expected x2
T12 : expected, PP-6 - expected - expected


They proceed through a labyrinth of winding streets and broken buildings, with ever increasing mounds of rubble to climb over or find detours round...


T13 : random - expected - expected
Location: empty, dangerous


...until they find they can proceed in the streets no further, and must instead forge a path through a collapsing, bone-strewn workshop, whose hard wooden floor -- or the part of it still extant -- creaks ominously with every tentative step.
[Awareness rolls are needed to pick a safe path through; all succeed but one.]

They've nearly reached a hole into the next street when Fhenteskeer crashes through a brittle plank, falling up to his waist and tearing up his leg on the jagged edges of the hole [1d6=4 damage]. Ilog helps him out, and binds his bloodied leg once they're all clear [Healing roll succeeds, Fhenteskeer gets 2 back; he's now at 6 Stamina].


T14 : expected - expected - none
T15 : random - expected - none
   Location: harsh, lonely
T16 : known - none - expected, PP-6


The narrow, winding street leads into a sizeable open square. A single stone platform -- for orators or executions -- stands in the centre. Nothing else remains but shredded canvas tents and bits of wooden structure from the ancient market stalls. Ilog climbs atop the platform, but it proves empty.


T17 : known - expected, PP-6 - random
   Object: enormous & ornate
T18 : expected - expected - expected


They leave the square by one of the broader streets. The stone buildings to either side still stand tall, their stout construction more than adequate proof against the press of weighty centuries. The companions are glad of the shade they afford, though doubly aware that an enemy could be hiding in the darkness behind any of the yawning doorways they must pass.

One street is partly blocked by a broken chariot. Bronze fittings, green with verdigris, still cling to the splintered wooden frame. A nearby human skull in a dented casque may once have belonged to the driver, and the skeleton of one horse lies in the dust beneath the broken yoke.
T19 : complete - random - random
Encounter: calm & military
Object: new & weapon


[For the Complete result, I needed to roll Awareness: 9-2=7; 2d6=7, success]

At last they can smell smoke, and there seems a darker cast to the day; their goal is the low domed edifice at the end of the street. But as they advance, a figure steps forth from a shadowy doorway to block their path.


next post: fighting and death