Saturday, 30 July 2016
Épées & sorcellerie - Deuxième partie : les pertes
The passage out of the chamber loops back and branches. Proceeding down the left hand path brings the party into a long, narrow chamber [Room 4]. They see torches at the far end of the room. A group of 6 rough-looking warriors in cuirbouilli armour bearing axes and shields is coming towards them.
[The encounter is with 1d6+2=5 brigands (HD 1+1, Att +1, AC 9, MV 3, AL Neutral/Chaotic), led by a priest of chaos (HD 1, Att +0, AC 9, MV 3, AL Chaos).
Their reaction roll is 2d6=7, neutral.]
The band of warriors look tense, but do not seem overtly hostile. The leader cautiously calls out a greeting. But Grûm sees the large, leaden symbol hanging round the priest's neck, and recognises it as a symbol of evil. "He wears the Mark of Krazhexth-Khaa!" shouts Grûm. "We must put a stop to their deviltry!"
[Round 1]
Both sides are a bit taken aback by the dwarf's outburst, but they both know that violence is necessary outcome. Nadilla recovers first from the shock, and murmurs a soft incantation, calling upon Sister Night to enfold the brigands in her Dreamy Embrace. Three of the warriors sink to the floor in deep slumber.
[She cast Sleep, which affects 1d6 HD worth of humanoid opponents per caster level. Those affected are allowed a saving throw to shake it off, but all three of the brigands fail theirs.
Nadilla has three (1+2 for INT) spells prepared for the adventure, and can cast three spells per day in any combination, so she has two left.]
The evil Priest intones a vile prayer to the wicked demon lord he serves, to aid him in his fight against these servants of Law [He casts Aid, giving him +1 to AC and saving throws].
The remaining two warriors attack Kurg and Délia, as the front ranks close upon one another.
Kurg swings his mighty sword in an even mightier arc as the brigand raises her axe to strike. Her head is severed neatly from her trunk and sails off into the darkness beyond the torchlight [He rolled 11 vs. 8; 5 damage dropped her to -3hp].
Neither Délia nor her foe can best the other. Their axes smash together and spark [6 vs. 9; no hits].
[Morale phase: As the brigands have lost half their number, they need to make a morale check: 2d6 + the level of the strongest creature in the party. 7+ is required to stand; The brigands roll 8+1, a success.]
Despite their losses to mettle and magic, the brigands fight on.
[Round 2]
The priest steps over the headless corpse of his comrade [movement phase], and raises his own axe to strike. He brings it down upon the rim of the barbarian's shield with hellish fury. The blow is so fearsome that it snaps the iron band in twain and splinters the wood, sending fragments flying, leaving Kurg with little more than a leather strap.
[Kurg and the priest roll 5 vs. 12; 1d6=6 damage. This would kill Kurg, bringing him to -3hp, but PCs (and, optionally, important NPCs) have an option to cheat death in combat by sacrificing their shield or weapon to avoid the fatal blow. He chooses to lose his shield; for, though he remains to fight rather than flee this encounter, he is of the same opinion regarding shields as Archilochus: 'ἐξαῦτις κτήσομαι οὐ κακίω' (I will get a new one, and no worse).]
The brigand and Délia square off again. Her swing is a hair's breadth too far away to connect, and she tries to fend off his counterattack with her shield. His axe strikes right next to the boss, and half the wooden shield is broken away with a crunch. It hangs at an angle from the rest of the shield, as it is still nailed to the outer covering of hide. Délia is left with an unbalanced and useless wreck, which she casts aside in frustration.
[She and the brigand both rolled a 9. When both rolls are the same, each combatant rolls their damage and compares the results. Whoever rolls lower has their weapon or shield broken (their choice).]
[Round 3]
Kurg lets out a mighty war cry, and buries his sword in the evil priest's head. The priest dies with a curse on his lips as foul as the darkness in his heart [Rolls 14 vs. 9; 3 damage dropped the priest to -1hp].
Délia and the brigand are locked in single combat, and neither notice what is going on around them. The feint at each other a few times, but with no result.
[Rolls 3 vs. 6, no hits. The brigand needed to make another Morale check, this time at -1 for having lost his leader (per the brigand description in the rulebook), but he rolled very high.]
[Round 4]
Though the fanatic fights on, he is no match for the combined might of the two warriors. His lifeblood soon stains their blades, and the cavern floor.
Délia turns round to look at the rest of her companions standing behind her in the torchlight.
"So nice of you to help us out," she snaps.
"I did my part," says Nadilla.
"We had to guard the rear, sweetie," says the elf, "in case any more of them showed up. Besides, you two put on quite the show. it wouldn't have been right to interfere with such artistry."
Not one for discussions, Lisette has been slitting the throats of the sleepers and going through their purses. She amasses a total of 14 gold coins [they had 1d6 each], which she is allowed to pocket for now. Kurg and Délia select new shields, Grûm smashes the priest's symbol of Evil with his hammer, and then the party continue with their exploration.
The northern passage extends for a little way, then abruptly ends at the lip of a chasm [Special]. Kurg and Délia are fortunate not to have tumbled into the blackness. The wizards bring the torches forward to see. The bottom of the chasm -- if it indeed has one! -- is too far down for the feeble light to reach, but there is a suggestion that the passage continues across on the other side. Kurg is about to throw a stone down into the chasm to sound out the bottom, but Zarain grabs the barbarian's hand. "You don't want to wake anything that might be down there," cautions the magician sagely. A brief moment of panic plays over the warrior's features, and he gently returns the pebble to the floor.
No one is willing to attempt a crossing of the chasm, so they go back and try the passage leading east. After only a few steps it opens up into a small squarish cave [Room 5 - empty, trap: fire] with stalactites and an uneven floor. The party make their way carefully through it, looking for possible hazards. But so focussed are they on the floor and ceiling that they fail to note the brass nozzles hidden in crevices in the walls. Suddenly three jets of flame roar forth, criss-crossing the room.
[1d3=2 random PCs affected: Zarain & Grûm. Both make saving throws modified by DEX: G 6+0, Z 8+1; both failed. Grûm takes 6 damage, dropping him to -3hp; Zarain only takes 2, leaving him with 2hp.]
Most of the party are out of the line of fire, but the flames wash over Grûm and Zarain, neither of whom is quick enough to dodge out of the way. Zarain is badly burnt (2 damage leaves him with 2hp), and the poor dwarf is charred to a cinder (6 damage puts him at -3hp). He dies instantly.
The rest are saddened by the loss of their comrade, but they must press onwards, lest his sacrifice be in vain. They decide to bring his body back to civilisation when they leave, and press onwards.
The long passageway out of the fire room also leads to another great chasm, but this time it is spanned by a narrow bridge of roughly-hewn rock [Room 6 - chasm with bridge; 50% chance of guardian]. The ceiling of the cavern rises high above the bridge, further up than the torchlight can reveal. The party decide to cross, but must walk in single file.
[surprise die=1
Anyone pushed back in mêlée (attacker's roll = AC) must make a saving throw (dex mods apply) or fall off the bridge. Anyone killed or rendered unconscious falls automatically.]
The party proceed slowly and cautiously across the bridge. Some of them, ever alert for hidden dangers, try to look up and around themselves, but their only recompense is a feeling of vertigo. Watching one's step is the only sensible course of action. A cold breeze wells up from the chasm, the exhalations of the deepest recesses of the earth, if not the very underworld whispered of by the prophets of mad gods and demons.
And then from a hidden recess in the darkness above springs a creature of nightmare, right into the middle of the stunned explorers. It is a humanoid creature whose dark blue skin is shot through with blood-red veins. Its almost featureless face has a single eye, almost totally white, whilst its hair is composed of a mass of tentacles that seem animated with a life of their own. Its hands, situated at the end of long, flexible arms, are at once talons and mouths bristling with thorny teeth.
[The creature is a Darakht (HD 3, Att +1, AC 8, MV 4, AL Chaos). I recognised the description immediately from the cover of one of my wife's John Carter novels, and it's not the only Martian monster in the bestiary; É&S makes a great Sword & Planet rule set.]
[Surprise round]
The horror lands on the bridge between Lisette and Melek. It swipes at the priest with one of its hideous, toothy paws, but he instinctively imposes his shield. Its other hand darts out to catch Lisette between her shoulders. The awful mouth bites deep, and pulls back with a bloody morsel of her flesh clamped between terrible fangs. She cries out, then tumbles over the side of the bridge, and is swallowed up by the darkness.
[Monsters (and Fighters) of level 2+ can attack multiple opponents whose total levels do not exceed theirs. A monster's level is equal to its hit dice if no other mention is made. The darakht could thus attack up to 3 PCs, were there room.
Due to surprise, the PCs only got to roll for defence. Melek rolled (9) vs. its 8, so it missed. Poor Lisette rolled (6) vs. 10; 2 damage dropped her to exactly 0hp, unconsciousness. So she fell...]
[round 1]
Zarain is next in line after Lisette. He does not advance, but calls upon the Ineffable Powers of Yuskiz-Vog; he is enveloped by a shimmering field of energy to protect him from the nightmare-beast [he cast Shield, which gives him AC10 -- but only for 1 round (per level; I should have read the description more carefully)].
Melek leads with his shield, and swings his heavy mace up from underneath, smashing the beast in its impassive face [9 vs. 8, 4 damage leaves it with 6 hp].
[Round 2]
The coward Zarain will not advance! Nadilla sighs and edges past him [she can move but not quite get into mêlée range]. Blue sparks once again begin to play over her hand.
The creature slams both its arms against Melek's shield. The priest staggers, losing his footing as the thing's bulk presses him back. He stops just in time, as he feels his foot come down on the lip of the bridge. [5 vs. 9 (=Melek's AC): he is pushed back. Luckily he rolls 10+0 on his saving throw, so doesn't fall off the bridge. He'll still suffer the normal penalties next round.]
[Round 3]
Melek steps back towards the centre of the narrow bridge, and plants his feet firmly. The creature takes another few swipes at him, but cannot get past his shield [6-1 vs. 7+1; Melek's AC is 9, so both miss].
Nadilla steps swiftly forward and discharges a blast of magical energy at the monster. It tenses as the blast erupts into its back, then drops over the edge and falls writhing into the abyss [10 vs. 9; 1d6+2=7 damage, killing it].
Disheartened by the loss of yet another of their band, the party continue their cautious way across the bridge. Fortunately, no more monsters leap out to attack them.
Tuesday, 26 July 2016
Épées & sorcellerie - Première partie : dans les cavernes
The journey from the dusty little frontier village down to the sea was brief and uneventful. The stalwart band made their way up the sandy coast underneath the towering cliffs, and finally they stood before the yawning cave. A wave of unease washed over them at the sight of it, at its presence. Those of a religious bent whispered a quick prayer to the gods of their ancestors. The more worldly ones made do with crossed fingers for luck. And the more philosophically inclined wondered indeed if all their memories were but an illusion, all of history a trick of some strange demi-urge, if indeed the world itself had only now just come into being, and they themselves had never existed at all before they had come to stand here at the entrance to this cave.
They formed their marching order. The wizards ignited their torches, whilst little Lisette lit her lantern, and they walked grimly into the cold blackness. When they were a few dozen paces in, each of the fortune-seekers was beset by an uncontrollable shiver. Was it the fear of being cut off from the daylit world, and entering the realm of the dead and the unnatural? or perhaps the very evil of the cave had washed over them in an invisible, yet palpable wave? or is it simply that they feel the change from the preterite to the present tense, as the narrative shifts into a more typical format for the relating of an RPG adventure?
The first decision facing the adventurers is anything but momentous: left or right? The right-hand passage off the T-junction leads just a short distance to a dead end. At the end of the passage is an altar, carved out of the rock wall itself [Area 1]. None are daring enough to approach within a stone's throw of the ancient altar, save Grûm, who is burning with curiosity. The dwarf looks over the carved stone with the practiced eye of his people. "This must have been here," he says, "since time immemorial. Just look at the rough construction: no metal tools worked this stone. But whoever first claimed these caves, they must have worshipped the gods of [1d3=] Law."
[Should a Lawful character ever pray at this altar, they will be granted healing (1d6 hit points) or a cure of some kind (disease, poison, curse) should they need it, or else a blessing (Protection from Evil, 1hour) if they don't. But only once.]
Leaving the altar, they march back and down the second passage, which soon opens up into a long, roughly rectangular chamber [Room 2] with rough, natural stone walls. They proceed inside slowly, and the torchlight slowly reveals a passageway leading out at the far end. As the party reach the centre of the chamber, there is a stirring all about them. From small niches in the wall clamber the animated bones of warriors long dead. Each holds a long, curving scimitar, which they raise to strike as they draw near.
[The encounter is with 1d6+2=8 skeletons (HD ½, Att +0, AC 7, MV 2, AL Chaos). Either of the priests could have attempted to turn them, but as the PCs aren't outnumbered they chose to stand and fight. This being the first combat encounter, I'll be giving rather more detail about the rules than in subsequent encounters.
Surprise works like B/X: 1-2 on a d6 indicates surprise. The skeletons really couldn't be surprised, so I only rolled for my PCs; skeletons coming out of the walls didn't seem to particularly phase them.
There are no initiative rolls. A combat round has 5 steps, but there wasn't a great deal of movement (step 1) once the battle was joined. Nor did anyone cast a spell (step 2) or use a missile weapon (step 3). And neither skeletons nor PCs check Morale (step 5). So this will mostly be an excursus on mêlée combat.
As this was theatre-of-the-mind rather than miniatures-on-a-grid, I ruled that any PC who killed a skeleton could move far enough to join one of their friends in battle and still attack the next round providing that they were next to each other on the 8-PC character sheet I made (horizontally or vertically, but not diagonally), which is in the order of the initials below.
K D
N Z
G L
M A
So Kurg could easily join Délia or Nadilla; it would use a full round's movement to join Zarain.]
The skeletons advance slowly [MV2], and the adventurers rush forth to meet them [MV variously 3-5], with arms and magic at the ready.
[Round 1]
Kurg steps boldly in front of one of the undead creatures, fearing not their wickedness nor the vile magic which spawned them. He knows only steel, and his steel will be the undoing of these monsters. The skeleton, however, has less on its mind, and slips right through the pensive barbarian's defences to land a solid blow on his shoulder, which bites through the hard leather armour and into his flesh.
[The basic rule of mêlée is that both combatants roll their attack dice (2d6+bonuses) simultaneously. Whoever gets higher roll hits, provided it exceeds the opponent's Armour Class. Kurg rolled a pitiful 5+1(1st level fighter)+2(STR bonus) for a total of 8. The skeleton rolled 10+0. Kurg has AC 9 (leather & shield), so he is hit. Damage is 1d6=2; Kurg has 3 hit points remaining.]
Délia is much more focussed than the barbarian. She swings her axe in a mighty arc, which the skeleton is unable to block in time. Its skull sails through the air after the blade bisects its neck. The rest of the bones hang suspended in space for a brief moment, then clatter in a jumble to the stone floor.
[Délia rolled 12+1 vs. the skeleton's 9+0. 1d6=4 damage; it only had 1d3=1hp, so is destroyed.]
Sparks of crackling blue energy play over Nadilla's hand as she approaches her skeletal enemy (she hold a torch aloft in her other). She discharges the energy at her foe, which nearly disintegrates its weapon hand, and shatters its ribs and part of its shoulder. The rest of it falls to pieces a moment later.
Zarain wields a phantom sword, which is an almost invisible outline in the torchlight. He slashes at the skeleton facing him, and splits its skull in twain. It too falls before his eldritch power.
[Sorcerers have a power called Elemental Force, which allows them to use magic like a weapon, both mêlée and ranged (1m/level); mechanically this is equal to a mundane weapon, except that the sorcerer uses their INT modifier instead of STR or DEX.
Nadilla rolled 8+2 vs. 4+0; she hits for 1d6+2=5 damage, destroying the skeleton. Zarain rolled 11+2 vs. 8+0; 1d6+2=3, also destroying his enemy.]
Grûm brings his hammer to bear, but try as he might he just cannot get past the skeleton's whirling scimitar. Thrice their blades meet with a mighty clang.
[The dwarf rolled a 6, the skeleton a 3; the skeleton has AC 7, so there were no hits scored.]
Lisette slinks up with her smallsword, biting her lip with nervous tension. She's no warrior; why is she even trying to pretend? Best she try to hold off until one of the fighters can -- ouch! that scimitar nearly cut her open! Why did she ever leave the big city?
[Lisette rolled 5+0 vs. the skeleton's 11+0; she only took 1d6=2 damage, but that's half her hit points.]
Melek raises his heavy mace over his head, and brings it down upon the skeleton. It raises its scimitar at the last instant to parry the blow, the force of which staggers the monster, which staggers back a few paces to right itself.
[Melek rolled a 7 vs. its 5. He hits, but as the roll is equal to the monster's AC it doesn't inflict any damage. Instead, the opponent is pushed back (or down); next round, the attacker gets a +1 on their roll, and the defender gets -1.]
Ayrine lets the skeleton get near. Its curving blade rebounds once off the boss of her shield, then swishes over her head as she ducks beneath the swing. "You'll have to do better that that, sweetie," she admonishes as she slices the skeleton neatly through the spine with a flourish of her sabre. The two halves fall at her feet before the magic has quite left them.
[Ayrine rolled 9+1 vs. 8+0. 1d6+1=7 damage, destroying the skeleton]
[round 2]
Having defeated their foes, Délia, Nadilla, Ayrine, and Zarain join their friends in the fight. Délia moves to assist Kurg, Nadilla steps over to fight beside Grûm, and both Zarain and Ayrine turn to help Lisette.
[Movement phase happens first. No one moved more than their movement rate (in metres), so they can still attack. Now, back to the fighting.]
Kurg and Délia, fighting side-by-side, make short work of the skeleton that had wounded Kurg.
[Kurg rolled 9 vs. 2; Délia rolled 8 vs. (7) -- skeletons only get one attack, but dice are still rolled when defending. They can't inflict any damage, but the attacker still must roll higher to hit them. I put the roll in parentheses to indicate this in my notes.]
Nadilla joins the dwarf against his opponent, but her burst of occult energies merely plays harmlessly over the skeleton's bony frame. Grûm has to leap backwards to avoid the skeleton's scimitar flashing before his face. He stumbles and nearly falls over.
[Nadilla's attack was 3+2 vs. (8+0); she missed. Grûm's was 5 vs. 11; his AC is 11, so he is pushed back (+1/-1 next round).]
Lisette stabs desperately with her short sword. Her swift attack leaves the skeleton without a lower jaw, a blow which would have felled a living opponent. Yet does the implacable undead press its attack. Zarain attacks cautiously, and his phantom sword comes nowhere near to finding its mark. But Ayrine fights on the thief's other side. Her sabre comes down once, definitively, and the heap of bones clatters to the ground.
[Lisette rolled 10 vs. 7; she hit for a mere 1 damage, dropping the skeleton to 2hp. Zarain rolled 4 vs. (9); luckily the skeleton was attacking Lisette, or he'd have been hit (AC 7). Ayrine rolled 9 vs. (4); 1d6=5 damage, destroying the skeleton.]
Melek tries to press his advantage, but the skeleton recovers with praeternatural swiftness, and both must pause to ready a further attack.
[5+1 vs. 8-1; no hits.]
[round 3]
Grûm's foe, however, takes full advantage of his being off-balance. The scimitar sweeps across his legs, cutting him so he can barely walk, and opening a major artery. But even as it strikes the dwarf, Nadilla's magic is consuming it, causing bones to split and fall into powder. In an instant, it is no more.
[Grûm rolled 4-1 vs. 11+1; he was hit for 4 damage, leaving him with but 1hp. Nadilla rolled 10 v 7; 5 damage destroyed it utterly.]
Melek and his foe face off, then each rushes the other. The skeleton's attack is brutal, but the priest catches it on his shield as he smashes the skeleton to bits with his mace.
[He rolled 11 vs. 10; 3 damage destroyed it.]
Grûm nearly died in the fighting, so feels he has no choice but to use his sole invocation for the day upon himself. The magic knits together his torn flesh, but he's lost a lot of blood and still feels the effects of his injuries.
[I'm using the optional More Spells rule, so Priests and Sorcerers get to add their Wisdom and Intelligence bonus respectively to the number of spells of each level they may prepare and cast in a day. First level priests get 0 first level spells; for his wisdom bonus, Grûm gets 0+1. He has more spells in his spellbook, (priests and sorcerers both use them), but he can only prepare the one for now. It remains prepared until he switches it out for a different spell, so can be cast once per day.
He heals 1d6=2, putting him back up to 3hp (out of 5).]
A search of the skeleton's alcoves uncovers nothing of interest. The adventurers continue deeper into the caves. They soon come to a long chamber, which is mostly taken up by a large pool of brackish water [Room 3 : special - mare]. After 10 minutes or so of shining light over it, peering at it carefully, and even prodding it with weaponry, it is revealed that the pool is nothing more than it appears to be. Since no one is especially in the mood to go paddling, they continue deeper still into the caverns.
[I'm playing without Scenes, so I'm using a d8 Chaos die for the Oracle (with MCSV Mythic). I'd asked the oracle--
Q: Is there a monster in the pool? 50/50: no
Q: Is the pool magical? Unlikely: no
No wandering monsters showed up whilst the party were dithering, so basically all that happened is that their torches burnt down a little.]
They formed their marching order. The wizards ignited their torches, whilst little Lisette lit her lantern, and they walked grimly into the cold blackness. When they were a few dozen paces in, each of the fortune-seekers was beset by an uncontrollable shiver. Was it the fear of being cut off from the daylit world, and entering the realm of the dead and the unnatural? or perhaps the very evil of the cave had washed over them in an invisible, yet palpable wave? or is it simply that they feel the change from the preterite to the present tense, as the narrative shifts into a more typical format for the relating of an RPG adventure?
The first decision facing the adventurers is anything but momentous: left or right? The right-hand passage off the T-junction leads just a short distance to a dead end. At the end of the passage is an altar, carved out of the rock wall itself [Area 1]. None are daring enough to approach within a stone's throw of the ancient altar, save Grûm, who is burning with curiosity. The dwarf looks over the carved stone with the practiced eye of his people. "This must have been here," he says, "since time immemorial. Just look at the rough construction: no metal tools worked this stone. But whoever first claimed these caves, they must have worshipped the gods of [1d3=] Law."
[Should a Lawful character ever pray at this altar, they will be granted healing (1d6 hit points) or a cure of some kind (disease, poison, curse) should they need it, or else a blessing (Protection from Evil, 1hour) if they don't. But only once.]
Leaving the altar, they march back and down the second passage, which soon opens up into a long, roughly rectangular chamber [Room 2] with rough, natural stone walls. They proceed inside slowly, and the torchlight slowly reveals a passageway leading out at the far end. As the party reach the centre of the chamber, there is a stirring all about them. From small niches in the wall clamber the animated bones of warriors long dead. Each holds a long, curving scimitar, which they raise to strike as they draw near.
[The encounter is with 1d6+2=8 skeletons (HD ½, Att +0, AC 7, MV 2, AL Chaos). Either of the priests could have attempted to turn them, but as the PCs aren't outnumbered they chose to stand and fight. This being the first combat encounter, I'll be giving rather more detail about the rules than in subsequent encounters.
Surprise works like B/X: 1-2 on a d6 indicates surprise. The skeletons really couldn't be surprised, so I only rolled for my PCs; skeletons coming out of the walls didn't seem to particularly phase them.
There are no initiative rolls. A combat round has 5 steps, but there wasn't a great deal of movement (step 1) once the battle was joined. Nor did anyone cast a spell (step 2) or use a missile weapon (step 3). And neither skeletons nor PCs check Morale (step 5). So this will mostly be an excursus on mêlée combat.
As this was theatre-of-the-mind rather than miniatures-on-a-grid, I ruled that any PC who killed a skeleton could move far enough to join one of their friends in battle and still attack the next round providing that they were next to each other on the 8-PC character sheet I made (horizontally or vertically, but not diagonally), which is in the order of the initials below.
K D
N Z
G L
M A
So Kurg could easily join Délia or Nadilla; it would use a full round's movement to join Zarain.]
The skeletons advance slowly [MV2], and the adventurers rush forth to meet them [MV variously 3-5], with arms and magic at the ready.
[Round 1]
Kurg steps boldly in front of one of the undead creatures, fearing not their wickedness nor the vile magic which spawned them. He knows only steel, and his steel will be the undoing of these monsters. The skeleton, however, has less on its mind, and slips right through the pensive barbarian's defences to land a solid blow on his shoulder, which bites through the hard leather armour and into his flesh.
[The basic rule of mêlée is that both combatants roll their attack dice (2d6+bonuses) simultaneously. Whoever gets higher roll hits, provided it exceeds the opponent's Armour Class. Kurg rolled a pitiful 5+1(1st level fighter)+2(STR bonus) for a total of 8. The skeleton rolled 10+0. Kurg has AC 9 (leather & shield), so he is hit. Damage is 1d6=2; Kurg has 3 hit points remaining.]
Délia is much more focussed than the barbarian. She swings her axe in a mighty arc, which the skeleton is unable to block in time. Its skull sails through the air after the blade bisects its neck. The rest of the bones hang suspended in space for a brief moment, then clatter in a jumble to the stone floor.
[Délia rolled 12+1 vs. the skeleton's 9+0. 1d6=4 damage; it only had 1d3=1hp, so is destroyed.]
Sparks of crackling blue energy play over Nadilla's hand as she approaches her skeletal enemy (she hold a torch aloft in her other). She discharges the energy at her foe, which nearly disintegrates its weapon hand, and shatters its ribs and part of its shoulder. The rest of it falls to pieces a moment later.
Zarain wields a phantom sword, which is an almost invisible outline in the torchlight. He slashes at the skeleton facing him, and splits its skull in twain. It too falls before his eldritch power.
[Sorcerers have a power called Elemental Force, which allows them to use magic like a weapon, both mêlée and ranged (1m/level); mechanically this is equal to a mundane weapon, except that the sorcerer uses their INT modifier instead of STR or DEX.
Nadilla rolled 8+2 vs. 4+0; she hits for 1d6+2=5 damage, destroying the skeleton. Zarain rolled 11+2 vs. 8+0; 1d6+2=3, also destroying his enemy.]
Grûm brings his hammer to bear, but try as he might he just cannot get past the skeleton's whirling scimitar. Thrice their blades meet with a mighty clang.
[The dwarf rolled a 6, the skeleton a 3; the skeleton has AC 7, so there were no hits scored.]
Lisette slinks up with her smallsword, biting her lip with nervous tension. She's no warrior; why is she even trying to pretend? Best she try to hold off until one of the fighters can -- ouch! that scimitar nearly cut her open! Why did she ever leave the big city?
[Lisette rolled 5+0 vs. the skeleton's 11+0; she only took 1d6=2 damage, but that's half her hit points.]
Melek raises his heavy mace over his head, and brings it down upon the skeleton. It raises its scimitar at the last instant to parry the blow, the force of which staggers the monster, which staggers back a few paces to right itself.
[Melek rolled a 7 vs. its 5. He hits, but as the roll is equal to the monster's AC it doesn't inflict any damage. Instead, the opponent is pushed back (or down); next round, the attacker gets a +1 on their roll, and the defender gets -1.]
Ayrine lets the skeleton get near. Its curving blade rebounds once off the boss of her shield, then swishes over her head as she ducks beneath the swing. "You'll have to do better that that, sweetie," she admonishes as she slices the skeleton neatly through the spine with a flourish of her sabre. The two halves fall at her feet before the magic has quite left them.
[Ayrine rolled 9+1 vs. 8+0. 1d6+1=7 damage, destroying the skeleton]
[round 2]
Having defeated their foes, Délia, Nadilla, Ayrine, and Zarain join their friends in the fight. Délia moves to assist Kurg, Nadilla steps over to fight beside Grûm, and both Zarain and Ayrine turn to help Lisette.
[Movement phase happens first. No one moved more than their movement rate (in metres), so they can still attack. Now, back to the fighting.]
Kurg and Délia, fighting side-by-side, make short work of the skeleton that had wounded Kurg.
[Kurg rolled 9 vs. 2; Délia rolled 8 vs. (7) -- skeletons only get one attack, but dice are still rolled when defending. They can't inflict any damage, but the attacker still must roll higher to hit them. I put the roll in parentheses to indicate this in my notes.]
Nadilla joins the dwarf against his opponent, but her burst of occult energies merely plays harmlessly over the skeleton's bony frame. Grûm has to leap backwards to avoid the skeleton's scimitar flashing before his face. He stumbles and nearly falls over.
[Nadilla's attack was 3+2 vs. (8+0); she missed. Grûm's was 5 vs. 11; his AC is 11, so he is pushed back (+1/-1 next round).]
Lisette stabs desperately with her short sword. Her swift attack leaves the skeleton without a lower jaw, a blow which would have felled a living opponent. Yet does the implacable undead press its attack. Zarain attacks cautiously, and his phantom sword comes nowhere near to finding its mark. But Ayrine fights on the thief's other side. Her sabre comes down once, definitively, and the heap of bones clatters to the ground.
[Lisette rolled 10 vs. 7; she hit for a mere 1 damage, dropping the skeleton to 2hp. Zarain rolled 4 vs. (9); luckily the skeleton was attacking Lisette, or he'd have been hit (AC 7). Ayrine rolled 9 vs. (4); 1d6=5 damage, destroying the skeleton.]
Melek tries to press his advantage, but the skeleton recovers with praeternatural swiftness, and both must pause to ready a further attack.
[5+1 vs. 8-1; no hits.]
[round 3]
Grûm's foe, however, takes full advantage of his being off-balance. The scimitar sweeps across his legs, cutting him so he can barely walk, and opening a major artery. But even as it strikes the dwarf, Nadilla's magic is consuming it, causing bones to split and fall into powder. In an instant, it is no more.
[Grûm rolled 4-1 vs. 11+1; he was hit for 4 damage, leaving him with but 1hp. Nadilla rolled 10 v 7; 5 damage destroyed it utterly.]
Melek and his foe face off, then each rushes the other. The skeleton's attack is brutal, but the priest catches it on his shield as he smashes the skeleton to bits with his mace.
[He rolled 11 vs. 10; 3 damage destroyed it.]
Grûm nearly died in the fighting, so feels he has no choice but to use his sole invocation for the day upon himself. The magic knits together his torn flesh, but he's lost a lot of blood and still feels the effects of his injuries.
[I'm using the optional More Spells rule, so Priests and Sorcerers get to add their Wisdom and Intelligence bonus respectively to the number of spells of each level they may prepare and cast in a day. First level priests get 0 first level spells; for his wisdom bonus, Grûm gets 0+1. He has more spells in his spellbook, (priests and sorcerers both use them), but he can only prepare the one for now. It remains prepared until he switches it out for a different spell, so can be cast once per day.
He heals 1d6=2, putting him back up to 3hp (out of 5).]
A search of the skeleton's alcoves uncovers nothing of interest. The adventurers continue deeper into the caves. They soon come to a long chamber, which is mostly taken up by a large pool of brackish water [Room 3 : special - mare]. After 10 minutes or so of shining light over it, peering at it carefully, and even prodding it with weaponry, it is revealed that the pool is nothing more than it appears to be. Since no one is especially in the mood to go paddling, they continue deeper still into the caverns.
[I'm playing without Scenes, so I'm using a d8 Chaos die for the Oracle (with MCSV Mythic). I'd asked the oracle--
Q: Is there a monster in the pool? 50/50: no
Q: Is the pool magical? Unlikely: no
No wandering monsters showed up whilst the party were dithering, so basically all that happened is that their torches burnt down a little.]
Saturday, 23 July 2016
Épées & sorcellerie : on commence
I've had Épées & Sorcellerie (both 1st and 2nd editions) sitting on my hard drive for ages. At some point I had a look at a lot of retro-clones, mostly peeking at the magic systems to see what innovations, if any, they had to offer. I didn't spend enough time with É&S, probably because I was put off by the only-uses-six-sided-dice thing; why play a D&D clone if you can't use all your dice?
I ran across it again when trying to tidy up my gaming folders, and decided to give it another look. That convinced me to give it a try. I'm rubbish at writing reviews, so instead I'll be posting a solitaire dungeon to give an idea of how it works. But as a quick summary, let me say that this is D&D stripped of its most egregious D&Disms. I rolled up some PCs, ran them through a dungeon... then immediately went online and bought a print copy of the rules.
You can download a free PDF of the 2nd edition, which is the one I play. There's also a free English translation of the 1st edition.
To start, I rolled up 10 or so characters (no fudging, all stats in order) and picked the best 8 to form a party. I'll go through character generation with one of them -- a fighter, surprisingly -- to examine the anatomy of a PC.
Step 1 - Roll attributes.
The six classic attributes are used, but the range is 2-12 rather than 3-18. Here's the set for my PC: Str 8 Int 9 Wis 5 Dex 10 Con 8 Cha 5. A couple good scores, a couple bad ones, but a pretty well-rounded PC -- once you get used to reading them as they are and not as regular OSR attributes.
Step 2 – Attribute modifiers.
Score Mod.
----- ----
2-3 -2
4-5 -1
6-8 0
9-10 +1
11-12 +2
Str 8(-), Int 9(+1), Wis 5(-1), Dex 10(+1), Con 8(-), Cha 5(-1)
So the character is quite smart and agile, but not terribly perceptive, nor indeed a very nice person.
Step 3 – Choose a race, and (optionally) a Cultural Origin.
The races are a standard mix: human, elf, dwarf, halfling, orc. Humans are average, the non-humans each come with a suite of bonuses and penalties. Maximum hit dice are dependent upon choice of race, but no attributes are modified. I picked human for this PC.
The cultures each come with a pair of bonuses or special abilities, all geared towards a swords & sorcery setting. Unless the GM decides otherwise, there are no race/culture restrictions. The choices are: Barbarian, Civilised, Decadent, Enlightened, Nomad, and Primitive. Your PC can also be of unknown origin.
My PC is Civilised, which grants a +1 to all social interactions and +2 for any rolls requiring understanding, knowledge, or erudition.
Language facility is also determined at this stage. A PC can know one additional language for each point of Intelligence over 7. A character with an Intelligence of 8 or higher can also read and write. Languages can be taken at the start, or left as slots for the character to learn new tongues in the course of their travels. As I was just sending a party into a dungeon in some ill-defined world, I left this step to one side for now.
Alignment is optional, and uses the basic Law-Neutrality-Chaos schema.
Step 4 – Choose a class.
There are four classes: fighter, priest, sorcerer, thief. Priests have three sub-classes: hermit (nature-priest; neutral), cleric (paladin; law), and anti-cleric (cultist or anti-paladin; chaos). My PC would make a decent thief (though the low Wisdom makes it hard to detect traps), but I went with fighter instead. Even though average Strength means no XP bonus, a high Dexterity has a lot of appeal for a mêlée character.
Step 5 – Hit Points.
Every hit die is modified by a character's Constitution bonus (or penalty). At first level, everyone gets a single die for hit points (1d6), except fighters, who get 1d6+1. All weapons do 1d6, or 1d6+1 damage for two-handed weapons. Monsters mostly inflict 1d6 damage as well. Mêlée weapon damage is modified by Strength, and missile weapons use the Dexterity modifier for damage (which is such an obvious rule I can't believe more OSR games haven't figured it out).
Step 6 – Choose equipment.
Starting equipment is apportioned by class. Fighters get: leather (or equivalent) armour if they desire it, a missile weapon, and the choice of a two-handed weapon or a one-handed weapon and shield.
My fighter opted for a short bow, a 1-handed axe, and a shield, but no armour.
Every character starts with a sack, some personal articles, a dagger, a blanket, a bit of food, and 3d6 gold pieces.
Step 7 – Determine Armour Class and Movement.
Armour Class is ascending. A character's AC is either determined by the armour they wear, or else is equal to their Dexterity. Leather armour is AC8, so my PC will eschew armour in favour of their innate AC of 10. A shield always adds +1 to AC, so my PC has AC11. Finally, there is a version of D&D where playing a Conan-type isn't immediately a fatal mistake.
| ...a Conan-type, or something more classical... |
Movement is also based on armour worn, and modified by Strength. No armour is MV 4, leather is 3, etc. My PC has no Strength modifier, so 4 it is.
Here is my finished fighter, ready for adventure:
Délia
Human Fighter, 1st level, female
Culture: Civilised, Alignment: Lawful
Str 8 Int 9 Wis 5 Dex 10 Con 8 Cha 5
HP 6 AC 11 shield MV 4
axe (att +1, dmg 1d6)
shortbow (att+2, dmg 1d6+1)
For running the adventure, I printed off a blank page of Schweig's Themed Dungeon Generator and quickly filled it in. I'll be using my MCSV for any Oracular pronouncements as usual, but as it's a simple dungeon crawl I can mostly get by with the É&S2 rulebook. But I need a way to start it; perhaps with a saving throw.
Saving throws are rolled on 2d6, and succeed on a roll of 10+. A character (or monster) has a bonus to all saving throws equal to their attack bonus (at first level, +1 for fighters and +0 for other classes). Attributes, racial modifiers, and class features can all provide other modifiers.
So, to avoid a first-adventure cliché: 2d6=5 +1 class bonus cancels her -1 Wisdom penalty; 5<10, failure. C'est la vie...
~ ~ ~
Délia had [3d6=]five gold coins left, and no real prospects. She was sitting in some nameless tavern in some frontier town, wondering why she'd ever left the army of her native land to seek her fortune in this place. The border with the neighbouring kingdom had been settled for almost a generation now, and the evil hordes of monsters were content to stay on their side of the mountains. The hardest thing she'd had to do was balance her shield against the table leg to keep it from rolling away on the sagging floorboards.
She had just finished making what she felt was a frankly impressive tower out of empty clay cups when a pair of emerald green eyes suddenly appeared at the end of her table. They were attached to an elf, and a particularly lovely on at that, radiant with all the enchanting and ethereal beauty of the fair folk. She wore a simple tunic of bleached cotton, and a long, thin sabre hung at her side in a carved wooden scabbard, suspended from a silken baldric.
Aeyrine
Elven Fighter, 1st level, female
Culture: Enlightened, Alignment: Neutral
Str 6 Int 6 Wis 6 Dex 9 Con 5 Cha 9
HP 3 AC 10 shield MV 4
sabre (att +1, dmg 1d6)
longbow (att+2, dmg 1d6+1)
"Nice work, sweetie," said the elf, "but are you a warrior or an architect? If the latter, I'm afraid we just won't have a use for you..."
"What? Archi--? um...no. I'm a warrior." Délia was shocked by the raspiness of her voice compared to the mellifluous elven speech.
"Splendid!" said the elf, eyes beaming. "My friends and I are putting together an expedition to explore some caves by the sea. The fisher folk have been reporting strange sounds in the area, and they fear the unspecified evil lurking within. We can always use an extra fighter, and when I saw you sitting there, sweetie, well... Will you join me?"
"Will I...? Yes! Gods, yes. That's why I came all this way. For adventure, I mean."
"Of course. Now come, sweetie, let me introduce you to your fellow vagabonds meurtriers."
Délia scarcely had time to pick up her shield and axe before the elf had taken her by the hand and was leading her out of the tavern. A motley group of six was sitting at an outside table, enjoying the shade of the tavern's tattered and dusty awning. They all looked up in unison to see whom the elf had brought.
"My dear friends," she said, "I've found an eighth member for our band. Now we needn't fear the auspices, for we have made up our number in accordance with the omens. Allow me to introduce the brave... oh, sweetie, I didn't get your name."
"Délia."
"The brave Délia! I'm Aeyrinyllaminollanynimia, by the way. But they all call me Ayrine, and you probably should, too. Now, sitting at the end is Kurg," here Aeyrine indicated an enormous man in leather armour and a horned helmet. "As you can probably tell by his complexion and the quality of his thews, Kurg is a barbarian from far away to one of the cardinal directions."
"Enchanté," grunted the barbarian.
Kurg
Human Fighter, 1st level, male
Culture: Barbarian, Alignment: Netural
Str 11 Int 7 Wis 2 Dex 5 Con 6 Cha 3
HP 5 AC 9 leather & shield MV 5
long sword (att +3, dmg 1d6+2)
light crossbow (att +0, dmg 1d6-1)
"Then we have Nadilla, from one of the great desert kingdoms. She's one of our wizards."
The young sorceress moved with meticulous grace as she extended a hand in friendship. From underneath a mass of tight curls, kohl-rimmed eyes regarded Délia intensely, almost at odds with the sorceress' broad, welcoming smile.
Nadilla
Human sorceress, 1st level, female
Culture: Civilised, Alignment: Chaotic
Str 6 Int 12 Wis 9 Dex 11 Con 9 Cha 8
HP 6 AC 11 (no armour) MV 4
dagger (att +0, dmg 1d6)
Spells: Sleep, Read Magic, Charm
"Next to her we have our other wizard, Zarain the Mysterious, who learnt the Art in the fabled Halls of Namash-Gur."
The small man had nervous eyes and skin like dry parchment. His silken robes were embroidered with mystical sigils, whose pattern spread upwards onto his tall, cylindrical hat, and was reflected even in the carved lapis beads he wore in his beard. The wizard made a deep bow, and muttered some words Délia couldn't understand.
Zarain le Mystérieux
Human sorcerer, 1st level, male
Culture: Decadent, Alignment: Neutral
Str 4 Int 11 Wis 2 Dex 7 Con 7 Cha 8
HP 4 AC 7 (no armour) MV 3
long sword (att -1, dmg 1d6-1)
Spells: Sleep, Shield, Protection from evil
"My esteemed dwarfen colleague is Grûm Ironbones. He's a priest of the Divine Forge."
Grûm was a more svelte dwarf than Délia had ever seen, and seemed a bit prissy for one of the Tenders of the Divine Forge. But he had a way about him that just made her instantly like him.
Grûm Os-de-fer
Dwarven Priest, 1st level, male
Culture: Civilised, Alignment: Lawful
Str 8 Int 8 Wis 10 Dex 10 Con 6 Cha 10
HP 5 AC 11 shield MV 4
warhammer (att +0, dmg 1d6)
Spells: Healing
"Next to him we have little Lisette. I can't say what brought her all the way out here away from the big city, but she's one of the best th-- er, stealth specialists I've ever met."
"Hi," said the girl of doubtful parentage, sizing up the new arrival.
Lisette
Human thief, 1st level, female
Culture: Civilised, Alignment: Chaotic
Str 8 Int 4 Wis 5 Dex 9 Con 8 Cha 5
HP 4 AC 9 (no armour) MV 4
shortsword (att +0, dmg 1d6)
heavy crossbow (att +1, dmg 1d6+1)
"And finally we have Melek, a priest from the fabled City of Gold."
The black-skinned man was clad in armour fashioned from the hide of a crocodile, and carried an ornate bronze mace. He stood and made a sign of blessing, and bade Délia welcome.
Melek
Human Priest, 1st level, male
Culture: Decadent, Alignment: Neutral
Str 7 Int 8 Wis 8 Dex 6 Con 10 Cha 8
HP 5 AC 9 leather & shield MV 3
mace (att +0, dmg 1d6)
"Now, sober up, you lot! We set out on the morrow."
Sunday, 17 July 2016
Interlude - Donjon
I love random generators, and Donjon, in particular, but sometimes they are a source of unintentional comedy. I do not think my PCs will be going on Quest #6 any time soon.
Friday, 8 July 2016
Into the Odd solo - Part XI : « Par le chemin des aventures / Ils vont haillonneux et hagards »
The tunnel ends after nearly a mile, opening up into the remains of a brick building somewhere deep in the mushroom forest. The explorers don't quite know where they are, and it's the middle of the night. They permit themselves a short rest at the tunnel's end whilst they consider what to do.
[They're in a pretty sorry state:
Randeep: str 5/11
Aurélius: str 9/13, wil 7/9
Fridoline: str 7/11, infected
Wanda: str 5/12, dex 3/10
Severin: str 6/14, infected
Gregor: str 1/6, dex 7/8
And of course (d6=1) I rolled a random encounter, so the rest is interrupted, leaving Randeep with 0hp.]
As the wretched band are taking stock of their predicament, a voice is heard singing a sweet melody. Soon a second voice joins it, and a third, producing a most ethereal harmony.
Aurélius and Severin rise and start walking towards the sound, out into the blackness of the night [the other 4 made their WIL saves]. "Come back here this instant!" cries Fridoline, but the pair are oblivious to her demand.
Weapons drawn, the other explorers rush after their mesmerised comrades. Wanda grabs the lantern. Only Gregor remains behind and hides in the tunnel; his injuries are too severe to risk getting in a fight.
Aurélius and Severin stumble forward into a sort of clearing amongst the gigantic mushroom-trees. Fridoline shines the lantern before them, and the beam of light reveals the first singer. It is a young woman, lovely and fair as the heroine of any novel. Her long, silky, blonde hair stretches out from her head to each side and seems to float in the air. Fridoline widens the beam of the lamp to reveal an unsettling sight. The two singers beside the first, lovely maidens all, seem to connected by the very hair growing out of her head and into theirs. They have no bodies, but float in space, undulating in the non-existent breeze.
forest siren
str 9, dex 17, wil 16, 12hp, armour 1, bite d4
driven to kill player characters
The siren can bite up to 3 targets within close proximity to one another.
Enchanting harmonies: WIL save or follow the siren helplessly
The singing stops abruptly when the creature(s) notice that not all the visitors to their clearing are under their spell. Aurélius and Severin stop moving, but still seem to be sleepwalking. The other explorers raise their weapons as the siren rushes them.
[Round 1 - PCs win initiative]
Randeep fires her musket at the central head. The ball puts out one of its eyes, but it mostly seems to just anger the creature [5-1=4 damage]. Fridoline discharges her pistol at the leftmost head. Her shot hits between the eyes, and erupts out the back of the skull in a spray of blood [6-1=5 damage, dropping it to 3hp]. Wanda slashes the rightmost head with her sword, but the blade just glances off its skull [1-1=0 damage].
And then the thing is upon them, biting with three strong jaws filled with small, even teeth. Randeep and Wanda fall before the hideous onslaught [reduced to 4 and 3 STR respectively, both taking Critical Damage], but Fridoline manages to evade the pert, snapping mouth [1 damage puts her at 1hp].
[Round 2]
Fridoline drops her pistol and takes her hatchet in both hands, striking at anything that dare approach her. Once, twice, thrice the weapon strikes something solid, and Fridoline is rewarded with eh sounds of crunching bone. Soon the three heads lie still and bloodied at her feet, looking like the beginnings of some revolution [6-1=5 damage, dropping it to 7str; d20=9 crit].
Aurélius and Severin suddenly come back to themselves as the siren falls. They help the injured Randeep and Wanda back to the tunnel. It is unanimously agreed that it will be best to remain there until daybreak. They sleep in shifts, with two awake at any given time.
[Q: Does the rest of the night pass without incident? Likely (3+): O5 C2 - Yes, and... the soldiers gave up hopes of pursuit]
~ Day 4 ~
The explorers get a late start, as the events of the previous night took their toll on them all. It's already mid-day by the time they set out through the mushroom forest, (hopefully) in the direction of the stone circle and friendly cultists.
[Half movement points today.
The WIL save to avoid getting lost fails (20!) but 1d6=6, they drift almost the way they wanted to go, NW to plains. In the plains hex, Randeep makes another WIL save: d20=11; so they know which way to go to get to the stone circle...
...but d6=1, another encounter]
About an hour after they leave the mushroom forest, they spot something large and moving upon the horizon. Before long it closes the space between them. It is an enormous war machine, clanking and rumbling its way across the plain.
[Q: Where's it from? (1d6)
1 Bastion, 2 Burthen, 3 local hex, 4 other City, 5 the past, 6 space
3=random location; hex 38.51 (I put a GM-only tank icon on the map as a reminder.
Q: Which way is it headed? 1d6=3, towards the castle
Q: What is its mission? Abuse / Enemies - a punitive siege
Q: Does it (seem to) notice the PCs? 50/50: O1 C1 No, and... they'd be beneath its notice
+Event: Move toward a thread - Travel / New ideas (see below)]
Whatever the war machine is, it's too large for the explorers to affect in any way. They hide in the tall grass, and it passes them by.
They resume their journey to the stone circle. And as they are walking, [1d6=] Wanda is stuck by an idea she wishes to share.
"It occurs to me," says Wanda, "that we may not have been going about this search in entirely the right way. I mean, I had some reservations even before I nearly wound up as Wanda stew to be fed to some landed fungus."
"This isn't going to be another of those mad schemes of yours," says Severin, "like the time when you hired that magician to help us capture Outpost 3-G."
"I thought he had a very impressive list of powers."
"His CV said he would do parties and special occasions!"
"If you'd seen him working his wonders at Adolphe Blanc's bar mitzvah, you'd not have doubted his power."
"Come, now," interjects Gregor, "that battle was ages ago, and we didn't survive it by bickering. Now, Wanda, do tell us all this new idea."
[Event: Move toward a thread - Travel / New ideas
two random pictures were drawn and a random hex selected]
"Well, then, my idea was this: we ought to go consult the Sea Oracle."
"The Sea Oracle!" exclaims Fridoline. "Why didn't you say earlier?"
"The rest of you seemed so intent on exploring the swamp!"
"But have we anything to trade the Oracle?" asks Aurélius.
"We need rest and shelter before we do anything," says Randeep, "but I am sure we could work out a trade."
"Why are you all looking at my stave?" asks Fridoline, nervously.
They are all too tired to answer, and continue the march to the stone circle in silence.
[Stone circle hex: 1d6=1, another encounter!]
As the stone circle is sighted off in the distance, so too is a line of people coming away from it. It is soon revealed to be a procession of cultists carrying some sacred relics on a pilgrimage.
The explorers call out a friendly greeting to the cultist at the head of the procession. She is about to return their friendly halloo, when she immediately goes wide-eyed. She raises her standard for the procession to halt.
"Blasphemer! Unholy trafficker with vile daemons! You bear the Hand. You and all you touch are profaned. Begone! No, not back that way. Tread not the path of our pilgrimage, lest you profane it with your tainted tread!"
The explorers are in no position to argue with the cultists, and do as they are bid, proceeding past and away from the circle to [1d6=6] the north west.
[As I was typing up the encounter with the Hand of Sabazios, it occurred to me that being touched by the mysterious, foreign god may have an effect when dealing with other religions in the area, especially the Order of Liberation at the stone circle. So I made a table to roll on:
Local cults' reactions to the Hand of Sabazios (1d6)
----------------------------------------------------
1 you are blessed by the gods! (good reaction)
2 you are cursed by the gods! (bad reaction or pity)
3 unclean! (need WIL save to avoid confrontation)
4 blasphemy/heresy! (automatic confrontation)
5 arcanum schmarcanum (no different to any other)
6 What's a 'sabazzos'? (no idea)
This time I rolled a 4. Luckily the cultists are peaceful.]
The weary explorers trudge across the plain until they can walk no more. They are forced make to camp in the middle of the plain, and draw straws to see who must take first watch.
[Quiet night? 50/50 (4+): O3 C8 - No. Random picture=]
~ Day 5 ~
After a miserable night in leaky tents, they decide that the most likely course is to find a coastal settlement, and somehow get passage to the sea oracle's abode; they can't go back to Burthen empty-handed. They set out to the north east, intending to skirt the mountains and eventually gain the coast.
[NE to plains hex 32.41; Contents: d30=ruins
d30 Sandbox Companions ruins tables--
RG3: Inhabitants & Number d30=1: chimaeras; nuisance
Suggested Ruin Inhabitants by Type and General Level:
level doesn't matter, so d12=12; sphinx
nuisance= 1 monster only]
Some ruins are spotted ahead near the foot of the mountains. They appear overgrown and uninhabited. The explorers are anxious to get to a settlement, so they decide to pass by them rather than go a long way round.
But soon a shadow passes over them, as if a great bird had flown by. They look up to see a creature circling them watchfully. It makes a few more passes then flops down before them. It is an emaciated and haggard seeming sphinx.
haggard sphinx
str 17, dex 15, wil 8, 15 hp, claws d10
driven to grill travellers
[UNE--
NPC Relationship: distrustful
Conversation Mood: cautious
inquisitive - demand - current story]
"Who are you that are come to my domain?" groans the sphinx.
"We are explorers," says Aurélius, "seeking shelter in the wilderness."
"And how come you to this wilderness?"
"We have suffered many travails," says Randeep, "having been sent forth from Burthen to seek a lost party of travellers. We must find them and fulfil their quest."
"What an obligation! Certainly it is not something into which ye have entered lightly... or freely?"
"Perhaps not...", admits Fridoline.
"And you've found enemies all round. Hiding on all sides of you, lurking in shadows, ready to pounce." [mysterious - shadows - enemy]
"You speak with much wisdom," says Randeep. "Perhaps you can advise us how to find our way safely." [WIL save=8, succeeds]
"Oh certainly. But I require something of you in return." [scheming - negotiation - future action]
"And that is?"
"My arch-nemesis, a certain M. Blaise Alias, has fled from our last encounter to hide on the infamous Île de la terreur, in the midst of the ocean. Kill him -- bring me his head as proof -- and I shall reveal to you my great secrets."
[This was rolled on my Mission table: 1d6=3. bring me the head of person X
Q: Where is person X? 1 Burthen 2 Morve 3-4 random hex; random hex 45.48 (on forested island)
Q: Who is person X? Oddpendium: barge pilot, interested in new career; connection=irritation (the sphinx exaggerates!)]
"If we could get to the island, we wouldn't be in need of your immediate assistance," says Fridoline.
"The offer stands. You'll need my help some day. I'll be here, waiting for you. And Blaise, or at least part of him." [friendly - support - contacts]
The explorers press on. After a time they are briefly elated to see houses in the distance, nestled in the shadow of the mountains. But as they draw near, their elation turns to dejection as the houses resolve into the dire little hovels of Frumpley's Coombe.
The explorers pass swiftly though the dismal hamlet, taking pains to avoid prolonged contact with its inhabitants. One or two try to engage with them, a slurred admixture of entreaties and hidden threats, but tired as they may be the explorers do not attempt to take shelter here. And then there's the thievery...
[1d6=Severin needs to make a WIL save to avoid thievery: 16, failure.
Severin is infected, and he has nothing to steal (one can't pickpocket a sword) so the thief gets away with a handful of fungus rot. The village will all be infected in 2d20=28 days.
Q: Any other settlement encounter? 50/50 (4+): O3 C6 - No]
Severin once feels that someone has put a greedy hand into his pocket, but muses that as he owns practically nothing -- and is skint besides -- that no harm can be done. He does not confront the thief, but trudges on purposefully.
Soon, though not soon enough, the hamlet is behind them. They press onwards, and the blue of the ocean finally reveals itself in the distance ahead.
[All the PCs must make WIL saves. Surprisingly, only two of the six fail.]
"Θάλαττα! θάλαττα!" call Aurélius and Severin in unison. The others are too exhausted to complain at the hackneyed jest, though a great sigh is heard to escape from Fridoline.
[Stronghold of the Priestess hex--
Q: Is there a patrol encounter? 50/50 (4+): O6 C7 - Yes (5 med. horsemen as before)
Q: What do they want? Befriend / Danger]
A group of five lavishly-festooned and heavily armoured horsemen ride forth from the great fortress by the seaside. The leader wears a brace of pistols.
"Who goes there?" he shouts.
"We are explorers," replies Randeep, "Seeking shelter in the wilderness." [WIL save=7, success]
"You look like you've been in the war."
"And we feel like it!"
"Come, we can offer some respite. Seems like you've earned it!"
~ ~ ~
[Reception at the priestess' fortress--
1d6=6, the Hand means nothing to them
Wil save [Randeep] to get a good reception from those in charge. d20=5, success
Q: Can the priestess heal the infection? 50/50 (4+): O6 C6 - Yes
+Event: Move toward a thread - Proceedings / Vehicle
PCs will be given passage to see the Sea Oracle. But as they are in terrible shape and need healing, they will take a Long Rest. Not only do all their attribute return to normal, but the three actual PCs get to go up a level, from Novice to Professional, having survived an expedition (the castle) & come back with a good story, an arcanum, and useful info (the location of a powerful arcanum).
Each gets +1d6 hp and can roll to increase attributes.
Randeep: +5hp, no attributes increase
Aurélius: +4hp, +1str
Fridoline: +4hp, +1str, +1dex
There is no rule for advancing 1hp-and-a-sword Companions in level, but if they survive the next bit of adventure I will advance the other three to the level of Novice.]
Saturday, 25 June 2016
Into the Odd solo - Part X : « evomat virus acerbitatis suae »
The scientist's warnings go unheeded. The explorers are determined on having an interview with the mysterious count, and despite his protestations, they take his key to the sub-sub-basement, and descend into the Count's subterranean lair.
[Q: Are there any final obstacles? 50/50 (4+): O5 C1, Yes, and... (random picture=)
So it was time to read the detachment rules... That done, I created 2 detachments for each side, loyal soldiers vs. enraged servants; their attributes were rolled up on 3d6 in order, and they each got d6 hit points.
loyal soldiers A
str 9, dex 9, wil 14, hp 4
muskets d8
loyal soldiers B
str 7, dex 12, wil 11, hp 5
muskets d8
enraged servants A
str 14, dex 6, wil 12, hp 5
improvised weapons d6
enraged servants B
str 10, dex 8, wil 13, hp 5
improvised weapons d6
The servants need to hold off the soldiers for 3 rounds in order for the PCs' encounter with the Count to play out with no interruptions. I'm no wargamer, so I have no idea how to write up a mass battle in an interesting fashion. I tried reading a few pages of Caesar to use as a model, but there is no way I can approach his eloquence. Thus, this is going to be mostly game mechanics. Mea maxima culpa.
[round 1]
I rolled a d4 to see which of them counted as the leader of the more bellicose side; 1d4= Servants-B. They then had to make a Dex save to win the initiative; d20=2, the servants attack first. The battle starts with A vs A, B vs B. Since there are no 'to hit' rolls, I'll just record who takes what damage.
A soldiers take 1 damage to 3hp
B soldiers take 4 damage to 1hp
A servants take 4 damage to 1
B servants take 3 damage to 2hp
The soldiers discharge their muskets into the mob of enraged servants, who retaliate with a volley of hurled cutlery, garden implements, and the occasional objet d'art snatched in anger from a mantelpiece. Neither side inflicts many casualties on the other.
[Round 2]
A soldiers take 5 to 7str d20=1, no crit
B soldiers take 2 to 6str d20=5, no crit
A servants take 1 damage to 0hp
B servants take 6 damage to 6str d20=5, no crit
The mob surges forward as the soldiers are ordered to fix bayonets. Blood stains the floor as the two sides clash.
[Round 3]
A soldiers take 1 damage to 6 str d20=9, broken
B soldiers take 1 damage to 5 str d20=3, no crit. But as half the force has been broken, they must make WIL save to avoid a rout: d20=10, they stand
B servants take 8 damage to -2str; destroyed
One wing of the soldier's army has suffered terrible losses as the gardeners charged with their pruning hooks. The survivors beat a hasty retreat, throwing down their arms to run faster. But the victory is short lived; for the other soldiers are moved to acts of greater heroism by the disaster, and they cut through the enemy ranks with such ferocity that not a groom nor a parlour maid nor e'en a footman is left standing.
[Round 4]
A servants now need to check morale: d20=19, routed
The remaining servants cannot stand against such might. They flee every which way to safety.
~ meanwhile, in the cellar... ~
The explorers descend to the vaulted room deep below the castle where the Count is confined. The sight -- and smell -- that greets them makes them shudder with revulsion.
The Count has transmogrified into some sort of immense, grey-green fungus, covered in waving cilia and swollen pustules which leak a thin, yellowish fluid. He (it?) sits impassively upon a simple wooden bench, clad in a costly suit of lacquered steel armour, which is pitted and corroded in places.
Beside him sits his page, a tow-headed, angelic-faced lad, holding his lords helm with great reverence. He has no eyes, just empty sockets in his head, but is otherwise clean and healthy, in fact pristine. Everywhere else in the room is covered in slime and rot and residue, but the page is touched by none of it. The lad is completely silent, but the Count now and then gurgles something to himself.
"Please, my lord," says Aurélius tentatively, "we would have a word with you, my lord."
[I rolled a random Mythic scene to determine how meeting with count goes: PC negative - Refuse / Masses. The result made me instantly think 'masses of refuse', so...]
The Count-thing rises as if to address his guests. But instead he spews forth a mass of stinking green filth over them, a filled with bits of bone and rot. The explorers scatter, trying in vain to avoid the spray.
the fungoid count
str 16 dex 14 wil 13, 9 hp, armour 1, fists d8
all within combat range must make dex save each round or suffer from caustic slime (roll 1d8)
d8 you have/are...
------------------
1 slipped - lose next action
2 fallen - must make a dex save to get up
3 blinded - next d3 attacks are Impaired
4 injured - hit by a hard chunk for d6 damage
5 burnt - suffer 1d4 damage from chemical burns
for the next 1d3 rounds
6 infected - str save to avoid contagion
7 stained - you'll want to buy new clothes;
it will never wash out
8 roll twice, treating an 8 as no result
the eyeless page
str 9, dex 15, wil 12, 2 hp
death ray eyes d8, immune to the slime
[Round 0 - PCs are surprised]
No one avoids being spattered by the filth entirely, but Fridoline and Gregor [failed Dex saves] get the worst of it. Gregor slips, his arms windmilling in an attempt to maintain his balance. Poor Fridoline slip and falls right on her bum.
[Round 1]
Disgusted though they may be, they are yet unfazed by the grotesque display; the explorers leap to the attack [Aurélius makes a Dex save d20=2: PCs win initiative]. But there is still slime everywhere, being squirted round the room as if a pipe had burst. Wanda is drenched in the stuff [stained], and Severin 's skin starts to redden and burn at its touch [burnt; 2 damage drops him to 12 str, no crit. It will last 2 more rounds. Fridoline also failed her save, but got another Fallen result, so there is no additional effect].
Aurélius fires his pistol at the Count, but the ball is deflected by his heavy breastplate [damage 1-1=0]. Randeep discharges her musket, hitting the Count squarely in the 'head'. Gore and foetor are splattered behind as the ball shots straight through, but the Count seems to hardly notice [8-1=7; 2 hp left]. Fridoline does not try to get up, but fires her pistol from the ground, grazing the page's impassive cheek [her attack is Impaired; 1d4=2 damage to 0hp]. Gregor steadies himself [lost action], but Wanda and Severin draw their swords and charge.
Wanda deals the page a terrible wound across his torso [5 damage puts him at 4 STR; save=2, no crit]. The lad does not cry out, nor even flinch, but instead just calmly fixes his gaze upon her. Crimson rays shoot out from his empty eye sockets, and sear into Wanda, body and soul -- but she does not falter [1 damage put her at 0hp]. Severin delivers a glancing blow to the Count [3-1=2, to 0hp]. The Count responds by smashing his face with an iron fist [3 damage drops him to 9str; no crit].
[Round 2]
Yet more sludge issues forth from the Count. Fridoline coughs and sputters as she gets some in her mouth [infected; str save fails] and Wanda slips and falls over. Severin gets some in his eyes [blinded], and his patch of reddened skin starts to blister [2 more damage from the Burnt result reduces him to 7str; fails crit save]. The pain is too great, and he faints.
Randeep draws a pistol and fires. The ball pierces the breastplate, spattering more goo [5-1=4 damage dropping the Count to 12str; no crit]. Aurélius springs forward with his sword, which hits the Count's armoured shoulder with a clang [1-1=0]. Fridoline struggles to her feet [dex save=2, ok] whilst Wanda, still on the ground, slashes at the page's legs. He topples face first into the muck, and is still [impaired attack, 1d4=3 damage, leaving him with 1 str; he fails the STR save against critical damage.]
The Count deals Aurélius an clumsy blow, which he shrugs off bravely [3 damage reduces him to 2hp].
[Round 3]
Randeep accidentally inhales some of the horrible slime [infected, but STR save=4, resisted]. Fridoline loses her footing again and topples over. Wanda gets some in her face [blinded - 2 attacks impaired. Severin is unconscious, so automatically failed his DEX save. He luckily gets a Blinded result, which has no effect. The last round of burning does 1 damage, leaving him with 6 STR].
Randeep drops her pistol and runs at the Count raising her musket over her head like a club. She bashes him across the 'face' with a great squelch [4-1=3, to 9 STR, no crit]. Aurélius stabs again with his sword, causing an eruption of chunky fluids from the wound [5-1=4 damage, dropping him to 5 STR; again he saves against critical damage]. Fridoline throws her hatchet, but it merely bounces off his steel tassets [Impaired; 1-1=0].
The Count swings at Aurélius again. One fist misses entirely, the other forces him back a pace as it smashes against his sternum [2 damage puts him at 0hp].
[round 4]
Despite the continuous fountain of filth being produced by the Count, none of the explorers seem unduly affected, or perhaps they are so far coated that it is hard to receive any more [all conscious PCs made their DEX saves; Severin failed his automatically, and becomes Infected (failing too his STR save].
Randeep smashes the musket down on the Count, but his armour absorbs the blow [1-1=0]. But it distracts him enough that Aurélius lunges right at his tumescent head, skewering it with his sword. The Count collapses on the floor, pulsating irregularly [3-1=2 to 3str, crit].
Aurélius stabs him over and over until all motion ceases. They all pause to catch their breath, and take turns searching the room for anything of interest.
[Short rest to regain hit points; d6=5, no encounter
Q: Are there any valuable items here? Unlikely (5+): O4 C5 - No
Q: Can the PCs escape the castle easily? (uncertain: 1d6=4) 50/50 (4+): O3 C5 - No.]
Wanda discovers the entrance to a secret tunnel, which stretches off as far as the eye can see. The explorers are debating the merit of seeing where it leads when the decision is made for them. Sounds of fighting issue from the stairwell to the laboratory, and they can hear the barked commands of an officer rallying their troops and preparing to send them down to fight alongside their lord.
Severin kindles a lantern and closes the shutter so it emits only a narrow beam of light, hopefully enough to navigate the tunnel by without giving away their position to any pursuing soldiers. Randeep's hand does appear to still be putting out an unnerving glow.
The brickwork tunnel is just big enough for a person to stand erect. The ground is merely packed earth, and in places is mired in stagnant water. It goes in very nearly a straight line, and has no branches or offshoots. After about half a mile, it becomes evident that the soldiers are in danger of catching up. Their shouts and the barking of war dogs echo down the tunnel after the explorers, as their torches come nearer and nearer.
"We'll never outrun them," says Randeep. "I've got to collapse the tunnel. Go on ahead. I'll be with you presently."
So saying, she lights the fuse of her bomb, and heads back toward the soldiers. She hurls it with all her might just as it's about to explode...
[She needs a DEX save to pull this off safely; d20=16, she's caught in blast. d12=12 (of course!); This removes all 6 hp, and drops her to 5 str; but she at least saves against critical damage].
... and explode it does, soon after leaving her hand. She had thought to collapse the roof, and collapse the roof she does, but the force of the blast throws her back 10' through the air. She comes down hard on the ground, but surprisingly nothing is broken. At least the soldiers won't get through any time soon. She limps off in triumph to find her friends.
~ ~ ~
[At some point I realised I was being entirely too stingy with treasure, so I made the blessing of Sabazios a permanent (if dangerous) arcanum.]
The Hand of Sabazios
The hand's possessor (only a human hand may become the Hand of Sabazios, but it needn't be attached to work) can call upon its power to summon a Consuming Blight Vortex : the vortex moves rapidly through a 50' diameter area, causing 1d12 STR damage to 1d6 living targets, ignoring armour. The invoker must be in this area, but need not be at the centre. A Willpower save is required in order to choose the targets. The hand's appearance does not change, but it phosphoresces in darkness -- even through any normal covering (glove, gauntlet, etc.). It does not emit enough light to read by.
Sunday, 12 June 2016
Into the Odd solo - Part IX : Rescue !
Leaving the dusty chapel, the chambermaid once again leads the explorers through the maze-like corridors of the ancient castle. Aurélius is more content to follow now than lead, after the horrors into which they have blundered. Randeep still seems in a bit of a daze after her experience -- that dream or vision -- and her hand feels decidedly alien to her, but she says nothing. Fridoline feels her bruised or broken ribs complain with every breath, but at least, says her vanity, it won't scar.
[The PCs had managed a short rest in the chapel for Fridoline to recover her hit points. It was a successful encounter, so the 50/50 odds improve to likely when I asked--
Q: Can they get to the housekeeper without more problems? Likely (3+): O5 C7 - Yes.]
Finally the chambermaid stops in front of a door. "This is her lair!" she explains. The chambermaid tries the door, but it proves to be locked. "I haven't a key to her chamber."
"See if you can draw her out," suggests Randeep."
The chamber maid raps soundly upon the solid, wooden door. "Ma'am! Ma'am, come quickly! Ol' Hubert's been at the brandy again."
[The housekeeper gets a WIL save to see through the chambermaid's ruse, so she'll need some stats. As she's a main villain, I rolled her attributes using 4d6-drop-the-lowest, and gave her 2d6 hit points. Her choice of armament was dictated by the picture I found (see below).
the housekeeper
str 16, dex 8, wil 16, 6 hp
hammer (d6)
She rolled a 3 for her save. This is going to be a fight, so Aurélius as the party leader needs to make a DEX save to win the initiative; he does.]
The housekeeper throws wide the door, and stands silhouetted in the door frame, her hammer at the ready. The maid shrieks in fright, but the explorers stand ready, weapons in hand, and rush for their wicked foe.
[Round 1]
Fridoline hasn't time to bring the musket to bear, as her two fellow explorers are already leaping through the doorway as the dreaded housekeeper recoils from their onslaught. Randeep's sword flashes out [4 damage drops the housekeeper to 2hp], but the housekeeper catches the blade on the steely haft of her hammer, just inches from her face. The distraction is all Aurélius needs; he lunges and skewers the housekeeper's side. He swiftly withdraws the bloody sword, expecting his injured quarry to collapse at his feet [3 damage drops her to 15str]. But she stands firm [STR save succeeds, and she also passes her Morale check]. The housekeeper's surprising riposte lands upon Aurélius shoulder with a resounding thwump [6 damage puts him at 12 STR; he saves against the critical damage] but does not put him out of the fight.
[Round 2]
But not much fight remains. Randeep slashes right across the housekeeper's face. the wound is more bloody than serious, but the shock is enough to drop the vile domestic to the floor, senseless [3 damage leaves her with 9 STR, failed crit. save].
The chambermaid runs into the room, emboldened by her tormentor's helpless state. She raises her own sword to finish her.
"No!" cries Randeep. "We need her alive!"
[WIL save = 13, success]
The chastened chambermaid lowers her sword. Behind her, Fridoline quickly lowers the musket, thankful she'd not had to fire; but she could not have allowed the girl's revenge to
steal their prize.
The explorers bind the housekeeper's hands and take her keys. She keeps a flagon of water on her bedside table. The chambermaid is allowed the honour of throwing the water in her face to rouse her for questioning. She is uncoöperative in the extreme, but her captors do manage to goad at least some information out of her.
[what does she say? UNE: hostile - death - allies]
"You ignorant fools may not have realised it," say the housekeeper, spitting with fury, "but that wasn't really the Count at dinner! Soon you will have divined what is really afoot here in the castle, so I shall dissemble no more. Little good it will do you to know -- one of your companions is about to become the main course at our true liege's table! Ha ha ha!"
"We must save them!" cries Aurélius. "Take us to the dining room, quickly!"
"Not the dining room," says the chambermaid, "the kitchen! Follow me!"
Aurélius runs after her, followed by Randeep. Fridoline follows behind, shoving the housekeeper ahead at gunpoint. "Don't try anything foolish," warns Fridoline, "for I need little pretext to pull this trigger!"
[Q: Can the PCs arrive in time to save (1d3=)Wanda? 50/50 (4+): O5 C5 - Yes
+Event: NPC negative - Truce / Allies (see below)
The maid leads them quickly through the back passages to the kitchen, where a terrible sight awaits them. An enormous, fiendish man stands over some sort of grinding, bladed cauldron. He hold the unconscious Wanda above his head, and is preparing to throw her in.
"Unhand her you monster!" cries Aurélius.
The giant fiend turns at the unexpected voice, and sees the explorers in the doorway. A slow understanding creeps over his face, then, with a mighty roar, he throws Wanda straight at them.
[Based on the image, his STR was automatically 18. His other attributes are the normal 3d6, and he gets 2d6hp.
the fiend
str 18, dex 12, wil 4, 4 hp
various kitchen implements d6
The PCs all need to make a DEX save; failure results in 1d4 damage (this is most certainly an impaired attack) and being knocked down. Wanda also takes 1d4 for this rough treatment unless everyone dodges, in which case she bounces off the door frame for 1d8.]
The unconscious Wanda plows into the centre of the explorers' band, but most of them instinctively step out of the way. Randeep, unfortunately, hesitates, and finds herself thrown to the ground beneath her senseless friend [Randeep takes 4 damage (2hp left). Wanda takes 2 damage leaving her at 5 STR].
[Round 1 - PCs lose initiative]
The Fiend has a cleaver within reach, which he throws at Aurélius, who ducks just before the whirling chopper splits his skull [5 damage drops him to 0hp]. Fridoline turns her musket on the Fiend and fires. He barely winces as the ball tears through his shoulder [4 damage drops the brute to 0hp]. Aurélius charges forward, and opens a bloody gash across his midsection, which the fiend regards with little more than a sneer [5 damage puts him at 13 STR].
[Round 2]
The fiend takes up a rolling pin from his table, and bashes Aurélius over the head. He drops instantly [4 damage leaves him with 9 STR, failed his crit save]. The housekeeper's hands are still bound behind her back, but her rage is unchecked. She takes advantage of Fridoline's divided attention, and headbutts her in the side [unarmed attack; 1d4=2 damage, putting Fridoline at 0hp.] Fridoline is more surprised than hurt. She wastes no time in turning her musket on the housekeeper like a club, forcing her back with a resounding blow to the sternum [6 damage puts her at 0hp -- being roused for questioning necessarily counted as a short rest]. Randeep has regained her feet, and she steps over the limp body of her comrade to lay into the Fiend with her blade. Even he is at pains to ignore a punctured lung, and he collapses over the unconscious Aurélius [4 damage dropped him to 9 STR, failed crit save].
[Round 3]
As Fridoline is raising the heavy musket for another attack, the housekeeper rushes forth and head butts her in the stomach. Fridoline is forces back into the wall, and she hits her head with an awful crack. She sinks listlessly to the floor, her breath escaping from her lips in a kind of sigh. She lies senseless beside her weapon, her raven tresses cascading across the kitchen tiles [1 damage dropped her to 7 STR, and she failed her save; she may not be the best fighter in the party, but at least she's got style]. But there is yet work to be done! Randeep turns and swings her sword at the housekeeper's exposed back. What could have severed her spine instead draws a red line across her bound arms. Still, the shock is enough to send her crashing down to the floor [1 damage drops her to 8 STR, failed save].
The chambermaid had been watching the struggle, from the corridor, half-peering round the door frame for fear of being attacked. Seeing the enemy vanquished, she bursts into the kitchen. "Oh, miss, you've won! How happy I am that you've carried the day! Not once, but twice have you defeated our accursed tormentor, and now her enforcer too lies dead at your feet!"
"Not dead yet," says Randeep. "I need you to guard the pair of them whilst I attend to my friends. If they move, their value as prisoners is officially at an end!"
"You needn't fret, miss. Now that they are undone, there are others who will be emboldened to aid our cause." The chambermaid crosses to the wall with the bell-pulls, and rings for all the below-stairs servants. One by one they arrive, and prove the chambermaid right [this is the Event from above]. They form up into a determined band, and arm themselves with carving knives, fireplace pokers, brass candlesticks, rolling pins, meat tenderisers, &c &c [all d6 weapons]. The Fiend is deemed useless as a prisoner, and deposited into the macerator that both human and poetic justice be served.
Once the explorers have been brought round, the angry servants march with them en masse to the gaol.
[Q: Any impediments? Unlikely (5+): O4 C2 - No, and...]
The gaolers are unwilling to stand up to the mob, and soon the explorers have both their companions and their equipment back -- all except for Fridoline's red-oil stave [this is the Event: Introduce a new NPC - Take / Technology from part VII]. Fridoline is not about to let this slight go unanswered. The frightened gaoler tells her that all arcana are sent to the lab for analysis. The angry mob is all too happy to show the explorers to the laboratory; there is some hope they will smash up the place.
Down, down, down a long spiral staircase the explorers descend in to the castle's hidden dungeons, carved out of the very bedrock upon which the pile sits. At the very bottom of the stair is a reinforced iron door; it's locked, of course, but the housekeeper's keyring soon sees it opened.
[Q: Is the scientist alone? 50/50 (4+): O4 C1 - Yes, and... unarmed]
The laboratory is filled with strange apparatus that defy description. Myriad noxious chemical smells wash over our heroes as the door is opened, and the sounds of bubbling, boiling beakers and and electrical marvels assail their ears. At his workbench in the midst of all this stands the Scientist, who is all but oblivious until he finds himself surrounded by the armed band.
"Who are you? How did you get in here, past all the guards? Why are all those servants standing at the bottom of the steps?"
"We are former prisoners of the housekeeper," says Randeep, "but she no longer holds any sway in the castle. We have rescued ourselves, and put a stop to the horrors in the kitchens. Now we have come hither to retrieve the last item that was stolen from us -- the stave you're looking at right there!"
[She needs a WIL save to get him talking; 1d20=8, success
UNE--
NPC Relationship: distrustful
Conversation Mood: cautious
knowing - telling - treasure]
"I take it then you know that the Count is indisposed."
"Indeed. And despite his 'presence' at dinner. We were charged with the recovery of a certain item by the so-called Count."
"Ah, yes! You would have been. The Brank is the only known item powerful enough to heal the Count. This useless trinket can do nothing."
"Hey!," snaps Fridoline, offended.
"What is wrong with him?" continues Randeep.
"It's a... delicate matter."
"Tell us. Or we won't help." [WIL save=12, success]
"The Count has been afflicted by some strange ailment. He's no longer himself, and we have to keep him locked up in the cells beneath the lab. He's become a sort of invalid. We must grind up meat into paste to feed him. he won't touch anything else."
"Why me?" asks Wanda. "I'm not meat!"
"When we run out of livestock, we are forced to use prisoners."
"Doesn't that make him a cannibal?"
"Technically, no: he's not human right now..."
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