Showing posts with label Kirioto. Show all posts
Showing posts with label Kirioto. Show all posts

Sunday, January 7, 2018

Burne's obsession

After months or years of wandering from one village to another and through trackless forests,
Kirioto and Ed were ready to try their luck again in the dungeons below the ruined moathouse.

They returned to Hommelet and offered their services to Burne who was, indeed still seeking the legendary pools that were the key to understanding elven magic.

Burne had a new assistant, Vegan, who eager to prove himself worthy, gladly joined the quest.

They recruited Phoenix, a brash warrior lass, ready to test herself.

The party was completed by Dane, a priest of Raud who was looking for Gerrilyn, a fellow disciple who disappeared from the mother church some time ago and last seen by the people of Hommelet  about to venture out on her own expedition to the moathouse.

The guards at the moathouse (a.k.a. Burne's Badgers) helpfully moved the pile of rocks and debris that held down the dungeon trapdoor, whistling a syncopated version of a well-known funeral dirge. The party lit their torches and ventured down a flight of well-constructed wooden stairs, narrowly missing a glob of green slime that fell from the ceiling and began dissolving the wooden steps. Stepping over the slime, the party reached the bottom of the stairs and began to look around. Ed pointed out the hallway where their companion Vlad had met his death by zombies. Kirioto noted some newly-constructed doors.  Locked.

Rebuffed by the threat of zombies and the locked doors, the party found a third option, a series of square rooms connected by old, unlocked doors.  Listening outside one of them, Ed heard noises-- footsteps, the grinding of stone on stone.  By the time they opened the door, there was no sound, not sound of what had made it.  There was, however, a small cell, and within it a prisoner. Ed picked the lock and Dane addressed the prisoner. He was dressed in Burne's livery and seemed in decent health, though a bit smelly, and very confused.  He offered them some food-- there was indeed a slection of bread, fruit, and wine in the cell. Dane declined and pressed him for his story. The man, who remembered his name was Sief, explained that he was one of Burne's Badgers and that, he had ventured into the dungeon alone. Because he was hungry. And met some talking bears. Convinced that he was harmless, the party escorted him up the stairs. "Watch your step!"

The other Badgers were happy and surprised to see him.  "We thought you deserted!"
"Dessert? The Bears will bring us some pudding!"

The party went back into the dungeon. Emboldend by the successful rescue, the party broke down the first of the pair of new doors and found a cache of weapons and food, including dried fruit like that which Sief had been eating. Ed, feeling paranoid, convinced the rest of the party that they needed to deal with the zombies or risk being surprised later.

Phoenix led the way down the zombie hallway. As she passed the first of several large pillars, two  zombies lumbered after her.  Ed shouted an alarm and Phoenix whirled to defend herself.  The battle was on.

A row of five cell doors opened and more zombies started to emerge.  Phoenix leapt into action, holding one of the doors closed and one pair of zombies trapped inside. Dane tried to turn the zombies, but faltered, and, still gripping his holy symbol in one hand, also readied is war hammer. Kirioto drew his sword and slashed one of the zombies to pieces.  Ed stepped back and notched an arrow.  Vegan mumbled what sounded like magic words that didn't seem to have any noticeable effect.

As the crowd of zombies approached, Dane charged to meet them. The rest of his party hung back. Phoenix held the door, and Kirioto assisted her, fending off the remaining zombie that had attacked from behind the pillar.  Ed shot an arrow that went wild. Vegan cast another spell.  Dane bashed one of the zombies in the face before being surrounded and killed by the others.  Ed gave the order to retreat. All responded.  Phoenix hesitated, but at least released the door and ran her fastest.

The party ran back to the storage room and up the stairs.  They heard the zombies tearing up Dane.  On the other side of the trapdoor, the Badgers were a little slow in answering the call to open the trapdoor. "Back again? Again? Already?"

Not wanting to say anything that might discourage the guards from opening the trapdoor, the party didn't say anything about the zombies, who by, the sound of it, were slowly drawing closer.  "Yeah," Kirioto explained, "we accidentally started a fire." This was also true.  When two zombies appeared at the bottom of the stairs, Ed through his lantern at them, followed by a flask of oil.  Both zombies burst into flames. "Yeah," Vegan added, "And I had to pee.  It smells really bad." This was also true.

While the lackadaisical Badgers, rolled away the stones, the party watched in horror as two burning zombies began climbing the stairs.  The first was completely consumed by flames, but the second kept climbing higher-- until it fell into the hole created by the green slime! Clouds of black smoke filled the air as the fire burned up the zombie, the slime, and-- by the time the trapdoor was opened, the flight of wooden stairs.  The Badgers pulled the party to safety and then slammed the door shut.

Friday, September 30, 2016

The Death of Vlad

Vlad was eager to pursue Burne’s quest with or without his associates.  Ed and Kirito, two wanderers who were passing through Hommlet on their way to nonwhere in particular were persuaded to join him.  Chrono the druid, whom he’dknown since Gold Hill agreed to join the party.
Burne escorted the group to the moathouse himself and introduced them to his guards.  These guards, in the interest of full transparency, admitted to the adventurers that while they considered themselves braver and stronger than most men, they absolutely refused to explore the dungeon below them and were only willing to garrison the moathouse itself because Burne paid well.  It wasn’t death that they were afraid of.  Death, they laughed, was not the worst alternative.

Burne explained once more what he was looking for—pools of water.  Not natural cave pools, but artfully constructed.  With writing on the walls.  They would know them when they found them.
The guards dutifully moved aside the assorted debris they had piled on top of the trapdoor that led into the dungeon.  Vlad led the way and the adventurers started down the rough wooden stairs.  About halfway down, a glob of bright green slime fell from ceiling onto Vlad, gliding off his mantle and landing on his leather gauntlet and his sword.  Vlad flung away his sword and.  More slime fell from the ceiling, this time landing on the stairs. Chrono scraped at it with his staff.  To his chagrin, the slime burned away his staff.  The slime was corrosive to both leather and metal and other weapons were lost before Ed scorched it with his torch. The slime smoldered and sparked and then burst into flame, quickly burning to a black smudge.

At the bottom of the stairs was a large room with two locked closets.  Ed picked the locks and found storerooms filled with weapons and other supplies.  Vlad chose a replacement sword, and the urged his companions to explore further.  Charging down a pillared corridor, Vlad was surprised by a shuffling undead man that beat him over the head with its rotting limbs.  Vlad spun on his heel shouting his war cry and destroyed the zombie with two solid strokes of his sword.  As his companions rushed to his aid, more zombies poured out of the row of dungeon cells that lined the corridor.

The zombies seemed drawn to Vlad and Vlad gleefully strode into their midst, swinging his sword in mighty, reckless arcs, cleaving bones and flesh, dropping enemies in a pile around him and  hardly noticing the rain of blows that fell on his head and shoulders.  Kirito could see that Vlad was nearly overwhelmed and fought through the horde of zombies to assist his companion.  But Vlad, in a blind battle rage, did not distinguish friend from foe; Kirito barely dodged what could have been a lethal blow.  Ed and Chrono flanked the zombies but did not dare engage them in melee.  Only when Vlad fell and dropped his sword did Kirito find an opportunity to plunge into the thick of the battle.  He killed two of the zombies and called on Ed and Chrono to help pull Vlad to safety.  Chrono tried to heal Vlad, but it was too late.  Kirito held the zombies at bay while Ed and Chrono carried Vlad’s body toward the stairs.
Kirito suffered a serious wound and retreated.  The zombies pursued, but slowly and without coordination; they were further hampered by arrows from Ed’s bow.  Chrono reached the stairs and called for help from the guards.  Two of them, forgetting their oaths of cowardice, rushed down to help carry Vlad’s body.  Ed tossed his torch at the zombies and was the last one up.
All the guards helped pile stones and firewood and furniture on top of the trapdoors as the zombies came clomping off the stairs.  For hours the zombies pounded mindlessly on the other side of the trapdoor.


Vlad was buried in Hommlet, in his armor, and without his hard-won mantle.  It was gone.

Sunday, August 16, 2015

Maze of Nuromen (2 of 2)

After Chrono’s departure, the party tried some more names against the “skeletons” door (without success) and then returned to the gardens. Cutting through the overgrown vines, they found a secret passage where they were attacked by a pair of zombies. The passage led to a little girl’s bedroom. (Here, among other places, I soft-pedalled the creepiness that saturates this adventure. Part of makes it so effective is its roots in realism. This wizard, along with being crazy and evil, also had a family that he loved very much. And, unlike in many other very other good adventures, the back story isn’t background for the DM’s private entertainment.) Among the ribbons and bows and toys, there was a magical dancing puppet, with the inscription “Always for Altheana.” Wolfgang claimed the puppet.

The party also found a staircase to a lower level, and descended, hoping they would find out what happened to Gerrilynn and Caitlynn. Instead they found a room containing goblins. Because this is a well-conceived adventure, the goblins did not simply attack. Instead they started a conversation, with one or two goblins speaking to the party in common while the others conversed among themselves in their own language. The goblins wanted to know if the party had a key because they really shouldn’t be down there without a key. And how many were they? Not so many only a hundred or two, and did the visitors have anything to eat. Wolfgang shared his wine and the goblins shared their cold bouillon and they all agreed they would meet again soon.

The party left the goblins debating whether they should ask to go to their “base.” When they soon found another locked iron door they suddenly understood why the goblins wanted a key. When they returned to the goblins room, they found it barred. The occupants explained that they were napping and that they were in the middle of a ritual to summon a monster and maybe they shoud all talk later when that key had been found?

Meanwhile . . . Gerrilynn and Caitlynn resolved that since Nuromen secreted the elf crown in the caverns, there should be a way to access them from his stronghold—other than by way of a cold dark stream. They crossed to the other side, and found more and more narrow twisting passages. The smell of the reptile-men lingered everywhere. And they had no materials for making a map. The safest course of action it seemed, was to stay in one place and wait for the rest of the party to find them. They returned to the stream and the treasure room.

As the main party returned upstairs, Wolfgang had an idea. He led the others to the main courtyard and walked up to the metal doors depicting skeletons and other sights related to death. When the death’s head demanded a password, he had an answer: “Altheana”

“You may pass”

Inside thy found a particularly macabre wizard’s laboratory and—a set of iron keys. These keys allowed the party to get behind the iron doors on the lower level and they renewed their hope of finding Gerrilynn, Caitlynn, and/or the crown.

They explored a series of rooms containing sculptures, paintings, or amulets depicting a four-armed fanged baboon. This was scary and weird and provided a compelling thematic progression. And it was an effective “palate-cleanser” after the succession and password-and-puzzle obstacles th party had just overcome. The complete absence of monsters only added to the suspense that reached its climax when they reached the tomb of Nuromen.

Like the goblins, Nuromen did not immediately attack. Trapped in an undead state, he seemed eager to know how the living had fared in passing through his dungeons. He laughed as their arrows passed through him. White Bear listening in from the next room even though neither her PC nor her Gerrilynn’s henchmen were involved, urged the other players to “attack with magic weapons!” Wolfgang imbued his staff with a temporary enchantment and only when he landed a solid blow on Nuromen’s undead skull did the necromancer begin to fight in earnest, seizing Wolfgang in his chilling, life-draining grasp. Wolfgang shook free and retreated, while Vulpio charged into battle with his magic war hammer, shrugging off a blast of magical energy from Nuromen’s fingers. Nuromen crumpled under a blow from Vulpio’s hammer, and when the second blow landed, he crumbled to dust. Mardiuw and Kirito fought off and destroyed Nuromen’s entourage of zombies.

The party recovered treasure from Nuromen’s tomb, but no crown. And there was still no sign of Gerrilynn or Caitlynn. The party agreed that it was time to return to the surface.

Meanwhile . . . Gerrilynn and Csitlynn camped in the darkness of the treasure cavern, and over a day or so, ate their rations. In time, they began to consider the possibility that they would never be found, and would need to seek their own way out. Caitlynn’s torches and her tinder box had dried out. She lit a torch. Together they explored the cavern more thoroughly. They found one section where the stalactites and stalagmites had been cleared away. Masonry blocks framed a doorway. Just as Caitlynn discovered the handle on the stone slab that would open the secret door, a glistening, gelatinous cube slid down from the ceiling. Gerrilynn pulled her out of the way just in time. The pair retreated to higher ground and pelted it with rocks and arrows. It pursued them, and as it reached Caitlynn, she found its touch numbing, even partly paralyzing. Gerrilynn thrust the lit torch forward. The cube started to melt. Caitlynn broke off a chunk of the cube with a solid blow of her club. Gerrilynn held her torch to another part of the gelatinous mass and it broke down into a jelly and then a liquid. Sitting down to rest, the two women heard voices from the direction of the stream . . .

Wolfgang, Vulpio, and Mardiuw rose from the dark depths of the maze to the heady afternoon light of the Island of Lost Dreams. Chickie was waiting for them, eager for any news. Bruised, battered, and shaken, they refused to discuss whether they might be giving up their quest or any hope of finding Gerrilynn alive. The pixies who lived on the island gave them succor—nourishing food and easy slumber. They awakened mere hours later, much refreshed. Vulpio had a dream that he eagerly shared with Wolfgang. They should go into the stream. He didn’t believe Mardiuw would survive, but Wolfgang was an excellent swimmer and he, Vulpio would rather die than desert a friend. Wolfgang agreed and Chickie insisted that he woukd follow them. They planned for their risky venture, leaving their armour behind, and carrying small weapons.

Vulpio went first, then Chickie, then Wolfgang. Chickie was nearly swept past the landing site a d down into yet lower levels of the cavern, but Wolfgang risked his own life to save him. Safely on dry land, they saw a dim light in te cavern beyond . . . and also heard women shouting. . .

So the party was reunited at last. They passed through the secret door that Gerrilynn had discovered. Wolfgang and Vulpio recognized the statute of the multi-armed baboon but were initially disoriented with regards to how to get out. But they referred to their map and once they found the stairs up to the garden, they were able to find their way.

 In summary,

This is a great module, classic in form and subtle in its novelty.  It has a deep back story that will be appreciated not by the DM but by players who pay close attention. It's sized well.  The rooms and encounters are not stripped down to the essentials of the chain-of-keys-ad-passwords plot.  At th same time, with the possible exception of the wandering monster tables (which are generic Moldvay basic) there's no filler either-- the set encounters all belong in the lair of an evil wizard who should be long dead.

Sunday, August 9, 2015

Maze of Nuromen (1 of 2)


Maze of Nuromen (now available as the Necropolis of Nuromen) is billed as a first-level adventure and involves the retrieval of an elven artefact from the ruins of the “Maze of Nuromen,” the lair of a long-dead wizard. As noted by 10-foot Pole, that set-up could be described as classic or cliché. While he praises the adventure, he suggests that it’s best for new players because they will not be put-off by its use of well-known elements. White Bear, an experienced if casual player, commented that this was one of her favorite adventures ever, that she really felt drawn into it and was thinking about it between sessions. Isa Girl Monkey, who has also been playing D&D for over five years also showed an enthusiasm while playing that she often keeps to herself. On the other hand, the other three players were children (11 years old) and thus relatively new to the game.

Because I have run this adventure, I’m writing this review as a play report, summarizing each of the five sessions, interspersed with advice on running the adventure and assessments of the product. Spoilers abound.

In the first session, the following PCs and NPCs entered the Maze of Nuromen through a steeply-sloped hole they’d found on the Island of Lost Dreams:

Wolfgang (PC- 3rd level druid)
Kirito (PC- 1st leverl ranger)
Gerrilynn (PC played by White Bear 3rd level cleric) with her henchmen Chickie (NPC 3rd level thief) and Caitlynn (NPC 1st level ranger).
Vulpio (PC played by Isa Girl Monkey) with his henchmen Mardiuw (NPC 1st level thief).

Most of these characters were close to levelling up and did so between sessions. A group of brand new 1st level characters would have a tough time—though admittedly we had no deaths at all over the five sessions.

As they entered the Maze, the party experienced their first near-death in the form a fast-moving underground stream cutting through room. Caitlynn was clumsy, slipped on a rock and was swept out of the room and into the darkness. Faithful Gerrilynn, stripped off her heavy armour and dove in after her. The others crossed the stream safely, and proceeded to explore the rest of the maze. Splitting the party—for the DM this is impossible to do perfectly. Even if you take each group into their room—the fact that you are bouncing between the two rooms lets everyone know that at least the others are alive. Nevertheless, this is kind of what we did, but with much airtime devoted to the main party. White Bear ran Gerriynn’s henchman Chickie so she wasn’t left out.

The party soon found themselves in what seemed to be the center of the Maze—an underground courtyard with two sets of metal doors—one bearing scenes of feasting and more feasting (or as I said “feasting and more feasting”) the other bearing scenes of “skeletons.” Suspecting reverse psychology, the party went for the “skeletons” door, but one of the gruesome faces on the door came to life and demanded a password. After many many attempts, the party, still fearing the “feast” door, exited through one of the prosaic wooden stores. They mapped well and after passing through some other rooms, found themselves in a huge fireplace that seemed to be shared with the feasting room. Kirito the ranger went through the fireplace to investigate. There was another room on the other side and Kirito caught whiff of a horrible stench—possibly the worst thing he’d ever smelled—and yet strangely familiar. Kirito covered his ears and slipped back into the kitchen, warning the others to do the same. Wolfgang understood. After they’d all moved a safe distance away, Wolfgang brought out his candles and everyone plugged their ears with wax and they returned to the feasting room, ready for battle.

Sure enough, the terrible half-women half-birds emerged from the rafters, their faces twisted in fury. As they circled, Wolfgang produced a small ball of flame and threw it at them, catching one and setting its greasy wings alight. Both monsters descended, and were met by the weapons of Vulpio and Kirito. With the others’ assistance, the harpies were destroyed.  

Underneath the harpies’ filth, the feasting room was lavishly furnished. The party filled their backpacks will gold and silver dinnerware and returned to the surface. They tended to their wounds and asked the elves whether maybe they’d heard anything from Gerrilynn and Caitlynn? No.  

Meanwhile . . . in the underground caverns . . .

After being dunked by the rushing stream and bounced against the walls of the winding tunnel, Caitlynn and Gerrilynn emerged in another cavern at least large enough to lift their heads above the water to breath and with banks wide and sandy enough that they could escape the stream’s current. As they dragged themselves from the water, calling out for each in the darkness, they heard voices, alien and menacing and the sound of footsteps echoing from all sides. The shock of being hit by something sharp, a spear or arrow from the darkness was almost a relief. Gerrilynn called out to Raud asking to halt their unseen assailants. After another volley of missiles, the attack ended. Caitlynn, judging by the direction from which the spears had come, felt her way across the stream and slew their transfixed enemies. Then the two adventurers collapsed into slumber.

The main party, accompanied by a new companion, Chrono the druid (PC-- 2nd level), continued to explore the Maze of Nuromen.  

One of the highlights was a large, overgrown garden. As a DM, I had some difficulty describing it—even though they were underground on an island, this garden grew in the sunlight and open air—on a shelf surrounded by a stone balustrade. Still, this place was very atmospheric—lots of strange plants with stinking fruits, twisting tiled path, and fountains with statues that spit and piss when someone steps on the wrong pressure plate. The monsters—fire beetles were something of an unnecessary distraction.

The party came upon another locked metal door. Wolfgang found a pickaxe and did his best to break the stone that framed the iron door, but was defeated. Chrono, feeling claustrophobic and nauseous, expressed his wish to return to the upper world. Chickie, who had been injured in the garden, also wished to escape the maze. The rest of the party escorted them to the room with stream and saw them safely across.

Meanwhile . . . Gerrilynn awakened and prayed for light to help her explore the cavern. She roused Caitlynn. They turned away from the stream and sought dryer ground. They followed a series of crooked tunnels into a large cavern with a box of jewellery in the middle. After testing that it wasn’t a trap or an illusion, they got closer and found among the other treasures, a silver and gold circlet that matched the elves’ description. Gerrilynn put the crown on her head and Caitlynn noticed an immediate change—the always compelling prophetess now seemed to take on an extra, elven layer of . . . charisma.

Monday, September 29, 2014

Wolfgang and the Silence from the Tower

After the catastrophe with the singing bird-woman, Wolfgang committed himself to the mission of destroying it. Gold Hill sent out a plea for assistance and three adventurers heeded the call. Mark the Magician, was lured by rumors that the tower was originally constructed by a powerful wizard; he was told he could keep any magical artifacts recovered from inside. Korito, a lonely ranger of the wilds had tracked the hobgoblins to the area, and offered his services in driving them from the community. Finally, Thoric, exhibited natural leadership and was deputized as a sergeant and given a command of exceptionally brave six deputy constables. The newcomers listened to what Wolfgang had to say about the bird-woman—or as he called her a “harpy.” He explained that her hideous appearance was combine with a beautiful voice such that few men would be able to resist the sound of her singing. His propsed defense was a simple one—candle wax to plug their ears.

The group ventured toward the tower. They plugged their ears with wax as soon as they caught sight of its battlements above the treetops. They reached the tower without seeing anything. And of course, they heard nothing, but could not, without risk, confirm that there was anything to hear.

The tower had huge doors of thick wood, and was barred from the inside. They divided into two parties, with one group remaining to batter the door, while the others, circled the tower from the edge of the clearing. Those circling the tower caught sight of the Harpy peering over the battlements. Mark the Magician blasted her with a bolt of magic energy. She descended on the group and killed one of the deputies, while also sustained several wounds herself. She flew back up to the top of the tower. Covered by the deputy archers, Mark moved to edge of the clearing where he could shott the harpy again. This time, his magic killed her.

Using a combination of vines and ropes, practiced climbing skills and the assistance of others, most of the group climbed to the top of the tower. A few deputies, plus Wolfie the wolf stayed at the bottom. 

At the top of the tower, the group found the Harpy’s nest, a noisome nest of bones and filth. Under the debris, they found a trapdoor leading down into the tower. A couple of the archers removed the wax from their ears; doing so, they heard commotion from below. Hobgoblins had burst out of the bottom of the tower and had put the rearguard to flight. The group on top of the tower surprised the hobgoblins from above, quickly downing all of them. But very soon after, more hobgoblins attacked from inside the tower. But again, the heroes had the advantage of position. Mark directed his magic at the very large hobgoblin who seemed to be the leader. That monster’s sudden death put the others to flight. The party tended their own wounded, and ensured that their fellows on the ground had secured their position at the bottom of the tower. 

They were surprised to find no sign of hobgoblins in the first two stories of the tower. They found the undisturbed furnishings of the former inhabitant—even several portraits of the wizard himself. They made a careful room and deduced that a secret room existed somewhere in those top floors. They were not, however, able to find an entrance.

And of course, there were still hobgoblins to contend with. Attacking the hobgoblins from above and below, Wolfgang and his fellows quickly killed the remaining hobgoblins. They looted the chief’s treasure. The deputies noted several items that had once belonged to their fellows who had been ambushed in the forest. The group returned to Gold Hill in triumph, to be feted and rewarded by the Head Constable and the people of the community.

The next day, Kiroto and Wolfgang discussed their adventures with Gerilynn. She asked about what treasure they had found in the Harpy’s nest and they realized that in the heat of the moment, they had forgotten to search thoroughly. The trio proposed to the Constables’ office that another group should make an expedition to the tower. The Head Constable praised them for their valor the previous day, but reminded them that the tower was under his jurisdiction. He would not send more men with them and in fact he forbid them from returning on their own. Gerilynn made a show of agreeing, but of course, the three adventurers decided they would disobey the HC and return to the tower alone. A quick trip to the top of the tower and back was likely to yield great profit with little risk. On their way out of Gold Hill, they were pursued by a single deputy. Delta, one of their comrades from the previous day, said he wanted to go with them. He didn’t want pay, he wanted a full share of whatever they found. Admiring his spirit and his frankness, they agreed.

The plan went as expected. On the way there, Topher asked for Kiroto’s assistance in dealing with some giant bees. Kiroto agreed, but the others convinced the ranger that recovering the treasure ensuring that there weren’t any more hobgoblins was more pressing.

Reached the tower, the group climbed up the outside as before. They fought off the giant flies that were devouring the harpy’s corpse and searched her nest. They collected hundreds of silver coins and also found a small pouch full of garnets.

Back in Gold Hill, things didn’t go so smoothly. Delta collected his share before they reached town and took off down the highway. Gerilynn, reading his cue, returned to town, but retired to her room at the inn. Kiroto and Wolfgang headed straight for the trading post to sell the gems and buy new weapons. The would-be sellers were ushered to a back room, and they were soon joined by the Head Constable and several deputies. Belligerent at first, Wolfgand and Kiroto at last had no choice, but to admit the obvious. They agreed to pay a “tax” on their unauthorized treasure-hunting. They proceeded to sell the remains of their booty and Kiroto acquired a new bow, but on both sides, good will was replaced by suspicion.