Showing posts with label Vulpio. Show all posts
Showing posts with label Vulpio. Show all posts

Monday, December 12, 2016

Oh, THAT Magic Pool!


After their adventures in Renneton, Wolfgang and Gerrilynn rejoined Vulpio, the elves, and the caves below the moathouse.  Among the oddities retrieved from the mold caves, was a peculiar chime which, when struck caused previous locked doors or hidden doors to reveal themselves and open.  It proved to be equally effective on portcullises.
Opening the portcullis gave Wolfgang, Gerrilynn, and Vulpio access to several new strange rooms.  They rescued Johnny, who the prisoner of a fearsome-looking ogre.  They encountered and destroyed a dozen zombies.  And they found a trapdoor leading up to the moathouse garrisoned by Burne’s men.  This encounter could have been a disaster if Gerrilynn had not responded quickly to gently but firmly transfix the soldiers.  The party disappeared back down the trapdoor and prayed that the experience would serve to further discourage dungeon exploration by the Burne and the people of Hommelet.

Reviewing her map, Gerrilynn determined that they should return to the crypt that they had discovered earlier.  It was an expansive place, with rows and rows of vaults, many of them smashed open.  And there were ghouls.  After destroying the ghouls, Wolfbang noticed a trail of gold that led into a small hole in the wall, so small that it could be accessed only be crawling.  Smelling a rat, Wolfbang remembered what his friends had told him about their beautiful home deeper in the dungeon.  And so they crawled into the hole. . .
Gerrilynn could not make a map, but after crawling in circles for what felt like hours, the party came to a nearly vertical tunnel, slanting both up and down.  Based on everything they had heard, down seemed the right way to go.  The tunnel was long and seemed to get even narrower.  Torches were too dangerous, but Wolfgang still carried his magical light stone.  After another hour of crawling, they heard sounds—squeaking sounds.  And suddenly there were rats everywhere—scratching, nipping, squealing, but clearly running from something else.  The party let them pass by and waited for what was coming next—a greasy, stinking badger.  Wolfgang stunned it with a flash of light and then said a few words to soothe and distract it.  The badger told Wolfgang of the fantastic meal that he had just missed, but after persistent but gentle questioning answered that yes the tunnel widened further ahead and yes he would lead the way and yes he would like a treat that was even better than rats once Wolfgang had a chance to get it out of his sack.

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At last the human emerged from the twisting rodent warren into a large natural cavern.  A little exploration suggested that they had discovered an entire network of caverns, but they were most intrigued by the well-finished corridor that led about fifty feet to a twelve-sided room with a dodecahedronal-domed ceiling.  There were letters on the ceiling- elvish, but backwards.  And in the middle of the room there was a stone pedestal, over eight-feet high so that no one could see the top of it.  But they found a way up and found a large basin.  When water filled the basin, the water reflected the letters on the ceiling.  (Wolfgang thought that maybehe’d been there before.)  This was the magic pool that the elves (and Burne) were looking for.
Although logic suggested that there was a human-sized passage between these caverns and the dungeons of the moathouse, the leaders of the party felt they would prefer to go back the way they came and crawl through the dark, twisting rodent-infested tunnels.

That’s what they did.  The elves were grateful and entertained them for weeks or months.  When Wolfbang and Gerrilyn returned to the surface world, they found that the leaves had turned.

Friday, October 21, 2016

The Moathouse Grind


When Vulpio’s elven contacts learned that Burne, a human magician, was sending adventurers to explore below the moathouse, they summoned him and his friends Gerrilynn and Wolfgang with their own offer: don’t allow a long-buried evil return to the world.  Without being specific, Arethil, the elven priestess, told the party that she thought she thought there were darker powers involved, plotting and gathering strength deep below the earth.  The elves had a secret entrance to the dungeons beneath the moathouse.  They offered the party a safe base and asked them to explore.  If they could find the source of the power Burne was seeking, the elves would help them address it.  But if the enemy was who they thought it was, the elves didn’t want to alert their ancient foe to their presence; a gang of human explorers were unlikely to raise the same level of alarm. Speaking of humans, the elves warned Wolfgang & co. to avoid contact with Burne’s guards in the moathouse above, or for that matter any other humans.  If they could not be evaded, any humans should be dealt with diplomatically and brought to Arethil.  Gerrilynn thought this sounded ominous, but Arethil assured her, “If I wanted to kill them, I would leave that to you.”

The party came across a number of strange sights. A natural pool inspired curiosity, but bones on the bank warned them away.  The crypt, though quiet, seemed to offer nothing but dread and danger. They explored other tunnels.
Opening a door onto a blind wall seemed to trigger some type of alarm.  They encountered two groups of beast-men who attacked on sight.  These were fierce warriors, but between Gerrilynn’s divine powers, Wolfgang’s animal companions and Vulpio’s war hammer, the monsters were destroyed.  The party took a prisoner-- a hairy, shambling creature with claws and fangs. Gerilynn wanted to turn him over to the elves, while Wolfgang wanted to lead him to the wilderness outside and let him “run free.” Wolfgang won the argument, but Gerilynn won the dispute; on their way to the exit, the elves met them, congratulated them on their success—and took custody of the prisoner, throwing s net over his head and arms.  Wolfgang took this as proof that the elves would do the bugbear harm and that they should have done more to get him out.  But he turned over the prisoner.
The elves were grateful to have a prisoner, but most of all hoped to find the source of Burne’s new power.  So the party continued to explore.  Gerrilynn had made a comprehensive map and found they were confronted with a number of imperfect options.  There was the pool of dark water, in which something was lurking.  There was the crypt, which Wolfgang refused to explore.  And there was a portcullis barring the way down an otherwise safe looking passage.  The party reasoned that they were responsible for the portcullis being down—that the clanging sound they’d heard when opening a door the day before had been the sound of iron crashing down on the stone floor.  But they couldn’t figure out how to open it up again.  Wolfgang made friends with a group of rats who were eager to show him their home and the way down—if he could fit into the six-inch diameter hole in the wall.  They could not.




 

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.

Friday, May 1, 2015

Wolfgang and the Rattling Bones

 
Vulpio, Mardiuw, Wolfgang, Gerrilynn, and Chickie, retreated with the elves deeper into the forest, and stayed there for several weeks. When the buds opened on the oak trees, the company returned once more to the Lake of Lost Dreams, and paddled to the island where they'd search out the crown of the elven prince.

The sought and discovered the ruined building where'd they found the statue, and descended underground by way. The halls below were quiet and empty.

And then they opened the iron door upon the chamber where the bones sprang to life. Gerrilyn raised her holy symbol. The front rank of skeletons turned away, impeding the charge of the others. Vulpio slammed the door and Mardiuw hammered a series of spikes to hold it closed.

And then, while the bones clattered against the door, the group made a plan. They hammered more spikes into the floor, a little distance from the door-- so that when the first spikes were removed, the door could be allowed to open I\just enough\I to let one skeleton at a time squeeze through.

Vulpio volunteered to stand in the breach, with Wolfgang standing behind him to destroy any skeletons that managed to force their way through. Vulpio swung his sword like a whirlwind, and the shattered bones and splintered shields piled up under his feet. He tired, and was knocked to the floor. As more skeletons pushed through trampling Vulpio underfoot, Gerrilyn once more raised her holy symbol and by the power of Raud drove them away. Mardiuw pulled Vulpio to safety, Wolfgang moved into the front rank and Chickie stood behind him. The skeletons charged again-- they were pulverized by Wolfgang's staff and laid low by Chickie's club. The pile of bones was so great that the spikes were knocked free and the door sprang open. The remnant of skeletons poured out. The party overcame them all and it was quiet, but Chickie was grievously wounded and Wolfgang exhausted to the point of delirium.

The group climbed back up the ladder, and returned to their boat. Halfway back to shore, they heard the telltale buzzing of the maverick pixies. With his last ounce of strength, Wolfgang framed their forms in purple light. Gerrilyn transfixed the pixies with a holy rebuke. Vulpio and Mardiuw shot them with arrows. They captured three living pixies and chased away the others.

The elves were heartened by the party's success in capturing the pixies. And Aemornion, after hearing the tale of their battle against two score living skeletons, expressed his confidence that they would persistently return until they discovered the lost crown.

Brief addendum: Wolfgang and Gerrilynn returned to the dungeon on the Island of Lost Dreams.  They fought and destroyed a pair of gargoyles.  In the process they shattered a dark mirror obsidian, breaking the curse on the pixies and revealing the entrance to the Maze of Nuromen.  They returned to the surface to be feted by the grateful pixies who were no longer corrupted by evil and hatred!

Friday, April 24, 2015

Wolfgang and the Lake of Lost Dreams

Having spent most of his money, Vulpio gave up his room at Gold Hill Inn and took to sleeping rough, hunting his food in the surrounding forest. One day in the gray light of dawn, hews roused by the sounds of whinnying horses and then solemnly musical voices. A group of elves explained that they sought his assistance. Something of theirs had been stolen, and although they knew where it could be found— on an island in the Lake of Lost Dreams— strong magic prevented the fey races from landing on it. Vulpio admired their fine mail shirts and their graceful horses. The elves promised one of each if he were successful. 

Vulpio convinced Mardiuw, one of the deputies of Gold Hill to join him in his quest and then went to Hommelet to seek out the assistance of his friends Wolfgang, Gerrilynn, and Chickie. Together, the party traveled to the Lake of Lost Dreams and met with the elves. The elves explained that they were looking for a bronze-and-silver statue—and maybe something else that they would describe if the party found the statue. The elves provided the party with two boats, and warned them that the island was inhabited by invisible beings that might seek to cause them harm. 

As the elves predicted, with no warning other than the sound of buzzing wings and an obnoxious cackle, the party was set upon by unseen foes. Wolfgang imbued them with a purple glow, making their general forms detectable—they were pixies, little people with wings like butterflies. Gerrilynn called on divine assistance to freeze two of the pixies in the air and drop them into the water while warning the others that they would suffer the same fate if they continued their attack. The other pixies swooped down to save their drowning comrades and flew away to the forest on the south side of the island.

The party turned their boat toward the north end of the island and landed in a thinly-wooded meadowland. Gleaming white marble stood out among the trees. At the white marble building, the party found both the missing statue and a ladder leading down into a dark hole.

The party returned to the shore of the lake with the statue, plus the news about the battle with the pixies and about the darkness beneath the marble ruins.

The elves gratefully welcomed the return of the stolen statue, rewarding the party with the promised treasure.

The elves were impressed that the party had driven off the pixies without killing any of them. They agreed that perhaps they could be rehabilitated and offered an additional reward for any pixies captured alive.

But the leader of this band of elves, Aemornion was most interested in what lay beneath the temple. He told the party of the human sorcerer who had lived on the island centuries ago. “The impatience and ambition that marks your kind once again followed magic into madness.” An elven prince visited the sorcerer, laden with gifts, hoping to persuade him that the arcane arts were best left to those whose lifespans allowed for deep mastery by slow accretion. But it was much too late. The sorcerer had already made another pact with darker powers. In the dungeons beneath his white marble palace, the sorcerer killed the elven prince and stole his crown.

The sorcerer’s demise, less than a year later, was wretched and complete. Most of his palace was destroyed, everything he owned—including everything he’d stolen— was sealed in the dungeons beneath, and the land itself became cursed.

Aemornion and his people hope to leave Alyan before the end of the next century, but not without the crown that had belonged to his brother.

Tuesday, August 19, 2014

Wolfbang and the Song from the Tower

After a couple quiet days in Gold Hill, Chickie told Wolfbang that he had decided to stay a bit in Gold Hill. Following some conversations with Brau, he had come to understand that he was risking his lif to little purpose. While Wolfbang may be destined to do great things, he, Chickie, was replaceable. Not completely replaceable. Not replaceable to himself, and that was why he was choosing a new life, assisting Brau in the Divine Workshop. He was going to become an assistant blacksmith. Wolfbang protested- he did value Chickie’s contribution to the group’s efforts. But Chickie was sure: “This is where I need to be now.” The conversation was interrupted by a deputy’s announcement on behalf of the Head Constable, summoning the following individuals, should they be in the vicinity of the Gold /hill trading post or at their earliest convenience, to the office of the Head Constable for Gold Hill and the associated domain, one druid named Wolfgang, Gerilynn, Priestess of Raud, Vulpio. And that’s all.”

The constables were in a serious mood, following the lead of the Head Cobstable, who introduced the party to “Falcon, probably my best seargent, probably the one man who knows this area better than any other man.” Falcon had gone on patrol that morning with a group of eight men. Unlike the other seargents, Falcons liked to lead his patrols beyond the main road and well-traveled side paths, to seek out traces of hidden threats before those threats manifest themselves as something larger and more dangerous. That morning, he’d taken his men off the track completely, into the forest above Topher’s orchard. They were ambushed by beastmen, armed with swords and crossbows, armored for war. His lightly-armed scouts were outmatched, and those few who returned alive were lucky to do so. He needed a new group to return to the forest, to retrieve the bodies of his fallen men and to find out where the monsters were coming, why they had come. He had heard stories about some brave newcomers, about their success against evil and powerful foes. He wanted to ask them, as a group and individually, Wolfbang, Gerilynn, Vulpio, to lead a group of deputies on a scouting mission. After a little negotiation, all three agreed. By mid-morning, they had set off, in the company of seven deputies.

They followed the path past the Buseys homestead and reached Topher’s orchard. Topher offered them a taste of his cider and they lingered until early afternoon. Beyond Topher’s the track disappeared in the forest, and they wandered on the edge of the trees, not certain what they were seeking or if they actually wanted to find it. Vulpio stumbled upon the dead body of one of the monsters described by Falcon. It looked more muscular and powerful than the average man and had a green tint to its skin and features that looked not just ugly, but evil.

Gerilynn found heavy tracks that she reasoned were those of the monster’s comrades. These led deeper into the forest and higher into the rocky hills. As they climbed, the party glimpsed above the trees the top a ruined tower. They fell silent, listening to beautiful, unearthly singing that seemed to come from the top of the tower. Gerilynn urged caution, but few of the others heeded her. The laggards picked up their pace and two deputies sprinted ahead of her. She hastened to follow. As the group reached the tower, those who arrived first circled around it, searching for a way up. On one side they found several vines and began to climb. Gerilynn used her magic to hold Wolfgang and Vulpio in place and she did her best to persuade the deputies not to climb the vines. They didn’t even seem to hear her. All but two scaled the tower. They climbed with remarkable agility and soon reached the top. Despairing of what else to do, Gerilynn, with difficulty, followed them.

As she had expected, the source of the beautiful music was a vicious-looking creature, a woman with talons and wings of a vulture. The deputies stood around, mouths gaping, entranced by her singing.

Gerilynn attacked, calling on Raud to smite the foul creature with a hammer of righteousness. The bird-woman was struck by the spiritual hammer, and attacked Gerilynn, tearing the priestess with its talons as took to the air. Gerilynn realized she could not survive a fight alone with the creature and began to climb back down the vine. The bird-woman made another swipe at Gerilynn as it returned to its nest on the top of the tower, but did not otherwise hamper her retreat.

Back on the ground, Gerilynn freed Vulpio and Wolfgang from the transfixion spell she had placed on them. Free to move their limbs once more, they both rushed to climb the vines. Happily, they were, compared to the deputies, not very good climbers. Gerilynn climbed after them and pulled them down. After multiple falls onto the rocky ground, both men finally regained their senses. Giving up on the bird-woman’s still enraptured audience at the top of the tower, Gerilynn, Vulpio, and Wolfbang, plus the two strong-willed deputies who had not climbed the tower, returned to Gold Hill.

They gave a report to the Head Constable but did not claim any reward.

Wolfbang and the Bears

Wolfgang, Gerilynn, Vulpio, and Chickie continued to explore the Gold Hill area. They came upon other remnants of the area’s past. These included a dilapidated barn infested with giant bees and a once ostentatious, now ruined graveyard haunted by skeletons, zombies, and likely worse things. Nahnyuk forbade Valu from leaving the homestead. And he instructed Wolfbang to sell his donkey, intimating that ownership of domesticated animals compromised a man’s own wildness. (Wolfgang did tearfully sell the donkey at the Gold Hill trading post. Chickie bought it back.)

During the weeks they lived on Nahnyuk’s farm, they learned that he never harvested more than a frugal sample of his grapes and honey, though with proper equipment he might have a very profitable operation. Valu had explained that it was “for the bears.” People at the trading post—Brau, the traders, the constables—all confirmed that Nahnyuk never sold his harvest. One evening, near the end of the season, when the grapes were beginning to fall off the vine, and when the warm, still air was thick with their, sweet, winey smell, half a dozen black bears lumbered out of the woods, and through the briars to feast. They began in the vinyards, tearing down the vines as they devoured the fruit, crushing more feet than they consumed. The bears moved from the vinyards to the apiaries. As the invaders knocked over one of the hives and began shovelling honey and bees into their mouths, Nahnyuk scolded the onlookers, urging them into their huts. Wolfbang and the others listened to the buzzing of angry bees and the triumphant humming of the ravaging bears. When the sun set completely and darkness settled over the homestead, the bears finished gorging themselves and returned to the forest.

The next morning, Nahnyuk set Valu, Wolfbang, and the others to work. They righted the overturned hives, and they replaced broken vine poles. The sun was hot and the work was hard, but they were motivated by a sense of purpose. (Except for Valu, who was especially sulky and often absent.)

Late in the afternoon, the bears returned. There were more this time, and they were more deliberate, finding a tangle of half-wild grape vines that they’d missed the first time, and thoroughly tearing apart the hives. Again, they stayed until nightfall.

The next morning, Nahnyuk gave the same instructions to repair the bears’ damage. Or, as Gerilynn saw it, prepare another feast for bad-mannered guests who took no notice of proper table settings. So instead, first chance they got, Wolfbang and his friends followed Valu’s example and slunk off, certain they could find another way to spend the day.

So they returned to the ruined graveyard! On a previous visit, the party had encountered walking skeletons. These macabre constructs stood as guardians on the column-lined processional that bisected the graveyard. The party had fought and destroyed several of these on the day before the bears’ first visit; all were happy to discover that these bones had been laid to final rest at last. Other skeletons, from the other side of the graveyard, were driven away when Gerilynn presented the holy symbol of Raud. While Gerilynn held the skeletons at bay, the rest of the party approached a large tomb at the east end of the graveyard. There was a door in the tomb and the door was open. The party entered, Gerilynn still warding the skeletons. When Vulpio, Chickie, and Wolfbang entered the dark vault, zombies emerged from all sides. The living intruders raised their weapons to defend themselves against the undead attackers. Gerilynn turned to present her holy symbol to these new enemies—the zombies clambered back off the walls and into their individual tombs.

But now the skeletons, seized their advantage and began to advance across the graveyard. Gerilynn instructed her friends to prepare to fight the zombies, and as the skeletons neared her, she turned on them once more, calling on her faith in Raud to keep the walking bones away from her.

This time her friends were prepared to fight the zombies, assailing the animated corpses as they emerged from their cubicles. Showing neither fear nor pain, the zombies sustained the blows without flinching; those not destroyed clubbed the party with their rotten limbs. When the zombies pressed too hard, and Chickie and Vulpio had both suffered solids blows, Gerilynn once again turned her back on the skeletons and once again sent the zombies into hiding.

The skeletons moved much faster than the zombies and the party had but a moment to catch their breath before they had to face the zombies once more. Spot the dog and Wolfie were called into the tomb to assist their human companions. Spot, like a dog, gave all. He was killed by the last and largest of the zombies, just as the walking corpse was sent to its final rest by Vulpio’s crushing war hammer.

Gerilynn healed the party’s wounded, and all prepared to meet the skeletons, gathering rocks, fragments of headstones. The skeletons approached close enough to be destroyed by a volley of thrown missiles.

The party’s reward, if any, wasn’t found in the tomb. A rusty axe was their only trophy. Wolfbang observed there were other large burial monuments, but Gerilynn firmly opposed any thoughts of further exploration. They had all been injured by the zombies, Gerilynn was exhausted from warding the undead powers, and unless they returned immediately, they wouldn’t reach home until after dark.

So they returned to Nahnyuk’s homestead. The bears were there, and their bacchanal was bigger, louder, and more destructive than ever, but the party paid them little attention, collapsing into sleep before the party ended.

Did the ursine rampage go the whole night? Surely no, Vulpio was later say that once during the night he was awakened by the pounding in his head and heard nothing outside the hut. Nevertheless, it was bears and not headaches that awakened the party in the morning. They were close, very close. The crashing sound was that of a stone wall collapsing. They were not overturning beehives, but breaking into a hut. Valu screamed. Geriynn emerge in time to see a huge black bear, standing on its hind legs, tall as a grizzly, and holding Valu to its body. Gerilynn rushed to attack it, but two other bears blocked her away. As the others—Vulpio, Wolfbang, Chickie—emerged from their huts, Nahnyuk, standing in his own doorway, ordered them back inside. Vulpio ignored him and attacked the bears that had attacked Gerilynn. At first the bears simply avoided his blows, but after Vulpio’s war hammer connected solidly with a bear’s snout, they both attacked him with ferocity, swatting him back and forth with their claws until he fell to the ground. Meanwhile, the large bear carried Valu nto the forest. His screams became more distant. Gerilynn did not follow, but instead tried to help Vulpio. The bears relented and followed the larger bear into the forest. Gerilynn tended to Vulpio. He was battered, but not seriously wounded.

Nahnyuk did not offer any explanation for the bear’s behvior. He was subdued and showed no interest in repairing his homestead or in rescuing Valu. 

Gerilynn convinced the others that they should track the bears. They put on their armor, ate a quick breakfast, and set off. Gerilynn found the bear tracks easy to follow nd the party made their way through the forest for several hours, generally in a westward direction. In the afternoon, near a large briar patch, they met a man. Big and tall, with a thick black beard, this man was as wild as Nahnyuk in appearance, but he met the party with a clear gaze and understandable speech. Yes, he had seen some bears, and he thought he knew which way they had gone. He led the party north, first down the ridge toward the road, then across the road and up the ridge toward Gold Hill. Here, as dusk was falling, the stranger announced that he had lost the trail. “But normally, if bears do things, it’s for a purpose.”

The party spent the night at the Inn. Brau agreed that if Valu had been taken aay by bears he must be very frightened, but could give them little practical advice. A few off-duty constables overheard the conversation, and waited until Brau had returned to the kitchen to give their own advice: “Be careful what you tell that Brau woman, everyone knows she’s a witch.”

The next morning, the party reported Valu’s disappearance to the constable’s office. The deputies promised to send out additional patrols.

The party returned to Nahnyuk’s homestead They found Nahnyuk in his hut, and his bed, dead, and looking very peaceful. Chickie and Vulpio made a report at Gold Hill, and soon returned with Brau and one of her acolytes, plus the Head Constable and several of his deputies. Wolfbang and Brau conducted a burial service. Someone remarked that the land on which Nahnyuk had been living belonged to the Constable. The Constable assented, and announced his plans to “turn the plan to productive use—but no need to talk about that right now.” He assured Wolfgang & co that they continue to stay on the land “for the time being.”

The next day, Gerilynn convinced the otersthat they should resume their search for Valu. /they followed the same westward path that they’d followed the day before, This time, when they reached the briar patch, they stayed to investigate, and came across two berry-stained bears lounging in the sun. Wolfbang sent the others away and spoke to the bears. They knew about the boy and knew that he had gone with the big bears. The big bears lived on the top of the high ridge. They didn’t know why the big bears wanted to take Valu.

The party spent another night at the Inn. Wolfbang didn’t like the idea because of the deputies’ rumors about Brau. He was out voted, but he didn’t sleep well, and when he saw a cat in his room, his screaming woke up the others. Two of Brau’s assistants came running. Meanwhile the cat had disappeared. The assistants assured Wolfgang tat plenty of cat roamed Gold Hill and sometimes they wandered into guests’ rooms to beg food. After the sleepy assistants returned to their quarters, the cat returned, and showed himself to be Jaroo. Resuming human form, an impatient Jaroo suggested that Wolfbang should leave the bears alone and instead consider the question of who would guard the grove in Whitkey? Deflecting questions from Gerilynn, Jaroo assumed the form of a lizard and scuttled off into the shadows.

Gerilynn was not yet ready to give up. Remembering the briar patch bears’ information that the big bars lived on the high ridge, she suggested that the party venture into areas they had no yet explored. Besides the main path that led from Gold Hill back down into the valley, there were other, more narrow tracks that led higher into the hills. Choosing one of these, they travelled for about an hour until they came upon a sprawling homestead and a pair of goat herders, surrounded by their goats. These men introduced themselves as members of the Busey family. They did see bears from time to time, but did not see any bears traveling with a bear and had no interest in discovering where the local bears made their home. They showed little interest in conversation until Chickie mentioned their combat with the evil magician. The Buseys showed restrained interest in hearing more and invited the party to one of their houses for lunch.

The party joined their hosts for a simple, but large meal, during which other members of the extended family visited to hear about Valu in the bears. No one pretended to have any useful information. In time, the Busey clan revealed that they were concerned about the disappearance of one of their own. A young man named Hem had long shown that he had little aptitude for any of the tasks associated with keeping goats. Instead, he had studied ark magic and recently apprentice himself to a traveling magician. The Buseys were glad to know that the magician himself was dead, and said quick quiet prayers of thanks when they heard that in the midst of the fighting, Gerilynn had spared the lives of at least two of the magician’s compatriots. Based on his description, one of them may have been Hem. Maybe he would return one day or maybe he had heeded Gerilynn’s advice to go away and find a better life.

But the Buseys wanted more than hope, they wanted closure. Three men of the clan asked the arty to take them to Whitkey and show them where the battle took place. The party agreed.

There was little to show. The body of the magician as gone. There were no other dead. The party didn’t tell the Buseys about the wolves who laired in one of the ruined houses and who had scavenged the magician. Nevertheless, the Buseys were grateful to the party. Thy took their leave, promising to be on the lookout for Valu.

The party stayed in Whitkey, reasoning that they could not remain at Nahnyuk’s place indefinitely. Some of the buildings looked habitable. One of the most stable houses was at last ruled unsuitable because it was so dark, being thoroughly overgrown with vines and twisted trees. The inn, Gerilynn discovered, had a weak floor. She crashed through it into the cellar and was attacked by rats the size of cats. Wolfbang let a rope and Chickie came to her aid. Moving to the outskirts of the village, the party noticed the ruins of a tower on top of a rocky outcropping. They climbed the outcopping to investigate and found a hole in the rubble. As they began to light a torch to investigate, a greenish, clawed, undead thing burst out of the hole and attacked them. It as both faster and hardier than the zombies, and most terrifying of all, its toxic touch caused near instant paralysis. Both Vulpio and Gerilynn soon found their limbs frozen. The undead thing suffered wounds from Wolfbang’s spear and Chickie’s axe, but it seemed to barely bleed. Then Chickie was caught by a clawd hand and he too was frozen. For a moment, Wolfbang considerd flight, But then Wolfie clamped his jaws around the undead thing’s leg and pulled it to the ground. Wolfbang took this moment to plunge his spear through the undead thing’s chest and pin it to the ground, holding it there until it stirred no more.

Wolfbang draggd his friends down off the outcrop. After an hour or so, they recovered from their paralysis and they all returned to Gold Hill for the safety of the Inn.

Sunday, August 17, 2014

Wolfbang and the Beekeeper's Prophecy

Wolfgang resented Jaroo’s strictly-worded advice, but after some prodding set off for the Southlands. Although Danderion and Fernac slipped away to find their own fortunes elsewhere, Gerilynn agreed and Chickie begged to accompany Wolfbang in his journey. What’s more, Gerilynn had heard that a warrior she knew, one Vulpio, was staying in a village not far from Hommlet. Vulpio, for reasons he wouldn’t explain, joined the young druid in his journey south. Vulpio had a dog named Spot. Spot showed proper deference to Wolfie and the two canines became friends.

For several days, the new companions had no known destination but “south.” The steadily deteriorating road passed through farms and orchards into pastures and rangelands. There were no inns, only barns for their nights’ rest. Theirs hosts and the few people they encountered on the road had never heard of a village called Whitkey.

The party made their way ever southward over brokenlands and foothills. They slept rough, and badly. Wolfbang did not fully trust Chickie to stand guard.

After several days of overland travel, they reached a rough road. It cut east and west, but the party decided that even if it didn’t take them where they wanted to go, it least it might take them to a place where they’d meet other people.

The first people they met were a large group of armed men who identified themselves as constables. The constables did know of Whitkey and even the beekeeper, but advised the travellers that they should check in with the head constable “before you just go wandering around.”
The party agreed to accompany the constables to “Gold Hill,” a played-out gold mine whose tunnels now contained a tavern, an inn, a blacksmith, and a trading post—as well as the Head Constable’s office.

The party enjoyed a hot meal, some wine, and a good bed. The innkeeper, a priestess of the order of St. Cahsey of the Divine Workshop, gave them a warm welcome, asked polite questions about their reasons for being in Gold Hill, and told them a little about both Whitkey and the beekeeper.

According to Mother Brau, Whitkey’s last inhabitants left nearly a decade ago, “long before my time.” It predated the discovery of gold, and did not survive the sudden influx of fortune and fortune-seekers. Now the gold was gone, and families were returning to area. They kept goat and sheep in the high pastureland. And the Matofaa family had apples.

“And then there’s Nahnyuk—and his bees. If he’s the one you’re supposed to meet, I’ll let you meet him with an open mind. Everyone around here knows about him, but none of us really know him.”

The next day they followed Brau’s directions. She had advised them to avoid meeting the magician who had recently camped at the crossroads. The party heeded her advice, taking to the woods when they saw the circle of tents.

Their path brought them onto sunny, rocky hillside. They did not encounter the wooly old man they’d expected, but an odd boy of about 12 who was initially very excited, but then disappointed when he leaned that they hadn’t come to talk to him “about the prophecy.”

But then he did take them to Nahnyuk who was everything they’d expected and more. He was, old, hairy, and pungent, and spoke in a belligerent roar that only Wolfgang could ken any meaning besides undiscriminating disdain.

Nahnyuk kept not only bees, but also sheep, and grapes. He instructed them to build huts for themselves, pointing at his own and the boy’s as models. These were constructed of timber, dry stone, and mud, with thatched roofs. He spoke to Wolfgang only, using a combination of druidic language and some other tongue with its own grammar and vocabulary, and punctuated with growls, grunts, and punches.

The boy, whose name was Valu, was more sociable, though his main interests were “the prophecy,” himself, and the connection between the two. He was excited to learn that Wolfbang knew Jaroo, and told them that “druids visit here all the time to talk about the prophecy.” He was part of a druid’s family himself, being the child of a couple who had tended the sacred grove in Whitkey. They had been killed when he was a baby, “and that’s when everyone in Whitkey ran away.” According to Value, he too, was learning to be a druid and, as proof, he made Wolfgang glow purple.

He knew little about the prophecy. There was a “relic,” he said, hidden in the grove. And he was supposed to find it when the time came.



In between tending Nahnyuk’s bees, sheep, and grapes, Wolfbang and the others made jaunts around the surrounding area. Nanyuhk’s closest neighbors were the Head Constables extended family. Wolfgang showed great restraint in ignoring the taunting of the HC’s teenaged sons.

One day, Valu convinced Wolfgang & co. to accompany him to Whitkey. It soon became clear that he had little idea how to get there and had rarely gone more than a mile from Nahnyuk’s hillside. Near the magician’s encampment at the crossroads, they met a man chopping wood. He begged them to meet his boss, the magician. The magician, a man dressed in blue and black robes shd great happiness to see them, especially Valu. He asked his new visitors to sit and drink with him, and gave orders to his assistants—various other scruffy-looking men, in addition to the woodcutter.

The tea was bad and the meeting was short as the magician moved with clumsy directness to his point—he claimed to know something about the prophecy and wanted to talk to Valu in private. Gerilynn allowed this, but didn’t allow them to go far. She watched the two talking on the edge of the woods, but gesticulating with wild excitement. After a brief conversation, Valu returned to thank Gerilynn, Wolfgang, and Vulpio for helping him find the magician, and then to dismiss them, explaining he didn’t want to go to Whitkey after all. He wanted to stay in the camp and talkto the magician.

Was he sure? Yes, very sure.

So instead the party went to Gold Hill. They ate lunch and talked to Brau about their plans to go to Whitkey. She gave them directions—return to the crossroads and follow the main road west.

When they reach Whitkey, they had little time to explore as they heard a boy screaming. They followed the sound of the screaming to the other side of the village and met Valu as he was running up a path from the woods, chased by a heavily armored man wielding a sword

Gerilynn stepped in to stop the man with the sword, Wolfbang, Chickie, and Wolfie ran with Valu, and Vulpio and Spot ran down the path.

Vulpio encounter the woodchopper they’d met at the crossroads and the two engaged in a brief melee, ending in the woodcutter’s death. Another of the magician’s assistants, dodged Vulpio and ran up the path to attack Gerilynn, who was fighting the man in armor. The surprise attack to Gerilynn’s blind side gave the armored man the chance he needed to continue his pursuit of Valu. Valu, for his part just ran and ran, not answering Wolfbang’s questions except to so sob, “They killed them, they killed them!”

Vulpio heard the magician in a clearing at the end of the path, shouting, and knocking over statuary. Vulpio crept in for a closer look and, waiting until the magician’s back was turned, rushed into the assault him with his war hammer. The magician fell to the ground, and rolled away, fumbling into his robes to retrieve a potion. @After drinking the potion, he soared into the air.

Gerilynn soon got the better of the thug who attacked her but, instead of killing him, gave him a chance to save his life. Expressing his gratitutde to be free of the magician (“I never knew what a wicked man he was,”) the ruffian threw down his spear and ran away.

Wolfgang tried to guide Valu threw the abandoned village, but a wrong turn brought them to a dead end, pinned between a ruined inn, a massive thornbush, and the armored man with the sword. Wolfbang, wielding his staff, prevented the man from getting to Valu.

Back in the grove, as the magician rose into the air, Vulpio lifted his crossbow but before he could take aim, he was engulfed in a cloud of noxious green gas and he fell to the ground coughing.

Gerilynn arrived in the village to assist Wolfbang in his combat against the armored man. He fought fiercely, but was now greatly outnumbered. Again, Gerilynn gave him a chance to save himself, demanding only that he throw down his weapon and run away. This man wavered. The magician passed over them. Thinking fast, Chickies pulled out his dagger and threw it at the magician. The blade found its mark and the magician crashed into the millpond, dead.

The armored man ran away.

The party regrouped. Valu understood that he had been tricked. The old coupe who tended the grove told the magician that they knew of no relic. His temper was short and he ordered his men to kill them. The party also searched the grove and found no sign of what the magician had been seeking. They retrieved the magician’s body and found nothing out of the ordinary on his person.