Sunday, August 16, 2015
Maze of Nuromen (2 of 2)
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, July 31, 2015
Pyramid of the Dragon: Aftermath
And all was happy in the Happy Valley, at least for a time. Bangqiu did not turn into a dragon creature, but he did begin having some strange dreams. He convinced the others that they should travel to Khanbaliq in order to make a report on the progress of the castle-- and also so that he might research the powers of the Blood Ruby.
In the course of their journey they met another group of adventures, led by a woman warrior who called herself Red Nar. Red Nar made it clear that she knew the party had recovered the Blood Ruby and offered to trade for it, also threatening the party with the wrath of Xuexing if they insisted on holding what clearly did not belong to them. Bayan did not take well to this kind of talk and told Red Nar to go away. The two groups parted ways with a few choice words.
The party spent several weeks in Khanbaliq. Bayan gave a report to Beatriss, who was sequestered in the Women's Palace. Tetsukichi visited his family in the Imperial City. Bangqiu sought out and found a wu jen who could teach him more magic.
One fine day, the party encountered a woman who introduced herself as Bāhén. She acknowledges that she was a compatriot of Red Nar-- but she hoped she might talk with them over some tea or a meal. Everywhere they wished was fine with her. Bayan, after some discussion and led the way to a noisy noodle shop. "This is good," Bahen said. "So no one can hear us."
The conversation was awkward and pointed. Bahen wanted to know why the party had refused to deal with Red Nar and was pleased when, after minimal equivocation they answered that while they had some fear of evil dragons such as Xuexing, they saw little value in trying to appease him. They would rather have him hate them for being a threat than be loved for being weak. Bahen explained that she had been sent by Red Nar to find them and steal the ruby. She would report that she had failed and then Red Nar would plan an ambush. Where would they like to be ambushed?
"Why are you telling us this? Why should we trust you?"
Bahen told the sad and predictable story of her village being destroyed and enslaved by mercenaries-- Red Nar and her band. And she countered that it was not a matter of trust. In choosing an ambush spot, they gave away nothing. And they might gain the benefit the element of surprise-- or at least take it away from their enemies.
At last they named a bridge only a few miles from Khanbaliq. Red Nar and her band would attack once the party crossed the bridge.
The party devoted little time to planning for the potential ambush. They hired 5 guards and carefully arranged their formation in crossing the bridge. Bangiqu, using the Blood Ruby, scanned the area for any red dragons that they might press into service, but found none.
The ambushers acted as expected-- two men charged out from the thick foliage on the far side of the bridge, but were rebuffed by Bayan and Tetsukichi. Arrows shot by archers hidden on the hillside opposite the bridge missed their targets. The party responded forcefully-- with the warriors charging forward or shooting their own missiles. And Mustapha summoned a black dragon from the clouds to attack the hidden archers, finding the one who favored red and blasting her with acid.
Red Nar's band held their ground against the dragon as it descended on their leader-- and discovered that it was only an illusion, evaporating into black mist when blasted by a bolt of magical energy. Tetsukichi & company took advantage of the temporary distraction. The warriors and guardsmen overwhelmed Red Nar's warriors. The enchantress who had dispelled the illusionary dragon gave away her position and was hit by magic missiles from Bangqiu. And Bahen showed where her loyalties lay, shooting arrows at Red Nar.
After firing a last attach at the party, Red Nar's enchantress transformed into a bird and took to the sky. Mustapha pointed his wand at Red Nar and fireball engulfed her in flames. Bahen caught in the fringes of its blast was knocked to the ground and did not get up. The guardsmen overwhelmed one of Red's warriors. As Bayan charged her horse at the other, an unseen assassin, sprung out and dragged Bayan to the ground. Bangqiu and Al-Fitar rushed to her defense. Bayan pulled herself up and killed the assassin herself.
Soon only one of Red Nar's band-- a strong warrior who seemed energized with unnatural speed. He landed three blows for every one that could be dealt by a normal man. And when he realized that he would fall under sheer numbers and took to flight, his speed easily outstripped that of a horse. A second fireball from Mustapho's wand did little more than singe his clothes. But then two glowing green missiles streaked down from the hillside-- and Bahen's hand-- and the bandit stumbled and skidded across the ground, dead.
The company congratulated each other and thanked Bahen for her help. Badly wounded, she accepted their offers of succor and healing ointments, and even joined them in their relieved retreat to the safety of Khanbaliq. She politely declined their invitation to join their company, promising that she valued their friendship and hoped that another time would come when they could assist each other.
Saturday, July 25, 2015
Pyramid of the Dragon
The party moved through the outskirts of the ruins and scouted the opposite side of the pyramid. Wisps of smoke emerging from about halfway up marked a potential entrance. They crawled into an irregularly-shaped chamber, seemingly the result of a cave-in, but with a tunnel connecting it into a well-formed chamber that must have been constructed by expert masons. This chamber was filled with the skeletons of huge reptilian creatures that sprang to life.
Sunday, June 14, 2015
Dragon Fight
One day, an alarming roar broke the sleepy silence of the Happy Valley afternoon. The sound, loud as the cry of an attacking army—was coming from the sky. A dragon, gleaming black, and larger than the similar dragon Tetsukichi had encountered in Sakatha's Palace, was swooping down toward the village, and screaming. The roar echoing throughout the valley came from another, much larger dragon, red in color, and soaring over the black. As the black neared the earth, it raised its head and flapped its wings, returning to the sky. The red adjusted its own course and caught the black, slashing it with its claws. The black heaved a stream of noxious fluid from its mouth into the red’s face, using this opportunity to slither out of the red’s grasp and continue its desperate flight. The red soon recovered. The people below watched the red pursue the black over the forest south of the village. Gaining on the black, it exhumed a torrent of fire and black plummeted to the earth. The red circled the place where its enemy had fallen and then flew away towards the marshes to the southwest.
Bayan and Tesukichi agreed that they should seek out the place where the dragon fell. Together with Al-Fitar, Mustopha, and H., a novice priestess from Khanbaliq, they set off into the forest, marking the place where they’d seen smoke rising over the treetops. The thick undergrowth made their passage through the forest slow. When they came to a stream that seemed to flow generally in the direction they wished to go, they followed its course.
After an hour or so, they came to a small clearing and the ruins of a mill. A young man was there, standing in the mill pond, washing his blood-stained clothing. Bayan questioned the young man. His name was Deng-Sheng, he had seen the black dragon fall and had been showered with its blood. He pointed toward where the party could find the dragon, but did not want to go with them.
While suspicious of Deng-Sheng, the party did not press him further. They followed his directions and soon found the smoldering corpse of the black dragon. They walked around it, and found coins and even a gem strewn on the ground. Getting closer to the dragon, they examined its body and found a pouch in its gullet with more treasure. As it was close to dark, the party decided they would camp overnight in the forest. They found an area of soft grown some distance away from the dragon. They watched as a flock of small winged creatures with leathery wings landed on the body of the dragon, stabbing it with their long beaks.
There was some noise in the forest—loud noises of men shouting, hacking through the bushes, and half-dragging, half-driving a horse and cart. The party hid from the men. The noise also attracted the attention of the creatures feeding on the dragon. About a half dozen of them swarmed and attacked the men. The adventurers rushed to their rescue, and soon managed to kill or chase away all of the flying vermin, including those still scavenging the dead dragon.
The men with the cart were led by Han—well-known in Happy Valley as the one resident merchant. He thanked the adventurers for their protection, and explained that he had come to butcher the dragon and prepare its parts for sale to scholars, shamans, and magicians—“But only, of course, after my lords have first taken the choicest parts for themselves and for his Imperial Majesty, the Great Khan.”
Tuesday, May 26, 2015
Vlad and the Portal Under the Stars
No, this had nothing to do with the White Queen. This was before he found out anything about the White Queen. This was about the night a doorway appeared beneath the central standing stone. He stared at the door for hours and then opened it into what appeared to be a treasure vault. In the dim light of his torch, everything sparkled and shone—including the spears that were hurled at him from out of the darkness. He’d often wondered, what if he had been braver, what if he had been stronger, what if he had been better armed. . .
Most of his children shook their heads and told grandpa to calm down. But Vlad and Mihir listened, especially when Matopher told them he’d been watching the stars, and they were edging closer to the same configuration that night in the spring of his youth . . .
Vlad and Mihir listened to their dying grandfather’s story and decided to seek out the adventure he described. They camped out by the standing stones for a couple nights, waiting impatiently for the proper alignment of the stars. When the portal appeared, they entered what seemed to be a tomb, rife with magical traps to ward off grave-robbers. After taking a few knocks and jabs, the cousins stopped to collect a suit of the fine, black-lacquered scale mail that Matopher had spoken of. Vlad judged it to be functionally inferior to his own plate mail, but he assisted Mihir in putting it on. Passing from chamber to another, they encountered a giant, horned snake, which first spoke to them before attacking. They fought back, but were confounded by the serpent’s tough scales, barely wounding the monsters while they were jabbed again and again by quick jabs of its long fangs. Mihir battered it with the magic staff he’d taken from Lareth. The staff shattered with an explosion, throwing the snake against the opposite wall. Though battered and stunned, when it coiled up to resume its attack, the two cousins fled for their lives. They led the snake in a chase through the tomb, and into a two-story hall dominated by a fire-shooting statue. Dollops of flaming oil slipped off Mihir’s new armor and onto the stone floor, arresting the snake. A second burst of oil hit the snake and it was consumed by the fire. After a rest, Vlad and Mihir decided that they would continue to explore the tomb.
In another, dimly glowing chamber, they encountered a half-dozen living statue, fashioned of transparent crystal. They gathered around Mihir, seemingly fascinated by the torch he was carrying. Holding the torch out from his body, Mihir led the crystal people out of the chamber, with Vlad following behind. They descended into the lower level of the tomb, and here discovered a much larger group of living statues, these made of clay, and much more martial in temperament. Their leader stood up from his throne and seemed to order an attack—the statues raised their spears and marched toward the intruders. Mihir tossed his torch toward the clay soldiers. The crystal people, chasing the light, met the brunt of the clay soldiers attack. Vlad raised his crossbow and shot a crossbow bolt at the clay king. His second shot misfired. Mihir recommended retreated. Although the crystal people’s powerful fists were capable of shattering a clay soldier with a single blow, they were being overwhelmed by numbers. Also, there was the issue of light . . .
Vlad and Mihir fumbled their way through the long passage to the stairs. As they climbed the stairs, they heard the clay soldiers marching behind them. At the top of the stairs, Vlad and Mihir paused in the dimly-glowing room where they’d met the crystal people and lit another torch. As the clay soldiers people reached the stop of the stairs, Vlad and Mihir once again took to flight, this time heading for exit from the tomb. They didn’t look back until they were once again outside, their lungs stinging with the chilly night air. The stars had changed and the portal was gone-- once again the standing stones framed only the Alyan night sky. They had recovered little treasure, only the strange suit of black armor that proved to their grandfather he hadn’t been dreaming when he first saw it fifty years before.
(Grandpa Matopher, by the way, was out of bed, and getting around as healthy as an old drunk could be.)
Friday, May 22, 2015
The Emperor's Atpyical Request
That night, as usual, the Emperor entertained a party of concubines. Considering the afternoon's events and her pact with the Emperor, Beatriss watched himnot like a bashful coquette, but like a tactician. What caught her attention even more than his appetites was the uncanny intuition of one concubine: a poised, commanding woman named Biyu. She seemed to know exactly when each woman should sing, when they should dance, when to bare themselves—and when one alone should yield to the Emperor while the others withdrew.
When Biyu half-mockingly invited Beatriss to share the feast, she addressed her by name, mispronouncing it in exactly the same way Jiaohu had done that morning.
After the Emperor succumbed to sleep, one woman remained beside him while the rest arranged cushions on the floor. Beatriss did not sleep. An hour passed. Then she saw Biyu quietly rise and slip from the chamber.
Beatriss's gaze shifted to the Emperor, ears straining to read the cadence of his breath, to judge how deeply he slept.
She had little time. Moments later, another woman entered the room. She looked like Bayan—but her movements were wrong. Too smooth. Too serpentine. She moved with an unnatural grace that was almost grotesque. And in her hand was a knife. Her eyes were fixed on the Emperor.
But she paused. She had seen Beatriss.
Their eyes locked.
Beatriss did not scream. She opened her mouth and loosed a battle cry that split the silence like a spear through silk. It was the sound she would make before striking a man dead.
The assassin charged—not at the Emperor, but at Beatriss—panicking, lashing out. Beatriss never flinched. Only at the last instant did she turn her head, and the blade meant for her face sliced across her temple instead.
The guards burst in just as the Emperor, already rising, lunged from the bed, reaching for "Bayan" as she vaulted out the window. Chaos erupted. Some guards surrounded the Emperor, others issued sharp commands to lock down the palace and apprehend Bayan. Beatriss, bleeding, sat upright. The Emperor tended to her wound himself. The rest of the women were gathered and questioned. The gardens were found empty. Biyu had vanished.
Bayan, however, was discovered fast asleep in her bed.
The Emperor’s advisors urged caution. But he relented. As Beatriss pointed out, if Bayan had crept into the Emperor's bedchamber, she wouldn't be carrying a knife. Bayan was given a chance to prove her innocence—by finding the true assassin. Especially if it was Biyu, who might be hiding in the Women’s Palace—a place the Emperor’s guards could not normally enter.
Within the harem, Biyu was known as quiet and discreet. No one seemed to know which room she used. After much coaxing, an elderly lady-in-waiting led Bayan through moonlit gardens, steamy bathing halls, and shadowed corridors to a small chamber. Bayan dismissed her and stepped inside alone.
There was a figure in the bed—a girl. A young woman. She had been strangled.
Bayan knocked on the neighboring door and roused a drowsy concubine to confirm the body was Biyu. She nodded, horrified. Bayan hushed her, thanked her, and sent her back to bed.
Then she waited.
After some time, another figure entered the room. Bayan’s own face. Her own body. Her own knife.
Bayan didn’t speak. She attacked with a silent kick to the spine, followed by a flurry of blows. The false Bayan shrieked and bolted, her features warping, collapsing into the shape of a young woman. As cries echoed through the hall, Bayan warned the residents: "Stay inside. Anyone in the corridor risks death."
Locks clicked. Lights vanished.
The creature tried to strangle her. Its slender hands warped into barbed claws. Bayan drew her dagger and plunged it into the fiend’s side. It screamed, bled, and—cornered—begged for its life. It promised to surrender. To speak to the Emperor.
Bayan agreed.
The promise was false.
In the final struggle, Bayan slew the thing. It slumped, pale and grotesque—its body gray and formless, face collapsing like wet clay. She dragged it from the Women’s Palace. Guards helped carry it to the Imperial chambers, where the Emperor beheld it with his own eyes.
For the rest of the night, the Emperor slept alone.
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