The Dungeon of Gevdrin’s Tower – Final Expedition

bruld-region-png-image

One hex = six miles

Following on from the second expedition into the dungeon beneath Gevdrin’s Tower, here is the final session of this solo Labyrinth Lord dungeon crawl using Schweig’s Themed Dungeon Generator. This time one adventurer survived the dungeon. To add colour to the empty chambers within the dungeon I used the random tables for dungeon dressing from the Labyrinth Lord Advanced Edition Companion and from the Dungeons Master’s Guide (1st Edition), and then used my imagination to set the results of the rolls within the context of the dungeon.

The Adventurers

Another party of adventurers have gathered at the inn in the town of Bruld called The Wizard’s Garden to plan an expedition into the dungeon beneath the ruins of Gevdrin’s Tower, situated on Hunuf Plain to the south of Bruld. The adventurers are:

  1. Cloleas, a human sorceress
  2. Freblun, a male human warrior
  3. Jevrin, a male human thief
  4. Krandorum, a male dwarf (of the basic dwarf class of Labyrinth Lord)
  5. Lenhalna, a female half-elven cleric of Athaya the goddess of healing
  6. Mevenroth, a male elf (of the basic elf class of Labyrinth Lord).

The Journey to Gevdrin’s Tower

On a fine spring morning the party leave The Wizard’s Garden and set out from Bruld south towards the tower. After travelling through the hamlets, farmland and sparse woodland south of Bruld, at midday the party enter the rugged expanse of Hunuf Plain where the dominant vegetation is low grass.

Hunuf Plain encounters (d4):

  1. Giant Carnivorous Flies (1d6+1)
  2. Giant Ferrets (1d6+1)
  3. Giant Hawk (1)
  4. Stirges (1d10+3)

No encounter rolled.

The gloom of evening is spreading over Hunuf Plain by the time the adventurers reach the ruin of the tower. As described in The Wizard’s Garden the round tower is a ruined stone shell, the wooden upper floors having been destroyed by the fireball. The ground floor is overgrown with grasses from the plain, but the party find a spiral staircase within the wall which leads down into the dungeon. After resting for a while the party descends the steps.

All characters are moving at a rate of 30′ per turn (exploring movement).

SAM_1244

1: Chamber of strange smoke

The staircase leads down to a large square chamber. In each corner of the chamber there is a 10-foot tall bronze statue of a man with an expressionless face, who is holding a pot. White smoke billows out of each pot and fills the room, but it does not choke the adventurers. By the light of Lenhalna’s torch they can just make out doors in the middle of the west and east walls, made of oak and bound in iron. The party cross the chamber towards the door in the west wall.

The smoke coming out of the pots turns a random colour, and has a different effect, every time someone enters the chamber.

As the party cross the chamber the smoke billowing out of the pots turns pink, then red. The statues now have sinister smiles on their faces. The characters breathe in the smoke which now burns them.

Cloleas fails her saving throw versus spells and is killed.

Jevrin succeeds on his saving throw and suffers no injury.

The other characters fail their saving throws and are injured.

Cloleas collapses onto the floor of the chamber and dies. She was mapping the dungeon and Jevrin, who has shrugged off the effect of the smoke, takes the map case, quill pen, vial of ink and two sheets of parchment from her corpse. The surviving adventurers hurry through the door in the west wall.

First turn elapsed.

6: Dripping chamber

The party enter an empty chamber where mold covers the walls and water drips down from the ceiling. There are three doors in the west wall and one door in the north wall. Still coughing and gasping from the effect of the smoke, the adventurers slump down on the floor of the chamber. They lament the loss of Cloleas, a kind woman who provided Krandorum and Lenhalna with extra gold pieces so that they could buy better armour for themselves. Lenhalna casts Cure Light Wounds on Krandorum, one of the most badly affected adventurers, and partially heals him. Mevenroth says that he will now be mapper for the party and takes the map case, quill, ink and parchment sheets from Jevrin.

Second and third turns elapsed.

The party go through the door in the north wall. They enter a corridor which turns left, and then left again before ending at a door.

Fourth and fifth turns elapsed.

The party rest at the door for a while before entering the chamber beyond.

Sixth turn elapsed.

Lenhalna lights a new torch (15 left).

9: Lightning bolt trap

The party enter a rectangular chamber which is featureless except for another door in the left-hand wall and a pile of ashes against the south wall.

Jevrin fails to detect the lightning bolt trap.

Jevrin and Krandorum, who are at the front of the party, search the pile of ashes and Jevrin finds a small silver flask. He bends down to pick it up and is killed by a lightning bolt from the wall.

After a stunned moment of silence Krandorum picks up the silver flask which appears to contain some kind of potion.

The flask contains a potion of Plant Control.

After putting the flask in his backpack Krandorum drags Jevrin’s corpse away from the wall. Lenhalna performs the rites of Athaya over the dead thief and then the surviving four adventurers share out his belongings and coins.

First, second and third turns elapsed.

The party go through the door in the left-hand wall.

10: Giant black widow spider’s lair

The rectangular chamber beyond is filled with cobwebs. The party search the chamber carefully.

Each adventurer must make a Dexterity check to avoid being trapped within the spider’s web.

Freblun becomes trapped within a sticky mass of webs in the northeast corner of the chamber.

Freblun can break free within five turns.

A giant black widow spider six feet long crawls down from the ceiling towards Freblun.

The spider has the initiative and attempts to bite Freblun. The spider has 15 hit points. The spider has a +2 to hit as Freblun is trapped in the web. The spider fails to bite Freblun.

The spider fails to bite Freblun through his banded armour. Freblun is too trapped to be able to use his weapons. Krandorum wounds the spider with his sword and Mevenroth wounds it with a Magic Missile.

The spider has 3 hit points left.

The spider bites Krandorum and kills him. Lenhalna brings her flail down on the spider and kills it. Mevenroth uses his dagger to cut away the strands of the web trapping Freblun.

Lenhalna burns the spider’s web with her torch. Beneath the remains of the web they find the skeleton of a previous victim of the spider, clad in rusty chain mail. In a rotting backpack beneath the skeleton they find 57 copper pieces.

Fourth and fifth turns elapsed.

The party rest in the chamber and share out Krandorum’s coins and rations. Lenhalna takes his silver flask.

Sixth turn elapsed.

Lenhalna lights a new torch (14 left).

The party go through the door in the northwest corner of the chamber.

11: Empty chamber

They enter a small chamber only 10 feet square, and empty. There are scratchings made in charcoal on the north wall, perhaps tallies of whatever was once stored in the chamber. The party return to the spider’s lair and go through the other door in the southeast corner.

First turn elapsed.

12: Giant rats’ lair

They enter another small chamber 10 feet square, filled with the rotting remains of barrels, sacks and various foodstuffs. Rooting through the refuse are nine giant rats, each three feet long.

Both the giant rats and the party have the initiative and act at the same time.

The adventurers decide to retreat from the chamber, which probably contains nothing of value. However, the rats have noticed them.

Each character must make a Dexterity check to get outside the chamber. Failure means that the character will be attacked by three rats. Freblun, who is at the rear of the party, will go first, followed by Lenhalna and then by Mevenroth, who will slam the door shut on the rats.

Lenhalna fails the check but she bears a torch which she thrusts at the rats.

Freblun makes it out of the chamber. While she is leaving the chamber Lenhalna slips on refuse and is attacked by three rats. But she thrusts her torch at them and they run away. Mevenroth makes it out of the chamber and slams the door shut.

Second turn elapsed.

The party return to the dripping chamber (6).

Third, fourth and fifth turns elapsed.

The party rest in the dripping chamber.

Sixth turn elapsed.

Lenhalna lights a new torch (13 left).

13: Fire beetles’ lair

The party go through the northernmost door in the west wall of the dripping chamber. The chamber beyond is 10 feet square and empty except for a human skull and eight fire beetles.

The fire beetles are surprised and the party have time to act.

The adventurers leave the chamber and Mevenroth slams the door shut on the fire beetles. The party go through the middle door in the west wall.

14: Dysfunctional magical portal

The party enter another small chamber 10 feet square. There is a broken wooden pole on the floor. An irregular and two-dimensional shape of ghostly white light about the height of a man hangs in the air. From beyond the light the adventurers can hear the faint sound of a horn blowing. As they approach the light it fades away. Mevenroth says that it is probably a magical portal created by Gevdrin that no longer works properly. The adventurers leave the chamber.

First turn elapsed.

The adventurers decide to leave the dungeon and return to Bruld to recover. They enter the chamber of strange smoke again.

1: Chamber of strange smoke

As I’ve already randomly all three effects of the smoke (healing/vitality, confusion, and damage) over the course of three sessions I decide to give the adventurers a break and let the smoke heal 1d6+1 hit points of damage for each character.

This time the smoke turns light blue, then deep blue. The statues now have kindly smiles on their faces. The adventurers breathe in the smoke and feel their wounds heal. Encouraged by this boon, they decide to continue exploring the dungeon. They go through the door in the east wall.

Second turn elapsed.

2: Empty chamber

The arrow trap in this chamber was triggered by Hanrus during the first expedition to the dungeon and therefore is now longer operational.

The party enter a large rectangular chamber. In the west wall Lenhalna finds a secret door; a stone in the wall pivots to reveal a chamber beyond.

Third, fourth and fifth turns elapsed.

After resting for a while in the chamber the adventurers go through the opening.

Sixth turn elapsed.

Lenhalna lights a new torch (12 left).

15: Giant toad’s lair

They enter a large square chamber which is damp and moldy. They see a toad the size of a large dog hopping towards them.

The party have the initiative. The giant toad has 11 hit points.

The toad wounds Mevenroth but Freblun dispatches it with his sword. Exploring the chamber the adventurers find three doors in the north wall and a door in the northeast corner. They go through the door in the corner.

First turn elapsed.

3: Fountain

The party enter a square chamber. There is a fountain of white marble in the centre, in the form of a nude nymph holding a pot that pours water into a basin. The walls are painted with frescoes of a forest inhabited by sylvan beings such as elves, sprites and unicorns. There are two doors in the north wall, another door in the west wall, and a door in the south wall.

The fountain is a healing fountain that restores all lost hit points of each character once only.

The adventurers take cautious sips of the water in the fountain, and then drink deeply when they find that the water tastes refreshing and somehow magical. Mevenroth feels the injuries caused by the red smoke and the giant toad heal.

Second turn elapsed.

The party go through the left-hand door in the north wall. They enter a corridor which turns left at a door before ending at another door. They go through the second door.

Third and fourth turns elapsed.

16: Giant gecko’s lair

They enter a huge square chamber which was clearly once used for conducting magical experiments; there are magical sigils carved into the walls here and there, and some of the stones of the walls feature burn marks or have had chunks blasted out of them. There are also large droppings which have been left by a creature of some kind. The adventurers explore the chamber cautiously.

A giant gecko with 19 hit points is clinging to the ceiling and observing the adventurers. Each adventurer must make a Wisdom check to see the gecko. The first adventurer to see the gecko can warn the others. If no adventurer sees the gecko then it will surprise the adventurers.

Freblun sees a giant gecko five feet long clinging to the ceiling. It is purple with black spots. He shouts a warning to Lenhalna and Mevenroth. The gecko jumps to the floor and attacks the adventurers.

The party have the initiative.

The adventurers kill the gecko but not before Mevenroth has been wounded. Lenhalna tends his wound with a poultice made from wolfsbane and yarrow.

The poultice heals 1d2 hit points; 1 hit point.

Fifth turn elapsed.

The party rest in the chamber.

Sixth turn elapsed.

Lenhalna lights a new torch (11 left).

The adventurers search the chamber and find the remains of a previous adventurer, a corpse dressed in leather armour and with a belt pouch containing 19 copper pieces.

First turn elapsed.

There are doors in the north, south and west walls of the chamber. The party go through the door in the south wall.

17: Falling stones trap

The adventurers enter a square chamber with two rows of shelves cut out of the stone in the southeast corner. There are doors in the south and east walls. The shelves are bare except for a small glass vial which appears to contain a potion of some kind.

No search for the magical trap can be made. The stones fall over a ’10 radius and land on Lenhalna and Mevenroth at the front of the party; they must save versus petrification or take 2d6 damage.

As they walk towards the vial stones fall from the ceiling onto Lenhalna and Mevenroth, killing both of them. Freblun jumps back and curses. He waits but no more stones fall.

Second and third turns elapsed.

Freblun hangs his shield on his shoulder as he must now carry a torch in his free hand.

Freblun’s AC is now 4.

He picks up Lenhalna’s torch, lifts the stones off the dead adventurers, and takes only their gold and silver coins. He also takes Lenhalna’s flint and steel, oil, torches and silver flask, and Mevenroth’s mapping equipment. He takes the glass vial from the shelf and examines it. It contains a clear liquid and he puts it in his backpack.

The vial contains a potion of Levitation.

He rests in the chamber for a while, eats the dead adventurers’ rations, and drinks their wine.

Fourth, fifth and sixth turns elapsed.

Freblun lights a new torch (10 left).

He leaves the chamber by the door in the east wall.

18: Whispering voice

He enters a small rectangular chamber with doors in the north and south walls. There are a few chests and sacks lying around which have been emptied of their contents, strange dust of various colours that may have been used for magical research. A whispering voice startles him, but he cannot make out any words and soon the voice is no longer heard; it may have been a minor haunting of some kind. He goes through the door in the north wall.

First turn elapsed.

19: Abandoned storeroom

He enters a rectangular chamber that once served as a storeroom; there are intact chests and sacks stacked against the walls. Guarding the storeroom are three animated skeletons armed with swords, for although Gevdrin is dead his undead servants remain. The skeletons advance to attack.

The skeletons have 6, 1 and 4 hit points. They have the initiative. I decide that Freblun can do damage against the two weaker skeletons if he successfully makes a Strength check in his round, with any damage being shared between both skeletons.

Freblun destroys the skeletons without sustaining a wound. He searches the chests and sacks and finds that they mostly contain nothing of interest to him, only strange powders, dried herbs and other magical ingredients. But in one chest he finds a pale green topaz gemstone.

The gemstone is worth 500 gp.

Second and third turns elapsed.

He goes through the door in the south wall.

20: Abandoned workroom

He enters a square chamber with doors in the south and east walls. Standing in front of the door in the south wall is a clay statue of a man. An unfinished clay statue lies on a stone bench against the west wall; it is covered in dust and obviously has not been worked on for a long time. As he moves across the chamber towards the door in the east wall the standing statue comes to life and advances to attack with its fists. Freblun draws his sword.

This animate clay statue is a monster that I designed for the dungeon.

Animate Clay Statue

No. Enc. 1d6 (1d6)

Alignment: Lawful

Movement: 60′ (20′)

Armour Class: 7

Hit Dice: 2

Attacks: 2 (fists)

Damage: 1d4/1d4

Save: F2

Morale: 11

Hoard Class: None

XP: 30

The animate clay statue has 8 hit points. Freblun has the initiative.

The statue pummels Freblun with its fists and injures him, but he succeeds in destroying it. He leaves the chamber by the door in the east wall.

3: Fountain

He enters the chamber featuring the magical fountain in the shape of a nymph. He drinks the water and feels the injuries that he received from the statue heal. He leaves the chamber by the door in the south wall.

Fourth turn elapsed.

2: Empty chamber

He enters the chamber where Lenhalna found the secret door leading to the giant toad’s lair. He rests in the chamber for a while and enjoys a meal of rations and wine, knowing that he is almost out of the dungeon.

Fifth and sixth turns elapsed.

Freblun lights a new torch (9 left)

He goes through the door in the west wall.

1: Chamber of strange smoke

He enters the chamber of strange smoke again. Once again the smoke turns blue and fills him with vitality. He goes up the spiral staircase to the ruin of the tower. It is now night and moonlight illuminates the empty expanse of Hunuf Plain around the tower. He sees nothing that might be of concern so he makes a small fire in the ruin, lays out his bedroll and gets some sleep.

The next morning he sets off across Hunuf Plain and returns to Bruld. He enters The Wizard’s Garden with much to tell the patrons, for he is the first adventurer to return alive from the dungeon of Gevdrin’s Tower.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Dungeon of Gevdrin’s Tower – Second Expedition

bruld-region-png-image

One hex = six miles

Here is the second session of my Labyrinth Lord dungeon crawl using Schweig’s Themed Dungeon Generator. Continuing on from the first expedition to the dungeon beneath Gevdrin’s Tower, this expedition ended in another Total Party Kill.

The Adventurers

Once again six adventurers have gathered at the inn in the town of Bruld called The Wizard’s Garden to plan an expedition into the dungeon beneath the ruins of Gevdrin’s Tower, situated on Hunuf Plain to the south of Bruld. The adventurers are:

  1. Durlan, a male elf (of the basic elf class of Labyrinth Lord)
  2. Jevund, a male human warrior
  3. Madrin, a female human cleric of Athaya the goddess of healing
  4. Tholroth, a male half-elven warrior
  5. Voldrunda, a female dwarven thief
  6. Wodnirt, a male gnome illusionist

The journey to Gevdrin’s Tower

On a clear spring morning the party leave The Wizard’s Garden and set out from Bruld south towards the tower. After travelling through the hamlets, farmland and sparse woodland south of Bruld, at midday the party enter the rugged expanse of Hunuf Plain where the dominant vegetation is low grass.

Hunuf Plain encounters (d4):

  1. Giant Carnivorous Flies (1d6+1)
  2. Giant Ferrets (1d6+1)
  3. Giant Hawk (1)
  4. Stirges (1d10+3)

No encounter rolled.

Night is falling by the time the adventurers reach the ruin of the tower. As described in The Wizard’s Garden the round tower is a ruined stone shell, the wooden upper floors having been destroyed by the fireball. The ground floor is overgrown with grasses from Hunuf Plain, but the party find a spiral staircase which leads down into the dungeon. After resting for a while the party descend the steps.

All characters are moving at a rate of 30′ per turn (exploring movement).

SAM_1239

1: Chamber of strange smoke

The staircase leads down to a large chamber. In each corner of the chamber there is a 10-foot tall bronze statue of a man with an expressionless face, who is holding a pot. White smoke billows out of each pot and fills the room, but it does not choke the adventurers. By the light of Madrin’s torch they can just make out doors in the middle of the west and east walls, made of oak and bound in iron. The party cross the chamber towards the door in the west wall.

The smoke coming out of the pots turns a random colour, and has a different effect, every time someone enters the chamber.

As the party cross the chamber the smoke billowing out of the pots turns light green, then dark green. The statues now have malevolent smiles on their faces. The characters breathe in the smoke which makes them feel light-headed and disorientated.

All of the characters except Voldrunda fail the saving throw versus spells. Every character except Voldrunda will have a -1 to hit for the duration of the next combat or for the next ability check.

First turn elapsed.

6: Dripping chamber

The party enter an empty chamber where mold covers the walls and water drips down from the ceiling. There are three doors in the west wall and one door in the north wall. Voldrunda has now recovered from the effect of the green smoke, but the other characters are still disorientated. Madrin, a knowledgeable herbalist, eats some sage leaves and offers them to the others in the hope that the herb may counter the effect of the smoke.

Each character must make a Wisdom ability check to successfully benefit from the sage leaves. Durlan, Jevund and Tholroth succeed in countering the effect of the smoke but Madrin and Wodnirt do not.

The sage leaves succeed in clearing the heads of all of the affected adventurers except Madrin and Wodnirt.

Madrin and Wodnirt still have a -1 to hit for the duration of the next combat or the next ability check.

Second turn elapsed.

The party go through the southernmost door in the west wall. They enter a corridor which turns right and then left before ending at a T-junction. The party take the corridor on the left which ends at a door.

Third, fourth and fifth turns elapsed.

The party rest in the corridor.

Sixth turn elapsed.

Madrin lights a new torch (15 left).

7: Green slime lair

Each adventurer must make a Wisdom check to see the green slime clinging to the ceiling. The first adventurer to see the slime can warn the others. If no adventurer sees the slime then it will surprise the adventurers.

The party enter a rectangular chamber with doors in the east and west walls. There is a rusty iron key on the floor near to the door in the east wall, but nothing else of interest in the chamber.

The party cross the chamber towards the key. Durlan notices green slime clinging to the ceiling above the key and shouts a warning to the others. The green slime starts to drip down onto the floor around the key.

Durlan must make a Dexterity check to grab the key without being hit by the slime. He succeeds on the check.

Durlan snatches the key off the floor just before all of the green slime drops down onto the floor. The green slime now blocks the way to the door but Madrin destroys it using her torch.

First and second turns elapsed.

Durlan finds that the key was the correct one for the door. The party enter the rectangular chamber beyond.

8: Stirge lair

The chamber is filled with cobwebs which cover most of the east wall. The party advance cautiously into the chamber, expecting to see a giant spider at any moment.

The 10 stirges in the chamber surprise the party and attack. The stirges have 7, 6, 4, 7, 6, 5, 7, 7, 7 and 3 hp.

Instead of a spider the party are surprised by 10 creatures that look like flying anteaters with reddish-brown feathers and wings two feet long – stirges! These monsters swoop down on the party; Voldrunda, Durlan, Wodnirt and Madrin are each attacked by two stirges, while Jevund and Tholroth at the rear of the party are each attacked by one stirge. In the ensuing combat the party is overwhelmed and all of the adventurers are killed by the stirges.

 

 

 

 

 

 

 

 

 

 

 

 

The Slums of Haicheng

Haicheng region new PNG image.png

I’ve created another Scarlet Heroes character for an urban adventure.

Gong Trond

The half Imperial and half Skandr thief Gong Trond has returned to Haicheng after exploring the ruins of the upper Lanbaoshi valley and the Altgrimmr Mountains. He has the following traits:

  1. Ruin Explorer: 3
  2. Great Stealth: 2
  3. Friend to the Black Sapphire Tong: 1

Haicheng is a large port on the southern coast of the Mandarinate of Xian, famous for the sapphires which are obtained from alluvial deposits in the Lanbaoshi River. Trond enters the city with 80 gold pieces. He goes to The White Dragon, an inn with a wingless white dragon painted above the door. He pays the innkeeper Kiang Tancred one gold piece for a fine room for one day and two silver pieces for a fine meal. From the weaponsmith Meng Yuan he buys a short sword and a dagger. At the workshop of the leatherworker Li Shen he buys a new suit of leather armour. He has new clothes made by the tailor Eydis Veitberg. Finally he goes to the workshop of the goldsmith Zhang Bai, where he pays a 10% deposit fee for storage of 45 gold pieces in the vault.

Money: 5 gp and 8 sp

Threat: 1

Trond: 0 Victory Points

Opponents: 0 Victory Points

Haicheng: 0 Heat

Plot: An Antagonist schemes to harm a rival Target, such as by theft, blackmail or framing

Returning to The White Dragon Trond meets an old acquaintance, the elderly dwarf Arkadi Hewnspire. Arkadi left the dwarven city of Altgrimmr after his clan rejected him for taking up the traditionally female (for dwarves) work of blacksmithing. He is never far from his smithy and has a reputation as a miser, although he says that like all dwarves he must amass enough gold for his tomb. Trond once conspired with him to steal gold from a corrupt priest of the Nine Immortals, an Eshkanti man named Saad al-Tabari who was later exposed as a murderer and a Tide cultist and executed by order of the current magistrate of Haicheng, Hao Ying.

Arkadi is distressed; last night he caught someone trying to break into his smithy. The would-be burglar was masked and fled quickly so that even Arkadi, with his dwarven ability to see in the dark, was not able to identify anything particular about the figure. No doubt someone is trying to steal his well-known hoard of gold which is buried beneath the smithy. Arkadi implores Trond to help him and Trond agrees to stake out the smithy in the hope of learning something more about the matter.

Investigation scene: Arkadi’s smithy

Stake out a Location. Whether or not you win the check, your opponent gains a Victory point due to delay.

Trond eats at The White Dragon and leaves the inn as night is falling to stake out Arkadi’s smithy. He spends hours prowling the dark streets around the building, hoping to catch a glimpse of the burglar.

Money: 5 gp, 5 sp and 5 cp

Trond fails the check.

He doesn’t notice anyone or anything suspicious.

Trond: 0 Victory points

Opponents: 1 Victory point

Haicheng: 0 Heat

A roll of 4 on a 1d10 means that the opponents do not gain an additional Victory point.

In the morning he returns to the inn where he pays for his room and for breakfast, and then goes to his room to sleep.

Money: 4 gp and 5 sp

Later he goes back to the smithy and finds that Arkadi did not see or hear anything suspicious during the night. He returns to The White Dragon for a cheap meal.

Money: 4 gp, 4 sp and 5 cp

Investigation scene: the tong hall of the Black Sapphire Tong

Hunt up an Actor whom you have reason to suspect can give you a Clue.

Trond has done work for the Black Sapphire Tong, whose members are known to be involved in theft and other criminal activities. He goes to the dingy hall of the tong to meet with Bai Aiguo, one of the Elder Brothers whom he knows quite well. Cautiously he talks to Aiguo about Arkadi’s problem.

Trond fails the check.

Aiguo tells him that the Black Sapphire Tong would not be involved in stealing from an honest inhabitant of the city such as Arkadi Hewnspire. Nor does he know of anyone who might be responsible for planning such a burglary. He coldly asks Trond to leave.

Trond: 0 Victory points

Opponents: 2 Victory points

Haicheng: 0 Heat

A roll of 10 on a 1d10 means that the opponents do not gain an additional Victory point.

Trond returns to The White Dragon for a meal and then goes to bed.

Money: 4 gp, 2 sp and 5 cp

The next morning he pays for his room and for breakfast and then leaves The White Dragon.

Money: 3 gp and 2 sp

Investigation scene: fence’s shop

Stake out a Location. Whether or not you win the check, your opponent gains a Victory point due to delay.

A fence’s shop seems like a good place to look for a thief. He goes to the shop of Kueh fence Noya Shuji and spends the day in the vicinity of the building.

Trond succeeds on the check.

Leaning against the wall outside the doorway of the shop he overhears someone talking to Shuji about “the dwarf’s hoard of gold.” He carefully observes this person when they leave the shop.

Trond’s suspicions were raised when he heard the customer in the shop speaking to Shuji in a stutter, and they are confirmed when he catches a glimpse of him as he leaves the shop and disappears into the crowd in the street. He is Yamamoto Teruaki, a Kueh footpad that he grew up with in the slums of Haicheng. He is Shou-blooded and grew up with little prospects in society, but Trond has little sympathy for him if he is willing to steal from Arkadi.

Trond: 1 Victory point and a Clue

Opponents: 3 Victory points

Haicheng: 0 Heat

A roll of 6 on a 1d10 means that the opponents do not gain an additional Victory point.

Trond returns to The White Dragon for a meal.

Money: 3 gp, 1 sp and 5 cp

Action scene: decrepit shrine

Despoil or ruin a sanctum or safehouse belonging to the foe. Roll a die; on an odd result, face a Fight as well as the check.

Trond knows that Teruaki makes offerings in a shrine in the slums, a shrine dedicated to Tendai the Black God of distortions and corruptions. He goes to the shrine, buying a stick of incense on the way.

Money: 3 gp and 1 sp

Inside the gloomy shrine a wooden statue of Tendai painted black stands behind an altar. He lights his stick of incense and places it on the altar while cautiously observing the small number worshippers in the shrine. He soon sees Teruaki among them but the footpad does not see him. Teruaki talks with an Imperial priest who is the custodian of the shrine, and the two of them disappear into a back room. They emerge a while later and Trond sees the priest lock the door to the room. The two men then go out into the street. Trond waits until they have disappeared up the street, and then waits a little while longer until the shrine is empty of worshippers. He goes to the door to the back room and tries to pick the lock.

Trond succeeds on the check.

He succeeds in picking the lock. The small room beyond is dark with no windows. He can just make out the shape of a large wooden chest beneath a table.

Is the chest locked? Yes.

The chest is locked. He does not succeed in picking the lock.

He quickly looks around the room. On a shelf he finds four pieces of cheap jewellery: a pewter toe ring, a copper nose ring, a pewter brooch inlaid with clear quartz, and a bronze bangle. He also finds a bulbous, thumb-sized vial of white jade inscribed with High Imperial characters.

The toe ring is worth 30 gp.

The nose ring is worth 60 gp.

The brooch is worth 80 gp.

The bangle is worth 100 gp.

After pocketing these items he leaves the shrine and heads back to The White Dragon, where he pays for meal and then goes to bed.

Money: 2 gp and 9 sp

Trond: 3 Victory points

Opponents: 3 Victory points

Haicheng: 0 Heat

A roll of 1 on a 1d10 means that the opponents gain a Victory point.

Opponents: 4 Victory points

The next morning he pays for his room and for breakfast and then leaves The White Dragon.

Money: 1 gp, 8 sp and 5 cp

He goes to Zhang Bai’s workshop where he withdraws 40 gold pieces.

Money: 41 gp, 8 sp and 5 cp

Money in the vault: 5 gp

He goes to the shop of the fence Bakir al-Halabi, who pays him a total of 30 gold pieces for the cheap jewellery that he found in the shrine of Tendai.

Money: 71 gp, 8 sp and 5 cp

He pays the sage Han Daichi 50 gold pieces to identify the potion that he took from the shrine of Tendai. Daichi tells him that the vial contains an Airy Body potion and explains how it works. Trond thinks that Teruaki was no doubt planning to use the potion to gain entry to Arkadi’s smithy.

Money: 21 gp, 8 sp and 5 cp

Finally he goes to Hilt Osterhagen’s chandlery where he buys a backpack, a crowbar and a healer’s bag.

Money: 4 gp, 8 sp and 5 cp

Conflict scene: fetid waterway

Do a friendly Actor a favour that will advance them into a position to help you. Face a Fight as the foe tries to stop you.

Trond is walking along a fetid canal that runs through the slums towards the Lanbaoshi River. Ahead he can see a familiar figure coming towards him, an Eirengarder street thug named Wigo Adler who works as cheap legbreaker for anyone who can pay him. He is a known enemy of Teruaki.

The foes are harlots with Soldier statistics.

Three harlots emerge from a nearby brothel named The House of Wondrous Pleasures and confront Wigo with daggers drawn.

Are the harlots allies of Teruaki? Yes.

The harlots tell Wigo that he will no longer threaten Teruaki, and then they attack. Trond goes to Wigo’s defence.

Trond kills one harlot, and kills the other two with his Fray die.

Does anyone from the brothel join in the combat? Yes.

Three men emerge from The House of Wondrous Pleasures. One wields a sword and the other two are armed with short swords.

The man with the sword has Brute statistics and the two men with short swords have Thug statistics. Wigo also has Thug statistics.

Wigo draws his short sword and joins in the combat. Trond kills all of the men and tends the wound that he received from the man with the sword.

Hit points: 5

Trond and Wigo drag the corpses into a nearby alleyway. They search the corpses but find nothing on them except for a total of eight copper pieces and six silver pieces, which they divide between them.

Money: 4 gp, 11 sp and 9 cp

Wigo thanks Trond and says that he can now rely on him as extra sword. He tells Wigo about the attempted burglary of Arkadi’s smithy. Wigo says that the burglar that escaped from Arkadi was no doubt just a henchman sent by Teruaki to scope out the building. Teruaki is a patient and careful thief with many allies in the slums, and they must be careful now as he will no doubt be soon informed of the deaths of the harlots and the men from The House of Wondrous Pleasures.

Trond: 4 Victory points

Opponents: 3 Victory points

Haicheng: 0 Heat

Trond returns to The White Dragon where he buys a meal.

Money: 4 gp, 11 sp and 4 cp

Investigation scene: sewer passage

Search a Location related to past events where a Clue can be found. Roll a die; on an odd result, you face a Fight whether or not you succeed on the check.

Trond remembers that Teruaki had a secret hideout in the alcove of a sewer passage beneath the slums. He goes there and takes Wigo with him in case the alcove is currently occupied.

Trond and Wigo enter the sewer and make their way slowly through the reeking darkness towards the alcove, being careful not to lose their footing while stepping over the slime and rats.

Reaching the alcove, which is only about 10 feet square, Trond searches the place.

Trond fails to find anything of interest.

He finds nothing more than a couple of empty rice wine bottles.

Trond: 4 Victory points

Opponents: 4 Victory points

Haicheng: 0 Heat

A roll of 3 on a 1d10 means that the opponents gain a Victory point.

Opponents: 5 Victory points

Investigation scene: The Dwarf and Goblin tavern

Infiltrate a Location where activities relate to a Clue. On a check failure, face a Fight.

Wigo says that Teruaki and his associates are often seen in a tavern named The Dwarf and Goblin. It is late in the afternoon when Trond and Wigo reach the dilapidated tavern which is at the end of an alleyway in the slums. The tavern is an Imperial building but the sign that hangs by the door is painted in the Eirengarder style; it shows a dwarf armed with a sword confronting a Shou spearman, a blue-skinned goblin of the type found in the Altgrimmr Mountains. Inside the tavern the dim light of the alleyway filters through paper windows. The tavernkeeper is a huge Eirengarder with a bald head and a bushy moustache. Wigo has identified him as Eckhard Knecht, a henchman of Teruaki. Trond makes his way through the crowd of ruffians towards the back room.

Trond succeeds on the check.

None of Teruaki’s henchmen see Trond as he keeps to the shadows and follows a drunken man into the back room. Knecht is occupied with his customers. Once inside the room the drunkard slumps down on a chair to take a nap, evidently waiting for a meeting with Teruaki. On a nearby table Trond can see a sheet of paper which appears to be the plan of a building. Trond takes this and leaves the room by tearing open a paper window and climbing out. He meets up with Wigo in the alleyway and quickly makes his way back to The White Dragon. In his room he studies the plan which he recognises as a plan of the tong hall of the Black Sapphire Tong. The vault of the tong hall is marked. This room contains the jade ritual vessels and other treasures of the tong, including the famous Black Sapphire which is said to be worth 20,000 gold pieces. Perhaps Teruaki intends to steal the tong’s treasure so that the tong will lose prestige in the slums. Perhaps he intends to found a criminal tong himself. In any case, tomorrow Trond will take this evidence to one of the Elder Brothers of the Black Sapphire Tong, a tong sorcerer named Liang Yong. He pays for a meal and goes to bed.

Money: 4 gp, 9 sp and 4 cp

Trond: 5 Victory points and a Clue

Opponents: 5 Victory points

Haicheng: 0 Heat

A roll of 9 on a 1d10 means that the opponents do not gain a Victory point.

The next morning he pays for a cheap room at The White Dragon, and for breakfast.

Money: 4 gp, 6 sp and 5 cp

Action scene: tenement

Bring in an outside authority or useful Actor to oppose the foe.

He goes the three-storey tenement building where the tong sorcerer Liang Yong lives. Yong occupies a large and opulent apartment on the ground floor. Trond gives him the map of the tong hall that he found in The Dwarf and Goblin, and informs him of Teruaki’s plan to steal Arkadi’s gold. He asks if Yong will use his magic to aid him against Teruaki.

Trond succeeds on the check.

Yong thanks Trond for providing him with the map. They drink rice wine and Yong says that he will use his magic to help Trond.

Trond: 7 Victory points

Opponents: 5 Victory points

Haicheng: 0 Heat

A roll of 2 on a 1d10 means that the opponents gain a Victory point.

Opponents: 6 Victory points

Investigation scene: tattered market

Ambush a dangerous Actor who holds a Clue. Face a Fight instead of a check.

Trond, Yong and Wigo are making their way through a tattered market in the slums, searching for Teruaki or one of his henchmen. Yong points out an Eirengarder cleric, a woman named Thora Unger who is a priestess of Kusha, the Red Goddess of war. She wears a hauberk of scale armour and carries a short sword.

Is Thora an ally of Teruaki? No.

Yong says that Thora is not an ally of Teruaki. However, she is an enemy of the Black Sapphire Tong whom she regards as the oppressors of the slum dwellers. She has gathered a small group of followers for the purpose of fighting the tong. Trond sees that Thora is accompanied by four men and two women who are armed with clubs or knives. One of the women wears a blue robe sewn with magical sigils and appears to be a sorceress.

Thora has Veteran statistics and can cast the Fist of Burning Rebuke. The sorceress has Sorcerer statistics and can cast Seven Small Thunders. The other followers of Thora have Vermin statistics.

Yong tells Trond to demonstrate his friendship for the tong by attacking Thora and her followers. He will aid him in the fight with his own magic. Trond ambushes Thora and her followers from behind a market stall.

Yong has Sorcerer statistics.

Yong and Wigo join the ensuing combat and Yong casts Seven Small Thunders, wounding Thora. Trond kills Thora and all of her followers, but not before Yong has been killed. Trond tends his wounds.

Hit points: 4

Searching the bodies Trond and Wigo find a total of seven copper pieces and two silver pieces, which they divide between them. On Thora’s corpse Trond also finds a list of enemies that she was planning to take action against.

Money: 4 gp, 7 sp and 9 cp

Trond: 8 Victory points and a Clue

Opponents: 6 Victory points

Haicheng: 1 Heat

A roll of 7 on a 1d10 means that the opponents gain a Victory point.

Opponents: 7 Victory points

Did the traders in the market generally sympathise with Thora and her followers? Yes.

The market is now in uproar as a result of the combat. A trader calls out for the city watch and Trond sees a sergeant of the city watch accompanied by four other guards armed with ji polearms enter the market. Trond and Wigo split up and Trond makes his way quickly and stealthily out the market, trying to avoid the watch patrol.

Trond succeeds in evading the patrol.

Resting at The White Dragon

Trond returns to The White Dragon and spends the remainder of the day resting to cure his wounds.

Money: 4 gp and 5 sp

Hit points: 5

The opponents gain a Victory point because Trond is Resting in place of a scene.

Trond: 8 Victory points and a Clue

Opponents: 8 Victory points

Haicheng: 1 Heat

He reads the list of enemies that Thora was carrying. It refers to an illegal market that is hidden halfway down an alleyway just north of the brothel, The House of Wondrous Pleasures. The market is run by the thief Yamamoto Teruaki, whom Thora was planning to eliminate.

On the morning after his recuperation he pays for his room and for breakfast and then leaves The White Dragon.

Money: 4 gp, 2 sp and 5 cp

Action scene: forbidden market

Despoil or ruin a sanctum or safehouse belonging to the foe. Roll a die; on an odd result, face a Fight as well as the check.

He goes to the canal and finds the alleyway north of The House of Wondrous Pleasures. The alleyway twists and turns and the canal and the street beside it are lost from sight. He comes to a heavy curtain which has been hung across the alleyway. Lifting the curtain he enters the market, where there are several stalls set up in the dark niches of the alleyway. The small number of traders are selling poisonous substances, rare drugs from the Magocracy of Tien Lung, magical potions, and similar rare or prohibited wares. Ahead the alleyway comes to a dead end.

The foes are footpads with Soldier statistics.

Trond carefully searches the market, trying to avoid the three thugs who are patrolling the place for Teruaki.

Trond succeeds on the check.

At the end of the alleyway he finds the secret entrance to a storeroom, hidden behind a wooden board. He is about to enter the storeroom when he hears a shout behind him. The three thugs are advancing to attack him with short swords. He kills all three without sustaining a wound. Searching the bodies he finds five silver pieces and five copper pieces.

Money: 4 gp, 7 sp and 10 cp

Trond: 10 Victory points

Opponents: 8 Victory points

Haicheng: 1 Heat

A roll of 2 on a 1d10 means that the opponents gain a Victory point.

Opponents: 9 Victory points

The traders in the market have fled. He enters Teruaki’s storeroom. Amidst empty barrels and crates there are chests and sacks filled with rare drugs and stolen items. He leaves the storeroom by the only other door.

Final Action scene: Teruaki’s lair

He enters a room which is far more opulent than a typical home in the slums. It is richly furnished with hardwood chairs and a table and illuminated with bronze lamps. Teruaki gets up from one of the chairs and draws his short sword, and three other men armed with knives enter from another room.

Teruaki has Veteran statistics and the others have Rabble statistics.

Trond kills Teruaki and his thugs. He tends his wounds.

Hit points: 5

Trond has scored 1, a Partial Victory. Although Teruaki is dead his thieving ring survives and may cause trouble for Trond in the future.

Trond receives one experience point for his adventure.

A roll of 1 on a 1d10 (equal to the Heat of Haicheng) means that Trond must either leave the city soon or do something to reduce the Heat.

Returning to the storeroom he searches it for Teruaki’s treasure. He finds 200 gold pieces, hundreds more silver coins, and thousands of copper coins. There are also pieces of jewellery, gemstones,  items of clothing, and a square, thumb-sized vial of green jade inscribed with High Imperial characters.

Treasure:

  1. 200 gp
  2. 800 sp
  3. 2,000 cp
  4. A bronze bracelet inlaid with red coral worth 200 gp
  5. A silver bangle jewelled with bloodstone worth 500 gp
  6. A silver necklace jewelled with green spinel worth 200 gp
  7. A reddish-brown carnelian gemstone worth 40 gp
  8. A dark green malachite gemstone worth 20 gp
  9. A lapis lazuli gemstone worth 20 gp
  10. A yellow jasper gemstone worth 10 gp
  11. A red jasper gemstone worth 60 gp
  12. An obsidian gemstone worth 20 gp
  13. A black onyx gemstone worth 100 gp
  14. A bloodstone gemstone worth 200 gp
  15. A rabbit fur robe worth 20 gp
  16. A pair of finely-printed cotton trousers in shades of blue worth 60 gp
  17. A pair of rabbit fur boots worth 60 gp
  18. A robe of finely-printed cotton in shades of green worth 70 gp
  19. A pair of beaver fur boots worth 60 g
  20. A potion of Furious Might.

He loads treasure into his backpack until it is full and then finds two good sacks and fills them with the remaining coins and items of clothing. Most of the copper coins he leaves in the storeroom.

Money: 204 gp, 807 sp and 610 cp

At the shop of the moneychanger Kinjo Hiroya he has most of his silver and copper pieces changed to gold. He goes to Zhang Bai’s workshop, where he pays a deposit fee of 27 gold pieces for storage of 239 gold pieces in the vault.

Money in the vault: 244 gp

Money: 24 gp, 7 sp and 10 cp

He tells Arkadi that Teruaki has been killed and that his gold is now secure. Then he returns to The White Dragon where he pays for a fine room and then celebrates with fine food, a bottle of good rice wine, five mugs of rice beer, and a harlot named Suzume.

Money: 13 gp and 1 sp

The next morning he pays for his room and for breakfast and then leaves The White Dragon.

Money: 12 gp and 5 cp

He goes to the shop of the fence Bakir al-Halabi, who pays him a total of 200 gold pieces for the jewellery, gemstones and items of clothing that he found in Teruaki’s storeroom.

Money: 212 gp and 5 cp

He pays the sage Han Daichi 50 gold pieces for identification of the potion that he found in Teruaki’s storeroom. Daichi tells him that the vial contains a potion of Furious Might and explains how it works.

Money: 162 gp and 5 cp

He pays Zhang Bai a deposit fee of 15 gold pieces for storage of 135 gold pieces.

Money in the vault: 379 gp

Money: 12 gp and 5 cp

 

 

 

The Dungeon of Gevdrin’s Tower – a solo Labyrinth Lord adventure using Schweig’s Themed Dungeon Generator

Bruld region PNG image.png

One hex = six miles

I’ve started a solo Labyrinth Lord campaign that will include a wilderness hex crawl as well as dungeon crawls. For my first dungeon adventure I’ve used Schweig’s Themed Dungeon Generator, which provides the player with a template to fill in (including details for special areas, traps, treasure and encounters) which can then be used to randomly generate a dungeon during play.

The adventure ended in a Total Party Kill but I was pleased with the results; I rolled the two ‘special’ chambers that I had loaded into the template. I’ll roll up a new party to finish exploring the dungeon.

Bruld

Bruld is a large walled town of 2,600 inhabitants, ruled by a mayor and a council. Situated on the edge of the wilderness regions of the Drundorn Hills and Hunuf Plain, it is a pleasant town where oak trees grow on greens amidst the shops and houses. The town skyline is dominated by the stone hall of the town council. Other notable stone buildings are the temple of Dronlan, the god of merchants and adventurers, and the temple of Athaya, the goddess of healing.

The Wizard’s Garden

The Wizard’s Garden is a new inn that has been built in the garden that once belonged to Gevdrin, a powerful wizard who lived in Bruld a long time ago. Gevdrin’s house was demolished by order of the town council after the wizard left the town. The inn is a two storey building of brick with red-painted doors, and is known for the strange-tasting (though not unpleasant) ale, beer and wine sold there. Some say that this is a result of the lingering sorcery over the site.

The story of Gevdrin is well-known to the patrons at the inn. The wizard left Bruld many years ago because the town council kept bothering him about the dangerous experiments that he was conducting in his house. He built a tower on Hunuf Plain about six miles south of Bruld, and was seldom seen in the town again. One evening a few years ago some of Gevdrin’s servants were returning to the tower from Bruld when they saw a huge fireball engulf the building. No doubt the result of an experiment of the wizard, the fireball killed Gevdrin and all of his servants who were in the tower at the time, leaving the building a charred stone shell; only the dungeon beneath the tower survived the destruction. The dungeon soon became known to adventurers and many have set out from Bruld to retrieve the treasure that can no doubt be found there, but none have ever returned.

The Adventurers

Six adventurers have gathered in The Wizard’s Garden to plan an expedition into the dungeon. They are:

  1. Hanrus, a warrior
  2. Kalgar, a half-orc warrior
  3. Lonra, an elven woman
  4. Medron, a wizard
  5. Renorv, a cleric of Athaya the goddess of healing
  6. Rushta, a halfling woman and thief.

Lonra is an elf of the basic class of Labyrinth Lord.

The journey to Gevdrin’s Tower

On a fine spring morning the party leave The Wizard’s Garden and set out from Bruld south towards the tower. After travelling through the hamlets, farmland and sparse woodland south of Bruld, at midday the party enter the rugged expanse of Hunuf Plain where the dominant vegetation is low grass.

Hunuf Plain encounters (d4):

  1. Giant Carnivorous Flies (1d6+1)
  2. Giant Ferrets (1d6+1)
  3. Giant Hawk (1)
  4. Stirges (1d10+3)

No encounter rolled.

As evening is approaching the party reach the ruin of the tower. As described in The Wizard’s Garden the round tower is a ruined stone shell, the wooden upper floors having been destroyed by the fireball. The ground floor is overgrown with grasses from the plain, but the party find a spiral staircase within the wall which leads down into the dungeon. After resting for a while the party descend the steps.

All characters are moving at a rate of 30′ per turn (exploring movement).

sam_1234

1: Chamber of strange smoke

The staircase leads down to a large square chamber. In each corner of the chamber there is a 10-foot tall bronze statue of a man with an expressionless face, who is holding a pot. White smoke billows out of each pot and fills the room, but it does not choke the adventurers. By the light of Renorv’s torch they can just make out doors in the middle of the west and east walls, made of oak and bound in iron. The party cross the chamber towards the door in the east wall.

As the party cross the chamber the smoke billowing out of the pots turns light blue, then deep blue. The statues now have benevolent smiles on their faces. The characters breathe in the smoke which fills them with vitality.

The smoke coming out of the pots turns a random colour, and has a different effect, every time someone enters the chamber. Originally I had intended the blue smoke to heal wounds. Since the party have not yet suffered any damage I decide that each member of the party will have a +1 to hit or on their next ability check, for the duration of the next combat or for their next ability check only.

First turn elapsed.

2: Arrow trap

The party enter a large rectangular chamber. Moving towards the north wall they see another door and something glinting on the floor in front of the door.

Rushta fails to detect the arrow trap.

Hanrus steps on a loose flagstone and hears a “click” sound. An arrow fires out of a slot above the door towards him. The arrow grazes his armour but does no damage. The glinting object on the floor is a silver necklace jewelled with violet garnets, which he puts in his belt pouch.

The necklace is worth 1,000 gp.

Second and third turns elapsed.

Kalgar and Lonra fail to find the secret door in the chamber.

Fourth and fifth turns elapsed.

The party rest in the chamber for a while.

Sixth turn elapsed.

Renorv lights a new torch (15 left)

The party go through the door in the north wall.

3: Fountain

The party enter a square chamber. There is a fountain of white marble in the centre, in the form of a nude nymph holding a pot that pours water into a basin. The walls are painted with frescoes of a forest inhabited by sylvan beings such as elves, sprites and unicorns. There are two doors in the north wall and two doors in the west wall.

Cautiously they take small sips of the water in the fountain. It is cold, refreshing and tastes somehow magical and they take deep drinks of it.

This fountain is a healing fountain that restores all lost hit points of each character once only. As none of the characters have been injured they can return here and drink again to receive this benefit.

First turn elapsed.

The party go through the right-hand door in the north wall.

4: Empty chamber

The party enter a large rectangular chamber. It is empty except for a broken long sword and a pile of dry leaves and twigs.

Kalgar finds the secret door in the chamber.

Second and third turns elapsed.

In the east wall Kalgar finds a secret door; a stone in the wall pivots to reveal an alcove leading to a corridor which runs parallel to the chamber north and south. Hanrus marks the location of the secret door with a twig and the party go through the other door in the north wall.

5: Abandoned storeroom

The party enter a large chamber which once served as a storeroom; there are broken barrels, chests and crates scattered about the floor. Searching through the debris piled against the north wall are five hobgoblins. Their hairy hides are a dark reddish-brown and their faces are red. They wear red tunics under armour of black studded leather. One is armed with a long sword and a short bow, two are armed with halberds, and two are armed with morning stars. They stop searching through the debris and turn around when the party enter the chamber.

The hobgoblins are neutral and may attack. I decide that they will attack if Medron, who speaks hobgoblin, fails a charisma ability check. Since Lonra, an elf, is with the party Medron cannot make use of the +1 bonus given by the blue smoke and must make the check with a -1 penalty.

Medron says that he will speak to the hobgoblins as he understands their language. He greets them and says that the party mean them no harm and are only looking for a way through the dungeon.

Medron fails the check. The hobgoblins attack and have the initiative. They have 6, 9, 5, 6 and 4 hp. The party have the +1 to hit bonus provided by the blue smoke for the duration of the combat.

Lonra kills one of the hobgoblins with a Magic Missile and one of them flees. But all of the adventurers are killed by the three remaining hobgoblins.

 

 

 

 

 

 

 

 

 

 

 

 

 

A Lucky Find of Gold

I’ve returned to a Ruins of the Undercity campaign that I’ve been playing using the Labyrinth Lord rules. Having previously generated 11 parties of adventurers that were all wiped out before any of the characters reached second level, I’ve decided to use the optional advanced Hit Dice rules from the Advanced Edition Companion for Labyrinth Lord to boost the survivability of my new characters. This is a condensed version of my latest session.

Cryptopolis

Six adventurers have gathered in Cryptopolis.

Arav

Formerly a scribe in the Temple of the Red Goddess, Arav has discovered his hidden talent for sorcery. He understands the languages of kobolds and flinds.

Nameera

Nameera is an 18 year old belly dancer from the khiva shops. She has heard stories of the Undercity and now wants to explore its depths herself.

Othnos

Othnos worked as an undertaker but had to flee the funeral parlour after he was caught plundering a corpse. He is now a professional thief.

Senrion

Senrion is a 151 year old elf who became dissatisfied with his occupation as a shoemaker. He understands the language of flinds.

Somteva

An elderly dwarven woman of 269 years, Somteva worked as a mule teamster before becoming a cleric of the Red Goddess.

Zareef

Formerly an actor in a performing troupe, Zareef left the troupe to explore the Undercity.

Nameera and Zareef are fighters and Senrion is an elf of the basic class of Labyrinth Lord.

The Undercity

Arav knows of an abandoned building not far from the Temple of the Red Goddess, where there is a stairway leading down into the Undercity. Evening is falling and the inhabitants of Cryptopolis are hurrying back to their homes when the party reach the building. It is a stone house of two storeys, evidently the former residence of a prosperous merchant or some such wealthy person.

The party enter the building. In the entry hall the stirring of a dark figure startles them, but it is only an old beggar getting up from a bed of rags. He scowls at the adventurers for disturbing his rest and wishes doom upon them in the Undercity below.

Deep within the house the party come to a small, dank room with no windows, where there is a flight of narrow steps leading down into darkness. The party form their narrow marching order and descend into the Undercity.

sam_1229

81: Giant toad’s lair

The party explore the corridors of the Undercity and come to a large, dark chamber, damp and moldy, where the ceiling is supported by eight pillars. There is a door of rusted copper in the right-hand wall.

The giant toad has 14 hit points. It surprises the party.

A toad the size of a large dog lunges out of the darkness at Zareef, but fails to bite him. The party manage to kill the toad, with Senrion dealing the fatal blow, but not before Somteva has been badly wounded. She heals herself with Cure Light Wounds. The party rest in the chamber.

Check for wandering monsters: eight giant rat skeletons (1, 3, 5, 1, 7, 7, 1 and 3 hp)

Giant rat skeletons

The party hear the sound of clicking bones and see eight animated giant rat skeletons enter the chamber from the corridor. Somteva turns five of the skeletal rats and the remaining three are destroyed, but not before Arav has been killed. The party divide his coins, rations and most useful items between them. Nameera takes his quill, ink and papyrus sheets and now has the job of mapper for the party.

36: Empty room

The party enter a small rectangular room which is dark, moldy and empty. Senrion discovers a secret door in the left-hand wall, a stone panel that pivots to reveal a dark cave beyond.

The secret door is trapped with a pit 10′ deep with spikes. Senrion fails to detect the trap.

Opening the panel also opens a pit which Senrion falls into. He is impaled on the iron spikes at the bottom of the pit and killed.

The cave beyond the secret door is inhabited by a vampire named Telki, a previous adventurer who was bitten by a vampire bat.  I consult the Answer Oracle found at the back of The Covetous Poet’s Adventure Creator and Solo GM Guidebook to determine if he has been destroyed or is in the cave at the moment.

Has Telki been destroyed by other adventurers? Yes.

Somteva performs the rites of the Red Goddess over Senrion’s corpse and then the surviving members of the party make their way around the pit and into the cave.

37: Cave

The cave is dark, damp and empty. The party rest for a while.

Check for wandering monsters: none

The party cross the cave to a passage opening in the right-hand wall.

66: Marble corridor

The party come to a single lantern of fragile glass that hangs on the wall opposite a door of moldy wood. Ahead the corridor comes to a dead end.

Has the covered pit trap 10′ deep with spikes in this corridor been covered again? Yes.

Othnos fails to detect the trap.

Othnos plunges into a covered pit trap between the lantern and the door. He is impaled on the iron spikes at the bottom of the pit and killed. The party lament the loss of yet another adventurer and they have now been halved in number. Somteva will now check for traps at the front of the party. The party rest in the corridor.

Check for wandering monsters: none

The party retrace their steps to the junction and take the other corridor, which ends at a door of moldy wood. A side passage on the right also leads to another door. This door is locked but Zareef easily breaks down the rotten wood.

64: Octagonal chamber

Have the mites that live beneath this chamber covered their pit trap again? Yes. Somteva detects the trap.

The octagonal chamber beyond is dark, damp and moldy, with moldy wooden doors in the left-hand, right-hand and opposite walls. Somteva alerts the others to the covered pit trap next to the left-hand door. The door in the opposite wall is unlocked and the party go through.

82: Chamber of ancient frescoes

The party enter a rectangular room with no other visible exits. By the light of Zareef’s torch they see that the walls are covered with fading frescoes that depict the civilisation of the necromancers, over whose ruined city Cryptopolis was built. The colossal statue of the Red Goddess is shown towering over houses and shops. The inhabitants of the city are shown being entertained by musicians and dancers, and fighting monsters such as flinds and lizard men.

Snyads

While the adventurers are studying the frescoes two snyads emerge undetected from a hole in the wall. The snyads approach Nameera and Somteva to pick their belt pouches. Somteva notices her belt pouch being picked but Nameera does not. The snyad steals d10 gold pieces from Nameera; one gold piece.

Somteva notices that a small, tan-skinned humanoid, a snyad, is about to pick her belt pouch. She swipes at it with her mace, intending to drive it away rather than kill it. The snyad flees into a hole in the wall. A moment later Nameera sees another snyad darting into the hole and finds that one gold piece is missing from her belt pouch.

Somteva finds a secret door in the left-hand wall, which can be opened by pressing on the door of a fresco of a house.

83: Half-flooded chamber

The large, square chamber beyond has no other exit and is half-flooded with water. The party enter and close the secret door behind them. The chamber is hardly welcoming, but at least the party can rest here knowing that they will not be discovered by wandering inhabitants of the Undercity. The adventurers lay out their bedrolls on the dry half of the floor and enjoy a meal of rations and wine before settling down to sleep.

No checking for wandering monsters as the party are in a secure place.

The party sleep for eight hours and wake up refreshed. A new day has begun in Cryptopolis above them.

The party retrace their steps to chamber 35.

37: Cave

Returning to the cave the party rest for a while.

Check for wandering monsters: none

35: Empty chamber

Returning to this chamber the party find that the second door in the left-hand wall is locked. Zareef breaks it down.

84: Room of ancient frescoes

The party enter a small, rectangular room. The walls are decorated with fading frescoes of the ancient necromancers’ civilisation, but the floor is strewn with refuse and a putrid smell fills the room. The frescoes are more sinister than those of the previous frescoed chamber; they depict ghouls, mummies, a hideous frog-like demon with grey skin and fangs, and a bearded, grey-skinned man wearing grey robes and a white turban. He wields two scimitars and confronts cowering humans. Not finding any secret doors in the room, the party leave and retrace their steps to the entry corridor leading from the stairway in the abandoned building.

The party return to the entry corridor and take the corridor numbered 12.

34: Corridor of lanterns

Going through a door the party enter a corridor which is well-constructed of standard masonry, and illuminated by a row of fragile glass lanterns hanging on the right-hand wall.

Has the covered pit trap 20′ deep in this corridor been covered again? No.

The party come to pit in the corridor about 20 feet deep. They make their way carefully around it. Beyond the pit they find the site of a past battle; there are bones, shields and scimitars and other weapons strewn over the floor.

This was where a previous party were wiped out by gibberlings.

86: Kobolds

Wandering monster: 13 kobolds 40 feet from the party

The kobolds are indifferent to the party.

A group of 13 kobolds are coming down the corridor towards the party. Their scaly hides are a dark rusty brown and they are wearing ragged red tunics. They are armed with axes, javelins and morning stars but these weapons are lowered and the kobolds do not appear to want a fight. When they reach the party they pass them in single file and ignore them, apparently preoccupied with some warlike mission that requires all of their numbers.

SAM_1233.JPG

 

90: Chamber of broken furniture

The corridor ends at a door of reinforced wood. It is locked but Zareef kicks at it until it gives way. At first glance the chamber beyond appears to contain nothing of interest; it is dank and moldy and constructed of rough masonry with a dirt floor, and strewn with broken and decaying items of plain furniture such as tables and chairs. But in the north-east corner there is a rectangular stone container carved with images of skeletons, nagas and other monsters. Zareef heaves off the lid and the party find a hoard of gold coins inside. There are 250 coins in total; Zareef takes 84 and Nameera and Somteva each take 83. Pleased with this find, the party decide to leave the Undercity.

The party return to the abandoned building and to daylight without incident, and go to a khiva shop to celebrate their find of gold.

 

 

 

 

 

 

 

 

 

 

The Idol of Fa Chia

Haicheng region new PNG image.png

Here is another Scarlet Heroes solo adventure.

Getak Seven Ways Out

Travelling west over the forested foothills of the Altgrimmr Mountains, the elven mage Getak Seven Ways Out arrives at the timber palisade of Hasan al-Sakhawi’s trade post in the late afternoon of a long, hot day. It is the dry season in Ektau. Getak is an elf of the Creed of Seven Ways Out, from the small village of First Sundering in the Godbarrow Mountains. His most prized possession is the slender elven spellbook that he carries concealed in his travel-worn tunic. In his prior incarnation he was a scholar of history in the village of Last Rebuke, and he still retains vague memories of that life. The philosophy of Seven Ways Out encourages it’s followers to seek out their own way in the world, especially by leaving First Sundering and travelling far and wide. Getak has made his way down the eastern slopes of the Godbarrow Mountains, over the grasslands of the northernmost region of the Magocracy of Tien Lung, and over the jungle-clad hills of the Mandarinate of Xian.

Getak is a first level magic-user with the following traits:

Wandering Mage: 2

Historian: 1

Inured to Harsh Weather: 1

Elven Senses: 1

Hasan al-Sakhawi’s trade post

The trade post is bustling with activity as an Eshkanti caravan sets up camp, and dwarven and Gadaal traders make their way around the shops and tents. He has 110 gold pieces. He throws away the club that he has been using as a weapon and buys a short sword and a dagger from a dwarf, for twice the amount that he would have had to pay in a town or city. From an Eshkanti chandler named Shahib al-Tamimi he buys a backpack, camp gear, a healer’s bag, a waterskin, 10 lots of rations, and a bottle of cheap rice wine. He pays six silver pieces to Hasan al-Sakhawi to camp within the palisade.

Money: 43 gp and 2 sp

Rations: 9

The next day he prepares the spell Seven Small Thunders, refills his waterskin at the well, and leaves the trade post, travelling north-west into Altgrimmr Mountains.

Getak will prepare Seven Small Thunders every morning while travelling in the Altgrimmr Mountains.

Threat: 1

Hex 05.03

These hills were explored during a previous adventure, so I don’t check for Encounters, Events or Features.

Rations: 8

Hex 04.04

The next day he travels south-west into the mountains.

Tinh

An eagle tinh is flying over the mountains 200 feet from Getak and will regard him as prey if it sees him. The tinh has a flying movement of 60.’ The tinh sees Getak first and swoops down on him.

Making his way along a mountain slope Getak feels sharp talons grasp him and he is lifted into the air by a huge eagle.

Getak must Defy Death (1d4) to escape. He takes 1 point of damage and the attempt to Defy Death is successful.

Hit points: 3

Getak is carried up to the eagle’s nest high up the mountain. The eagle drops him into the nest. He realises that the eagle must be a tinh or an animal spirit. Suddenly he hears the screech of another beast and sees a griffon swoop down to attack the tinh. While the two monsters are fighting he escapes from the nest and makes his way carefully down the mountainside.

Can he climb down the mountain easily? Yes, but… recklessness.

Getting down the mountain is easier than he thought it would be. He becomes over-confident, misses his footing and tumbles down a steep slope.

He takes 1d6 damage and suffers 1 point of damage.

Hit points: 2

Reaching the gentler slopes of the mountain he treats his injuries.

Hit points: 4

Event: non-magic gear item breaks during use.

I roll a d3 to determine which item is broken:

  1. Backpack
  2. Camp gear
  3. Healer’s bag

An item of his camp gear has broken.

Event Threshold: 1

Feature Threshold: 2

He searches for water and finds a stream.

When setting up camp at the end of the day he discovers that his cooking pan has broken, so he cannot cook his rations. He decides to go back to the trade post to buy another pan. He also buys two more lots of rations.

Money: 40 gp

The next day he retraces his route and enters an unexplored region of the mountains.

Rations: 9

Hex 03.03

Griffon

A griffon is flying over the mountains 350 feet from Getak. The griffon will attack Getak if it sees him. The griffon sees Getak first and swoops down to attack.

Getak sees a griffon swooping down to attack. He casts the spell Seven Small Thunders and the magical bolt wounds the beast, but the griffon badly wounds him. As he loses consciousness he feels the griffon bear him up into the sky.

Getak is left for dead with 1 hit point. 

When he revives he finds himself in a flying monster’s nest for the second time. He sees that the griffon has two chicks and it is preoccupied with feeding them meat; not his own, fortunately, for after probing himself he finds that he is still intact except for the wounds the griffon dealt previously. His backpack is nearby. Not surprisingly the griffon has taken all his gold which is on the other side of the nest near the chicks. His equipment has been strewn about the nest. Fortunately his spellbook is right next to him and is undamaged, being made of fine elven materials. Moving carefully he slips it into his tunic before making his way stealthily to the edge of the nest.

The griffon’s nest is perched on the crag of a rocky mountain ridge and the way down seems to be more precarious than the descent from the tinh eagle’s nest. Carefully he climbs over the edge of the nest and down the crag.

The difficulty of the check to climb down the crag is 13. Getak succeeds on the check.

He makes his way down the crag and reaches a ledge in the mountainside. The ledge provides a magnificent vista of the forested foothills of the Altgrimmr Mountains to the south. He can see the ruins of a town in the hills, an Imperial town of crumbling pagodas. He has no time to rest or enjoy the view, however; he hears the furious screech of the griffon and must dash into a dark crevice nearby. He hears the griffon fly away looking for him. He waits for a while until he feels that it is safe to emerge and then makes his way quickly down the mountain. The path bends to the north and he soon finds himself on the slope where the griffon attacked him. He retraces his route, trying to remain under the cover of pine forest wherever possible.

Hasan al-Sakhawi’s trade post

The next day he staggers into Hasan al-Sakhawi’s trade post. He has no money and carries nothing of value except his spellbook, so he offers his services as a mage to Hasan al-Sakhawi. The merchant thinks for a moment and then replies that he would like Getak to go on a mission to retrieve a stolen relic. Just south of the trade post there is a hideout of escaped slaves from the Magocracy of Tien Lung. The villagers recently attacked a caravan leaving the trade post and killed several guards before fleeing with loot, including a small statuette of solid gold representing Fa Chia, the Yellow God of the Imperials. Fa Chia is Hasan’s patron deity, and he was sending the statuette to the city of Haicheng as a gift to be placed in the Five Pinnacle Pagoda.

The village is surrounding by a palisade and is known to be guarded even at night. Getak says that he is well-suited to this task as he possesses elven senses that enable him to see in the dark, and can cast a spell that sends men to sleep. Hasan tells him that he will pay him 100 gold pieces if he retrieves the statuette. Getak receives treatment from Hasan’s physician and sleeps in a spare room in his house.

He spends the next two days resting in Hasan’s house. On the morning after his recuperation he prepares the spell Amber Cloud of Somnolence and then waits until evening before making his way south over the hills to the slave hideout. Hasan has provided him with a backpack for the statuette and a dagger.

Hit points: 4

Slave hideout

Night has fallen when he approaches the village, which is at the top of the hill and surrounded by a palisade as described by Hasan.

What’s the weather like (dry season)? Cloudy skies.

Luckily the moon is hidden behind clouds and the hill is shrouded in darkness. Getak makes his way cautiously up the hill. There is a single guard on duty at the gate.

Is the guard vigilant? No, but… an adjustment to the physical environment.

As Getak approaches the guard the moon comes out from behind the clouds. The guard stirs and Getak makes for closest shadows.

The difficulty of the check to avoid the guard’s notice is 11. Getak fails the check.

The guard notices Getak and reaches for his horn to sound a warning. Getak is about 30 feet from the guard and throws his dagger. The dagger misses the guard, who blows on his horn. Getak flees into the forest. He can hear villagers in pursuit.

The difficulty of the check to evade the villagers is 11. Getak fails the check. D4 villagers catch up with him.

The pursuing villagers are spreading out through the forest but two of them catch up with him.

The villagers are dressed in rags and carry spears. They have Thug statistics. Getak kills them both with his magical Fray die.

One of the villagers wounds Getak with his spear but he kills both of them with his sorcerous bolts.

Hit points: 2

Have the other pursuing villagers heard the sounds of the combat? Yes. There are 10 other villagers closing in on Getak.

Getak hears the other villagers closing in on him. He tries to outrun them.

The 10 other villagers are 2d6 x 10 feet from Getak; 80 feet away. The villagers move 30 feet to be 50 feet from Getak before he makes a Constitution check to outdistance them. Getak fails the check.

The 10 other pursuing villagers catch up with Getak. He casts Amber Cloud of Somnolence.

Two of the villagers succumb to the spell and fail their saving throws and another is killed by Getak’s Fray die.

Two of the villagers drop to the ground asleep and another is killed by Getak’s bolts. The remaining seven throw their spears at Getak. He is hit by a spear and falls to the ground close to death.

Getak is left for dead with 1 hit point.

When he revives Getak finds himself in an empty room in a hut in the village. His wound has been crudely treated but he is bound hand and foot. He can feel that he still has his spellbook inside his tunic. Clearly the villagers want him alive so that he can tell them all that he knows about the strengths and weaknesses of Hasan al-Sakhawi’s trade post.

The door opens and two men come in. They haul him before the chief of the village, a grizzled Eirengarder man. Four other men and two women stand nearby with spears ready while the chief questions him. Getak tells them all that he knows about Hasan al-Sakhawi’s trade post. Then he tells them fanciful stories about his travels, relying on the knowledge of his past incarnation as a historian to help him. When he feels that he has his audience interested, he tells them a story about how the statuette of Fa Chia is cursed. The statuette was stolen from the Pagoda of the White Jade Tiger in the Mandarinate of Xian by an adventurer who sold it to Hasan al-Sakhawi. It will bring disease and death to those who own it until it is returned to the Pagoda of the White Jade Tiger. He is a wandering mage who has been hired by the abbot of the Pagoda to retrieve the idol. He did not intend to kill anyone to retrieve it, only to put them to sleep with the spell that the villagers have seen him use.

The difficulty of the check to deceive the chief is 13. Getak uses his trait of “Historian” but fails the check.

The chief tells him that he does not believe him. He orders the villagers to execute Getak and they close in on him with their spears.

Getak must Defy Death (1d4) to escape. He takes 1 point of damage and the attempt to Defy Death is unsuccessful. Getak is speared to death by the villagers.

 

 

 

 

 

The Ruined Mage School

haicheng-region-png-image

Having now completed a tertiary education course I’m back to gaming again. Here is the latest instalment of the adventures of my Scarlet Heroes character, Du Renshu. He is a third level fighter with the following traits:

  • Forest Hermit: 2 points
  • Strong Constitution: 3 points
  • Once was a Peasant Rebel: 2 points

In the previous instalment, A Golem and Bandits, Renshu discovered a ruin in a valley of the Altgrimmr Mountains (hex 00.05 on the far left of the map). A few dice rolls determined that it was a dungeon with the following characteristics:

Type of Feature: dungeon

Dungeon type: academy (ruined mage school)

Locations: 23

Inhabitants: looters (first seven rooms), supremacists (next eight rooms), and undead from massacre (last eight rooms)

Threat: 2

Favoured colours of interior rooms: only natural hues

Entering the ruin Renshu tethers his horse to a pine tree. There is no sign of life in the ruin. He sees a large doorway nearby which appears to lead into some kind of hall.

Memorial hall

Hidden treasure: M2 worth of room contents – bronze mirror jewelled with amber worth 500 gp.

Hazard: environmental danger. Save or take 2d4 damage.

The hall is painted a fading sky blue and is well illuminated with windows. There are niches along the walls which once contained statues of stone and jade, but these have been thrown to floor as if by angry invaders. There are inscriptions in Low Imperial beneath the niches. Reading the inscriptions he learns that the ruin was once a school of magic called the Academy of Fa al-Tabari. The statues are of the most celebrated alumni of the Academy.

The walls have been scrawled with glyphs which remind him of the symbol on the gourd of Shou poison that he found in Wang Yuan’s house in Enping. Clearly Shou were responsible for the destruction of the Academy.

As he searches the hall the Shou glyphs start to glow with a pale green light and he begins to feel light-headed.

The difficulty of the saving throw to resist the Shou magic is 16. Renshu fails the saving throw and takes 1 point of damage.

He falls to floor and his head pounds as his vision is filled with images of Shou, pale-skinned orcs of the mountains. He sees them sacking the Academy and slaughtering the students. A Shou witch-priestess shoots green bolts of witchfire from her stave and kills the headmaster.

Hit points: 13

When the vision has faded he slowly gets to his feet and finds that the glyphs have stopped glowing. He continues to search the hall. All of the fallen statues are too heavy to carry easily.

The difficulty of the check to locate the hidden treasure is 13. Renshu fails the check.

He finds nothing of value in the hall.

First turn elapsed

Check for wandering inhabitants: none

He leaves the hall by a doorway in the south wall.

Divination room

Encounter: 6 hit dice worth of Minions/Civilians/Elites – one skilled freebooter (Elite statistics), three novice adventurers (Minion statistics) and one porter (Vermin statistics).

He enters a room that is also painted sky blue. The ceiling is supported by round stone columns inscribed in High Imperial, the script of scholars which he cannot read. A large bronze brazier, which was probably used for divination purposes, lies overturned in the centre of the room.

There are four men and a woman searching the room for anything of value. Their leader, a man of mixed Gadaal and Imperial or Kueh descent, wears a chain hauberk and carries a sword. The woman and two other men are dressed in leather armour and carry spears, and the last man is a porter dressed in leather armour and armed with a knife. He carries a backpack that bulges with adventuring gear. When they see Renshu they stop searching the room and approach.

The looters are rolled as unfriendly NPCs. They regard Renshu with qualified consent. Oracular word: wealth.

The leader asks Renshu if he suffered the effects of the Shou glyphs and Renshu replies that he got past them without too much trouble. The leader comments to the others that Renshu is brave to keep on exploring the ruins on his own. He tells Renshu that he and his fellow adventurers have already looted the ruins of most of their wealth. Renshu is welcome to search for what is left. He warns Renshu that there are other adventurers from his band elsewhere in the Academy and they may not be as tolerant as he is. Futhermore, he knows that there are Imperial supremacists hiding out somewhere in the Academy and they are dangerous people. There are even rumours of undead which resulted from the massacre of the Academy students by the Shou. He bids Renshu good day.

Second turn elapsed

Check for wandering inhabitants: none

Renshu leaves the room by a doorway in the northwest corner.

Vault

Treasure: trove M1 in room contents – wall scroll worth 30 gp. Oracular word: disease.

He enters a stone chamber with a vaulted roof and unpainted walls. There are no windows and he lights a torch to explore the room. The vault was probably a strongroom for the storage of valuable or dangerous magical ingredients. The floor is strewn with decaying wood, the wooden chests used for storage having all been smashed open and their contents looted. There is only one item of interest, an Imperial wall scroll that shows a physician treating a man suffering from some disfiguring skin disease such as leprosy. He puts it in his backpack.

Third turn elapsed

Check for wandering inhabitants: none

He leaves the vault by a doorway in the south wall.

Servants’ chambers

Hidden treasure: one tenth of the C-type trove appropriate to the place (C5 – Major Ruin’s Wealth).

Hazard: Decrepit structure. Save or 2d6 damage and leave room.

He enters a corridor with seven doorways along each wall, beyond which are former servants’ quarters containing the decaying remains of beds and other small items of furniture. The remains of the plaster on the walls are painted a faded green.

The difficulty of the saving throw is 12. Renshu succeeds on the saving throw.

He enters one room and begins probing the floor and walls. He hears a creaking sound and then the roof of the chamber comes crashing down. He makes it out of the room just in time.

What’s the weather like (wet season)? A light drizzle.

Through the hole in the roof he can see that it is late afternoon outside and there is a light drizzle of rain.

The difficulty of the check to locate the hidden treasure is 14. Renshu succeeds on the check.

In another chamber he finds a hidden compartment under a flagstone which the looters failed to locate. Within the compartment there are hundreds of gold coins, an electrum finger ring set with a black opal, a purple garnet gemstone, a pair of gold earrings set with star rubies, a square, thumb-sized vial of white jade inscribed with High Imperial characters, and a gleaming sword with a leather grip and a hilt of gold. The blade of the sword is inscribed with characters of a non-Imperial script that he cannot read.

There are 700 gold coins in the hoard.

The finger ring is worth 3,000 gp.

The garnet gemstone is worth 1,000 gp.

The earrings are worth 5,000 gp.

The vial contains Ironhide potion.

The sword is a +3 dwarven sword.

The sword is obviously magical so he takes it, but he also keeps his existing magical sword. He stows all the coins and treasure in his backpack and finds that it is as much as he can carry. He carefully replaces the flagstone and places debris from the room over it.

Money: 715 gp, 4 sp and 3 cp

Delighted with his find, he decides to leave the ruin and return to Haicheng.

Fourth turn elapsed

Check for wandering inhabitants: five hit dice worth of Minions/Civilians/Elites – one skilled freebooter, two novice adventurers and one porter.

Four men enter the corridor from the part of the ruin that he has not yet explored. The leader is an Imperial man wearing a scale mail hauberk, two of the other men wear leather armour and carry spears, and the last man is another porter.

The looters are rolled as unfriendly NPCs. They are dismissive towards Renshu.

The men stride past Renshu. As they pass, the Imperial man says “Too late! We’ve already cleaned out this place.”

Renshu waits for the men to leave. He breathes a sigh of relief and then returns to the vault.

SAM_1228.JPG

Fifth and sixth turns elapse

Check for wandering inhabitants: none

Seventh turn elapses

Check for wandering inhabitants: unusual foe – jiangshi

Memorial hall

In the divination room he hears the sounds of combat and a terrible snarling voice. Entering the memorial hall he sees that the Imperial man wearing a scale hauberk is dead on the floor along with one of his companions. The other two men have fled. A figure in ragged clothes is crouched over the Imperial man and when it looks up he sees that it is a living corpse. The monster gets to it’s feet and lurches stiffly towards him. Suddenly it leaps through the air and lands in front of him and he realises that it is a jiangshi.

The jiangshi has 8 HD. Renshu decides to fight with his dwarven sword.

Although he manages to wound the jiangshi with his sword, the monster bites him three times, inflicting three levels of energy drain on him. He is reduced to 0 level and must Defy Death (3d4) or perish. He takes 3 points of damage and the attempt to Defy Death is unsuccessful. Renshu dies and rises as a jiangshi himself.