Sentha’s Journey – Miso RPG combined with Rory’s Story Cubes

Here is a short adventure played using the basic set of Rory’s Story Cubes and Sophia Brandt’s Miso game, a minimalist solo RPG available for free on her blog.

The Setting and the Heroine

The setting is the Vedren Islands, an archipelago with a temperate climate. Hills and broadleaf forest cover most of the islands.

Sentha is a 15 year old maiden of the Trarg tribe. She lives in the village of Gev on the coast of Krelex Island. Sentha is a powerful swimmer. For many years a swimming festival has been held every summer in Gev. Villagers swim the kilometre between Gev and Swimmer’s Rock. When Sentha competed in the womens’ race this year she won the prize, an amber necklace that she wears. She wears a light tunic belted at the waist that she can swim easily in, and carries a knife.

The Aikur tribe are the traditional enemies of the Trarg. In the previous year they destroyed all of the Trarg villages with the exception of Gev. The village is now attacked by Aikur warriors. Although the Trarg warriors fight bravely they are overwhelmed and their village is burned to the ground. Sentha is swimming not far from Gev when the village is attacked, so she is able to escape and swim to Swimmer’s Rock. Climbing up onto the rock she can see Gev burning.

Rovgan Island

After grieving for her lost village and family Sentha decides to swim to Rovgan Island, a small island two kilometres away.

I use the options rule from Miso:

Option A: Sentha swims to Rovgan Island without an incident (d12).

Option B: Sentha is attacked by a giant fish while swimming to Rovgan Island (d6).

I roll a 4 on the d12 and a 2 on the d6, so Sentha swims safely to Rovgan Island.

She reaches a beach of Rovgan Island and rests for a while. She finds a stream where she drinks. Searching the forest beyond the beach she finds some edible herbs to eat.

She explores the beach and finds a tidal pool full of fish. She returns to the forest and searches for a herb with leaves that can be used to poison fish.

Option A: She finds the herb (d8).

Option B: She doesn’t find the herb (d10).

She finds the herb and returns to the tidal pool with the leaves. She crushes the leaves with a rock and throws them into the water. Soon she has several fish to eat. Returning to the forest she collects some tinder and makes a fire with her knife and a rock. She cooks the fish and eats them before settling down to sleep.

I roll three cubes to determine what Sentha finds on Rovgan Island.

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The next day she explores Rovgan Island, which is quite hilly and covered with forest. She finds no sign of human habitation, only trees and a small sea turtle on a beach. She rolls the turtle onto it’s shell, kills it and eats it. In the distance she can see another island. She decides to swim to this island.

When she is about 100 metres from the island she sees that a giant fish is closing in on her. It swims quite slowly and she tries to outswim it.

Option A: She is able to outswim the fish (d12).

Option B: The fish catches up with her (d6).

She is able to outswim the fish and reaches a beach on the island.

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The Island of the Ruined Hut

She goes fishing again and catches more fish. The island is less hilly than Rovgan Island, but is still covered in forest. Exploring the forest beyond the beach she finds a rough trail which leads to a ruined stone hut. Searching the hut she finds a smooth piece of dark wood about as long as her forearm which terminates in a brilliant blue gemstone, a star sapphire. The wood of the wand has not decayed like the wooden items of furniture in the hut.

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I decide that these images mean that the user of the wand can travel through air, water and on land with ease.

She leaves the hut, taking the wand with her. Returning through the forest to the beach she sees that bright light emanates from the star within the sapphire, and that the dense vegetation draws back at her approach.

She returns to the beach. She finds that if she concentrates while holding the wand she can rise a few metres off the ground. Soon she is able to fly around the island, which she finds to be devoid of any signs of habitation other than the ruined hut that she found earlier.

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She sees another small turtle on a beach which she kills and eats. The next day she leaves the island and flies out over the sea.

The Island of the Pyramid

After flying for some time she comes to a large island, hilly and covered with forest. She can see villages dotted around the island. Deep within the forest at the top of a hill she sees a stone stepped pyramid. The top of the pyramid is flat and features an altar, around which there is a group of men wearing masks and white robes. Warriors armed with bows stand around the pyramid. She remembers that the Trarg used to tell stories about a distant island with a hill of stone built by men, inhabited by priests who would kill or sacrifice any intruders. She flies away from the pyramid but she has already been seen and the warriors fire arrows at her.

Option A: She is able to fly away without injury (d20).

Option B: She is hit by an arrow (d8).

I roll two 8s. I decide that she is hit by an arrow, but not badly injured.

One of the arrows grazes one of her legs as she is flying away, but does not seriously injure her. She flies away over the sea.

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The Island of Giant Bees

She comes a small forested island. Flying around the island she seems to hear a voice in her head calling for help. The voice becomes stronger as she approaches a beach, where she can see a tiny woman about three feet tall, a gnome. The woman has tanned skin and white hair, and is wearing a green robe. She is running from a swarm of what appear to giant bees, each a foot long. The woman calls out to Sentha, and she swoops down and clasps the woman to her body with her free left arm before flying away from the island. The giant bees do not pursue them very far.

Sentha flies over the sea still holding the gnome woman. She introduces herself as Hufilbel, an explorer of the Vedren Islands with some skill in sorcery. She sensed that Sentha was approaching the island and so was able to call to her telepathically. Sentha tells her of how her village on Krelex Island was destroyed by the Aikur tribe.

Although Sentha is strong her arm is soon aching from holding Hufilbel. Noticing her discomfort the gnome woman directs her to fly to nearby Drononst Island.

Drononst Island

Reaching Drononst Island Sentha and Hufilbel come to the village of Drorva of the Trumvor tribe, a fishing people not unlike the Trarg. Hufilbel says that she has often visited the village before to trade. Sentha is adopted into the Trumvor and is happy to have found a new home.

 

 

 

 

 

 

The Secret Shrine

haicheng-region-new-png-image

Following on from The Slums of Haicheng here is another Scarlet Heroes urban adventure featuring the thief Gong Trond, who has the following traits:

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

The Tide Cult

Trond returns to The White Dragon inn for lunch.

Money: 12 gp

In the last adventure Trond earned Heat or unwanted attention as a result of a fight in a market in which he killed the priestess Thora Unger and her followers. In this adventure he must deal with the consequences of this Heat.

Five guards of the city watch armed with ji polearms enter the common room of the inn and quickly surround Trond. The sergeant tells him that he must accompany them to a guardpost of the city watch where he will be questioned by the captain of the city watch in relation to the fight with the priestess Thora Unger and her followers in the market. Trond allows the guards to march him to the guardpost where he is met by the city watch captain Chen Dawei. Trond is informed that Wigo Adler has already been caught and questioned by the watch, and he told them that he saw Trond kill Unger and all her followers in a fight that was started by Liang Yong of the Black Sapphire Tong. Dawei says that the city watch had no great regard for Unger and her followers, regarding them as dangerous fanatics. If Trond will pay him a bribe of 500 gold pieces and do a job for him, then he will be willing to forget the matter.

Trond asks what the job is and Dawei says that a Tide cult is rumoured to be spreading in the worst part of the slums. People are disappearing and are said have been taken and sacrificed in a hidden shrine somewhere. Some of the cultists appear to be living in a dilapidated tenement building. The city watch raided the building and some of the cultists were killed or fled, but no shrine was found. Trond is to infiltrate the tenement and learn of the cult’s secrets; perhaps stealth will achieve better results than force of arms.

Trond curses inwardly but agrees to pay the bribe and to investigate the cult. He realises that he will need to sell one of his magic potions in order to pay the bribe. Dawei has the five guards accompany Trond while he goes to the sage Han Daichi to sell his potion of Furious Might for 500 gold pieces. He returns to Dawei with the bribe and then goes to the tenement.

Threat: 4

Trond: 0 Victory Points

Opponents: 0 Victory Points

Haicheng: 1 Heat

Investigation scene: tenement

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

The brick tenement building rears over a muddy alleyway. He enters through an open doorway; a few planks of broken wood in the dark room beyond are all that remain of the door. Scraps of paper flutter in the empty windows and there are puddles from recent rain on the uneven floor. The building seems almost deserted but children wearing rags scamper off into dark rooms as he approaches. He ascends rickety wooden stairs to the first floor and enters a room where Tide cultists sleep on rough mattresses, dreaming the strange dreams of the Tide with smiles on their faces. He explores the room stealthily.

Trond fails the check.

Six cultists, four men and two women, emerge from the darkness. One man has eyes that glow red and the cultists advance to attack Trond with knives. He draws his short sword.

The cultists have Rabble statistics.

Trond kills four of the cultists and two flee down the stairs. He searches the bodies but finds nothing but a total of six copper pieces.

Money: 12 gp and 6 cp

Trond: 0 Victory points

Opponents: 1 Victory point

Haicheng: 1 Heat

A roll of 2 on a 1d10 means that the opponents do not gain an additional Victory point.

He finds no more cultists elsewhere in the tenement, only frightened slum dwellers. He leaves the tenement and feels eyes watching him as he makes his way back to the guardpost to report to Chen Dawei. He tells Dawei about his fight with the cultists, one of whom was definitely a Tide cultist with eyes that glowed red. Tomorrow, he says, he will search for the cultists in the slums again. He returns to The White Dragon where he pays for a meal and then goes to bed. The next morning he pays for a cheap room and for breakfast and then leaves The White Dragon, making his way back to the tenement building.

Money: 11 gp, 6 sp and 1 cp

Conflict scene: street corner

Waylay a minion of the foe. Face a Fight instead of a check.

He comes to a street corner near the tenement. He recognises a man at the corner who is one of the cultists who fled from him yesterday. The man draws his knife and shouts out a summons to eight more cultists who come to his aid wielding knives.

The other cultists have the statistics of a Swarm.

Trond kills all of the cultists and tends his wounds.

Hit points: 5

He searches the cultists and finds a total of nine copper pieces.

Money: 11 gp, 6 sp and 10 cp.

He returns to The White Dragon for lunch.

Money: 11 gp, 6 sp and 5 cp.

Trond: 1 Victory point

Opponents: 0 Victory points

Haicheng: 1 Heat

Investigation scene: fence’s shop

Be waylaid by a hostile Actor with a Clue. Face a Fight instead of a check.

In the afternoon he explores the slums around the tenement building, searching for cultists. He comes to the shop of the fence Noya Shuji, an ally of the thief Yamamoto Teruaki whom Trond killed.

The foes are scruffy toughs; one man with Brute statistics and seven others with Thug statistics.

I decide that these men are members of Teruaki’s thieving ring, which is now headed by the Eirengarder Eckhard Knecht. But are they also cultists? Yes.

Trond approaches the shop cautiously. Eight scruffy men saunter out of the shop and surround him. The leader is armed with a sword and the others wield short swords. The leader sneers at Trond, telling him that Teruaki’s gang has survived despite Trond having killed Teruaki. He says that the gang is now headed by the Eirengarder Eckhard Knecht, the tavernkeeper of The Dwarf and Goblin, who will make sure that Trond does not last long in the slums. The leader exhales a cloud of crimson mist and Trond realises that he is a Tide cultist. He draws his sword.

Trond wounds the leader and kills two of the other men, but the leader deals him a severe wound with his sword and he falls to the ground close to death.

Trond: 1 Victory point

Opponents: 1 Victory point

Haicheng: 1 Heat

A roll of 7 on a 1d10 means that the opponents do not gain an additional Victory point.

Action scene: The Dwarf and Goblin tavern

Escape from the tavern. Make a check at +2 difficulty.

When Trond revives he finds himself in a small dark room which is vaguely familiar. His weapons, leather armour and money have been taken, along with his backpack and all of its contents including his Airy Body potion. He is bound hand and foot with rope. Most likely the Tide cultists intend to sacrifice him.

Hit points: 2

He can hear drunken laughter coming from an adjoining room, and realises that he is in the back room of The Dwarf and Goblin tavern. It seems that Eckhard Knecht is one of the cultists. He struggles to get free of the ropes binding him so that he can make an escape through the paper window in the outside wall of the room as he did before when he was working against Teruaki.

The difficulty of the check is 13. Trond succeeds on the check.

He gets free of the ropes and escapes through the paper window.

Trond: 3 Victory points

Opponents: 1 Victory point

Haicheng: 1 Heat

A roll of 7 on a 1d10 means that the opponents do not gain a Victory point.

Resting at The White Dragon

Trond goes to the workshop of the goldsmith Zhang Bai, where he withdraws 79 gold pieces from his hoard stored in the vault.

Money in the vault: 300 gp

He returns to The White Dragon and spends the remainder of the day and all of the next day recuperating. He pays the physician Moyna Mar MacSithean two gold pieces for treatment.

Money: 65 gp, 9 sp and 5 cp

Hit points: 5

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

Trond: 3 Victory points

Opponents: 2 Victory points

Haicheng: 1 Heat

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

Money: 65 gp and 7 sp

He buys a short sword, a dagger, a suit of leather armour, a backpack, a crowbar, and a healer’s bag. He returns to The White Dragon for lunch.

Money: 26 gp, 6 sp and 5 cp

Investigation scene: Eckhard Knecht’s lair

An allied Actor can get you a Clue at personal risk. Fight to protect them.

Trond returns to the streets around The Dwarf and Goblin tavern to continue his investigation. He hears a hiss and turns to see an Imperial woman beckoning him into an alleyway. He approaches her cautiously. The woman gives her name as Biyu. Even within the shadows of the alleyway she is constantly watchful as if afraid that someone is searching for her. Biyu says that she is a burglar who was formerly a member of Eckhard Knecht’s gang. However, she left the gang when she realised that they were abducting the most vulnerable people in the slums, such as harlots and beggars, and sacrificing them to the Tide in a secret shrine somewhere. She says that she saw Trond fight the cultists outside Noya Shuji’s shop, and saw him escape from The Dwarf and Goblin tavern. She knows the location of Eckard Knecht’s hidden lair, and with Trond’s help she will infiltrate it.

Trond agrees to this proposal. He follows Biyu down the alleyway, which twists and turns and leads to an alcove. At the rear of the alcove there is a wooden door. Biyu succeeds in picking the lock and opens the door to reveal an opulent room beyond. An Imperial folding screen depicting a stream flowing through a bamboo grove is placed along one wall. At the centre of the room there is a fine hardwood table. Seven men are sitting around the table drinking rice wine. One is a huge Eirengarder with a bald head and a bushy moustache; Trond recognises him as Eckhard Knecht. He is wearing a suit of banded armour. Knecht looks up and thanks Biyu for bringing the trouble-maker back to him; they were just about to leave and search the slums for him. Biyu tells Trond that she had no idea that the room was occupied, but Knecht has already drawn his sword and the other men draw their short swords.

Knecht has Tank statistics and the other six cultists have Thug statistics.

Trond wounds Knecht and kills one of the other cultists, but he is wounded by Knecht and three other cultists and falls to the floor close to death.

Trond: 3 Victory points

Opponents: 3 Victory points

Haicheng: 1 Heat

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

Action scene: Eckhard Knecht’s lair

Escape from the lair. Make a check at +2 difficulty.

When Trond regains consciousness he realises that he is once again a captive of the cultists, intended for sacrifice to the Tide. All his gear has been taken and he is a prisoner in a dark room with no windows. His hands and feet have been bound with rope.

Hit points: 2

He struggles to get free.

The difficulty of the check is 13. Trond fails the check.

He has been bound more securely this time and cannot get free.

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

Hit points: 1

He hears the sounds of combat in an adjacent room. After the noise has subsided a guard of the city watch opens the door to the room where he is being held prisoner.

Has Knecht been killed by the city watch? No.

The guard tells him that the city watch were led to this place by a woman named Biyu. They have killed five cultists but Eckhard Knecht was not one of them. The guard frees Trond and he goes outside to meet Biyu in the alleyway. She tells him that she searched Knecht’s lair but found nothing to help them in their search for the cultist’s hidden shrine. Trond tells her that he will return to The White Dragon inn to recover from his wounds; she can meet him there in two days time. Trond goes with the guards of the city watch to report to Chen Dawei, and then he goes to the workshop of the goldsmith Zhang Bai where he withdraws 70 gold pieces.

Money in the vault: 230 gp

Trond: 5 Victory points

Opponents: 3 Victory points

Haicheng: 1 Heat

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

Opponents: 4 Victory points

Resting at The White Dragon

He returns to The White Dragon and spends the remainder of the day and all of the next day recuperating.

Money: 57 gp, 8 sp and 5 cp

Hit points: 5

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

Trond: 5 Victory points

Opponents: 5 Victory points

Haicheng: 1 Heat

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

Money: 57 gp and 6 sp

He buys new gear and then returns to The White Dragon for lunch.

Money: 18 gp, 5 sp and 5 cp

Conflict scene: the Hospice of Hesika

Support an Actor who’s working against the foe for their own reasons. Face a Fight instead of a check.

Biyu arrives at The White Dragon. She says that she has found an ally to help them in their fight against the cultists, who can be found in the Hospice of Hesika. Trond goes with her to the Hospice, which is dedicated to Hesika the Vermilion Goddess of sensation and perception. In the main hall of the building a small wooden statue of Hesika painted a brilliant scarlet stands on an altar. A few priests and priestesses hand out small bowls of rice porridge to cripples and homeless people. Biyu introduces Trond to an Imperial woman named Niu. She wears a suit of banded armour and carries a sword. She is clearly Shou-blooded with skin of a greenish tinge. She says that she is a cleric of Kusha, the Red Goddess of war, and a wandering cult hunter specialising in Tide cultists. Her Shou blood makes her particularly effective against them. Niu has already fought with Tide cultists in the slums and she knows that they often lurk around this hospice to take beggars for sacrifice.

Niu has Tank statistics and can cast the Blessing of Gentle Fortune, the Fist of Burning Rebuke, and the Blessing of Righteous War.

Niu grasps Trond’s right hand and casts the Blessing of Gentle Fortune, invoking the favour of Kusha for the purpose of giving Trond the strength to fight the cultists.

Trond may reroll one failed attack roll during the combat to follow.

Niu leads Trond and Biyu outside and the three of them patrol around the Hospice. Biyu is carrying a short sword.

Biyu has Soldier statistics.

Niu casts the Blessing of Righteous War on Trond and Biyu. They come across Ekhard Knecht and five other cultists who are lurking near the Hospice. The cultists approach with swords drawn.

Knecht has Tank statistics and the other five cultists have Thug statistics.

Niu casts the Fist of Burning Rebuke, badly wounding Knecht. Trond kills Knecht and three of the other cultists, and Biyu kills the remaining two cultists. Trond tends the wound that he received from Knecht.

Hit points: 5

Trond and Biyu search the corpses and find only nine copper pieces and four silver pieces. Niu takes the money to give to the Hospice of Hesika.

Trond: 6 Victory points

Opponents: 4 Victory points

Haicheng: 1 Heat

Investigation scene: The Dwarf and Goblin tavern

Search a Location related to past events where a Clue can be found. Face a Fight whether or not you succeed on the check.

Now that Knecht is dead, Trond suggests to Niu and Biyu that they search The Dwarf and Goblin tavern for information relating to the Tide cult’s activities. They reach The Dwarf and Goblin in the late afternoon. Trond peers cautiously inside and finds the place to be almost deserted, although one barmaid is still serving a few customers on Knecht’s behalf. He goes around to the rear of the building where a paper window gives entry to the back room. The paper has been replaced from when Trond tore it last time to escape. Niu and Biyu wait in the alleyway outside while Trond enters the room through the window. He searches the room.

Trond fails the check.

He doesn’t find anything of value in the room.

The foes are footpads with Rabble statistics.

One of Knecht’s footpads enters the room from the main room of the tavern. On seeing Trond he draws a knife and shouts a summons to seven other men who enter the room armed with knives.

Trond kills six of the men and one flees. He tends the wound that he received from one of the men.

Hit points: 5

Searching the corpses he finds 10 copper pieces and six silver pieces.

Money: 18 gp, 11 sp and 15 cp

He enters the main room of the tavern. The barmaid has fled. He meets up with Niu and Biyu. He returns to The White Dragon for a meal and then goes to bed.

Money: 18 gp, 9 sp and 15 cp

Trond: 6 Victory points

Opponents: 5 Victory points

Haicheng: 1 Heat

A roll of 8 on a 1d10 means that the opponents do not gain an additional Victory point.

The next morning he pays for his room and for breakfast. He meets with Niu and Biyu at The White Dragon and then goes to Chen Dawei to report the deaths of Eckhard Knecht and the cultists outside the Hospice of Hesika.

Money: 18 gp, 7 sp and 10 cp

Conflict scene: The House of Wondrous Pleasures

Fight through an ambush arranged by the foe at a Location. Face a Fight instead of a check.

Trond returns with Niu and Biyu to The White Dragon for lunch.

Money: 18 gp, 7 sp and 5 cp

The fence Noya Shuji enters The White Dragon and approaches Trond’s table. He claims to have severed ties with Eckhard Knecht’s gang, and congratulates Trond for killing Knecht. He invites Trond, Niu and Biyu to accompany him to the brothel named The House of Wondrous Pleasures, where they can meet with enemies of the Tide cultists who are working to rid the slums of this menace.

Trond asks Shuji to wait outside, and discusses this proposal with Niu and Biyu. He tells them that he does not trust Shuji, but argues that they should go with him as they have no other leads at present. Niu and Biyu agree. Niu casts the Blessing of Gentle Fortune on Trond.

Trond may reroll one failed attack roll during the combat to follow.

The three of them go with Shuji to the brothel. When they arrive Shuji leads them to a room where he tells them to wait while he goes to see the brothel madam. Trond, Niu and Biyu sit down on chairs but do not drink the rice wine that has been offered to them.

A wooden panel in the wall slides open and 11 men armed with swords leap out to ambush them. The leader wears a chain hauberk and wields a sword while the others are armed with short swords.

The leader has Veteran statistics and the other cultists have Thug statistics. Trond, Niu and Biyu are surprised and cannot act for the first round of combat. Trond is attacked by the leader and by three other cultists, Niu is attacked by four cultists, and Biyu is attacked by three cultists.

Trond, Niu and Biyu kill all of the cultists except for one who flees, but not before Niu has been badly wounded. Trond tends the wounds that he received and then treats Niu’s wounds using items from his healer’s bag. She has been so badly wounded that she must return to The White Dragon and will not be able to investigate the Tide cult further today.

Hit points: 5

They search the corpses and find a total of 18 copper pieces and four silver pieces. Trond leaves most of the money for Niu and Biyu. They decide to leave the brothel before more cultists are summoned by Shuji.

Money: 18 gp, 7 sp and 10 cp

Trond: 7 Victory points

Opponents: 4 Victory points

Haicheng: 1 Heat

They return to The White Dragon where Trond gives Niu two gold pieces to pay for a physician.

Money: 16 gp, 7 sp and 10 cp

Investigation scene: Okada Tsukasa’s drug den

Bribe an Actor to give you a Clue. Roll a die; on an odd, immediately face a Conflict scene with them or on their behalf and win it to succeed.

Leaving The White Dragon Trond and Biyu walk the nearby streets. Trond sees the cultist who fled from The House of Wondrous Pleasures enter the drug den owned by Okada Tsukasa. Trond and Biyu follow the cultist, an Imperial man, into the dark and smoky building.

They find the cultist who is already smoking his favourite drug. He apologises for ambushing them in the brothel and says that he wants to leave the Tide cult. Trond offers him a bribe of five gold pieces if he will reveal the location of the cultist’s secret shrine. The man appears to be about to accept the money when he glances towards the door to the drug den. His face goes pale when he sees a man in leather armour and wielding a sword enter the door accompanied by five cultists. He says that this man is Yang Fu, an adventurer and Tide cultist brought in from the wilderness to eliminate those cultists who try to leave the cult. If Trond will kill Yang Fu then he will accept the bribe and tell him where the shrine is.

Conflict scene: Okada Tsukasa’s drug den

Eliminate an outside Actor brought in to aid the foe. Face a Fight instead of a check.

Trond and Biyu draw their swords as Yang Fu and the five cultists approach.

Yang Fu has Brute statistics and the other cultists have Thug statistics. Yang Fu and three cultists attack Trond and two cultists attack Biyu.

Biyu is killed by one of the cultists. Trond kills three of the cultists and one flees. But Yang Fu deals him a severe wound and he is taken prisoner by the cultists once again.

Trond: 7 Victory points

Opponents: 5 Victory points

Haicheng: 1 Heat

A roll of 6 on a 1d10 means that the opponents gain an additional Victory point.

Opponents: 6 Victory points

Action scene: the Tide cultists’ shrine

Escape from the shrine. Make a check at +2 difficulty.

When Trond revives he finds that he is bound hand and foot in the place that he was searching for, the secret shrine of the Tide cult. All his gear has been taken, of course. He is in a dark room without windows, in a building which appears to be an abandoned tenement. A cloud of crimson mist hangs over the floor.

Hit points: 2

He can see Yang Fu and seven other cultists in the room. They have their backs to him and are facing a hideous Tide priest who wears a crimson robe. The priest’s eyes glow red and he breathes red mist, and a mass of writhing tentacles emerges from his face. The Tide cultists are chanting and ignoring Trond for the present, though clearly he is intended to be sacrificed very shortly.

Trond struggles to get free of the ropes binding him.

The difficulty of the check is 13. Trond succeeds on the check.

He gets free of the ropes and moves stealthily out of the room. The cultists are preoccupied with their ritual. As he is leaving he hears a scream and turns around to see the priest plunging a dagger into the body of a young woman, bound on a stone altar that he couldn’t see before.

He leaves the building. It is not the same tenement that he explored before but a different building that is entirely abandoned.

Trond: 9 Victory points

Opponents: 6 Victory points

Haicheng: 1 Heat

A roll of 4 on a 1d10 means that the opponents gain an additional Victory point.

Opponents: 7 Victory points

He arrives at Zhang Bai’s workshop just as the goldsmith is closing up for the night. He withdraws 70 gold pieces from the vault.

Money in the vault: 160 gp

Resting at The White Dragon

He returns to The White Dragon and spends all of the next day recuperating. He meets with Niu, who is still recovering from the wound that she received in The House of Wondrous Pleasures. He tells her about being taken captive by the cultists and seeing the cloud of crimson mist and the sacrifice of the young woman in the abandoned tenement. Niu says that the cloud of mist indicates that the cultists are about to open a gate to the Tide. If this happens then Haicheng will be overrun with Tidespawn.

Money: 57 gp, 8 sp and 5 cp

Hit points: 5

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

Trond: 9 Victory points

Opponents: 8 Victory points

Haicheng: 1 Heat

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

Money: 57 gp and 6 sp

He buys new gear and then returns to The White Dragon for lunch.

Money: 18 gp, 5 sp and 5 cp

Conflict scene: the Hospice of Hesika

Discredit or frame an Actor ally of the foe.

Niu casts the Blessing of Gentle Fortune on Trond and then they leave The White Dragon to go to the guardpost of the city watch where Trond will inform Chen Dawei of the location of the cultists’ shrine. On their way they visit the Hospice of Hesika. One of the priests, an Imperial man, seems eerily familiar to Trond. He realises that he is one of the cultists that he saw in the shrine. No doubt he can use his position in the Hospice to procure sacrificial victims for the cultists.

He tells Niu about the priest and she suggests that they talk to the priestess in charge of the Hospice, a Kueh woman named Sister Yoshiko.

Trond succeeds on the check after I use the Blessing of Gentle Fortune spell to reroll the check.

Trond succeeds in convincing Sister Yoshiko that the priest is a cultist. She orders the guards at the Hospice to seize the priest, who is named Brother Zixin, and take him to the guardpost.

Trond: 10 Victory points

Opponents: 7 Victory points

Haicheng: 1 Heat

Final Action scene: the Tide cultists’ shrine

Trond and Niu arrive at the guardpost of the city watch where Trond informs Chen Dawei of the location of the secret shrine. The city watch captain assembles a detachment of 10 guards to attack the shrine. Niu casts the Blessing of Righteous War on Trond and the guards. Trond leads Niu and the guards to the abandoned tenement building.

Entering the shrine Trond sees that the cloud of crimson mist is thicker now. Ten Tide cultists, including Yang Fu and Noya Shuji, are facing the hideous mutated Tide priest who is preparing to sacrifice a young boy on the altar.

The guards attack the cultists and Niu fights with Yang Fu. She kills him but not before she has been badly wounded.

Niu has been reduced to 1 HD.

The Tide priest flees into another room and Trond follows him. The room appears to be the private chamber of the priest and contains a bed, a table and a chair. The priest drops his sacrificial knife and picks up a gleaming short sword from the table.

The priest has Sorcerer statistics and can cast the spell Seven Small Thunders. His short sword is +1.

Trond kills the priest and tends his wounds.

Hit points: 4

He takes the priest’s short sword which has a gleaming magical blade, a hilt of silver and a grip of blue enamelwork.

Have all the other cultists been killed by the city watch guards? Yes.

The noise of combat from the other room has subsided. Trond quickly searches the priest’s chamber. On the table he finds a cylindrical, thumb-sized vial of white jade inscribed with High Imperial characters.

The vial contains an Invisibility potion.

Beneath the table he finds the priest’s wooden treasure chest.

Is the chest locked? Yes.

The chest is locked but he succeeds in picking the lock. Inside he finds 75 gold pieces and a silver necklace jewelled with yellow-green peridots.

Money: 93 gp, 5 sp and 5 cp

The necklace is worth 5,000 gp.

Entering the shrine he finds that the cloud of crimson mist has begun to dissipate. Haicheng is safe from the Tide, at least for now…

The guards have killed all of the cultists in the shrine. They have also collected all the treasure that was heaped around the altar in tribute to the Tide. Trond helps Niu to tend her wounds and then they return to the guardpost. Chen Dawei thanks Trond for his help in destroying the Tide cult.

Trond has scored 3, a Partial Victory. Although it has been almost destroyed the Tide cult survives in the slums and grows again slowly.

The Heat of Haicheng has returned to 0.

Trond receives one experience point for his adventure. He is now a 2nd level thief. He has 8 maximum hit points. He has also gained one trait point in a new trait of “Resist the Red Tide.”

Trond returns to The White Dragon for a meal and a bottle of good rice wine and then goes to bed.

Money: 83 gp, 3 sp and 5 cp

Hit points: 5

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

Money: 83 gp and 1 sp

He pays the sage Han Daichi 50 gold pieces for identification of the potion that he found in the priest’s chamber. Daichi tells him that the vial contains an invisibility potion and explains how it works.

Money: 33 gp and 1 sp

He goes to the shop of the fence Bakir al-Halabi, who pays him 600 gold pieces for the silver necklace jewelled with peridots.

He pays Zhang Bai a deposit fee of 60 gold pieces for storage of 540 gold pieces.

Money in the vault: 700 gp

He returns to The White Dragon to rest and to celebrate his victory over the cultists.

Money: 22 gp and 5 sp

 

 

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 bloodstones worth 500 gp
  6. A silver necklace jewelled with green spinels 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.

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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.

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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.