Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Saturday, 25 February 2012

17-20 Thaumont 1000AC

After a night in the castle, the group headed back to Threshold. They reported the results of their expedition to Caldwell, who said that he would see if he could find anyone to open the locked door. With that room still unexplored, the group's contract was not yet fulfilled. So, the group decided to heal up and sort themselves out before returning to the castle.

Three days later everyone was healed and Caldwell had returned with a scroll, which he said would open the door. Once this room and any cellars that might be present were cleared, Caldwell would consider the group's contract to be complete, and he would pay their reward for this work.

16 Thaumont 1000AC - Eviction Notice Part 2

After few days in the fleshpots of Threshold the group returned to the castle. The bloated corpses of the evictees were still present in the ground floor, although some had clearly been eaten by scavengers. The remaining treasure that they could not carry had been picked up by someone else too. Time to evict the denizens of the upper floor.
Castle Caldwell - Upper Floor
The group advanced up the stairs in the south-western tower and into the upper floor of the castle. The first room north of the tower was empty of all but rubbish and guano. The next room was occupied by a small group of dog-like humanoids (Kobolds as our heroes were to later learn). Without preamble the group charged in and carved up the Kobolds.

The next two rooms to the north were empty but for the usual mess. The north-western tower appeared empty until a large spider dropped from concealment onto Lacrimos. Its effort to gain a meal was in vain as it was soon carved up by a variety of sharp weapons.

From here on the going was easier. Whatever denizens had inhabited the castle, they were no longer here. Exploration showed that there was a large trophy room containing more treasure hidden behind a secret door in the centre north of the castle, but other than this there was little to be found. The castle was clear apart from the one locked room downstairs.

Time to return to Threshold and report this to Clifton Caldwell.

12 Thaumont 1000AC - Eviction Notice Part 1

After a short delay organising themselves, the group prepared to continue the eviction. Breccia and Vladimir would wait outside with the mule, while the rest of the group continued on into the castle and informed any residents present that they were no longer welcome here.

Castle Caldwell - Ground Floor (Click for a larger image)
The first task was to check out the store room to the south of the kitchen. A quick search showed it to be full of rotting sacks of food, old cupboards and a bloated, blackened body on the floor. As the group searched the room, suddenly Bogdan cried out. A large snake had been disturbed by his rummaging among the sacks. It bit him before anyone could kill it and soon his arm was beginning to turn black. Fortunately, Callinicus was able to suck the poison out of the wound and administer a healing potion that restored Bogdan to full health.

With no other exits, the group chose to head into the western corridor, where they encountered a group of four Goblins. The Goblins were carrying a deer on a pole between them. They eyed the group warily and greeted them. Fortunately, Shalander speaks Goblin, so he was able to greet them and assure the Goblins of the group's peaceful intentions. The Goblins proceeded past the group and into the tower room in the north-west of the castle. The group headed south. Stopping at the first door they were unable to open it by any means so they continued southwards into the next room, where they were attacked by Stirges. The bloodsuckers managed to suck a fair bit of blood before they were crushed under foot.

The next room south of this was a chapel. Its glass windows were shattered and the furniture was old, but the room was otherwise in reasonable repair. A cleric in plate armour was praying here when the group barged in. She was clearly annoyed to be disturbed but did not attack the group. Instead she introduced herself as Olga and led the group in prayers to bless their venture. Then she departed the castle, having been informed that its new owner was making every effort to take it over properly.

Continuing southwards and focusing on the western rooms, the group found a starving giant shrew in the nest room. At first it hid under the beds but then hunger overcame its cowardice and it attacked the group ferociously. All too soon the shrew lay dead and the group was bandaging its wounds before enetering the south-western tower, where they were attacked by a pair of wolves. Once more fortune favoured the now battered group and the wolves became nothing more than rugs to lie before the fire.

The group now headed eastward and explored the entrance hall and dining room in the south and centre of the castle, finding some treasure in the rubble. Moving to the south-eastern room and tower, they heard arguing from beyond the door. Shalander recognised Goblin voices arguing over treasure. Bursting in, the group found four Goblins standing around a table laden with treasure. Their swords were drawn and they were clearly none too happy about what constituted an equitable division of that treasure. In the ensuing fight, the group made short work of the Goblins and then started wondering how they were to carry all this treasure away with them. A lengthy discussion ensued, but finally the group was able to agree to cart back to Breccia and the mule as much as they could fit into the various sacks and backpacks they had with them.

Returning to the scene of their 'crimes' the group then continued their methodical progress northwards up the eastern corridor. The next room up proved to have been a library. The books were not in good condition but the room was occupied by two fire beetles, who were reduced to eating the carpet since they became trapped in here. The fight was short and in short order Elias was soon hacking the beetles up to extract the glands that emitted the glow that gave them their name.

A statue in the next room northwards gave the group pause. The room was empty but the group leaders quickly determined that they would not go anywhere near the statue, so they closed the door and headed northwards to the last room before the tower. Here they found a small group of brigands taking a rest from banditry. The group launched into the assault immediately and were victorious after a short but bloody fight. They tidied up the corpses and put them into the beds in this room, before they searched it and gathered up the bandits' loot. The final tower room proved to be empty, but upon exiting it, they encountered the same group of Goblins that they had met with earlier in the other corridor. The Goblins greeted them warily and unsuspectingly made to pass the group in the corridor on whatever errand they were running. As they did so, the group fell on the Goblins and slaughtered them in a brutal, short and effective ambush.

Everyone in the group was now injured and even though the ambush had been effective, the group had still taken some heavy wounds. This being the state of affairs the group decided to head back to Threshold to bank their loot and heal their wounds before cleaning out the rest of the castle.

Wednesday, 14 September 2011

12 Thaumont 1000AC - Eviction Begins

The group sneaks up to the back door under cover of the fog and lurks in the bushes there until Elias has scouted the room beyond it. He finds a kitchen with old tables in it. A rusty stove and a rusty pump complete the ensemble. On the tables lie a variety of pieces of crockery. None appear to have any value. Against one wall lie some old sacks, their hessian exteriors rotting while the goods that were once inside have rotted away or been taken by rodents. Other than these items the room is empty. Wooden doors lead out of the room in all directions. A quick examination of them shows that they are not locked and nothing can be heard through any of them. A circular staircase leads up to the next floor.

Thursday, 8 September 2011

12 Thaumont 1000AC - To the Castle

The group gathers outside Janacek's Inn at the first grey dawning, stamping to keep warm in the chill morning mist. The three new recruits are all waiting and ready. Judging by the straw in his hair Bogdan stayed in the stables last night to make sure that he would not miss the departure. After the usual fussing and fettling all is ready and the journey begins with a quick trip to the town hall to collect weapons.

It is fourteen miles to Antilles Castle, which means that it will be late evening by the time the group arrives there.

As the morning progresses the sun comes up and burns off the mist. The day looks set to be fair and the journey passes comparatively quickly along the road with a pause for lunch, at which point Breccia reveals that he only has a couple of dead rats left to eat. It looks like he will be scrounging food from the others tomorrow.

Shortly before turning off the road into the mountains, a large merchant caravan passes by heading for Threshold and possibly points north. The guards on it are well-armed and plentiful and there are easily a dozen or more wagons loaded with goods. The group leaves the road and heads into the mountains, following the ancient and unused trail that was once a major road leading to Antilles Castle. They arrive near the castle shortly before dusk and set up camp. There is still enough light to scout the castle. A quick check reveals two entrances: the main double doors and a smaller door that is hidden in the shrubbery at the opposite end of the castle.

The group watches the castle until night falls and then sets up watches for the night. The guards not only keep look-out for the camp but also watch the castle for activity. It is not long into the night, on Breccia's watch, that four Goblins are seen entering the main doors of the castle. Later in the night Shalander sees three small dog-like humanoids about 3' tall entering the castle, again by the front door. No other activity is spotted.

The following morning a great fog has rolled in and everyone is hard-pressed to see more than twenty feet in front of them.

Monday, 5 September 2011

11 Thaumont 1000AC - Later that same day

The group is sitting down to a pre-dinner ale or three in the evening when a burly warrior approaches them. He greets Lacrimos first before addressing the rest of the group.

"I am Bogdan Malkovich and a warrior. I seek adventure, fame and glory and ahve heard that this may be had from your leader, Lacrimos. If you will accept me into your company, I shall bring my trusty two-hander to your service. All I require is my fair share of any treasure and rewards that might be gained while I am in your service."

A little later on a balding young man with a long but wispy beard approaches the group. He has a nose like an over-ripe potato and one eye higher than the other. To call him plain would be to insult plain people all over Mystara.

"Greetings, noble ones. I am Vladimir Pushkin, wizard extraordinaire. Your leader, Breccia, put out the word that you sought henchmen and I have come to answer your summons in the pursuit of knowledge and power. Take me into your service and I shall put my not inconsiderable mystical prowess at your beck and call. I require only a full share of the treasure and rewards that we gain while I travel with you and gift you with my powers."

The group responds in the same way to each, telling them to return a little later for a decision.

At this point Breccia states that he would like the magical shortsword. He would willingly pay for it out of his future shares of the treasure but only has enough to pay for half of it right now. What says the group?

9-11 Thaumont 1000AC - In and about Threshold

8 Thaumont - after dinner
"If only we could tell if any of these items in our treasure is magical," muttered Lacrimos over a buttered hotcake.
"Do you think some of them are?" queried Callinicus.
"I don't know," said Lacrimos, "but it would not hurt to find out. The problem is that we don't have a tame wizard to check for us."
"You mean you want someone to cast a spell to see if they are magical?"
"Yes."
"Well, why did you not say? Our gods should be willing to grant me that spell. I shall pray for it tonight and see what we can do in the morning."

9 Thaumont
Breccia mutters something about seeing if his contacts in Threshold can provide any extra muscle for the group and disappears off straight after breakfast.
Callinicus arrives shortly after. He, Lacrimos and Elias all head for their room, where Callinicus calls upon the gods and then points at four items.
"That sword that the Bugbear zombie was wielding, that ring that the skeleton was wearing and that studded leather belt are all magical, as is that blue liquid," announces Callinicus.
"I'm sure I saw that Elf in the common room just now," says Elias, "Shall I see if he can identify any of these for us?"
Elias rushes off to the common room, where he finds Shalander. After a quick discussion, Shalander returns with Elias and announces that he can identify the items for 100 Royals per item, but that he can only identify one item per day. The group decides that the shortsword should be the first item. Shalander chants for a while and then picks up the shortsword. After holding it and concetrating on it for a short while he puts it down and sits down, pale and out of breath.
"This sword is certainly magical but has only a basic level of enchantment on it. Still, that is enough to prevent it rusting and ensure that it maintains a very sharp edge."
[+1 Shortsword identified]
"You want that potion identifying too, eh?" he asks. When he gets a positive response, he sips it carefully, smacks his lips and announces that it is a Potion of Healing. "You can identify potions by sipping a little of them if you have some knowledge about these things. It's a skill I can teach you as we travel."

Following this, Shalander must wait until the next day before he can identify the next item, but the group discusses with him whether he would be willing to join them. He agrees in return for a full share of any treasure and rewards gained. With that he departs to rest and the others get on with their preparations for the next expedition. The first thing on the agenda is selling the treasure. Then it will be time for a shopping spree. The first batch of treasure, including the magical shortsword, nets 838 Royals. Ten percent of this goes to the Church of Karameikos. 100 Royals are paid to Shalander. The rest is divided between the group.

10 Thaumont
Shalander identifies the ring as a Ring of Translation. It grants the wearer the ability to speak a language without learning it first. This particular ring enables the wearer to speak Goblin. He agrees to take this ring as part payment for his services in spell-casting.

11 Thaumont
Shalander returns once more and this time identifies the studded leather belt as a Belt of Lifting. Although it does not increase your strength, it does make anything you are carrying feel lighter.
[Belt of Lifting - reduces encumbrance by one level]
With the items all identified and sold, and shopping done, the group is ready to head for the castle on the morrow.

Tuesday, 30 August 2011

8 Thaumont 1000AC - A Rainy Day

With the Tor cleared and confirmation of the reward for dealing with the castle,the group kicks back for the afternoon of the 7th in readiness for an early start on the 8th.

The following day dawns overcast and very quickly turns into an early spring storm. Lightning flashes, thunder crashes and the group decides to stay by the fire in the common room of the inn for the day. The only exception is Callinicus, who joins the group ready to travel but returns to the temple when the group tells him that it is not a good day for adventuring.

The common room has a wet fug in it today as newcomers enter and dry off with ale, pottage and the fire. A group of four such, three humans and an elf, enter about mid-morning. Soaked to the skin and muddy, they nevertheless contrive to appear satisfied with themselves. Clearly they have done well this morning. Their clothing is mostly new and each wears a scarlet cloak that is ragged at the base, a clear indicator that they have recently been Sheared. As they seat themselves in a corner, they talk excitedly among themselves and look around, their eyes pausing as they alight upon the group and then moving on. Two of their number are spectacularly ugly, although it is unlikely that many would say this to the face of the tallest, a man who is as high as he is wide and not in the slightest fat. The other ugly one has a sly look about him. The elf, by contrast, is very pretty, but the longsword at her side might deter some from getting to know her better. The last human is a cleric in the Church of Karameikos. She bears their symbol on the shoulder of her cloak and wears another on a leather thong around her neck.

With the hubbub of these newcomers' arrival dying down, the common room settles in to the low hum of conversation that preceded their arrival. Shortly after lunch another notable newcomer enters the common room. This time the newcomer is a male elf. He is dressed in rich clothing, is clearly wealthy and is carrying a small, black, wooden chest that is padlocked with a brass lock. He looks around and pauses as he does so. The elf in the red cloak shouts across to him, "Sindar, over here." Sindar, for presumably that is his name, quickly goes over to the group and hands them the black chest. He talks to them quietly but urgently and hands over a pouch before leaving.

The day progresses quietly once more until early evening when another elf enters the inn. He is drenched from the rain and covered in mud from the road. As he enters he takes he looks around for a while undecided. Then he strides over to where the group is and parks himself in a chair as close to the fire as he can get. He looks over to the group and says in their general direction, "Blasted awful weather. A person could catch their death of cold in it." Without waiting for a response he continues, "You've the look of a hardy company. Would you be looking to hire a companion for your journeys? If so, I am the elf you need. My name is Shalander Feadiel and I am newly come from Alfheim in search of adventure. My skills include this longsword at my side, the longbow and some arcane ability. I'm planning to be around for a few days should you decide I may be of help."

The rest of the day passes uneventfully and the group retires to bed hoping for a better day on the morrow.

Wednesday, 17 August 2011

Antilles Castle

Antilles Castle is a fortified manor rather than a castle. The Antilles family owned it from its construction in the reign of Queen Katarina Radu in the early eighth century AC until their demise in the mid tenth century AC. At the time of its construction the Antilles family had a controlling interest in the settlements, mining and logging operations of the area. Their demise was not the result of enemy action but rather a simple matter of lack of fecundity. The family produced no legitimate heirs and just died out. Since the death of Vaclav Antilles, the last of the Antilles line in 947 AC, the castle has lain vacant. Duke Stefan Karameikos took control of it, once the lack of heirs had been established and sought to sell it to raise funds for his other ventures. Unfortunately the area is no longer as prosperous or as safe as it was under the Radu dynasty and few have even considered buying the castle. That is, until an outlander merchant called Clifton Caldwell bought it in 999 AC. Since buying the castle he has realised that it is in need of repair and that it currently has unwelcome denizens in residence. He is seeking to have the residents evicted and plans to settle in it near his main mercantile interests. 

Antilles Castle in the morning sun:

Tuesday, 16 August 2011

The Old Antilles Castle - Plan View

Here is a top-down view of the Old Antilles Castle. Each square is 10 feet across. The castle stands two storeys high (ground floor and first floor) and is clearly roofed. The double doors at the front are open, as is the single door at the back. 

Click the pic for a larger version.


A Map of Northern Karameikos - More Adventures with CC3

Ok, spent a bit of today fiddling with a map for our Labyrinth Lord game. The end result is this map of the area around the town of Threshold (Click for a larger version):
Looking at it displayed on the screen I notice some areas where I need to 'feather' the edges of the woods to give a less blocky feel. I could probably get away with fewer mountains in the mountainous areas too and the glow around the edge of the text needs fettling slightly to make the text more readable. Still, it gives the adventurers a visual aid, and I can fettle the map and add things they discover as I go along. The more I play with CC3, the more I wish I had this sort of technology in the late seventies when I first started playing Basic D&D.

Friday, 12 August 2011

6-7 Thaumont 1000AC - The Old Antilles Castle

With the Tor cleared of monsters and treasure, the group decides to scout the Old Antilles Castle. It is but a few miles to the south-west and a quick look could yield valuable intelligence before finalising the agreement to clear it. 

The march to the castle is easy enough through the rolling hills of the area. As they crest a rise, suddenly the castle lies before them. It lies atop the tallest hill in the immediate area and shows few signs of having been maintained properly. The trees and scrub on the hill around the castle are evidence of that. Clifton Caldwell will have to spend a lot more money if he wishes to restore the castle properly.



The castle is a square structure some 200 feet on each side. It rises to two storeys with circular turrets on each corner. The main entrance is reached by a steep ramp and the large double doors that once closed this entrance lie on the ground in front of it instead.



There are few windows in the ground floor. Those that are present are mere arrow slits, while the first floor contains more and larger windows. The obvious route in is through the front door.

Observing the castle for an hour or so reveals no obvious guards and there is no movement observable at all. Certainly no one enters or leaves in this time.

After this the group returns to the Tor where they make themselves comfortable for the night. Guards are set but the night is uneventful and the following morning the group returns to Threshold and to their rooms in Janacek's Inn. They arrive just in time for lunch.

Miroslav quickly confirms that the fee for clearing the castle will be 100 Royals and any treasure still in the castle and then retires to his room, announcing that he will not be accompanying the group on this mission, but that he will require 10% of the reward for brokering the deal.

Wednesday, 10 August 2011

6 Thaumont 1000AC - What's more superlative than deadest? Deaderer?

Having examined the sarcophagus for traps, and being satisfied that there are none there as far as they can tell, Elias moves to the doorway and loads his crossbow. While he does this, the others question Callinicus about the sarcophagus. 

I'm sorry," says Callinicus, "I know nothing about this symbol. I can only presume that it is a representation of mortal remains left behind while the soul flies to the lands of the immortals, but I cannot be sure. Perhaps it means that the deceased in the sarcophagus was a particularly evil person. Who knows? I'm only a novice in the Church of Karameikos and am here to learn as much as to help you. I could pray to the immortals but they do not speak directly to me, so I doubt that I would get a suitable answer."

Lacrimos and Miroslav move to the ends of the sarcophagus and prepare to lift the lid off while Breccia steps back to join Elias. Callinicus moves to the side so that he will not be in the line of fire but is ready to smite should smiting be needed.

Lacrimos and Miroslav count to three and then heave. The heavy stone lid slides slightly. They strain against its weight again and suddenly it is sliding free, crashing to the floor with a thunderous thud and raising a huge cloud of dust that makes everyone's eyes water. Had the group not been holding their collective breath, they would be choking now.

The silence after the lid falls is deafening, as everyone grabs their weapons just in case. As well they did, for a skeleton rises from the sarcophagus with a sword in one hand and an old rotting wooden shield in the other. It is dressed in rags that must once have been fine clothes. Reacting instantaneously Miroslav swings his axe at the creature, cleaving and smashing bone as he does so. Elias then fires his crossbow barely missing Miroslav. The bolt smashes against the wall behind the skeleton. The skeleton then launches a flurry of blows at Miroslav but he is able to fend them all off. By now Lacrimos and Callinicus have joined the fight. Lacrimos' sword smashes into the skull of the skeleton, crushing the bone and causing the creature to fall, lifeless and unlifeless to the floor. Callinicus practically sprains his wrist as his mace thumps into the floor nowhere near the now completely dead skeleton.

With no further threats, there is time to search the room. It is empty. The only saleable items are the skeleton's sword and a small silver ring that it is wearing on its finger. These are quickly stowed in Pushka's pack, along with the other items that were found. Further investigation of the Tor shows that the whole tunnel system has been explored. It is now mid-afternoon and any journey back to Threshold will see the group camping outside the town walls, because they have arrived too late to be let in.

Tuesday, 9 August 2011

6 Thaumont 1000AC - Dead, Deader, Deadest

Lacrimos moves into the room and takes a quick step to the left, keeping his back to the wall. Miroslav does the same but steps to the right.Elias and Breccia take cover in the entrance to the chamber with Callinicus just behind them. As the group moves, the body on the plinth stirs and sits up. Lacrimos and Miroslav react simultaneously and without hesitation, both charging forward to attack the slow-moving creature. Disturbed by the nature of the undead creature, both warriors miss. Breccia throws one of his daggers at the creature and also misses, while Elias looses a crossbow bolt that tears a large hole in the creature's throat. Callinicus holds up a twelve-pointed star that he wears on a chain around his neck.

"In the name of Zirchev I command you to rest again, creature," he bellows. 

The creature hesitates briefly before drawing the sword at its side and attacking Lacrimos. However, it is too slow and the shining steel of its blade just scratches Lacrimos' shield. Breccia throws his second dagger at the creature striking it a glancing blow, while Elias hastily reloads his crossbow. Miroslav grits his teeth and puts all his strength behind his swing. His axe carves into the creatures neck and takes its head off. Its body slumps to the ground. A quick survey of the room shows no further immediate dangers, so Elias and Breccia have a quick look around. The room and its contents do not appear to contain any traps, so the group searches the room. While they do this, Callinicus places the body back on the plinth and puts its head between its knees before saying a prayer over it.

There are six clay pots at the foot of the plinth. Five of them are empty, but contain traces of old wines or foods that would have sustained the creature on its journey into the afterlife. The sixth contains treasure and the group counts out 90 tarnished silver coins of an unknown king, whose face resembles the bearish cast of the creature. Also in that same pot are three golden arm rings, a small gold torc, a silver finger ring and several hammered strips of silver. The sword that the creature was using also seems serviceable. Despite its age it has not rusted, but it is unremarkable in any other way, being a well-used shortsword with a few nicks along the edge that attest this usage.

With this treasure stowed in packs, the group returns up the passageway to investigate the one remaining passage. It leads to a single chamber containing a sarcophagus. Carved into the lid of the sarcophagus is a death's head design with bat's wings extending from the skull. There is no other ornament or decoration surviving in this chamber. Elias and Breccia check the room and the sarcophagus and are certain that there are no traps present.


The Chambers under the Tor:

Wednesday, 3 August 2011

6 Thaumont 1000AC - Return to the Tor

As dawn breaks the group are on their way to the Tor once again. Breccia's optimistic desire to be there at breakfast time was just that: optimistic. It is half a day's travel to the Tor and the group breaks its fast about half way there, arriving at mid-morning outside the entrance to the cave. The day is overcast but not raining. Quickly the group prepares to enter the Tor. Armed with torches and lanterns for light they quickly progress to the chamber at the end of the long passage. It is clear that there has been little disturbance, although the bodies left by the group's previous foray have been chewed upon by various creatures but there is no sign of these creatures at this time. 

The room where Breccia smelt gold lies just ahead. The light from the torches reveals a chamber with a large stone plinth in the centre about eight feet long by five feet wide. A large humanoid creature lies in its last rest atop the plinth wearing the rotten remnants of clothing resembling a modern knight's. It's tabard is brown with age and disintegrating and it has dry leather belts around its middle. A scabbarded sword lies on its chest and a rusty shield by the plinth itself. This was clearly once a person or creature of status. However, they are now just as clearly dead, with dried flesh being all that clings to their bones.


The creature looks familiar to Breccia but he cannot quite remember.

At the foot end of the plinth there are several sealed clay jars, probably grave goods for the creature. Other than these there are remnants of wall-hangings that have crumbled and browned with age but little else of interest in this room.

Friday, 10 June 2011

5 Thaumont 1000AC - a day on the town

Right after breakfast the group splits up and heads off to different parts of Threshold. Miroslav is dressed like a moderately wealthy merchant as he departs. The others fare abroad in the town wearing rather battered but still acceptable clothes. The day passes without bumping into each other and all return to Janacek's in the early evening. When they do, Lacrimos introduces everyone to Callinicus Burtzes, a novice of the Church of Karameikos, who has agreed to travel with the group in return for the group tithing 10% of its loot to the Church of Karameikos and paying him a fee of 4 Royals per month plus his bed and board while travelling away from Threshold. Callinicus seems very keen to travel with the group.

Monday, 23 May 2011

2-4 Thaumont 1000AC - On to Threshold

It is almost midday by the time the group has strapped Breccia to Pushka and loaded all the gear up. Still, the sun is out now and the world looks fresh and new after the storm last night. Battered but still alive, the group sets off along the Windrush Road. The road is muddy but passable and makes the journey through the forested hills much easier than it might have been. At one point it runs right alongside the Windrush River, which runs from Lake Windrush, beside Threshold, all the way to the sea in the south.

The route from Verge to Threshold:


The journey is uneventful and the group arrives at the gates of Threshold in the early evening. The palisade around the town stands ten feet high and is of rough-hewn logs, as is the gate. Wooden towers dot the wall at regular intervals and surmount the gate. You can see guards stationed in the towers. There are also guards on the gate. The gate guards are polite but insist on the group giving up all weapons bar swords, staves and daggers. Lacrimos and Miroslav must hand over their axes while Elias' crossbow is also taken. Each of them gets a receipt for the weapons and will be given their weapons back upon return of the receipt to the gate guards when leaving town. The guards are in talkative mood, presumably because it has been pleasant weather and a quiet day for them. They talk about the town and fill in some of the main details about the place (Click here for background to Threshold)

Once inside the town walls, it is time to find an inn. The guards have suggested that the group try Janacek's Inn, which is a mid-range inn in the Old Town with not too many bed bugs. At 6 crona per night for a double room, it should at least be affordable. The rooms are private, unlike cheaper inns, where accommodation is often just one large dormitory with space for a bedroll on the floor. The inn also has stabling for Pushka which will cost 15 kopecs per day. Since you intend to stay for a week, it is possible to book a weekly rate, which is slightly cheaper than the daily rate (35 crona per week for a double room. 9 crona per week for stabling).

The group heads for Janacek's Inn and books two double rooms for a week, initially. By sharing, the group is able to split costs and save money so this appears to make sense until Breccia begins to complain that sharing a room with Lacrimos is causing him to lose too much sleep. Apparently Lacrimos snores loudly enough to shake the walls of the room! The inn is clearly popular with local adventurers and mercenaries, as well as the less well-off merchants. There are not huge numbers of these, but the few that are there in their battered leathers with notched swords by their sides seem to have seen a fair bit of action. Despite this, the inn is a quiet place. Troublemakers are encouraged to take their trouble outside by the bouncers Jan and Hus, twin brothers with broken noses and bulging muscles. The proprietor, Janacek himself, is a talkative fellow, who likes nothing more than to discuss what his clients have been up to, while the food is wholesome pottage with bread and is more than adequate for the money.

In one corner of the inn is a notice board with adverts for jobs on it. Many of these are for caravan guards and some are more dangerous jobs that the very skilled or desperate might apply for.

The group rests up for the first two days, slobbing out in the common room of the inn or sleeping in their own rooms. By the end of the first day, Elias is back on his feet at last and everyone is feeling a lot better. By the end of the second day, the group is all fully recovered, with only scratches showing where they had been bitten, stabbed and slashed before. The whole group is now ready to explore the town or do whatever they need to do.

Friday, 6 May 2011

2 Thaumont 1000AC - Spider venom

Breccia reckons his odds and then springs forward to attack the spider. As he does so, he yells at the top of his lungs, "BIG SPIDER, POISONOUS!" The shout reverberates along the hall and stops Lacrimos and Miroslav in their tracks. As they turn, Breccia is thrusting at the spider with his short sword. It chitters madly and dodges out of the way of the thrust, darting in to try to bite Breccia, who manages to dodge too. 

Lacrimos immediately breaks into a run and heads for the chamber where Elias lies helpless. Miroslav turns and sprints towards Breccia.

Breccia tries to hit the creature again but it dodges his clumsy swing once more and sinks its fangs deep enough that the blood spurts down Breccia's arm (6 damage). Breccia's shout of pain echoes down the halls of the tor.

Miroslav redoubles his efforts to reach Breccia.

Wiht pain lancing up his arm and blood spurting down it, Breccia struggles on. Gritting his teeth, he steps in close to the spider and thrusts hard. His sword slices into its lower mandibles and out of the top of its head. The spider slumps to the ground and twitches uncontrollably for a second and is then still. Breccia steps back, breathing hard. By the time that Miroslav reaches him twenty seconds later, the spider is dead and he is trying to bandage his wound.

In the light from Miroslav's torch, the pair can see that the room is covered in the half-eaten corpses of rats and that the spider, although large, seems emaciated and ill-fed. A whole dwarf must have seemed like a feast to such a creature.

Seeing that Breccia is still mostly in one piece, Miroslav begins to search the chamber. It is singularly lacking in anything but bits of rats and rocks from the ceiling and walls. There is no treasure and no spider eggs are to be found either. One can only surmise that this poor male spider became trapped and has had to live off anything else that got trapped in here.

Lacrimos bursts into the chamber where Elias lies unconscious muttering about rats in a garbled and feverish manner. All is peaceful there.

Thursday, 5 May 2011

Oh what a tangled web we weave ...

Breccia bravely tells the others to return to Elias while he scouts the area. His infravision works better without the interference of other light sources, so this may be a sensible move. While they return the way they came, Breccia looks around. Ahead he can make out a room and the cold stone of a large table in its middle, with a cold figure or carving atop it. He can smell bits of gold in the dust around the table. As agreed, however, he sneaks down the longer chamber through ancient dust and bits of stone. Within five minutes he has reached the edge of another, smaller room. The floor of the room is covered in small lumps making an uneven surface. Bending down, Breccia investigates and realises that they are the corpses of rats. He is about to step further into the apparently empty room, when a shape detaches itself quietly from the shadows, emerging out of a previously unseen hollow in the floor. A giant spider! And not 15 feet from Breccia!! 

So this is what the world looks like through infravision!

Friday, 22 April 2011

2 Thaumont 1000AC - Deeper into the Dark

With the treasure divided up and the belt added to Pushka's load, the group makes Elias comfortable before gathering their weapons and armour and setting out into the labyrinth. After a brief discussion, the group decides to investigate the central passageway. 

Breccia leads the way. As a dwarf he understands the underground. Miroslav and Lacrimos follow behind with a lit torch, but staying far enough behind that the torch does not interfere with Breccia's infravision. The passageway continues on for about 150' before opening into a larger chamber. The chamber is furnished with cracked, mouldering tables on which lie rusty iron implements. The storm is still raging outside, as the group can tell from the rain and hail that is falling into the chamber through a hole in the ceiling. This hole is the base of a shaft that must run all the way to the top of the tor. From the bottom of the shaft a rope dangles, swinging slightly. A drain in the centre of the floor allows the water to escape, but old darker stains suggest a different fluid was carried away down that drain years ago.

On the opposite side of the chamber from that which the group entered by, another passageway leads on into the dark. Searching the chamber reveals nothing further of interest and no clue as to why there is a rope hanging down into this chamber, so the group decides to press on. Breccia moves off into the passage to check it out. His infravision reveals nothing but he soon comes to a junction with the main passage continuing straight ahead while another passage branches off to the right.