Raven's Ruin won!
So, I did what I intended from the last update and went through the door. Only to be met by another door in a 10 foot square hall. I decide to search the entrance with Scott DeWar in case it is trapped, but we find nothing. Pushing through we enter a chamber.
“’Raven’s Notes: I have ordered that a well-equipped kitchen be constructed. The fireplace presented a bit of a problem. Drilling to the surface was not as easy here as in other parts of the keep. I have decided not to place any traps in this room, because other people will use it, and I do not know if they will remember the presence of the traps.’” Ok, Raven’s alignment must have been Chaotic Crazy. He decides not to trap the kitchen because people may get hurt, but he traps the heck out of the large dining room meant to host visitors, complete with trapping the cutlery.
“This area is a kitchen. There is a large fireplace at the south end of the room, and the wind howls mournfully from the chimney. A large table, obviously used for food preparation, sits in the middle of the room. Along the east wall is a set of cupboards and shelves, and before them dishes, pans and serving utensils are scattered. A number of spider webs are visible in the corners. North of the pillars are large piles of moldering food. You see several rats crawling among the food.” We’re not scared of some rats.
The room is oddly shaped, and flows out to the east. I approach a table against a pillar of stone.
“The table in the center of the room is unremarkable, but is quite large and sturdy. Its top is scarred by cuts, and stains of all types decorate its surface. A number of bones can be found beneath it, mostly those of small animals that have fallen victim to the rats.” I do a quick search using the Look command, but find nothing else. The cupboards in the southeastern wall also come up empty. “The cupboards and shelves are mostly empty, since the goblins searched them for anything that could be used as a weapon, and have scattered other items along the floor in front of them. While some of the dishes, pans and utensils are still useable, most have been battered by the humanoids, and none are valuable. There are no knives or cleavers among the utensils; all of these have been taken.” NO! Not my ginsu knives! Damn you goblins, is nothing sacred?! I also get a note telling me that the spider webs here hold normal, harmless spiders.
I have Scott DeWar search this spot, and we come up with a discovery. “The fireplace is unexciting. A few half-burned logs still sit along the bottom, and ashes have been blown out to cover most of the nearby floor. Rat tracks are visible in the ashes. Inside the fireplace is an iron rod from which is suspended a large cauldron, filled with scummy water that has fallen through the vent above. The water is smell and stagnant.” I have the option to search the cauldron, drink, or search the vent or to back away. Backing away is out, but so is drinking the foul water from the cauldron. Maybe if this was a magical lair like Quaqueston in In Search of Adventure, I might be tempted. Searching the cauldron doesn’t seem wise, either, so I go for the vent. “The vent is about a foot wide and slants up to the surface. It is too small for even a goblin to climb.” Hmmm. Alright, I search the cauldron. Since (un)reason currently has the most hit points, he is volunteered to reach inside. “(Un)reason withdraws a single copper piece, apparently dropped down the vent from some passerby some time ago.” Hey, money is money. We walk away. I decide to explore the northeast section of the room. I see a door on the center of the northern wall and some bones, where I last saw the overly large rats. I decide to do some rodent smashing.
“You look about the heaps of rotting food. Nothing seems useful here, but your approach provokes the attack of the rat swarm!” I like the icons for the swarms of rats in the picture. There are three swarms that are in melee with the party already, each to the north and having an AC of 7 and 7 hit points. GlassEye goes first, doing 8 hit points of damage and killing off the first swarm with a single arrow. I’m trying to figure out the physics of that one, when I suddenly realize that he gets a second shot. He hits the second swarm for a mere 2 hit points of damage. Col Pladoh hits for four hit points of damage with a sling, which I forgot to unequip after the last fight. Again, the sling does more damage (1d4 points), but the darts (1d3 points) can sometimes give a valuable second attack. Queenie goes next, and I switch her from a silver dagger she used recently in melee to her darts. She hits the second rat swarm and kills it. Fenris and Scott DeWar take care of the last swarm. I only get a few experience points for the trouble. No surprise there.
The rats were guarding the following: “The food is rank and vile. Beneath the food are three small barrels, two of which contained ale and have been gnawed by the rats until the ale leaked out. The third barrel contains lamp oil. It is marked by the seal of Kleine and has been placed here recently.” Ok, that’s interesting. Are we getting closer to the town’s stolen items?
I take the door to the north, which takes me to another oddly shaped room. There is a large room to the north of me with a door to the eastern side, a short passage to the east of me that ends at a door, and a southern corridor just before that. I’m beginning to think this level is much larger than I anticipated. I go east, then south before the door.
I go 40 feet south before I notice some rubble up ahead. “’Raven’s Notes: Today, my workers completed the tunnel which will lead to the south wing. I am not positive what I will build in that direction. Perhaps a maze filled with traps. Perhaps a center for a Thieves’ Guild. Complete with training materials. Maybe I will build an art gallery to display the great treasures I have stolen over the years.’” Ooh! Please be number three! “’I have been a bit worried that my construction workers would break into a network of underground caverns-who knows what could be down there.’” Crap. Of course it will be door number four, behind which is murder and death. “This hallway stops short a few feet ahead. A large section of the ceiling collapsed some time in the past and rubble blocks the way to whatever lies beyond. It looks like it would take hours to dig your way through. And you can see large things moving in the webs among the collapsed stonework.” Of course. At least this time I have an option of fighting the large spiders or fleeing. Combat hasn’t been too tough before, so I opt to attack. “The spider awaits you in her webs among the rubble. As you approach, though, she attacks viciously.” It’s a black widow spider with an AC of 6 and 15 hit points. Not too tough, but I am worried about poison, and the fact that our mage, Col Pladoh, somehow ended up in melee with it. GlassEye and Queenie do a total of seven hit points to the giant spider from range. Scott DeWar and Fenris miss, leaving the next attack to Col Pladoh. I have him switch to his silver dagger, go behind the creature, and swing. He does four hit points of damage, and (un)reason attacks next, but whiffs. Still it looks like he distracted the spider away from Col Pladoh, because it focuses on (un)reason, though fails to hit the cleric. Queenie nearly kills the spider on the next round, and it attacks Scott and misses. We have one big round of missing until Fenris takes it down. 22 XP is awarded for each character.
“Lying among the rubble, you find the belongings and remains of adventurers who explored the keep over a year ago. A number of items, including a pair of shields, an elaborate ring, a mace and a backpack turn up. Also among the desiccated remains is a sack containing gold, silver and copper coins.” I get 73 more XP each and 19 gold coins. Scott DeWar and GlassEye are now highlighted in purple, showing that they are ready to level up, just like (un)reason has been. It’s like Christmas for low level adventurers.
I go back and take the eastern door. “’Raven’s Notes: Between my bedroom and my treasure room will be a room with a guard posted.’” Wonderful. “This large room holds a huge pile of sacks, barrels and other equipment. You also see a large humanoid; a hobgoblin! It rushes towards you, waving a long sword.” One sole hobgoblin? He only has 8 hit points and an AC of 6, though he wields a broad sword. GlassEye wounds him for four hit points of damage, and Queenie almost kills him with 3 more hit points of damage. Scott DeWar finishes him, but I guess there was some glitch because another hobgoblin was on the board and would only show with his attack animation. Regardless, he died too. I find a ring on the bodies and two broad swords, which I keep.
“The second hobgoblin becomes visible as you take the enchanted ring from his finger.” Ah, so it wasn’t a glitch, but poor implementation. If I remember my AD&D rules, a
ring of invisibility should allow the wearer to turn invisible. But if he attacks, he becomes visible, and cannot turn invisible again for another turn, which equates to ten minutes. Someone fact check me on that. Because such a magical item seems to have not been able to be implemented due to limitations in the FRUA code, the designer of this module seems to have decided to alter what the ring does, so that it instead gives a slight AC bonus and is a constant effect. Also, the primary icon for the wearer is turned off, while the secondary action icon for the wearer remains the same. This clever trick makes the attacker invisible, except during his attack animation.
This room we entered is forty feet from the north to south and 30 feet east to west. There are torches on the eastern wall bracketing what may be a secret door, and doors to the north, south and northwest and southwest. The last door is where I came from. I decide to go south for now, hoping to find the aforementioned treasure.
“The doors to this room have been battered and their locks broken.”
I find a single 10 foot square room with another door to the south, which I also go through.
I’m greeted by a not so friendly-looking hobgoblin. “The chamber is awesome to behold. At the far end, a richly dressed hobgoblin sits in a finely carved chair, around which are chests, bags, piles of coins and other valuables. The hobgoblin stands and barks a command in its language. Two goblins with bows jump up from hiding places behind the treasure while goblins and wolves advance on you from the sides of the room. It looks like you are in for a tough battle.” It does look like a tough battle. I see two wolves with 12 hps and AC 6, and five goblins with an AC of 6 and 4 hit points, though two of them look like bowman. I do not see the hobgoblin, so either I just can’t see him on the field of battle, or he is planning to take me down after this fight.
Alright. Let’s do this.
The goblins start at a pretty long range, and GlassEye can just barely shoot at the closest one. He misses with his shot, and I move the melee line up and have them guard. A goblin shoots Col Pladoh for 3 hit points of damage, bringing him down to 2 hit points. I have him and Queenie delay while we try to have the attackers charge and bunch up at our shield wall for a properly laid
sleep spell. A wolf charges Scott DeWar, who misses it, but is missed in turn. Fenris misses the wolf, as does Queenie, but Col Pladoh nicks it with a dart for two hit points. GlassEye moves up and misses a goblin archer next round, but Scott DeWar and Col Pladoh take down the injured wolf with mace and dart. I get a bit concerned, as Scott DeWar is attacked by a second wolf for 8 hit points of damage, while the archers target him and Fenris, but luckily miss. I have (un)reason partially heal our dwarf with a
cure light wounds spell.
We are in a bind, since the goblins didn’t bunch up at our shield wall for a
sleep spell. The bastards. Queenie almost kills a goblin swordsman with two darts, and Col Pladoh finishes him off with a third. Fenris finally hits something and nearly kills the second wolf, with Scott DeWar finishing him. An archer takes a potshot at Scott again, but misses. (un)reason takes the next opportunity to fully heal Scott DeWar, then dodges another arrow. Scott kills a goblin swordsman with aspirations, while GlassEye continues to miss the goblin archers with his arrows. Fenris kills the last swordsman, and I decide to charge with the rest of my characters against the last two goblin archers. Funny enough, it’s the mages who go first and they rush the archers while flinging darts at them. One archer is nearly killed by them, but is then finished off by GlassEye. The last goblin gets one more arrow into a charging (unreason), injuring the cleric for 6 hit points of damage before (un)reason kills him with his mace. The battle is over, and I collect 33 xp for each character and a handful of arrows for Fenris. I’m sorry for not showing more screen shots of the fight, but the battle was spread out because of the long distances the two forces started at and the fact that the two opposing forces had to break up between melee and ranged attacks. I doubt pictures would have helped much.
“The hobgoblin remains, alone, surrounded where he sits on his throne. You see only the faintest hint of fear in his eyes as he rants at you. . . ‘I, Hiloc, call down wrath of all hobgoblins upon you . . . you no hurt me or you die . . . you children die . . . you family die!’” I have a choice to either ignore his threats and to kill him, or to let him flee. I am not very happy with him right now, so I choose the dirt nap option. “After roughly a second, Hiloc is out of your mind. You take in the incredible treasures accumulated by Raven and the humanoids. The items are scattered and mixed, some in sacks or chests. Others are simply piled or stacked somewhere in the room. Literally thousands of coins of all mints and precious metals, glittering gemstones, gem-studded jewels, works of art. And the three-foot wooden rod with gold and silver inlays that spawned this entire adventure: the Scepter of Truth! You gather the treasure, not bothering to count them before the Council of Kleine has its opportunity to pick through them.” Good call. Those cheap ingrates. “’Raven’s Notes: I have decided where I will locate the room for my treasure. It will be near my own quarters so I might be close to my valuables, and one must pass through a guard room to get there. The doors will be locked and trapped to discourage intruders, and I will set several traps inside as well.’”
“Fenris sighs, ‘Looks as though the goblins took care of the traps for us.’” True that, Fenris. But let’s still have the thief go first. I switch to Scott DeWar, but find nothing else in the room. I wonder if the coins will appear at the end of the adventure, since no one has a huge amount of gold pieces in their inventory. We could probably call the adventure quits, as I have the scepter, but we have some more rooms to explore.
I go back to the previous large room, and search the eastern wall, but find nothing. It seems I was wrong about a secret door. I then check the northwest door and go through it. The room on the other side looks quite different from other parts of the lair.
“’Raven’s Notes: I have decided to construct another room specifically for unwanted intruders. All of my servants will know to never enter the room.’” Crap! It would have been nice to have read that before I walked in! “’The workers have dug a pit beneath the room, braced the pit’s sides with stone, and diverted a small, natural spring into it. Dirt was thrown in to make a nice mud pit. To the mud pit, I have added a creature which I discovered during my travels. I call it a galumph, and it should be able to deal with intruders who enter the room to find that there is very little floor. The rug will not support their weight for long.’” I’m tempted to take on the creature in case it has some treasure collected from its victims, but I will probably just back off. The normal room description reads as follows: “This appears to be a sitting room. There are three chairs against each wall, and a door on the far wall. The floor is made of varnished hardwood, and a large rug occupies the center of the floor.” I know everyone is morbidly curious, but I still decide to back up into the previous hall, label the pit trap with a ‘PT’, then go through the north door.
Before I can go through it, a message reads: “A haphazard heap of nonvaluable items stolen by the humanoids over the past several months is stacked before the door to the north. Toys, tools, dishes, good food, decoration, and the like are piled against it.” When I try to look, it doesn’t allow me to search further. The north door is locked, but Scott successfully picks it. Way to go, Scott.
We find another short 10 foot square hall, blocked by another door, which the party pushes passed.
“This well-kept, large room seems to have withstood the ravages of time. You can see a chest, a dresser, a desk and chair, and the corner of a bed.” An odd description. Why only the corner of a bed? Is it a giant bed? Did someone just chop off a corner, and leave it? I drop my metaphysical musings and move to ransack the room. “Just inside the door, lie a pair of goblins, fast asleep.” Aww. Poor tuckered out guys. I have Scott DeWar move to slit their throats. “Scott DeWar moves forward to kill the goblins. As your friend crosses the threshold, though, you hear a soft sigh escape Scott DeWar’s lips. Scott DeWar collapses to the floor. For a moment you think your friend is dead, but then you see the slow rise and fall of the chest. Sleeping! Quickly, you drag your friend from the room. Scott DeWar awakes, confused and barely groggy.” Ok, this room seems like bad news. After looking at my map, I think this is where the sleeping man (whom I think is Raven) that I found earlier lies. I’ve searched every room that I know of on this floor, so I decide to head back to him from his secret room in the north part of the dungeon. I find him and pick the option to drag the man out of the room, instead of backing out like last time.
“Producing a nook from the goods stashed in the room behind you, you snare the man’s bed and haul it to the door. From there, it is an easy feat to drag the man into the room with you. The man awakes, confused but barely groggy. ‘Who are you? How did you get into my keep . . . and what is all this junk around the floor?’” Man, I think we’ve all woken up to something like this after a bad bender.
“The man looks about in confusion at the heaps of garbage and loot the goblins have piled on the floor. It occurs to you who this man is . . . Raven, Master Thief. He must have been asleep these past two years under the influence of the bizarre magic in his room.” I have the option to explain the situation, attack him, or to order him to leave this land. Number three is tempting after seeing how he treats his dinner guests, but I think kicking someone out of their own house is downright rude. So is number 2, in this situation. I go for an explanation of what happened, imagining a montage being played in the background as I do so. “Raven listens as you explain the instances of goblin raids, and his eyebrow quirks as you mention the Scepter of Truth. ‘I see,’ the rogue mutters. ‘As I see it, you may leave with the Scepter of Truth. While I admire the humanoids’ audacity in acquiring it, I can see little use in having it at this juncture. Of course, the rest of the items I must insist remain behind. The goblins have done considerable damage, and I need some added funds for reparations.’ You tell the thief that some of these items must be returned to the people of the village.” Considering that you are facing six armed adventurers after a two year nap and in your robe, you seem a bit ballsy there, Raven. Maybe I should have attacked.
“Your companions nod, either for the morality of the statement, or because they realize you will not be paid unless you return with both the Scepter of Truth and the stolen items. Raven merely shrugs. ‘As I said, you may have the Scepter and safe passage out of my home. If any goblins remain within the compound, I shall deal with them. In exchange, I must have all items that did not come with you to my home.” You shake your head, and a sudden tension around the Raven’s eyes tells you that the time for talk has nearly come to an end. Then the man smiles, an odd, lop-sided grin, and he nods. ‘Very well, I have no desire to do battle with six foes, while I wield little more than a boot knife. I agree to your terms. And now, if you will excuse me, I must be about my way. There are regions of the keep you could not possibly have found, and I must attend to matters therein.’ Raven walks out of the room, vanishing from sight and sound in moments.” What a jerk. I should probably go before he arms himself properly. I’d hate to go against a high level thief with magical gear appropriate to his level. Especially considering that they can cast arcane spells through scrolls.
Before I go, I decide to go to that last corridor with the pit trap near this room. “Using the information in Raven’s journal, you are able to skirt the edges of the pit trap set in the middle of the floor.” I find a corridor with stairs leading down. At the stairs: “The corridor is blocked by fallen rocks just around the corner. Water drips from holes in the ceiling and trickles down through the rubble, running through it to the lower level beyond the blocked stairs. Scott DeWar muses, ‘I would be foolish to attempt to dig to the lower levels. The ceiling is too weak. We would be sealing ourselves into a tomb.’” Let’s trust the dwarf on this. They know their digging. Nothing else to do but trek back to town.
Here is the completed map:
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_____・・____・・・・・・・_・・+PT+・・・_
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_______________________
I head back into the woods without incident, but am ambushed on the trail. “Goblins emerge from the forest, spreading out to attack you from the flanks.” RAVEN! Ok, it’s not him as I soon find out.
I was worried, but it seems I’m only surrounded by one goblin to our left and another two on our right. Worst ambush ever. I have GlassEye take a potshot at the lone and unafraid goblin to the left, but he misses. It’s odd, but our archer is missing a lot lately. I consider blowing some of my four unused
sleep spells, but it would be tactically stupid to waste them here, so I hold off. Queenie and Col Pladoh delay actions. (un)reason guards, and kills the sole charging goblin on the left flank in the next instance. A second goblin nicks Scott DeWar for a hit point, after Scott missed him, but Fenris ends him quickly. Col Pladoh hits the last goblin for a hit point of damage with a dart, and Queenie kills him with another.
I get lost in the woods trying to find my way back, and have a truly uneventful battle with a wolf and goblin trainer that’s not even worth recording. And then a more interesting, but nearly as quickly completed encounter with four kobolds. Finally, I stumble back into the village and go to the inn for my reward.
“You return to the Melodious Harpy. Men stop with their mugs at their lips, and a silence falls over the inn that is so absolute that you hear the door slam shut behind you. Councilman Baur looks up from his table, his eyes belying the tension in his seemingly casual stare. You reach into your backpack. And a great cheer erupts in the common room as you produce the Scepter of Truth! Villagers of Kleine swarm forward, clamoring to see the Scepter, and to find their belongings among the goods you have with you. Men and women alike cheer you as heroes, as saints, as demi-gods. ‘Enough!’ All eyes turn to Councilman Baur. ‘We have an agreement with these fine men. The Council shall sift through these goods, returning to Kleine what is Kleine’s. To these heroes goes the rest.’ Villagers step away, muttering but still smiling whenever they see the Scepter of Truth. Councilman Baur approaches you, brandishing the contract. ‘You will be properly compensated for your efforts. Now, if you will kindly deliver the sacks and goods for the Council, you may have a drink at the bar while the sifting is done.’ The village priestess and other members of the Kleine village council arrive in a hurry to see what you have returned, and to reclaim the Scepter. You ask for a room key and are given one freely. You nap and recuperate during the hours of ‘sifting’ that follow.”
During this break, I heal up the party and have Col Pladoh memorize and cast
detect magic. None of the weapons and armor recovered show up as magical, but the recovered scrolls and rings do, unsurprisingly. I save, then go to see what the townsfolk have found out.
“Finally, Baur approaches you. The other members of the Council have gone, along with the Scepter of Truth. ‘We have never seen the shell comb or the gold brooch. They are yours to keep. However, these silver candlesticks are the property of a local merchant. They shall be returned to him. The personal goods you have retrieved from Raven’s Ruin will be returned to their respective owners. As we speak, members of the village council are doing just that. We have taken an estimated amount of copper, silver, electrum and gold coins from the amount you returned. Also, we have reclaimed certain noteworthy pieces of jewelry that have been reported stolen of late. The rest is yours to keep.’ At the last, Council Baur looks to the contract you signed before leaving the village. ‘It seems that all that remains is to deliver your agreed upon payment.’”
I get 16 xp each and 50 gold pieces. Cheapskates. I must have also received some hidden XP, since everyone except Fenris is now ready to level again. I have to wonder if I should have thrown myself in a certain pit trap just to find more treasure. “Councilman Baur smiles to you and bows gracefully. ‘Take this and know that you have the thanks of a grateful Kleine.’ A cheer goes up through the Melodious Harpy, and men drink to your health as they swear to your generosity.” I walk out, and see this message next. “You inhale the cool, fresh air. Any goods remaining in your pack will only find a buyer in the larger market of a city such as Urnst, just upriver from Kleine.”
I figure this might be a hint and will head there to level up and sell off some jewelry. The next adventure is called R2: Night in Daelwyn’s Rest, which should be a decent challenge as it is meant for party’s of level 3-5 and this party is barely hitting 3rd level if we can afford the training.
I’m glad to leave Kleine, which seems like a pretty dull and unrewarding base of operations. I also didn’t enjoy this module. My characters were too powerful for it, and the dungeon was poorly done. Why would Raven create a secret backroom, only to leave an unhidden eastern door to his bedroom? Anyone who snuck into his bedroom would have seen it and walked right through. He seemed like a demented madman as he placed traps throughout his common areas, and after he tried to browbeat my party while armed with only a knife. He was also implying that he might try to steal the artifact I recovered at another time. Journey to the Rock had some annoying dialogue also, but I found it to be a greater challenge and it had quite a bit of quirky charm with mad hermits and idiotic gnomes. Though they are the same kind of fetch quest adventure, Journey to the Rock stayed interesting throughout. Raven’s Ruin was interesting during the first half of the adventure, and gave the thief some things to do, but it petered out towards the end and became just a slug fest after the prison cells. I wish there were more tests of thievery, and I feel that the lack of such skill checks was a lost opportunity. In hindsight, perhaps this should be the first adventure tried, followed by Journey to the Rock.
Next Time: I plan to appraise the gems and jewelry recovered, ID our magical items, sell off what we can turn for a decent profit, train our characters for 3rd level, re-equip and memorize new spells, then tackle R2: Night in Daelwyn’s Rest.