The Goodman Gang in The Mysterious Tower

Dungeon Crawl Classics #11
The Dragonfiend Pact
For 2nd Level Characters​

Turn 36a

Overall score out of 10: 8.4
Play time: Approx 4 happy hours.

Review:

They bloody loved it, the session flew by and in the end they just wanted more of the same. There’s not a lot to say in this section of the review, it needs to be noted however that every bad guy, and trap, and encounter encouraged the players to try something, anything, everything- the scenario may be short but it’s expertly structured.

The overall scenario is easy to DM and excellent to play, partially perhaps because it is so short, and intense, the use of the Improved Reduce Person potions was just fantastic. Not since a scenario in one of the early issues of Imagine Magazine- “Down the Plughole”, or some such, someone put me right. They, and I, loved it- the final fight was just a winner.

Notes and Quotes:

Bec and the Water Snake- an excellent start reducing the Tank-fighter to a frightened wreck trying to escape the water, good use of the environment to get the players out of their comfort zone.

Newt versus the Advanced Medium Monstrous Trapdoor Spider, straightforward, and yet for almost no reward, and with surprise- the glint of gold luring the Rogue in. Excellent again.

The traps were all good, particularly as Newt found every one of them and then spectacularly failed to disarm two of them, and yet emerged unscathed.

A pack of Dwarven Zombies allowed Ala to shine, the jigsaw puzzle that when completed revealed the Dwarves Contract helped the players to discover a little of what lay ahead. Also typical when Miss P. stated- “Didn’t you say your landlord was called Malchor, well that’s an anagram of Chloram.” It took her less than five seconds to see the truth of it- which was a little disappointing at the time but proved less of a problem by the end.

The Dire Badger proved to be a good fight, it’s the fact that the creature was not dispatched in seconds, and managed to land some blows of its own, that, as opposed to the flailing tin can Kobolds in the last scenario.

And then into Tarn’s chamber, with a Rat Swarm to get through, which was excellent, from a story telling perspective, clearly the point-of-no-return. The fact that the Werebadger inflicted so much damage on them, and then got away only spurred them on.

The moment they worked out that they were going to get shrunk to fit the tunnels they were overjoyed, something new. It took us forty five minutes to get all the stats right on the character sheets but it was well worth it, the wait only made the players more excited at the prospect.

A bunch of rats were easily despatched- a false dawn as it proves.

And they’re into the Badger’s Lair, with Tarn the Werebadger in full affect, and once again the confrontation is momentous, players are spending a good ten seconds cupping and pre-rolling their dice, muttering encouraging words into the cave of their hands.

It’s important.

Then on to the River Crossing and the Cave Trout, as always it’s Ala that falls in, she’s not even got the worst Climb skill- and yet it’s always her, no problems here though- lulling the players into a false sense of security for the later crossing.

The Giant Worker Ants were quickly dealt with, as were the Fire Beetles, these encounters just helped to chip away at the player’s resources- keeping them on their toes.

The final chasm crossing with the Choker really put the wind up them, especially as it was Ala again- the fact that she lost her favourite sword, and Newt his crossbow also seemed to rile the party members. Whatever was at the end of the scenario was definitely for it.

Another cracker with Blackspine, the nasty Advanced Fiendish Pseudo-dragon Sorcerer 1, with limited resources the creature managed to trip them up, actually frazzle them a bit, and still escape in the end to fight again another day. The telepathy also made the encounter much more fun.

And then just a bunch of Skeletons and Malchor’s diary, but what’s this, a Drow and a Goblin, not at all what the players expected, and the fight was hard, particularly as Malchor (the Drow) got off a few spells, and a Curse, via his dagger onto Cas. At the end the players were giving the Drow, then Malchor, perhaps a little more respect than his AC and Hit Points perhaps justified; but that was down to the build up.

A lovely moment when Malchor caught Mr. R. (Cas) with another spell, Blindness and for a moment cas thought he’d failed his save, especially after Doom and Curse.

And then Newt’s Strength is reduced to “1” after he messes up opening the strongbox. They knew they’d been in a fight.

Overall it was easily the best Goodman Games Module we’ve played so far, although it’s only the third we’ve played- they really did enjoy the constant battle to get though the dungeon, a nice array of traps and tricks, a good selection of monsters, and the twist of being turned into Diddymen part the way through.

Bloody marvellous, more please.

Next Turn: Freddy and the…
 

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May I just chip in and add my voice to those who enjoy these Story Hours, Goonalon. I'm quite a fan of the DCC adventures and I own a few of the ones that you've run (Dragonfiend Pact, Legend of the Ripper, Mysterious Tower) so I'm interested in how your experiences turn out.

I'm liking the style, which makes a nice change from some of the more portentous and prose dense story hours out there (although the lightness of touch, especially in the Lost Boys, is disturbingly at odds with Brad Durif's baleful glare in your avatar).

Anyway, Dragonfiend Pact is a nice little adventure, especially for the price (One of our English Pounds). Like you I found that re-adjusting the stats upon shrinkage took a while (but that was before I started writing the Lazy GM books, I can probably quote size change effects off by heart now).

Looks to me like Blackspine has the potential for a recurring character - any plans?
 

Quote:

May I just chip in and add my voice to those who enjoy these Story Hours, Goonalon. I'm quite a fan of the DCC adventures and I own a few of the ones that you've run (Dragonfiend Pact, Legend of the Ripper, Mysterious Tower) so I'm interested in how your experiences turn out.

I'm liking the style, which makes a nice change from some of the more portentous and prose dense story hours out there (although the lightness of touch, especially in the Lost Boys, is disturbingly at odds with Brad Durif's baleful glare in your avatar).

Reply:

Brad Durif for me is the Doc of Deadwood, a kindly soul that dispenses homilies and medication in equal amounts, also I believe Wyrmtongue, or whatever his name was, is a misunderstood character that just needed a little more TLC than Saruman had to offer.

Quote:

Anyway, Dragonfiend Pact is a nice little adventure, especially for the price (One of our English Pounds). Like you I found that re-adjusting the stats upon shrinkage took a while (but that was before I started writing the Lazy GM books, I can probably quote size change effects off by heart now).

Looks to me like Blackspine has the potential for a recurring character - any plans?

Reply:

Maybe, I can't really say, that's how it is when the players sometimes come here (the SH) in search of clues, and also to ensure their characters got the odd half-decent line.

Thanks for the comments, always a pleasure.

And so...

Oh and I can't do those quote things, if some kind person would kindly tell me the secret, well... I'll write you in to the story.

Turn 37: Freddy and the…

Anya sits on Bec’s knee, he dandles her a while, she smiles and grins- the sound of her laughter is sweet soothing music.

Bec switches tack, a rougher ride on his lap, plays horsey- over the high hurdles- Anya jumps up and down on his lap- giggling furiously, gulping for air.

Bec shuts his eyes.

Then opens them again, and sitting on his lap is not Anya but the largest half-Man half-Rat type creature he has ever seen, actually he’s never seen one before and so the title is undisputed.

The creature stares hard at him.

Unblinking.

Bec ceases the horsey ride, a little embarrassed.

Then with lightning speed the creature lurches down and bites him in the face, and tugs- Bec screams. The creature comes away with a gobbet of flesh dangling from its blood-soaked mouth. Bec’s eye mid-section of the flopping piece of flesh- the creature gobbles the snack down.

Bec stares, in mono-vision.

But does nothing to prevent the second bite.

It goes dark.

And he’s awake.

And still in the Church of Pelor, over the way Jim tosses and turns, mumbles in his sleep.

Ala’s bed is empty.

Back in the Wheatsheaf Inn Cas and Ala enjoy their first night together. Ala’s fever broke three days ago but it was only today that she was allowed to leave the Church, declared fit for action.

Their silhouettes move together, caught in shadow on the thin curtains, outside a driver clicks his tongue and a coach and horses moves off from its position directly outside of the window.

Inside the dark coach Lady Arabella drums her fingers on an ornate lacquered rosewood armrest.

“Keep an eye on them.”

She whispers, to a previously unseen, and still, shadowy figure.

Back in the Church Bec wanders out of his prison for the last two weeks, goes in search of… well, a sandwich.

He finds the kitchen quickly and sets to- bread is introduced to butter, quite a lot of it actually, then to Jam- thick Apricot, then gets acquainted with Cheese, a smelly Dwarven Ched-Dar, which then makes friends with a layer of Gnomish Pickle, which in turn… and on it goes.

The construct is at least six inches high when complete.

Bec’s heavy hands scoop the creation up, expertly, he swivels the sandwich in his hands- looking for the best point of attack.

CHOMP

He chews.

And chews.

And chews.

And…

Chews.

And then straining hard swallows.

Then wipes his mouth leaving, momentarily, a sticky trail down the back of his hand and arm, he licks the residue off.

“Bloody lovely. I wonder what’s in the paper.”

He takes another huge bite, and then wanders off to see if he can hunt the Grimbo Graph, the local newspaper, down.

Whereas…

Jim is running through the woods, pell-mell, helter-skelter, trees and branches come and go- to be avoided, he whizzes past them, ducking, diving- clawing his way onwards- racing.

Not daring to look behind him.

He can hear his pursuer.

Gaining.

He wakes, stares around him for a moment, alone, he claws the air, goes to speak- but no sound comes out, his eyes blink rapidly and…

He runs on.

A wolf howls, far away, in the distance, not behind him though, not chasing him.

A fallen log, he spots it too late, leaps, catches his right foot, flies forward, out of control, lands hard and sprawls upon the cold damp earth.

And his pursuer is on him, knelt on his back, pushing him down, hands on the back of his head, pressing his face into the dirt, he can’t breath, can’t breath, can’t breath.

He throws all his strength into his turn, wrenches himself around, spins over to face his pursuer.

Mischa grins down at him.

Night turns into day in an instance, then to night again, and to day again, and on and on- time strobes by.

And leaves no trace on Mischa’s features, she’s as beautiful as ever.

Jim tries to rise, but is staggered by Mischa’s weight, he clamps his hands on the ground either side of him, levers to lift himself up, he heaves.

Then mid-lift he stops to look at the backs of his hands- gnarled and crooked, liver spots and scar tissue, he’s ancient- he collapses, gulps for breath.

And wakes again.

The door to his chamber opens.

A large lumbering shadowy figure lurches in, an Ogre by the look of the thing, licking its lips with glee.

Jim flings himself back, still breathing hard- ragged gasps, he tries to get away from the creature, pressed hard against the wall.

The thing bobs down to his level and moves closer, hands out towards Jim, petrified he cannot scream.

The remnants of a less than savoury looking sandwich hoves into view, then the rest of a grinning mustard, jam and pickle plastered Bec.

“Sandwich?”

Bec offers.

Gingerly Jim takes a nibble.

“Jam and cheese?” The Ranger pulls a face.

Bec nods, wise in the ways of sandwich making.

Two weeks later and everything is as normal, all of the Goodman Gang are staying in the Wheatsheaf Inn, things have been Identified, sold and bought, including mounts for all of them, even Newt, who is the proud owner of a somewhat cantankerous Mule called “Dobbin.”

Arabella sends several invitations to Cas, on the pretence of attending various Balls and Galas but the Paladin is not playing, most nights are early nights, it seems he and Ala are really good friends at last.

Newt is making friends; he’s now a regular on the Nunny, a minor personality, not dangerous, but not to be messed with, the latter mainly because of his sometime companion Bec.

The fool Barbarian goes as far as to foil a bag-snatcher on one occasion, much to the Gnome’s chagrin, fortunately it turns out the felon was unregistered and so no action is taken by The Nunny- he even receives a small reward. Newt leaves Bec at home when he can, sneaks out of the Inn if he has to.

Anya throws herself into her studies, there’s no such thing as spare time with Anya- she’s making a name for herself in the Department of Magics, at Grimbo College, Professor Nudge Toomes can clearly see her potential.

For the others- and particularly Bec and Jim, having spent the best part of three weeks lying on the backsides, time passes very slowly indeed- they’re bored.

And so it’s a blessed relief when Father Whiskin appears one morning at the Wheatsheaf, out of breath and with quite a story to tell.

Next Turn: Catch Up.
 

Goonalan said:
Oh and I can't do those quote things, if some kind person would kindly tell me the secret

Type [ quote ] text you want to quote [ / quote ] but without the spaces. If you want to show a name, then in the first [ quote ] box, put an "=" after "quote" and type the name.

Alternatively, press the Quote button at the bottom of the post you would like to quote.
 

Loup Du Noir said:
Type [ quote ] text you want to quote [ / quote ] but without the spaces. If you want to show a name, then in the first [ quote ] box, put an "=" after "quote" and type the name.

Alternatively, press the Quote button at the bottom of the post you would like to quote.

He he- ridiculously simple, thanks for that, me and computers- tsk.
 

Goonalan said:
The overall scenario is easy to DM and excellent to play, partially perhaps because it is so short, and intense, the use of the Improved Reduce Person potions was just fantastic. Not since a scenario in one of the early issues of Imagine Magazine- “Down the Plughole”, or some such, someone put me right.

Well, since you asked ...

It was actually called "Round the Bend" - the Gamesfair '84 AD&D Team Competition Module - and was reproduced in Imagine No 15 (June 1984). Five half-orc thieves (if you use the pre-gens) caught by a wizard, are shrunk and sent down the drains to recover an eye of minute seeing.
 


HalfOrc HalfBiscuit said:
Well, since you asked ...

It was actually called "Round the Bend" - the Gamesfair '84 AD&D Team Competition Module - and was reproduced in Imagine No 15 (June 1984). Five half-orc thieves (if you use the pre-gens) caught by a wizard, are shrunk and sent down the drains to recover an eye of minute seeing.

I remember DMing it all those years ago, right for the bonus point what was the name of the scenario that appeared in Dungeon magazine that I think involved shrunken PCs and a giant house/cottage- something like that anyway?

Thanks as always.

And so...

Dungeon Crawl Classic #14
Dungeon Interludes
Chapter 1: The Eye of the Night
Level 1-3 (Scaled to level 4)​

Turn 38: Catch Up.

“Jim” Bowen​

Human Male Ranger Level 2
NG HP 23 AC 18 Init +2
Str 14 Dex 15 Con 14 Int 12 Wis 12 Ch 10
Saves Fort +6 Ref +4 Will +2
+1 Battleaxe (family heirloom) +5 d8+3
Longbow (Masterwork Mighty (+2)) +5 d8+2 or Rapid Fire +3/+3
Dagger, Silver +4 or +4 d4+2
Armour: Griffin insignia Masterwork Breastplate and Large Masterwork Wooden Shield.

Feats: Skill Focus (Trapmaking), Point Blank Shot, Track, Favoured Enemy- Dire Animals, Ranger Two-Weapon Fighting & Ambidexterity, Rapid Shot.

Skills of note: Animal Empathy +4 Climb +4 Craft (Trapmaking) +6 Handle Animal +4 Hide +6 Jump +5 Knowldege (Nature) +3 Listen +4 Move Silently +6 Spot +3 Wilderness Lore +6

Items of note: Potion Cure Lt x4; Potion Darkvision; Cloak of Resistance +1.

Light Warhorse “Sarge” & associated kit and caboodle.

Bec​

Human Male Barbarian Level 2
CG HP 31 AC 15 Init +1
Str 18 Dex 12 Con 18 Int 11 Wis 8 Ch 9
Saves Fort +7 Ref +1 Will -1
Long Spear +6 d8+6
Dagger +6 or +3 d4+4
Greatclub +6 d10+6
Longsword Masterwork +7 d8+4 (usually with Large Wooden Shield)
Greatsword Masterwork Cold Iron +7 2d6+6
Armour: Studded Leather Masterwork, sometimes Large Wooden Shield.

Feats: Toughness, Power Attack, Rage, Cleave & Uncanny Dodge.

Skills of note: Climb +9 Concentration +4 Jump +8 Ride +3 Spot +3 Swim +8 Use Rope +4

Items of note: Climbers Kit, Potion Cure Lt x4, Potion Blur, Bracers of Armour +1.

Heavy Warhorse “Kaul” & associated kit and caboodle, including Studded Leather Barding.

Lord Casimir​

Human Male Paladin of Pelor Level 2
LG HP 23 AC 19 Init +1
Str 15 Dex 13 Con 14 Int 14 Wis 11 Ch 14
Saves Fort +7 Ref +3 Will +4
+1 Longsword Cold Iron +5 d8+3
Longbow +3 d8
Light Mace +4 d6+2
Armour: Shiny Breastplate +1 & Sparkling Large Masterwork Steel Shield

Feats: Negotiator, Dodge, Mobility, Detect Evil, Lay on Hands, Divine Health, Smite Evil, Aura of Courage.

Skills of note: Concentration +3 Diplomacy +9 Handle Animal +6 Knowledge (History) +5 Knowledge (Local) +7 Knowledge (Religion) +6 Ride +5 Sense Motive +6 Spot +4

Items of note: 3 Flasks of Holy Water, 5 Silver Arrows, Potion of Cure Light Wounds x4, Potion of Vision, Healing Kit.

Light Warhorse “Reggie” & associated kit and caboodle.

Anya’Drea​

Human Female Wizard Level 2
CG HP 14 AC 15 Init +5
Str 10 Dex 13 Con 12 Int 16 Wis 11 Ch 17
Saves Fort +1 Ref +1 Will +3
Quarterstaff Masterwork +2 d6
Light Crossbow Masterwork +3 d8
Dagger Silver +1 or +2 d4
Armour: Leather Armour, Ring of Protection +1, Bracers of Armour +1

Feats: Skill Focus (Use Magic Device), Armour Proficiency (Light), Improved Initiative, Scribe Scroll, Toughness.

Skills of note: Alchemy +5 Appraise +3 Bluff +3 Concentrate +6 Craft (Model) +3 Decipher Script +7 Diplomacy +3 Disguise +3 Forgery +3 Gather Info +3 Hide +5 Intimidate +3 Knowledge (Arcane) +8 Knowledge (Architecture & Engineering) +4 Knowledge (Geography) +4 Knowledge (Nature) +4 Listen +4 Move Silently +3 Perform (Vogue) +3 Scry +5 Search +3 Spellcraft +8 Use Magic Device +10

Familiar, actually Follower (of sorts) Swish, Animated Broom.

Spells: Lvl 0 (4) All;
Lvl 1 (4) Shield, Mage Armour, Mount, Summon Monster I, Unseen Servant, Detect Secret Doors, Detect Undead, Identify, Magic Missile, Colour Spray, Cause Fear, Expeditious Retreat, Shocking Grasp, Spider Climb.

Items of note: Scrolls- not so many of them as before, Wand of Burning Hands (Level 3- 23 Charges); Potion Cure Lt. x4, Potion of Intelligence, Pearl of Power (lvl 1), Necklace of Fireballs Type I, 2 Bags of Caltrops; 6 Tindertwigs, 10 Sunrods.

Pipes of the Sewer’s identified but don’t know the tune.

“Swish” Animated Broom companion AC15 Mv30 Init+2 +1 Slam d4 Hardness 5 Fort +0 Ref +2 Will -5

Light Warhorse “Mr. Fizz” & associated kit and caboodle, including Studded Leather Barding.

Newt​

Gnome Male Rogue Level 2
NG HP 15 AC 19 Init +3
Str 11 Dex 16 Con 14 Int 16 Wis 11 Ch 10
Saves Fort +2 Ref +6 Will +2
Heavy Mace Masterwork +3 d6
Light Crossbow Masterwork +6 d6
+1 Dagger (wielded as Shortsword) of Spell Storing (Shocking Grasp D8+2) +3 D4+1
Adamantine Ceremonial Dagger (wielded as Shortsword) +2 D4
Dagger Masterwork Silver +3 or +6 d3
Armour: +1 Chain Shirt

Feats: Nimble Fingers, Low Light Vision, +1 To Hit vs. Goblinoids and Kobolds, +4 Dodge vs. Giants, Point Blank Shot, Evasion.

Skills of note: Alchemy +10 Appraise +5 Balance +7 Climb +4 Craft (Locksmith) +5 Decipher Script +5 Disable Device +10 Escape Artist +4 Forgery +3 Hide +10 Intimidate +3 Jump +5 (+35 with Ring of Jumping) Listen +7 Move Silently +8 Open Lock +10 Pick Pocket +4 Read Lips +5 Ride (Pony) +3 Scry +3 Search +8 Spot +5 Tumble +4 Use Rope +3

Spells: Ghost Sound, Dancing Lights, Prestidigitation & Speak with Burrowing Animals.

Items of note: Silk Climbing Rope, 10 Tindertwigs, 3 Thunderstones, 2 Tanglefoot bags, 10 Sunrods, 2 Smoke Sticks, 5 Alchemist’s Fire, Thieves Tools Masterwork, 5 Silver tipped Bolts, 12 Masterwork Bolts, 3 Flasks of Acid, Potion Cure Lt x5, Potion Spider Climb x2, Ring of Jumping.

War Pony “Dobbin” & associated kit and caboodle, including Studded Leather Barding.

Ala​

Elf Female Cleric Level 2
NG HP 17 AC 21 Init +3
Str 14 Dex 17 Con 12 Int 10 Wis 17 Ch 13
Saves Fort +4 Ref +3 Will +6
Longsword Masterwork +5 d8+2
Composite Longbow Masterwork Mighty (+2) +5 d8+2
Dagger Silver +3 or +4 d4+2
Light Flail +3 d6+2
Armour: Chain Shirt Masterwork, Large Masterwork Steel Shield & Ring of Protection +2

Feats: Point Blank Shot, Weapon Focus (Longsword), Turn Undead (4/day).

Skills of note: Balance +3 Concentration +3 Diplomacy +3 Escape Artist +3 Heal +7 Hide +3 Listen +5 Move Silently +3 Ride (Horse) +3 Sense Motive +3 Spot +5 Use Rope +3 Wilderness Lore +3

Spells: Lvl 0 (4) Lvl 1 (4)
Domains: War & Good.

Items of note: 2 Healer’s Kits, Scroll Protection from Elements, Potion Cure Light Wounds x4, Potion Cure Moderate Wounds, Scroll Hold Person & Deeper Darkness.

Light Riding Horse “Slim” & associated kit and caboodle.

Note to present more of a challenge, I thought they’d been finding things a little too easy so far, I followed the instructions within the module booklet to scale the adventure for “stronger parties.” Let’s see how they like that…

Next Turn: Molton Clay.
 

And so here we go again...

Dungeon Crawl Classic #14
Dungeon Interludes
Chapter 1: The Eye of the Night
Level 1-3 (Scaled to level 4)​

Turn 39: Molton Clay.

Father Whiskin scurries into the Inn and towards the assembled group, they knew he was coming; the Innkeeper had been good enough to share the news at breakfast.

“Just got a note- Urgent, be ready to travel, and to fight, will be there as soon as I can. That’s all it said, figured you’d understand.”

And now here he is, bundling Cas up and urging the others into a private curtained alcove within the Inn.

“Is there somewhere we can talk?” The good Father’s in a rush.

The group head for the secluded booth.

“I need your help, its Molton Clay, a village about eight miles south west of the city, they make pots there, there are a few farms, and a commune. Anyway all’s not well, they need your help. There’s no money in it, at least very little- will you do it?”
Cas looks a little put out at the mention of money, “of course we will.”
“Do what?” Ala asks, Anya nods behind her.
“The place has been attacked, destroyed, from what I’ve heard, I need you to go and find out what’s going on there, what’s left- if anything.”
The adventurers are in, they’ll do it, they’ve all benefited, at one time or another, from the Church of Pelor’s help.

Cas dives to his feet, ready to roll, Father Whiskin grabs his arm.

“Look for Thistle, you’ll know him when you see him, he’s a Druid, a good… man. Find him and you’ll find the truth. Pelor bless you, all of you, now go- ride like the wind.”

Thirty minutes later, along a narrow track, the six speed, their horses flat out, as fast as they can go, which isn’t very fast for Dobbin, Newt’s mount. They ride into a scene of destruction.

It’s still early morning, the suns rays beat down upon what was once the village of Molton Clay, the crops have been razed, the barns toppled, the buildings now nothing more than burnt out shells, blood and bodies litter the roads and fields.

The riders come to a halt, swiftly survey the area, then walk on.

The stench of the dead is the first thing that hits them. Masks are improvised, the horses however remain nervous, they skitter and paw at the ground, there are tracks everywhere.

Jim gets down to take a look, leads his mount forward, nobody feels like talking. The adventurers stick together as they wander through what was the centre of the settlement. Blackened husks of men and women litter the street, it seems they’re all dead, a village gone- flies buzz, rats gnaw and skitter from corpse to corpse, there are signs of larger wild animals having passed this way.

Jim breaks the silence.

“There were lots of them, humans, armed and armoured- it was a raiding party of some sort, many of them were mounted, wild horses by the look of it- could have been Ullies.”

Ullies, or Ully Gullies, are the inhabitants of Ull, in Umberside, a more autonomous than most state within the United Kingdoms, north of the Umber Estuary. Actually the ‘United’ bit is an awful misnomer, the Kingdoms in general pay no more than lip service to the sentiment. Umberside’s chief export is violence, raiding parties however are uncommon, rare this far into Lincornshire, that said there are still enough wildlands to hide a small army in these parts.

And yet, after a further twenty minutes of wandering, Jim has something more to say.

“There’s something odd here, some of these tracks are older, something must have sparked the violence, I think the attack came later, a smaller force- no more than a dozen came here two or more days ago.”

Jim moves to a section of hard mud still holding the impression of horses and men, by a burnt tethering post, in front of the largest burnt out building within Molton Clay- probably the Inn.

Ala climbs down from her horse, begins to snoop around, in search of bodies, she doesn’t have far to go- she examines the corpse of a young woman, then an older man.

“They were killed with all manner of weapons- clubs, swords, bows, crossbows, the attackers were a rag tag bunch- the people tried to flee, they were cut down in the streets.”

“See there.” Jim points to a pile of furniture in the street, charred and broken; he points to another, and another.

“They were looking for something; they must have made the villagers clear out their homes, whatever it was they were looking for I guess they didn’t find it, or else...”

Jim stops to stare at the devastation.

“It must have been terrible.” He shivers; a breeze blows down the street, dust swirls and spirals, a rent and bloody shirt gusts and billows by.

“Hel…”

“What was that?”

Newt sits up on Dobbin, leans an ear into the wind.

“Help”

The sound comes again, but only loud enough for Gnomish ears to hear.

“Giddy-up.”

Newt spurs Dobbin into a fast-ish walk. The others follow quickly behind, Ala back on her horse, wiping the tears from her eyes. They’re soon out the other side of the settlement, heading down a still muddy track towards the remains of the nearest farm.

“Help.”

Newt digs his heels into Dobbin, the mule protests and then breaks into a mincing trot. The others, although blessed with faster mounts, tag on behind- not wanting to disrupt Newt’s concentration; he’s on the right route.

“Help please…”

Newt and Dobbin swiftly veer off from the dirt path, head towards the only building still standing, a Barn.

“There.”

Newt stands in his stirrups and points, towards a body propped against one of the outer walls of the structure. Although its Newts discovery Ala and Cas are first on the scene.

“Take it easy.” Cas grasps the dying farmers hand.
Ala is making a thorough examination, the warm glow from her healing hands spreads through the villager, he coughs loudly, then opens his eyes.

“Help me please…”

Cas nods while Bec bundles the rag-doll farmer up into his arms. They find shelter, the Barn doesn’t look safe, so they settle for the one room remaining in the farmhouse.

“Give him water, make a fire- make soup, he needs warmth, blankets.”

An hour later, in the ravaged wreck of his former house, his smashed possessions surrounding him, ghosts of his dead family all about him, the broken farmer alternatively cries and tells his tale.

“They came three day ago, a dozen of them, to the Inn. Said they were adventurers but none of them had funny hats, sorry <cough> no wizards or priests, they all looked the same- vagabonds and thieves, wildmen from the north.”
“Ullies?” Jim asks.
“No, worse- they spoke funny, couldn’t understand them at first, don’t know where they were from, we knew there were more of them, they sent riders back out on the first evening, with supplies, lots of supplies, nearly all we had. Thistle was convinced at first that they’d go away once they’d gotten what they wanted.”
“Thistle?” It’s Anya’s turn.
“Thistle’s our leader, he’s a… a Druid. Anyway ten of them stayed at the Inn, drank a lot, swore a lot… and… well, took advantage. That’s when we knew that things were going to get worse, they weren’t for leaving, they had something more in mind. Next day Thistle met with their leader, Gaden, or some such- his bodies back over there, by the Barn.”

The farmer points, they turn to stare at the spot.

“He said he was looking for a jewel, and that he knew it was here, and they weren’t leaving without it- called it the “Eye of the Night”. So Thistle tells him that no such jewel exists in Molton Clay, that we’re farmers and potters mostly, a simple peaceful community. And to prove it Thistle asks everyone to submit to inspection, Gaden agrees, orders that all possessions are to be brought out into the street, everywhere is to be searched. By then there were twenty or thirty of them in the village, all the same- coarse men, violent men- they smashed things, took whatever they wanted. Some got hurt, the first death happened that night, a group of village lads attacked and killed one of the raiders, Gaden executed all those that took up arms, and then he ordered the dead boys parents to dig their graves…”

The farmer stops talking and starts crying, they let him be for a moment, he goes on, through his tears.

“The next morning we discovered the parents hadn’t come back, they’d dug their own graves too- all dead. Gaden rode in with all his men, there must have been fifty of them, into the centre of the settlement, ordered us out of our homes, told us that we had ten minutes to bring forth the jewel, or else… or else.”

The farmer gulps and stares hard for a second.

“Thistle didn’t wait to see how it was going to end, conjured a wolf into their midst, it got a few of them before it was brought down. Thistle was captured, easily, they’d moved in here by then”, the farmer indicates his house and barn, “they tortured him in the barn, I could hear his screams, they kept me here, with some others- running errands, I think Gaden knew that Thistle was hiding the gem. I knew he was, so did many of the others in the village, but no-one said. See we don’t call it the “Eye of the Night”, we don’t have a name for it, but it is a magical jewel, a symbol of natures perfection, it guaranteed our crops would grow, that the sun would shine, that the rain would fall; it kept us wealthy, healthy and safe from harm… until now. No-one was willing to give up the secret to our success.”
“Why? Your lives were at stake.” Anya wonders.
“He knows, and her.” The farmer points at Ala, then Cas. “If you believe in something, if you have faith then there’s nothing you won’t do to protect that faith from harm. The jewel is for good; in the wrong hands… it could be used for ill. It’s about maintaining the balance; we gave our lives to keep it safe.”
“Where’s the jewel now?” Newt leans in.
“Don’t know, they started burning the place up, and then Thistle got really mad, escaped, killed a good few of them before they caught him again, I kept hidden as best I could, by then I knew my family were already gone…”

The farmer breaks down again, tears flow, great hulking sobs. Cas’ face is cast in shadow, he looks away, wipes his eyes.

“What happened then?”
“They finished their search, no jewel, Gaden was furious and yet everyone else, everyone that hadn’t already fled, was dead. Most of the riders left soon after, they had somewhere they had to be in a hurry, they rode hard- to the North West. There were just a few of them left, no more than half-a-dozen, and Gaden, out here. That’s when the creature attacked, and the rats, there were hundreds of them spilling out of my Barn; sure I’d seen a few of them in there every now and then but not in these numbers, there were swarms of them. I ran, got as far away as I could, bumped into a couple of the Raiders in my haste- one got me with an arrow, the other his sword- left me for dead. I dragged myself back here, took me half-a-day, Thistle’s gone… it’s all gone… then you came along.”

He looks up at Ala, squints in the glinting sun.

“My name’s Giles, thanks.”

Then the farmer feints away.

“We’ve got to get him back to the city, somewhere safe.” Ala states.
“What’s that?” Newt shields his eyes from the sun and stares at a black dot approaching the village.
“Riders, six of them.”
“Right, mount up, we’re going to meet them- get ready, weapons out.” Cas orders, and is the first on his horse.

Next Turn: Politics.
 

Dungeon Crawl Classic #14
Dungeon Interludes
Chapter 1: The Eye of the Night
Level 1-3 (Scaled to level 4)​

Turn 40: Politics.

“I don’t bloody care who you are, you ain’t got no jurisdiction.”
The Patrol Sergeant spits and leans forward on his horse, there are six of them, as Newt said, the Sergeant and five Mounted Troopers, all wearing the Black Lion of Grimbo- they’re City Guards, and a long way from home.
“I’m surprised you know how to ride a horse, plod.” Jim’s getting cocky.
“What did you say?” Sarge isn’t best pleased, his horse dances forward, goes to buck.
Jim reaches across and lays a calming hand on the beast.
“I’d run back to the city if I was you, back to your beat, or the desk you drive.”
“Right, that’s it.”
Jim takes his hand off the Sergeants horse, the equine skitters and dances, as nervous as his rider but not hiding it at all.
“Whoah.” Sarge does his best to keep the horse from bolting, it continues to trot and dance, not entirely under control.
“I think Sergeant you should let us handle this, we have been charged by the Church of Pelor, one of the foremost institutions of the City of Grimbo to investigate this matter.” Cas tries a different tack.
“You can shove your investigation up your ar…” The horse has had enough it rears up, flinging the good Sergeant to the dirt, then just stands there, tamed again by Jim’s touch.

The Sergeant gets up slowly, rests his hand on the hilt of his sword, the adventurers quickly follow suit. The remaining troopers think about it, and then decide against it- the Goodman Gang look like they can handle themselves in a fight.

“Come on Sarge, let’s get back, leave these here to die?” A trooper speaks up, the others nod their consent.

Sarge looks defeated, goes over and takes the reins of his horse.

“I think that’s decided then.” Cas turns away and begins to lead the gang off, back to the Barn, then remembers, “we’ve found a wounded farmer, his name’s Giles, I ask that you take him with you- keep him safe, take him to the Church of Pelor, tell them I sent him, he needs rest, his family were all killed.”
“Who are you to order me around?”
“Sarge.” The talking trooper wheedles.
The Sergeant looks momentarily crestfallen, then nods.
Cas leads them all back to the farmhouse and the bloody farmer.

Fifteen minutes later, Giles gripping tight to a trooper, the Grimbo City Guards- Special Mounted Section, heads back to the city, they get a good distance away, a safe distance, before the Sergeant turns and shouts back.

“You’ll all be going in my report, obstructing an officer in his duty, I’ll have you, all of you- when you get back to the city.”

Jim reacts in an instant, runs to his horse and is mounted in seconds, the Sergeant turns his horse, which again dances and skitters, then digs his heals in, the creature bolts, not at all in the right direction. Jim climbs down, giggles, and slaps Sarge’s (Sarge is the name of his horse remember) flanks.

“You were a little… upset.” Anya stares at Jim.
“Were? I still am, I don’t like this, this was a place of peace, my dad used to talk about Molton Clay, said we’d come here one day, to live… never did.”
Anya nods.
“Do you think we’ll get in trouble?” Ala asks.
They turn to look at her.
“I mean back in Grimbo?”
“I hope so.” Newt grins.
Cas can’t help but smile.

“Are we getting on then?” Jim brings the conversation back to the here and now.
“Giles said a beast attacked them, killed Gaden, he fled remember, well what beast- where did it come from, spread out, search the area thoroughly.”

They set to work.

Ala checks the bodies strewn about, mostly farmers and their families killed by the Raiders, there are also four other bodies- the Raiders, slain by tooth and claw, something feral, and furious. All of the corpses have been nibbled and gnawed- rats.

Eventually the search centres on the Barn, Newt leaps, a single bound, up into the hay loft, its empty, the fragile wooden beams creak and shift beneath his tread.

“Careful, the entire structure is unsafe… hey Jim, what’s that?”

Newt points below, he has the perfect position, he can see every detail from above, Jim strides over, the others not too far behind.

“Drag marks and lots of rats, big rats, huge rats, see here.” Jim points, “Whatever it was dragged several of the bodies… Why would they… oh, food. There’s a hole.”

And sure enough there is a gapping wound in the corner of the Barn, it seems the earth has simply collapsed, hollowed out below; a dirt scree leads down into darkness. Newt leaps down from his high perch, shuffles over to Jim’s side- the pair cautiously approach the slope down, they’re still ten feet from the lip when the earth beneath their feet shifts and suddenly collapses.

“RUN.”

Jim screams and rushes back to escape the collapse, Newt is neater still, tumbles backward.

“WHOOF.”

The collapse extends a way, the adventurers dance further back, dirt and dust fills the air, then slowly clears to reveal the dirty adventurers and a much larger hole with a gentle slope leading down into it. Jim stamps the earth as he moves forward, it seems safe, he turns to look at Newt, grins.

“I know. I know.”

A rope is secured around the Gnome Rogue’s waist, Bec takes a hold of the other end, Newt winks at the assembled crowd and dances off down the slope, his flaring sunrod banishing the darkness as he goes.

“Rats, ooooooh.”

Newt shouts, and then almost falls.

“Big fecking rats.”

FWUNG

His crossbow fires but merely digs a divot out of the dirt floor of the cavern below, which is continuing to fill with Dire Rats, there’s nearly a dozen of them already. Jim and Cas come sliding on their backsides down the slope, slightly undignified but infinitely safer, except not for Cas who only makes it halfway down before striking a hidden rock and tumbling forward, he surfs face in the dirt the rest of the way down- arrives at the foot of the slope in a tangled mess. Newt is surrounded, and bitten, at least once, now flailing wildly with his mace.

“Not going.”
“What?” Ala stares at Bec.
“Not going… Rats. Rats bad.” Bec stands statue seemingly terrified at the prospect of the rats.

Jim and Newt are swishing and swatting, just keeping the rats at bay, Cas is less fortunate, and able, still on the floor a Dire Rat catches him on his ankle, a bloody bite that almost scratches the bone. He kicks the creature away and struggles to his feet.

“Get bloody down here, all of you.” He screams.

Anya begins to gingerly lower herself down the slope, using Newts rope as support, its trickier than it looks, she gets stuck less than halfway down and is left on her knees desperately hanging onto the rope. Ala follows Jim and Cas’ lead, slides down all the way on her backside- leaving Bec alone.

“Fecking rats, why’s it always bloody rats, I hate them, I bloody hate them dirty, filthy, creepy, sneaky, and bloody bitey, oh why’s it always bloody rats?”

Bec hefts his sword and hurtles down the slope, there better be something down there to stop him.

“SAAAAA-ND-WIIIIIIIII-CH.”

The Barbarian arrives, and at pace, crashes through the front row of Dire rats, his impetus smashing them out of his path, eventually comes to a halt swinging and swatting, cutting down two of the creatures en route, fifteen feet into the earthen chamber in the midst of easily over a dozen snarling, vicious Dire Rats.

Jim slices the nearest rat, cuts the thing in two with his axe, edges forward trying to make his way to the surrounded Barbarian.

The creatures screech and squeak it’s an all out attack, trying to defend their lair. Cas is bitten, not once but twice, both minor wounds on his legs but enough to get his dander up, he swings and misses, makes no headway against the horde. Newt strikes a glancing blow against one of the creatures, enough to keep him out of harms way. Anya looses Swish, sends the broom skittering down the slope, “Akkat”, the Magic Broom heads to war (to no effect). Anya sinks to the floor, braces herself so she cannot slip down further and begins to chant Arcane words, a moment later she’s up and striding purposefully down the slope, her Spider Climb spell having the desired effect. Jim fights on desperate to get to Bec, cuts another two of the foul creatures down, he’s getting closer. The Barbarian however is attacked on all sides, bitten again and again, he loses it.

“RAAAAAAAAA-TS. BLUDDDDDEEEEEEEE RAAAAAAAATS.”

He Rages, swings and swats, clears a circle around him but does no harm to the retreating vermin. However the Dire Rats are soon wise to this trick, they take it in turns to attempt to leap in at the Barbarian, who crashes about swinging wildly, to absolutely no effect, he’s bitten again in the process.

“RAAAAAAAAAAATS.”

Anya scrambles up and along a wall then up onto the ceiling, completely out of the Dire Rats reach, she grabs her Burning Hands Wand from the folds of her robes.

“BEC. BEC.”

Jim cuts another of the creatures down, the Barbarian however is not listening still a bundle of fury swinging without aim- the Dire Rats stay out of his reach. Ala and Cas are now fighting side by side, the Paladin stabs down, wounding one of the huge beasts, Ala misses the rat that leaps at her, it bites her on the arm, and is gone, back into the pack. Newt is still surrounded, backed up against the slope, he can’t keep them all at bay, he’s bitten again, on the hand, necessitating a brief tug of war with the creature, he eventually rips his limb from the Dire Rats maw and fights on wounding another in the process, blood arcs and splatters from his hand as he swings. Swish, the Magical Broom, is being bitten and slashed by a pair of the Dire Rats, to no great affect- the wooden shaft still intact, the brooms attacks are however completely ineffective.

“FLAME ON.”

A swathe of fire lances down from the ceiling, cuts through the Dire Rats in an instant leaving two smouldering corpses and three others now very badly burnt. The creatures panic, snarl and snap; still threatening they begin to move away from the vicious interlopers.

“FLAME ON.”

The fire comes again, catching only one of the creatures but leaving it a blackened flaming mess, the rats finally flee. Swish manages to catch one square on its jaw, a roundhouse move- the Dire Rat slumps to the floor. Cas slashes at a straggler, sends it to hell, Jim cuts down another two. Bec follows the fleeing creatures in a fury, and now connecting, nearly half-a-dozen of the creatures meet their end on his sword.

Alas the raging Barbarian doesn’t stop there, runs towards the last of the Dire Rats, disappearing into a tunnel on the eastern wall of the chamber.

THUMP

He comes to a sudden halt. Bec doesn’t fit, or rather his two handed weapons doesn’t fit down the tunnel, simple enough, he abandons them, draws his longsword and scampers off after the foul creatures.

“BEC. Nooooooo.”

Anya’s after him, the others gather themselves together for a second, exchange glances, and race off after the pair.

Bec meanwhile has found new foes to slay, the tight tunnel splits two ways, Bec heads left and directly into a Rats nest, the fleeing Dire Rats turn and snarl- leap back at the Barbarian, the pair are swiftly cut down, although its close quarters the Barbarian’s swordplay wins the day.

Cautiously stepping into the Barbarian’s light are an even larger pair of Dire Rats, these creatures matt black in colour, except for their twisted red horns that jut from their skulls- Fiends. More Dire Rats emerge into the nest from the myriad tunnels, Bec glances backwards yet more of them are coming at him from behind, there’s obviously another nest near by.

Anya flings her sunrod forward, it illuminates the rats ahead, and at the edge of the light the Barbarian’s armoured form, more Dire Rats turn as they spot her, rush towards her, she can hear the others following on behind her, there’s no space to turn she cannot get out…

“FLAME ON.”

Next Turn: Dire Straits.
 

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