Saturday, January 7, 2017

The Sunken Temple

Part 2 of Dark Waters
(A Khamen and Candorra Adventure using Four Against Darkness)

SPOILER ALERT
This post accounts my play-through of the Four Against Darkness module, Dark Waters. If you plan to play this module you may not want to read further.

Although they captured the corsair captain, our party of heroes failed to recover the idol of Telzany, the Shark God. Khamen and Candorra reported to the local Temple. The Preceptor shook his head in frustration.

"We must recover the idol. With it, the deep demons can summon Telzany itself."

Khamen looked perplexed. "What are these deep demons? And can they really summon a "god?"

"The deep demons are green-skinned, fish-faced humanoids. They live under water. And Telzany is real, but it is no god. It is a true demon, a powerful entity from the infernal regions. We cannot let them summon it!"

----------------------------------------------------------

The Temple arranged for a boat to take the party to the location of a sunken temple known to be used by the deep demons.The Temple priests cast blessings upon the party, allowing them to breathe and act underwater. Our heroes were joined by Gerard, a young warrior on loan from the local coast guard.. Together, they leapt into the water and dove to the ocean floor and headed to the temple.


The Sunken Temple
As they entered the first room (1), they ran into 4 deep demon guards. After a short fight, where Candorra and Gerard took wounds, the deep demons were defeated.

After passing through an empty corridor (2), they entered a room (3) littered with the corpses of drowned sailors

"Likely sacrifices to Telzany." Gerard explained.

Suddenly, 4 of the corpses jumped up and shambled toward the party.


Our heroes about the engage the zombies
Khamen, Flint, Candorra, and Gerard (L to R)
Khamen and Flint managed to kill two of the zombies. Another went after Gerard. He tried to strike it down as it lunged, but he missed. He froze in fright. Armed with a bow, Candorra shot the undead horror. Then another attacked him but once again Candorra saved him.

"I guess I'm not cut out for this." Gerard apologized after the fight. "Perhaps I should return to the surface and let real heroes finish the quest."

"Nonsense Gerard.' Candorra replied. "The mark of a real hero is to continue forth into danger, despite our fears, because it is the right thing to do."

Somewhat encouraged, Gerard agreed to continue.

Returning through the corridor (2), they were attacked by 2 giant octopi. The creatures entangled the party with their tentacles. Khamen and Flint managed to free their weapon hands and strike down the cephalopods.

In the next room (4), the party was attacked by 7 fish-men. Three rushed Gerard. This time he did not flinch, but instead managed to deftly block the attacks and strike down 2 of his assailants. The rest easily defeated the rest of the enemy.

"Well done, Gerard." Candorra said. "We'll make a hero of you yet." Gerard smiled at the praise.

After passing through an empty room (5) they entered a darkened sanctum. Eight deep demons clustered around an altar, muttering incantations. The idol of Telzany sat upon the altar. Khamen quietly signaled to his comrades to sneak up on the enemy, When in position, they struck. Three of the deep demons fell. Others spun around, pulled out wicked daggers, and attacked. The head cultist continued to invoke Telzany. With a sudden eruption of steam from the idol, a huge, fanged creature with claws and tentacles appeared!

"Telzany!" Gerard cried in terror. He felt a sudden urge to flee, but then he remembered Candorra's words - real heroes continue into danger despite their fears. He gulped back his horror and turned his attention to the enemy. He hacked down a pair of deep demons then turned on Telzany. Flint and Candorra, who struck down the demons attacking them, joined him.

Meanwhile, Khamen was locked in a fight with one of the cultists. He was able to avoid getting wounded but could not land the final blow. Now Telzany began lashing out with its claws and tentacles, slicing and battering the heroes. They also landed blows, but Telzany appeared unfazed.

It struck again with its talons, raking deep wounds in Flint's and Candorra's flesh. Bleeding profusely, both backed out of the fight. Candorra downed a healing potion but Flint had no such option. Khamen finally finished off his foe and took a position on the front line. Despite his fears, Gerard joined him and used his shield to protect him and his comrades.

Telzany began to focus on Khamen and Gerard. They took numerous wounds - now Khamen had to back out of the fight to heal. Flint and Candorra looked at each other. A fatalistic determination overcame them. With a cry, they charged back into battle. Freshly healed, Khamen joined them, doing his best to defend his wounded comrades. Together, they hacked and slashed at their enemy until viscous, black blood oozed from Telzany.

Yet Telzany refused to surrender. Instead, it decided to punish Khamen's temerity. It grasped him in its claws, drew him to its face, and bit hard with its shark-like jaws. Khamen screamed in pain. Flint tried to free his friend, but the demon grabbed him with the other claw. It began banging the two against each other until they were nearly unconscious, then flung them to the floor as it laughed in apparent triumph.

Righteous rage filled Gerard's breast. He yelled at the top of his lungs and charged at the demon. Distracted by its torture of Khamen and Flint, it reacted too late. Gerard smashed it with his shield, causing Telzany to stumble backward. Gerard ducked under the claws and tentacles, then drove his sword deep into the monster's torso. Telzany screamed in rage and pain. Then, as if dissolving in the ocean's water, Telzany disappeared.

Gerard slumped to the floor, exhausted. Candorra came over, checking his wounds.

"A hero indeed!" she whispered to him.

----------------------------------------------------------

A week after their epic battle, Flint and Khamen sat at a table in the local tavern in port town of Telzany's Cove. The Temple had destroyed the idol so that Telzany could never be summoned again. Gerard was the toast of the town; some of the townspeople even wanted to make him commander of the coast guard. Khamen and Flint were having one last celebration before they departed.

"And what now, my friend?" asked Khamen.

Flint guffawed. "The Temple has made me an honest man!"

Khamen eyed him quizzically. "Really?"

"With the reward, and the, um . . . souvenirs from the sunken temple, I can buy my own ship. The life of an honest merchant for me!"

"Honest merchant, now there's an oxymoron." laughed Khamen.

Flint snickered in return. "Perhaps, perhaps, but it's a start to respectability. But what about you?"

"I think I may keep working for the Temple."

"An honest Khamen. Now there's an oxymoron!" retorted Flint.

"I'm serious."

"And this has nothing to do with the elf lady?" Flint asked.

"No." Khamen stated. Then he grew philosophical. "Not that at all. It's that . . . All my life I've been struggling, to make ends meet, to get ahead. Over that time, I developed certain . . . skills. But what did it all mean. What was the point? For the first time, I see the point. I feel like I have a role to play in the greater scheme of things. And ironically, those skills I developed for my own gain, I can now use for . . . something greater."

Flint nodded and took a pull from his flagon. "Well, you're a better man than I, Khamen. I wish you well."

"And the same to you, Flint."

With that, they shook hands and parted, Khamen heading back to the Temple, and his next adventure.

Monday, January 2, 2017

Into the Corsair's Hideout

Part 1 of Dark Waters
(A Khamen and Candorra Adventure using Four Against Darkness)

SPOILER ALERT
This post accounts my play-through of the Four Against Darkness module, Dark Waters. If you plan to play this module you may not want to read further.

After arriving at Telzany's Cove, Khamen and his companions visited the Atlis Coast Guard headquarters. There, they learned that a band of corsairs had a hideout nestled in the cliffs and rocks several miles south of the city. The difficult terrain has made it impossible for the Coast Guard to approach, but perhaps a small party could do it. The authorities offered a large reward if the party could capture the captain of the corsairs.

After agreeing, a Coast Guardgave them a small boat. They sailed to the cove then rowed in to the entrance, avoiding some dangerous rocks. Entering the caverns, they ran into a guard room with bandits and dogs. They reached for their swords but Flint intervened.

"Where's your captain?"

"What?" their leader responded.

"We're here with a proposal for your captain. A lucrative deal. Lead us to him, and you may all benefit." said Flint.

"Find him yourself," the head guard responded, pointing the way deeper into the caverns. The guards let the party pass.

Game Note: As I mentioned before, I am not tracking gold. When I roll "bribe" (as I did with the guards), I then make a persuasion roll. Success means that they party can pass.

The party moved deeper into the caverns. Entering a room, they ran into a bunch of goblins.

A schematic of the party's run-in with goblins.
The party consists of Khamen, Candorra, and Flint (in rear)
Three goblins attacked Khamen but he dodged and ducked the blows. Candorra and Flint killed two of the goblins each. The goblins continued to attack, though. Khamen and Flint avoid blows and then Candorra and Flint took out the last two.

The party continued deeper into the caverns. They opened a door and entered a room filled with garbage. Suddenly, a green slime lashed out at them. Khamen was hit, but then they withdrew from the room. After going further, they found a secret exit from the caverns.

The companions backtracked and finally found the captain. He was at the edge of an underground lake, conversing with a green-skinned creature. The creature grabbed a golden idol from his hands and dove into the lake. The captain turned and gasped in surprise, for the party had snuck up to him and attacked. Candorra's blade bit into the captain's arm. He roared in pain but swung in return. His counter struck home, and Candorra staggered away. The captain chased after her, deflecting attacks from the others and stabbed her two more times. Flint stepped forward, blocking the captain. This gave Candorra time to drink a healing potion. She then murmured an incantation. Lightning flashed from her fingertips and struck the captain. He collapsed.

After administering aid, they tied and gagged the captain and began carrying him through the caverns. But they ran into 3 corsairs. When they saw their captain tied up, they charged. With his rapier and dagger whirling, Flint took out 2 of the enemy. The last attacked Khamen but he parried the blow. Candorra came over and struck down the last one.

The party made it safely to the secret exit, which led down a ladder. Khamen went first, and ensured that the way was clear. Then they used a rope to lower the captain. Candorra went next and then Flint followed. As he made his way down the ladder, a rung gave way. He fell to the bottom and sprained his ankle. Despite his injury, the party made their way back to their boat and sailed back to Telzany's Cove. Flint's eyes grew wide as they handed him his share of the reward.

But what of the idol? Find out in part 2!

Game Note: The module consists of 2 parts. First is a pre-generated dungeon, which I describe in this post. The second is a random dungeon. I haven't played that part yet.

Sunday, January 1, 2017

Search for the Shark God Statue

Introduction to Dark Waters
(A Khamen and Candorra Adventure using Four Against Darkness)

Note: Pardon the long-winded intro. The actual game report will begin in the next installment. If you skip this intro you won't be missing much.

Khamen sat at a table in the rear of the tavern, enjoying the spoils of his last adventure. He sipped his ale and watched the drunken revelry of the patrons. The tavern door opened, and a gust of frigid winter air blew through the crowd. Even in the back, Khamen could feel its icy blast. The revelers shouted for the newcomer to close the door. Apologetically, an old man in pilgrim's robes entered. He seemed out of place in this nest of debauchery, but the patrons did not notice. Khamen watched him warily.

The old man made a beeline for Khamen's table. As he approached, Khamen recognized him. Different robes, but the same walk. It was the Temple priest who sent him into the Rat God's temple.

"May I sit?" the old priest asked.

Khamen hesitated, then nodded. "Although it will avail you little." he added.

"We shall see. It is all as the Maker wills it."

"Does He will you a drink?" Khamen asked sarcastically. "No. I suppose not."

The priest smiled and nodded. "It is for another reason I come, but I'm sure you can figure that out."

"Another job?"

The priest nodded and began to speak. Khamen cut him off.

"Not interested."

"Not even for 100 gold?"

Khamen looked up from his drink. "200." he demanded.

"Done," stated the priest, putting out his hand. Khamen grasped the proffered hand and shook.

And thus Khamen found himself once more in the employ of the Temple. As he stood at the taffrail of the ship, he pondered the events of the last few weeks. His employer was sending him to the Sea of Storms, to the south of Talmatia, in search of a relic of the pagan Shark God, stolen from a merchant ship traversing those perilous seas.. It sounded like a difficult assignment, but at least it was in a warmer climate.

Note: And so Khamen took up the quest presented in the Four Against Darkness module called Dark Waters.

Candorra accompanied him again. The Temple still did not entirely trust him. Besides, she was useful; he would never have escaped the Rat God's lair without her. This time, however, they had another companion, They met him on the docks of Talmatia as they searched for a ship to take them to Telzany's Cove, a port on the southern continent. From there, they hoped to track the relic. As they made their way through the bustle of the quayside crowds, Khamen felt a hand brush against his belt - the telltale sign of a pickpocket. Khamen quickly turned and grabbed the offending hand as he surreptitiously unsheathed his dagger.

"I would let go of that purse if I were you." Khamen snarled.

"I don't know what. . . Khamen, is that you?"

Khamen stared at the pickpocket. "Flint?"

"It IS you, Khamen!" the man named Flint responded. "It is good to see you. How long as it been? 10 years? We should share an ale and catch up!"

"Yes, we should." Khamen agreed. "But first you should return my purse."

"Of course, old friend! You'll need it because you're buying!" Flint laughed as he returned the purse.

They soon learned what Flint had been up to. A little thieving, a little smuggling, a little piracy. Flint loved to talk, Khamen recollected. For his part, Khamen revealed little. He just mentioned that he was on a retrieval job for a wealthy client.

"The Shark Idol, perhaps?" Flint pried.

Khamen's eyes widened for a brief moment before he regained control. Flint just laughed, for he knew his guess was correct.

"Then ye'll be needin' someone to guide you through these dark waters. And I know just the one to do the job."

Candorra demurred at first, but Khamen reassured her that they could trust Flint, or at least as far as thieves go. Besides, it would be more hazardous to leave him, and his knowledge of their goal, behind. And thus, they hired Flint to join their party.

What happens next? Stay tuned for our next installment.

Note: I originally was going to run just Khamen and Candorra through the adventure. Then I saw that the module introduced a new character class - the swashbuckler. I just had to try out a swashbuckler character. And so Flint was created.


Friday, December 30, 2016

Temple of the Rat God

A Khamen and Candorra Adventure

After being released from prison, Khamen accompanied the priest and Candorra to the Temple. There, the priest briefed the pair. Cultists of the Rat God had stolen the Tooth of St Celene, a sacred relic. It was being held in a reliquary within the Rat God's Temple. Khamen was to sneak into the temple, find the box, and retrieve the relic. Succeed and he would be free; fail and he would find the freedom of death. What of Candorra? She was there to keep Khamen to his task.

The duo traveled to Talmatia, the city of sin, where every manner of vice and corruption prevailed. In this bustling miasma, the Cult of the Rat God thrived and its heathen temple stood proudly.

As night fell, two cloaked individuals slid through the shadows and up the stairs to the entrance of the temple.
A schematic of the Temple
The doors were open and no guards were posted but the duo cautiously entered the foyer (1). There was no door forward so they had to choose another route. Heading right, they entered a room (2) filled with bones. As soon as they entered, the bones magically joined together and a half dozen skeletal rats attacked. They leapt upon the heroes; two bit through their armor. A few choice slashes decapitated half of the skeletal beasts and the others fled.

Finding a dead end, the duo backtracked and entered a room (3) where three priests were engaged in an arcane ritual. Khamen signaled to Candorra to creep quietly past them. 

Game Note: I introduced a mechanic where the characters can try to sneak past the enemy. They need to roll the enemy's level or higher. Rogues get a +1 modifier. If any character fails, the party is spotted.

But as they made the attempt, Candorra kicked a loose pebble. Alerted, the priests attacked. Khamen killed one, but another slashed him. Stumbling back, Khamen made a perfect target. The priest charged forward, but Candorra rushed up, slashed him, spun and parried another attack, and then cut down the remaining priest.

As Candorra bandaged Khamen, he said "I thought you were good at this."

Scowling, she replied, "What are you talking about? I just took out two of them."

"I meant sneaking. Your clumsiness alerted them."

Candorra grew flushed. She tried to stammer a retort but just ended up huffing. Khamen winced as she tightened the bandage a little too vigorously.

In the next room (4), they ran into a horde of rats. Again, Khamen was bitten, but at least the wound did not fester.
An example of my virtual battle board.
The black dots represent rats.

Next (4) they passed a gem-encrusted statue of a large humanoid rat. Khamen hesitated and approached the statue.

"Don't even think about it." Candorra commanded.

Khamen withdrew his hand and headed for the door.

Game Note: Given the nature of the quest, I would choose not to touch the statue (especially because I know it could turn into an enemy) but I figured that Khamen would be tempted. Therefore, I had the characters make a Level 3 willpower roll.

At the door they could hear voices from the other side (6). Cautiously, they opened the door. Four cultists were worshiping at a blood-stained altar. They tried to sneak by but this time Khamen made a noise. The cultists turned and attacked, wielding bloody curved daggers. Each of the heroes took a wound before they dispatched two of the enemy. The others fled.

Another battle board.
This time the token represent cultists
As they left the room, Candorra stated, "I thought you were good at this." Khamen just scowled.

The next room (7) was an armory. Passing through, they turned left and entered a dark room (8) with a throne on a dais. As soon as they entered, a shadowy humanoid figure on the throne stirred.

"Who dares enter my presence?" called the figure. A light shone on its face; they could see the visage of a large rat!

Khamen started to raise his sword but Candorra stopped him. She fell to her knees, pulling Khamen after her.

"Please Lord! We mean no disrespect. We have lost our way. We have sacrifices for your altar.

The rat king stared its beady eyes at them. Then it snarled and ordered "Begone! And disturb me no more!"

With that, the heroes scurried out of the room.

Game Note: I rolled "bribe" for the rat king's reaction. The problem is that I'm not tracking cash! Instead of a bribe, I allowed them to make a persuasion roll (vs. the enemy's level). Candorra passed, and momentarily appeased the king.

Finally, they found the reliquary room (9). Along the rear wall was the object of their search - a large box-like structure covered with grotesque, gilded ornamentation. Khamen began to fiddle with it. He sprung one lock, then another. As he experimented with the final lock, there was a frightening buzz. Suddenly, he felt a shock run through his body. He fell to the floor.

At that very moment, the door behind them opened. In strode a rat-headed humanoid, a large scimitar in its grasp. As soon as it saw the duo, it charged. Its attack was clumsy, however. Candorra easily ducked the slash and drove her sword into its vitals.

"Hurry!" she hissed. "Open that last lock and let's go!"

"I can't" Khamen stated, his teeth still chattering from the shock. As she looked at him, he held up his trembling hand.

"Tell me what to do and I'll be your hands." she responded.

He gave her instructions and she managed to open the last lock.

Game Note: Due to his wounds, I was worried about Khamen making the last roll (which was initially a puzzle box) so I had Candorra do it. I modified and embroidered the story a bit.

"At least I'm good at something." she jested as she pulled out the stolen Tooth. Wrapping it up carefully, she placed it in her pouch. Then she helped Khamen to his feet. Together, they stumbled back through the temple. Fortunately, they were not challenged and were able to sneak out into the Talmatian night.

Thursday, December 29, 2016

Khamen's Recruitment

Introduction to a New Four Two* Against Darkness Series

Khamen was lying upon a moldering heap of rags in the dank, gloomy cell. "Well, this is quite a fix you got yourself into," he thought to himself. He should have known better than to try to burgle the home of the captain of the City Watch. But the old man who hired him was willing to pay a pretty penny for that jeweled dagger. Khamen could not resist the offer.

As he pondered his tribulations, Khamen heard the clank of a gate and the echoes of footsteps along the corridor. From the sound, Khamen could tell that two men were approaching. Soon, the flicker of torchlight reached into his cell. The jailer opened the cell door and stepped aside. A man in white priestly robes stood there, gazing upon Khamen. He then turned to the guard and with a gesture dismissed him. The guard hesitated, started to protest, but then thought better of it and retreated instead.

"Am I to be shriven of my sins before my execution?" Khamen muttered sardonically.

"On the contrary," replied the priest. "I am here to offer you a chance for absolution."

Khamen sat up, then suspiciously answered, "How?"

"We hear that you are skilled at . . .acquiring things. There is something that the Temple wants to acquire. We believe you can assist us."

"And what do I get in return?"

"Out of here," the priest replied as he waved his hand about, indicating the cell.

"That's it?"

"Is that not enough?" The priest shook his head as if disappointed. "Ah well. The Temple will need to find another, and you can stay here." The priest turned to go.

"Wait!" called Khamen. "I'll help."

"Then come with me."

Khamen leapt up and followed the priest. As he started down the corridor, he collided with a hooded and cloaked figure that was waiting unseen. Khamen jerked with surprise; he could have sworn that only two men came down the corridor.

"Wha . . ?" began Khamen.

The priest turned his head and answered. "That is Candorra. As you can see, or perhaps it is better to say you cannot see, she excels at silent moving and hiding. She is to be your partner."

Khamen halted and firmly stated "I work alone."

"Ah," the priest answered in that smug tone that was beginning to irritate Khamen. "Well that is not possible. You are not entirely trustworthy, you see. If Candorra is unacceptable, you will need to return to your cell."

"Wait!" Khamen pleaded, waving his hands in supplication. "I may have been hasty . . ."

"Fine," the priest replied. "Come along; there is no time to waste."

Khamen hurried after the priest, with the figure of Candorra following ominously behind.

* OOC Game Notes

  • I wanted to run another dungeon as an experiment but I haven't completed Rowan's next adventure. I thought about using Maudicor but he is a higher level than I wanted. Ultimately, I decided to start new characters. Thus I present the story of Khamen and Candorra.
  • I am experimenting with 2-character adventuring parties (hence the reference to Two Against Darkness). When I ran Khamen and Candorra's first adventure, I halved the enemies and gave them a couple of healing potions.
  • Not surprising, Khamen is a rogue. Candorra is an elf. I used the character classes as is, although the Temple gave each character a potion of healing.

Saturday, December 24, 2016

The Tomb of An-Makeran

Part 1 of the Quest for the Book
A Rowan Adventure

After defeating the goblins, Rowan and Jacor are given a more difficult task. The Book of the Saints has been stolen by demon-worshiping fanatics. The culprits have fled to the trackless deserts far to the south, in the land of Palmeria. Our heroes must track them down.

Their first quest is to search for clues in the Tomb of An-Makeran. One problem - legend has it that his corpse rises from his sarcophagus and prowls the ancient tomb.

After a long journey, they arrive at the Tomb.

A rough map of the Tomb
The heroes' path is in red
They enter a long, broad corridor (2). In niches along the wall are the skeletal remains of temple guards. As soon as our heroes enter, the skeletons animate and attack. Jacor finds himself surrounded and takes a wound before Rowan saves him.

The next room (5) features a blood-stained altar. Rowan is stricken by a wave of weakness, but Jacor blesses him and the feeling passes. The heroes exit a door on the right (6) and encounter a temple priest. He attacks but our heroes dispatch him quickly.

They return through the altar room and exit left (4). They are suddenly attacked by a group of hyena-men. Jacor uses the power of the "Peace of Heaven" [aka sleep] to take out one hyena-man but the others swarm our heroes, wounding each of them. Rowan soon mows through the enemy.

In the next room (7), they find an emaciated figure that they take to be a corpse, until it speaks to them. "Brothers, your path is difficult. Allow me to help." It is a hermit who provides healing for Jacor.

In following rooms, they discover a clue (8)  - an ancient parchment - and accept a quest from a troubled spirit (9). Then they get swarmed by a pack of giant rats (12). Jacor uses "Peace of Heaven" to placate the beasts. They battle more skeletons (11), with Jacor taking a wound. After healing, they enter the last room (10).

In the center of the room is a sarcophagus. As soon as they enter, it opens and a mummy crawls out. It is An-Makeran!


Rowan rushes to engage but his attack misses. His shield blocks the mummy's counter. Jacor then hits the creature twice with the Holy Smite [lightning bolt] power. The mummy disintegrates.

The mummy is destroyed and the clue is in their hands, but they accepted a quest to clear all evil from the temple. They check the remaining rooms - there is one more monster (1) but it is a tough one, a chimera!

Jacor heals himself and Rowan, then they burst into the room. The beast's dragon head breathes fire, scorching our heroes. Jacor has no more power so he attacks with his staff, and actually manages to get a hit. Rowan uses his shield to block the beast's attacks, and he manages to get in a couple of solid hits. The wounded beast flees!

With the Tomb cleansed and this part of the quest complete, the duo head for the city of Alatar. There, they can recover their strength and find a sage who can unravel the mystery of the clue they found!

Game Notes
I played this adventure using my card-based modifications for Four Against Darkness. Read more here.

Friday, December 9, 2016

A Sad End

Being the 3rd Part of Sir Rudy's Adventures
(A Knight of Destiny Adventure)


Sir Rudy's elation at defeating a dragon and finding the Sword of the Fisher King were short-lived. Weakened by his wounds, he collapsed with the Sword in his hand. His companion, Mordret, tended to his wounds. Sir Rudy clearly needed rest so Edric bundled the unconscious knight onto a horse and took him to a nearby inn.

Sir Rudy rapidly healed but he was impatient to continue his quest. Despite Mordret's pleadings, our hero rose from bed determined to press forward. As he rode into the wilderness, he found a wounded paladin.

"Who did this?" Rudy asked.

The dying knight croaked out "Sir Turquine" just before he expired.

Rage filled Sir Rudy's breast. He would make Turquine pay for this outrage!

Rudy started to follow the signs of Turquine's passage, determined to catch the recreant knight. After several days, Rudy stopped near a placid lake. Suddenly, a bright light shone and ethereal music filed his ears. Seemingly out of the lake itself, a grand castle appeared. The Grail Castle!

The drawbridge opened and a shining knight strode forward. The figure spoke to Rudy. "Art thou worthy?"

"Yes!" Rudy boldly proclaimed.

"Look into thine heart. Does thou find hatred there?"

Rudy's face suddenly lost all color. He sank to his knees and began to weep, for he knew that his bold declaration was false.

The shining knight spoke again. "Cleanse thyself and return when thou art worthy." And with that, the knight and the castle disappeared like a mist dissipating in the morn.

Sir Rudy rode on pondering his failure and determined to confess his sin with the next priest. Suddenly, a figure on horseback appeared on the road.

"Another of Arthur's paltry minions. Prepare to die!"

Rudy could recognize the coat of arms. It was Turquine! With a roar of defiance, Rudy spurred his horse and leveled his lance. Turquine did likewise. The two collided with a loud crash. Both flew from their mounts.but they rose, drew their swords, and rushed at each other.

Turquine dealt a number of severe blows to Rudy. Blood gushed from numerous cuts. Rudy could feel his lifeblood and his energy waning away. Yet Rudy refused to yield to the evil foe. He fought back, striking a series of telling blows in succession. He battered Turquine to his knees.

"Yield, you miscreant, and I shall spare thy life." Rudy offered.

Turquine just sneered and leapt from his feet. Rudy dodged and landed a counter on Turquine. Turquine stumbled; Rudy followed and struck another blow. But before Rudy could strike again, Turquine disengaged.

Now both warriors circled each other warily. Their many wounds spouted blood; they only had enough strength for one final pass. Rudy spotted an opening. He lunged, and slipped on a patch of bloody soil. He fell to the ground, losing his grip on his sword. Turquine shuffled over to him and thrust his blade through Rudy's neck.

"Another paladin down." Sir Turquine growled as he stumbled to his horse, mounted, and rode off.

Notes

  • I modified the events slightly for narrative coherence. For example, the game did not tell me that Sir Turquine killed the paladin that Rudy found. Instead, it made sense based on later evens.
  • I made a big mistake in this session. I could have chosen to go on a pilgrimage but opted to confront a challenger instead. By ill luck, I ended up fighting Turquine.
  • Nevertheless, I nearly had him. Both were down to 1 life and Rudy had the initiative. Naturally, I rolled a 1 for his attack. Turquine's attack was far more effective.