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.

Sunday, November 13, 2016

Asteroid Investigation

Part 1 of the Zirconian Intervention

When the Dominion invaded the neutral human planet of Zirconia, the Federation sent agents to the planet in an effort to gather intelligence and aid the human defenders.

Our heroes Kate and Kip have been landed on an asteroid within the Zirconian system. They are investigating strange transmissions from the asteroid.

As they explore, the discover a series of beacons on the asteroid's surface. Alas, the beacons are guarded by robot soldiers.

A general firefight ensues.

Kip destroys one of the robots.

Then he makes a break for one of the beacons, taking a hit on the way. Meanwhile, one of the robots has chased down Kate and is trying to grapple her.

Despite another wound, Kip reaches one of the beacons. It's a decoy! Kate is in trouble as the robot has her in its clutches.

She manages to get her pistol free. She blasts the 'bot. Another circles behind her. Badly wounded, Kip seeks cover in the rocks, and manages to eliminate another robot.

Kip blasts another robot. However, the one behind Kate shoots her down.

Its back is turned on Kip. He wastes no opportunity and blasts the robot.

With the guards out of the way, Kip is able to find and deactivate the real beacon. He then tends to Kate until a shuttle picks them up.

Monday, September 26, 2016

A Hot Time

Being the 2nd Part of Sir Rudy's Adventures

After defeating the evil wizard, Sir Rudy departed on a pilgrimage to the shrine of St. Oswald. Despite the delays arising from his garrulous companions, our hero led a group of pilgrims past scenes of battle and bandit-infested woods. At the shrine, Rudy's wounds were healed.

Refreshed, Sir Rudy continued his travels. He arrived at an inn where he hired a warrior named Mordret. From there, he was challenged by a recreant knight in black armor. Rudy defeated him relatively easily. The shaken knight fell to his knees and begged for quarter. Rudy relented, although he required the knight to deliver himself to King Arthur and pledge his fealty.

As he proceeded on his travels, Sir Rudy encountered a villages stricken by poverty or plague. Touched by their plight, Rudy tried to help. Alas, they were not sufficient to alleviate all the villages' needs. He also came down with the plague and took some time to recover. At least, Sir Rudy reflected, he was able to do a little to help. In another village, angry peasants challenged Sir Rudy. He gave them the Unicorn Horn and won their respect.

Rudy and his companions also faced deadly challenges. One night, three hell hounds attacked. Rudy was wounded but the heroes killed the beasts. Another time they were ambushed by bugbears. These too were defeated, although the enemy killed Rudy's retainer, Edric. Rudy and Mordret also ran afoul of 3 ogres, who wounded Mordret before they were slain.

But Sir Rudy's biggest challenge came one day when the heroes discovered a smoking cave. Rudy peered in then ducked away as a massive beast charged forth.


A dragon!

Rudy charged, skewering the beast with his lance. The lance broke and the dragon soared by, gashing Rudy with its talons. Again it swooped. Rudy ducked and slashed with his sword, wounding the beast again. This time the dragon opened its mouth and belched flames, which licked about Rudy. He could feel his armor heat up and his skin burn. Yet Rudy fought on, scoring another couple of hits. Blood gushed from the wounded beast. With its last reserves of strength it flew away in a panic.

Sir Rudy was disappointed that he could not finish off the spawn of Satan. Yet he rejoiced when he searched the lair. Amidst a pile of coins and jewels, he discovered a an exquisite, magical sword. Its marking revealed it to be the Sword of the Fisher King! Rudy also discovered a human tooth.When he picked it up, Rudy could feel a surge of holy power. Clearly it was a relic, perhaps the tooth of St. Oswald himself!

Sir Rudy was pleased with his successes. He could feel his prowess increasing. Yet he felt no nearer to the Holy Grail. Would he ever find it?

Find out in future episodes of Sir Rudy's Tale



Sunday, September 11, 2016

Sinister Sorcery

Another Knight of Destiny Adventure
Part 1 of Sir Rudy's Quest

Sir Rudy is another knight of Arthur's court that has taken on the Quest for the Holy Grail.

As he wandered through the countryside, he comforted a mortally wounded paladin and defeated a band of vicious dwarves. He then found an inn where he hired a merchant named Edric to manage his supplies.

He was about to leave the inn when a young, crying maiden ran up to him. She told Rudy how an evil wizard, Laamorz, had holed up in a nearby tower and was demanding tribute from the village. She heard a rumor that the wizard wanted her as the next tribute!

Incensed, Rudy pledged to end the wizard's reign of terror. He rode to the tower where he confronted Laamorz. The wizard just scowled and then launched a fireball at him! Rudy blocked it with its shield and then rushed his enemy. He managed to get in a few strikes, none fatal. Laamorz retreated to his tower with Rudy in hot pursuit. A fireball struck the paladin; Rudy could feel his skin cooking with the heat, but he did not relent. At the top of the tower, Rudy cornered Laamorz. He offered the wizard a chance to yield, but the magician launched another fireball. Rudy charged and put an end to Laamorz.




Tentacle, Tentacle, Tentacle

The Conclusion of A Can of Worms - A Kate and Kip Adventure

Kate and Kip's ambush worked. They defeated the worms and were able to move deeper into the sewers.

Finally, deep in the heart of the sewers, they discovered a large tentacled creature protected by worms and a slime.

The worms rushed them and spewed acid. Kate and Kip dodged, then blasted the worms.

The slime came racing at them but Kip blasted it.

Our heroes began moving into the room. Kip shot the tentacled thing. It retaliated by spitting a gob of acid that hit Kate. She cried out in pain as acid burned her flesh.

Nevertheless, she moved forward to the railing. This time, the monster missed. The diversion gave Kip a chance to move behind some cover.

The thing turned its attention on Kip. Fortunately he found cover; the acid splashed against the barrel. Kip returned fire and seared the creature.

Kate found cover and fired. Her shot missed. The thing spat at Kip; once again the barrel protected him. His return shot was accurate, blasting into the thing and finally killing it.

With the tentacled thing's demise, Stargaze City has been saved!

Saturday, September 10, 2016

Ambush!

Part 4 of A Can of Worms - A Kate and Kip Adventure


Driven back by a swarm of worms, Kate and Kip retreated to the pumping station and took up defensive positions. Given a brief respite, they treated their wounds, although Kate was still suffering.

One of the worms emerged. Kip missed but Kate blasted it!

A second emerged. This time Kip did not miss!

Then the third. Again, it was up to Kate to win the day!

The path is now open to the bowels of the sewers, wherein lays the heart of the mystery. What will they find there?

Tune in next time!