Tuesday, 9 August 2022

High-Level Adventure

This past week in my Swords & Wizardry campaign I confronted some of the issues with mid- to high-level OSR adventures. I had a short encounter I pulled from an old WOTC published encounter from 3rd Edition adapted to S&W. It did not seem like it would overmatch the player's characters but it very nearly did. I actually thought it was only a medium difficult encounter that they would handle easily. It was originally meant as a short encounter to pad out a session. But the number of monsters confronting them all at once removed the biggest advantage the group has - namely numbers.

This short encounter took almost the entire session and in the end, the party had to run away with most of their objectives complete. Then I decided now was the time to spring an adventure on them that I have been thinking of ever since linking it to their Siver Horn of Valhalla. I did not have it ready yet but I had the opening map so that was enough to get them started. The adventure is "Aesirhamar" written by Roger E. Moore from Dragon magazine 47 (1984). The published adventure is more of an outline of how to handle a trip to the realm of the Norse gods. I decided to change the gods up to fit the Amherth setting I am using. I have since padded the adventure out with some unique encounters and created a bunch of location maps in Dungeondraft.

Session 99: Life and Death in the Temple of the Naga

Lakima (human magic-user), Eathwund (human fighter), Alrix (couatl sorcerer), Domago (human fighter), Flora (elven thief), Fenris the Filch (human thief NPC), Lantosh (human fighter NPC).

Alrix has been charmed by a creature hiding in an ancient temple near the hamlet of Deerford. The creature questions Alrix and reveals that it is a Naga. Alrix tells his new friend why he came to Deerford (to see the couatl reputed to be here) and he reveals that he is a couatl himself. The naga finds this highly amusing and sends for its ally Lerrius the gnome - the head warden of Deerford. Lerrius and the naga discuss how to best use Alrix. The naga tells Alrix to rest on the altar for the night. Four gargoyles emerge from the alcoves of the temple to guard Alrix while he rests.

Meanwhile, in Edgerton Lantosh takes note that Alrix is missing. Domago tells them that Alrix went to Deerford to investigate reports of a couatl being sighted. Fenris suggests that he is likely fine. Lakima is not too sure and suggests they check up on him if he does not return by morning.

The next day there is still no sign of Alrix so they decide to saddle some horses and ride to Deerford. It is a mere 2 hours ride northwest of Edgerton. At the tiny hamlet, they pay a toll to enter and meet with a village priest. The priest remembers Alrix and suggests that he might have headed to the nearby ruins of a temple. The priest assures them that the couatl has indeed returned and resides at the temple. The party set out on horseback for the temple.

The trail to the temple winds through a thick forest and the adventurers encounter 2 dire bears blocking the trail. The bears look fierce and dangerous to approach. Fenris tries scaring them away by making noise but that just focuses their attention on the group. Lakima suggests maybe using a fireball spell but Domago argues that they are just creatures of the forest and should not be killed. He tells everyone he has an idea and he prays to St. Aleena to summon a swarm of bees that fly right at the two bears stinging them and clouding their eyes. The bear's roar in pain and roll about trying to get away from the bees.

Fenris suggests they take the opportunity to ride past the bears. He leads his horse around them but he is struck by an arrow fired from out of the surrounding forest. Lakima casts a fireball spell into the trees which burst into flames. A yelping wolf emerges from the brush and tries to bite Eathwund. Eathwund kicks it to one side and then runs the wolf through with his sword killing it instantly. They hear a howl of anguish from the woods. The party decides not to stay and they ride their horses around the growling bears. They continue on the road for a half hour until they enter a meadow in a clearing in the woods. A moss-covered stone temple ruin lies in the center of the meadow. They are just in time to spot a gnome run inside the temple and then notice two wardens guarding the entrance doors.

The adventurers approach the doors and they are asked to halt. One of the wardens asks for their names and purpose. Lakima tells them that they are the Company of the Black Dragon and they wish to look for their missing friend. The warden assures them that there is no one in the temple except the divine couatl. Lakima asks if they can enter and the warden turns and announces them. Then he bids them to enter. Inside they find an enormous temple chamber the walls crumbling and falling. Sunlight streams into the hall through holes in the roof. Resting on a bed of flowers atop a central altar is their companion Alrix in his couatl form. Alrix is surprised to see them and asks if they have come to see his friend. Lakima is about to answer when a much bigger serpent emerges from the darkness at the far end of the church. The blue-scaled serpent sweeps everyone with its gaze. All of the adventurers feel a compulsion that this creature is their friend but all of them shake off the enchantment and realize that the creature was trying to charm them. An angered Lakima casts a magic missile, and strikes the serpent. 

Alrix yells, “Wait, we are all friends here, what are you doing!”

Domago casts dispel evil on Alrix. Alrix immediately, and angrily realizes he was charmed by this foul, false couatl. In fact, he realizes that it is an evil Naga. He launches himself at the Naga and bites it injecting poison. The bite hurts the Naga but it proves immune to his poison. The Naga tries to bite Alrix right back but misses. They hear noise coming from all of the alcoves about the temple and eight stone-skinned gargoyles emerge to defend their master the Naga. 

As the gargoyles emerge, Lantosh, Fenris, Eathwund, and Flora find themselves all facing a gargoyle. Swords and hammers are drawn and the fight is on. Meanwhile, Alrix casts a fireball injuring several of the gargoyles and the Naga. Domago blows the silver horn of Valhalla and summons four berserkers who immediately attack the Naga. There is a roaring growl from the far end of the church and a purple scaled eight-legged draconic creature emerges. Lakima summons an ice storm that pelts the Naga, some of the gargoyles, and this new creature. It also catches the berserkers in the storm dispelling 3 of them.


The fight is going poorly for Fenris against a gargoyle and he starts desperately retreating. Seeing the danger to Fenris, Domago reaches him and casts a healing spell. Fenris is able to keep fighting. Across the chamber, Eathwund, Lantosh, and Flora are each also fighting separate gargoyles. Even Eathwund struggles to land a damaging blow on the stone creatures. 

The briefly forgotten draconic creature breathes a lightning bolt out that strikes Fenris and Domago. Fenris falls to the floor blackened and unconscious. Nearby, Alrix wraps himself around the Naga constricting it. But he is swarmed by three gargoyles who claw, bite and gore him with attacks. Domago stands near Alrix, who looks to be in trouble, and he also spots Fenris collapsed on the floor and dying. He is briefly unsure, and not far away Lakima yells at him to go to save Fenris. Domago, though has already made his decision, if Alrix falls things are going to get really bad. He rushes over to Alrix and casts healing magic on him.

The draconic creature breathes lightning again this time striking Domago and Eathwund. Both are badly injured. Domago is struggling to hang on. Nearby, Alrix bites the Naga one more time killing it. He tosses the serpent aside in triumph but begins to retreat to get clear of the gargoyles swarming to his side. Lakima casts lightning bolt striking the draconic creature and blasting apart some of the gargoyles. The creature seems unaffected but the gargoyles are destroyed. The last remaining berserker is incredible still in the fight and he single-handily faces down the draconic creature. Lakima charms a gargoyle that had moved to attack him. But when he commands it to attack its fellow gargoyles the charm is broken. Then it attacks Flora but she manages to destroy it. Eathwund kills a gargoyle as well. Lakima begins calling the survivors back in a defensive circle about him. Alrix casts a magic missile destroying the gargoyle fighting Lantosh allowing the fighter to move back with the rest of the group. But Lantosh then falls under the claws of a gargoyle. The last berserker also falls and the draconic creature climbs up the altar and moves to attack.

Lakima casts a wall of iron bringing a wall down between the adventurers and the draconic creature. He casts web to hold some of the gargoyles to allow his comrades to retreat. There are still 3 gargoyles on the adventurer’s side of the wall. On the other side, they can hear the roars of the creature. Finally, the last of the gargoyles is destroyed. Lakima uses a potion of extra healing to revive Lantosh, but Fenris has bled out and is dead. Eathwund picks up Fenris's body and carries the dead thief to the entrance. Lakima suggests continuing the fight against the creature but everyone else wants to retreat.

It is now, in this respite from the fight, that everyone takes note that the ghostly form of a warrior of Valhalla passes through the wall of iron and approaches the group. Lakima asks why the berserker has not returned to Valhalla. The warrior answers that he has been sent by the gods to deliver a message to them. The gods require their audience in Valhalla. A rainbow bridge will be sent for them if they agree. After some discussion, the group agrees and a rainbow bridge appears on the otherwise clear day in the meadow outside the temple. The ghostly warrior steps on the rainbow and begins to climb up into the sky, turning to look back if they are following.

The adventurers climb onto the rainbow and follow ascending gradually up into the air until they seem to enter mist or clouds. Eathwund still carrying the limp body of Fenris. The rainbow begins to descend and they find themselves in a field full of deer, tall grass, flowering trees, and a great wooden hall. Standing before the hall is a 12-foot-tall giant of a man clad in armor. His face is obscured by his helm but what is visible projects a bright light. Their warrior guard near appears alive again and he kneels before what is clearly a god. The warrior then heads into the wooden hall.


Lakima is the first to step forward to question the god. The god tells them that he is Ragin (who they realize is also known as Rangeth – the patron of the Church of Law in Dolmvay). Ragin tells them that he has a task for them that he and other gods would like them to accept. Lakima asks why the gods do not just use their warriors or Valkyries. Ragin replies that there is a good reason and all will be explained. He tells them that they look tired and hungry. He invites them into his hall for a feast which he says will revive their spirits. Lakima points to Fenris and asks for a boon to return their friend to them. Ragin reaches out a touches Fenris instantly reviving him from death.

All of the adventurers enter the hall and find an enormous table, heavily laden with a magnificent feast. Familiar-looking warriors (berserkers the Silver Horn of Valhalla has summoned in the past) sit on some of the benches about the table already eating and drinking. Food and spirits are served by warrior men and women. Lakima has questions but Ragin bids them eat first. As the worn adventurers bite into the food and drink the ale they feel instantly refreshed and they look on in astonishment as their wounds and sore muscles heal right before them.

Once everyone is revitalized, Ragin tells them of the task. It is his job to guard the Bifrost bridge into Gladsheim. He keeps out those that are not allowed in Asgard but he cannot stop those who have the right to travel here. One day the dwarf Brokkir arrived in Gladsheim on the Bifrost bridge. Ragin questioned him on his business and discerned that the dwarf was being evasive. He also noted an invisible dwarf whom he did not recognize, following Brokkir. Suspicious of Brokkir’s intentions, Ragin summoned a Valkyrie and sent her to Brokkir’s forge in Midgard. The dwarf Brokkir is a weapon crafter of the greatest mastery and the Valkyrie found evidence that he had produced a weapon capable of killing a god. Ragin now went to the other gods, worried that Brokkir was headed to Jotunheim to sell the weapon to their enemies the giants. The other gods used their divination abilities but found they could not locate either of the dwarves. The dwarves must be using magic to remain hidden. Modan who could use his throne Hlidskialf to find anyone is away on one of his long trips to the prime material plane. Finally, Lodor the greatest warrior of the gods is away fighting giants somewhere in Jotunheim. Ragin cannot send the warriors of Valhalla or the Valkyries because that would start a war with the giants. The solution is to send a talented team of mortals to locate Brokkir. If he has indeed built a weapon for the giants then it needs to be brought to Asgard and Brokkir needs to be brought to justice. Ragin also would like to speak with the invisible dwarf and learn its intentions.

Ragin bids the adventurers to finish the feast and make use of the sleeping chambers on either side of the hall. Then he rises and leaves the hall to take up his post again at the Bifrost bridge.



Monday, 8 August 2022

Harmless misadventure

The players in my Swords & Wizardry campaign finished up my adapted Creature of Rhyl adventure a few weeks ago. I found the adventure to be uneven. It certainly did hit all of the highlights of an old-school game from the 1980s (not hard to do since it was published in 1981). The dungeon layout was designed to be difficult to map, which just comes across as annoying when you are playing online. Come to think of it, it was annoying back in the '80s as well when I ran my players through similar designs. At some point in the mapping back then, my players' hand-drawn maps would not match up correctly ("How can we be back in this room - it does not connect?"), and they would ask me to correct it for them. The adventure was also strange in that there were very few encounters. An evil wizard has used a pet White Dragon to kidnap a prince (in my game an Earl), and the players need to rescue the prisoner. But when they arrive the dungeon is almost deserted showing signs of a hasty departure. By the end of the adventure, they find that the prisoner starved to death a few weeks ago, and the White Dragon (or dragons in my case) has eaten the wizard.

The adventure ended in the first hour or two of our game so the players head to travel home. I had planned out a few optional encounters for the journey. Things they could investigate or ignore. It is important to give them the choice. But the players found a way to return quickly by a magic portal so I had to ad lib a little. I turned one of the travel encounters into local news and one of the players decided to investigate. But he did it alone, which was a mistake on his part.

Session 98: Search for the Earl of Lockeland

Lakima (human magic-user), Eathwund (human fighter), Alrix (couatl sorcerer), Domago (human fighter), Flora (elven thief), Fenris the Filch (human thief NPC), Lantosh (human fighter NPC).

After another day of resting in the now foul-smelling dragon cave, Domago casts Speak with Dead again on the corpse of the wizard Astylis. The shade of the dread wizard rises again. The party has prepared this time, and they have thought of the questions to ask in advance. The shade tells them that the Earl of Lockeland was alive at least up to the point the shade perished. He tells them where to find the jail cells on the second level of the complex.

The party gets prepared to continue. Lakima tells the charmed White Dragon to go off and hunt. Armed with directions the party ascends the lift back up to the first level. They move the statue in the direction they think will open the correct passage. They open the door from the room and find a gelatinous cube blocking the entire passage. Lakima orders his efreeti servant to raise a Wall of Fire between them and the cube. Lakima then fires magic missiles at the cube. Eathwund shoots some arrows at it. Lakima turns to Alrix and asks him to use a magic missile as well. Alrix argues that it is a waste of magic but eventually relents and the cube is melted away to nothing. The wall of fire is dismissed and they find a new passage with a pit trap in it and a dead end. They try again turning the statue in a second direction and they find they have opened the wrong section of the level. On the third try, they get it correct and head to the exit. Near the exit, they find a side passage right where the shade told them to look. This leads to a stair headed down where they encounter a troop of goblins. The goblins are quickly dispatched, Eathwund killing the last one just as it attempts to surrender.

The lower level turns out to be a maze of passages. After a few turns, they run into three trolls. A Wall of Fire keeps the trolls at bay while Lakima casts lightning bolt. Two of the trolls are downed and burned into ash with flame and acid. The third troll runs away. Lantosh and Eathwund set out in pursuit of the troll and come across its mangled corpse a short distance away. Apparently killed by some other denizen of the maze.

Around the next corner, they are suddenly attacked out of the darkness by an enormous, intelligent bear-like creature standing on its hind legs (a Rothran). Darkness seems to cling to the creature. Lantosh, Eathwund, and Domago strike the creature with their magical weapons but they find that the creature seems to absorb the damage. Lakima realizes that the creature is immune to magic and he shouts this information out to everyone. Lakima then hurls 3 darts at the creature striking it near the eye. It howls in anger, pushes Eathwund to one side, and swipes at Lakima hitting him with both massive claws. Lakima is pushed back to the wall and his blood stains his blue robes. Lakima scrambles to get behind Eathwund’s shield and Eathwund expertly deflects more of the creature's attacks with his shield. Using non-magical weapons, they press the attack on the creature. Sling-stones fired by Lantosh and Domago, and Eathwund clubs the creature with his quarterstaff. The creature falls after being hit in the side of the head with a stone hurled by Domago. It collapses dead. Eathwund searches a satchel the creature was carrying and finds a magic hand ax, a scroll tube, and a pair of potions.

A short distance later they find a rough-hewn chamber filled with dark mist. They see a vaguely human shape in the center of the mist. Lakima tells the efreet to raise a Wall of Fire between the party and the mist. It seems to keep the mist at bay. Domago attempts to banish the mist with his holy symbol and prayer to St. Aleena. It does not work but Domago tells everyone that he can sense that the creature is undead. Suddenly, the creature turns ethereal and passes right through the Wall of Fire, and rematerializes in the middle of the party. It concentrates attacks on Eathwund with long misty, clawed hands. Eathwund keeps it at bay pushing the claws aside with his shield. The rest of the group helps Eathwund by striking the creature with magic weapons until it is banished.

The party continues in a northwest direction. Traversing long, boring corridors that seem to have no purpose. Flora and Fenris take the lead attempting to quietly sneak up on anything they might encounter. The corridors begin turning back in on themselves in a spiral, leading to a dead end. More winding passages lead to a more rough-hewn section. The marching order of the group has gotten spread out at this point as they have not encountered anything in an hour. They stumble on a Minotaur at a point where Domago is in the lead. The Minotaur attacks Domago while Eathwund and Lantosh rush up to help. The bull-like beast tries hitting Domago with its ax or goring him with its horns but Domago manages to avoid all of the attacks. The three warriors kill the minotaur with well-placed sword thrusts and strikes from Domago’s Maul.

The minotaur cave turns out to be a dead end so the group finds they have to backtrack through winding tunnels and corridors, over pits filled with rushing water, and through chambers. They get back to where they started. Three directions are open to them. Lakima chooses a direction but quickly decides they are again heading into the minotaur maze. They head back and chose another direction.


After another half hour of walking, they see an iron door set into the side of the passage. Flora and Fenris check the door and find it safe. Swinging it open they see a dark and foul prison chamber. There is only one occupant of the prison and he is not talking. An emaciated corpse sits against one wall with manacles about its wrists attached to the wall behind it. The corpse is dressed in what was once the fine clothing of a noble. Lakima moves in and notes the heraldry of the Earl of Lockeland on its breast. On the floor, an outstretched hand lies near where a ring has been used to scratch a message into the floor. The symbol of a human figure with a raised arm holding a sword. Beneath the arm is an arrow pointing downward.

“He left instructions on how to use the elevator,” Lakima says.

They collect the Earl’s signet ring and contemplate whether they need to bring the corpse to their contact to get paid. Lakima looks at the efreet who is already carrying an enormous mirror wrapped in a rug. It is apparent that the efreet servant cannot carry the mirror and the corpse.

“Can we stuff him in the Bag (of Holding)”, Eathwund asks.

They soon discover that the Earl’s corpse does indeed fit in the bag.

The party retraces their steps to the exit from the complex. It takes two days to trek overland from the complex in the foothills to the village of Leandra’s Row. The party has a few encounters on the way. At one point a pair of giant eagles follow them far above but they eventually lose interest. Returning to the village they head for the Red Smile Tavern. They do not immediately see Sir Angus their patron but some shouting by the barkeep brings the old noble down from his rooms. Sir Angus questions whether they succeeded.

“We have some good news, and some bad news to tell you,” Lakima says. Sir Angus learns that they recovered the items taken from the Royal Treasury and the Earl’s signet ring. But the Earl is dead. In fact, they have his corpse in their Bag of Holding. Sir Angus asks that they bring the corpse to the Abbey of St. Leandra where the sisters can arrange to place it in a proper coffin. The Earl’s corpse will be sent to Dolmvay. Sir Angus drafts a writ and signs it testifying to the fact that the Company of the Black Dragon has fulfilled the contract.

Lakima asks the party if they want to return to Edgerton the hard way or the easy way. All but a few immediately say they prefer the easy way. Lakima tells everyone to pack up and follow him to the bridge just outside the village. Once there Lakima drinks a potion of levitation and floats sixty feet straight up in the air. He then casts teleport and arrives at the Bridgeway, 125 miles to the east. Greeting the custodian of the bridge (Ezmeralden) he requests that the Bridgeway be opened to the bridge in Leandra’s Row.

Back in Leandra’s Row, the rest of the party sees a portal open at the far end of the bridge. They walk across and arrive at the Bridgeway. Then Lakima asks Ezmeralden to open a portal to High Town bridge in Edgerton. This he does, and the party waves goodbye to the custodian and walks across the bridge to arrive in Edgerton. The Vorloi Estate is a short distance away so the party decides to go directly to meet with Baron Vorloi. They are ushered into a Ballroom and the Baron hears their story about the Earl of Lockeland and the Creature of Rhyl. He accepts and checks the writ signed by Sir Angus. The Baron has a servant bring in a wooden coffer loaded with 8,000 gold coins. The agreed-upon amount for finding the Earl of Lockeland. The Baron then invites the company to stay for dinner. Over dinner, Lakima asks the Baron for a favor. An invitation for himself and his wife to a ball in Dolmvay hosted by Duke Robert. Baron Vorloi happily acquiesces, suggesting that Duke Robert would likely want to meet them. 

The Company returns to their Manor House in Edgerton. They learn that nothing particularly interesting has occurred while they have been away. The next day Lakima identifies all of the magic items found in the past few weeks of adventuring. Lakima goes to the Library of Antiquity to research the mirror they found. He learns that the mirror is actually a portal to another dimension where a Mirror Fiend awaits to trap unsuspecting victims. A few days later, Lakima heads over to the Mages Guild with his Efreeti servant carrying the Mirror. He has the mirror placed in his work area – still covered. Lakima also sits in on a beginner-level class to observe the students and teachers. He offers a potion to one of the students to drink. The student hesitantly accepts and drinks what turns out to be a potion of copper spewing. The sickened student throws up streams of copper coins while the other students laugh. Lakima cautions the students against laughing telling them that all magic can have unforeseen consequences.

Meanwhile, Alrix picks up some local broadsheets and learns that a fabled “feathered Serpent” has been reported to have returned to the hamlet of Deerford (the hook). He decides to head over to the Library of Antiquity and check the historical section. After paying the fee to browse the section he finds a book that describes the story of the couatl named Tlanextic who saved a small village from the effects of a deadly plague 40 years ago. The grateful villagers commissioned a beautifully carved statue of the couatl in gratitude. The couatl left but vowed to return if the villagers were ever threatened. The local broadsheets suggest that if Tlanextic has returned, the village or perhaps even the region must be in real peril.

Eathwund spends time at the Sign of the Purple Bugbear. One evening after having a few too many ales, he has difficulty sleeping and then experiences a life-like dream in which he confronted the Great Worm alone slashing it open with his sword Wormbane. But the black blood spilling from the wound he makes does not stop and he finds himself drowning in it. He awakens just as he drowns in his dream.

After several days, Alrix decides to visit the nearby village of Deerford to see if another of his race is indeed in the village. He is about to ask Domago to come with him but instead, he decides to change form and fly to Deerford which is only a few hours away to the northwest. Arriving near the tiny hamlet, he changes back to that his humanoid form and heads toward the hamlet. At the ford leading into the village, he is stopped by a local warden who requests a toll of 3 silver coins to enter the village. He heads toward the small chapel where the idol of Tlanextic is supposed to reside. A young priest tending a garden outside the chapel tells him that the idol was sent to a nearby old temple where Tlanextic now resides. He suggests heading there and gives Alrix directions.

It takes Alrix a few hours to reach the old temple. The temple is indeed ancient and little more than a ruin. Two wardens stand at the open doors and greet him. One asks for his name and his purpose in visiting. Alrix tells them his name and that he would like to meet Talnextic. One of the men loudly announces his name from the doorway and bids Alrix to enter. Alrix enters the ruin and finds that the roof is somewhat intact. Beams of sunlight poke through holes in the roof illuminating the interior. The air is filled with the smell of flowers and a hint of rot. Piles of cut flowers lay about a central altar. Atop the altar, basking in a ray of sunlight is a magnificent, feathered serpent, coiled atop the flowers. Alrix moves up to get a closer look as the feathered serpent raises its head and looks at him. Alrix just has time to realize that this is not a couatl, in fact, it has no wings, and what is that smell of rot in the air, when the creature uses its charm gaze on Alrix.

Alrix immediately realizes that this creature means him no harm even if it is not a couatl. In fact, he trusts this creature implicitly.

Back in Edgerton at supper, Lantosh asks, “Has anyone seen Alrix today?”