Saturday, July 4, 2015

Ludus Siciliae - V

In the last session, the two rangers Arturo and Vinto had destroyed the Redbrand Ruffians and captured the group's leader, Glass Staff, forcing the wizard to confess his secrets before leaving him in the custody of the noble Sildaro. On the advice of a family of small-folk farmers, they set out for the ruins of Thundertree Village to find Reedloth the wood sage and gain knowledge of the goblin hideout, Cragmaw Castle, where they hoped to rescue their employer, Gundren Rockseeker.

The two woodsmen manage to surprise the druid when they find him in Thundertree. He agrees to help them in exchange for aiding him against a green dragon who has taken up residence in these cursed ruins. He insists calling in a legion to drive off the beast would cause more harm than good, since the battles that occurred nearby during the two great invasions in the previous century have left a stain of death that lead to the undead menace that overran the village. Still, he does not expect the two men to just walk in and slay the wyrm either. Upon observing their successful attempt at purge twig blights from the area the druid suggests that, upon their oath, they should return to pay their debt after their own urgent mission - bringing allies, plans, or tools that would help evict Venomfang.

(The young green had destroyed a colony of deadly giant spiders when it seized the ruined tower, giving Reedloth some notion of just how deadly it is.)

Having so sworn the Maretia 'Brothers' successfully retrieve the reward promised by the widow they had saved from the Redbrands, a valuable gold-and-emerald pendant left behind when the village was overrun. Putting on his most enterprising merchant's demeanor, Arturo approaches the entrenched dragon cultist on the edge of town and gains access to their leader attempting to sell them the item. It does seem like a suitable offering piece, but their leader isn't willing to offer a fair price. Seeing the travelers walking away from the deal, however, the cult-leader tries a new tactic - a wager over a game of skill. He wagers a magical potion worn around his neck against the jewelry as stakes in a game of Latrunculi. Unfortunately for him, he's challenged the best player in the entire province of Sicilia (Arturo's One Unique Thing). Eventually an innocuous move turns the tables on a seemingly won game and after a lot of hemming and hawing and stalling the cultist tosses the tiny vial at Arturo and declares that his win was nothing but fool's luck before stalking back to their safe-house.

(Vinto's used his own O.U.T. a couple of times, but this was the first opportunity to introduce Roman chess into what's largely been a wilderness adventure. It seemed like a dramatically appropriate time for a hustle, and Arturo's efforts to engage the cultists got positive reinforcement.)

By now the hour has grown late. The stalling and wriggling on the hook that Arturo's opponent had done wasn't just a futile effort. The two hurried to make their way back to Reedloth's house as night fell among this damned village. They are set upon by two massive spiders emerging from their nest to hunt. It's an ugly fight in a tight ally between buildings and overgrowth as Vinto tears himself from the spiderweb bonds and Arturo lodges one of his blades into a window frame. Rather than expose himself to unnecessary risk, he draws the masterwork blade he'd looted from the Redbrand hideout. As he lashes out with it, a small voice whispers in his mind, What shall we kill today, sir? It is the beginning of a beautiful friendship. In the end, one spider is slain and the other is grievously wounded and flees. However, Vinto is on the ground and unable to move, even after receiving healing. In fact, restoring him to consciousness just makes the experience of paralysis a bit more traumatic. Arturo quickly carries his brother to Reedloth, who assures him that the effect is only temporary.


(Just a single line hinting at a personality was enough to hook Arturo's player. His descriptions of sword-work and noteworthy hits with the weapon let it assert a distinct identity. He even ascribed a later fumble to the sword's resentment over him taking a turn to heal his ally instead of skewer a foe.)

The next morning the two warriors return to the scene of the assault to recover their dropped weapons and gear. They find the spiders' nest with a corpse inside. It turns out to be be an elf, recently fallen as prey - an usually sight in the backwoods of a Roman island so far from Hyboria. In his pouch he carries a note written in elvish script they can not read. They bury the unfortunate man before heading off for Cragmaw Castle. On their second day they happen upon a band of marauding Orcs patrolling from the Wyvern Tor camp and manage to slay them in a difficult battle. In a moment of dire need, when his brother's life seems grievously imperiled, Vinto awakens an unsettling ability honing his desire to slay the attacker. His vision seizes upon a single vital spot that seems to be crying out to his hunter's senses and sets an arrow right through an orc's neck, slaying him in a single mighty blow. After the battle Arturo shows Vinto a reflection of his left eye - now staring back with the appearance more fitting a wolf than a human. After a brief rest the effects subside, but it is still awkward and disturbing - though Vinto insists it's nowhere near as odd as these one-sided conversations Arturo's begun having with his "talking" sword that no one else can hear.


(The wolf's eye effect is an alternative take on a "Magic Item" reward. Rather than adding a random +1 longbow to the treasure somewhere we've introduced an innate magical ability. It draws from Vinto's hazy background, "a wild orphan boy who was adopted by the Maretia family," and adds a sense of mystery.)

Upon arrival at their destination, the adventures discover an ancient fortification that's suffered hard years. Of Carthaginian or Phoenician construction, the castle predates Christ and Caesar by at least three centuries. All in all it's in fair shape for perhaps 8 or 9 centuries of decay. The two wilderness scouts eschew the obvious entrances of the front and rear gates and instead find a hidden path leading to a concealed hole in the walls. They manage to ambush a pair of hobgoblin guards and silence them before an alarm can be raised. In a nearby room they overhear an argument between a female humanoid and the fierce goblinoid king, discussion of a dwarf and a map, and some evidence that their employer my be inside. They storm the chambers of King Grol and launch a vicious surprise assault. Arturo manages to lash out with a cascade of blades before Grol can even reach for his weapon and shield. In the meantime Vinto's arrow-shot rips the massive bugbear's ear clean off from his head. Howling in rage, Grol unleashes his wolf and grabs his arms. The lupine companion launches itself at Arturo's chest and begins mauling him on the ground. Grol uses his shield to block Vinto's arrows and attempts to smash the human. A female elf (presumable the one debating Grol earlier) attempts to sneak over to Gungren's unconscious form with knife in hand, only to be menaced by Vinto's loyal mastiff hound. Vinto and Arturo manage to dispatch their foes quickly thereafter and capture the woman at sword-point.

Upon reviving Gundren they are warmly praised and welcomed. He tears the chamber apart until he finds his map (and a stash of treasure for the party). However, Gundren has no love for their prisoner. He knows she's the emissary of someone called the Black Spider, who is likely responsible for the disappearance of his brothers. The elf trades her life for revealing the fate of Gundren's brothers - they are in the Lost Mine, seized by the Spider himself. She advises Gundren to surrender his map and barter for his brothers' lives since all hope is lost. Vinto then shoots an arrow past her face, cutting off a piece of her hair as his way of signalling that the conversation is over. On the way out to deliver Gundren to safety, Arturo makes it a point to scold his "little" brother for discouraging enemies from monologue.

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