Showing posts with label Vikings. Show all posts
Showing posts with label Vikings. Show all posts

Sunday, November 15, 2015

Viking Crawl Classics - Isle of the Abbey - Session 3


#JimCon2015 Continues


Dungeon Magazine Issue #34 arrived at my house in Levittown, Pennsylvania in the spring of 1992.  After falling in love with Issue #29, borrowed from my first dungeon master Chuck, I asked my mom to get me my own subscription.  It would be my second magazine subscription after Ranger Rick.  Issue #34, with its cover picture of a skeleton rising out of the sand to strike down a unsuspecting mariner, was the first issue to arrive at my house…

… and it was perfect!  

Four full-length adventures, one side-trek, two sheets of cut-out D&D collector cards (of course I collected those!), and advertisements for more sourcebooks, supplements, and settings than a thirteen year old could afford.  On the inside of the back cover was an ad for Van Richten's Guide to Vampires, and I'm pretty sure that the epic image of Strahd with his cape of red, vein-filled, membrane sparked my early interest in the Ravenloft setting.

Of the five adventures included in Issue #34, I've run three:

  • Euphoria Horrors, a low-level AD&D 2E search for the faerie dragon best friend of a young boy.
  • The Lady Rose, a mid-level AD&D 2E assault on a ship of technologically advanced (think Spanish Conquistador) slavers.
  • Isle of the Abbey, a low-level D&D Basic exploration of a skeleton filled island.

I only ran The Lady Rose one time as a solo module for my friend Steve in the ninth grade.  The adventure wasn't designed to be a solo adventure, so I'm pretty sure I did a lot of editing.  Most likely I didn't run the game as written, but it was the 90's, and that's how we rolled.  

Since Euphoria Horrors was designed for 1st and 2nd level characters, I've run it at least three or four times over the years.  I even converted the adventure into Savage Worlds back in 2013 for a family-friendly game of Savage Dragonlance.  



Like Euphoria Horrors, Isle of the Abbey was designed for low-level characters as well (1st to 3rd level.)  During my middle-school and high-school years I must have kicked off at least half a dozen adventures on the isle, but they always stalled out.  I can't remember if it was the beach full of skeletons, or the assault on the Abbey's basement, or just a lack of interest, but we couldn't finish this module.  Fast forward to the summer of 2012 and I was still interested in running Isle of the Abbey as part of an AD&D 2nd Edition Dragonlance campaign we almost kicked off.  But when the campaign collapsed after character generation, Issue #34 was returned to my collection.  I would have to wait another three years before returning to the Isle of the Abbey.

I'm now happy to report that through the epic power of Dungeon Crawl Classics, I can finally scratch Isle of the Abbey off of my list of unfinished adventures!

This play report is the third for our Viking Crawl Classics take on Isle of the Abbey.  If you are interested in prior session summaries, you can follow either of these links:



The play report for Session 1 includes most of my design notes for what was going to just be a mini-campaign.  Although following this session, I don't think you're reading the last of our Vikings!  




Our Brave Viking Crew


Hildenoore the Wizard, played by Jennifer
  • 1st Level
  • Occupation: Squire
  • Alignment: Chaos
  • Str 8, Agi 11, Sta 14, Per 15, Int 12, Luc 17
  • Lucky Sign: Wild Child
  • Weapons:  Staff, Dagger, Longsword
  • Spells:  Ekim's Mystical Mask, Flaming Hands, Spider Climb, Ventriliquism
  • Attendants: None
Rolo the Cleric, played by Craig
  • 1st Level
  • Occupation: Astrologer
  • Alignment: Law
  • Str 11, Agi 13, Sta 11, Per 14, Int 15, Luc 14
  • Lucky Sign: Harsh Winter
  • Weapons:  Warhammer, Sling, Dagger
  • Spells:  Darkness, Holy Sanctuary, Protection from Evil, Second Sight
  • Attendants: None
Frelger the Thief, played by Andy 
  • 1st Level
  • Occupation: Alchemist
  • Alignment: Chaos
  • Str 10, Agi 10, Sta 14, Per 10, Int 14, Luc 10
  • Lucky Sign: Seventh Son
  • Weapons:  Short Sword, Dagger, Staff
  • Attendants: None
Brienne the Warrior, played by Cheryl
  • 1st Level
  • Occupation: Herder
  • Alignment: Neutral
  • Str 11, Agi 14, Sta 16, Per 11, Int 11, Luc 17
  • Lucky Sign: Hawkeye
  • Weapons:  Short Bow, Short Sword, Staff
  • Attendants:
    • Orr the Rutabaga Farmer
Calder the Warrior, played by Ed 
  • 1st Level
  • Occupation: Butcher
  • Alignment: Neutral
  • Str 15, Agi 10, Sta 12, Per 11, Int 11, Luc 14
  • Lucky Sign: Four-leafed Clover
  • Weapons:  Battle Axe, Spear, Hand Axe 
  • Attendants: None



Isle of the Abbey, Part Three


After several skirmishes in the basement of the once mighty Abbey, Hildenoore was ready for a break.  Both battles required the wizard to spellburn, and following several arcane misfires, she would require a full eight hours of rest to regain access to her only offensive spell: flaming hands.  So while Frelger, Brienne, and Calder began searching the basement for loot, and Rolo prepared healing magic courtesy of Odin (in turn gaining some disapproval), Hildenoore napped.  

[Judge's Note:  Jen's wizard was down two spells at this point: Ventriloquism and Flaming Hands.  She was not happy to learn that she couldn't regain her points of Strength, Agility, and Stamina after resting.  In DCC rules, wizards and elves only regain their spellburned attributes at a rate of one point for each day spent "not" spellburning.  This of course meant I spent a lot of the game getting scowled at by my wife, who felt that I didn't tell her the full ramifications of spellburning.  Oops!]

The Abbey's basement was stocked with everything a band of chaos-worshiping warlocks would need to live out their unpleasant lives.  Kegs full of nails and corned beef [yes, that's in the original adventure], weapons hidden in lumber piles, three arcane scrolls, and books about chaos lore were just some of the items found by Frelger.  The thief led the search while under the watchful eye of Calder.  Perhaps the lawful warrior feared his mischievous associate would pocket something for himself.  But Calder's interest in Frelger's search would be tested in a room full of statues.

The room seemed simple enough.  A pair of large humanoid statues (a skeleton and a medusa), as well as smaller statues.  When Frelger and Calder went to search one of the statues they realized that these constructs were not made of stone, but of a much lighter, more fragile material: plaster.  Frelger tipped one of the statues, that of a dog, and it shattered revealing the corpse of a long dead canine trapped within.  The thief then did the same to the skeleton statue and the ancient, yet still bizarrely moist, body of a shackled human tumbled out of the fragmented remains.  

Calder looked upon the corpse and saw the hands and feet bound by rune-carved shackles, but could take no more.  The warrior bolted from the room, seeking something to cleanse his hands from the filth of the statues.  He first tried water, but soon realized that something hotter was necessary.  Thankfully, just before Calder stuck his hands fire, his mind calmed, and he regained composure.  

Brienne assured Calder that he wouldn't need to return to the statue room, and the party moved on.  

There were two final unique items that the party acquired during their search.  The first was a set of magic boots, kept in the same chamber that belonged to the shield-armed, elven sorcerer.  Frelger looked at the boots, and thought they looked mighty fine.  While they fit perfectly, he instantly found himself stricken by some kind of cold or flu.  No matter, the boots made the thief more sneaky.  

[In the original Dungeon Magazine adventure, these were Boots of Elvenkind, but since this was DCC I had to twist them a bit.  So I give you the Boots of Fragile Silence!  When worn, the Boots of Fragile Silence instantly give the wearer a +2 bonus to Sneak Silently (even if they are not a Thief or Halfling), while reducing his or her hit point total by 2.  The boots can only be removed by an Elven Cobbler.]

The other unique item would be a strange, yet not magical, amulet.  Figuring that the boots were already cursed, and that his luck could only improve, Frelger donned the talisman.  

After searching everywhere, the rest of the party decided to wait for Hildenoore to wake up before moving on.  They would want their wizard's assistance when they explored the secret door in the basement's meditation room. 

[This was probably for the best, as Jen was getting antsy.  The exploration took about 45 minutes, of which Jen wasn't able to do anything but watch.  Craig had no sympathy for the wizard's player, as he once spent an entire D&D 3E game as a spectator when his character ended up as a stone statue for multiple sessions.]

Frelger offered to take the lead as the party passed through the secret door.  With a ten foot pole in hand, the thief prodded the floor carefully, the passage illuminated by Calder's lit torch.  After only thirty feet, Frelger found himself in the center of a larger chamber…

… surrounded by five skeletons and five zombies!

While Frelger's associates prepared their weapons, the thief silently noted that the undead were not moving.  At least not yet.  The thief made sure that he was moving quietly, making no sound as tiptoed into the chamber.  But the undead also refrained from moving towards the warriors, cleric, and wizard.  Frelger was about to breath a sigh of relief when all of the undead turned towards him, staring at his chest.

They were looking right at the amulet!  

Not only did the amulet keep the undead from attacking the Frelger, it also made the thief their master.  With a sharp command, Frelger ordered the skeletons and zombies out of the basement and into the ruins above.  He then turned his attention to the next door.

[In the original adventure, Ozymandias' medallion would keep the undead from attacking the wearer, but it made no mention of "commanding" the undead.  Still, this seemed to be a fun twist, and I wanted to reward Andy for not just stashing the amulet until it could be examined more carefully.]

The door leading out of the undead chamber took the Viking raiders right into a trap-laden maze full of bugs.

[Think an Indiana Jones and the Temple of Doom level of bugs.]

Using their torches to keep the bugs at bay, the party slowly entered the maze and followed a path east and then towards the south.  A pair of doors opening outward greeted the party before the passage wound to the right.  Brienne opened the first door and was struck by a crossbow bolt!  Fortunately the quarrel didn't penetrate the warrior's armor, but she was much more careful opening the second door.  Brienne allowed Calder to pull the door open while shielding himself from whatever could fly out… 

… like another crossbow bolt!

The two crossbow rooms had nothing else on the inside save for the crossbows.  Brienne grabbed one and then ordered the team to continue west and then south into a much larger chamber.

When the Viking raiders first laid their eyes on the next room they believed their victory to be at hand!  Chests of gold and jewels filled the chamber, encircling a beautiful crystal statue of a woman clutching a broadsword.  Frelger immediately began searching the chests but something was amiss.  The coins and jewels were not what they seemed.  The coins were simply painted wooden chips, while the jewels were shards of glass.  Calder set the coins on fire, frustrated at the lack of riches in the room.

Before the party could continue their search, however, the Crystal Statue began to move!  

Despite it's deadly appearance, the Crystal Statue proved to be little threat.  The statue was barely off the pedestal when Frelger stabbed it in the back with a dagger.  Hildenoore followed up with a Magic Missile scroll.  Using the flickering light from the nearby fire, the Crystal Statue countered, converted the light into a blindingly painful spray.  Only Frelger felt the radiant pain, as the rest of the party shut their eyes.  Calder's battle axe and Rolo's hammer shattered the Crystal Statue into powder.

[The Living Crystal Statue is featured in Isle of the Abbey as a construct with three hit dice.  Here's my conversion: 

Init: 0; Atk crystal sword +3 melee (1d8); AC 14; HD 3d8; HP 16; MV 30'; Act 1d20; SV Fort +0, Ref +2, Will +3; AL N

Special Attack:  Light Arc - combine nearby light into a 360 degree spray.  All creatures in 30' must make a DC12 Reflex Save or get struck for 1d4 damage.]

After the battle the Viking raiders returned to their search.  Several of the chests were trapped, but by this point Frelger was using one of the zombies as an assistant.  

Poisoned darts don't affect zombies!  

A box at the base of the statue seemed of interest.  Carefully Frelger opened the box, but inside was only a simple message:

"Dear thief: a lot of work for nothing, wasn't it?"  

Frelger continued to search the pedestal, and he found a small slot large enough for a coin… 

… or an amulet.

Realizing that this could be the last he saw of his undead controlling medallion, Frelger commanded the undead to flee the premises.  Once he was sure that the path back to the beach was free of undead, the thief placed the medallion into the slot, causing a secret door to the east to open.

The next room was very similar to the last.  Very large, full of what could be treasure, with a humanoid statue at the center.  But rather than a crystal woman, this chamber contained the statue of an iron minotaur!  As soon as Frelger entered the confines of the room the statue animated!  

[As before, I converted the Living Iron Statue into DCC rules, which is a piece of cake:

Init: 0; Atk metal fist (1d8); AC 16; HD 4d8; HP 24; MV 30'; Act 1d20; SV Fort +3, Ref +0, Will +3; AL N

Special Attack:  Crushing Rush, +6 melee attack (1d12) so long as the Iron Statue can charge 20'.]

Frelger wasn't about to stay in the construct's way.  The thief immediately tumbled out of sight and into darkness.  Rolo would be the next target but the cleric asked Odin for a holy sanctuary.  With a mighty, mechanical roar, the Iron Statue charged Brienne the Warrior.

"I'll crush ya!" the statue howled.  With a single shoulder bash the Iron Statue knocked Brienne down, cracking her skull.  Without immediate clerical aid the warrior would die!  

[At this point in the game I think everyone forgot what we were playing.  In Dungeon Crawl Classics, it doesn't take much to knock a character out of action.  But where a 0-level character dies at one hit point, a 1st level character has a round before they "bleed out" in which healing magic can return them to life.]  

Hildenoore had enough of these stupid animated statues.  Pulling out her second Magic Missile scroll the wizard chanted the words and five blasts of energy pummeled the Iron Statue until it's metal frame cracked.  The infernal creation was destroyed!

[Although I suggested Jen spellburn her character on the "boss battle", my wife quickly said "no."  Instead she just rolled a natural twenty, adding her one and only point of spellcasting for a grand total of "21".  Of course in DCC this causes 1d4+2 missiles that cause 1d6+1 damage for a 1st level wizard.  That's a lot of arcane firepower!]

When the dust settled, Rolo ran over and healed Brienne while Frelger searched the rest of the treasures.  At least fifteen-hundred gold pieces were kept in the chamber, with another thousand gold pieces worth of jewels and gems.  All the riches would most certainly make Brienne and her fellow raiders legends amongst their people, and change the opinion of Earl Ivar, once they returned home…

… which, given their burned longship, could take quite some time.  


Quotes


"Okay, so they are chaotic magicky books… without magic?" - Andy's character Frelger discovers the most forbidden-y library.

"What's the mule's alignment?" - Ed wanted to see if the party's pack animal was as freaked out as his own warrior by the books.

"What good is a thief without a sack?" - Andy speaks the truth.

"This ain't fifth edition, I ain't holding your hand." - Jim the DCC Judge lays down the law.

Jim - "What could you do for Odin?"
Jen - "Give him a shoulder rub?"

"Minions, go defend the upstairs!" - Frelger commands his new skeletal friends.

"I'm going first… I'm invincible in this place!" - Andy's announcement would've been epic if his character died.  


Sunday, June 28, 2015

Viking Crawl Classics - Isle of the Abbey - Session 1



[GM's Note:  For the full experience of reading this blogpost, open another window/tab, go to YouTube, and start listening to the full original soundtrack for The Banner Saga.  It'll add to the experience… promise!]

A Rune Carved Summer

A few weeks ago I had a craving for a new TV show to binge-watch on either Netflix or Hulu+.  Something with swords, shields, and battles.  Lots of battles.  Several of my friends recommended Vikings on the History Channel, and I'm so glad they did since this show is awesome!  This is what television was made for: epic battles, fierce winds on the high seas, dark and gritty religious rites.  

Vikings has it all!  

To compound all the Viking-ness that was coming through the TV, at the same time I was making a run at finishing The Banner Saga, a turn-based RPG by Stoic Studio.  If you aren't familiar with the game, I suggest watching this trailer.  Tell me that doesn't look amazing.  The game feels like a blend of Oregon Trail, Fire Emblem, and an incredible cartoon from my childhood.  You can show me all of the big releases at E3 2015, and not one of them excites me as much as watching the trailer for The Banner Saga 2, or booting up Darkest Dungeon for the first time this past week.

[Sorry, didn't mean to go on an indie-game rant…] 

Since I use movies, television, and video games to feed into my main hobby - tabletop RPG's - it didn't take me long to start thinking up ways to have a Viking experience at the gaming table.  Not sure if I'd want to go for a full campaign or just a one-shot, I thought I'd begin small and just see where the winds, and our oars, took us.  



Gold from the 90's


I started playing role-playing games in the early 1990's, and my mom was awesome enough to get me a subscription to Dungeon Magazine when she saw my growing interest in the role-playing hobby.  One of my favorite adventures from this era was Isle of the Abbey by Randy Maxwell, as featured in Dungeon Magazine Issue #34.  Designed for use with the D&D Rules Cyclopedia (quite possibly my favorite D&D product of all time), Isle of the Abbey is a low-level adventure generic enough to fit into any fantasy campaign.  Author Randy Maxwell recommended that 4-6 characters of 1st to 3rd level could handle this adventure, and I would agree, although 1st level characters would have a very difficult time with certain parts.  

Isle of the Abbey can easily fit in any setting, so long as there is some reason to place a cloister, church, or temple on the middle of a tiny island.  When I ran this adventure as a thirteen-year old I just placed it off the coast of my home-brew campaign setting, a land called Hyler (probably named it that because of its similarity to "Hyrule"… I wasn't that original.)  Back in 2012, when my 4th Edition D&D campaign was winding down our group was considering a jump back to AD&D 2nd Edition Dragonlance.  I wanted to use a few low-level adventures form my childhood to kickoff the campaign, and Isle of the Abbey was on my list, to be placed in the Straits of Algoni between Southern Ergoth and Abanasinia.  That group ended up disbanding, and so Dungeon Magazine Issue #34 returned to my vault.  

Even though this Viking game was probably going to end up as a one-shot, I wanted to inject a little setting material to give the adventure some Norse-flavor.  Thanks to TSR's Historical Reference 1 (HR1), Vikings Campaign Sourcebook, this was very easy to accomplish.  Historical timelines, Viking names, rune magic, Norse-mythology, this classic 2nd Edition book gives a GM everything he or she would need to run an authentic campaign.  What I love most about this historical reference is it's authenticity.  HR1 doesn't depict Vikings as the stereotypical, horned helm, battle axe wielding berserkers.  Sure you can play a berserker, and there are rules for that build, but HR1 takes the time to explore the world of the Dark Ages from the Viking perspective:  dangerous, mysterious, and yet full of promise.  


Given the awesomeness of the Vikings Campaign Sourcebook, I decided to making the Viking World of the 9th century our "campaign setting"… with a bit of a twist.  


DCC & Longships


The last choice I had to make was selecting a ruleset.  Isle of the Abbey is D&D Basic "native", while the Vikings Campaign Sourcebook was designed for AD&D 2nd Edition.  But one of the reasons that I've fallen in love with OSR (old school renaissance) games and D&D Retro-clones is that I have several to pick from when running something from the "classical era."  Everything out there is cross-compatible!  Even back in the day, AD&D 2nd Edition to D&D Basic conversions were simple.  Just a few quick tweaks and you were on your way.  

Running a game with the D&D Rules Cyclopedia is on my list of "things to do in 2015", but I shelved the idea for now.  The group of gamers I assembled for Isle of the Abbey were all familiar with Dungeon Crawl Classics, and frankly any excuse I can get to roll those weird dice is fine with me.  

From left to right: Craig, Andy, Cheryl, Ed the Viking

Four of my players (Jen, Andy, Cheryl, and Ed) took part in That 70's Game, an event this past February when I ran Sailors on a Starless Sea for a group of players dressed in their best 70's garb.  My buddies Andy and Craig both belong to my Tuesday night online gaming group, and we used DCCRPG in our Quattro con Carnage experiment back over the holidays.  

For most of the players, however, their DCCRPG experiences were limited to 0-level funnels.  Only Andy and Craig have played higher level characters.  Given the difficulty of Isle of the Abbey, and author Randy Maxwell's recommendation for D&D Basic characters (about 12 total levels, he states), I came up with the following:

  • Using Purple Sorcerer Games' Upper Level Character Generator each player could pick from a randomly generated 1st level Warrior, Thief, Wizard, or Cleric.  Only one 1st level character per player.
  • Since I'm not completely heartless, and I know how deadly OD&D and DCCRPG are, I gave each character two randomly selected 0-level "attendants," each generated from the 0-Level Character Generator.
  • Although "authenticity" in a fantasy game isn't necessary I did have a few restrictions.  No dwarves or halflings, and elves would only be allowed as attendants, not 1st level main characters.  

Even though everything was generated randomly, everyone was very pleased with what Purple Sorcerer Games created.  Frankly, I was really surprised at the power of some of the characters, and we lucked out with the virtual die-rolls!  

Jen opted for 70's garb again… and special wine.

Our Brave Viking Crew


Hildenoore the Wizard, played by Jennifer
  • 1st Level
  • Occupation: Squire
  • Alignment: Chaos
  • Str 8, Agi 11, Sta 14, Per 15, Int 12, Luc 17
  • Lucky Sign: Wild Child
  • Weapons:  Staff, Dagger, Longsword
  • Spells:  Ekim's Mystical Mask, Flaming Hands, Spider Climb, Ventriliquism
  • Attendants:
    • Gauti the Orphan
    • Heidrick the Barber

Rolo the Cleric, played by Craig

  • 1st Level
  • Occupation: Astrologer
  • Alignment: Law
  • Str 11, Agi 13, Sta 11, Per 14, Int 15, Luc 14
  • Lucky Sign: Harsh Winter
  • Weapons:  Warhammer, Sling, Dagger
  • Spells:  Darkness, Holy Sanctuary, Protection from Evil, Second Sight
  • Attendants:
    • Smid the Mendicant
    • Illugi the Soldier

Frelger the Thief, played by Andy

  • 1st Level
  • Occupation: Alchemist
  • Alignment: Chaos
  • Str 10, Agi 10, Sta 14, Per 10, Int 14, Luc 10
  • Lucky Sign: Seventh Son
  • Weapons:  Short Sword, Dagger, Staff
  • Attendants:
    • Ulf the Parsnip Farmer
    • Svafrlami the Trapper

Brienne the Warrior, played by Cheryl

  • 1st Level
  • Occupation: Herder
  • Alignment: Neutral
  • Str 11, Agi 14, Sta 16, Per 11, Int 11, Luc 17
  • Lucky Sign: Hawkeye
  • Weapons:  Short Bow, Short Sword, Staff
  • Attendants:
    • Orr the Rutabaga Farmer
    • Yrsa the Elven Chandler

Calder the Warrior, played by Ed 
  • 1st Level
  • Occupation: Butcher
  • Alignment: Neutral
  • Str 15, Agi 10, Sta 12, Per 11, Int 11, Luc 14
  • Lucky Sign: Four-leafed Clover
  • Weapons:  Battle Axe, Spear, Hand Axe 
  • Attendants:
    • Fafnir the Ditch Digger
    • Helga the Fortune Teller
[Most of the 0-level characters were typical fodder, but a special mention had to be made for Orr.  One of Brienne's attendants, this character has the makings of a pretty amazing Wizard!  Stats are Str 12, Agi 14, Sta 15, Per 14, Int 17, and Luc 10.  Coupled with a goose, and a mule acquired during the game, if Brienne falls I think Cheryl would be happy upgrading Orr to a primary character.]

See those numbers?  Each represents the number of skeletons popping up!

Isle of the Abbey, Part One


Brienne surveyed the coast of this supposedly "cursed" island with grim determination.  Located off the northern cost of Scotland, this two mile long, surprisingly plain lump of grass and stone seemed serene.  This was the second excursion planned by Earl Ivar to this unknown island, the first having been a complete disaster, claiming the Earl's son.  But the noble was under pressure to send out a second raiding party, and so he picked his least favored warriors to take part.  Brienne and her raiding party would surely fail, the Earl thought, and thus end the clan's desire to explore this island.  Selected as leader for this raid, Brienne was eager to prove her Earl wrong.  

[As nice as it sounds to have a party of "equals" this didn't happen in Viking society.  Rather than let the party pick themselves, I thought I'd just make Cheryl be the leader of the group.  It didn't hurt that Brienne of Tarth is one of my favorite Game of Thrones characters.]

The raiding party didn't know why this island was declared "cursed" when they set out, but upon arrival there certainly was an ominous feeling in the air.  The only structure on the island was supposed to be a large Christian monastery, but when the Vikings arrived the structure was just a smoking wreck.  Whether the work of another raiding party, an accident, or an "act of the gods," the promise of riches was still alluring, especially after several weeks at sea.  

Scouting the island's perimeter, Brienne and her crew had two choices: 

  1. Brave the rocky shoals protecting the north, east, and west of the island, and then scale a craggy cliff face 
  2. Land the ship on the southern, sandy dunes of the island.
While the choice seemed obvious, the party approached the southern beach cautiously… 

… death was certainly in the air.

[The beginning of this adventure is a little "railroady".  In the original adventure the party really has no choice but to land their ship on the southern shore.  I thought I'd give them at least the option to try going through the shoals, and was going to give them a navigational challenge, requiring careful maneuvering and possibly some of the characters braving the waves to dislodge the boat if it got stuck.  But they picked the beach.]

The Vikings rowed their ship to the shore, and prepared to set out towards the monastery.  Since she was the raid leader Brienne, short bow in hand, was the first ashore.  As soon as her feet touched the coast, however, the sound of twelve creatures rising out of the sand nearly took her by surprise.

Skeletons!  

Each of the boney monstrosities was the size of a man, possessing elongated fingers with claw-like talons at the end.  Brienne let loose an arrow before climbing back aboard the boat as the rest of the party prepared to defend themselves.  Four of the skeletons entered the waves while the remaining eight tried climbing aboard the boat.  While the Viking leaders stabbed and slashed with their spears and swords, they quickly realized that piercing and slashing weapons had little effect on the skeletons, although Hildenoore's flames worked nicely.  Through might and mettle the Vikings repelled their undead boarders, although it cost them poor Heidrick's life.  

[In the original adventure it was assumed that the party would land at the tip of the island, and possibly see a path of pirates leading all the way to the monastery.  If the party would follow this path they would be able to evade the skeleton attacks.  But Cheryl was very clear that she wanted to land at the edge of the island's beach, close to the shoals.  A better plan would've been to examine the shore closely before landing.  Sometimes with the old-school games I think that players forget that even though they may not have a "skill" at something (such as Spot, Notice, or Perception), they can still perform the action.]

The party searched the waves for the remaining four skeletons, but they were nowhere to be found.  No matter, grabbing their longship, the crew dragged the vessel ashore.  Since the bludgeoning weapons were working better than slashing or piercing, the raiders grabbed several of the skeletons' femurs to wield as clubs.  There was some brief discussion of leaving a few attendants behind to guard the ship, but in the end Brienne decided to take everyone on their journey inland.  

[This discussion lasted fifteen minutes at least.  The four skeletons in the water really caused some distress.  Where were they?  What were they doing?  The party would soon find out!]

Once everyone was assembled with their gear, the team of Viking raiders headed north.  But as soon as they were two-hundred feet from the shore another eleven skeletons came up through the sand!  Surrounded, the Vikings pulled together and defended each other.  They were better equipped to deal with the threat this time.  Using the holy might of Thor, Rolo repulsed half of the creatures, while a lit pot of oil thrown by Frelger's attendants set another two ablaze.  Even though this encounter was brief, it still claimed another life.  Poor Svafrlami had been torn limb from limb.  

[My wife's Wizard paid dearly during this encounter.  She missed a spellcasting roll for Flaming Hands by eight points, and was at risk for losing the spell for the rest of the day.  She freaked out a bit, because that was her only offensive spell, and I told her that she could Spellburn, which she did.  Her Strength, Agility, and Stamina all dropped, which she was fine with, but when I told her that her loss of Agility and Stamina cost her some hit points and saving throw bonuses she wasn't thrilled.]  

The Vikings realized that there could be skeletons all over the sand, and so they set up a "Goat/Dog Reconnaissance Plan" to reveal the locations of other undead.  Brienne was a herder, and had a fine sheepdog that could understand commands.  Ulf had a goat.  The initial plan was to send the goat ahead with a good slap on the rear, but the group realized that the animal would only travel a dozen feet or so before stopping.  Hence the need for the sheepdog.  The dog chased the goat, and the two ran out three hundred feet, revealing another fourteen skeletons.  When Brienne recalled her herding dog, however, it ran straight through the fourteen skeletons and was torn apart.  Sadly the dog died, but at least it revealed an important clue: the skeletons each guarded a specific area of the island, and wouldn't leave their guarded domains.

[This was some sharp thinking, and I'm not sure if this is how the author intended the scene to play out.  But I figured that the party could accidentally set off several dozen skeletons, which would almost certainly spell certain doom for the PC's.  So I came up with the idea of the skeletons staying put unless the party entered that "square" on the map.]

It took several hours, but slowly the party made their way north, causing some more skeletons to appear, only to have the Vikings retreat to a safe part of the beach.  Eventually they made it all the way through the dunes to the grassy hillside south of the monastery.  But when Brienne looked back to the boat, nearly a thousand feet away, she noticed four familiar creatures on the boat: the skeletons!  The creatures were standing on the deck, just waiting there for something to happen.  No matter, Brienne thought, they'd deal with the problem when they returned to the boat.

On their way to the abbey the party encountered a lone mule standing out in the sun.  Frelger checked the beast for traps, and it appeared safe.  Orr the Rutabaga Farmer seemed interested in another pack animal, so he fashioned a leather bridle and led the creature along with the rest of the party.  Even if they didn't come back with any other "goods", at least the mule was worth some gold pieces.

[One of the random encounters was a mule.  The adventure even goes so far as to instruct the DM not to award any experience points for any wanton mule-slaying.  Love it!]

Once the Viking raiding party made it to the ruins of the old monastery they realized that the most of the structure had not only been set aflame, but also picked through thoroughly.  There were organized piles of debris, and sorted remains of the old building.  Everything that wasn't made of stone was either burned, melted, or complete ash.  But there was still hope of reward.  A lone staircase descended into what once was the basement of the structure, and there was a flicker of torchlight emanating from the dim chamber!

Carefully Frelger descended the staircase, checking for traps, followed closely by Fafnir.  But as soon as the Ditch Digger set foot on the staircase a giant, eight foot wide black widow spider tore out of a pile of rubble, sinking its teeth into the attendant!  The rest of the party reared back, drawing their weapons.  The combined might of the remaining raiders proved too much for the spider to handle.  Although the creature fought to the death, it failed to cause any further injuries.  

[This battle could've been much deadlier, however I rolled poorly on initiative.  Next time.]

With grim determination, the group returned their gaze to Frelger.  With any luck the spoils of the abbey's basement would be worth the lives of three Vikings.  

… to be continued… 



The Crematorium

  • Heidrick - Slashed to death by skeletons.
  • Svafrlami - Torn apart by skeletons.
  • Fafnir - Masticated by a giant black widow.