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Showing posts with label The Honey Trap. Show all posts
Showing posts with label The Honey Trap. Show all posts

Monday, 22 October 2012

Headcases (5)

The first evidence I can find of my predilection for severed-head monsters was way back in 1984 when I wrote the first Dragon Warriors book. That was the death's-head, pictured here by definitive DW artist Jon Hodgson. The description runs:

These vile supernatural creatures have the appearance of a human head with a long horn sprouting from the forehead and black bat-like wings behind the ears. They flap swiftly about their opponents, presenting a very difficult target (hence the high DEFENCE) and attacking with stabs of their sharp horn.

However, during the hours of daylight, the wings and horn of a death's-head become invisible and intangible, rendering it unable to fly. The monster gets around this problem by acquiring a host body. It devours the head of a victim and binds itself magically to the severed neck, using its sorcery to animate the body as a zombie. The death's-head then uses the host body to move around by day, passing itself off as human. It will always be on the lookout for a new host, however, as the decomposition of the body becomes obvious after a few days. A death's-head's disguise is thus 90% perfect on the first day after taking a new host, then 80% on the next day, and so on.

If attacked before sunset, the death's-head is bound to its stolen body and is thus less dangerous. It will use its host body to fight, using any weapon to hand, but the host body will have only the fighting skill of a normal zombie instead of the death's-head's own abilities given below. The fight is resolved just as though it were a combat with a normal zombie, except that any successful blow struck against the monster has a 10% chance of hitting the head and inflicting a wound on the death's-head itself. Otherwise the blow strikes the zombie body and reduces its Health Points.

The moment the sun sinks below the horizon, the death's-head regains its wings and horn and takes to the air. It will then scour the forests and lonely hill roads seeking a new host. It has a special spell, Spellbind, to help it overcome a foe without damaging his/her body. This spell is usable once per night, and cast with a MAGICAL ATTACK of 13. It has a range of 10m and, if successful, will cause the victim to stand in place while the death's-head kills him. Although a Hold Off the Dead spell will keep the stolen body of a death's-head at bay, it will not affect the death's-head itself as these creatures are not undead.

ATTACK 16    with horn (d10, 4 points)
DEFENCE 18
Armour Factor 3
MAGICAL DEFENCE 7
EVASION
Movement: 
zombie host – 6m 
flying  –  30m
Health Points 1d6 + 2
Rank-equivalent: 6th

I'm not sure that I've ever used death's-heads in a game, though the Dragon Warriors scenario "The Honey Trap", written many years later, features a village of eerie critters obviously inspired by the penanggalan or the nukekubi. The reasoning there was probably that the players would expect some kind of vampiric nastiness, given that the adventure was set in Emphidor, but I obviously didn't want it to be too obvious. Come to think of it, I should have thrown in a harmless albino peasant just to incite the PCs into doing something they'd be ashamed of later. The differences from the usual South-east Asian flying heads (the sleepwalking, the taste for honey, bouncing like balloons) would be so that the knowledgeable Orientalists among the players (such as Paul Mason, Tim Harford or Jamie) couldn't accuse me of anatopism.

Wednesday, 7 July 2010

"The Honey Trap" - DW scenario part 2

Under the ruins

Endu has cleared a wellway to the palace cellars, and from there broken through to vaults which could not otherwise be reached because the stairways had completely caved in. Steps lead down from this vault to an underground river, which Endu thinks must connect to a lake several miles away.

Endu has a small coracle, large enough for two people, in which he has been exploring the flooded catacombs. He has drawn up a map of sorts, but it would be unintelligible to anyone else but him. (Of course, he hasn't spent every day searching these catacombs; he's also had to excavate areas and forage for food.)

If the characters have access to the Tamorian spell known as The Vessel of the Invisible Seekers, they can reach Prince Gali's tomb in little over an hour. (Special effect if the spell is used: the Vessel simply rises directly from the black water without a ripple, miraculously not full of water or even wet above the waterline. It is a gondola, high-prowed, almost scimitar shaped, lacquered azure blue and white, with room for four people to sit two abreast in the middle and two at either end; total length 7m, widest beam 1.6m. It contains some silk cushions and a lady's green slipper.)

They approach the tomb via a long chamber which is overlooked by a shadowy pillared gallery. At the far end of the chamber is a jetty, from where steps lead up to the gallery.

Before they reach the end of the chamber, three arrows rain down on them from the gallery. There stand three great warriors in scarlet and gold armour, faces wide-eyed with anger and livid in the torchlight. The great crests of their helmets stand out like the plumage of enraged birds of prey as they send volley after volley down among the party.

Despite this inconvenience, the Vessel of the Invisible Seekers continues at a leisurely 8m a round towards the jetty. It therefore takes six rounds to run the gauntlet of arrows.

If the characters survive to reach the jetty, the heroes will discontinue their bow attacks and fade back into the shadows of the balcony. They will be waiting at the bottom of the steps (amazingly) before the characters are out of the boat, ready to give battle there. In their gloriously lacquered armour they somehow seem larger than normal men, and their clenched teeth and fierce stares give them a genuinely alarming countenance.

THE PRINCE’S THANES (Sanik, Ramol, and Lakesh)

ATTACK 25
Sword (d8+1, 5) or Bow (d6+1, 5)
DEFENCE 18
Armour Factor 5
MAGICAL DEFENCE 18
EVASION 6
Movement: 10m
Health Points 25
Rank-equivalent: 14th

They aren't strictly undead. More like mythagos.

Ascending to the gallery, characters find three great coffins of red granite with the images of ancient warriors incised into the lids. The style of armour evokes thoughts of the three they've just fought. Inside these sarcophagi are just mouldered remains, like dank earthy clay in the form of shrivelled bodies. A few scraps of jewellery remain amid the decay - worth maybe 200 Florins from each sarcophagus if you care to sift it out. After opening the sarcophagi, there'll be no sign of the heroes' bodies when they go back to look.

Beyond, a great slab of stone bars the way to the prince’s tomb chamber...

Prince Gali's tomb

A circular stone chamber in which rests another sarcophagus, like those outside but with a more finely-chiselled lid set with bosses of blue jade. To either side, the buttresses which support the low roof are carved with declarations of Gali's triumphs against the Ta’ashim, written in a debased local form of Classical Emphidian. Endu can make a stab at reading this, if he's present.

The sarcophagus contains Gali's mortal remains, along with the following treasure:
* A golden staff of power, probably a copy of a Selentine provincial governor's staff, surmounted by a scarlet-enamelled medallion with a silver thunderbolt.

* Body-ornaments of beaten gold, including pectoral, diadem of office, kilt lappets, sandals, and wrist rings.

* A finely-decorated ceremonial sword with a handle of red gold, genuinely Selentine in origin, which can banish any ordinary undead or unholy creature on contact if the target fails to resist an effective MAGICAL ATTACK of 16. The sword counts as magical but gives no bonuses in combat.

* A scroll of laws set in a silver frame with each page beautifully illuminated, written in the same dog-Emphidian as before.

* A burnished steel javelin-head (the shaft needs replacing) decorated with a pattern of apple leaves, inscribed in true Ancient Emphidian with the words "The Anger of Phoebus". This is enchanted, and scores +1d6 damage when it strikes a blow in direct sunlight. (Phoebus was an incarnation of the god Apollo, as scholars in the party may know.)
Apart from the sword, the scroll and the javelin-head, the rest of this lot is worth about 40,000 Florins just for the gold and gems, while the value of the remaining items depends on finding the right buyer. The treasure weighs as much as an armoured man and takes up almost twice as much space, so someone might not be making the return journey in the boat.

The face of madness
Lastly, returning to the boat, they'll find a cowled figure standing in the prow. Water drips off his ragged robes. He lifts his hands to his cowl to pull it back...

The sensible thing is to yell an order to the Invisible Seekers immediately, if that's the means the characters used to get here. Failing that, they will have to fight the Mere-gaunt:

MERE-GAUNT

ATTACK 20
Bite (d10+1, 7)
DEFENCE 12
Armour Factor 4
MAGICAL DEFENCE 12
EVASION 6
Movement: 10m (20m)
Health Points 30
Rank-equivalent: 8th
Regardless of whether the characters enter Prince Gali’s tomb, killing the disembodied heads will free them of the curse that caused their guide to go astray, and they will soon find their way up to the monastery. However, if the heads are not killed then the characters will wander, getting increasingly lost, until they find their way back to the town of Akshir in a week or so. If they then make a second attempt to reach the monastery, they will be able to do so without difficulty. (In the original scenario, the curse that caused them to lose their way was another of the previous plot threads I alluded to in the introductory notes.)

Monday, 5 July 2010

"The Honey Trap" - DW scenario part 1

Something a bit out of the ordinary this week - a Dragon Warriors scenario, not of the carefully crafted sort you might expect to find in a book, but the rough-n-ready notes I actually use to plan out an evening's adventure.

I should explain that the scenario has none of the character development or backstory you will have seen in previously published Dragon Warriors adventures by me and Oliver. The reason for this is, like I said, that it was not originally written for publication, but simply as a set of notes for us to run a game. The story elements you would normally see in a published scenario – the player-characters’ rivals, the unexpected reversals, the plot twists – would therefore have been improvised based on events in the ongoing campaign. The simple business of a group of players (our players, anyway) travelling from Ferromaine to Emphidor is quite enough to generate plot threads from which to weave several evenings’ gaming, and there is rarely any need to fall back on the written adventure, which is usually only there as a safety net if inspiration and improvisation should falter.

As you will see, this is almost a "dungeon" adventure - at least as it appears on paper. In the actual execution, the dungeony bit would have occupied only the last half hour, if that. I’m presenting the notes here pretty much as originally written to give you an idea of what I might prepare for a game. The jokey headings, for example, are for mnemonic purposes when I’m running the session and do not reflect the tone of the adventure. I never use “send-up" humour, though there is always plenty of in-character humour.

THE HONEY TRAP

The scenario requires some pretext for the characters to fetch a shipment of goods from upcountry in either Emphidor or Analika. If they are acquainted with Melano Fiorensca of Ferromaine (from the “Mungoda Gold” scenario) then he could have engaged them to do this.

The characters are to deliver a payment of 25,000 Florins to Father Armend Kalari, patriarch of the monastery of St Meropi, which is a five-day trek up into the heavily wooded Kaldare Hills from the small town of Akshir in Emphidor. The monks are to provide them in return with fifty jars of vechel, a special honey liqueur flavoured by the blossoms of the upland forests.

Lost in the woods

A day or two after leaving Akshir, they may notice that their guide, a middle-aged trapper called Kandoni Agarni who runs errands for Father Armend, seems increasingly uncertain about which way to go. At last he admits that he doesn't recognise the path they're on, but "we just have to keep on east".

Frightened of disappointing the patriarch, to whom he is devoted, Kandoni will not readily admit how inexplicable his uncertainty is – he makes this journey several times a year, after all, and is an experience tracker. If pressed, he will come up with excuses: “I had too much to drink last time I came this way”, “the usual route is flooded, so I took a different path” and so on.

Nice legs…

Passing through forested hills, they see a young woman walking along the lane ahead of them. They see her long black hair, which hangs to her slim hips, swaying gently in the splashes of golden sun between the branches. She is strolling along, not hurrying at all, but takes no notice if they call to her.

They are in for a shock if they catch up to her. Despite her comely body, her face is that of an old lady. Her eyes are bloodshot and she looks listlessly ahead like a sleepwalker.

Village of sleepwalkers

The woman leads them to a village. Everyone here is the same: youthful in body, but with haggard faces. They loll around in the sun or else wander aimlessly around the village. The characters cannot get anything from them.

Kandoni is now getting quite agitated, as he realizes that he has not only led the patriarch’s guests astray, he may even have led them into serious danger. He recommends returning to Akshir.

On a hill overlooking the village, they spy the overgrown tower of an old ruined palace, its stonework glinting in the afternoon sun.

The ruined palace

Investigating, they make their way up a shaded path until they pass between two cracked stone gate-posts into a courtyard full of long grass. Creepers cascade over the toppled blocks of the wall. On the other side of the courtyard they see the twisting roots and limbs of a tree which has grown right around the entrance of the building, enclosing it like bindings around a gaping wound.

A figure emerges from under the foliage of the tree: a thickset man with short greying hair. He waves his arms in greeting.

The antiquarian

The man gives his name as Endu Pocoli, a treasure hunter (though he uses the term historian) originally from Analika. He has spent almost a year in these ruins searching for the tomb of Prince Gali, a local ruler some six hundred years ago whose palace this once was.

By now it is getting on for sunset. Endu ushers them inside and sets out bowls of honey by the gateposts. If asked about this, he says it is for "the wild creatures". Astute characters (Psychic Talent roll) may notice that he is quite nervous about getting this ritual completed before nightfall.

They sit around Endu’s campfire, inside the ruined shell of the palace, and he explains that he has been a treasure hunter (the true description of his job comes out as the wine flows) since leaving the Selentine navy. A fortune-teller told him that this was the year he would make his fortune. Since he had bought a treasure map from a stall-holder in Teleos, Endu decided that fate was on his side. "But now the year is almost up," he bemoans, "and I have explored the underground rivers beneath these ruins again and again. It is a maze! How could one ever hope to find the route to where the prince lies buried with his treasure? Poor Endu! To think I would end my days sculling in the foul mud instead of hauling the canvas at sea, where I was happy."

Suddenly he looks up, eyes narrowing, the wine dribbling from his mouth as he listens in fear. From outside, they hear a ghastly slobbering coming from by the gateposts.

Heads up

Intrepid characters who investigate will discover a number of disembodied heads, fifteen in all, moving in long eerie bounds like bouncing balloons. They are tittering horribly as they lap at the honey.

The heads cannot (or will not) enter the palace, but they will attack anyone who ventures into the courtyard. The grass is so long that it obscures vision (-1 to all the characters’ dice rolls), but this doesn't seem to bother the heads one bit.

DISEMBODIED HEADS (15)

ATTACK 16
Bite (d10, 3)
DEFENCE 16
Armour Factor 2 (7 vs nonmagical weapons)
MAGICAL DEFENCE 16
EVASION 8
Movement: flying – 25m
Health Points 7
Rank-equivalent: 6th

When a head bites, it then latches on to chew its victim. This has two effects. First, the victim loses 1HP every round regardless of armour (the head finds a weak link to gnaw at). Second, each head inflicts increasing encumbrance: the first causes -1 off ATTACK, DEFENCE and EVASION; the second causes -2; the third -4, etc. (Totals are: one head = -1, two heads = -3, three heads = -7, four heads = -15.) When EVASION reaches 0 you cannot move.

Another way to deal with the heads would be to go down to the village and destroy their bodies. If the bodies are not destroyed, the heads will regenerate all damage within an hour and will then pursue.

(A player who has read the Dragon Warriors rulebooks may well say, "Oh, those must be some subspecies of death's-head." But of course, a statement like that is entirely meaningless in the world of Legend.)

A tale of long ago

Endu explains how the heads come three nights a month, at the time of the full moon.

"I heard the tale off a woodcutter," he says. "Apparently, long ago, there were rebels against Prince Gali in these hills. They caused a great deal of trouble for him, ambushing his supplies as they went through the woods, and always retreating into the undergrowth when his soldiers were sent out. But finally he caught the rebels by a ruse and had them brought to within sight of his palace, and there he had them buried in the ground up to their necks, so that sun and rain beat down upon their unprotected heads. Finally they died – some by thirst or starvation, others by exposure, others gnawed by wild animals – forced to face the palace of the hated despot until the end. Afterwards the heads were cut off and cast into an open grave outside of the palace gates. But there is one more thing to relate. A serving girl of Gali's court had crept out on the first night, it is said, while Gali and his warriors celebrated their triumph; and she took a bowl of honey for each of the rebels. So it is that one can appease the heads by setting out bowls of honey at the palace gates."

Part 2 on Wednesday.