SATURDAY NIGHT BLOCK: Ship Of Fate
The rousing success of Caul’s Dark Citadel…as well as the final three runnings of the tourney module in Saturday Block II...led to dinner being a boisterous affair, especially at my table. Everyone at Cauldron was in a fine mood and, plied with copious amount of alcohol, a lot of money ended up being shucked out at the auction, with much backslapping, congratulating, and toasting of each other.
A lot of palinka. A lot of whisky.
Thus the set-up for the so-called “night block:” a 9pm to WHENEVER affair (no time limit). At Cauldron 2023 I had skipped this (to my later chagrin), instead unwinding and bantering a bit before calling it an early night. THIS year, I had originally left the slot open hoping to get into one of Prince’s epic night-festivals…and then he decided not to run a game in the block! “Sorry, man, there are games I want to play in,” is he wrote to me last month.
SO determined not to miss out, I decided I would be the one to fire up a big-ass, high level adventure into the wee hours. Enter Ship of Fate, a high level extravaganza I wrote for Prince’s NAP II contest (get it HERE if you like).
Ship of Fate is quite obviously inspired by (and heavily based on) Michael Moorcock’s Elric story Sailor on the Sea of Fate. If you haven’t read it…um, why not? Elric stories are pretty much required reading for high level AD&D play, especially Elric of Melnibone, Sailor, and Stormbringer. But, yeah, I know some people think D&D is supposed to top out around 7th level. *sigh*
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I have only had the chance to run Ship of Fate one time…for my home group…and we did not finish more than five or six encounters due to an abbreviated session. Alas, we never returned to it because, being a one-off with pre-gens, it held a lot less “spice” for us than using our regular, organically grown PCs; such is life in a living campaign. Because of this, I wasn’t exactly sure how the adventure would play out. Certainly it was much too big for a standard 4-hour time slot. But we were in NIGHT BLOCK, baby! There aren’t any rules! Go all night like when we were 14 and high on caffeinated drinks!
[it’s possible I was a little drunky when I decided to register this game, pre-Cauldron]
So, unsure of how I was even going to seat 16 people around the table I’d been assigned, I found myself somewhat relieved when “only” nine people showed up to the game. And then while handing around the pre-gens I immediately lost one of the four “Heroes” (the 12th level fighter)…noooo!
[I might have been a little drunky…again]
Fortunately, Tom still had his 14th level fighter pre-gen from Settembrini’s earlier high-level game. I knocked two levels off, reduced the hit points to a reasonable amount (they were set something like 2 points below max), and axed a magic item or two, but most of the character was allowed to stay.
And we were off! Just organizing such a group was a bit of an ordeal, but it wasn’t too long before they got it together and decided to send the thief into the first cavern and…
Oh, wait…what’s the point of the adventure?
So, in Ship of Fate the heroes are sailed across the Dunkle Zee…a kind of phantom ocean that connects the various planes of the multiverse…to an island nexus where two sibling wizards (brother and sister) are using a rift in the space-time fabric to drain power from all the planes in existence, gradually snuffing them out. Players are supposed to find the building at the center of the island, kill the wizards, and then fire the building using special magic firebrands designed for the purpose. The ship has a cargo hold full of gold for the players after success in their quest and the wizards themselves are likely to have treasure, too. However, they also have many minions and protectors.
SO…big ass building (like the length of three football fields). Players did spend a flare trying to burn the place down with the wizards in it, but the structure…a monstrous, twisted behemoth that looked something like an amalgamation of alien machine and melted giant humanoids…simply extinguished the flame itself. Which the players had been told it would do which is why they needed kill the wizards FIRST. Amateurs.
A couple entrances suggested themselves to the PCs…a large cave, overhung by vines OR a large stairway leading up. They sent the thief down into the cave where he was soon filled by needles from the needleman forest inhabiting the cavern. Retreating, the party had the wizard nuke the plants with a fireball before proceeding. Into the troglodyte caves.
Those proved nightmarish to try to map, let alone explore in a coherent fashion [it’s possible the players were a little drunky] and the group eventually decided to give it up and go up the grand staircase to the “main gate” (as they called it). At this point, James (the guy playing the 12th level cleric) gets a brilliant idea: “Why don’t I use a find the path spell to locate the wizards?” Can’t…the spell can’t target living beings.
“What about the nexus rift? We know it’s there…and the wizards are likely to be with it!” That seemed reasonable and the spell immediately starts pulling the cleric (who leads the party) the way of the shortest route to the object desired.
Which worked pretty well for a while, as it ignored or helped bypass several encounters, while revealing secret doors and hidden passages. Great stuff; great use of available resources! Plus, it lasted a good long time (12 turns!) meaning they were covering a LOT of ground. No sweat, guys, we got this!
Then it led them through the cavern of the shadow demons.
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They eventually managed to overcome the demons, but it was a brutal toll: only three PCs (all Heroes) had survived. Sonka (now playing Tom's fighter, as he decided to go to bed), Ollie (as Lucky the 12th level magic-user), and James continued on, the find the path spell still functioning. They made it to the nexus chamber, but no wizard was present (50% chance, and missed the roll). However, some minor exploring found her in her workroom, toiling away at constructing flesh golems, with three completed. No surprise, everyone attacked!
Again...pretty brutal encounter. The cleric was felled by a fistful of magic missiles, the wizard badly damaged while the fighter tried to fight his way through flesh golems and mirror images. Tired of having his spells interrupted, the wizard backed off to use his scroll on monster summoning VI, conjuring a pair of weretigers...who did not appear for a couple rounds. Meanwhile, the fighter was stunned with a power word and the flesh golems proceeded to curb stomp him in a fashion unseen in Germany for four score years.
[too soon?]
However, Ollie/Lucky managed to hold on and the were-tigers finally showed up. Something happened to neutralize Giz-Kala (though that part is hazy...perhaps yet another hold person spell?) and the golems bereft of an order-giver allowed the much reduced party to escape, the fighter left with three hit points to his name.
Deciding "stealth" was now the order of the day, the two utilized a potion of polymorph and a polymorph self spell to change into rodents, with which they finished their exploration of the main chamber, were-tigers in tow. They found the other wizard, laying in a comatose torpor of slumber, and slit his throat. "Now how the hell do we get out of here?!" Neither had been mapping.
It was decided to risk teleporting to the exterior, despite having only observed the island terrain once. Fortunately, Lucky was high enough level to take the beefy fighter with him. The die roll was successful and they fired the dungeon from outside, the flames quickly consuming the structure, and declaring victory, agreeing to split the gold between them. The time was after 2:30am, the players still standing thanked me, and headed off to bed, as I cleaned the table and turned off the lights of the floor (we were the last group still going).
I did not bother to reveal how much treasure they'd left behind.
*****
SUNDAY BLOCK I: Ybarra Florin
Our final session of Cauldron, the "brunch block" took place only after breakfast and the award ceremony had been completed. Some of us (*ahem*) had continued to drink into the wee hours of the morning, by which I mean 5:50am. Given one hour sleep to work with I was...not in great shape.
Thus it was a good thing I chosen an easy adventure to run! The original idea had been to run my I3: Pharaoh re-work, Desert of Kartha, but it's not anywhere close to being finished, let alone prepped and cut to fit a four hour time block (I would have been running the thing with a few sketchy notes). So, realizing my ass would be dragging at the end of a long three days, I decided to go with something I've run several times before: Ybarra Florin.
Again, this NOT really a "Becker original." Kenneth St. Andre penned a short adventure called Tower of Yrkath Florn for the first edition of his Stormbringer RPG. It's a nice little introductory scenario, one I've run two or three times over the decades I've owned the game. About three years ago, I converted it to AD&D; but it's mostly unchanged in terms of layout and premise. Mostly.
A wealthy patron hires the party to go check out the ruins of a dead Melnibonean sorcerer, and bring back any relics you find. Of course, "Melnibonean" in my campaign world means "high elf," all of whom seem to have a Spanish bent to them (hence, the name change. Don't ask me why...).
[I'm not even the first one to do "Spanish elves;" see Aaron Allston's Principalities of Glantri]
The ruined tower is two levels of a once three-story structure that's been wrecked by an earthquake...in my world it's on the Olympic Peninsula, right off Dabob Bay near Quilcene. The St. Andre version of the adventure has a family of clackars...winged gorilla creatures...lairing in the lower portion of the dungeon. But, of course, AD&D doesn't have this monster...
[other than in the 1980 DDG with the Melnibonean Mythos, page 88: they have HD 8, 2x 1d12 damage claws (+rending), immunity to fear and surprise, etc., etc.]
...so I didn't something else for my conversion. Now, when I say "fur, feces, and feathers," does anything D&Dish spring to mind immediately? Of course it does.
I ran this adventure when we were introducing Maceo's younger brother, Winston, to the AD&D game. Of course, he was ripped to shreds. Later, their family took them to see the new Dungeons & Dragons movie and Winnie told his mom, "That's the thing that killed me! An owl bear! See I told you they were scary!"
ANYway, they're scary for adults players, too. Our group (another eight stalwart souls) brought not one but TWO paladins to the adventure. The first paladin was killed by the pair of juveniles in the first room of the main hall. As the rest of the party maneuvered to lure the creatures out into a killing area, the Papa Bear came out of a different door to investigate the sounds of battle (and smell of blood) that had disturbed its slumber. Things got very dicey for the group very fast, despite having a ranger who kept negating the "completely surprised" rolls of the party (without the ranger, it could've got real ugly...)
However, give bulk of the credit to Ludwig the magic-user for saving the party's bacon. Ludwig's pre-gen had a wand of wonder and he wasn't afraid to use it, luckily getting decent results throughout the session! A stinking cloud and failed saves from the 'bears allowed the party to move outside the tear gas and missile the critters to death before they had a chance to clear their nasal passages...a pretty fortunate outcome, all things considered. After slaying the mother 'bear (combining a slow spell from the wand along with an insect swarm from Paul the druid), the party claim to the family's nest of eggs and young, all worth a pretty penny on the open (elven) market.
Then it was up to the second level and Old Ybarra's workroom, hidden behind a magical door. The door is unlocked but electrically jolts individuals crossing its threshold for some pretty gnarly damage; fortunately, it was Michal the (last) paladin who took the blast, thereby rendering the thing inert. Inside lurks a demon...the same creature that killed Ybarra two centuries before when an earthquake cracked the pentagram that contained it. For AD&D purposes, I used a Type II demon, which is about the right power level, despite being vulnerable to normal (iron) weapons, thanks to an excellent armor class and magic resistance. Using it was nice (it's been a while since I've dropped any demons in an adventure) and I should probably use them more often. In the end, it was defeated without inflicting a single casualty (although it did force both the paladin and druid to flee the tower in terror with its cause fear ability)...and while in retrospect it probably should have caused more casualties through the use of teleport and gate, I will not blame my lack of tactical badassery on "going soft." The fact of the matter is: I forgot about these abilities.
One hour of sleep, remember?
SO...an easy adventure to run and only a light challenge (in my opinion) for the players, thanks to a little good fortune and a heavily hung over DM. And that's okay...the con had been a looong three days (not counting the 5,000 miles of air travel), and I was happy with how the session wrapped up. I even took the time to calc out the experience and treasure take for all surviving party members...per their request. It wasn't a bad haul for the ADDKON characters.
[to be continued...]
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