This
actual play report will perhaps be a bit more terse and less detailed
than the previous entries. My players went through the Pale Lady
adventure from Zzarchov Kowolski, and most of the session was a
running action scene. They party decided to take on the Pale Lady and
her minions with a direct attack. This seemed like a terrible idea to
me, the GM, but by using good OSR combat tactics, including splitting
up their enemies and liberal use of fire, they managed to pull off a
narrow victory.
In
the published adventure, the Pale Lady is a level 10 elf. I wanted to
switch things up a little and make the Lady a bit more alien, so I
statted her up as a level 10 Fey Elf from Necrotic Gnomes' Demihumans of Dolmenwood. She was still plenty powerful, armed as she was with
many elf runes. However—and not to take to anything away from my
player's hard-won victory—I did forget how a lot of her powers
worked, so the PCs had a bit of an edge.
Regardless, is a good weird time.
Here's
how it shook out. Spoiler warnings for The Pale Lady
and trigger warnings for casual child murder.
Our
Cast
Belinda
Kage: Serpentblood 1, Midwife.
Madeline:
Specialist 1, Grave Robber.
Mortimer:
Alice 1, Librarian.
Matthew:
Outlander
1, One-armed Iriquois.
Julius
Cervantes: Fighter 1, Former witch hunter.
NPCs
Ana
Fischer: Rescued witch.
Girnot:
Former
deacon
of Nonsbeck. Mentally damaged by the Party. Human pack mule.
The
party spent the day before the Winter Solstice resting at the Abbey
of St. Agnes and making final preparations for their trip to the
realm of the Pale Lady to find the Word of God for Mother Ruth. Ana
confided to Belinda that she had no desire to go to this unknown
faerie realm and didn't think the rewards were worth the risk.
Belinda convinced the witch to stay at the abbey and watch over their
stuff.
Bright
and early the next morning, the PCs headed out to the nearby forest
and found an ancient yew tree that had roots and boles big
enough for the characters to pass through. Julius recited the magical
phrase they learned from Mother Ruth and crawled through a small
opening between the tree's roots. The characters moved from the cold
mud of winter to a bright and warm spring world. In this virgin
forest the colors were a tad too bright and the flowers a bit too
fragrant.
Belinda
tied one of her fishing lures to the tree's branches so they can find
they way back, then the party headed towards an area where the forest
growth seemed lighter. They came across a large clearing and an
unusual sight. The clearing held a field of white roses and
other flowers, all tended by men women and children with haunted
eyes and beaten demeanors. These slaves were overseen by lanky, mangy
rabbit men with stout wooden cudgels. A house woven from massive
thorn branches sat near one end of the clearing, and a collection of
crude reed huts sat behind that. The PCs hid in the hedges for a
bit, observing the rabbit guards. Eventually they decided to take direct and
furious action.
Matthew
snuck through the reed huts (I judged that the clearing still counted
as wilderness) lighting them on fire. The rest of the party
stayed hidden in the brush and started other fires with flaming
arrows. Several of the rabbit guards ran off to deal with the
fires. The hidden PCs sniped the guards they had left behind. General
chaos broke out. Rabbit men ran back and forth trying to fight the
rapidly spreading fire while chasing down the invading humans. The
PCs split into several groups, further separating the rabbit men and
fighting them in smaller skirmishes, while also working to free the
human slaves. The rabbit men had the advantage of numbers, but
the beasts' low Hit Dice, lack of armor, and morale score of 5 made
them fairly easy to take out as long as they couldn't gang up on any
one PC. The only hero to take any real damage was Belinda's dog,
Ekans, who got clubbed in the head and had an eye knocked out (I felt
worse about this than any PC I've ever killed).
Chaos
and fire continued to spread, and eventually Mortimer used his
Frustration power to find a secret entrance into the thorny house.
One-by-one the PCs all piled through the door as the
rabbits built a firebreak to keep the flames away from the house.
The
party crept through the “house.” Every wall was made of living
vines and branches, some as thick as a man's leg, and all covered in
thorns and white roses. Glass lanterns full of fireflies cast everything in a
weird twilight. As they approached the center of the house, they
heard a squealing rabbit voice speaking in unintelligible pleading
tones. A sensual, narcotic voice answered the rabbit. “Very well,
show me what is happening.” The party quickly ducked into shadows
and around corners, trying (and failing) to hide.
A
tall woman of weird alien beauty walked into the room, accompanied by
several rabbit guards--the Pale Lady herself. She stood well over
six-feet tall, completely naked and bone-white, with hair reaching
down to her ankles. Two ivory gazelle-like antlers swept back from
her forehead, and her white skin was carved with swirling, Guillermo
Del Toro-esque whorls and runes. She
looked at the poorly-hidden party like one looks at an annoying
insect. “You have invaded my home and murdered my children. Tell me
why, before I kill you.”
Belinda nervously spoke up. “We were looking for the Word of Creation.”
The
Pale Lady looked tired and annoyed. “Oh. That. You could have just
asked.”
That
idea had clearly never occurred to the party. And while this was
going on, several other rabbit men had crept into the room. The party
was surrounded and out-numbered, with a faerie queen of unknown
power. “You should all leave. Now,” the Pale Lady said. “Except
you,” she said to Mortimer. “You stay, to replace my lost
servants.” Some of the runes on her skin flared with moonlight, and
the Alice was immediately charmed.
The Lady was now Mortimer's best friend and dearest love.
GM
technique side note: Charm is always a tricky condition to enforce on
players. I prefer to use carrots rather than sticks. I told
Mortimer's player that every time he put the Pale Lady's well-being
above his own safety or desires, I'd give him a poker chip. At the
end of the session, he could turn those chips in for 50xp each. Try
it. It works!
The
PCs weren't the type to go out without a fight. Madeline fired her
crossbow point blank at the Pale Lady, and the fight was on! Even at
level 10, the Pale Lady didn't have a huge amount of hit points, and
she had no armor. Still, she had several spells grafted to her skin,
and many henchmen. She cast Mirror Image, and the GM (me) promptly
forgot about it's effect in all subsequent rounds. (It was late, and
I was a few beers in. This happens.) Matthew focused his attacks on the
Pale Lady, while Belinda and Madeline tried to deal with the mob of
rabbit men. Julius used a gambit to double-strike and take out both
of the Lady's elite guards in one attack. Mortimer just tried to stay
out of the way.
Julius
and Matthew continued to hack at the Pale Lady from both sides. She
tried to charm
the outlander, but his powerful saves helped him resist. His luck
wouldn't hold, however, as her next spell polymorphed
him into a three-legged tree frog. More rabbit men were slaughtered,
but the beasts managed to take Belinda and Madeline down to 0hp.
Fortunately, Cavegirl's Horrible Wounds tables worked in their favor
this time. The rabbits used bludgeoning weapons that only did 1d4
damage, and they were only knocked unconscious instead of being viciously
maimed.
Julius
continued to desperately slash at the faerie queen, but it still
looked like a TPK was imminent. The Pale Lady polymorphed into an
albino lion and turned on the fighter. The charmed Mortimer shouted
“Ooh! Pretty kitty!” and tried to pet the lion.
“Hmmm,”
I thought. “Do you really pet her?” I asked Mortimer.
“Ummm...
sure?” he said nervously.
Okay,
I thought. She's wounded and furious, and some dumb human just petted
her. I had her make a morale check. She failed, and took a swipe at
Mortimer in her fury. He was badly wounded, but the charm was broken!
Snapping
out of the spell, Mortimer expressed his Frustration and found a
loaded pistol in the pocket of his greatcoat. He fired at the Pale
Lady just as Julius ran her through with his rapier. The Pale Lady
lay dead, bleeding strange white blood. The rabbit men broke and
scattered.
The
party paused to catch their breath and count their blessings.
Madeline and Belinda regained consciousness, and the gravedigger perched
the Matthew-frog on her hat brim. After a quick breather, they continued to explore the house.
The
first thing they found was a large and fancy mirror containing a
smoky entity who called himself Lucifer. It spoke at length, with a
smooth Tim Curry voice. The mirror said it could answer any question
in exchange for the sacrifice of a first-born son. Belinda and the
mirror immediately hit it off, and she said she'd come back to ask
him questions later.
They
didn't have to wait long, for the very next room contained a pit with
three preteen boys from Spain, France, and Germany. Belinda took the
German child out of the pit “For just a moment! We'll be right
back!” and took him to the mirror room. She quickly slit the kid's
throat and asked Lucifer where the Word of Creation was.
“Wow!
You didn't hesitate at all.” said Lucifer. “Okie doke, the Word
is in a room at the end of the hall.”
A
wasted question, perhaps, but at least where know where Belinda (a
midwife!) stands on children.
The
next two rooms contained the Pale Lady's laboratory and library, with
an amulet and scroll that described how to access the Word of
Creation. Then, at last, they came to the Word itself. The Word of
Creation sat in the center of a large room. The Word was a large,
10-foot cube of white stone, surrounded by a circle of salt.
Following the direction on the scroll they found in the lab, Julius
stepped into the circle of salt and snapped the amulet. He suddenly
found himself inside the cube, inside another circle of salt with an
unsnapped amulet. A tall skeleton with long white air sat in the
corner. The Word of Creation was carved on all the walls. The holy
divine script burned itself into Julius' brain, granting him a brief
glimpse of the quicksilver grid of creation beneath the four-dimensional
hologram of consensual reality. It seared into his brain, with ideas
he'll never be able to relate. But the cosmic epiphany boosted him
to level 2! There was nothing left to do but snap the amulet again.
In
a flash, Julius reappeared outside the cube with an unbroken amulet.
But what's this? There was still another Julius outside, standing in
a circle of salt with a broken amulet. Yes, the ritual didn't
teleport Julius. It appeared to have duplicated him.
The
rest of the party decided to give the whole thing a try. They all
(including the frog) piled into the salt circle and snapped the amulet.
Inside the cube they all saw the Word of Creation. The human PCs all
gained a level. Belinda, the serpentblood, instead added the Word to
her own magical repertoire (as a Turn
Undead
spell). She can also grant this spell to anyone who worships her.
She's essentially now a tiny god. The Word awakened Matthew's froggy brain to
human consciousness, but it was trapped in a frog's body, so the poor
amphibian went insane in a Philip K. Dick crisis of identity. They
also discovered a panic-stricken Julius, who had realized he's
trapped in the cube, doomed to starve to death. They shoved him away before he could break the
salt circle, then snapped the amulet. The third set of PCs appeared
outside the cube, having blithely left their other duplicates to die
inside the cube.
My
players are not the type to dwell on existential quandaries. They all
decided to play the duplicate, higher-level PCs.
With
no way to move the Word of God, the party decided to pack up whatever
valuables they could find and head back to the mortal world. They would
tell Mother Ruth what they found and give her the amulet and
directions on how to access the Word of Creation.
As
they PCs exited the Pale Lady's house, they noticed the empty fields
and the bodies of several rabbit men beaten to death. With the end of
the Pale Lady, it appeared as though the remaining slaves revolted
and escaped. The PCs hoped they were able to find their way home, but
didn't dwell too much upon it.
We
ended the session with the PCs returning through the yew tree and too
the abbey with a small pile of loot, two orphaned boys, an insane
three-legged frog, a demonic mirror, and the body of a dead faerie queen (whom Belinda
wants to skin, so she can use her runes as a spellbook).
Treasure Gained:
- Ivory comb (300sp)
- Several bundles of silk (750sp)
- Eight golden trinkets of unknown use (50sp each)
- A magic mirror holding "Lucifer"
- The body of a dead faerie covered in usable spell formulas
Graveyard:
- Matthew, now an insane three-legged tree frog (Outlander 1)
- Tranquilo (Fighter 1)
- Hector (Alice 1)
Belinda... |