Monday, August 21, 2023

Curse of Xanathon Part II: The Playtest

If you read part 1 of this endeavor, you'll already understand that the action of this module hinges entirely on whether the PCs can be baited into storming the barracks of the city guard in hopes of finding the secret note from the Big Bad that will crack this case open. What case? Yes, that's the thing. 

Curious as to whether PCs would actually follow the lead provided in the module, I decided to run a
playtest. And thanks to a Perfect Storm© of events  I was able to run not one but two separate groups through part 1 of X3 Curse of Xanathon. The groups were: 

Group 1: the now-teenaged kid who lives in my house and his likewise-teenaged cousin, playing in person and using DCC Lankhmar characters (and rules).
Group 2: my old gang from the cenozoic era playing AD&D/Castles n' Crusades mashup rules online via Roll20--what a pain in the ass that was.

Group 1

Despite all my griping, it was surprisingly easy to get the Youth Group to follow the plot. They immediately decided that they would break into Draco's quarters in the barracks based solely on these three morsels of knowledge:

  • Draco Dreamsailer is a dick
  • A drunken, ranting dwarf at the tavern says "I've seen people at the barracks who shouldn't be at the barracks" and then promptly runs away
  • A heretofore unnoticed beggar says "Wisdom hides behind a hairy face" before running away. 

--which is exactly what the module wants you to do. Weird.

To be fair, this group is made up of characters from my Lankhmar campaign, which is to say, they are experienced urban adventurers.  Every adventure intro they've heard has just been a set up for breaking into someone's place. And they treated the mission not so much as "let's find out what's going on in the barracks" but as "Draco sounds like a big jerk, let's rob him blind." And so they did, stealing everything they could carry and defacing anything they couldn't. Punk kids. 

The session ended with them still in Draco's quarters strategizing how to get their booty out of the barracks without anyone noticing. They had not yet deciphered the secret note.

Group 2

Probably a misstep, but I told the old timers that this was an "Expert" module; it should be noted that these cronies of mine are all AD&D snobs, most of whom skipped Basic D&D entirely--Holmes or otherwise--back in the day and thus have always looked down on B/X as training wheels for real D&D. This attitude has not softened one iota in the ensuing 40+ years; knowing that this is an Expert module immediately put them in a mood.  
 
And so, the cranky old dudes were downright offended that they should give a shit about the fate of a crapwater town and its lunatic Duke. Furthermore, they nearly assaulted Erik the Beggar-Priest for refusing to elaborate on his inanely cryptic "advice" about hairy faced wisdom. I wrote a piece about Gingerbread Man NPCs when I covered A3 Aerie of the Slave Lords many years ago, these are (most of) the same dudes who were present that night 40 years ago.

They did, however, cooperate enough to proceed with the adventure. Based on the Dwarf's comment about people coming and going at the Barracks, they decided to stake out the place posing as workers sent to repair the rickety catwalk on the walls of the barracks. The way the modge is set up, staking the place out will never provide any info, so I improvised: a messenger with a shaved head and black robes appears, enters the main building then leaves shortly after. They decided to follow him, and he leads them back to the Temple of Cretia--the map of which I didn't have ready in Roll20, so at this point we were theater-of-the-mind-ing it. That's ok, because when they walked in and saw the demon statue of the god of chaos right there in the main worship hall, they correctly assumed that these guys are the baddies and set fire to the joint. Holy war anyone?

The PCs returned to the scene of the crime the next night to investigate the ruins and--as it was the only portion still mostly intact--found Xanathon's secret lair. At this point we're playing this for laughs, so I had Xantho still holing up in his den even though his temple was in ruins around him. He immediately attacked because that's what the key to his lair says he's gonna do. 
Invincible! For now...
Following the script of the modge, the invincible Xanathax tells the PCs that their only chance of defeating him must be found "Deep in the earth and high in the sky at the same time!" Because his kryptonite is in a cave in the mountains. Clever, right? And this message is delivered while he is beating the crap out of the party with his super-mace (2d6+2 dmg). I had him side-eyeing the map hanging on the wall as he said this--the map that shows the location of the Shrine where his soul can be found. Yes, that is in the module. The PCs took the hint and pulled the map off the wall--revealing a door which leads to Xanthanon's lab. 

Anyone who's read the modgel will know that there is no door to Xanthimitar's lab. What there is instead is a Module Writers Fiat (MWF) proclaiming that the lab cannot be discovered until after the PCs have retrieved Xanistan's soul.  Readers, if you have any question how I feel about MWFs, let me assure you that I loathe them. So I placed a hidden--not secret--door behind the map. (I also generally feel that secret doors are waaaaaaay overused in D&D). Up yer's Module Writer's Fiat!

Anyway, they went off and found Xinnabon's soul in the chimera cave--I mean, it's on the cover, it must be an important scene, no? No, it's just a cave on the way to the Shrine that the PCs probably won't even encounter. But I didn't have the Shrine map set up in Roll 20 so I just dumped Xanithan's soul in the chimera cave to speed things along.
 
The posse brought X's soul crystal back to Rhoona, but were unsure how to use it. Or, frankly, why to use it, since they never bothered to search Draco's pad and don't know about the whole curse plot. Breaking back into Xan-n'-tonic's burnt-out hovel, they whip out the Soul. Xanathon cringes away from it like a vampire to daylight [this is a DM embellishment that is not in the module] so they torment him by bringing it closer until he's in agony [further embellishment]. With the X-man writhing in pain, they negotiate a deal: as long as he does everything they say whenever they say it, they won't kill him. We ended with the Party deliberating whether to murder the jerk anyway. Ruthless bastards.



Tuesday, August 8, 2023

Curse of Xanathon Part 1: The Anguish of Erik of Forsett

King of Vestland

As I mentioned in my last post about Douglas Niles's B5 Horror on the Hill, I promised to write my next post on Douglas Niles's X3 Curse of Xanathon, a mid level adventure set in the City of Rhoona, in the Kingdom of Vestland. B/Xers might recognize this as the world of Mystara. Or they might not, what the hell do I know?

The premise of the modge is that the PCs have arrived in the city of Rhoona only to find that it's ruler, the Ducal Duke Steven, has been passing a bunch of comically insane decrees that, while good for a laugh, are destroying the morale of his people and the economy of his Duchy.

What's going on is that the Duke has been cursed by Xanathon, Priest of the demon god Cretia, who is openly worshiped in the largest temple in the city. His plan is to weaken the Duchy so that the Ethangareans from the plains to the north of the duchy can wander in and take over the joint. Allied with Xanathon is the head of the Ducal Guard, Draco Stormsailer, a potent fighter who enforces the Ducal Decrees with, ahem, draconian zeal. 

And yes, the word "Ducal" is used an awful lot in the module write up.

The only evidence of this plot is an encoded confession written by Xanathon and found in Draco's quarters. Don't worry about the code, there's a helm of deciphering sitting next to the message on Draco's desk. What you have to worry about is the thin motivation provided for getting the PCs to sneak into the Ducal Guard's quarters in the first place.

What follows is a comprehensive list of all the information that the PCs will be provided with in order to risk life and limb sneaking into Draco's quarters in the Barracks: 

  • Draco is generally regarded as having an undo amount of influence over the Duke
  • A ranting dwarf in a tavern informs the PCs that the dwarves [hired to build a wall at the castle] "have noticed people who don't belong [in the barracks] coming and going" No indication as to who these "people who don't belong" are is provided.
  • A heretofore unknown beggar approaches them shortly after the dwarf's rant and says "wisdom may hide behind a hairy face." The beggar also refuses to elaborate further.
  • If the PCs have still not figured out what to do, the unknown beggar--who is, in fact, a 14th level cleric and the High Priest of the Temple of Forsetta the Lawful, the most prominently worshiped deity in town--will track them down a day later and--still in beggar garb--mutter to them "Seek your answers in the lair of the Draco!" before again running off.

If that's not enough reason for the PCs--who are not natives of Rhoona and therefore don't have a vested interest in this plot--to break into the Ducal Barracks and thoroughly search the place, risking confrontation with a large host of lawfully (ie. good) aligned guardsmen then X3 is not for them.

Anyway, while researching the module I discovered the following excerpts from the journal of Erik of Forsett, the aforementioned High Priest of the Temple of Forsetta and wannabe PC ally.

From the Journal of Erik of Forsett, High Priest of Forsetta:

Day 10 of Month 4, Year 12 of the Ducal Reign of Steven 

At last, I've spotted what I hope will be a worthy group to save Rhoona from the maleficent influence of those vermin from the plains, the Ethangareans. His Ducalness, Steven was mad to allow them to build such a large temple for their malignant cult, larger by far than our own temple of Forsetta the Lawful! 

And his recent Ducal Decrees confirm that madness has struck our esteemed Steven, Duke of Rhoona. It's been 10 days since he demanded that taxes be paid solely in beer, already all of the taverns and breweries in town are depleted entirely of malted beverage.

And three days ago he decreed that all horses must be ridden whilst facing the animal's tail. Now even the noblest fop has been forced to sully his slippers on the streets, leading his horse by the tether. 

And Draco Stormsailor, Master of the Ducal Guard, seems to take great delight in enforcing these insane decrees. I am convinced he is in league with Xanathon, the Cretian priest.

Which is why I was so excited to spot a group of adventurers arriving in town by ship. A group which included a dwarf, a magic-user, 2 thieves, and a goodly number of fighters. They appeared to be mid level adventurers, with total levels of 35-50.  [It should be noted that these are the party composition suggestions provided in the "Notes for the Dungeon Master" section of the module. How Erik, an NPC in the module, gained access to this type of meta information is unknown--D. Chux.]

I can't approach them now, I'll have to wait for the right moment so as to maximize the impact of my cryptic words.

Vestry meeting tomorrow at sundown. Must remember to pick up a parcel of sweet buns and a pot of marmalade beforehand.

Day 11

Attired as a beggar, I tracked down The Party at the Tavern of the Crystal Corset. It's good I go unnoticed in this garb, should anyone see the High Priest of Forsetta the Lawful in such an establishment I would have some explaining to do. 

A verbose dwarf is ranting at the bar, angry--like everyone else in town--at the beer shortage. The Party seem amused by the dwarfs antics. It expresses its hatred of Draco Stormsailer, blaming him for much that has gone wrong in this city of late; perhaps this dwarf can be of use to me. 

But before I can act there's a commotion outside; I hear the trumpet of the Ducal Herald. Will this be yet another madness-induced decree? We all run outside to hear the latest. 

Curmudgeonly for good reason.
Forsetta save us! His Ducalness has declared war on the nation of Rockhome; the homeland of the dwarves. Furthermore, all dwarves within city limits are on notice to clear out within the hour or have their beards shaved off and there diminutive bodies stretched on a rack. The only dwarves in town are the very ones that his Ducalness has hired to renovate the Ducal Palace. Who will finish the work now? 

Despite the threat of imminent torture, the ranting dwarf returns to the tavern--I suppose to finish its mug of over-priced cider--and renews its tirade against Draco, adding some bit about the "Dwarves see things, people coming and going at the Barracks that shouldn't be." then runs off, presumably to get out of town before the shaving commences. This is my moment, I approach The Party, who are still watching the diminutive figure walk away, and catching the attention of one of the goodly fighters, I say "Wisdom may hide behind a hairy face" and quickly slink away, even as he calls to me "what was that?" 

That should do the trick. With a little luck, they'll have uncovered the plot by midnight tonight.

Stopped off at the bakery for 2 dozen sweet rolls and a dozen cheese pastries. Must remember to get reimbursed from petty cash. 

Day 12

The vestry meeting was tumultuous last night, they were particularly annoyed that I forgot the marmalade. Whiny bastards. And I lost the receipt from the bakery so the Treasurer won't reimburse me the 12 silver I spent on the pastries.

Anyway, I spent the day loitering around the barracks in my beggars outfit hoping to catch some news of The Party's actions, but nothing. Silence. All quiet on the western front. Did they succeed so well that they raised no alarm? Or is it bad news, did they fail to understand my message?

As dusk approaches I head back to the Crystal Corset tavern and inquire with the landlord as to The Party's whereabouts. He clearly wants me to buy something before he talks so I order an overpriced carafe of wine. My first sip reveals that is a fortified wine from the Night Train vineyards. My beggar guise is working too well.

"Them blokes with the goodly fighters? Yeah, they skipped town yesterday. There was a dwarf in their party, you can't really expect them to stick around after that latest Ducal Decree. And they had paid upfront for a week's lodging; I had to refund them! Damn Duke, first he takes all the beer, now he's driving off paying customers. What's next? Banishing the light of the sun?"

"Did they say where they were headed?" I asked.

"Sure, they said something about seeking the wisdom of the dwarves in Rockhome."

Egad!  

Ah, but luck is on my side. Before I finish my enhanced wine, another party enters the pub. No dwarf this time, but goodly fighters and thieves and a fellow with a pointy cap adorned with stars; they should do the trick. I approach them and deliver my line: "Wisdom may hide behind a hairy face"

"Hey Ralph, this coot thinks you're pretty wise" says one of the thieves to the pointy-capped companion who, to be fair, does have a beard. 

"Get yourself another round" he says and hands me a few copper pieces.

These dullards, with the current beer drought in town, a few coppers won't buy you anything worth drinking. 

I need to lay all my cards on the table here and now, I blurt out "Seek your answers in the lair of the Draco!" 

"Thanks but I'll be seeking my answers in a different kind of lair," he says as he turns toward a pair of comely ladies who've just approached the bar. 

My cause is lost.  

Day 13

Another Ducal Decree; the insanity continues:

Henceforth, no burning of combustibles during the "period of the sun's resting, lest we incur the jealous wrath of his heatful self [the sun]"

Fortunately we can light the temple with our Forsetta-given powers, but the commoners will be living in the dark.

Day 14

Why are adventurers such dunderheads! In my disguise I approached 3 more gangs of mid-level adventurers with my subtle call to action. Two parties did not even pause to acknowledge me, treating me as if I were a common beggar! The third replied:

"Draco, that's Latin for dragon, no? Are you saying there's a dragon lair nearby? Can you lead us there?" 

Perhaps it is a matter that without the ranting dwarf to provide context for my cryptic clues, I am at a disadvantage.

Day 18

At last I finally found a party willing to investigate the Ducal Barracks! I had to lay out the entire plot for this group of dullards but they ultimately agreed to check out the barracks, and they're doing it tonight! The plot behind the Ducal Madness will soon be revealed and we'll be freed of the evil presence of Cretia!

Day 19

Oh, what have I wrought? During the night, the Ducal Barracks were burned to the ground, 40 guardsmen dead or missing including three of the highest officers of the Ducal Guard, all patrons of the Temple of Forsetta in good standing. Witnesses claim to have seen a group of well-armed adventurers fleeing the inferno toward the docks, each burdened with bulging sacks. And yet His Ducalness has imprisoned the few surviving guardsmen and servants for defying the decree against igniting combustibles during the hours of darkness. 

Father Gorton, Pater of the Church of the Spuming Nooga is coming over for our monthly ecumenical conference this week. Perhaps I'll make fishsticks for the occasion.