Shadow Over Alfheim Pt 15: The Second Death of Nuromen

The latest session of of my B/X game saw the wild mage rejoining the party (yay! another arcane caster!). The conclusion of the run of the Maze of Nuromen was complicated slightly by the loss of the original player’s map from nearly a year ago and the player who normally maps’ absence that night. Fortunately, the second floor is mostly a straight run.

The party was looking for the Crown of Caelden. Some of the players didn’t know why (or had forgotten why) they had come back to the Maze (this had to do mostly with the fact that there have been several interruptions that have led to several weeks between sessions), but a quick reminder of the hooks that had led them there got us back into the swing of things.

The party remembered the hall of statues – mostly that the statues had been trapped – so rather than muck about further, they pressed northward. At the 4-way junction, they took the left to the dead-end empty room. The walls were covered in scratch marks; one of the hallmarks of my elves (since they’re ghouls) is the long clawed fingers with which they incessantly scrape along the walls as they shamble down haunted corridors. The clawmarks led back to the priest’s room, where the skeletal body had been moved onto its bed.

My players didn’t find the secret door in the priest’s chamber, but they did find the chute below the sacrificial basin in the temple of the evil ape god. Now let me say that Maze of Nuromen has given me a lot of places to fudge things, rewrite the rooms and improvise to insert things into the Alfheim setting. The giant doors of horrors & debauchery in the main hall have given me kind of the idea that every room here (whether described or not) is covered in bizarre Hieronymus Bosch-like paintings and reliefs. The party was amazingly paranoid that the 8-armed statue would come to life and kill them all (they still remembered those obsidian living statues back in Stull which they never managed to kill), and luckily for them, that paranoia kept them from catching leprosy (curse); they made sure their ropes were tied to the basin and not the statue.

They crawled down and made their way toward the crypt, killing the two elves who were posted as guards. I tried to make Nuromen’s entrance as dramatic as possible, rising from the ground while the party was examining the desicated remains. Nuromen gave the party a few moments to explain themselves and maybe get a clue (i don’t know if the party picked up on the fact that he pointed out that they had been serving Caelden all along and that HE was actually attempting to stand against his former lord in death, but he at least gave them a shot) before telling them he would no longer stand the tresspasses of those who’d defiled his grave and stole from his daughter. I was glad that the cleric used turning; having all of the bodies on the slabs burn to ash in a bright white flash was not only deemed pretty cool, it meant I didn’t have to muck around with miniatures. Very different from the previous boss fight.

I tried to keep Nuromen using spells, mostly; level drain is such a cruel and unusual punishment. Luckily for the party, Nuromen made crappy melee rolls. Unlucky for the party, very few characters had weapons that could hurt him; magic items are fairly sparse in my game, though a few characters had silver implements. I’ll admit, I DID pump Nuromen up a little bit HP-wise, but I kept his spell-list intact. Before playing as J’Rhazha, I would’ve maybe swapped out one or two of his spells for attack spells, but I decided having the cleric think that he burst into flames and roll around on the ground trying to put himself out was more fun than giving him another Magic Missile.

In the end, nobody died, Nuromen was defeated and they found Nuromen’s medallion in one of the piles of white ash. The group popped the secret door behind the statue (weeping elf-maiden; the Doctor Who fans were more freaked out by the statue than the Wraith, natch) and opened Nuromen’s vault. Thief makes his saving throw vs poison, the cleric does not; I’ve made a behind the screen executive decision that a failed save, rather than causing instant death, the effect instead is doing whatever a character’s current hit dice is in damage; rather than instant death, the 4th level cleric takes 4d6 damage. Doesn’t die, but comes close; he’s burned through the most healing of anybody this session.

After the cleric is patched up, goblin thief notes the pit full of spikes and the treasure on the other side. Goblin thief tries going down into the pit. He finds that the pit is full of treasure. He goes up the other side to check out obvious-trap because GREED! The party is filled with bolts. Ouch. The party manages to get the treasure hoarde out of the pit, but still no crown.

On the way out of the vault, the party comes across the back side of the secret door out of the caverns, where they find the hidden stash of treasure and the crown. Somehow, the skeletal hand with the sword had the party just as worried as some of the harder fights, but the cleric finally decided to try blasting it.

Goblin ranger finds the crown, puts it on, screams in agony, has visions of the elven king, hears over and over in his head “mine, it’s mine”, loses 2 charisma.

“Looks like this is the right crown.”

I’m not sure what the party plans on doing with it, but someone mentioned taking it to Richmond. Richmond was actually waiting for them outside of the ruins of Laws End, and was going to pull a Rene Belloq, but he decided to hang back and watch what happens. The only hint that something was amiss was the howling of wolves in the hills surrounding the ruin.

So, at last, I think I’ve exhausted content from Maze of Nuromen, but I sure got a lot of play out of this one module. The only thing the party never found was the troglodyte cave, and they did not bother to re-check the library to find that Nuromen had gotten his spellbook back with the help of his ‘apprentice’. I doubt the players will be back this way until the showdown at Caelden’s crypt, but until then, the Maze is behind them. There are a little over two weeks before the goblins launch their attack on the Old Island Fortress, but there are a few adventure hooks left to tide them over. Most importantly, i think everyone will be about level 4 by now, so I can start throwing a few tougher things at them. Content-wise, I’ve still got Zombraire’s Estate to run, though the cleric and the abbey monk very well might cut a swath through that one. They never finished Malek. Now might be a good time to run Cave of the Unknown, but I’d rather wait until after the battle for the Old Island fortress if I can help it. Malek may never be finished; things may be too far in motion for Caelden’s plan to sit on the backburner for a nifty but unnecessary artifact to add to his collection.

Anyway, Richmond will be meeting the party in Alfort when they get back and see what they want to do with that Crown.

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2 responses to “Shadow Over Alfheim Pt 15: The Second Death of Nuromen

  1. Sounds like a fun session!
    As a DM I’m always torn about level drain too. There is nothing quite so terrifying to players, which makes it a good fit for the undead, but it also screws over the PC that is drained and I end up pgiving them some way to get Restoration cast… I guess in a campaign with more come-and-go players whose PCs are not all the same level, I’d be more inclined to use it since the PCs would already be of varying levels, but in a regular campaign it is disruptive.

    • Thanks! Yeah, I haven’t been as ‘hardcore OSR’ as I thought I might be in this game, largely because the group has been a bit more stable than I’d anticipated; if I’d had a larger group with more influx of new players, I probably would’ve included character deaths, but with an average sized group of the same individuals every week, I’ve found myself fudging a bit more. Some of the dismemberment/disfigurement stuff has been more fun than just killing players off, especially the one-eyed club-footed goblin thief with only one good arm.

      One thing I’ve been thinking about for energy drain would be a fixed amount of XP lost for a hit rather than a full level, or each hit might be a session that the player would not gain XP for. I think one of the reasons why I’m so torn on the level draining in this game setting is that there are two scenarios that I REALLY want to run and knocking the players down a level will really only mean I won’t get a chance to run some of the stuff I want to run for them without drawing the game out further.

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