The Eisenmond Blade S04 – Dragon Warriors
Advancing to level 2 of the challenge, in The Eisenmond Blade from TSR’s Dragon Quest, going from Hackmaster which resulted in a TPK, will be Dragon Warriors. I’m trying to stick to a similar “vibe” between the various rulesets in level 1 and 2 of the challenge – doesn’t mean I’m going to be successful. Dragon Warriors reads classic D&D-esque rpg, with hit points, levels, classes and everything, so I figure it will be a good fit.
Since there was a TPK, I won’t be trying to convert characters or anything, I’ll just generate new ones. Furthermore, since it was a TPK, the party won’t carry over any magic items from the previous level (something which I absolutely forgot to do in my Zweihander session).
The Party
- Elysia Darkthorn, female, Assassin (11,15,14,14,11) 7 HP, Att 13 Def 6, MDef 4, Eva 6, Ste 18, Per 8. Special Abilities at 1st Rank: stealth, combat technique (armour piercing), skill (pick lock). Initially equipped with backpack, staff, sword, crossbow, case containing five quarrels, padded armour, miscellaneous equipment (rope, climbing gear, hand lantern, flint-and-tinder, etc), 3-30 florins. Background: Townsfolk menial.
- Sir Reynald Ironheart, male, Knight (17,13,9,9,11) 13 HP, Att 15, Def 9, MDef 3, Eva 5, Ste 13, Per 5. Special Abilities at 1st Rank: track, armour expert, ride warhorse. Initially equipped with plate armour, shield, dagger, lantern, flint-and-tinder, backpack, 25 florins, sword. Background: Nobility.
- Alaric Shadowcaster, male, Sorcerer(10,9,12,13,10) 6 HP, Att 11, Def 5, MAtt 16, MDef 6, Eva 3, Ste 13, Per 5. Special Abilities at 1st Rank: spellcasting. Initially equipped with lantern, flint-and-tinder, backpack, dagger, shortsword, 20 florins, potions of Healing, Replenishment. Background: Townsfolk trade (Merchant).
The Adventure
For the last week, Torlynn has been shaken by earthquakes. The evil beneath the mountain is stirring and you have been unable to find any trace of the missing Eisenkern. Just as you are on the verge of giving up, a messenger arrives and asks you to meet with the Burgomaster at once. You travel quickly to his home and he greets you with a smile and warm handshakes all around.
Gustovan says “Good news, my friends! I have received word of the Eisenkern. It seems that the goblins sold it to a travelling group of orcs. The orcs were headed down into the valley, but they never completed their journey. Not far from their home, they were attacked and the Eisenkern was stolen.
My scouts have given me the location of the thief’s hideout. It is an old, ruined castle about two days ride from here. You must go there at once and recover the Eisenkern. If you fail, all of Torlynn may soon be destroyed!”After a rough trip, you have reached the ruined castle. It is nestled in a thick wood and difficult to get to. Whatever happened to destroy this keep must have been horrible. Most of it has fallen into towering piles of rock.
After a short search you found a break in one of the still-standing areas and entered.
You have stepped into what was once a kitchen. The broken remains of a large fireplace stand along the far wall. The floor is littered with dust and pieces of broken rock. A cracked doorway leads deeper into the ruin. It seems to be the only exit from this area.
Note: again I have to warn the reader that there are huge mechanics text blocks. Zweihander combat is very crunchy, so I'm giving the reader an opportunity to read this as an example, or just skip it and jump to the narrative sections.
A. Dining Room
This area was once a beautiful dining room. Now the formerly grand decor has fallen into ruin. Bits of broken furniture are scattered about the floor and rotting old paintings hang crooked on the stone walls.
The air in here is thick and musty. Flies buzz about and little beetles scurry out from under your feet. In the center of the room is a pile of three bodies-perhaps the last group of adventurers to explore this place! They appear to have been stripped of all their weapons and valuables, tossed in a heap, and forgotten.
Supposedly the group must disturb the zombies in some manner. I can think only of one thing that make sense that could cause the party to disturb the zombies. Perhaps the assassin notices the Dragon Fang blade in the belt of a corpse and attempts to grab it.
Elysia: Perception: 14/8: Failure.
Q: Do the heroes disturb the corpses in some other manner? (unlikely)
A: No, and they move to the next room quickly.
B. Wide Hallway
This is a short, wide hallway. This area seems to have been saved from the violence that destroyed the rest of the castle. The dusty old tapestries that hang on the walls are the only sign that time has passed since the castle was left behind.
In the corner there is a crystal ball. I decide that noone will look into it.
Amidst this tranquil respite, a crystal ball catches the party’s attention, nestled unassumingly in a corner. Its ethereal glow dances within the confines of the glass, a potential harbinger of secrets. However, a collective decision echoes through the party – a tacit agreement to avert their gaze, leaving the mysteries within the sphere undisturbed. The hallway remains undisturbed, and the crystal ball holds its enigmatic silence, a testament to the party’s caution in the face of the unknown.
The dungeon splits here in two directions. There is nothing to guide the party right or left, so I'll randomly decide where they will go.
They will head East, to Room C.
C. Slide Trap
This is a plain and narrow hallway. The floor has been polished smooth and so have the walls. They seem almost like mirrors.
This entire room is a big trap. As soon as one of the heroes reaches the middle of the hallway, it tilts and becomes a dangerous slide. Any heroes in the hallway when this happens are dumped out in room D just inside the door.
D. The Spider Pit
The slide dumps you into a roughly dug chamber beneath the castle. The floor is knee deep in some bitter, evil-smelling black slime. The air smells like rotten eggs.
In the center of the room, a large black spider rises up from the sludge. It’s eyes gleam and sparkle like jewels and its jaws drip with poison that hisses when it hits the black liquid below. A more horrible monster than this would be hard to imagine!
| Name | Initiative |
|---|---|
| Elysia | 15 |
| Sir Reynald | 13 |
| Alaric | 9 |
| Giant Spider |
Round 1
Sir Reynald attacks the spider with sword: 14/(15-2): Miss.
Elysia attacks the spider with sword: 18/13: Miss.
Alaric attacks the spider with shortsword: 9/11: Hit: Armour bypass: 5/1: bypass: damage: 3 points. Spider has 3 health points remaining.
Spider attacks Sir Reynald with mandibles: 2/(15-9): Hit: Shield Parry: 5/1: Failure: Armour bypass: 6/5: bypass: damage: 3 points. Sir Reynald has 10 health points remaining. Poison save: 11/18: Sir Reynald saves against poison. Sir Reynald failed to parry the venomous bite with the shield, it bypassed his plate armour, but he withstood the poison and only got the biting damage.
Round 2
Sir Reynald attacks the spider with sword: 18/(15-2): Miss.
Elysia attacks the spider with sword: 8/13: Hit: Armour bypass: 5/1: bypass: damage 4 points. The giant spider is slain.
The heroes find a suit of a ring of invisibility (Saurian Ring), and an enchanted suit of leather armour (Kumakawa), both are worn by Elysia.
In the first heartbeat of conflict, Sir Reynald, embodiment of noble valor, brandishes his sword with swift grace, seeking to sever the spider’s connection to life. His blade, however, meets only empty air as the arachnid, agile and cunning, eludes the knight’s advance. Elysia, the shadow in the dance of combat, attempts a deadly strike, yet her sword finds no purchase on the elusive spider’s exoskeleton.
In the arcane echo of steel clashing, Alaric, the wielder of mystical forces, steps into the fray. His shortsword, enchanted with otherworldly might, pierces the spider’s defenses, bypassing its natural armor. A venomous retaliation ensues, the spider’s mandibles sinking into Sir Reynald’s form. Despite the knight’s valiant attempt to parry with his shield, the creature’s fangs bypass the plate armor, inflicting a biting wound. Yet, Sir Reynald, with an indomitable will, endures the venom’s poison.
The battle unfolds in a symphony of steel and shadows. Sir Reynald, undeterred by the previous miss, once again seeks to dispense justice with his sword. Yet, the spider, an embodiment of arachnid grace, evades the knight’s strikes. Elysia, the silent dancer of death, takes advantage of an opening and delivers a decisive blow. Her sword cuts through the air, finding its mark on the spider’s vulnerable underbelly. The creature, unable to withstand the combined assault, succumbs to the heroes’ might.
As the dust of battle settles, the spoils of victory reveal themselves. Elysia, donned in the newly acquired enchanted leather armor (Kumakawa) and adorned with the Saurian Ring of Invisibility, stands as a testament to the triumph over the monstrous adversary. The heroes, victorious yet cautious, stand prepared for the challenges that lie ahead in this forsaken castle.
E. Gate House
In the days before the castle fell into ruin, this was the main entrance, called the gate house. A twisted iron gate blocks the exit. It would be impossible to clear out the dirt blocking this doorway without a great deal of effort and time.
Now this room is used by the monster that lives here, to keep it’s pet wolves! Two of the largest meanest wolves you have ever seen snarl and growl at you. Bones that are obviously the remains of the wolves’s past meals are scattered all over the floor.
As they charge toward you, you can’t help but wonder if you will be their next dinner.
These beasts are actually dire wolves.
| Name | Initiative |
|---|---|
| Elysia | 15 |
| Sir Reynald | 13 |
| Alaric | 9 |
| Wolves |
Round 1
Elysia attacks wolf 1 with sword: 4/(13-3): Hit: Damage: 4 points: wolf 1 has 6 health points remaining. Her invisibility is broken as she attacks.
Sir Reynald attacks wolf 2 with sword: 15/(15-3): Miss
Alaric attacks wolf 1 with shortsword: 17/11: Miss
Wolf 1 attacks Elysia with fangs: 20/(15-7): Miss
Wolf 2 attacks Sir Reynald: 10/(15-9): Miss
Round 2
Elysia attacks wolf 1 with sword: 11/(13-3): Miss
Sir Reynald attacks wolf 2 with sword: 4/(15-3): Hit: Damage: 4 points: wolf 2 has 3 health points remaining.
Alaric attacks wolf 1 with shortsword: 15/11: Miss
Wolf 1 attacks Elysia with fangs: 8/(15-7): Hit: bypass armour: 1/3: Doesn’t bypass armour.
Wolf 2 attacks Sir Reynald: 17/(15-9): Miss
Round 3
Elysia attacks wolf 1 with sword: 9/(13-3): Hit: Damage: 4 points: wolf 1 has 2 health points remaining.
Sir Reynald attacks wolf 2 with sword: 13/(15-3): Miss.
Alaric attacks wolf 1 with shortsword: 5/11: Hit: Damage: 3 points: wolf 1 is slain.
Wolf 2 attacks Sir Reynald: 19/(15-9): Miss
Round 4
Elysia attacks wolf 2 with sword: 6/(13-3): Hit: Damage: 3 points: wolf 2 is slain.
In the haunting confines of the gatehouse, the heroes confront the monstrous guardians – two immense wolves with an appetite for violence. The clash of steel against fur commences.
Elysia, the nimble assassin, strikes first with her sword, connecting with the flank of the first wolf. The creature recoils, wounded but not yet defeated. Sir Reynald, the noble knight, swings valiantly, yet his blade fails to find its mark on the second wolf. Alaric, the sorcerer, joins the fray, his shortsword flashing with arcane energy, but the blow goes astray.
The wolves, snarling and hungry, retaliate. Fangs bared, they charge at Elysia and Sir Reynald. However, the assassin’s agility proves too elusive for the first wolf, and Sir Reynald’s armor withstands the onslaught.
As the battle unfolds, Elysia’s sword, though swift, misses its mark on the wounded wolf. Sir Reynald, undeterred by the previous miss, manages to strike the second wolf, inflicting a sizable wound. Alaric, his arcane prowess challenged, misses his mark once again.
The wolves, resilient and undeterred, press their assault. Elysia skillfully dodges the fangs of the first wolf, while Sir Reynald’s armor proves a formidable defense against the second.
Elysia’s blade once more connects with the first wolf, bringing it to the brink of demise. Sir Reynald, however, misses his mark, and Alaric’s shortsword finds its target, ending the first wolf’s menace.
As the final wolf lunges, Elysia deftly avoids its attack.Then, her sword finds its mark on the remaining wolf, ending its threat to the party. The gatehouse, once a den of peril, falls into an eerie silence. The heroes, victorious yet wary, stand ready to face the next challenge lurking within the castle’s forsaken halls.
F. Overgrown Hallway
This is a long stretch of stone hallway that has many cracks in the walls and along the floors. Over the years, various grasses, weeds, and wildflowers have grown to cover the area. Splits in the ceiling allow bright streams of sunlight to shine in, brightly lighting the area. A crude path has been chopped through the middle of the vines, but the entire place reminds you of a green spider web.
As the heroes start down this hall, a smilodon jumps down through the cracks in the ceiling. With a roar, it springs at the heroes and attacks them.
Surprise: 5/4: Failure: the heroes aren’t surprised.
Let’s see if the smilodon detects Elysia: Elysia Stealth: 12/(18+7-14): Failure. It can sniff her out. Let’s see the marching order of the party: Sir Reynald in front, followed by Elysia and Alaric. Smilodon will jump between Elysia and Alaric.
The smilodon lets off a bloodcurling roar, let’s see who fends off the results from the heroes:
Elysia: 4/1: Failure: She will have 0 Attack and Defense for the first combat round.
Sir Reynald: 3/1: Failure: He will have 0 Attack and Defense for the first combat round.
Alaric: 10/1: Failure: He will have 0 Attack and Defense for the first combat round.
| Name | Initiative |
|---|---|
| Elysia | 15 |
| Sir Reynald | 13 |
| Alaric | 9 |
| Smilodon |
Round 1
Smilodon attacks Alaric with Bite: 17/19: Hit: Damage: 7 points: Alaric is unconscious.
Round 2
Elysia attacks Smilodon with sword: 2/(13-5): Hit: bypass armour: 8/1: Damage: 4 points. Smilodon has 21 health points remaining.
Sir Reynald steps in and attacks smilodon with sword: 2/(15): Hit: bypass armour: 7/1: Damage: 4 points: Smilodon has 17 health points remaining.
Smilodon attacks Elysia with Claws: 6/(19-7): Hit: bypass armour: 9/3: Damage: 6 points: Elysia has 1 health point remaining.
Round 3
Elysia attacks Smilodon with sword: 16/(13-3): Miss
Sir Reynald attacks smilodon with sword: 5/(15-2): Hit: bypass armour: 5/1: Damage: 4 points: Smilodon has 13 health points remaining.
Smilodon attacks Elysia with Claws: 13/(19-7): Miss
Round 4
Elysia attacks Smilodon with sword: 11/(13-3): Miss
Sir Reynald attacks smilodon with sword: 4/(15-2): Hit: bypass armour: 5/1: Damage: 4 points: Smilodon has 9 health points remaining.
Smilodon attacks Elysia with Claws: 2/(19-7): Hit: bypass armour: 12/3: Damage: 6 points: Elysia is dead.
Round 5
Sir Reynald attacks smilodon with sword: 12/(15-5): Miss
Smilodon attacks Sir Reynald with Bite: 6/(19-9): Hit: Shield Parry: 6/1: Failure: bypass armour: 1/5: Failure fangs don’t bypass the plate armour.
Round 6
Sir Reynald attacks smilodon with sword: 4/(15-5): Hit: bypass armour: 3/1: Damage: 4 points: Smilodon has 5 health points remaining.
Smilodon attacks Sir Reynald with Claws: 2/(19-9): Hit: Shield Parry: 6/1: Failure: bypass armour: 9/5: Success: Sir Reynald has 4 health points remaining.
Round 7
Sir Reynald attacks smilodon with sword: 16/(15-5): Miss.
Smilodon attacks Sir Reynald with Claws: 13/(19-9): Miss.
Round 8
Sir Reynald attacks smilodon with sword: 11/(15-5): Miss.
Smilodon attacks Sir Reynald with Claws: 16/(19-9): Miss.
Round 9
Sir Reynald attacks smilodon with sword: 2/(15-5): Hit: bypass armour: 1/1: Failure: Sword doesn’t bypass the thick smilodon hide.
Smilodon attacks Sir Reynald with Claws: 2/(19-9): Hit: Shield Parry: 5/1: Failure: bypass armour: 9/5: Success: Sir Reynald is unconscious.
TPK
In the verdant embrace of the overgrown hallway, the heroes find themselves ambushed by a fearsome smilodon, leaping through cracks in the ceiling with a primal roar. The party, though not caught by surprise, is subjected to the creature’s imposing presence.
Elysia, attempting to meld with the shadows, fails to escape the beast’s keen senses. A deafening roar rattles the heroes, its ferocity affecting Elysia, Sir Reynald, and Alaric, rendering them momentarily defenseless.
In the ensuing chaos of the first combat round, the smilodon targets Alaric, sinking its fangs deep into the sorcerer’s form. Alaric succumbs, falling unconscious under the onslaught.
As the struggle continues, Elysia and Sir Reynald valiantly strike back, inflicting wounds upon the smilodon. Yet, the creature’s retaliation is swift, and Elysia, despite her agile prowess, succumbs to the smilodon’s relentless claws.
The battle presses on, but the tide turns against the heroes. Despite their best efforts, the smilodon overwhelms Sir Reynald, rendering him unconscious. In the final moments of the struggle, the knight’s sword fails to pierce the smilodon’s hide, sealing the party’s fate.
A somber conclusion befalls the once-hopeful heroes as the smilodon, victorious in its predatory prowess, stands amid the fallen. The verdant hallway, once a sanctuary of nature’s reclamation, becomes a silent witness to the tragic end of the party’s quest within the forsaken castle.
The System
That system was a true old-school role playing game. I could see how it tried to steer away from D&D and correct some issues that made no sense. It tried to fix the hit points issue (there’s no level-creep in hit points, only 1 extra per rank), the armour vs hit roll issue (armor provides a save after you’ve been hit, shields provide a chance to parry), and has some other neat mechanics that I’ve seen in other RPGs (splitting defense bonus between attacks, d20 roll under). It also has fixed damage per weapon, which is quite odd. It played out fast. Bookkeeping was minimal (as I’d expect from any d20 style game, osr or truly old-school), and the experience was fun. However, it wasn’t without it’s issues (some attacks can’t bypass armour saves) and there wasn’t any single universal mechanic, rather a different rule for every single case.
Another minor issue was that the pdf had no bookmarking, so I spent a few minutes before playing to add bookmarks in my copy.
What about the Dungeon Crawl?
This game is meant for dungeon crawls. It has rules for surprise, illumination, saves, and treasures. The bestiary is complete, and I didn’t need to convert any monster from the adventure, as I had stats for all of them. The TPK occurred because the sabre-tooth was a menacing foe, and whenever there’s the tiniest amount of verisimilitude, this will happen.
Summary
This was a fun little excursion from the crunchier games I played in this challenge. The rolls were fewer, the results faster. It did not bring out a stronger narrative in play than other games in the challenge, but to it’s credit, it didn’t create any unnecessary effort from the player side. It definitely can be soloed, but with some extra effort to not die quickly, as the game doesn’t pull it’s punches.
Playing this during this challenge, went so easy and it almost felt like cheating. It didn’t provide any particularly new experience, but still, fun is fun.














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