Showing posts with label Godbound. Show all posts
Showing posts with label Godbound. Show all posts

Thursday, February 8, 2018

Maze of the Blue Medusa: Session 3

Our heroes once again stepped through the moonlit painting into the chambers of the former Ashen Chanterelle. It had been an eventful month. Their last excursion had led them straight to a powerful demon who could stop their heart or catch their breath in their lungs with a snap of fingers. They would have to be more careful if they were to survive this.

DMs Note: In this session, I implement a new downtime mechanic I've been working on. Because there's a solid month between each foray into the maze, I asked each player what their character did in that month, and gave them mechanical advantages for creative ideas.

The party had been busy. Kali, knowing their next journey was to a place known only as “the Dead Wedding," decided to spend the past month in Erebus, conversing with the souls of the dead [in-system: her summons' damage is rolled straight]. Eizen had been training, pushing his muscles to their limits for weeks on end [in-system: his STR score increased by 1]. Mr. Nancy, the dashing rogue, had been partying and spreading raucous stories about how Nemora romanced a vine. His tales became part of the collective consciousness, to the point that “screwing the plant" has become a common idiom for foolish behavior, though nobody knows quite where it came from [in-system: his carousing meant it was plausible that he would have seemingly-random items on his person]. Nemora, however, was hard at work in the smithy, crafting a pair of magical swords hewn from the very rocks that formerly trapped him [in-system: +1 swords, able to create a burst of bright light by hitting them together].

The heroes head to Lady Capilli's room, and from there to the Escher Stairs. Instead of heading north, as they had done previously, they use the key given to them by the dark lady to access the previously-locked East Wing. Stepping forward, they enter what appears to be a coat room, with capes, cloaks, and furs lining each wall. Nemora, wearing nothing more than the stony protrusions that maintain his modesty, decides to update his wardrobe. Reaching out to take a coat from the rack, he is startled when he instead finds a large peacock hiding amongst the clothes.

The peacock introduces himself as Zacchaeus, and immediately begins eyeing the party up and down with a discerning gaze. Nemora in particular is the focus of his ire, and he immediately demands the strange man clothe himself before he enters the wedding. Zacchaeus begins throwing random clothes at Nemora, who graciously adorns himself with a floor-length leather opera coat, velvet slacks, and a feather boa. It suits him wonderfully.

After the clothing situation is dealt with, Zacchaeus remembers his real duty and staunchly asks for our heroes invitation to the party, “presided over by Chancellor Sophronia Wort herself!" When pressed, the peacock refuses to give any more information, but luckily Mr. Nancy manages to fish a tattered ticket from his inner pocket and presents it. Satisfied that the group don't appear to be wedding crashers, Zacchaeus instructs them to head forward to catch the end of the ceremony.

The next room is a nightmare come to life. Burnt, desiccated corpses float between rows of empty chairs. Ash falls from their blackened skulls as they wordlessly converse. One floats to Eizen and extends his hand in a conventional greeting, but when Eizen takes it, the figure disintegrates. The party notices the buffet table on the side of the room, but upon realizing it is devastated -- with the exception of an eerily-pristine wedding cake -- decide not to fool with it. The four agree that this silent procession holds little prospect for them, and head south into a small side room.

In it is a table, and on the table is a small key. The key is attached to a string, which trails forth into a darkened room. From within, they hear childish giggling. Eizen, bright as he is, illuminates the room to reveal a crouching, sallow child with coal black eyes and a sadistic smile. Adorning the child's room are the skins of (presumably) other adventurers, stretched and pinned to the walls. The child lunges at the party, but Eizen manages to pin him with a well-executed grapple.

However, the wight will not be bested so easily. Its fearsome teeth dig into the flesh of Eizen's arm, and the son of Atlas feels his strength draining by the second (DMs Note: EXP drain). But the abomination can not long sustain the combined effort of four demigods with a purpose, and soon it falls. The party takes a moment to catch their breath before examining the strange display of skins. Each was pinned with several needles, and have what appears to be braile dots poked through. None of our heroes can read them, although they do make a note to return once they've done some more research.

Fishing the key from the dead boys hands, the party returns to the reception hall, where they immediately get the feeling they are being watched. They turn to see a small boy, translucent but otherwise identical to the one they just fought, staring at them. Mr. Nancy steps forth bravely, but the child is not here to fight. Instead, he simply holds out his hand, pointing further east. The party follows his lead into the next room.

They are led into a grand altar, empty save for two well-dressed, lovely figures They are caught in a timeless, frozen embrace, mere seconds from their first kiss in marriage. Dust specks lay motionless in the air, and a pebble tossed by Mr. Nancy slows, then stops before it even approaches the bride and groom. They are trapped in a bubble outside of time, and it's clear nothing can affect them until it is broken. The ghostly boy points up at the couple, and then sits down before them. He is unable to communicate further, but it's not long before the silence is broken by an unearthly shrill scream from ahead.

Suddenly, the party is confronted with what they can only assume are wraiths composed entirely of gold dust. What they had assumed was a scream was, in fact, the grinding of metal-on-metal as the forms flew around and through each other. They turned to our heroes, and we were in intiative.

Despite having first actions (in Godbound, players always win initiative unless facing other demigods), not much was accomplished in the first round. Mr. Nancy, the smooth talker, has next-to-no combat capabilities, relying on his foresight and manipulation of luck to see him through encounters. Eizen attempted to trap the wraiths in a cage of stone, but their gold-dust forms slipped effortlessly through any crack. Kali, with her dominion over death, managed to enslave a spectre, raising it as a solid-gold skeleton under her command. Ever eager to try out his new swords, Kellen attempts a strike. Though merely a glancing blow, the wraiths do recoil from the powerful magic contained within the blades.

The wraiths mount an unconventional counterattack. Two of the four rush towards Eizen's face, smothering him with a cascade of molten gold forced down his throat. His body spasms in the throes of his heroic resistance, but it is for nought. The spirits have possessed him, and immediately turn their attention to the rest of the party. The other two wraiths attack Kellen and Mr. Nancy with whirlwind-spins that strip flesh as easy as a sandblaster.

Beaten but not broken, Kellen realizes his friend Eizen has set his sights on the party. Kellen jumps to pin the giant to the ground before his mighty stone hands can close around Kali's neck. Kali in turn commands her skeletal guardian to attack while simultaneously reaping the very life from a wraith with her scythe.

Mr. Nancy picks up a stone and throws it.

Eizen's eyes and mouth are starting to bleed liquid gold as Kellen drives his fists into the titan's back. Kali looks to the remaining wraith, already weakened by her summons' attacks, and raises it as another. With a final push the last two specters are expelled from Eizen and he stands to join the party.

Mr. Nancy goes back into the wedding hall.

The combined efforts of three demigods (and two golden skeletons) makes short work of the last two wraiths. Victorious, Kali dispels her necromancy and Mr. Nancy strides forth to rejoin his compatriots. Sensing further danger deeper within the Maze, the party takes a moment to catch their breath and lick at their wounds before proceeding south.

This room is mercifully free of dangers. A single white swan floats lazily along a river of wine. The party exchanges glances and shrugs, but continues past it (making sure to disturb neither it nor the river) into a large room dominated by a brilliant crystal chandelier hanging from the ceiling. Pushing past the broken and discarded gift boxes that litter the floor here, they enter another room that has been completely impaled vertically by a vine thick as an oak tree. Kellen drops a coin past the vine, but no impact is ever heard. Eizen volunteers to climb down, and is met with a familiar sight: he is standing outside of the Rat King's chambers, deep within the garden.

In heading east, they have ended up above where they started.

Ever the opportunist, Kali marks the convenient shortcut on her map. Eizen returns to his friends, and the party continues north.

The golden engine. Designed and built by Torcul Wort as punishment for an abstract crime, the very thing that gave the dead wedding its namesake. It stands in the center of the room, formidable even in its stillness. Its purpose is to turn anything its fed into gold. It is alive, and duplicitous, and hungry.

In this room is the biggest threat our heroes have faced so far. In this room, a demigod will die.

Tuesday, August 15, 2017

Maze of the Blue Medusa: Session 2

Our Heroes

Kellen Nancy, child of Anansi. Words are Endurance, Luck, and Passion. Born of the spider gods dream, he has made it his mission to find and help the worlds most hopeless person. He has reason to believe he (or she?) resides within the maze.
Eizen, son of Atlas. Words are Earth, Might, and Sun. A thrill-seeker who has spent a lifetime travelling the world in search of fun and profit. His journey in the maze was sparked by boredom, and a lust for unique sights and experiences not found in our world.
Nemora, son of Apollo and an unnamed Titan. Words are Earth, Endurance, and Sword. Trapped in a cave by his parents at a young age, he befriended Gaia, who eventually freed him. Since then, he has wandered the lands, training in every style and stance. He has entered the maze seeking a sword with the power to kill his parents.
Kali, daughter of Hades and Persephone. Words are Death, Fertility, and Health. Born in Erebus, she knew her mothers touch only four months out of every year. After earning her freedom, she set out on a quest to find a way to give her mother the same. Missing her right leg from the knee down after an incident with the sun room, she has fashioned a makeshift peg out of vines.

A month later, the full moon rises again and the party enters the eerily still room of the former Ashen Chanterelle, now a corpse slumped against the southern wall. She hasn't begun to decompose yet, and the blisters on her arm stumps are fresh. Clearly time works differently within the maze.

Heading north, the party is surprised to find Lady Capilli is nowhere to be found. Traumatized by their last foray west ("the sun room," as they've taken to calling it), they decide to head north. This leads them to a long hallway, paved with stones forming a mural of a large blue serpent who comes to life as they enter. It whispers a cryptic poem insinuating that the fourth to cross the room will die, leaving the party with a choice: who will they leave behind? Kellen decides to sacrifice himself to the snake, but not before having Eizen chop off his arm. Kellen is devoured after the rest of the party crosses.

DM's Note: I love how this played out. Kellen sacrificing himself to allow the rest of the party to proceed is so evocative of classical mythological, and suits the tone of the dungeon perfectly.

The party finds themselves on the same rope bridges they crossed in the last session. Kellen's gambit has paid off, as his body begins to regrow from its largest part, the whole arm in Eizen's possession. This takes time, however, and meanwhile the rest of the party decides to head west and investigate the locked door. A puny non-magical lock turns out to be no match for the strength of Eizen, and soon the party is through.

In this room is a wheezing, tottering old man, and in this old man are three broadswords, run through to the hilt. Colored gas seeps from the wounds in his body and erupts from his lungs with every forced gasp. Nemora takes pity on the forgotten king and begins to remove the swords, but struggles as the gases, all that remains of the kings former knights, take corporeal form and attack the party. The knights are defeated, and the old man manages a meager "thank you" before fading to dust, and to a rest long deserved.

Investigation of the swords reveals that each was designed around a particular motif, and slid effortlessly into the scabbards built into the three thrones they found in an adjacent room. With a soft click, the lock to the door leading north from the king's chamber opened...or it would, had Eizen not crashed through it moments ago. At this point, the party decided to rest and let Kellen's form restore itself.

With the party reunited, they set out south into the sun room, making sure to go one at a time to avoid casting unnecessary shadows. This brings them back to The Gardens. Heading northwest, they enter a chamber completely overtaken by vines, twisting and weaving around a central form in the figure of a sleeping woman. As the party enters, the vines caress and slide over their bodies, leaving a trail of sticky, sweet sap. Nemora, that rakish charmer, embraces the female form which the party has christened "Vine Bae." He's been magically charmed, but doesn't know it yet. One of the other adventurers pulls him away, and with a heavy heart he and the rest proceed deeper into the overgrowth.

The room beyond Vine Bae's chamber is covered floor-to-ceiling with glistening spores that quiver with each movement the party makes. Kali takes point and, summoning her powers of fertility, withers them in seconds. Dessicated leaves crunch underfoot as the party enters the next room, a large octagon dominated in the center by a massive, beating approximation of a heart. It's connected to the ceiling and the floor by large vines, and as the party crosses the threshold three figures scramble over its surface to sit atop it.

The figures begin a verbal assault of the party. The first, a dog-like construct of twisted black thorns, accuses Eizen of leaving Kali to die in the Sun Room. Before Eizen can mount a counter-argument, the second creature chimes in. Sinister insinuations slither past its lips of dried grass; its body is that of a naked scarecrow. Nemora steps forth to defend his companion. The third monster, a dusty tangle of crushed vegetation, comes to the forefront making passive-aggressive jabs at Nemora and his friends. The combined fury of the three wears at Nemora's psyche, and he is forced to admit that, if it came down to it, he would sacrifice one of his friends to save himself.

At this revelation, the three monsters attack. Kali unleashes a plague on their plant forms that slowly strips away their very essence. The scent of burned and withered grass fills the room as Eizen summons a massive stone, swinging it with the fury and precision of an orchestra conductor. Kellen rushes forth to attack the heart, but its skin is toughened and every attack is like chopping at rawhide. Assailed by the thorn-creature, Nemora hardens his skin to an impenetrable degree and begins summoning swords from thin air to strike at the foes.

The naked scarecrow lunges at Kali, claws like razors. A nimble dodge from her is enough to avoid them, but a cloud of dust puffs up from the creature, and her head begins to spin. It seems like she can see the body of a human within the bundles of grass. She continues burning away their outer shells, but this image weighs on her mind. Meanwhile, Kellen's persistence has paid off, and he rips a large hole in the side of the heart. A viscous purple liquid begins to pour out and covers the floor of the room within seconds, rising slowly. Each of the plant monsters scream as the floracide melts them on contact. The vine creature attempts to flee, but a quick bodyslam from Nemora leaves no escape, and no survivors.

The party licks at their wounds as the poison laps around their knees. To open the doors at each cardinal direction would be to unleash a torrent of plant killer, and their past experience has shown that wanton destruction often has disastrous consequences. Eizen decides to erect a permanent thigh-high wall around the room to hold the poison, and the party continues through the door to the west.

The west door leads to a long hallway, overgrown like the rest of the gardens with thick tendrils of ivy. They weave between the cobblestones in intricate geometric patterns whose beauty is not lost on Kali. At the end of the hall are two doors facing each other, one to the north and one to the south. As Veronica's map was getting a bit crowded, the party decides to head north into a room filled with hissing pipes. At the other end is a massive, mangy rat with a twisted crown of iron and a massive pipe wrench. It cackles madly to itself and continually repeats the phrase "water, water everywhere, and not a drop to drink!" in a childish lilt. The party gets its attention and it lopes over, presenting Kellen with a large sack of severed, shrunken goblin heads. It refuses to answer any questions about itself and seems to disregard the party, preferring to fiddle more with the pipes. Kellen slips a head into his pocket before leaving, intending to present it to Lady Capilli as art.

DM's Note: I changed this area quite a bit. I removed the nursery entirely, as it served no mechanical purpose, and indeed seemed to serve no purpose other than as shock value. I also changed Carnifex from a giant toad to a giant rat, both because I felt it fit more thematically with him as a plumber and also because one of the players has a terrible phobia of frogs. Remember, know your players and practice grown-up judgment.

Before that, however, they return to the hallway and peek through the opposing door. Beyond is a large sunken chamber, its floor nothing more than a bog of waist-high mud. Several rusted pipes lead into this room, but not a drop of water runs from them. In the center of the room is a tendrilled beast rooting around in the swamp. It looks up at the party, then fishes around under the mud before pulling up a perfectly preserved corpse. The beast wraps a tendril lovingly around the corpses' head, and the corpse begins to speak.

The monster introduces itself as No-Face, and speaks congenially to the party, occasionally pausing to scoop up another corpse that may have a better understanding of the current topic. No-Face is mad that the rat demon Carnifex has disrupted the Garden's water supply, and wants it restored. It explains that Carnifex has tremendous power over causality, to the point that it can explicitly forbid a creature within earshot from taking the same action twice; this was used to devious effect on one of a corpses companions, the goblin head that Kellen took, who was forbidden from taking another breath.

The party hatches a plan to distract Carnifex long enough to redistribute the water. Kellen slyly insinuates that there is an even greater source of water in the maze, which piques the demon's interest. His insatiable greed drives him to drop his pipe wrench and demand that Kellen show him the way to the other well. Carnifex grins slyly, and the party internally debates the merit of leaving one of their own alone with a creature of unspeakable power. But Kellen has faith in his plan, and with a wink turns and heads back down the darkened hallway, with the cackling rat not far behind.

Carnifex and Kellen loop back through The Gardens. The Rat King is wary, but his greed leads him on. Kellen strides forth into the Sun Room just as the light is passing in front of him. His shadow isn't big enough to trap the Rat King: he's too large, his body too misshapen. But Kellen's the avatar of luck, and as he moves forward his cloak and pack swing outward just far enough to eclipse the demon. He falls, and the pit closes above him. His last whispered words are unheard amidst his cackling.

Kellen returns to the party, who have successfully managed to reroute the water. No-Face is thrilled, and leads the party to a secret compartment where he has stored a brittle bonsai tree. No-Face claims the tree has magic powers, and with the water flowing freely it can be nourished back to health. The adventurers return to the central corridor of the maze, making certain not to inadvertently cast a shadow over Carnifex's prison, and come face-to-face with Lady crucem Capilli. With nothing to offer but the demon's pipe wrench, the Dragon Queen is less than pleased, but accepts it after the party regales her with the story as to how they acquired it. Lady Capilli then requests another piece of artwork from the east wing, but warns that the area was the site of great tragedy and is overrun with the dead. She hands Eizen a key that will open the locked door at the bottom of the twisted stairwell, and departs.

With that, the company returns to the painting, stepping back through to the real world and beginning their plans for the next foray. They have a month to do more research.

Sunday, August 13, 2017

Maze of the Blue Medusa: Session 1

Our Heroes

Kellen Nancy, child of Anansi. Words are Endurance, Luck, and Passion. Born of the spider gods dream, he has made it his mission to find and help the worlds most hopeless person. He has reason to believe he (or she?) resides within the maze.
Eizen, son of Atlas. Words are Earth, Might, and Sun. A thrill-seeker who has spent a lifetime travelling the world in search of fun and profit. His journey in the maze was sparked by boredom, and a lust for unique sights and experiences not found in our world.
Nemora, son of Apollo and an unnamed Titan. Words are Earth, Endurance, and Sword. Trapped in a cave by his parents at a young age, he befriended Gaia, who eventually freed him. Since then, he has wandered the lands, training in every style and stance. He has entered the maze seeking a sword with the power to kill his parents.
Kali, daughter of Hades and Persephone. Words are Death, Fertility, and Health. Born in Erebus, she knew her mothers touch only four months out of every year. After earning her freedom, she set out on a quest to find a way to give her mother the same.

We began our session with the party having recently stolen the infamous painting, The False Chanterelle. The painting -- that of a naked woman chained from the ceiling in an opulent parlor room -- came with strange instructions: to explore the hallowed maze, touch this painting with a moonlit gaze. Under the next full moon, the party hangs the painting on the wall and flings open the shutter; in an instant, the painting comes to life. The woman turns her head and pleads for the party to touch the painting and rescue her. After briefly debating the relative merits of blindly trusting the words of an erotic drawing, the party decides that courage is nothing without a dash of recklessness, and steps forward to touch the canvas.

Inside the painting, the four interrogate the woman a bit more, learning that her name is Ashen Chanterelle and that she is being held here as a prisoner by Psathyrella Medusa, the warden of this place. She tells the party that she can open the locked door to the north, granting them access to the maze. However, Kali is a naturally distrustful person, and attempts to murder the prisoner nearly immediately. The other members manage to stop her from outright killing Ashen, but not before Kali has chopped off her hands. The rest of the party swiftly attempts to cauterize the wounds with a nearby torch, causing the woman to pass out due to shock. However, as the chains recede into small holes in the ceiling, they hear a click, and know that the door to the north is unlocked.

DM's Note: I deliberately changed this encounter from how it is written in the book (in which she is a treacherous backstabber who speaks nothing but lies). I knew my party would be suspicious of Ashen Chanterelle, so I decided to make her speak nothing but truths. In this way, I could foreshadow key aspects of the maze while still feeding into the players paranoia.

Ashen Chanterelle is still catatonic, however, and without the constant presence of Kali's stabilizing aura would perish in moments. Eizen hefts her onto his shoulders, and the whole party progresses through the northern door into a large, shadowy chamber. From deeper within they hear muttering, and upon approach they witness a very tall woman talking about destroying the maze. The lady, who sports midnight blue skin and a set of rams horns on either side of her head, introduces herself as Lady Crucem Capilli of Nyctopolis. After a short conversation in which she half-heartedly admonishes the party for nearly murdering an innocent captive, she requests the party bring her a piece of art from within the maze, alongside a detailed report on where it was found and what purpose it serves. With this, she fades back into the shadows and continues her conversation with herself.

Exploring the room, Eizen finds a trapdoor built into the east wall. He opens it, and immediately notices that something is wrong. The gravity inside this room has suddenly shifted, and Eizen finds himself falling sideways down a set of stairs towards the center of the new room. He swiftly rights himself and got his bearings: he is in a room with three staircases, each reorienting the gravity in the room to allow them to be safely traversed. Eizen attempts to open the door on the eastern side, but finds it locked. He motions for the other adventurers to follow him as he heads up the northern staircase.

The next room is even darker than Lady Capilli's, and the party halts before entering as they hear a light tune being hummed from within. Knowing that discretion is the better part of valor, they allow a moment for their eyes to adjust to the dark and walk forth to discover a strange, hermit crab-like creature cradling a malformed infant the size of a large dog. The shell lifts an arm to its mouth and whispers "shhh" before continuing its song, and the party heeds its warning and continues further north to a set of rope bridges.

Heading north from the bridges, the party enters a brightly-lit room dominated by half of a giant chessboard. The black pieces are all in place, minus both rooks, and on the other end of the room is a large, white, grub-like creature flailing spastically with a blunted toy sword. The party is speechless. After a spell, they attempt to make contact with the creature, but to no avail: the man-grub only babbles like a toddler and continues its forced, jerking movements. Nemora and Kellen get the idea to stand in the rook's position on the chessboard. As they do, they are immediately assailed by a psychic force. Nemora is overwhelmed and, with a forced flail, throws a sword at the grub. It misses by inches, and the spell is broken.

The players realize that something here is controlling the giant worm. Eizen moves closer to investigate and notices a strange bulge in what he assumes is the creature's stomach. With a mighty heave, he forces the grub to spit up its dinner: two stone rooks, slick with saliva. The forced flailings of the creatures limbs cease as the chess pieces are retrieved, and out of pity Eizen fashions a stone teething ring for the foolish child. Confident that this mystery has been solved, the party heads through the northeast arch to face the next challenge.

They step forth into a long room and immediately notice something is off about the floor. It's pitch darkness quivers slightly as they set foot on it, as if it were semi-solid. Several small disks float on its surface in random directions, but as the party enters they flip over to reveal large, dilated eyes and begin accelerating towards our heroes. Kali and Nemora make it across in time, but Eizen is caught in their gaze and is completely unable to move. As he begins to sink below the surface, a thorny vine erupts from Kali's hand, grasping and stretching through the room to wrap around Eizen's outstretched arm. The thorns dig into his skin, but he is pulled forth from the mire and successfully makes it across. As for Kellen, his godlike endurance renders him immune to the stony gaze of this room, and he strides across confidently.

However, all is not yet well. In the next room is a curious sight: a man with a crescent moon for a head, seated and drinking wine at a table alongside a giant hand and a mechanical fox. He sets his glass down and introduces himself as Mr. Torgos Zooth, chief servant of Psathyrella Medusa. He asks the party several questions: what their purpose is in the maze, how they are faring, if they've met anyone else here. As if under a spell, the party finds themselves unable to lie, and in their answers reveal the existence of Lady Capilli. This greatly interests Mr. Zooth, especially after Kellen mentions that Lady Capilli intends to destroy the maze. Torgos excuses himself, and his body fades away as the moon on his shoulders rapidly transitions from waxing to full to waning to gone.

At this point the party decides to head back to Lady Capilli's room and strike due west. The room they enter is a large and blindingly bright. A miniature sun rotates around the upper rim of the walls once a minute, casting long shadows on every object here. Eizen and Kali are the first to move through it, but as soon as Eizen's massive shadow passes over Kali she falls into it as if it were a pit. She sees the opening close above her, and makes an attempt to jump clear, but it's closing too fast. The light catches up to her just as her last leg is emerging from the pit, and it is cleanly removed below the knee.

Kali's screams echo through the silent maze. Eizen rushes back to help her, making certain that at no point do their shadows overlap. He manages to drag her into the next room, but she's losing blood fast. She demands that he cauterize her wounds the same as he did the Ashen Chanterelle's. Reluctantly he agrees, and thrusts a torch against the surgically-precise cleave. The smell of acrid flesh fills the air, and Kali passes out.

Nemora and Kali quickly rush across the room (one at a time, thankfully) to join their companions. Kali's scream has brought attention to the party, and from deeper within the Gardens a birdlike shriek is heard. Immediately, six dark, humanoid creatures emerge from the underbrush. Each wears an expertly carved bird mask, and communicate with each other in short chirps and whistles. They brandish their twisted rapiers and descend upon the party. The three standing party members form a protective wall between the bird men and the downed Kali. Eizen lifts his massive fists and immediately a stone cage erupts from the ground around the foes. Kellen subtly weaves fate to cause the creatures to stab each other in the immediate confusion, and Nemora begins stabbing his swords through the gaps in the cage. However, the bird men have another twist up their sleeve. The one farthest from the party begins to weave a magical cloud of darkness centered on the party, and the rest cast bolts of pure energy that rip through our heroes armor and force them on the defensive. With one member down and Nemora deeply wounded, the party decides that this is a fight that can be fought another day and retreat back through the Sun Room.

However, it becomes immediately apparent that the cloud of darkness surrounding the party functions in the Sun Room just the same as shadows. The entire room is now a pitch-black pit, and it's only through another twist of luck that the party manages to find their way back into Lady Capilli's room. Kali finally wakes from her catatonia, and immediately fashions a new leg out of fresh vines that sprout from the stump. Standing, she notices the sound of conversation from the other end of the room. The party moves to the origin of the racket and discover Torgos Zooth and Lady Capilli in a heated argument. Zooth is demanding that Lady Capilli forsake her purpose and leave the maze, but the daughter of dragons is unintimidated. Fuming, Torgos disappears, but not before warning Lady Capilli and the party that Madame Medusa will learn of their treachery.

After he departs, our heroes crestfallenly reveal that they have not found any artwork fitting the blue woman's high standards. She is disappointed, but not surprised. The party promises to further explore the Gardens in their next excursion, and with that, they leave the maze through The False Chanterelle.

Labrys Lamia

Simon Bull, 2006
The Maze of the Blue Medusa has always been a place for dangerous and unwanted things: in its halls exist malformed children of unholy unions, deadly art and architecture, and worse. Its mysteries beckon adventurers from all over; today, four have answered the call. These children of gods, brought together by chance, each seek their own answers within the maze. Little do they know that while many of its inhabitants were brought here due to the changing tides of culture, some of them are turning out to be quite deserving of their imprisonment...

I've been wanting to run this since it was released in 2016. Maze of the Blue Medusa, written by Patrick Stuart and Zak S., is a megadungeon set inside a massive labyrinth. It's a bit Stonehell, a bit Tomb of Horrors, a bit Painted World of Ariamis, and a whole lot of the weirdness I've come to expect from Patrick and Zak. Suffice it to say, I'm a fan.

The module is system-neutral, which I have decided to take full advantage of by running it in Kevin Crawford/Sine Nomine's Godbound system. In it, the characters play demigods, and the sort of world-rending power usually associated with high level play -- resurrection, shaping earth, making oneself immune to damage -- are available from the start. In most other dungeons, this would be a disastrous upheaval of the power dynamic (there's a reason all the Godbound modules I found were sandboxes), but I've found it works incredibly well with the weird, pseudo-godlike nature of most of the creatures within the maze.

That being said, I have had to make some changes to allow for a tighter dungeoncrawl experience. For those familiar with the system, this is what I've done:
  • Fray dice have been removed, as have Influence, Dominion, and the Apotheosis word
  • Each character gains 1 HP from a short rest, taking approximately 10 minutes. Random encounters are rolled during this time as usual.
  • The dungeon resets every night, so here is no sleeping within it. All characters must be outside by the end of the session or die (this is less severe than it sounds, as the dungeon is for the most part laid out on a single level).
During character creation, I asked each player three questions about their prospective demigod: who is their divine parent, how do their character normally interact with mortals, and what does their character seek inside the maze. With that, let us meet our prospective heroes...

Kellen Nancy, child of Anansi. Words are Endurance, Luck, and Passion. Born of the spider gods dream, he has made it his mission to find and help the worlds most hopeless person. He has reason to believe he (she?) resides within the maze.

Eizen, son of Atlas. Words are Earth, Might, and Sun. A thrill-seeker who has spent a lifetime travelling the world in search of fun and profit. His journey in the maze was sparked by boredom, and a lust for unique sights and experiences not found in our world.

Nemora, son of Apollo and an unnamed Titan. Words are Earth, Endurance, and Sword. Trapped in a cave by his parents at a young age, he befriended Gaia, who eventually freed him. Since then, he has wandered the lands, training in every style and stance. He has entered the maze seeking a sword with the power to kill his parents.

Kali, daughter of Hades and Persephone. Words are Death, Fertility, and Health. Born in Erebus, she knew her mothers touch only four months out of every year. After earning her freedom, she set out on a quest to find a way to give her mother the same.

Stay tuned for the next installment, dear reader.