Recently, I ran two and a half players through the adventure Lair of the Lamb by Arnold K. We had a damn good time of it – or I did, at least.
This adventure is free-to-download, though Arnold asked
that anyone who runs it provide a summary of their experience. This is that summary.
Beware spoilers for the Lair of the Lamb, obviously.
I also made several errors while running this adventure. You may notice them while reading. I don’t think they lessened our enjoyment of the adventure, but they do make our experience with it less true-to-text. I will likely reflect on these errors in a future post. For now, I will try to keep this post descriptive and non-evaluative.
Each player made four characters. Player one created
Lyrathil, Arthuit, Legoland, and Lizbeth. Player two made Benny, Thomas,
Oswald, and Martha.
Their characters awoke in a dark chamber. All of them
were hogtied with ropes except one, who found a knife trapped beneath her. They
began cutting their ropes and working their way free when a creature came down
the hall, smelling of ammonia. They couldn’t see the creature, but the
characters in one bowl felt Oswald’s entrails spill out and heard Oswald scream
as he got eaten. The survivors ran towards the light at the end of the hall.
At the end of the hall, they found a lit torch. The
characters then carefully travelled east around a pit and north to a fountain,
where they found water. The fountain was a dead end, however.
As they exited the fountain, they saw a mud-covered shape
moving and crying out in the bottom of the pit. Panicked, they ran east through
the Crab Mural and busted down a locked door. Beyond they found a group of
sleeping, prune-skinned priests bathing in pools of warm water.
Curious, one of the characters reached out and tried to rouse
one of the priests. The priest shouted in alarm. As the priests’ raisin-like
bodies jumped from the pools, the characters raced up a set of stairs to the east.
Breathless, the surviving characters slammed the doors
shut behind them. On the other side, they found two sallow-skinned humanoids
dressed in fine clothes staring at them. They looked undead.
Frightened, Benny bolted down a hallway to the east, but quickly
disappeared down a trapdoor with a splashing sound. Thinking quickly, the rest
of the characters offered to let the undead eat Benny if the rest of them could
go. The characters even offered to help the undead get Benny out of the pit.
The undead agreed, as Benny would be even “juicier” after soaking in the pit’s
water.
One of the undead left and returned with a rope. While
one undead held the trapdoor open, the other undead worked with the characters
to lower a rope into the pit where Benny swam. Just as Benny emerged from the
hole, the characters pushed one of the undead into the pit. The other shrieked.
We ended the first session there.
///
We had a third player join us for the second session.
Considering that the first two players each had three characters left, we let
him roll up three characters. They were dwarf sisters named Dimira, Durthina,
and Dundra.
Just as the characters shoved the undead humanoid down
the trapdoor, these three dwarf sisters came through the heavy doors to the
west.
In the ensuing chaos, the creature killed Dimira. As it
ate her corpse, the rest of the party jumped across the pit Benny originally
fell in. Safely on the other side of the trap, they continued down the hallway.
They encountered another pit, similar to the first.
Thomas and Durthina fell inside, landing in water at the bottom, while the rest
of the party jumped across successfully.
Jumping over another pit, the remaining party members
found a coffer with a green mushroom atop it. They ignored it and proceeded
north. There, they found a 20ft. wide pit with a rope strung across it, spiked
into the wall.
One party member successfully climbed across using the
rope, but not before a massive crab claw reached from the water and tried to
grab them. Not wanting to risk getting grabbed, one party member took the green
mushroom from the previous room and threw it into the water. The creature at
the bottom swallowed it, then started glowing green and thrashing around
violently in some sort of fit. In the ensuing confusion, the rest of the party
made it safely across.
///
Meanwhile, Durthina and Thomas treaded water at the
bottom of their pit in the dark. Durthina used her strength to break rusted
bars that led to a larger room with a half-dozen statues inside. Durthina could
see well enough with her infravision, though Thomas was effectively blind.
Wanting to get out of the water, Thomas climbed atop a
statue. Feeling around, he deduced the statue held something like a box. He
opened it to investigate, then choked on the poison gas it released.
Using her infravision, Durthina learned that all but one
statue held a coffer; the last held a scroll, instead. Most statues held their
coffers out or under their arms, but one statue held the coffer behind its
back.
Unable to read the scroll in the dark, Durthina opened
the coffer behind one statue’s back. Inside, she found a hand mirror, a potion that
tasted of saltwater, and a pouch of gold.
Durthina then went west into a room with another statue,
but was attacked by something beneath the water. She quickly swam east through
the door, where she found a creature splashing in the water as if in a fit.
At this point, the rest of the party heard Durthina’s cries and used a rope to haul her up (the same one the undead creature used to hoist Benny out of the water). She narrowly escaped her subaquatic assailant.
Reunited, the party progressed through the northern door
and met some strange, bipedal isopods. By sticking the handle of their
almost-exhausted torch into the wall, they also opened a secret door to the west,
which revealed a room of glowing blue mushrooms.
Using the glowing blue mushrooms as a light source, the
party progressed down the hallway to the east (carefully jumping over the pit
they detected in the floor). They came to a room with a table and a plate with
a green mushroom growing out of it, like the one they encountered before.
Opening the door to the south, the party found a room
with slightly-sinking bricks in the middle. A decapitated head lay in the
center of the room. Dundra went forward to investigate, but fell to her death
as the floor collapsed beneath her.
With that direction thoroughly eliminated as an option,
the party progressed north to a room filled with chewed bones. From here they
could see a line of decapitated heads to the north. A string of human hands
dangled from a rope above them, barely touching the tops of the heads. The characters’
teeth began to chatter as they got within eyesight of it. A set of stairs led
down on the other side of the room.
Using her knife, Martha bravely went forward cut the rope.
She swiftly died. The rest of the party then passed safely, however.
There were now three party members left: Arthuit,
Legoland, and Durthina.
After making it past the heads and reaching the bottom of
the stairs, the party was stymied by a brick wall. They could smell fresh air coming
from the other side of a loose brick, however – so they were desperate to get
through.
Without a way to destroy the brick wall, the party returned to the bone pile and tried another, boarded-up door. Beyond it, they found a large guillotine. With enough time (and a lot of noise), the party disassembled the guillotine and formed a makeshift battering ram. With it, they tore down the brick wall at the bottom of the steps and found a large room flooded with water.
About 60ft away, they could see a faint light coming around the corner. The party used the potion Durthina found to summon a large boat for themselves (they had poured some of it out on the ground earlier and learned that it summed a magical boat).
However, the boat they summoned was too large to row. They
used their makeshift battering ram to inefficiently move themselves through the
water, pushing off the various columns in the room.
They smelled ammonia. They saw a large, dark shape
beneath the water. Suddenly, some large, horrid creature emerged and took the
battering ram from Durthina’s hands. The party now had no paddle. They would
soon get eaten.
Desperate, Durthina used her potion to summon a smaller rowboat
for the party. The three of them quickly jumped inside and paddled to the light
they saw. The creature followed close behind.
They came to a room with daylight breaking through the
top. A set of crumbling stairs led to a door overhead, but the stairs were
broken 20ft. above the water. The characters began climbing the rough walls,
trying to reach the stairs.
Arthuit was successful.
Durthina and Legoland were not.
As Arthuit reached safety at the top of the stairs, he
watched as the creature consumed his last two companions. Such is the story of
how Arthuit escaped the Lair of the Lamb.