Thursday 4 April 2024

Night's Dark Terror 13: Xitaqa 4, Curse You Golthar!

This is part of a series of posts with a scene-by-scene critique, appreciation, and improvement of the 1986 TSR module B10, Night's Dark Terror

The next deathtrap in Golthar's tower, room X11, is personally run by the evil magic-user himself. It appears to be a dead-end art gallery, but the paintings on the walls have peepholes in them. These allow Golthar to cast spells through them from a hidden passage that surrounds the place. If the adventurers try to remove or attack the paintings, electric traps zap them. Meanwhile, two pink jade statues of Hutaakans animate and attack. 

Clever mappers will already have noticed that the room's dimensions are smaller than the tower's outside, leaving room for additional secret areas. But this is only a convenient ambush point, not Golthar's last stand. At the first sign that the party has found the secret door leading out, he will flee up the stairs to his bedchamber.

Crafting the art gallery, from Battlin' Barrow

The setup is not described precisely, but it's reasonable that, Scooby-Doo style, the peepholes are concealed in the eyes of portraits. The stone wall is ancient and thick, but we can imagine a missing block about the size of a caster's head, so the whole face can fit in. Once a panel with painted eyes is pulled back, the peeper's real eyes can press right up to the holes. Sharp-sighted appreciators of the arts may notice that the eyes of each painting are set a little deeper than the canvas.

The secret door is also not described very well, because this is Old School writing, not Old School Revival. It makes sense that the door is behind a painting, the only one that's not trapped or holed, and that lifting the painting off its peg rotates the door open, while putting it back (or pushing the peg down) snaps the door back. Perhaps, cheekily, the painting can be of a Great Gate in a nearby city.

Golthar's attack moves, in the module-as-written using Basic D&D, are likely to be as follows. 

State of Play: He has already cast detect invisible and so, as a 6th level magic-user, has three level 1, one level 2, and two level 3 spells left. He holds one level 3 slot for Fly, and one level 2 slot for Mirror Image. He has memorized other spells to fit the strategy below.

Pre-battle: Casts shield on himself, to protect against counter-missile shooting and magic missiles

Round 1: Most likely, Golthar has surprise and starts at the far southeast end of one of the corridors. As the player characters are likely to be 4th level or below, they will be affected by sleep, and on average this will KO two 4th level or three 3rd level characters, no saving throw. If he's lucky, the whole party might go down! As stated, he also activates the statues to attack any characters left standing.

Round 2: Golthar moves to another eyehole - in general, he will want to decrease the distance between himself and the stairs. He uses his other level 1 spell, magic missile, to hit the weakest-looking foe, magic-users by preference.

Round 3: Any elves or other still-awake targets left, Golthar moves again and will try his luck with hold person.

Round 4: He is out of spells, so as written, he will make an escape upstairs.

As you can see, this is a brutal sequence that heavily stacks combat in favor of the jade statues and can lead easily to a total kill (or capture) of a party of five or fewer characters who've already been through some tough combats in Xitaqa. Capture is not the end of the road, though. The evil warlock (a 6th level magic-user, to use the Expert D&D title)  would simply kill Stephan to show he means business, and trade the remaining heroes of Sukiskyn for the fateful tapestry he seeks.

What recourse does the party have in this art gallery turned shooting gallery? I recommend allowing characters to cover a single painting with a readied melee attack, or all the paintings in their front field of vision with a missile or ranged spell, to hit Golthar as a held action when he starts chanting from behind the canvas. This will be at -4 to hit in Basic, or at disadvantage in 5th edition, but a hit in Basic will at least disrupt the spell, and in 5th will have a chance to disrupt any concentration spell he has up.

In 5th edition, the three conversion guides I've seen vary in their interpretation of Golthar. Based on other adaptations from that series I've seen, Jay Murphy's Classic Modules Today version is likely to be minimal and rely on minimally reskinned standard 5e creatures, so I didn't inspect it further; P. Daniel Johnson's Iconic Encounters adaptation, which I arrived at late, thoughtfully tackles the known issues with the module with copious notes and advice, and sticks close to Golthar's original spellbook; the Vaults of Pandius adaptation credited only to "G. M." is also minimal, but more creative than Classic Modules, and features a much stronger Golthar. What the Golthars have in common is a combination of control and damage spells, which can be applied in the same way as the Basic strategy I've listed above. In 5th edition, Golthar can shoot damage cantrips as long as he likes, so the encounter becomes more pressing. Still, he will likely lose nerve once he takes substantial damage in the face from a held missile.

The next encounter takes place in the next-up and final floor, X12, Golthar's bedchamber. As written, it's less of an encounter than a scene, and a pulp-serial cliché at that. In too much of a hurry to pick up the enormous amount of treasure and significant objects locked in his personal footlocker, Golthar, ever the drama queen, blows out one of the walls with high explosive. He then uses fly to escape, and covering his tracks, casts mirror image to create two additional flying Golthars. All this is set up to happen in a single round just as the first party members come charging up the stairs. 


Figures painted (mostly) by me; map by Elvis Spadoni

The module as written does consider what happens if the party kills Golthar (umm, yeah, an identical evil mastermind takes over in further encounters). But it's mute on what happens if he is given too much time to get away. It strains belief that the avaricious bastard will not salvage his most precious items, including the golden needle and thread that might show the way to an even larger treasure, if given three or four rounds unthreatened. The party might be slow to find the secret door, they might be slow to regroup, or some of the hobgoblins or Iron Ring goons might still be around to block the stairs. If Golthar gets away with the magic needle, there is no way to deduce the location of the lost Hutaakan city from the Sukiskyn tapestry, and no further adventure beyond selling off the white horses at last.

Maybe ... hear me out ... that's not such a bad thing? After the white herd is sold off, the adventure's next act becomes less compelling, as we will see. The players' time might be better occupied chasing some other lead, including the mini-adventures to the east that didn't fit the relentless pace of the planned events up until now.

Or ... hear me out ... Golthar intends to leave the needle in the chest.  He realizes it is easier for the party to put two and two together, than for him to lay hands on the tapestry. The Iron Ring has many eyes, after all, and the heroes will find it hard to keep their destination a secret ... But, let's not get too far ahead.

The description of the bedchamber, by the way, is really great, showing Golthar's twisted character through a set of furnishings in subtle bad taste. Our man leaves a huge treasure, over 10,000 gold coins as well as some more portable items. The coins will take 10 bearers to shift even at half speed, under Basic D&D encumbrance rules. 5th edition players have less weight to deal with but will still probably travel at less than ideal speed. Also, there's a (fabric?) scroll of the ancient Hutaakans that, if deciphered, will give a little more of an idea what Golthar is after.

So, exit the villain, one way or another. There's still a whole goblin village to get past, and possibly some Iron Ring underlings returning to the site on horseback. But assuming our heroes get back to Sukiskyn, and even if they find the secret map hidden in the tapestry, the next order of business is also plain: that herd of white horses, at long last, is going to market.

Next: On the road to Rifllian

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