Showing posts with label campaigns. Show all posts
Showing posts with label campaigns. Show all posts

Thursday, October 20, 2022

❄️ Waste Inferno ❄️

The Silver Warrior by Frazetta

Sound - track.

FOR CENTURIES, the frozen island of Efirene, nicknamed "Inferno", has served as the Empire's dumpster. Criminals, dissidents, deserters, or anyone looking for a fresh start took refuge in this Waste. A known secret, three competing archmages carried out foul experiments in the island, obliterating themselves (and making it more dangerous) in the process. Engadin the Enchanter, The Iron Mage, and Ralagazzam the Restless.

TEN YEARS AGO the Empire fractured into a myriad of city-states. Decadency and corruption survived the fall. Inferno, now in an awkward position, still accepts the scum on the other side of the Ocean. A brass collar inscribed with explosive runes placed on every Criminal's neck.

NOW, your sorry ass lands on the docks of Inferno, dizzy and starved after a one-way unforgiving voyage across the Ocean. A tight collar is placed on your neck. Buy your Libero state with the daunting 10'000gp fee, and with it the right to roam free, acquire land, or leave Inferno forever!

Wednesday, April 20, 2022

Ulflandia Campaign: Introduction and Overview

Index

1. Introduction and Overview (this post)
2. Ulflandia B/X House Rules
3. Influences, Yoinking and Appendix N
4. Solo Romping
5. Weather, Time, Rumors and Other Minutiae
...

What is this?

A summary on how I've been using the NOD magazines by John Stater. Specifically issues #26 and #27, and the land of Ulflandia therein. Dense and numerous, they are! Any of these NOD mags fill about 60% of what I want to have at the table, but then I need to fill in the gaps and tighten things up a bit to run the game. I added some content and modules to spice things up and sustain the campaign, details will be in other posts linked below.

We are using Old School Essentials (Classic! not Advanced) with pre-generated characters, so B/X rules*. House rules to follow in a future post. Players are level 2 right now. This group, my regulars of the Calaveras, has recently been playing Knave, Macchiato Monsters, LotFP. But we settled on "better layout terse B/X" for this romp, lest I finally nauseate them with all this system hoppery.

TL;DR: NOD magazines are a trove of good content. Any of the hexcrawls will give you years of gaming if you are willing to put the extra effort and fill the gaps.

With that said, I have no idea going in if using Ulflandia as a whole is going to work, or not. I can already say it would be an infinitely better product with an additional 5-10 page overview.

This post serves as a "how I got the sausage done". Going down the rabbit hole. Or rather "don't fall on the same traps as I did" when making and running a campaign out of the pre-made expansive hexcrawls of NOD magazine. Given the disparate range of topics, and that this is almost a conscious stream of thoughts, I decided to split it in several posts (will be linked at the top).

Overview

Ulflandia is an island region in the land of Nod (detailed in issues #26 and #27). Former elven and fey stronghold, still contains a significant presence of various fey factions, intermingled with orders of humanoids, orders of knights, pirates, sea monsters, giants, dragons, and more. Ripe for adventure!
 
We get a concise but helpful overview on NOD#26 pg1-6. Good starting point, but too concise, I would have liked to see more of it, as well as other topics covered (weather, rumors, highlighted locations, etc).
 
It clearly draws from classical fairy tale mythology, as well as Arthurian fantasy. Even if I don't own Dolmenwood, as we are all awaiting the release, its similarities with Wormskin zine make the intermingling of both materials a clever idea. Anecdotally, these 2 issues of NOD magazine predate Wormskin by just a few months (released July/October 2015 vs December 2015 of the first Wormskin issue). More on influences and other modules in a later post.

The main island is roughly 25'000 mi2, so the size of Ireland or Georgia, if we assume 6-mile hexes. This is apparently a fine assumption (I consulted with Stater in this matter), even if not explicitly written in the material.

Furthermore, a splitting in different regions is provided (see below), with enough variety to accommodate for lots of campaign starts. Each region gets a couple paragraphs of general description, a 3d6 random encounter table (with the occasional new monster, but no variety or encounter spicing), and a few major settlements listed (and their hex number).

I decided to start my group right between Coblyns and Greenwood at [4626], dropping a starter dungeon there.

Ulflandia regions

Luckily we get a "spheres of influence" overview, with the different factions that shape the land:

  • 3 religious orders (Black, Grey and White Friars), with a polytheistic pantheon**
  • 2 knightly orders (Knights of the Cauldron and Order of the Red Crosse)
  • 3 magical societies (Blue, Yellow, and Red Mages)
  • an overview of the ruler, Queen Gloriana of Ulflandia

It seems like enough, but is it? I would have liked to see a more thorough breakdown, with smaller factions thrown in, so that low-level PCs can get involved.

There are also numerous new monsters (in the overview and hexes), and spells (mainly in the hexes themselves). Many of the hexes are also an open invitation to flesh them out. Most of the city-states and towns need more detail and personalities, presented they are but a sketch. Another example is [6608], a wizard's tower, which even if with enough details, I would have to map and significantly flesh out in order to run in the game. This in my view is acceptable, otherwise this would be a brick 400 pager, at the very least.

We also get a map of the different kingdoms.

Ulflandia kingdoms

If we combine the relevant sections ins issues #26 and #27, we arrive at 112 pages of content, and 214 and 184, so 398, keyed hexes. This sounds like a lot, and it is! BUT keep in mind that the hex map is 81 x 50 hexes, so 4050 total, meaning that less than 10% of hexes are keyed (!).

I will caveat that by stating that the majority of the map is water from the Tepid Sea and Mother Ocean, so overland the ratio is definitely higher (still in the low double digit percents, for sure). And the numerous online advice is clear in holding back in adding more material or hex locations. Sparse is perfectly fine! We are interested in adventuring locales, not every little minutiae in between, and best not to overwhelm our players.

Why Ulflandia?

  • Ulflandia is an island. It is more constrained than other hexcrawls offerings, but still has a massive size. Surrounding waters promise a romp into the underused sea-faring rules.
  • Classic Medieval terms. Knights, fey, dragons, mythical beings. It has a lot of what we could call the vanilla elements of fantasy, and is fairly grounded. It is easier to gonzo up a setting than to hold it and tame it back, in my experience.
  • Easy to expand. I will have to refrain in this regard, but there are enough empty hexes and blanks to fill to make it our own through play. More importantly, many keyed hexes are an invitation to flesh them out. I'm also looking forward to domain play, hoping we reach that.

One very valid question to throw at this point is why bother with Ulflandia? Isn't it easier to roll your own hexcrawl? (and as a consequence of being both producer and consumer, knowing it inside out). Get to play Patchland would be a great exercise to finally move on with the Gygax75 challenge. Don't get me wrong, NOD is great material, there's a lot to riff of and pilfer for your own games. But here is my reasoning:

  1. Using a published setting I have a safety net, in case my creative muscles fail me, or time is scarce. Something happening a lot these days!
  2. The material ought to be more cohesive and tied up in a particular flavor of fantasy (medieval, Arthurian). My tendencies err to classic D&D-isms, and gonzo sword and sorcery instead.
  3. As an exercise, I want to see how my experiment goes when running one of these products as the back-bone of a campaign. Is it possible? Worth the effort? What would I do differently? And I couldn't find any example online of NOD being used this way (if you have a blog post, video, podcast talking about it, please comment below!)

Conclusion

I think that is all for now. Other posts in this series will come as inspiration strikes, or gaps are filled as play in the campaign demands. Hopefully someone gets some else other than me get use out of these. If nothing else, it will be valuable to document things for future reflection.

Because session-to-session play reports are something I don't have time for these days, I will only write a bare bones recap with highlights every five to ten sessions played.

...

* Initial NOD issues are written for Swords & Wizardry, but these ones are written for Blood & Treasure (I think?). Still, compact and fairly trivial to convert, they have the three saves from 3rd edition.
** Even if this is embedded in the tradition of D&D (see the OD&D Cleric), tonally it is a sore point in such a heavily Christianity-inspired setting, with a polytheistic pantheon. In this I echo the general sentiment of deltasdnd, and have mixed them with a class option in-lieu of a Zealot/Acolyte class with skill based abilities (Turn Undead, Healing, Remove Disease, etc.). I haven't done any such drastic changes as to wipe the pantheon and several factions in one swift move, I want to stay closer to the source if possible.

Friday, November 6, 2020

Calaveras Campaign Map

 

This is where our Calaveras campaign is taking place.

Every hex is 6 miles. There is sea to the west, and this map (roughly the size of Switzerland or the Netherlands) is where the adventure unfolds. There is more land to north, east, and south, so nothing is preventing them of going off limits. The focus is on three autarchies, where nations of equivalent power but different philosophies struggle for power. Natural catastrophes have been destabilizing the landscape. Plenty of dungeons and holes in the ground to recover riches and gain glory & fame.

The game started with gold=XP, but has shifted to defined goals when we changed to Macchiato Monsters. These goals get discussed at the beginning of each session, and we have a list that both me and the players can reference at all times.

To ease my work and preparation, I have dotted the landscape with known OSR modules and adventures. In here you will find: The Hole in the Oak, Tomb of the Serpent Kings, Bone Marshes, the canyon level of Stonehell, Castle Xyntillan, Tower of the Stargazer.

Every hex has an obvious landmark that gets revealed when the group simply goes to a given hex for the first time. These are interesting adventuring locations, towns/cities, etc. Then, if they decide to spend significant time and explore that hex, they get to uncover an additional "hidden" location. Six mile hexes are vast, but this is a sensible compromise that works for us and our 2-3 hour sessions.

Each terrain area has their own encounter table, usually 2d6. Entries are different and unique between for example the four different forest regions in the map.

In addition I started using a similar method as what is described here to track potential drama with the party (and making use of the prevalent Usage Dice of Macchiato Monsters). I have a list of potential drama that is likely to catch up with the party, and roll each between sessions. If the day fizzles from Δ4, the drama catches up with the party (or is no longer relevant, another adventurer group solved it, etc).

And... that is all! I might post the encounter tables or start putting the hexes in the blog, if they get a second pass to depart from the "mad scientist's scribbles" state they're at.

Sunday, August 2, 2020

OSR: The Calaveras Campaign 7

This is an ongoing Knave campaign, a smallish sandbox of sorts with new players to the hobby. Read what happened before here.

Let's look at the characters:
Zemalayou (iagson) - carrying a bow and a spellbook. Face heavily scarred and mutated. Speaks through a mouse.
Nerisse (Mo) - redhead bow-woman, who wakes up in the first visited dungeon without any memory of how she ended up there.
Angan Enge (Copernico) - beastman of the Biber Hills, assigned by Rhys to accompany the adventurers. Wants to find his family.
Hirelings/Animals - Ber (a goat that can carry their stuff)

Session 7

  • The adventurers arrive at the southern garrison's tower, a protection point in the Biber Hills. The Grim Kingdom keeps tabs with their neighbors of Diremouth to the West.
  • Short wooden walls surround the camp, as well as the tower. Broken entrance doors give way to the muddy yard. Several buildings in sight, one and two stories short. Two dead bodies in front of the central building, face down, with wooden stakes popping out of their backs.
  • They investigate the bodies (first "parking" the cargo-goat Ber). Then decide to enter that building (Grim Kingdom shield above door). Heavy smoke comes out. Feasting hall, music, and lots of people feasting in here. Big turkey with shiny knife at the center. (variation of Michael Kennedy's room, see Referee Commentary below).
    • They aren't let out of the room! The guards and soldiers get infuriated at mentions of what happened here. Food and drink are actually rotten or gone bad, Nerisse finds out.
    • Knife is found to be magical, and disperses the illusion when being held.
    • They go to the cellar from the kitchen area, all holding the knife. There, they find 3 guards (not illusions!) guarding a barrel. Dizzy and red-eyed. Heavy drug scent in here. What are they guarding? A variation of Delobia, they claim, and in spades.
  • Confrontation is avoided, and the PCs leave the scene. Then, a group of guards/soldiers charge into the courtyard, back from patrolling. Three on horse, with 5 dogs sniffing and snapping around (a lucky entry on the random encounter roll!). Angan and company take to dialogue and parlay, explain what happened, and convince the guards to join efforts to go to the basement and retrieve those drugs. Unfortunately, having authoritative figures present, Angan has to refrain from further investigating the drug.
  • Whilst this is being solved, Zem stays outside keeping watch. He spots the shadow of a big creature at the top of the watch tower. Horse-sized and with wings? The carcass of an animal (deer, pony, or similar?) gets dropped to the feet of the tower.
  • Next they investigate forge; find a dead dwarf within, again with small stakes protruding from the corpse. Small but vicious chained dog barking. Nerisse tames it with a fantastic performance of her harmonica.
  • Move north to a door with several locks outside. Unfortunately, takes them a while, and a flock of crows goes to attack them! (Hitchcock style). Nerisse takes the worst of it, but Zem throws his purse full of silver coins to distract them, and it works! (Of course it does).
    • Using the confusion, the groups hides inside another building, empty inside, which looks like soldiers' barracks. After a few moments it is decided; they will spend the night here.

Referee Commentary

  • The players liked this scenario, the interactions, and the mini-pointcrawl exploration.
  • What I did was to: 1/ grab this map by dysonlogos, 2/ come up with keyed locations (points), including a modified version of this one, 3/ make up a random encounter table. That's it, we are ready to go.

Wednesday, June 17, 2020

OSR: The Calaveras Campaign 4, 5, 6

Read what happened on the previous sessions of this Knave campaign. Things are progressing well as we close up the first dungeon crawl, and the group moves to other adventures in the region of Rietikon.

Let's look at the characters:
Pancho (Copernico) - guy with a lance, and a tendency to grab shiny stuff in front of him.
Zemalayou (iagson) - carrying a bow and a spellbook. Face heavily scarred and mutated.
Nerisse* (Mo) - redhead bow-woman, who wakes up in the first visited dungeon without any memory of how she ended up there.
Angan Enge (Copernico) - beastman of the Biber Hills, assigned by Rhys to accompany the adventurers. Wants to find his family.
Hirelings - Daniele (woman-at-arms, sword & board)
*Nerisse joined the group at Session 3.

Session 4

  • They spend a considerate amount of time debating what the next course of action is, still puzzled at the riddle from the thick prayer book: "Place something cold, my Agent, the color of our essence."
    • Zem decides to cut part of his newly lizard-like cheek to let some blood drip, to no effect (other than the damage willingly taken by the attempt).
    • They try other objects, and finally with a bit of the separating curtain get the effect of a nearby human-sized cobra to spill a red liquid. PCs are too afraid to come near it, so they move on.
  • Extremely cautious with the door to the East, Pancho starts working with his trusted lockpicks on the door. After some time (burning torches and resources), he unlocks it.
  • There, they are back at a human-sized statue of a cobra (another one) in the corridor, two gems (green emerald and red ruby) on the eye sockets. Of course Nerisse plops them out. Of course the green one turns to dust and blasts chocking poison damage to the group (albeit not fatal). Red ruby hauled though...!
  • Stairs go down, turning to the right. Stone door needs further exploration. Inside, a temple-like area, with stone statues flanking the space, columns supporting the structure, treasure scattered on the floor (coffers, bracelets, amphora). And this guy, but in a statue made of stone (cool looking obsidian sword on his hand):
This guy, but as a statue instead
  • Pancho convinces Daniele to remove the obsidian sword (treasure!), whilst Zem starts pocketing riches, and Nerisse protects the entrance with her bow.
    • Of course, the statue animates, mauls Daniele the hireling to a pulp (FIRST DEATH), and recovers the sword. PCs are fast enough to flee, and the creature doesn't seem too bothered to pursue them past this room, which they wisely close behind them.
    • ... many torches and plenty of equipment are left behind on Daniele's corpse...
  • Next room explored has another column with manacles (no skellies there this time), and a cryptic graffiti message on the western wall "Kill the False Heir!".
  • Reluctant to waste more time, after investigating the space, they move North to the only available exit. Large corridor, with rubble slowing their steps.
  • They find a new room, with 4 stone lamps, and the skeleton of a medusa on the ground with a dagger on the hand. After some investigations, playing with lighting 2 of the stone lamps, and finding some treasure below the skeleton,....
  • ... a naked kid shows up, lizard-like eyes. Shouts and commands the adventurers to leave this sacred place. Intruders!

Referee Commentary

  • Players learnt the hard way that there are fights not worth fighting.
    Running is a viable (and sometimes very advisable) strategy.
  • Timing a session is extremely hard, no matter how experienced you are running games, or how much you prepared your session in advance. Glad it worked this time!

Session 5

  • Pancho is able to convince the lizard-kid to leave them alone, arguing that they are here to help. This buys the group some precious exploration time, as he disappears leaving the adventurers to their task.
  • After several turns exploring every corner of this area and room, the group is in the brink of giving up. Including the nearby locked door spitting paralyzing darts to both Nerisse and Pancho, when trying to force it open with the lockpicks.
  • Finally, a random encounter is rolled. The dragon-lizard strikes again, this time bigger and meaner. It opens with a tongue of flames, that catch Zem unaware, so the adventurer gets his lower face burned (losing the ability to speak). We all rejoice in how scarred his face is!
    • There's a cruel and short-lived combat encounter, where let's remember, Nerisse is still paralyzed. Pancho is able to convince the creature of their good intentions, by showing it the red ruby they found previously.
  • Too hurt and frustrated at the lack of a way forward, the treasure hunters decide to call it a day, and make their way out of the dungeon. When exiting, they take a secondary tunnel, and detect a foul ogre as the owner of the barking dog, and the Dragon Skull entrance. Party (wisely) walks away from the brute undetected.
  • To cash in their acquired treasure, group wants to go to Rietikon. But it's clear, they will have to spend the night in the Biber hills. Unfortunately, they get two encounters, both with Beastmen.
    • First, just a pair of scouts in the distance. Nerisse scares them off by using her magical spell Disguise.
    • Second, during the camp at night, they get ambushed by a bigger patrol of 7. Weapons are surrendered. But they get positive reactions, and hence get an audience with the leader of the Beastmen, "Rhys".
  • Next day, some rest was taken. With the Beastmen as newly found "guides", the numerous group moves West towards the locals' lair, by a lake. Mid-way they have the unfortunate event of a random encounter with a giant eagle (!) that grabs Pancho and takes to the skies.
    • Beastmen pepper the bird with spears, and Zem gives the final blow with this crossbow.
    • Pancho however... barely makes the fall, and is carried from now on in a comatose state. (SECOND DEATH)
  • With a snail pace, dangers are avoided on the second part of the trek. Beastmen lead the treasure hunters to their lair in the cave system near a natural lake. Carcass of the giant eagle is taken as trophy. And an audience with the leader of the Beastmen is arranged.

Referee Commentary

  • I agree that players should be able to recoup from a dungeon at any point of their choosing. They were just so close... perhaps this is feedback to the dungeon I designed, and some tweaks are necessary.
  • The random encounter proved very fatal. Chance and luck are a pickle. Take precautions, be vigilant. You will die anyway.

Session 6

  • Zem & Nerisse get an audience with Rhys, shaman leader of the Beastmen of the Biber Hills. They find truce and peace, as there could be mutual benefit. She inscribes a tattoo into Zem's chest, helping him speak through a living mouse. An avatar of sorts.
  • Rhys takes Pancho's possessions as payment for their "hospitality". A sour price, but there's not much of a choice here. Promises to try and recover him. However, Nerisse takes a hard negotiation angle, sells off some recovered goods from their first dungeon delve to the Beastmen, and both her and Zem get their first 250XP!
  • Angan Enge gets introduced to reinforce the party. A Beastman hunter in search of his lost family. The floods have taken everything from him.
  • Rhys has a few quests for the group, to aid the Beastmen in reclaiming the Biber Hills:
    • Go kill the fungal midgets that reproduce like vermin! Or at least find out how they come to be. Rhys has a location for the PCs to investigate as a starting point.
    • Recover a bone hookah adorned with runes. Had a seer dream recently, and saw it on a grove of stone trees. It's undeniably important and related to the floods.
  • Marching out to explore the Hills (with re-stocked rations, rope, and a porting goat), after a couple hours they find a grey knight sitting with a greatsword at their lap. "Grey Knight of Bratum"... "failed at my quest; poisoned to death; kill me in a duel to get my title".
    • Nerisse accepts, but then starts skirmishing the knight and raining arrows on him. The knight retreats back to his post, claiming this is not the noble duel tradition mandates.
    • PCs leave him there to die... "we'll pick up his sword when he's dead!"

  • Moving on, they decide to take a de-tour to the South instead of running to the fungal midgets' point. There is an abandoned watchtower, and Angan rightfully points out "It could be a good way to scout the area for possible threats".
  • Midway there, they run into another group of scoundrels, Auriola and the Crows. Reaction roll is positive, and the groups are for talking. Auriola looks for a sparring partner, but nobody is in the mood, nor do they mention the knight. Their wizard, with a big scarf around his neck, has a speaking method similar to Zem's, but through a crow.
    • Groups exchange information; Auriola & co claim to have cleared the ruins of the watchtower already.

Referee Commentary

  • XP awarded for their first plunder was too low? They missed a big treasure haul by a hair. But hopefully this serves as a lesson to bring more hirelings/torchbearers/mules with them next time, and go better prepared.
  • They bypassed several fights. That's good. But maybe Auriola and the Crows should have imposed a more confrontational goal (what do the NPCs want?). I felt they just went past each other, and I didn't give a hard choice. But at least the players know they are not the only treasure plunders in these hills anymore.

Saturday, May 9, 2020

OSR: The Calaveras Campaign 1, 2, 3

As I already touched on here, a new campaign has started where I try to run Knave in Spanish. The players, old friends of mine, have never played a TTRPG before. So I can proud myself on being their first contact with the hobby, and hopefully a worthy ambassador?

To keep things lean and simple (one of my selling points for Knave has been the 7-page-long rules), the only additions I allowed were an extra item at character generation (choose between extra weapon, lockpicks, or random spellbook), and Snacks (once a day consume a ration during a turn of rest to regain some HP). Hopefully these help counterbalance the group being 2 3 players.

As for how I'm organizing this game, there are two main changes:
  1. I switched to Micro$oft's OneNote to keep my notes in one place. So far Markdown text notes were my jam, but the need to embed images and other media in one place made me give this a try. Let's see.
  2. On top of that, keeping an analog journal after each session has been a refreshing change. The reports below are expanded mentions of what I have in these notebook pages.

Analog notes are the future!
Let's look at the characters:
Pancho (Copernico) - a guy with a crossbow and a tendency to grab shiny stuff in front of him.
Zemalayou (iagson) - carrying a bow and a spellbook, Zem has showed good and bad judgement alike. Heavily scarred after this first adventure so far.
Nerisse* (Mo) - a redhead bow-woman, who wakes up in the first visited dungeon without any memory of how she ended up there.
New Hirelings
** - Daniele (man-at-arms, sword & board)
*Nerisse joined the group at Session 3.
*Daniele was hired at Session 2 in Rietikon.

Session 1

  • A trip on the road from Walfalkon to the hamlet of Rietikon. Word of floods and landslides in that region serve as a hook for the adventurers, with rumors of ancient ruins and sites with potential treasure.
  • They travel with a family wanting to try better luck West, and a dwarf called Gunther who's reserved and bookish. The family reduces their travel speed, so Gunther decides it's better to haste to Rietikon rather than be forced to spend the night camping, so he gallops away with his pony.
    • Zem and Pancho decide to camp with the family instead of pressing on after the dwarf. Why wouldn't they risk going on? That's their prerogative.
  • During camp, they question the family (Honk & co) to get a sense of the current mood in the region, and their motivations to moving. Selling boots and moving on, it seems?
  • Marching continues with the break of dawn, and close to Rietikon they find Gunther's saddlebags discarded near the road.
    • Copernico rolled a spyglass at character creation, so Pancho makes good use of it to scout ahead.
    • Investigating the area yields some clues. It looks like this was a violent attack perpetrated by a group. Valuables as coin and books were left on site. So of course, Pancho pockets that.
    • They decide to continue to town, escorted by the family, to check out those 3 tomes.
  • Once in Rietikon, the Pfaff Lake stands ominously by the fishing hamlet. The lake hosts an endless fog at its center, together with constant lightning. Its nature a mystery, yet it doesn't seem like a threat?
  • They get room and carp stew at The Satyr & The Carp, little more than a side cottage with some bunk beds for rent. Lon Abio, both host and major, gives them a sense of the area (and provides some rumors):
    • Landslides down South have stirred things up. Why is Walfalkon not sending help yet?
    • Beastmen are roaming the region, sprouting out like vermin after the floods.
    • A wizard passed by town going South-West to the marshes, about 2 days away.
    • There's someone in town (Enric) who might be interested in those books of yours...

Referee Commentary

  • I'm perfectly aware that this way of warming new players up is sub-optimal. But I knew these friends would be hooked, and decided to take a softer start to facilitate a broader sandbox scope.
  • Gunther's dilemma is what Phandelver's start should have been like.
  • They were given meaningful choices and a few hooks. Let's see how this continues.

Session 2

  • Books are dropped to Enric, a sick-looking fella that accepts transcribing them for profit, in the span of weeks.
  • With the profits they hire Daniele, a woman-at-arms ready for some mercenary work, and get some provisions. All is ready to venture to the nearby Biber Hills!
  • Half-way a couple with their throats cut out is found, killed on site. Few monetary valuables still on them.
  • Getting into the hills proper, the trio spends the night and gets some nearby hints but no action:
    • Beastmen seen from a distance (again Pancho's spyglass comes in handy), accompanied by a woman.
    • Landslide and unsteady terrain not far from their sleeping spot wakes them up at night.
    • An owl of titanic proportions flies nearby during the darkest of night.
  • The next day, they decide to go for the Dragon Skull of Xaxalar, a known site within the hills.
    • On their arrival, there's a column of smoke coming out of the skull's nostrils. Is someone there? There's also a tied dog at the entrance. It starts barking as the group approaches, but no one comes out with the warning. After feeding it some dried fish (a ration), it can be bypassed.
    • Inside there are some logs, furs, and discarded bones. Pancho and Daniele investigate the area, whilst Zem serves as lookout with his bow. They find a sizeable sack with teeth and fangs (priced possessions of sorts?), as well as a hidden passage below the furs!
  • Following that tunnel, after some minutes of crawling and going underground in this structure, they find the stone ruins of a complex. The closed door has a stone hand, open, instead of a handle. Zem thinks it appropriate to give it a shake. It instantly animates, crushing his hand bones and tendons. Hand is unusable from here on out!
    • Pancho takes an iron hook, gets the "shake" on the piece of equipment, but can get the door open.
  • Inside, there's a corridor with tapestries left and right, with images of serpent folk, dragons, and other creatures. Serpentine Empire, anybody?
  • The next room has a lizard skeleton, impaled on the skull by a javelin. Eyes are glowing. Shelves with moldy old tomes and parchments to the eastern wall.
  • Pancho pulls the javelin out, as Zem is investigating the books, which makes them ignite and throw a flame tongue at the already injured bowman! He passes out, face disfigured by the burn marks.

Referee Commentary

  • Glad that the group chose to feed the dog and not escalate the situation. They also took their time to check the interior out.
  • Glad that iagson learned to be more cautious from here on out when encountering bizarre dungeons.

Session 3Nerisse (Mo) joins from this session #3 on

  • Zem has been burned and is currently down. A reinvigorating Snack and attending by Daniele gets him back up and capable of adventuring, hand still a mess of broken bones.
  • Pancho scouts ahead, and in the next room finds a column with 4 sets of chains and manacles. One of them contains a sprawled skeleton, the other a ginger woman, Nerisse. Quickly freeing her with his lockpicks, Pancho questions her, but little she remembers of this place, or what brought her to it.
  • A scaly crimson lizard the size of a fat cat crawls through the ceiling, upside down, and attacks the recently recovered group.
    • Nerisse tries tossing the femur of the skeleton to another direction: "Doggy, fetch". Didn't draw the desired attention, instead the skeleton animated asking "Well, that is rather impolite. Do you mind?"
    • After a feral exchange, Pancho goes down, but it's Daniele who deals the final sword blow to the creature, that turns to ash and smoke, and disappears as quickly as it came to existence.
  • Time to question the skeleton. Nerisse takes the lead, hoping the bony figure can give some clues. "Name is Daer the fool, I used to brighten up this slumber temple in times past. I remember... a great betrayal. A thief and a mother!". He points to the Western doors claiming that the place of worship is in that area.
  • Zem moves to the North with Daniele, whilst Pancho fiddles with some locks (lockpicks! equipment!). The archer has 1 unusable arm, and a disfigured face (permanent -1 to Charisma): the (momentary) torchbearer. They find a human size stone statue of a cobra, with a red ruby on one eye socket, and a green emerald on the other. Also some stairs in front, moving down. Too psychologically scarred, and weary of any traps, Zem decides to move back to the group.
  • From here on out, moving West thanks to an unlocked door:
    • There's a chapel area with rotten benches, and a red curtain separating the room.
    • A stone tub with goo and liquid reveals to have regenerative powers. Zem quickly puts his hand in, and splashes some on his face too. Hand is fixed! But face scars get lizard scales?
    • They get attacked again by the same red lizard, bigger and stronger this time.
    • Nerisse and Zem push the basin together, dropping the liquid. The lizard vanishes as it came. Where to?
    • Behind the red curtain, a prayer room with a second stone cobra statue (this one without gems in the eye sockets), and a prayer book at the lectern. With riddles and cryptic messages, and some magic even?

Referee Commentary

  • Very happy with the group's engagement with the game and the fiction.
  • In the couple of combats we had, the players' first reaction is to look at their character sheet to look for equipment to use: net, glue, fire, etc. This fills my OSR heart.
  • I'm glad the first point of interest was a dungeon of my own design. Means it's rougher on the edges, but it gets playtested.

Sunday, April 26, 2020

OSR: New Knave Campaign

Rietikon, the Pfaff Lake, the Biber Hills, and region

I started a new campaign with 2 players who've never touched a TTRPG before. Old friends of mine. We have played boardgames, videogames, and consumed plenty of adjacent media together over the years, but never made the jump. Why? Who knows... The prompt came from one of them, so I proposed a game of Knave to test the waters (5e was being pushed, but I gently turned that down, arguing that there are better ways to get started in the hobby).

Blatantly ignoring the common advice of starting directly at the dungeon, I picked a short mystery and provided seeds and rumors, to give them a sandbox in the form of a tiny hexcrawl they could explore in future session. An excuse for me to spend 30 minutes playing with Hexkit to create the map above. They were immediately hooked and really got into the game. Asking clever questions, investigating and getting invested in the fiction. We will be picking things up again with future sessions.

Premise

A recent natural catastrophe in the Biber hills, South of the hamlet of Rietikon, has provoked brutal landslides. Incessant rain and floods. With it, Beastmen have spilled like vermin, causing turmoil in the region. Adventurers want to be first to the site, under the rumor that ancient ruins and dungeon mounds have been resurfacing from beneath the hills after the change in landscape. The promise of treasure and ancient relics, if they are cunning enough to avoid the Beastmen

A day of travel away from Walfalkon, Rietikon sits by the Pfaff Lake. The body of water borders with the neighboring Kingdom, and has fog and constant lightning at its center, a phenomena that for decades has been plaguing the body of water in a mysterious way.

To the South-West, there are deadly marshes and other settlements (and adventures) to be had. Same with the road traveling to the North along the lake.

What I plan to do

  • The PCs have arrived at Rietikon, a hamlet with ~50 inhabitants and a few moving pieces. A starting town that can be expanded and fleshed out, under the jurisdiction of Walfalkon. Not enough to overwhelm them.
  • Each hex in the map is 1 mile, so the starting area is fairly small and tractable.
  • Have created hex events and population tables for the (h)exploration. Sprinkled a bit of faction play and sites to bring it together.
  • Picked up several starting dungeons and modules, as well as a dungeon I just created for the occasion. Depending on what players end up doing, we could continue with:

Tuesday, January 14, 2020

OSR: Running Maienstein / Stonehell

Why Stonehell?

It's tough to assemble a game. My aim is to prepare one where the goal is clear, the rules are light and streamlined, and there's a big enough player base interested in playing games. This will be my first megadungeon run, and I choose Stonehell. Here's why:
  • It's dirt cheap. ~6$ for a 138 page megadungeon PDF. ~13$ for the softcover version (the first half of Stonehell, that is). I got both. Good and to-the-point writing. And if we get through that? There's a second tome detailing lower levels with the second part of the dungeon.
  • Layout is praised. And I can see why. It follows the one-page dungeon format. Seems like it would be fairly easy to run out of the book, with minimal page-flipping or rewriting.
  • Familiarity and gradual descent to strangeness. It covers the "trope" monsters and challenges one expects from a D&D game. This is good to introduce new players to the hobby. But it also gets weirder the deeper we get into the megadungeon. I like this design choice to not go full gonzo from the beginning.
  • It's got decent coverage on reddit/blogs/discords to the point that I can seek advice and guidance from the great minds on the internet.
I started running two tables of low frequency play-by-post through Discord.
This thing contains spoilers (duh..) to the Stonehell module. If you're sensitive to them, stop reading and go do something else.

 

Backdrop Setting

The premise for the game will be that player's are in an outpost town (let's call it Priebe), a good 2 days travel away from the biggest city, Maienstein. Region is full of dwarves, Maienstein being originally ruled by them. The city has contracted the Gold Griffon Curio Corporation to recover treasure from Stonehell, to finance their upcoming war against the rival port city of Seciras.

This gives me the chance to introduce an alternative for players bored of the megadungeon, and reaching a high level to go off rails. Joining a mercenary company in the upcoming war, abandoning Stonehell altogether, going into the politics of Seciras. And more importantly, a strong motivation of why the dwarves of Maienstein don't take care of plundering the riches of Stonehell themselves.

I will keep the distance from Priebe to Stonehell at 1/2 a day, and have a random encounter check to get there and back (x-in-y chance). This should be a mutating random table reflecting interesting humanoids, bandits, beasts or simple travelers, that spice up the game. Objective is not to keep the game out of Stonehell (that would be an error), but paint a picture of the setting (without front loading!) and that traveling is dangerous.

Minor Change

Level 1 of Stonehell features Kobolds and other staples of low-level adventuring. I'm fine with that focus on tropes, and will embrace it. But I will replace Kobolds with Molekin, and make them a deal more organized and unique. I dislike the 5e kobolds as little dragonkin. And it's a way to imprint the Ancestries I decided for Maienstein. Why kobolds? Choose the cute disgusting little buggers instead.

Molekin evolution, by Manuel Castañón

Rules

For ease of entry, rules will be my Knave hack, Knave++.

Keeping a reference document  available online at all times for the players is extremely important. With the rules, table etiquette, tone, and expectations too. This can be referenced during game (price lists, rules), used for character creation, etc.

There's no better advice than to eat your own dog food. At least 2-3 mechanics I want to tweak already. Inconsistencies can be ironed out. Players and friends can give excellent advice. I'm glad and blessed we can work on the game as we go.

I'm also putting together a Referee's Guide for Knave++. Which is nothing else than a compilation of my favorite mechanics and practical advice on how to run a game. Overloaded encounter die, mechanics, etc.

In this discussion we get some advice on tracking turns for depleting resources and random encounter checks when exploring a dungeon complex. Food rations, water, torches, lamp oil, etc. This is very important for this type of game. Luckily, Stonehell already has encounter tables for each section of the dungeon, and I will be using the overloaded encounter die mechanic.

Learning to Megadungeon

 
... one level at a time

Cohesiveness is important, and frankly seems to be the selling point for such a campaign. Especially when comparing to a fun-house dungeon or a smaller dungeon. Levels should have themes, in its inhabitants, architecture, and current state.

Restocking tables, to keep things fresh. If the PCs explore and clean of monsters an area, it should remain alive. Don't want to keep the PCs "cleaning" the same level over and over again, but the environment changes and mutates.
Pg 9 of Stonehell has some basic guidelines on how to restock the dungeon, and remain it an ever-changing environ.
Each level can have its own theme, but there should be a cross-section. Short cuts. Loops. Vertical connectors.

This article is a good write-up with advice on how to run these kind of games. Key takeaways are:
  1. Decide on grid vs loose mapping (and more importantly, who is doing that, the players, the referee?).
    This point is the one that's biting my ass at the moment. The game will be fully online, using Discord as the platform of choice.
    It would be fairly easy for me to clean the dungeon maps from the PDF, remove room keys, and use fog of war or similar.
    But that might be too forgiving for the players.
    So if we want to draw a map (and account for a PC or hireling doing so!), what best? I doodle the map? Should the players draw my painstaking descriptions? I have no answer.
  2. Make sure there are enough loops, and branches present informed choices for the players.
    Stonehell design leans to this structure already.
    During the game, I have to remind myself to present choices to the players.
    An interesting trick is to provide maps/rumors, and the mole market of level 1 could be excellent for that.
  3. Random encounters should be more interesting than "2d6 kobolds molekin".
    Maybe tying them to factions in the megadungeon?
    Additional roll for flavor/situation and lookup on separate table?
    How much content can I generate on the fly without over-saturating?
  4. Traps should be interesting enough to encourage interaction, but safe enough to avoid skipping them be the default behavior.
    This link provides additional traps for the megadungeon.
    • ... on a similar note, secret doors should be explained in the environment, and another opportunity for interaction with the environment. 
    • ... there should be an obvious benefit for trying to interact/overcome the trap.
      Be it treasure, a door, a key. Show 'em the carrot!

    Certainly there's a lot more to learn about the fine art of running a megadungeon like a boss.
    But baby steps, these 4 pointers (+ tracking of player resources via turns) seem like an ambitious but logical first goal.

    Given the price of the softcover, I will use it as a workbook, and just go all crazy on it. Color-mark entries (monsters=yellow, traps=green, treasure=blue) on each dungeon section page. And add post-its for each major section. This will help me reference the material when running, and spotting rooms quickly.

    Take them markers out, pal!

    Logistics

    Justin Alexander has a series of great articles about running an open table.
    They provide a great framework for me to phrase and write down the logistics to this campaign.
    • Quick Character Creation & Easy Access Systems: Knave is perfect for this! Sprinkling a couple extra random tables (Ancestry for instance) to bring forward even more OSR
    • Open Group Formation: not really the case here. But megadungeons are great it a player decides to drop off the game. Knave characters are mostly defined by their equipment (and in our case, an Ancestry and couple Knacks). So no big issue if the thief is sitting out this delve, just purchase the right equipment and cover for them.
    • Default Goal & Default Action: get treasure. Get it from Stonehell. Spend it for XP. Simple. Clean.
    • Regenerative / Extensible Content: Stonehell comprises two books, at about 280ish pages of megadungeon to explore. Pg. 10 mentions there are several opportunities to add extra custom levels/rooms (which I could do if I wanted). Restocking too. Frankly, there's plenty of game in here. Running out of content is not within my worries.
    We are doing most of the game on Discord, with rolls done with a bot, and we have a game wiki to store the character sheets and most important information.

    The biggest pain I have at the moment is with regards to mapping. Roll20 is nice as it lets me share a full blown grid map, but is very overblown for the task, and not mobile friendly (and a lot of times players post on their phones). For now I'm using google drawings, and looking for better alternatives. 

    Campaign Time Management and upkeep costs during downtime will be winged, assuming PCs have a place to stay and basic food at Priebe. A 300 day calendar (10 30-day months) seems sensible, and is easy to remember. In-game time during a megadungeon should stay fairly low, so I'm not too worried about continuity. Characters returning to Priebe will be enforced to cash in loot for XP, although I could allow an outpost if the players are really clever and resourceful about it.

    Unsorted To Do List

    Games are pretty much started, but in early stages. Very early ones. The we-are-exploring-the-canyon stage. But I'm having a blast so far. And the PbP is very suited for this sort of megadungeon play. Content will be added and fleshed out pretty much as we go. So here is a short list of things that should get done (I will link in case any develop to their own post):
    • Finalize the Referee's Guide to Knave++.
    • Find a bloody mapping solution! For Discord and mobile play.
    • Regional hexmap of the Stonehell area in the Maienstein area. Good excuse to finally use HexKit.

    Friday, December 20, 2019

    OSR: Castle Nowhere Sessions 1, 2, 3 & 4

    Because I'm a busy individual pretending to be an adult, there's been no way for me to get detailed play reports for each of the sessions of this campaign, Castle Nowhere. Insights of the reports. Instead, I will do my best to recollect the first major adventure of the campaign, which we spent exploring Ynn.

    The rules are a hack of Into the Dungeon (an Into the Odd hack), and GLOG templates smashed together. As this was a request from the players, idea was to tune the system as we go. So far it's been a breeze to run. Let's revise the characters first.

    Barry - a Barbarian with a zealot religious background. Interested in kicking ass and getting loot.
    Gwynnie - an Orthodox Wizard, whose sister was deceived by a juvenile man of the rivaling party and helped them destroy her faith's sacred temple. Really keen on learning new spells.
    Giovgia - an Orthodox Wizard with a stinky horn, that was exiled from her home in the Itean Empire and now exists on the edge of the law. Reason why she fled to Five Towns.
    Evalderer Crouser - a second zealot Barbarian, that likes to play bagpipes before going into a rage, and has a poisoned wasp (that can be thrown as a dart). Only joined the group for the last session, as a reinforcement.

    Grimewood Beginnings


    Our adventure starts in the city of Grimewood, in the North-Eastern region of Five Towns. Currently seeking rumors and adventure, and with several obvious locales to explore, the group decides to pay Caeldrim of the Silver Sages a visit. Local wizard and scholar, he surely will have something worthy for them? Gwynnie and Giovgia want to present themselves to the powerful wizard.

    Caeldrim, more jovial than this portrait suggests, by Bearded Devil
    Sure enough, the wizard has an impressive library, which attracts G&G. And a quest. For which he pays meager coin (10sp), but grants access to his library and tomes. Putting the carrot in front of Gwynnie and Giovgia for future spell research. The job?  A door appeared in the Grove of Euphoria in Grimewood. The place being a sanctum of sorts, to reflect and pray to the local deities, the Crescent Sisters. Caeldrim's apprentice, Merrick Oakblood, went through the door seeing its appearance as a sacred omen of the Sisters. Go find Merrick, and bring him back alive. If you learn why the door appeared, even better.

    With a suspicious amount of discretion (waiting for nighttime), the characters get escorted to the currently open portal, where two city guards stand post. Purple viscous membrane, Caeldrim wishes them good luck, but warns that in 24-48 hours the door will close according to his estimations!

    Barry investigates the area, looking for clues as to what caused this door opening.  A faint yellow chalk marking around the portal. Gwynnie decides to cast Hail to Dave. Pompous noble materializes, winks, and serves as scout through the portals, the PCs too suspicious to follow ahead. They wait. Dave comes back, cocky. "There's more forest ahead. Vegetation all around. And the faint noise of a clockwork? No wine though...". Barry stays true to a barbarian's credo, and opens the way, venturing through the portal.

    Through the Overgrown Gardens

    The magical gardens are ripe for exploration. The group of 3 looking for clues of the missing apprentice, they leave the door behind and start venturing into these alien gardens. First off, they come across an archery shooting range, pristine, with 3 targets and a cleaned-up skeleton, with several arrows pierced on the target and bones. As Barry starts looking into the bones, and savaging some of the arrows: a fight spills into the shooting range! Blue foxes (more the size of a wolf each...) are ferociously going at a trio of Peahawks (which are basically evolved into some sort of winged velociraptors).

    At first the battling beasts pay no mind to the PCs, but one of the peahawks gets starts to isolate itself from their group, and sights the wizard ladies and the barbarian. Giovgia quickly casts a Cacophony spell to the group, deafening and confusing most of the beasts, that quickly run away with their feud. The curious peahawk remains, now angry, confused, and goes to attack the group. Gwynnie quickly casts Fire of Judgement on the bird-raptor, giving it a fire crown, and its attacks should backfire. Barry and Giovgia go into melee with the beast, the wizard marches with its stinky horn, hurts the peahawk, that then retaliates, takes 1 point of STR of her, and then has to run away due to the Fire of Judgement spell damage. One momentary victory, the Gwynnie and Barry quickly stabilize Giovgia, they take 2 massive peacock feathers and treasure, and continue their exploration of this overgrown gardens.

    Further Exploration Giovgia's player was missing for this session #2

    After some wandering around, a neat herb garden with 14 tight rows of overgrown spices appear in front of the PCs. Two of those rows catch Barry's attention, but as he's moving closer to them, a flock of huge parasitic wasps bees come flying from the East! With enough time to hide, the group sneaks behind the nearby bushes, and ultimately flees, leaving the bees working and tending to the herbs behind.

    They continue to move carefully, and stumble upon a clearing with a 60ft diameter limestone square of ground. On the center, a fist-sized diamond. Up in a ramp in the ground, 120 or so feet away, a huge log. Half-rotten with the passing of time, and with tiny gems encrusted. A lot of things going on, and more importantly: the promise of treasure!

    Of course Barry and Gwynnie decide to investigate separately. Do split the party.
    The barbarian runs to the log and starts prying gems out of it. Quickly, the log starts coming to life, a hermit spider the size of a cart looking pissed out of it! In the meantime, Gwynnie decides to prey at that gemstone. Which is of course a trap! She gets imprisoned into a bubble of water that starts slowly floating into the air, like a balloon.

    After some struggling, Barry is able to set the log ablaze, pissing the spider off (and more importantly, providing a distraction!). He then runs to aid Gwynnie, and using of the retrieved Peahawk feathers, and with some feat of strength, is able to pull her out of the bubble alive. Gwynnie quickly casts Hail to Dave, creating a distraction for the spider (but also loosing her only magic die).

    The trap resets (and the huge diamond resets to where it was at the center of the limestone floor), and the group just makes a run for it, fleeing this bizarre scene.
    I should have used the rules for running blindly, where they advance d4-1 layers deeper. They were fleeing the site, and not looking for exact clues and trails to follow. Oh well...

    Do check before looting!

    After running their lungs out, the PCs arrive at a collection of idealized greek marble statues, right next to a chess lawn. The place is pristine, has a lamp post throwing some light, and sees an ensemble of chess pieces of the White Court arrive. Knights coming on the nighttime, reading themselves for an upcoming game against the statues.

    A jovial knight by the name of Sir Ilian turns to the PCs. With a bro-like attitude, he is in a good mood, offers his bottle of rum, and hears what these strangers have to say. Hearing about Merrick, the knight shows understanding, and agrees on giving the PCs general direction if they swear fealty to the White Court, and to bring down the Red Court, a sworn rival chess court. That didn't need much convincing; Barry jumps at this offer promptly. Sir Ilian gifts them with a handy oil lamp to continue their exploration: "Seek the Rose Maidens, not fat to the North. Be careful, they have adopted some odd superstitions".

    Merrick Oakblood... seek the Rose Maidens?

    As they start traveling North, night fully kicks in, and Barry sets himself in front with the recently acquired oil lamp. The barbarian starts noticing thorns and vines to grow quickly in front of them, a dense forest of razor sharp roses. A rose garden. The PCs will have none of it, and decide to surround the location, sneaking as best they can around it. This might seem counter-intuitive given the recent clues, but the PCs see this as a trap, and decide to avoid it. They are like shadows (all of them excelled at their Dex saves), and even avoid a flock of parasitic bees flying high in the air as they surround the area.
    At the time I thought this war an odd choice on their part. Thing is, it wasn't a trap, but the Maidens were meant to have further clues to Merrick's past steps. PCs could have taken a short cut, but at the risk of potential violence. Bypassing this was probably wise.

    Continuing North, as instructed, the ensemble travels for a longer time, and they start to cross a dense wood with an enticing and mysterious song in the distance. The deeper they go into the forest, the slower they go (and the easier it is to hide). Eventually they find the source of the singing, a group of 5 molekin that stop on their toes when they see the armored adventurers. "Snot! That's my name goodsir!", offers the boldest of them. "We need to retrieve a key important to us, up there in the tree! It will help us to take over the Myconids and claim their business.". All the molekin look up in unison, towards the top of a wide tree.

    Snot, a molekin with a goal, by Manuel Castañón
    After the PCs discuss what to do, they decide to help the little rats. Giovgia gets a head start assisted by Barry, and starts to masterfully climb the tree. Her Levitate spell also comes to the rescue. When she's almost on top, the molekin start to grow unrested, sniffing the air. A candle golem is coming! As it's a clearly visible creature, Barry and Gwynnie have enough time to hide in nearby bushes, as do the molekin. The golem behemoth continues scouting the area with heavy steps, in duty and looking for... something? Barry, again with superb skill, is able to sneak around and throw a stone in the direction the molekin hid. They start screaming and screeching, and run away (with the candle golem closely following their steps). The PCs use this opening to flee as fast as they can in the opposite direction, Giovgia taking the stash to herself.

    The PCs continue their search, and arrive to a two-story clockwork building. Before venturing any further, they decide to check the retrieved stash: a fan (acts as a regular shield if opened), a letter with clues, and a spell scroll with Obedient Stone.

    A pair of knight women leave the building, making their way to the stables behind it, and leave the area on a quick gallop. The dark of night covers most of their features. The PCs avoid them, but are puzzled as to who they are.

    After a failed attempt to to sneak into the house, they enter the building escorted by a halfling called Tomek "This is Tomek's Timeless Teahouse, welcome!". Invited by the owner, they enter the property to a welcoming teahouse, with ready pastries, and a banquet. In the far corner, with a group of bookcases, the group finds a limping young man, a bald Merrick Oakblood!

    Barry, wanting to investigate the upper floor and with an odd feeling about Tomek, is denied by the proprietor. The whole situation seems too fishy to the barbarian, so he takes his axe out and chops at the halfling! Roll initiative!

    How Axe You? Giovgia's player was missing for this session #4, but we had Evalderer join!

    Tomek reacts quickly by throwing a boiling teapot to the pastries table in front of the PCs, which summons an Ambulatory Pudding! Now Gwynnie and Giovgia have a pressing distraction. The halfling casts Mirror Image, and now with 4 illusory copies of himself, runs upstairs to the 2nd floor, with Barry at his heels.

    Meanwhile, on the 1st floor, the pudding is menacing the three wizards (Gwynnie, Giovgia and Merrick). But lucky for them, a beefy man with bagpipes and a menacing battleaxe enters the building. Reinforcements Caeldrim sent, Evalderer joins the scene.
    Over time I've come to waive characters coming/leaving if players join/can't make a session. Sure, sometimes it's not very plausible. But why delay the fun even one bit for "the right moment"?
    Evalderer also enters a barbarian rage, but before that the pudding engulfs and severely hurt Gwynnie (dipping into her STR score). It turns into a filthy skirmish, both down and upstairs. But the murderhobos are vicious to no end, and come up victorious and without fatal casualties. They kill Tomek, chop the pudding, and have some time to explore and try to loot the Teahouse before getting the hell out.

    Surprisingly cautious, they avoid the most dangerous traps, monsters and hazards in the place. The only encounter results in the PCs petting and feeding the 3 dogs Tomek kept in his lab area (reaction rolls, baby). After snatching 3 potions, some magical ingredients, and a king's ransom worth of gold, it becomes clear that Tomek was associated with the Red Court chess pieces, and that he built candle golems with/for them.

    Muffled sound of hooves. The 2 knights return! The party flees in time to avoid being caught.
    What follows is a chase back to the entrance door Caeldrim led them to. So we get to see (almost all) locations. The PCs are extremely lucky with their navigation rolls and reaction rolls from the White Court when they break the news of "As instructed, we have brought some combat to your house. Ah, and we killed Tomek.". They even had proof of the deed. Sir Ilian & co are grateful, given them a squire (=pawn) to serve as guide, and stay at the chess lawn ready to kill the knights of the Red (?) Court.
    The last encounter happened when the party jumped into 4 Myconid Composters at the herb garden, when the mushroom-people were tending to some soil. They get initially aggressive, but Evalderer has the brilliant idea of just bribing them off with the looted gold by tossing some coins to the ground and fleeing.

    With little trouble, the party returns to Grimewood with Merry Oakblood and pockets full of gold.

    Referee Commentary / Things I Learned

    Orange things above are lessons learnt. Also, ...
    • My review still holds after this mid-length adventure in Ynn. Gardens of Ynn belongs to any referee's toolbox. It's an excellent product to generate interesting locations. The random tables are just brilliant (locations, details, events... everything!). They work very well with extra material, like monsters from Into the Wyrd and Wild, or whatever fae-like material you can find.
    • In my scenario, I dropped the hint that the door to Ynn could close after only a few days, before the PCs went in. This clear direction made them not want to stay and explore further, or get lost in the place. This might have been a mistake, and a missed opportunity to go deeper into the module.
    • Faction play was small (White / Red Court of the chess pieces), but had a profound impact on the final outcome, and the players capitalized on it.
    • My criticism of an overabundance of beasts in the initial levels of the Gardens still holds. I tried to mitigate this by introducing more humanoids the PCs could interact with (the molekin, Tomek), to good effect.
    • Tighter mechanics on how to sprint through locations or do a chase sequence would have been helpful. The finale felt a bit rushed, and I should have put higher stakes on the table.

    Tuesday, November 12, 2019

    Knave Ancestries for Maienstein / Stonehell

    A setting can be informed and presented to the players through several means. Probably the worst one is prescriptive, with a lot of given names, and with pages and pages of (for play mostly) irrelevant lore. What happens at the table is key. What directly concerns the characters is key. The rest, although interesting for the referee to build, takes a distant second stage.

    One excellent way to create a setting is answering Jeff's 20 questions, which I am a big fan of.

    Another complimentary one is with the available list of Ancestries (I personally prefer this to the term Race). Ancestry should be rolled for, and not chosen. The campaign's available Ancestries inform the civilizations present in the country/continent/barony, and we can distribute that with the dice choice. 2d6 is excellent. The following table is adapted from this Skerples table.

    The following table is meant for my Knave hack for a Stonehell megadungeon game I have in the workings (see games I want to run). It informs the Maienstein region within Five Towns, full of dwarves and mountains. Players choose their Ancestry randomly by rolling. It also shows the likelihood for someone of said Ancestry to become an adventurer, dungeon delver or treasure hunter (or in the case of Fauns and Jotuns, there simply aren't many of them). Below there are visual hints, a bit more description, and facts about each Ancestry in my Maienstein - Five Towns setting. I hope to get this Stonehell game ready soon!


    2d6 Ancestry Improved* Bonus Malus
    2 Faun CHA Eat half as many rations Cannot tell the direct, blunt truth
    3 Spiderling INT Can secrete 30' of rope per day Cannot see more than 30'
    4-5 Dwarf CON No penalties for broken or hilly terrain Pervasive, unique stink
    6-8 Human Choice Start with 1 extra Dungeoneering Gear item Disadvantage to resist being mutated or transformed
    9-10 Halfling DEX Can have 2 Snacks** per day instead of 1
    -2 Inventory Slots
    11 Molekin WIS Can crawl through narrow spaces Save vs Fear when alone
    12 Jotun STR Can see details at a great distance Massive. Disadvantage to stealth rolls

    * An Improved stat means that at character generation you give a +1 to the relevant stat.
    ** Snacks in this context is basically eat a ration to regain some HP, a little rule of my Knave hack Knave++

    2 - Faun

    Fey touched creature, by Oliver Wetter

     Elder Faun, by Darya Kozhemyakina

     

    • Lifespan: up to 200 years, adulthood at around age 30.
    • Size: most Fauns go above 6 feet tall, with slender and thin figures. They don't need much food. Some rumor they feed on other creatures' truths.
    • Sample Names: Ekaraj, Yadav, Praveen, Uttam, Rojina, Nikeeta.
    • Features:
      • Antlers on the head and hooves instead of feet. Pointy ears due to their obvious Fey lineage.
      • A mock within Fey society, but mystic and respected within mortals. Since Elves became almost extinct, Fauns are slowly taking their place as graceful alien creatures from another place.

    3 - Spiderling

    A Spiderling called Sister, by Bearded Devil
     
    • Lifespan: (same as a Human) up to 70 years. When a Spiderling dies they turn to webs, which ultimately crumble to dust. Their souls return to the ether web, to be cleansed of any memory, and return as a new egg to start a new life.
    • Size: average at about 5 feet tall.
    • Sample Names: Abby, Nicolette, Clothilde, Laetitia, Victoire.
    • Features:
      • Many eyes, and with that many inputs it makes it hard to process. Therefore a Spiderling's sight is considerably weak. Huge bottom, due to their spider heritage.
      • Spiderlings are linked to each other by the ether web, and can connect telepathically to one another. They share this trait as a hive-mind.
      • Their sex is fluid and non-binary. A Spiderling can change it at a thought's notice to whatever suits their wishes.

    4 - 5 Dwarf


     
    Dwarf by Sergio Artigas
    • Lifespan: on average a Dwarf lives up to 300 years. However, dying of old age is proof of a life not lived to the fullest, and is seen as a disgrace. Greybeard being a derogatory term. As a consequence war, drink and smoke are performed to the fullest.
    • Size: between 4 and 5 feet.
    • Sample Names: Ulrik, Harnof, Ilga, Olov, Alvin, Lizette.
    • Features:
      • Stocky and heavy, with secure footing.
      • Admirable resistance to drugs and narcotics, which they gladly put to the test at any chance.
      • Both male and female boast over their impressive beards. They might be hard to tell apart for Humans.

    6 - 8 Human


     
    Always ready! Humans by Charles Lin
    • Lifespan: on average a Human lives up to 70 years, although lifespan varies greatly.
    • Size: between 5 and 6 feet tall. But humans come in many shapes and forms.
    • Sample Names: (in the Maienstein region) Eros, Mendaur, Didako, Ibon, Antonia, Latxa.
    • Features:
      • Capable of the best and the worst, humans are versatile and work best in groups.
      • They helped consolidate Five Towns as a distant region of the Itean Empire, the obedient ants of Nemes, the Immortal Empress.

    9 - 10 Halfling


    Halfling by Cale Fortin
     
    • Lifespan: Halflings live up to around 90 years of age. Larger lifespan than Humans, but shorter than other Ancestries.
    • Size: average of about 3 feet, they are light and nimble. Obviously, hairy feet.
    • Sample Names: (same as Humans) family name is far more important: Ironheart, Buttercheeks, Potter, Nimblefeet, Jamjar.
    • Features:
      • Nimble and petite, halflings are in general weak due to their size.
      • Jovial and talkative. Surprisingly loud voice. The center of any party. Some find that amusing, others abrasive.
      • Halflings integrate well into any society and civilization, and are seen as a necessary boost to morale in any group, town, or city.

    11 - Molekin


    Molekin evolution, by Manuel Castañón

     
    • Lifespan: Molekin are short lived given their high mortality rate. Known to die at around 60 years on the rare instance of passing away of old age.
    • Size: between 2 and 4 feet tall, they average at around 3 feet.
    • Sample Names: Snot, Pimple, Cough, Stye, Rash.
    • Features:
      • Stronger than their size might suggest.
      • Molekin live in large communities underground (tunnels, abandoned dungeons, mines, etc.), where they spread like vermin. Isolation breaks their minds.
      • Molekin gladly take leftover jobs of any society: tending to sewers, cleaning stables or piling fertilizers. Hard time integrating.

    12 - Jotun


    Jotun Hunter, by Mark Hretskyi

     

    • Lifespan: Jotuns live exactly 100 years. As they age, their bodies start to slowly turn into stone. A Jotun dying of old age is a culmination of this process, and their statues are priced treasures within Jotun society.
    • Size: Jotuns have the blood of Giants flowing through their veins. Ancient unattended children of these behemoths, they boast a considerable size between 7 and 8 feet.
    • Sample Names: Boulder, Tusk, Flint, Drift, Mist, Steam. Jotuns take as name the first object they remember from their childhood.
    • Features:
      • Tall and strong, very acclimated to great heights.
      • Eyesight as good as an eagle's. Some have antlers, others don't.
      • Jotuns live in sparse remote areas, and are suspicious of intruders, strangers, and travelers alike.