Showing posts with label the calaveras. Show all posts
Showing posts with label the calaveras. Show all posts

Thursday, April 27, 2023

On Spells, Mules, Canoes, Carts and Coin

If you check the sidebar to the left, you might have noticed that I list Basic Fantasy RPG as my poison of choice. Settling at this system as a chasis for any significant campaign play in the OSR style of gaming!

Anyways, my regular group of The Calaveras, where we jump on and off short games, story-games, etc. I'm currently running a campaign stitched from published adventures that were in my backlog, one page dungeons, and other materials. Now they are tackling The Sky-Blind Spire by Michael Prescott (Trilemma). Given the stitched nature of the campaign and our busy lives, the World and the base town of Amniposita have only been sketched out.

The characters stand at the moment at level 2 (had to enforce the rule of "can't gain two levels from one adventure" for the Dwarf Thief, so close to 3rd). They have a good change of coin! These vast amounts of wealth gained from previous adventuring are staggering. They throw off the local economy, bringing in throves of wealth.

So, how were those coins utilized and drained?

  1. The Elf Magic-User wanted to inscribe a spell scroll into their spellbook (Shield). 500gp
  2. After bribing some students at the Universarium in Amniposita, where the local Sage resides, the group found out that the Spire was in the middle of a lake. And potentially guarded by Undead? Total: 100gp
  3. Given the above (nautical nature of the location), they purchased two mules (40gp each), two carts (50gp each), two canoes (50gp each), and feeding for two beasts of burden for a week (1.4gp). Total: 281.4gp
  4. Given 2. they decided to hire two retainers, including a Human Cleric. Each requested, and was granted, 50gp upfront, plus a full share of treasure. Total: 100gp

This is only a dip on their wealth, but almost 1000gp evaporated just like that.

And I don't want to get into full accountant mode:

  • Taxing treasure brought back to town (I should, 10-25% seems plausible)
  • Or charging for upkeep costs (I hear 1% of current XP thrown around)
  • Or charging for a banker

I suppose there is no point to this post. Just wanted to get this in writing to remind myself that adventurer coin is there to be spent. Missing any carousing rules, or enforcing gold spent equals XP (not just recovered), there are still several avenues for wealth to be spent.

Also, Equipment Emporium is a great supplement, regardless if Basic Fantasy is your poison. Snatch it!

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.

Thursday, July 22, 2021

Magical Murder Mansion Review

Disclaimer

- In the interest of full disclosure I bought this with my own funds. Paid 6.99US$ in October 2019 for the PDF version of this adventure.
- Nobody is paying for this review. All of the opinions you see are my own.
- Nobody is approving or reading this post before it goes up.
- I have no relationship with any of the authors of this product.
- Also, check my review standards for more context.

This thing contains spoilers (duh..), so if you're sensitive to them, stop reading!
 

    Enter the Magical Murder Mansion

    Let's take a closer look at Magical Murder Mansion, "A Challenging Funhouse Dungeon". Writing by Skerples, with fitting illustrations by Frenden, editing by Shane Liebling, and layout by David Shugars.

    My take here serves as both a review of the module, and the broad impressions of running the adventure over the span of two different groups and 15 gaming sessions. With the first group we ran 3 sessions before the game fizzled out, using Knave. The second group (The Calaveras) however, managed to clear the mansion in a whopping 12 sessions, with lots of shenanigans and fun, using Macchiato Monsters. Despite their extreme caution and cleverness, yeah, MMM is rather unforgiving:

    our body count: 3 PCs and 6 retainers

    Product Details Quality

    The PDF comes with bookmarks, and is easy to print and annotate, since it is completely black and white. This is a core strength of all of Skerples' products, and one I greatly appreciate. Font is big and easy to read, and there is plenty of space in the margins for my own notes and scribbling.
     
    Art is a  mix of Frenden's pieces, mostly monsters, and selected public domain works. The cartoon-like quality of the former is fitting for such a tonally light adventure. My only minor criticism is I would have appreciated more of it! I get that art is expensive, but more dynamic pieces, like the one on page 12, would've been a nice addition.
     
    About the map. It's utilitarian and annotated. Most room names are self-explanatory. From the inferred reading I learned (assumed?) that a square = 10 ft, but a scale on the provided maps would have been welcomed. We get map snippets of the relevant section accompanying the room descriptions. Nice!

    Skerples encourages us to read from cover to cover, and take copious notes. And thus that's what I did. Layout is clear and functional, monsters and magic items get some italics, and cross-referenced room numbers are bolded. But, I feel descriptions could get wordy, I would've appreciated key elements been bolded or underlined, to draw attention when skimming at the actual game. Or more generous bullet point use. Is this lack a decision to hand-force the referee read the module beforehand, perhaps?
    my mad method: traps in red, monsters in green marker, treasure underlined green, monster HD on margin, purple marker things to interact with

    About the Adventure

    This is a funhouse dungeon, citing inspiration in classics like Tomb of Horrors, Tegel, or White Plume Mountain. I've played the former, and ran the latter. However, MMM does have a distinct feature separating it from those touchstones. It tries to make sense and justify its bizarre attractions.
     
    There is a two page introduction, covering important bases: what this is, who is it for, adventure hooks, and also important details like unorthodox ways to enter the dungeon (since it's a mansion, there are many!). I wish other adventures would take notes of a nice introduction like this one. One thing I'm missing is an overview of the treasure and magic items, something I've complained about in the past, and where Necrotic Gnome took note. This is a minor quibble, and in fairness a ballpark to treasure in the dungeon is given, as well as assumed HP and damage levels for PCs. The introduction is well above most.
     
    The adventure proper is a hefty undertaking for any group, falling into the kilodungeon category in terms of size. 90 rooms of different sizes and content densities, and on the heavy side when it comes to interactivity.

    Careful and finessed danger telegraphing is demanded from the referee in this one. There are enough deadly traps, levers to pull, fountains to drink from, and statues/memorabilia to interact with, where failing to do so can result in dangerous or fatal outcomes. This is a must in MMM, given the sheer amount of such content. Players hate if things are capricious and absolutely arbitrary. Luckily there is a primer on how to run traps in an OSR game at the end of the product (akin to something like Quick Primer by Matt Finch).
     
    But on the flip side there are plenty of chances for the players to learn how the mansion operates, and what Mr. Nibsley favors. Carpets should be carefully poked, lifted and inspected. Ghosts are best kept at a fair distance. Also, there are plenty of chances to turn deadly traps (and in general the mansion) against its own denizens.

    It has enough absurd goodies in terms of magic items, laser guns, an accelerator, etc. to make it tougher to integrate into an existing campaign or running game, in case your players walk out with such treasure. There is good design here, several of the most bizarre and explosive curios are in the upper level. An option would be to replace that level with just room 90, also shortening the adventure after getting the four keys.
     

    Our Run

    Here I for the most part focus on the group that did the complete run, using Macchiato Monsters.
     
    As mentioned above, we ran for 12 gaming sessions. Players were ultimately successful (sans the overgrown graveyard), and secured the ultimate spellbook objective of MMM. For our slowness I blame both me and my players for taking our sweet sweet time to explore every corner of the MMM. They really left almost no room explored and interacted with. Also, our sessions are on the short side, I would say between 2-2.5 hours of actual game time.
    screenshot from Roll20; few rooms were left untouched

    A lot happened in our run. So for brevity's sake I'll condense some highlights here (in no order):

    • A sneaky doppelgänger infiltrated party, after the PCs returned to town for supplies leaving a dead retainer behind in the mansion. She's alive! (yeah...). We later had both the false retainer and a PC killed by reading a false tome with explosive runes. Self immolation; first and only TPK.
    • After blowing the blue whistle, unaware of what it would unleash, they summoned a blue behemoth. Causing great havoc amongst the veggie-mites, enough to distract them and steal their key. A PC had to play a bit the toreador role, though.
    • Sampling weapons of the futuristic armory (85: Weapon Alcove), one by one, to fend off against three not-so-hidden mimics. The rat-in-a-stick-shooting-laser-beams-through-eyes staff was a highlight for the players!
    • They convinced a complacent kiln-fired-zombie-maid to take an acid shower.
    • They used the garbage disposal sphere of annihilation hole to get rid off probably the biggest threat of the dungeon, the Callowfex, by meticulous and slow herding. This is after a previous PC died in there by the doppelgänger (see first point) pulling the lever at a capricious moment.
    • Deducing with careful note-taking, and thanks to careful reading of the 47: Record Room who the real Esmeralda is (19: Prison).
    • Quickly skadoodling out of the mole dragon's den with a pissed off and rampaging mole by "sacrificing" Sophie the thief hireling. All of this with pissed-off teeth eating feys on their heels.

    You probably can detect a pattern here. There were a lot of dangerous situations, and my players had great success in turning the mansion's traps against some of the most dangerous monsters. This emergent play is one of my favorite parts of the OSR, hands down.

    There were also a good number of "nope" situations. Where the players hesitated, decided to circle back to another section of the mansion, etc. They suspected furniture or another room feature and immediately closed the door, didn't pull the lever, etc. This of course got penalized with more random encounters, draining HP, abilities and so on. Their choice. But we had enough of these instances where I do wonder if the dungeon was too "passive". Or setting a timer to the adventure would have worked better: the manor will self-destruct in two days, the local authorities will seize the contents themselves, etc.

    To spice things up, and because I hoped to continue the game after MMM, I introduced a rival adventuring party. Against my expectations, the PCs ended up befriending them and joining forces to clear the upper workshop portion of the adventure.

    Growing Points

    A very few rooms could use some massaging. Nothing deal-breaking. Just careful reading and changing beforehand. For instance
    • 47, Record Room: this meta game gimmick has the trouble of voiding the players of useful information. Latest visitors are not listed, and I feel that could have helped the referee (for instance Esmeralda Spugs in room 19). In the first game, the group felt deflated. In the second I added that and it was a success.
    • 54, Art Gallery: there is a ton of information to hand out when describing this room and the paintings. The lack of doors to nearby rooms didn't help us resolve it.

    Non-talking monsters. There are perhaps too many, clearly outweighing those players can talk and negotiate with. My group had to deal with a considerable amount mimics, giant spiders and paper snakes. Perhaps granting a bigger role to the doppelgängers and the ghosts could have helped here? Making them proper factions? Not sure.

    Also, the aforementioned point of bolding or underlining of important room keywords to make the descriptions easier to parse during play is another quibble of mine.

    ---

    Conclusion

    This concludes the review.

    The adventure has a clear goal in what space it's trying to fill, and it delivers in spades. Increased verisimilitude compared to other funhouse dungeons was something I liked and worked well, and the main adventure structure (with the 4 keys) was well received by my players. Deadly traps and situations are not too capricious or random; clever players will be rewarded. The whole adventure evokes a Saturday morning cartoon feel.

    Plugging MMM into an existing campaign is likely tough and not advisable (too many crippling traps, or wonky magic items). We didn't do it. Rather, it should be used as a singular affair for experienced players seeking some challenge. Removing the second floor and placing the spellbook directly after the 4 keys could make it a shorter run, perhaps for a single sitting? This is pure speculation on my part.

    The PDF version is more than enough, ideal for print & play, there's really no need for a physical version. Price to content ratio is a steal, and it belongs to any OSR collection as a masterclass in the space it's trying to fill: funhouse dungeons. Very much recommended.

    Sunday, January 10, 2021

    OSR: The Calaveras Campaign 11, 12, 13

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

    The cast of characters:
    Solbion (iagson) - dwarven smith apprentice of the city of Falkcrest. On a sabbatical year, seeking to see and experience the world.
    Nerisse (Mo) - redhead bow-woman, who wakes up in the first visited dungeon without any memory of how she ended up there. Has some newly discovered Fae-powers.
    Angan Enge (Copernico) - beastman of the Biber Hills, assigned by Rhys to accompany the adventurers.
    Hirelings/Animals - Sprig, the freelancer astrologer-wizard

    Session 11

    After seeing the phantom, illusion, ghost or hologram of the robed elder in the last session, we get an immediate random encounter with reptilians (troglodytes) carrying a sack to "Old Gregg", wanting to pass by the PCs. Their reactions is weary and rude, but not necessarily hostile. They move north, past the ghost/illusion of the wizard's warning, without giving much information to the party.
     
    The next room, circular and with a the rug in the center. The players avoid stepping on it, seeing the troglodytes did that too when carrying the sack. It has passages in all cardinal directions, and they go for the studio room to the left. Exploring it reveals tiny people in jars, and a scroll of diminution as treasure retrieved.
     
    Returning to the rug room, and going further to the north. They have the suspicion the troglodytes moved to the doors to the east. Unfortunately, they are locked. To the west, however, they see some bodies at the end of the corridor. Wisdom makes the PCs avoid them and trace back their steps. Next, they decide to check the second corridor to the west, opposite one of the locked doors.
     
    There's a pit, and behind it a pile of treasure. Solbion jumps to retrieve that, only to find out that it's an illusion. Instead, there is a peacock's feather, and instructions on how to enter the realm of Ynn...! Returning, they notice (by dropping a torch) that at the bottom of the pit there is a pool of water and a skeleton floating on it. Again, caution prevails and they decide to ignore the valuables...
     
    Back in the room with the rug, last cardinal direction to check out is east. They find the statue of a hunter flanked by two hounds. The statue itself flanked by some (mildly glowing mirrors).
     

    Solbion has the clever sense to pass the open room by ignoring the statue and mirrors, looking into the floor to avoid unwanted reflections. Dwarven cunning! Unfortunately some steps ahead, past an arch with serpent motifs reveals a fearsome foe, yet another giant spider. Spells fling, spear jabs, but its a lone one this time, so they hurt it and it manages to escape through a crack in the ceiling, after a poor morale roll.

    Proceeding to two rooms that get explored, but not interacted with!
    First, a big room with several chipped statues of old nobles, and corridors and locked doors going in all directions. The body of a chocked dead dwarf near an archway. Then, a "control room" with a stone boulder on a corner, and 6 numbered levers. Again, the party ignores that, and prepare to rest for the night.

    Session 12

    Group wakes up cold from the metallic floor in the control room. Angan's condition due to the spider's poison is debilitating, the hill-man starts the day coughing blood. Lesson: don't get bit by any spider!
    Almost immediately his acorn necklace starts flaring with heat for an instant. A signal? A cry for help? An enchantment? All of these are unclear for now...
     
    They continue exploring North, following the underwater noise in search of the reptiloids. There's a skirmish with three troglodytes near the sandy river bank (they are aggressive from the get to). Decent use of glue by Nerisse to blind one, the corridor as a choke point, and some spells make this a short affair. The adventurers have the upper hand this time around. Tumcool, one of the troglodytes, agrees to present Old Gregg to the group. Angan hopes the troglodytes might have an antidote or cure for his poisoned condition.
     
    They meet with Nancy, an albino troglodyte, takes the offering the adventurers bring: the body of the dead dwarf they found a while back. Sadly, the troglodytes are not able to provide help regarding the poison, only freak the PCs out with their primitive "fresh meat" diet and hanging fish... Old Gregg is even less helpful!
     
    Moving back to a known location, they are able to capture the spider with a well-placed Roots spell by Angan, and Nerisse's ability to put it to sleep. Then the coup de grace, the carcass might help to concoct an antitoxin with the right tools, perhaps? Sprig suggests that...!
     
    Finally, they decide to move towards the corridor where they found the dead dwarf. A stone archway with tree and root motifs carved serving as ominous entrance...

    Session 13

    Last we left off.... out heroes scoundrels were exploring the archway. Solbion advances as much as possible, torch in hand. With the flickering light he's able to see black roots all around, their density increasing as the corridor advances.

    Angan thinking himself a naturalist druid from the nearby Biber Hills, decides to step forward, all care to the wind. The roots animate, and grab his legs, twisting and squeezing painfully! He suffers some damage, Solbion and Nerisse quick to the rescue.

    Another strategy then: Nerisse uses her fae-ability to hover above the ground (and the roots!), tied by the waist by a rope. On the other end both Angan and Solbion hold tight.

    Safe enough! Passing by the roots is harmless for her. Moving forward, the roots thicken, and she's able to see an ascending staircase. Going up, she sees a big space, thick with vegetation, almost a jungle. In the center, a big bronze buddha-like statue? And... movement on some branches? Monkeys? Babys!
    Nerisse wants none of this, and quickly traces back.

    Now on the corridor with the roots, she's able to retrieve... some big black tomatoes! The graffiti at the entrance of this place was right! And we all know what players do when presented with rare food/drugs/substances...


    Their pupils and eyes turn pitch black, they recover some stamina (HP), and.... Solbion develops an addiction. How fitting for a dwarf! He convinces the group to advance and get more tomatoes: "QUICKLY!". Fortunately the roots seem non-aggressive to black-eyed individuals.

    Finally, they find a space of black trees. A garden. In there, a bucket and more tomatoes! In searching and harvesting them, a shadowy figure appears. No-nonsense, it wants the intruders dead!

    A lengthy combat ensues. The creature seems immune to parley, reason, or willing to flee. Angan uses his Roots spell to start rearranging the vegetation in the room, creating for himself and his companions a "safe" patch in the center of the room. Solbion ignites one of the trees, to be able to track the shadow even better. Unfortunately Nerisse suffers the most getting her Str drained (gulp!). But the party has the upper hand, once again, since they are resourceful and are in a 4 to 1.

    With the shadow gone, they take a minute to recover, check the room, and find several goodies (including a secret door and a chest) that we will reveal next session.


    Referee Commentary

    For session 11: on about fifteen turns of exploration I was only able to roll a random encounter once, right at the beginning of the session, these pesky troglodytes. As a consequence exploration felt static at times, void of urgency or tension. But such are the trappings of randomness.

    The dungeon has some very interesting locales and encounters, like for instance the hunter's statue with the mirrors. It genuinely annoyed my players and made them be paranoid about that and future statues in the underground complex. Oh, and the layout of this adventure (the PDF) is brilliant, like every Necrotic Gnome product. I was running this pretty much as we go, only having done a cursory skim of the material beforehand.

    One point that surprises me is that two PCs have spellcasting at their disposal, yet they get rarely use it during the game. Not sure why that is? Perhaps free-form casting is too intimidating for them? Have to try and remind them that this is a possible option in their arsenal.

    All in all, we are having a tough time to cram OSR dungeon exploration. Our sessions are quite short, and the players have a hard time to decide a course of action. For instance Mo is losing interesting in these kind of procedures and game. Seems to favor (light) puzzle solving, and more role-playing and politic interactions. So I will have to think what to do about this.

    Memorial

    • Daniele - woman-at-arms, sword & board.
      Mauled to a pulp by an animated serpentine statue in session 4.
    • Pancho - guy with a lance, and a tendency to grab shiny stuff in front of him.
      Dropped from great height by a giant eagle in session 5.
    • Ber - a goat granted by Rhys the beastwoman shaman.
      Eaten and scratched to death by fungal goblins in session 7. Instrumental even after death.
    • Zemalayu - carrying a crossbow and knows some spells. Ranger-like. Face heavily scarred and mutated. Speaks through some tattoos.
      Bitten dead by giant spiders from the Glenry Wood and their poison in session 10.

    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.

    Wednesday, November 4, 2020

    OSR: The Calaveras Campaign 9, 10

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

    The cast of characters:
    Zemalayou (iagson) - carrying a crossbow and knows some spells. Ranger-like. Face heavily scarred and mutated. Speaks through some tattoos.
    Solbion (iagson) - dwarven smith apprentice of the city of Falkcrest. On a sabbatical year, seeking to see and experience the world.
    Nerisse (Mo) - redhead bow-woman, who wakes up in the first visited dungeon without any memory of how she ended up there. Has some newly discovered Fae-powers.
    Angan Enge (Copernico) - beastman of the Biber Hills, assigned by Rhys to accompany the adventurers.
    Hirelings/Animals - Sprig, the freelancer astrologer-wizard

    Session 9

    A lesson is learnt from the night skirmish with the fungal goblinoids (and Ber the goat's demise). The group barricades the windows and lower doors of the sergeant's building to have a safer rest for the night.
     
    With a fresh morning start, they go to the nearby Quartermaster's building, two-story as well. There are also evident signs of struggle in the building. Broken windows on the lower floor. Blood stains on the main door. Individuals with bows and crossbows and red leather vests get out of the upper windows, pointing their weapons to the adventurers! Bandits? Brigands? Guards? Agents?
     
    Through parley, the reaction of both groups is wary, but not hostile. Ultimately these individuals understand there could be a mutual benefit in avoiding conflict. And potentially working together? Nerisse asks for answers to her Fae past nature and origin. If someone inside that building can provide any insights about the Fae. Well, it turns out these red vests are traveling with an individual named Sprig, that could help her for a price...
     
    Sprig, art from OSEs Rogue Gallery I
    There is some back and forth with the negotiations. Tension drops very slowly. And an accord can be struck. Sprig, turns out, is an astronomer-wizard versed in the Sylvan language. Claims to know Nerisse's origin to be intertwined with Ynn, and a passage to that place could be uncovered in the very near future... Sprig is interested in the characters. And apparently only associated with the red vests for this job. But why are the red vests here? What do they want? Turns out that the juicy delobia, currently at the watchtower with the manticore.
     
    Now to plotting and scheming. The group puts Ber's corpse on the courtyard, and cover it in oil. In the hopes it drives out the manticore as bait. Then the group of seven (our party and the red vests) takes cover in the different buildings, missile weapons ready. And the thing takes the bait.

    Angan has spent the last hour preparing his Roots spell to bind the flying manticore to the ground, but with the side effect of binding and immobilizing himself in the process (this takes the HP cost down to something manageable).
     
    And it works! The flying beast is immobilized for some seconds when it approaches the goat. They pepper it with projectiles, ignite the oil, and make a general mess. One of the red vests perishes in the assault, being caught by one of the tail's spikes. We see the heavily wounded beast flap its wings away from the tower into the horizon, leaving the area.
     
    Delobia gets handed to the remaining red vests, and Angan finds an obsidian spear in the tower. Objective done! Sprig, seeing the utility of the party, offers to tack on and show them the entrance to the Hole in the Oak, just south in the forest...

    Session 10

    Sprig leads to the site in the Glenry Wood, south of the Biber Hills. Or where he recalls have read it being in the dusty tome at the academy...? Answers to Nerisse's background await, as well as a wizard's lair to potentially pilfer for reagents and items. Bozurah the Imperishable!
     
    Crossing the forest, Angan takes the lead to make sure the group keeps on track with Sprig's vague indications and general instructions. Thick webbing becomes evident as the group advances, hanging from the trees like rotten fruit. Obscuring, and covering the way like strong, fixed curtains. With the choice of push forward (for a faster arrival) or taking a detour to avoid the thick webbing, the group decides the former. And...
     

    Four crab spiders jump the group. The adventurers are carrying torches and have an attentive Angan in the front, so there is no surprise. A deadly skirmish ensues, spells are chanted, bolts are shots, and Zemalayu is bitten by one of the spiders, dropping dead on the spot (SECOND PC DEATH). Angan is bitten too, and will have to worry about the poison later, but can carry on. The survivors manage to kill and scare the spiders away, but have to run away themselves, the murmur of something bigger coming to the site. Zemalayu's body, alas, stays there as a free meal for whatever is coming next.

    After a jog through the forest, adrenaline levels dropping with the recent horror behind them, the group resumes their journey. Arrival to the Hole in the Oak glade occurs before nightfall. Time seems to slow down, a silence is cast among the unnaturally thick roots scattered around the bare oak. Near the tree, a dwarf examines an interesting graffiti "The most delectable night-tomatoes grow down there". After proper introductions, Solbion joins the group. 

    With clever use of ropes and equipment, they are able to descend down the hole between the roots. In there, the natural tunnel and a bit of exploration reveals a left-handed leather glove, a message among the moss covered wall "NOLLY'S KINGDOM", green glowing roots covering the path to their right. So they decide to take the left. Which reveals a corridor, a ghost, phantom, or illusion giving a cryptic and broken message...

    Wizard, from the Hole in the Oak module

    "That was, friends, Bozurah the Imperishable!", suggests an excited Sprig.

    Referee Commentary

    I was very proud on how the group handled the conflict with the manticore. They allied with the red vests and Sprig to get to the common goal, and used a good assortment of preparation, spells, positioning and fire to deal with the scary foe. Handling that recklessly could have ended much much worse for them. They then went on next session to do the complete opposite with the giant spiders... I also decided to make the spider's poison a little bit less immediate, but something they will have to solve in the next 24h.
     
    Macchiato Monsters narrative goals are very not OSR. Or rather, they are taking a bit of muscle effort to define between me and the players. Some seem to obvious or trivial, and we have in general a hard time agreeing on them (or harder than I'd like, anyways). 

    We are getting better and faster at resolving the flexible and free-form spellcasting, as predicted. And I really like the freedom and creative problem solving it provides.

    Memorial

    • Daniele - woman-at-arms, sword & board.
      Mauled to a pulp by an animated serpentine statue in session 4.
    • Pancho - guy with a lance, and a tendency to grab shiny stuff in front of him.
      Dropped from great height by a giant eagle in session 5.
    • Ber - a goat granted by Rhys the beastwoman shaman.
      Eaten and scratched to death by fungal goblins in session 7. Instrumental even after death.
    • Zemalayu - carrying a crossbow and knows some spells. Ranger-like. Face heavily scarred and mutated. Speaks through some tattoos.
      Bitten dead by giant spiders from the Glenry Wood and their poison in session 10.

    Tuesday, October 20, 2020

    OSR: The Calaveras Campaign 8

    This is an ongoing Knave campaign, a smallish sandbox of sorts with new players to the hobby. Read what happened before here.
     
    Before this session 8 there was a coup d'état orchestrated by my players. They wanted to change systems from Knave to something new, claiming they were moving past its simplicity and ad-hock rulings. Granted, I could have pushed for Knave++, or concocting a set of satisfying house rules to achieve the same effect.
     
    But in the end decided to offer them Old School Essentials and Macchiato Monsters to pick from. To my surprise, they chose the latter. We re-rolled the characters, but keeping their experiences and place in the world, and we put them at level 2.

    The cast of characters:
    Zemalayou (iagson) - carrying a crossbow and knows some spells. Ranger-like. Face heavily scarred and mutated. Speaks through some tattoos.
    Nerisse (Mo) - redhead bow-woman, who wakes up in the first visited dungeon without any memory of how she ended up there. Has some newly discovered Fae-powers.
    Angan Enge (Copernico) - beastman of the Biber Hills, assigned by Rhys to accompany the adventurers.
    Hirelings/Animals - Ber (a goat that can carry some of their stuff)

    Session 8

    We open with the group entrenched in the nearest possible building, the barracks, after the fierce attack perpetrated by the flock of crows. Thankfully, Zemalayou had a fair douse of sense in tossing silver coins to distract the creatures for their escape. Even if previously explored, they decide to give the barracks another swipe for treasure and clues, taking in the fact that the space hasn't been sacked before. Unfortunately, no treasure, clues or riches around.
     
    Angan takes note of the overflooded latrines to the north, connecting with the barracks. The stench of mud and feces  in the floor is hard to overcome, but peeking inside the space the beastman takes note of a closed wardrobe. He decides the promise of the unknown is worth the effort, and enters the area, disturbing the fecal mud... and getting his boots stuck in the process! Whilst trying to escape, he notices a tiny child-sized hand filled with pustules coming out of one of the over-flooded latrines. An evil grin cast in his direction, a fungal goblin has seen some tasty prey. Another stinky foe is emerging too, making them two. Nerisse sends one to sleep with her (newly acquired powerful) fairy dust, whilst the other is assaulted by Angan and Zemalayou's crossbow. For now, safety, but the group now knows that it is not alone here.

    Fungus goblins, illustration taken from the Gourmet Street zine

    Leaving the barracks, they go see the Grime guards they left outside with the delobia. Turns out, all but one left to explore the Quastermaster's building to the East. The guard was left behind to check for his drugged companions (the ones from the basement) and the delobia barrel. Angan asks for directions, and gets a menacing response from the guard. They already got things under control. Best check either the tower or the Sergeant's offices South of the camp. Group decides the latter.
     
    In the Sergeant's building: broken windows, place has been sacked. Only intact is the taxidermy of a huge dog (a mastiff) in the room, with a strange purple coloration in the tongue. They decide it sure is cursed, enchanted, trapped or worse, so they transport it out of the house and want nothing to do with it. Further exploration of the edifice, they find a bedroom in the second floor (sacked), and a studio/office. Nerisse finds a missive from Lastleaf, king of Grime, named the Eternal, explaining why these hills have been abandoned after the catastrophe, and what the regent's plans are for the neighboring kingdoms. What the players decide to do with it, is unknown yet.
     
    The kitchen on the first floor has no food, but some hidden wine with some magical properties that Angan experiments with. But so far it's unclear to the beastman what it's purpose is, other than it colors his ears in flashing rainbow colors for as long as the kick of the alcohol is in his mouth.
     
    While Angan and Nerisse are busing looting the premises, Zem is keeping watch through the broken windows, loaded crossbow in hand. It is then that Zem sees the tower lurker, an adult manticore butchering what's remaining of the drugged guards, taking the barrel of delobia back to the tower.


    Night falls, group takes Ber the goat into the sergeant's bedroom to rest for the night. Watches are assigned. Angan goes first. Soon after hearing the first snores of his companions, stench and mad laughter catch the beastman. Peeking through the window he sees... 6 fungus goblins, who start to explore and raid the building they are in! Combat ensues, but the party has the high ground and missile weapons. They take a beating, and Ber the goat almost perishes in the process. But this time the group has the upper hand, and dispose of the goblinoids.

    Referee Commentary

    Transitioning to Macchiato Monsters took a full session creating characters (between games 7 and 8), but this is likely due to the inability of my players to do their homework and read what I send them. There is, however, more involvement in the Machiatto Monsters process, with the traits as well as the free-form spell words requiring (my) referee input.

    During play the characters seem rich, more complex and resilient than standard Knave or B/X scoundrels. But we did struggle with the free-form spells (even though it only appeared once/twice in play), and how to adjudicate them. My gut tells me that it's something one has to get experience and comfortable with, and we will warm up to it.

    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.