Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Friday, February 6, 2015

Campaign Stats

The other day I was reflecting a bit on our ongoing sandbox campaign (it has no grand name) and in that process looked at and gathered some of the various 'stats' of our few years rolling dice.

As a GM it's important to take notes and keep records of extended campaigns.  Not only for keeping track of treasures, events, shenanigans, plot threads, NPC interactions, who's alive and who's missing but also to be able to look back and see the goings on and how far off the rails everything ended up getting - and I mean that in a good way.  I've used a number of tools for this including the Warlock's patented Dungeon Time Tracker, I've kept a campaign recap journal on this blog here of all 70+ sessions as well as having created another blog, Arvin's Avengers, for general notes and session backgrounds so that the players and I can jump right into the action.  With long gaps between sessions at times, I would never be able to keep track of what's happening.  Call it "getting on in years" if you like but that's just a fact.  But I'm glad I've kept all these notes because I can reflect on everything that's gone on - the history of these foolhardy adventurers and one bleary-eyed GM.

Total number of players that have experienced this grand campaign:  9

Real World Time: 5 1/2 years

Game Time: Just around 3 years

Important NPC's "inadvertently" killed:  Almost all of them!

Cities, town and villages explored: 7

Dungeons explored: 12+

Monsters Overcome: 2,098

Riches uncovered:  Unmeasurable!

Highest PC level obtained:  7

Longest surviving PC: Wolfheir at 59 sessions but he's only trapped in the Soul Gem so who knows...?  Gnarly was in second with 58 sessions.

The shortest life of a PC: 1/2 session with the second shortest with Arvin at 5

Average number of sessions survived: 22

PC's killed or missing:  13

The horrible PC fates:
  1. Arvin Ardmore (first PC death at the hands of Morak - session 5)
  2. Gedlessssmote Hammersend (died by lava when Clay forgot to check his hit points - session 20)
  3. Adara (killed by wights in Zenopus' dungeons - session 27)
  4. Tibag Backstabber (Died in ice lava, came back and is now in hell - session 33 and again in 63)
  5. Maudlin (my wife's first character that I killed with a Gelatinous Cube - session 35)
  6. Radius Longshadow (racist who lasted one session, killed by same Gelatinous Cube - session 35)
  7. Slick Vinny (a Vampire? Zenopus' bride?  His fate is truly unknown but it's sure not to be good - session 35) 
  8. Wolfheir (stuck in the Soul Gem - session 59)
  9. Thovin Brightsmith (stuck in the Soul Gem - session 59)
  10. Arg (stuck in the Soul Gem - session 59)
  11. Gnarly Blunderbrush (stuck in hell - session 63)
  12. Maximus the Giant Slayer (stuck in hell - session 63)
  13. Edan the Atlantean (Poison spider bite - session 70) 
Some of the Major Magical Artifacts found:
  • The Crimson Skull of Yam-Gregak
  • The Soul Gem
  • The Earth Stone
  • Blackrazor (yes, THE Blackrazor - don't worry, it's not in the player's possession)
  • The Crown of the Black Sun
  • Mace of the Dark Church
  • and all manner of magic sword, dagger, potion scroll, amulet, ring, shield, arrow, staff and gauntlet

Some more notes from a previous post about the first 26 sessions.

Thursday, November 1, 2012

Day Of The Dead: A Brief History Of Death In Our Campaign

Arvin ArdmoreAcolyte of Mithra
First appeared in session 1
Died bravely in session 5 during a melee with Sgt. Morak of the watch and traitor of Caladan.  First campaign death was quite shocking.  Arvin wouldn't be avenged until session 42.

Gedleessmote Hammersend - Dwarven Axe-bearer
First appeared in session 1
Died not so smartly when he forgot to heal his lost hit points from one session to the next.  This legendary character fell in session 20 covered in lava from a living statue.

Adara - Stygian Strider
First appeared in session 10
Succumbed to the icy touch of a wight in session 27. Laid to rest in the graveyard above Caladan.

Tibag Backstabber - Half-elf Robber
First appeared in session 1
After hacking to pieces a helpless Owlbear, Tibag slipped on the ice ledge above some blue lava and died upon falling in.  Session 33 was a very sad day.

Radius Longshadow - Human Fighter
First appeared in session 35
Died the very same session paralyzed and engulfed by a nasty gelatinous cube!

Maudlin - Female Dwarven Warrior
First appeared in session 21
Also died in session 35 by a different gelatinous cube (yes, the DM killed his wife's character)

Slick Vinny - Human TheurgistFirst appeared in session 1
Went missing in session 42, believed to now be Xenopus' vampire sex slave.

But adventuring if for the living and for that we have the longest surviving character Wolfheir the viking who has lived through all 46 sessions.  Next we have Skwanky Furrytoe and despite his many near death experiences has managed to survive from session 3 to the present.

Other characters have joined the party including: Gnarly Blunderbrush - Initiate 4th Circle, Televon - Curate of Morpheus, Adessa - Priestess of the Goddess, Flora Fawn - Fairy Wildflower, Arg - Half-orc Grunt and finally Throkmorton - Curate of Khalk'Ru.

The best thing about an ongoing campaign is the collective history that is created by game-play.  Character death adds to that history and makes it memorable.  

Friday, August 10, 2012

Session XLII: Sparks

Session characters
Slick Vinny................Human Theurgist
Skwanky Furrytoe...............Halfling Hero
Arg...............Half-orc Grunt (3rd level)
Gnarly Blunderbush...............Human Initiate of the 4th Circle

BACKGROUND
Over six months have past since Arvin's Avengers defeated father Halford's undead army and destroyed his Temple of the Black Sun.  In that time, Lord Morak's rule has become more solidified within Caladan  Any small uprising against Morak was quickly and violently put to rest.  Overall, his rule isn't overly cruel and the town slowly returns to it's regular prosperity but he does have other things on his mind...

Talk of the defeat of the undead army that were harassing travelers on the road south of Caladan gives the citizens something to debate, discuss and sing about.  Arvin's Avengers are initially looked upon as heroes. Traders and gypsies gather around the tower to sell their wares.  But that is short lived, however, as the murder of a number of traders, their blood drained, raise the superstitions about the mysterious tower once again and the mysterious Lady in White.  Not to mention Gnarly's numerous Mushroom-men roaming the grounds.  The tower and it's heroic inhabitants were once again shunned.

To protect her father's life, Lemunda agreed to wed Morak.  Osric still lives within the grounds of the former Merchant Guild but is a broken man. 

Kushanna's troops move through the city and gather in the plains north of the Iron Hills and Harrowood.  Arvin's Avengers receive word via Tuk the Owl that small skirmishes have taken place between Kushanna's and Blackmoor's troops.  It is felt that the siege of Blackmoor will begin soon.

A letter is received by the occupants of the Moontower attached to the foot of Steve the Raven.  It reads:

WARRIORS OF THE MOONTOWER
YOU ARE SUMMONED TO ASSEMBLE
IN THE PRESENCE OF
LORD MORAK
RULER OF CALADAN
ON THE EVENING OF THE MORROW

Signed with what can only be considered the stamp of Morak.

Gnarly questions Steve the Raven and discovers that a Stygian wizard Zadir is working with Morak and that Zadir is the raven's master.

There was much debate as to how to handle the summons.  Vinny felt that this was a trap for Arvin's Avengers and he wanted to attack Morak the night before and catch him by surprise - just the four of them (a typical D&D plan). Gnarly was a bit more cautious and Skwanky and Arg could just really go either way.  So it was decided to send a response via Gnarly's owl Tuk.  The response arrogantly stated that Arvin's Avengers declared the Moontower and Harrowood sovereign nations outside the rule of Lord Morak and they would be sending two emissaries to converse with Lord Morak.

The two emissaries were Arg (a short-tempered half-orc with a 4 Charisma and Skwanky - and we all know what kind of trouble Skwanky gets into).  While they headed over to the meeting with Lord Morak, Vinny turned Gnarly, Tuk and two Mushroom-men invisible so that they may sneak into the manor after Arg and Skwanky.  Vinny, however, had his own plan.  He would turn himself invisible, levitate off the ground, and pump himself over the wall with a bellows. However, with his Strength being only a 4, he cast Strength upon himself to make it so he can actually perform that feat.

Arg and Skwanky were escorted in to meet a furious Morak who was insulted by the lack of respect and interest from the Moontower's  occupants.  The ever 'diplomatic' Arg insulted Morak to his face and Morak called his guards to capture them and remove them to the dungeons.

Arg and Skwanky did not take that at all and drew their weapons to attack Morak while the guards rushed in.  However, hiding in the wings, the Stygian wizard Zadir cast sleep upon the two Avengers and they were taken away unconscious.

Meanwhile, Vinny was hovering above the grounds charming various guards.  Two guards minding the door to the thrown room are persuaded by his 'ethereal' voice to let him in.  They do and Gnarly follows but one Mushroom-man is left outside.

Inside the thrown-room they saw a wounded Morak being tended to by his guards, Zadir the wizard and a mysterious woman - Zenopus the Vampire!

Seeing an opportunity to destroy all their enemies at once, Vinny, using the Crimson Skull of Yam-Gregak, cast a fireball at the group, in doing so, making himself visible.  The fireball exploded and killed most of the guards, wounded the wizard, vampire and Morak and set the room's tapestries aflame.  But before they got a chance to react to Vinny's surprise, the magical Avenger surrounded them with a wall of flame.

To cause even more confusion, Gnarly cast pyrotechnics, through his owl Tuk, upon the flaming room causing to flames to explode into fireworks and sparks!

Zenopus the Vampire
But Vinny's surprised was short lived as Zadir dispels the wall of flame and Zenopus flew through the air to attack.  Vinny called his charmed guards over to defend him but Zenopus easily places them under her control and puts them to sleep.  She then attacked Vinny.

Gnarly, meanwhile, shrouded the throne in a concealing mist and he and his Mushroom-man attacked Morak and Zadir.  The wizard Zadir fled for his life as the Mushroom-man pummeled the wounded Morak.

Finally, Gnarly Blunderbrush lifted his spear and with a vengeful shout: "This is for Arvin Ardmore of the Temple of Mithra!" pierced the heart of Morak, killing him.  Thus Arvin Ardmore had been avenged (from waaaay back in session 5)!

With Vinny drained of blood from the Vampire's 'kiss', Zenopus picked him up and carried him off to her lair...

Gnarly high-tailed it out of the throne-room being chased by the palace guards and leaped off the terrace into the ocean far below....

Arg and Skwanky are imprisoned in the castle's dungeon, but without Morak to rule what will become of them or Caladan?

Tuesday, January 24, 2012

Gameplay Thoughts: ICONS

So last night we had our first session playing ICONS the rules lite super hero rpg.

Every first session of a new rpg is always a little bumpy but we got through it mostly unscathed. Here's my initial thoughts on how the game played through.

The story portion of it went well as did most of the mechanics. We seemed to get a bit stuck on the slams and stuns but it did appear we did it correctly for the most part. The tests against slams and stuns, though simple, slowed us down and took us out of the combat. Though combat was easy it took a bit to get things flowing.

Having the GM not rolling any dice is a bit odd and took a while to get use to. The thing that I like about it is that the GM can just sit back and enjoy manipulating the game and not have to mess with any dice. As GM I did roll for NPC stuns and slams but I think I may bounce that back towards the players. Dunno yet.

The great thing about the game is it's open-ended rules. There's a lot of space for interpretation which is both a good and a bad thing. Taking the rules as is, some powers are extremely powerful - at the moment it seems too powerful while some weren't powerful enough. That caused some conversation at the table that took us out of the game. I guess if you're using ICONS as a one-shot that might not be such a big deal you just kind of play though it and have a good time, but for something more substantial like a campaign, those issues become much more important.

One power that caused us all kind of trouble was Power Theft which turned out to be quite powerful; stealing opponents powers almost at will. The player took the bonus of being able to siphon powers from a distance without having to touch them. Powers stolen are retained for 10 times the level of power in pages (rounds). So Power Theft with a power level of 6 can hold a power for 60 pages (round). Since combat lasts only about 3 to 10 pages, an opponent can be rendered helpless for the combat or even game session. There's no limit, that I can find, on the number of powers that one can steal. Also no mention on which power is siphoned if the opponent has multiple powers. When running a villain, you don't really want to advertise what powers he might have, that should be left up for the players to discover. That can be fixed with a random dice roll.

Also, my issue as a GM was I felt that Power Theft would only work against natural powers and not gadgets or mechanical powers as these were machines mimicking a power and no real power energy would be available. That was a point of debate especially since a good portion of the villains were machines. And any debate at the table takes away from game play.

Other powers that have come up that the rules leave vague or seem to be too weak or too strong are Invisibility and Regeneration. I'll touch on those a bit later.

Also, during gameplay, powers had to be looked up frequently. The way the book is laid-out makes reference a bit of a hassle. I made a number of cheat sheets and downloaded others but the looking up powers were a bit of an issue. It would be nice if they had a simplified version of the powers with quick reference stat blocks that you can reference at a glance, like monster manual stat blocks. I'll have to look at the powers and see what can be worked up.

Beyond those issues, the action and story moved forward and the mechanics did become easier to work with. It is rules lite and fast paced and I think it's perfect for our rotational GM campaign as a game session can be pretty easy to run. I ran my session last night and Corey is up next. We'll see how the game irons out as we progress through the circle. Overall the feelings were pretty positive.

I'll be posting a session summary soon as well as stat blocks of the villains.

Tuesday, November 1, 2011

Session XXXIX: Victory!

Things weren't looking too bad as our heroes, along with the former Watchmen of Caladan, took on the army of Ghouls. The soldiers were holding their own, but soon it became apparent that the hoard of Ghouls were slowly cutting down the line of soldiers.

Skwanky, who was paralyzed by a Ghouls touch was lifted up and was being carried away.

How quickly the tide turned!

But suddenly, out of the darkness across the road came Televon, Curate of Morpheus, holding the symbol of the Lord of Dreams on high and frightening off a good portion of the ghouls. With him came two of Gnarly's strongest Mushroom-men warriors. The battle continued with the remaining Ghouls who were defeated but not until all of the Watchmen were dead, save the archers.

With Skwanky saved and the wounded healed the party searched through the ghouls and found that they were all former citizens Caladan and travellers of the realm. Piling up the bodies, Gnarly lit them ablaze and the party headed back to the Moontower.

But no sooner hitting the road they were confronted by another group of Ghouls lead by an evil cleric of the Black Sun holding the Crimson Skull of Yam-Gregak. This cleric was none other than Father Halford formerly of the Temple of Mithra!

Flora Fauna acted quickly and tried to put the confederate priest to sleep but he shook it off. As the ghouls rushed forward, Halford of the Black Sun engulfed the archers, Arg and Flora Fawn into darkness, but Televon countered with a prayer to Morpheus and held the dark priest in his tracks! Gnarly sent Tuk the owl to lift the Crimson Skull from Halford while the rest of the party rushed upon the remaining ghouls and finished them off.

With Halford stripped of his power (and armor) he was taken prisoner and marched to the Moontower as dawn broke over the coast of Eir-ian.

Monday, June 13, 2011

A Dip Back Into Swords & Wizardry

Tonight will be my first night back behind the screen since March. We've taken a break from our Swords & Wizardry campaign to play in a Savage Worlds game for a while (to be followed by Paranoia). But tonight's game is with just a small group of our regular players. You see, their PCs separated from the rest of the campaign group and got trapped and lost beneath the tower of Zenopus. One of the 5 PCs died by slipping and falling into icy blue lava. We're going to continue with the remaining 4 right where we left off to determine their fate and play through until they're all dead or they find a way out or become slaves or whatever may be. We've all been looking forward to this session as it seems pretty grim for our players.

Anyway, it got me back flipping through my campaign material and I just so happen to have received my new printed Swords & Wizardry Core rule book.

I know, everyone is all excited and talking about the new Dungeon Crawl Classics beta sample and it is interesting. But I'm a Swords & Wizardry guy and reading these new Core rules just solidifies that.

We've been playing with the 1st & 2nd printing of the rules. These were great and I've made a number of house rules to fill in the gaps and flesh out the campaign. We've been playing for almost 2 years without a hitch. I skipped the whole Frog God games version of the rules but decided it was time to pick up the new Core.

I have to say that I love the additions to the new Core. It's a beautiful reworking and tweaking of the rules which I think perfect the game even more. It's still a great foundation to house-rule as well.

I was brought up with Holmes Blue Book and that has been and always will be my vision of D&D. Swords & Wizardry Core captures, what I feel, are the same gritty rough edges of the Holmes book. In my mind, the Holmes rules are the balance between the loose free-form OD&D and the (over-complicated) AD&D. A perfect balance. Swords & Wizardry Core is that modern balance.

I've picked up and read through most of the 'retro-clones' to have come out in the past number of years (and they're all great rule-sets, mind you) but Swords & Wizardry just clicked perfectly with me.

I'm not breaking out the Core rules into our campaign just yet. I'll be waiting until we determine the fate of these lost souls and regroup to continue as a whole. I've got to do some tweaking to my house rules a bit to 'conform' to some of the changes to the Core but I think this version of Swords & Wizardry Core Rules has reached a perfect plateau of perfection.

Wednesday, December 15, 2010

Hack And Slash

Continuing our look back over our past year's worth of sessions we decided to collect a list of all the monsters hacked and slashed. And so, in no particular order....

1 Zombie Cat
9 Ghouls
5 large spiders
54 Giant Rats
1 Zombie
1 Evil Wizard
1 White Ape
6 Pirate
130 Crypt Crawlers (Crotch Goblins (yes, that's right, 130!))
2 Giant Centipedes
5 Skeletons
31Goblins
1 Iron Statue
1 Eater of the Dead
1 Giant Tic
1 Were-rat
5 skeleton
1 Monster Rat
1 Giant Spider
3 Cave Eels
1 Giant Crab
4 Mushroom-men
7 Giant Frogs
14 Members of the Black Hand
9 Beast-men
6 Orcs
1 Wooden Golem
6 Evil Clerics
2 Gargoyles
1 Hell Hound
2 Shadows
1 Evil Priest
1 Living Statue
6 Giant Ants
2 Jackals of Darkness
1 Giant Skeleton
1 Walking Slime
2 Gricks
4 Mummies
4 Wights

Updated:

PC Deaths:
Arven - Priest of Mithra
Gedleesmote - Dwarven Axe-bearer
Adara - Stygian Strider
Slick Vinny died but was resurrected.

...and with that we hit 200 posts!

Friday, December 10, 2010

The Road Goes Ever Ever On...

This coming Monday will be out last session of the year. With the hectic holiday season upon us, it's just to difficult to commit time to Role-Playing. We'll be picking back up our Swords & Wizardry campaign in early January. That's not to say we won't be squeezing in some gaming between now and then. There's a whole list of games that we all want to try!

With our bi-weekly games we will be hitting our 27th session. I thought I'd look back over the types of sessions that we've had. It's amazing how the characters, stories and events just sort of evolve on their own. Since we gather every two weeks, it's amazing how many weeks a dungeon crawl or quest might take. But with a rules light game, it's also amazing what can be accomplished and the types of sessions that one can have.

Session 1: City adventure (Caladan) and begin dungeon crawl (Zenopus Tower).
Session 2: Dungeon Crawl - City adventure - Dungeon Crawl
Session 3: Dungeon Crawl
Session 4: City Adventure - Dungeon Crawl
Session 5: Dungeon Crawl - 1st PC Death
Session 6: City Adventure - Wilderness
Session 7: Dungeon Crawl - Tomb of the Iron God
Session 8: Dungeon Crawl
Session 9: Dungeon Crawl
Session 10: City Adventure (Braken) - Dungeon Crawl
Session 11: Wilderness - City (Braken and Caladan)
Session 12: Dungeon Crawl (Zenopus Tower)
Session 13: City Adventure - Dungeon Crawl - 2nd PC death (resurrected)
Session 14: Dungeon Crawl (Zenopus Tower)
Session 15: Dungeon Crawl
Session 16: City Adventure (Caladan)
Session 17: Wilderness
Session 18: Wilderness - Dungeon Crawl (Quest for the Skull of Yam-Gregak)
Session 19: Dungeon Crawl
Session 20: Dungeon Crawl - 3rd PC Death) - Wilderness
Session 21: Wilderness
Session 22: City Adventure - Dungeon Crawl (Zenopus Tower)
Session 23: Dungeon Crawl
Session 24: Dungeon Crawl
Session 25: City Adventure
Session 26: Dungeon Crawl (Zenopus Tower)


As you can see we've had much more dungeon crawls than City or Wilderness adventures but still a good balance, I feel because; one, Dungeon Crawls are the staple of my favorite type of adventure and a core of classic gaming, and two, game time moves much slower in the Underworld than on the surface. The surface world adventures usually have a lot more going on and more ground being covered, so to speak.

Also notice via the map that the campaign has really only taken up a very, very small portion of a tiny slice of the entire campaign world map that I drew up. Which goes to show, depending on your campaign plans, that you really only need to focus on detailing a tiny portion of your world.





It's been a great 26 sessions. Well see what number 27 brings before our break and with the way our sessions go, anything can happen!

Friday, December 3, 2010

Campaigns vs. One-Offs

Over at the Lands of Ara, Carter posted about hitting that sweet spot in his campaign. Here too, we seem to have hit that nice sweet spot for all of the same reasons. The PC' s are a bit tougher now and can survive some heavier battles, plots are thickening nicely, and through all their trials and tabulations, the PC's are beginning to leave their mark, however small and for good or evil, on the game world.

This got me thinking about campaigns compared to one-offs.

I'm a big fan of the campaign. I love the 'story' that evolves from the players and their characters actions, the ever present cause and affect. I love the slow moving 'story' arcs and the re-occurring NPCs. I love the fact that PC's deaths become more bitter and have weight. And I love the fact that once you hit that sweet spot the campaign begins to run itself which I feel is a sign of a successful ongoing adventure.
"...once the campaign is set in motion, you will become more of a recorder of events, while the milieu seemingly charts its own course!"
-Gary Gygax, DMG 1st ed. p. 87
I love that there's a history and that when new players come in the veterans retell their tales. Our group's character levels are between 1st and 5th and that adds a sense of realism (if you can have realism in a FRPG) to the campaign world and a sense of ongoing depth and a passage of time.

Campaigns are where the concept of Role-playing games come to life as characters and events are brought are colored, explored, live for a while and then die (sometimes horribly).

Now one-offs, on the other hand, don't do much for me. I've run a few and, granted they can be fun and a good way to introduce players into the concepts of the game but it just leaves things hanging.

Players that bring their characters to life during those few hours are gone - poof! vanished at end of game. It leaves myself (and hopefully the players) wanting more. I want to know what the consequences of these players actions are! I guess it's hard for me to let go of the long term cause and affect in game. In this sense, one-offs tend to be quick quests, hack-n-slash of careless adventurers who do not fear death. Though that, of course, can be fun is almost the antithesis of the game - my concept of the game anyway.

So while one-offs have their place, for me they don't compare to the struggling saga of some poor characters clawing their way to leave some mark in their world.

Tuesday, October 5, 2010

Session XXIII: The Bitter Taste Of Victory

From the Chronicles of Wolfheir the Barbarian

I find I am lost.

I have joined up with a group in my quest to be a better warrior.

Many nights I entertain the idea of running away again. Finding another way to the truth.

I do miss Gedlee. He always annoyed me but I think it was only because he was of similar spirit. His quest was pure materialistic though. I care not for treasures of this world. Odin will take care of me when I pass if I prove myself.

I spent the last few days practicing my techniques alone near the Temple of Mithra. Got some strange looks but what do I worry about these silly Clerics.

Turns out we are going back to the Tower of Zenopus.

It is a foul old place filled with death. Lots of creatures to slay there. Will I find a battle worthy?

I hope so!

Tis the night of the Black Sabbath.

All of these weaklings here in Caladan are fearing the worst.

I am use to superstitious folks but here they are really concerned.

The group has decided that it is best to return to the Tower of Zenopus.
I concur! What better time. Let's fight the beast on its strongest day and survive to tell the tale or die with honor in glorious combat.

Now if only Swanky would stop eating we could get a move on. He is gonna need some armor after that last encounter...

We picked up another Cleric recently..he is how can I say this...strange.
I find him very irritating. He talks of dreams and some god named Morphius ? Even the Clerics at the Temple of Mithra think he is a strange one.

As long as he stays out of my way then I can tolerate his antics.
I think Tibag is annoyed by him as well.

That damn wizard has disappeared on us again? I think he has a secret that he does not want us to know yet...or ever.

I will finish this mead and we can get on with slaying whatever lies in the Tower!

The Tower of Zenopus awaits.

It is snowing here much like my homeland.

I see some of the others trying to not let it get to them.

I am sure they will be fine. We have a pretty tough group here.

Death has come calling a few times....though it did claim our eclectic Dwarf companion.

Tonight we come to slay the Vampiress that lives here.

I made sure when we were getting the Halfling some armor that I made some wooden stakes.

We can't even see anything but snow around us.

The Tower lay before us.

I lead the way inside with torch in hand.

What will we find tonight?


From the journal of Tibag the Robber
- Night of the Black Sabbath

3pm - got a shopkeeper to open up, gold always wins. Got the little guy some armor. Had to let it out quite a bit - apparently he ate everything at the Cloven Hoof, including the Hooves. Paid the armorer an extra gold piece to hook a tiny bell to the back. Told little guy the sound was a fairy. Not sure if he's figured it out yet.

5pm - Waited for the magician, planning to follow him to his party, scout out these white wizards. Never showed. Went without us? Got captured by the white wizards? Too hard to follow them anyway, white robes in all this damned snow. Probably too hard to sneak, as well. Cold - missed my tree in Sackwood for the first time on trip.

7pm - Back to full fighting force (mostly), no party to crash, so we headed back to the tower of Zenopus. Wanted to see what's in the sarcophagus. Probably not the Vampire since it seems to be an older digging, but we took plenty of garlic and stakes and holy water anyway. Never hurts. Also took the hired girl and the other priest - again, never hurts.

7:30pm - On the way to the tower, we debated the merit of assaulting ancient evil on the night of the black sabbath. Agreed that it would be the most interesting time to do it.

8:30pm - New priest hitting on the hired girl, offering dream interpretations. She seems interested. New dwarf rolled her eyes and said something about dreaming she entered a dungeon without armor.

9pm - Made our way back to the tomb, someone stole the black flame jackals. Damned crotch-goblins. Wanted to make a flame-jackal jacket.

9:05pm - The hired girl and the little guy tried to take the lid off...Big Hair had to give the little guy a boost. Pretty funny-

9:06pm - Biggest Skeleton I Ever Saw

9:10pm - Destroyed the 8-foot skeleton. We managed to (mostly) dodge his huge sword and bash it to pieces. Not Zenopus, but could have been ugly. Found a shiny silver spear and some huge dagger. Might use his armor for a sled.

9:30pm - Yuck - attacked by some kind of snot golem as we finished searching the room. Covered my face with his slime. It was a little frightening, but also strangely invigorating. My skin is tingling. Swords cut right through it, but it burned nicely. Little guy was up in some hole in the wall, said it connected back to the filthy rat tunnels. Suppose we should clear those out sometime (rat god? King rat?) but we decided tonight wasn't the night.

10pm - Continued our pattern of seeking out the worst thing in the area: followed the bloody trail down the passage to what must be the crotch goblin warrens. Began exterminating the last few crotch goblins.

10:15pm - "Last few" crotch goblins called their friends. These things must do nothing but breed. Thankfully we kill them faster than they can reproduce...just barely, though. It's fun to watch hair guy and little guy kill three of them with one sweep. Nature guy skewered a couple at once. Twenty or thirty crotch goblins down. I worry sometimes that I'm enjoying this too much.

10:16pm - Not worried any more. Crotch goblin jumped on my face and started tearing at my head with his claws. I bit his junk off. Nobody teabags Tibag. Did NOT enjoy that. Crotch goblin blood tastes like evil and decay. Hope someone has some mead.

10:30pm - Other crotch goblins stunned, easy to dispatch. Victory! Still feel kind of sick. We decide to take a break.
This session is brought to you my Milkman-x (Wolfheir) and Brian (Tibag).

The session recaps may be changing a bit to allow the players to provide a POV of their character's experiences. I think it may be a bit more interesting than my usual rambled collection of the sessions events. Hopefully their recollections will overlap to give you all a larger picture of the session's happenings. If this continues, I'll let the players tell the story while I'll post additional session mechanics and highlights that have more to do with the playing of the game.

Wolfheir's chronicles can be found here.

Here's hoping my players keep this up!

Oh, and just for fun....

Wednesday, September 29, 2010

NPCs, Red-Shirts, Meatshields - Let Your Players Give Them Life!

If my NPCs hang out with my players for more than a session I roll up their stats and throw them on a notecard. Sometimes a player ends up controlling an NPC for whatever reason (charmed or their PC is unconscious - or dead). They tend to fill out the character, draw character portraits and embellish their personality which I try to use in later sessions (if the NPC survives!). It's great letting the players flesh things out for you!

Here's two shining examples of what the players have helped create in the campaign.


Unfortunately, both Tero and Mor fell exploring the Tomb of the Iron God!

Wednesday, September 22, 2010

Session XXII: Jackals Of Darkness

So the party split up for a bit - Wolfheir remained at the temple of Mithra to work on his training, Skwanky sneeked over to the Cloven Hoof for some fine morsels, Adara - Adara was somewhere avoiding the snow.

The rest of the party, consisting of Slick Vinny, Televan, Tibag and their new member Maudlin inquired around the temple about the coming Black Sabbath on the evening of the next day. The adepts of Mithra believed it to be quite real and a time of powerful dark magic. They didn't fear it, though, as they felt that their god Mithra was strong enough to protect them from any cosmic blasphemy.

The party left the temple to get some items identified at the Rolled Scroll and trudged through the still falling snow to Arvik's shop. There they had him identify a ring that would be used to help protect Tibag. They also dropped off a mysterious mace that they picked up off the now dead dark priest of the Black Church. Arvik thought the item mysterious and felt some time was needed in investigating the weapon. He told the party to come back in the morning. They asked Arvik about the Black Sabbath and he replied that he did not believe in such nonsense, that it was all just superstition.

The companions said farewell and trudged through the deepening snow towards Master Bringham's Curiosities shop. All the while the towns-folk of Caladan were rushing about gathering supplies for the uncommon amount of falling snow and the coming of the Black Sabbath. Master Bringham was no exception as he too was packing and closing up shop. Vinny inquired about some magic items which Master Bringham denied having any. He was also asked about the coming Black Sabbath and it turns out the Master Bringham was quite worried about the coming of the darkest night.

They left Bringham to his worries and returned to the temple for the night.

The next day, the day of the Black Sabbath, Gnarly arrived at the temple and reunited with his companions. Televon and Gnarly were concerned about Father Halford, who was now in possession of the Crimson Skull, and with the coming of the Black Sabbath but he refuses to be disturbed.

The party headed out into the almost deserted snow covered streets of Caladan once again and walked over to the Rolled Scroll. On the way they are passed by two men in white robes who recognize Vinny and gave him an odd hand signal. Vinny returned the sign and they approached. They whispered to Vinny if he was going to join them tonight for the ceremony? Vinny respond that he would. They told Vinny to meet them at the Green Dragon Inn after night fall and they would take him there.

At the Rolled Scroll, Arvik informs the party that the mace is a dangerous weapon and can drain the life-force of an enemy up to three times. They thanked him and decide that the best thing to do on the Black Sabbath was to return to the Ruined Tower of Zenopus.

On the way, Gnarly thought it might be good to hire a warrior to aid them on this so called coming night of high dark magic. They stoped at the Green Dragon Inn whose patrons seemed to not let the Black Sabbath stop their revelry . They ask the barkeep if he knew of anyone looking for work and to aid them going beneath the tower. He laughed at them but shouted out to his patrons anyway. The call is answered by a stuttering young woman named Profeia who said that she was an able fighter. Tibag doubted her and challenged her to a duel. They leapt upon the bar but Tibag is surprisingly quickly bested by Profeia. Profeia is hired and they all trudge through the snow to the Ruined tower.

Once again they delve into the basements below, and after having to spend some time getting their bearings they descended to the lower level - a series of winding caves and caverns. They followed a winding and descending cave that took them deeper below the surface than ever before. It is for quite some time that they followed this passage before it opened up into a cavern where they found some digging tools near a large niche in the west wall. From the tools is a dried trail of blood leading out through a narrow eastern passage.

Maudlin lifted the pick-axe and began trying to dig deeper into the niche. While the sounds of the dwarf's digging echoed through the caverns, Televon and Profeia guarded the eastern entrance. As the digging continues, Televon and Profeia heard croaking and scratching sounds coming from down the passage. These grew louder and more numerous. Tibag and Slick Vinny recognized the sounds as coming from Crotch Goblins (Crypt Crawlers)! Tibag charged a bit down the passage and began to fire upon the charging hoard while the rest prepare for battle. Vinny and Gnarly lit a flask of oil and as Tibag retreats back into the room they tossed it down the passage igniting and killing a great number of the blind creatures. The surviving creatures retreat.

Maudlin continued to dig through the wall again and now began to hear a hollow space beyond. As the dwarf broke through more the the Crotch Goblins charged into the room from the south passage. These are quickly dispatched but not before one latched onto Televon and began munching on his flesh.

Maudlin finally broke through the wall. She peered in and saw a man-made chamber beyond, the opposite side of which had a pair of iron double doors that have been burst open from a cave-in beyond. Also in the room are two iron enforced chests and upon a dais, a stone sarcophagus.

A tense excitement ran through the party as they believe they may have found the resting place of Zenopus the Vampire! Tibag entered the chamber but saw two dark shapes approach him. He charged back out of the room as he was attacked by two Jackals with black eyes and black fur and engulfed in black flame!

The party engaged these beasts but these Jackals of Darkness fiercely battled their foes and even go so far as to extend their flame about the Cleric of Morpheus. With the help of Slick Vinny's magic, the beasts were destroyed!

Gnarly healed the wounded with his Staff of Healing as the party entered the chamber. They spread out around the sarcophagus taking cover behind the four pillars holding up the ancient ceiling while Tibag examined one of the chests. Inside he discovered a pile of archaic gold coins and jewels.

The thief moves over towards the other chest and found that it was locked. His attempt to open the lock was unsuccessful so with the help of Televon they pried the top off. Suddenly a cloud of gas erupted from the chest and engulfed the two adventurers. Their eyes glazed over as they began to walk around the room in a mindless daze. The rest of the party grabbed the gold and jewels from within the chests and, making their two dazed companions carry the heavy loot exited the dungeon to prepare for Slick Vinny's appointment with the Crafty Mages.

Monday, September 13, 2010

Session XXI: Them!

So our last session was a bit interesting for three reasons.

One, we attempted to record the audio of the gameplay. Why are we doing it? Perhaps to PodCast later? Who knows. But it's kinda this experience like when you're high and you think everything that comes out of your mouth is totally profound so you record to later find out it's just a bunch of babbling nonsense - well, maybe. So thats what we did. Was it funny the next day? It actually kinda was. Will it be funny to other listeners? That remains to be seen. The recording process isn't quite ready for prime time so we'll be tweaking that up a bit. Thanks to Zak for getting this started.

The second was the introduction of a new death chart. More on that later.

The final interesting bit was the fact that my wife actually sat down for a session. Yes, all you married Grognards out there, amazing at it sounds, my wife actually rolled some dice with us. Now, I always open the invitation to her as the players begin to arrive but she's always been apprehensive. I played a couple of solo sessions with her a year or two ago. Her verdict was undecided. It was hard to give her the full game experience with just one inexperienced player and DM. She didn't quite know how to handle the open-endedness of game play though I helped her along as much as possible. I told her that to really experience the game we need more players.

Fast forward to present day and here we are at our campaign session.

Christy (me wife) walked in to the man-cave and asked if she were too late?

Of course not! Never! Sit right down!

She played the same character she rolled up back in the solo sessions; Maudlin the dwarf fighter with a CHA of 5!

So she sat down next to me (for some additional coaching) and we got started...

After leaving the home of the Amazon Cron fully healed, the party headed south along the edge of Harrowood and back towards Caladan to return the Crimson Skull of Yam-Gregak to Father Halford of the temple of Mithra.

As they trudged along through the falling snow they spied running out of the woods a dwarf chased by a number of giant ants! Some of the ants notice the party and begin to head in their direction. Wolfheir leaped upon his horse and rushed to aid the fleeing dwarf while the rest of the party prepared for the onslaught of the ants.

Skwanky and Nadrak rushed forward while Wolf galloped past the little dwarf and reaching down lifted him/her upon his horse. He lead the rest of the ants away from the party.

Skwanky was knocked unconscious as was Nadrak. The ants lifted those two and began to carry them off to their nest while the rest of the party began to loose the battle. Things were looking pretty grim!

Wolf, noticing that the party was in trouble, headed back to aid his companions bringing the rest of the ants with him. As he neared the party he left the dwarf with the horse and then leaped into battle, hacking at the ants.

The dwarf reeled around to cut off the fleeing ants with their prisoners. From the horse, the dwarf hacked the two ants dead.

The rest of the party battled the ants but it wasn't until Slick Vinny pulled out his wand of flesh to stone that the tide turned and the party finally ended up victorious.

After recovering their some of their wounds, the dwarf was introduced as Maudlin. She was out with her fellow travelers seeking the ruined temple in Harrowood when they were attacked by the Gian Ants. Apparently, the dwarf was the only survivor.

The party continued south and set up camp near the ancient Three Sisters of the Sea where they were briefly attacked by Stirges.

The next day, though still snowing, they arrived at Caladan and presented the Crimson Skull to an excited Father Halford. The party recovered their remaining wounds as the snow still came steadily down in Caladan the night before the Black Sabbath - a night where black magic is at it's most potent….

So that was my wife's first real session. I meant for the ants to be a brief encounter but does anything go as planned in this game? Actually, it shouldn't. But the ants did take up quite a bit of the session and that took away from some of the group role-playing that is always good for new players. Did Christy enjoy the game? It's hard to say. She laughed a lot as did we all but I think she was still a bit iffy on how the whole 'role-playing' thing works. That night, however, and at our weekly sketchgroup, she proceed to illustrate a portrait of her dwarf Maudlin. That's a positive sign. A game to inspire imagination indeed! I don't have a scan of her drawing yet but I'll post that soon.

Our next session is this evening. Will Maudlin return? Stay tuned!

As for that new death chart I mentioned above; I've been going with a kind of standard negative hit point death rule. However, I always felt that battle should leave it's scars both mental and physical. I ran across this chart from Carjacked Seraphim a couple of weeks ago and decided to try it in my session. It seemed to make actual death a bit less possible but throws in a couple of other options for lost limbs and dismemberment. We used it with the battle with the ants and it actually saved Skwanky and Nadrak from game death. I'll still play with this and see how it goes.

Friday, August 27, 2010

Session XX: The Grim Death Of Geddleesmote Hammersend

After defeating the dark Priest of the Black Church and his guardians, the party recovered the Crimson Skull of Yam Gregak. With some of the party having healed from battle, they continued to explore the remainder of the ruined temple as they made their way to the exit.

They found a locked room and with keys lifted from the dead priest they opened the door to his quarters. Searching the room they found a secret door with a chest of jewels and a staff. Giving the staff to Gnarly the Druid to hold onto they decide to make their way out and back to Caladan to return to Father Halford the Crimson Skull. But Gnarly seemed to become quite disgruntled and moody. Thinking that the cause of his moodiness may be coming from the staff, Geedlee buries the staff in a sack along with his treasure.

Leaving the room they see in the shadows of the corridor a statue. Debating if they should backtrack and avoid it Skwanky made their decision for them and tried to run past it. The statue lifted it's arm and from it's fingertips spewed forth molten rock badly burning the little halfling and sending him into unconsciousness.

The party moved in to attack the statue and rescue their companion. Wolfheir started hacking away at it while Nadrak advanced to heal the poor halfling. Geedleesmote, not realizing how hurt he actually was from the previous battle with the shadows and gargoyles, tied a noose in hopes of roping the and bringing down the statue. After a failed attempt the statue raised his arm and molten rock burst from his fingertips, engulfing the dwarf in flame and killing him.

Gnarly, shocked at the fall of his companion, awakened out of his stupor and aids in the battle.

Eventually, between Wolfheir and the Druid, the statue was brought to the the ground and defeated.

Skwanky was healed by Nadrak's potion but there was no hope for the burnt and battered body of the dwarf. Wolfheir, having had quite enough of that ruined temple, finally convinces his comrades to head back to Caladan to fulfill their debt to Father Halford. The party agreed and they made their way back to the entrance with the body of Gedleesmote.

Awaiting them was Tibag who had moved the camp into the shelter of the temple as the frigid dreary weather took a turn for the worse and began to sleet. They decided to spend the night in the shelter of the temple and each took their turn at the watch. However, as the morning broke the party discovered that Gnarly and his Mushroom-man have disappeared and had trekked off into Harrowood.

The party quickly gather their belongings and, along with the body of the dead dwarf, headed out into the rain to follow the trail of the moody druid. But as the day progresses, the trail was lost and so is Gnarly. Soon the party breaks through the edge of the forest as dusk approaches.

In the rugged plains beyond, they spied a number of roaming Pegasi. Skwanky attempted to approach them by they let into the air and flew away. As they began to make camp on the edge of the woods, Slick Vinny informed the gullible halfling that he may have caught leprosy from the Pegasi and that to cure himself of the disease Skwanky would have to have sexual relations with a toad! As Skwanky pressed the wily wizard for more information, an armored traveller approached. Questioning this newcomer, they found that his name was Televan, devotee of the Lord of Dreams; Morpheus and who has traveled from the village of Blackmoor. Televan warns them of a witch in the woods.

The party invites Televan into their camp to share in their meal. In repayment, the priest heals the halfling from his earlier battle though his scars remain.

As the sun sets, they noticed in the distance a glow of firelight. Thinking it may be the witch with a cure for his "leprosy", Skwanky went running off towards it. The others, not wanting to abandon their impulsive friend follow and soon come upon a small pig farm. As they knock on the door they were greeted by a grizzled old hag who invites them in. This friendly old cron, Helgrid, offers the party stew. Helgrid claims to be from Amazonia and is a priestess of the Goddess. She has been foretold of their coming, most notable, Adara.

Helgrid informs Adara that the dreams she has been having were from the Goddess herself. These dreams were clues to a quest that the Goddess has bestowed upon Adara as repayment when the Ranger asked the gods for help to get her out of a drunken predicament. The Goddess heard her call and aided Adara. Now Adara must now seek an artifact of the long dead Dark Paladin Usk'Tor; his Shield of the Dark Sun and destroy it.

Helgrid said that Adara should be honored that the Goddess would bestow upon her a quest of such import!

Helgrid invited Adara to spend the night in her shack while the rest of the party were invited to sleep with the pigs.

In the morning, Helgrid was gone and the party was healed of all wounds.

Thursday, August 12, 2010

Session XIX: Dark Shadows

In our last session our players were a bit more, how shall I say, riotous than in previous....and that is saying quite a bit. We were only missing one player so the table was pretty full. It was challenging to keep the action moving along, to say the least! Only three rooms explored and one large battle.

I think Mike put it best:

The party joined together and further investigated the ruins whilst Teabag watched the cart.

(tons of bad stuff he cant reprint)

They find a strange room with a dark area.

(tons of bad stuff he cant reprint)

They fight some stuff.

(tons of bad stuff he cant reprint)

They find the Crimson Skull.

(tons of bad stuff he cant reprint)

Seriously it was the raunchiest one yet.....

Yeah, that was pretty much it.

Alas...I press on and try to bring you the more 'embellished' summary that I know you're all use to. So without further ado...

Session XIX: Dark Shadows

So while the majority of the party was exploring the ruined temple, Geedleesmote the dwarf, Adara the Stygian ranger and Slick Vinny the enchanter gathered their camp together and followed the trail blazed by their companions.

Regrouping at the entrance to the ancient temple, it was decided that Tibag would stay behind and watch-over the gear, the two mules and Wolfheir's horse. The rest of the party, once again, entered the dark temple in search of the Crimson Skull of Yam-Gregak.

Retracing their steps past the slain clerics they proceeded down the first flight of stairs. Finding a door, they opened it and discovered a silver skull upon a heavy mahogany base. Fearing that the skull may be trapped, Adara and Skwanky cautiously entered the room and examined the skull. Geedlee, however, was more interested in the wooden base and what may lie beneath.

After quite a bit of maneuvering, the skull was finally removed and the base pushed aside to reveal nothing of interest.

Continuing down the hall they discover another door and a turn in the passage. Finding the door locked and without Tibag, their skillful lock-smith, Skwanky the halfling warrior attempted to bash the door down with his mace. Eventually, with the help the Wolfheir the Viking they cracked open the door enough to squeeze through

Inside they found an empty room. Geedleesmote began to examine the walls of this so-called empty chamber while Skwanky, Gnarly (along with his remaining mushroom-man) and Nadrak guarded the hallway. The dwarf discovered a fist sized hole in the wall. Reaching in, he found a lever that he found can turn either to the right or left. Geedleesmote turned the lever to the left and, leaping back, narrowly avoided a puff of mysterious gas. Turning the dial to the right revealed a narrow opening in the wall to a small chamber beyond. Inside the small chamber was a small pile of glorious items; some scrolls, a ring (which Slick Vinny quickly snatched up) and a sword.

While the group in the chamber decided how to divide the found spoils, an impatient Skwanky quickly worked his way down the passage and found some more descending stairs. Gnarly and Nadrak pursued the inquisitive halfling as he disappeared down the stairs. Skwanky found himself in a vary large pillared chamber lit by torches save the opposite wall which was obscured in darkness. Chained to a pillar was a vicious looking dog with fiery red eyes. As the Druid and the Priest of Mithra ran down the stairs they observed a puff of flame and the charred halfling battling this demon hound! Gnarly and Nadrak tried to aid their tiny companion as the rest of the party caught up.

Running into the chamber, Slick Vinny pulled out a magic wand and turned the Hound of Hell to stone.

The beast defeated and the party together once again, they decided to cautiously examine the room. Wolf, failing to hinder the energetic halfling, watched as Skwanky bolted towards the darkness in the opposite side of the room, . The Halfling disappeared into the darkness and quickly ran into something hard.

As Skwanky entered the darkness, from the rafters above, two gargoyles dove down onto the party. A quick thinking Vinny entangled one of the flying horrors in a web spell while the party began to battle the other. Meanwhile, the halfling recovering from is run-in with some kind of wall, feels icy hands reach out and touch him sapping his strength. Skwanky came running out of the wall of darkness into the ensuing melee being chased by two living Shadows!

The Shadows and the remaining Gargoyle put up quite a fight with the Shadows bringing the halfling once again to the brink of death and wounding the Dwarf as well - normal weapons being of no use to any of these foes.

As Skwanky lay dying, Nadrak rushed over and healed the halfling returning him from the edge of the abyss once again. The battle continued as Adara worked her way to the darkened portion of the room. Eventually the Gargoyle and the two Shadows were defeated. When the last Shadow fell, the darkness in the back of the room lifted and revealed an alter atop of which was the Crimson Skull of Yam-Gregak!

Adara picked up the magical artifact but no sooner was the Skull in their hands when, coming down the steps was a heavily armored figure, The Dark priest of the Black Church. Slick Vinny tried to enchant the powerful priest but failed. The priest, however, put Slick Vinny out of commission by immobilizing the wizard and rooting him to that spot.

Wolfheir rushed up to confront the priest as did Nadrak and Gnarly. A melee battle ensued which involved the entire party and the Mushroom-man before the priest was defeated and killed.

Wednesday, August 11, 2010

New Race: Stygian

To compliment the Atlantean race in our campaign, Mike and I finished up working on the Stygian.

Where the Atlantean focused on fighting and thievery, the Stygian's focus is either on Magic or thievery. I wanted to have an magic mechanic option besides the Vancian magic-user. The Stygian would be more of a natural sorcerer tapping directly into the mystic powers of the cosmos, at a cost of his sanity of course. The magic bit was a bit difficult to work up and I ended up borrowing from both Akrasia's Magic house rules from his Akradic Wizardry blog and Cyclopeatron's Oranjian Wizard.

I thought a blending of both of these concepts would work nicely but perhaps it's too complicated. I'm not sure. As of yet, this race has not been play-tested. As soon as it is, I'll post an update. I may have over-complicated this a bit but we'll see. Also, if anyone sees any glaring issues please let me know.

Race: Stygian

Like the Atlanteans, Stygians are a very ancient race seeped in the archaic mystic lore of cosmic spell-crafting. Where Magic Users and Illusionists think of magic as a science to be learned, Stygians see magic as their cosmic right, thus, as a Magic-User, they have a different mechanic for spell casting symbolizing their direct connection to this force (see below).

Prime Attribute: Depends on class
Hit Dice: As per class
Armor/Shield Permitted: As per class
Weapons Permitted: As per class
Alignment: Neutral or Chaotic (preferred)
Class: Only Magic-user (Sorcerers) or Thief

Attribute Adjustments
Stygians gain a -1 to Strength, +1 to Intelligence and +1 to Charisma.

Save Bonus
Stygians gain a +1 against to save against cast spells of a divine nature.

Class Restrictions
Stygians can be either Magic-users or thieves only. They do not gain any experience bonus.

Class Bonus
Stygian Sorcerers do not use the standard Magic-user spells per level chart. Stygian Sorcerers can cast any number of times per day, but spells cost exhaustion (Magic Points), and possibly corruption (if a ‘black magic’ spell is cast) A Stygian Thief gains a +1 to both Move Silently and Hide In Shadows.

Stygian Spell Casting:
All spells can be learned by Stygians in the same way that magic-users do (i.e., by recording them in spellbooks, and ‘preparing’ them to be cast later). If a spell has both a ‘cleric’ and a ‘magic-user’ version, use the ‘magic-user’ version. Each spell has a magic point (MP) casting cost that corresponds with the spell’s level (see table). Hit points may be spent in place of MPs to cast spells. As well, extra MPs may be generated by permanently spending 1 point of Intelligence per 10 MPs. MPs naturally recharge at the rate shown (1 turn = 10min).

Note: For the most part, the following is borrowed from the above mentioned sites as both bloggers have done a much better job than I could have on my own.

There is no ‘read magic’ spell for Stygian Sorcerers. Instead, Stygian Sorcerers know the ancient eldritch language in which all magic is written. First-level Stygian Sorcerers start with a spellbook that contains three first-level spells (player’s choice) and one second-level spell (player’s choice). All other spells must be found, learned from a tutor (usually for a steep fee), or purchased (also usually for a steep fee).

Spells are divided into White Magic (spells that promote or maintain life, protect against harm, and generally are ‘in tune’ with the natural laws and forces of the universe), Grey Magic (spells that typically involve the manipulation and/or alteration of objects and/or minds), and Black Magic (spells that typically are destructive and/or ‘contrary to nature,’ say, by being necromantic in character or by drawing on forces beyond this universe).

Spell Casting: Exhaustion, Corruption, and Sanity
When Stygians cast ‘white magic’ spells they suffer MP exhaustion equal to the spell level magic point cost so a Stygian who casts a third level white magic spell would use 10 Magic Points).

When Stygians cast ‘grey magic’ spells they suffer MP exhaustion equal to the spell level magic point cost plus 1 HP per level of spell (so a Stygian who casts a third level grey magic spell would use 10 Magic Points and 3 Hit Points).

When Stygians cast ‘black magic’ spells they suffer MP exhaustion identical to that caused by ‘grey magic’ spells (spell level magic point cost plus 1 HP per level of spell). In addition, Stygians casting ‘black magic’ spells must make a saving throw in order to avoid corruption. If this saving roll is failed, the Stygian is corrupted slightly and suffers a loss of temporary Wisdom points equal to the spell level (e.g., 3 points of temporary Wisdom for a third-level spell). Temporarily lost points of Wisdom can be recovered at a rate of one point per complete day of rest and meditation (no other action possible). The spell ‘Restoration’ will restore instantly all temporarily lost Wisdom points.

Furthermore, if a Stygian casting a ‘black magic’ spell fails his/her saving throw by rolling a ‘1,’ then that Stygian loses one point of Wisdom permanently (so if a Stygian fails his/her saving throw casting a third-level black magic spell by rolling a ‘1,’ he/she would lose one permanent point of Wisdom and two temporary points of Wisdom). The spell ‘Restoration’ will not restore any permanently lost Wisdom points.

A Stygian whose permanent wisdom score is lowered to 2 becomes insane, and possibly the thrall of an extra-planar demonic force. He/she henceforth is a non-player character!


Again, a special thanks to Akrasia and Cyclopeatron for their creative and innovative efforts.

Tuesday, July 27, 2010

Session XVIII: Harrowood

After looting the lair of the Beast-men within Harrowood, Wolfheir, Gnarly (along with his Mushroom-men), Tibag, Skwanky and Nadrak the Adept of Mithra discovered a path leading away from the lair. As they decided to follow the path, Geedleesmote, Slick Vinny and Adara headed back to camp to meet up with the rest of the party later.

Following the trail, it was soon discovered that it led to a source of water; the River Blackmoore. Not knowing where the ruined temple may be, Wolfheir believed that following the river may lead them to another path and then perhaps the temple itself. After all, the current occupants would need a source for water as well.

They decided to head north-west along the River Blackmoore. Travelling through the morning they eventually discovered a recently used path leading off into Harrowood. Following the path deeper into the woods, they soon came upon a gruesome site. Impaled upon pikes on either side of the path were rotting heads of the Beast-men!

Thinking there may be booby-traps ahead, Gnarly moved off the path and into the brush ahead of the party. Sure enough, he soon discovered a pundge trap in the middle of the trail.

Avoiding the trap, the party continued down the trail. Eventually the trees thinned out and revealed an ancient gray stone structure. Thinking that this may be the temple that they sought, they entered. Within the first chamber they discovered a stone statue of a once beautiful woman, now desecrated and defiled. Unlocking one of two doors within the chamber, Tibag led the party down a corridor where they found a circular room with a similar stone statue, again defiled.

Continuing around a corner they discovered a large open chamber. Within the chamber was a raised stone platform. Upon the platform was a heavy wood base onto of which was a cast copper skull. It seems they may me nearer than they thought!

While the others explore the room, Skwanky continued down the corridor and found another large open chamber. Peering in he sees a short, stiffly moving wooden figure walking towards him. Always out to make a new friend, the Halfling stepped into the chamber greeting this new fellow as the others caught up to him. The wooden figure raised his fists and brought them down onto the Halfling shattering bone and knocking the little adventurer to the floor mortally wounded and unconscious!

Tibag, along with some of Gnarly's mushrooms charged into the room defending their little companion. As Wolfheir ran up the corridor to aid the others, he fell into a pit trap. As the Viking began to climb out, Tibag swung at the little wooden automaton but missed and sliced his companion mushroom in half! The little wooden Golem then turned his attention to the master thief and began to pummel the half-elf, half-dwarf. With the help of Gnarly, Tibag and the Druid dispatch the creature. Nadrak used his first healing potion on the near-dead halfling and brought him back from the brink.

Regrouping once again, the party continued forward and found another circular room. This time, however, there was a statue of a woman cast in copper, unmolested. A brief examination turned up nothing of interest.

Throughout their exploration of the temple halls, the party was trying to match their map to the one found within the Beast-men's lair but to no avail. They felt that the next room that they discovered was a potential match. Opposite a short flight of stairs down, the chamber was empty save for a polished stone alter. While Gnarly and his mushrooms examined the stairs, the others entered into the chamber led by one of the larger mushrooms. Suddenly, the floor beneath them gave way and they tumbled into the darkness below!

Gnarly and Nadrak caught sight of their companions disappearing below ground. Not wanting to be separated from the rest of their party, they decided to face the same fate so they charged into the room. Sure enough, the floor opened and they too are dropped below into the darkness….

With the floor swinging back into position with a woosh! the party found themselves in complete darkness. Quickly trying to spark a torch they hear a rush of footsteps coming towards them. With a torch lit, they found themselves in a rough chamber with a passage running out. Coming from this passage were the grunts of pig-faced orcs!

Gnarly sent forth his wounded giant Mushroom-man to delay the orcs while Wolfheir poured oil along the entrance. The Orcs made quick work of the Mushroom-man and began to rush into the chamber to attack their prisoners. Wolf ignites the oil burning one of the orcs to death. As the other orcs wait for the fire to die down, the dead Mushroom-man had sprouted spores which quickly grew into little Mushroom-men. These caught the Orcs by surprise. The trapped orcs fought with the mushrooms and as the fire died down the party finished off the remaining orcs and the last tiny Mushroom-man who would not fall under their control.

Exploring the tunnels beneath the main level of the temple, the party discovered the orc's quarters and their vile debauchery. That didn't stop them from looting the orc's treasures, naturally!

More explorations brought them to a flight of stairs leading up. This led to a secret door and to a passage back within the temple proper. An open chamber revealed to the party a similar pedestal this time with an iron skull.

Traveling up the passage, they saw a dim warm light coming from another chamber. It was decided that Tibag would sneak up to see what's what. Lo', kneeling before a candle lit alter were six dark priests, one of whom heard Tibag sneak up. That priest stepped up to the doorway and peered around the corner. He didn't notice the hidden thief but spied the torchlight from the thief's companions. Sounding the alarm, he and his companions rushed into the hall and charged the explorers. Two of them, however, triped over the hidden Tibag.

A fierce battle ensued with the party standing victorious in the end and with Tibag having slain priests two himself!

Thursday, July 15, 2010

New Race: Atlantean

Anyone who has been keeping track and downloaded my Campaign Player's Handbook (houserules for my Swords & Wizardry campaign) will remember that there were a couple of holes yet to be filled; namely the Atlantean and Stygian race descriptions.

Mike (MilkManX and one of my players) had some ideas for these races so we sat down and worked out the Atlantian and the Stygian (with obvious nods to REH) the later of which is still being worked on a bit, mostly how spellcasting is handled by the race. I'll post that one as well as we finalize the details.


Race: Atlantean
Atlanteans are a very ancient race decedent from a pre-cataclysmic age. Their numbers are few as their race dwindles though they have retained their high culture through the ages. They are quick to anger and can be quite barbaric in their savagery and have a strong distrust of magic and the supernatural.

Class: Only Fighter, Thief or in some instances Druid (see below)
Prime Attribute: Depends on Class
Hit Dice: Fighter D8+1, Thief D6+1, Druid D6
Armor/Shield Permitted: Per class but cannot wear Plate Mail as a Fighter
Weapons Permitted: Any per class
Alignment: Neutral or Chaotic (preferred)

Attribute Adjustments
Atlanteans gain a +1 to Strength and a+1 to Dexterity and a -1 to Intelligence and -1 to Charisma.

Save Bonus
Atlanteans gain a +1 against to save against cast spells of a sorcerous nature.

Class Restrictions
Atlanteans can be either Fighters or Thieves. On occasion (25% chance for PC class) they may be a Druid which this race calls a Shaman. They do not gain any experience bonus for any class.

Class Bonus
Atlanteans are skilled in stealth and tracking. Atlantean fighters can Hide In Shadows and Move Silently as per the Thief class two levels below their current level. An Atlantean Thief gains a +1 to both Move Silently and Hide In Shadows but a -1 to pick locks and disarm traps. They can track as per the Ranger class with a -2 on the die roll (D20)

Alertness

Like Rangers, Atlanteans reduce their chance of being surprised by half.

Limited Wealth
Atlanteans may only own what they can carry with them, spending the rest on wine and women.