Thursday, November 14, 2013

Session LV: Beneath The Wizard's Tower

Making their way across the chaotic bloodshed that Caladan had become, our party, carrying their wounded and dead companions, enter the guarded gates of the Temple of Mithra.  Here they are healed by Father Downing, however, he refused to bring back to life Thovin who was a follower of the Black Church.  Sending them on their way to continue the fight against Utasu and Zadir the Stygian usurpers, Downing sent the priest Christopher to aid them in their battle.

Outside the temple, the party came across Gnarly who finally brought along his Mushroom-men to the battle.

Working their way across town again they sought the Black Church.  There, Thovin was brought back from the dead in the secret rituals of the Black Church but at what cost....?

So, fully healed and together again, the party worked their way back to the Merchant Guild and the Wizard's Tower.  There they found Capt. Vanir who informed them that Baron Blackmoor had slain Utasu on the steps of the guild along with his soldiers and monsters.  He then persued the pirates back to the docks and left the Captain with the task of hunting down the wizard Zadir who had retreated into the tower - which he asks for the party's assistance.

Rumor had it that the tower was raised up in a single night by the powers of Zadir.  There was no way into the polished stone tower itself but there were four domed structures each with an entrance to the underworld.

Choosing one of the domes, the large party (now consisting of our party, Capt. Vanir and his soldiers, Gnarly's mushroom men, a priest of Mithra and a couple from the Dark Church) descended down...

There they first ran into a wizard apprentice and his bodyguard.  After making quick work of the wizard and freeing the bodyguard of the wizard's enchantment (and being chastised for the mistreatment of Capt. Vanir's red shirts... er soldiers), they moved on and ran into a Manticore.  Killing the beast they found some treasure in his lair and a strange piece of metal.
 Continuing onward, they soon opened a door and were chased by a giant bolder rolling down the hall smashing to death half the party!  It took quite a while for the survivors to figure out that it was just an illusion set by the wizard and that their companions were quite alive (the silence at the table as the players found half their PCs dead was a priceless DM moment, really you should have been there)!

Moving forward they came to a dead end with a polished black wall similar to the walls of the great tower.  In the center of the wall they discovered an indentation, a portion of which matched the piece of metal they found earlier.  Figuring that it was probably one portion of a key and that the other pieces would be hidden in the other domes, they backtracked and entered the second dome.

A No-Prize for any reader that can guess what adventure
I've dropped my players into!
Following the passage they came upon a room with a large crystal ball with shadowy shapes swiming around inside.  The crystal rested upon a pedestal with four words on it. As each word was spoken, one of the shapes would fly out, take shape and attack the party member who said the word.  The first person to speak the word was Maximus the Chaste who was them mauled by a Carnivorous Ape.  Saved by the Half-orc Arg, they called out the other the monsters and killed them gaining the crystal ball as their prize!

Monday, November 4, 2013

Session LIV: Blood on the Battlefield

The true assault on Caladan begins!

Without the means of a full siege, Baron Blackmoore discussed a plan of sneaking into the city and opening the gates to allow his troops entrance.  The party was, of course, 'volunteered' for this task.

When marching down to Caladan earlier, the party had run into Jack the stable boy from the Cloven Hoof and Onyx, the blind seer.  They had smuggled themselves out of the city by paying the Brotherhood of the Black Hand.  The party felt that this would be a way back into Caladan.

At evening, the party worked themselves around the outskirts of the walled city along the farmlands looking for the shack of Barthau.

After paying the 'toll' Barthau guided them to a tunnel beneath his shack and gave them the clues to make their way into the sewers beneath Caladan along with the password to exit.

Following the proper symbols through the tunnels and only running into an Owlbear roaming the sewers, the party eventually ended up in the basement of the Dragon and Dagger tavern.  Biding their time they purchased some food and drink but it was the Halfling that was accosted by pirates and he blurted out their plan of opening the gates.  The pirates tried to capture the halfling but the rest of the party jumped in and made quick work of the pirates.  Before more pirates arrived they left the tavern and made their way to the main gate through the darkened alleyways of the port city.

Coming upon the gate, they found it was well guarded by troops, archers and guard dogs so a plan was developed.  Skwanky, the halfling, would cause a diversion to draw some of the troops after him to be ambushed by the Arg and Wolf the Viking.  Meanwhile, Maximus the Chaste would put the remaining guards to sleep. Once that was accomplished, Thovin of the Black Church would light an arrow and shoot it over the wall as a signal for Blackmoor's troops to storm the gate.

Perfect plan!

So Skwanky ran out into the street shouting " I'm a vampire, I'm a vampire!"  The guards sent their dogs after the tiny halfling warrior who lead them into an alley.  There he killed the dogs while a couple of the guards were sent to investigate. Once in the alley, Arg and Wolf slaughtered them.  It was then that Maximus enchanted the other guards to sleep and Thovin sent the signal over the wall.

Wolf tossed one of the heads out into the street to frighten the guards and charged out there in a rage hacking the helpless guards down while Arg opened the gate the let the troops in just in time as more guards arrived.  The battle at the gate was quick and Wolf, Arg and the Halfling hacked through the lightly armed pirates and guards. 

Along with the troops they battled their way through the streets of Caladan to the heavily guarded gates of the former Merchant Guild.  There before the steps of the Guild, the real battle took place as our party hacked and slashed their way through the heavily armed Stygian soldiers.  It was here that Skwanky fell, mortally wounded and Thovin fell dead before Wolf and Arg had cleared a circle. 

The battle on the streets of Caladan!
Covered in cuts, blood and gore, Maximus, Wolf and Arg picked up their two wounded comrades and leaving the battle in front of the gate to the Merchant Guild headed deeper into the city of Caladan.

Looking back they saw that the battle continued on in front of the gate with Baron Blackmoor, standing atop a heap of bloodied bodies, swinging his cosmic sword almost relishing the carnage.  The Stygians and the pirates had fallen back from Blackmoor's forces but were caught in the vengeful rage of the townsfolk of Caladan who had taken up whatever arms they were able to  find and began hacking their months of oppressed frustration onto the pirates and their dusky skinned allies.

Before turning the corner down the main thoroughfare the party saw the gates of the Merchant Guild burst open and the usurper Utasu with a small handful of his heavily armored guards along with three ogres charged Blackmoor and Capt. Vanir.  The last site they saw was a robed figure wreathed in lighting hovering above the fray....

Thursday, October 31, 2013

The Warlock's Halloween Viewing Part 2

Every year during the month of October, the wife and I sit down with bowls of popcorn, soda and chocolate snacks and overdose on creepy films old and new, never watched before and re-watched numerous times.  The month's first reel can be reviewed here but now on to reel 2!

Ponty Pool (2008 Bruce McDonald)
Pontypool, a little virus / human-canibal concept from Canada starts off quite engaging.  Taking place in a sound studio of a small town radio-station, the story and suspense is effectively built-up through radio correspondences and phone calls.  Think Orson Well's 1939 War of the World radio broadcast.   It seems to me that this is still an affective way to get the viewer engaged because it works here. Eventually, the outside world encroaches onto the radio station in what reminds me of John Carpenter's "Assault on Precinct 13", even the lighting has a certain John Carpenter quality about it.  Alas, the second half of the movie looses it's steam and gets a bit odd but I have to give the story props for taking same new and interesting chances on a genre that is being beat to death at this point (see the brilliant Warm Bodies for another take on advancing the Walking Dead genre).

Silence Of The Lambs (1991 Jonathan Demme)
Does Silence of the Lambs fall into the category of a horror-film?  Well, considering that it's one of three films (Jaws and Alien being the other two) that left me in the theater drained and overwhelmed by the terror and suspense, for me I would say yes, yes it does.   No need to go into what this one's about.  I'm sure most of you have watched the psychological cat and mouse between Agent Starling, Buffalo Bill and of course Hannibal Lecter. A modern classic of suspense and terror right up there with Hitchcock's Psycho.  "I'm ready when you are Sgt. Pembre."

John Dies At The End (2012 Don Coscarelli)
A kitchen sink horror film meaning that everything is tossed in here to make an original and entertaining and unpredictable horror action comedy. With traces of everything from The Matrix and Naked Lunch to  Adventureland and Big Trouble in Little China it effectively blurs reality and other-world Eldrich horrors in a quick paced entertaining flick. You'll never look at soy sauce the same way again.

Pumpkinhead (1989 Stan Winston)
Like many of you, I grew up on horror films.  I was weened on the Universal classic monster movies, came of age with Jaws, Alien and Halloween and watched many 70's director's starting attempts at horror (Tobe Hooper, Sam Raimi).  The 80's were filled with plenty of horror films many of which left much to be desired. By then I was pretty jaded sitting through crappy 'horror' film after crappy 'horror' film (I'm looking at you Wes Craven and Jason).   Pumpkinhead was one movie that I avoided around that time, thinking it was a rip off of a dozen other attempts to scare me.  Well, this movie by puppet master Stan Winston, turned out to be quite the surprise.  A no brainer classic monster movie done with heart and horror with a creature that will rival even H.R. Gieger's creation.  Atmospheric with some standard 80's tropes slightly turned on it's head this move was refreshing entertainment.  No CGI here.  Classic rubber and latex and some mechanics from the director himself makes Pumpkinhead an enjoyable Halloween must-see.

The Evil Dead (1979 Sam Raimi)

The first time I saw this movie as a kid it scarred the bejesus outta me and that's just what I needed this night! Um.... Note to self. When going to a "haunted house" with free admission expect to have the evangelicals toss a sermon about Jebus in at the end. But that's alright, feel free to laugh at their very stereotyped scenes of horror and loudly and abruptly seek the exit during the brainwashing part at the end.  So to cleanse the filth of manipulative christians off of us, the wife and I rounded the night off with Sam Raimi's classic The Evil Dead.  Whats to say about this classic anything goes horror film starring Bruce Campbell.  Raimi would actually kick the concept into high gear in the sequel not that you would think it would be possible.  Anyways, a classic. I'll let Roger and Gene sum it up...

Jennifer's Body (2009 Karyn Kusama)
Continuing with the possession theme we have chic-flick horror film Jennifer's Body. Smartly written by Diablo Cody (Juno).  I was entertained by more than just Megan Fox and Amanda Seyfried in this little miss popular possessed by a demon killing all the boys concept. I thought the fast witty dialogue by Diablo Cody, and smart characters and interesting themes  really made this entertaining and a watchable fun teen horror movie.  Worth checking out if you haven't yet.

Stakeland (2010 Jim Mickle)
I'm a sucker for post-apocalyptic films. Even the bad ones I enjoy watching.  Stakeland is one of the best.  Stakeland takes place after some unexplained event left the world battling hordes vampires and follows the story of two travelers, a teen-aged boy named Martin and a man known only as "Mister" as they make their way to the fabled New Eden.  It has a very pulpy feel to it and Mister is a man living by his own moral code that will make Robert E. Howard smile.  Seriously, the way he deals with some cultists (yes, I said cultists) that rape a nun is pretty impressive and brings to mind Howard's fantasy characters.  The vampires are more dangerous than the lumbering zombies in Walking Dead as they are strong and vicious and mindless.  They are also actors in gruesome makeup and not crappy CGI effects as in Will Smith's crappy I Am Legend.  There's even a crazy 'christian' religious cult that just piss on everybody.  A very nice touch.  This post-apocalyptic world is a complex one as it takes a serious look at those moral codes, humanity and religion and mixes it up with mutant future sandbox of well thought out science fiction.  Out of all the movies this season that I watched for the first time, this one was by far the best.  I highly recommend it.

Halloween (1978 John Carpenter)
We usually watch this one every year and usually on Halloween but this year, at our local art house in Tucson, The Loft, they've been running John Carpenter movies all month.  Earlier this month we watched Big Trouble in Little China on the big screen and last night we walked over to view Carpenter's classic Halloween.  A classic that I'm sure needs no description or review here. There were many, many imitations afterwards but none ever topped the original slasher film.  It still holds up on this 35th anniversary viewing.

"And he shouts too."

 So tonight, we'll be enjoying our decorations, handing out some candy to the trick-or-treaters and enjoying Romero's classic Night of the Living Dead along with the traditional Universal monster films of the 30's.

Happy Halloween all you Home Brewers!

Thursday, October 24, 2013

30 Days of Game Mastering Part 3

In stead of a daily dose of GMing wisdom from this month's 30 day blog meme, I've broke this into three parts.  Part 1 can be read here while part 2 can be read here.

Part 3: Meta

1. What are your favorite books about gamemastering?
There's books on gamemastering?
2. A novel solution: what’s the best advice you’ve borrowed from a totally different field?
Improvisation from playing music.  The game is best when it's improvised all around including the GM.  Always achievable not always achieved but usually you still have fun anyway.
3. What effects do the system mechanics have on the story?
Not too much.  Random encounters or random events come up often and, of course, combat can change the dynamic of the adventure / story.  Nothing really more than that though.  With rules-lite formats the mechanics tend to stay out of the way.
4. Canon vs. alternate universe vs. original settings? What are the strengths and drawbacks of each?
I DETEST using a setting or situation from published fiction (Conan and Hyperboria, Flash Gordon and Mongo, Middle Earth, Marvel Comics Universe). I don't need to play in those universes when I can read all about them.  Personally, I can't get past what the author has written.  Also, I believe that the books have been read by so many people / players that major changes in game will jar the per-concieved universe that the author created.  Keep in mind, that's just my opinion.  Alternate universes work well and original settings (home-brewed or published) work best as the only interruption that fills the imagination is from the players and GM.
5. Problem players and drama llamas: what’s your horror story and how did you resolve it?
Never really run into that.  With rules-lite there's usually no rule lawyering and if something comes up, a brief discussion at the table usually resolved any issue. That said, I have left a game because I didn't like the other player(s).
6. Are GMs bad players? How do you step back when someone else is running the show?
I look forward to stepping back and being a player.  GM'ing can be a drain over time and it's refreshing to be on the other side of the screen.  Of course, thoughts always creep into my mind on how I may have run something different than the GM but I usually file that away for my own notes.  Usually I just try to have fun and enjoy what the GM is dishing out.
7. Have you ever co-GMed? Would you consider it? What are the pros and cons?
The only time I tried a co-GM campaign was with our ICONS super-hero game.  We would alternate every session or couple of sessions knowing that the next GM can alter and build upon what the previous one introduced.  It turned out to be a blast and worked well for our Supers campaign and each GM kinda represented a different comic book writer much like in the comic books.  It was also great to build upon what someone else presented and be surprised at what they did with your ideas.  It was a very positive experience and I would try it again. Just go in without any attachments. You can read our ICONS campaign summary here.
8. Transcending the material plane: how do you GM online?
I've only GM'd online a couple of times via Roll20 (a great tool, btw). It's a different animal than face-to-face tabletop gaming.  The technology doesn't so much 'get in the way' as it becomes another component to the session that, as a GM, you need to manage.  Pre-game prep is a bit different too as, in my experience, it is more time consuming.  It doesn't have to be, mind you, that's just how it was for me in my initial GM'ing experiences online.  I think that can be adjusted, though, over time.  It's different and you need to adapt to it.
9. Teaching the rules: how do you sell players on the system while running a demo or con game?
With a rules-lite game it's pretty easy.  Here's a pre-made character, the stats are somewhat self-explanatory, let's roll.  Old-school games are very easy for players to jump right in and have a good time.  I, as a new player in a more complicated rule-set, usually get bored and rarely really enjoy role-playing with a bunch of rules and stats and skills and terminology to keep track of.  I really kind of hate it actually.
10. How do we grow the hobby?
I don't really think about that too much.  If I come up with something that I think others can use, I'll post it online for others.  Besides that, I've got too much else going on to worry about marketing an industry.

...And that's that!

Wednesday, October 23, 2013

Animated Stormbringer, Wendy Pini and Red Sonja

My friend Mike sent this over to me and I thought it best to share it right away.

Back in her college days, Wendy Pini (Elfquest) had begun a most ambitious project of bringing Michael Moorcock's Elric to the screen as an animated feature.  She ended up spending years on this, working up concept drawings, storyboards, sound effects and music cues.  It was quite an undertaking for any studio much less a single person.  It kinda became this ongoing obsession that she eventually had to lock up and walk away from back in 1973.

View Wendy's production portfolio for Stormbringer
Wendy offers up the story of this chapter in creative life via this website as she displays much of the work she produced for this project.  It's amazing to see the breadth of talent she possessed at that young age and the illustrations for Elric as an animated piece are mindblowing.

View Wendy Pini's Stormbringer presentation.

Elric is a 'strange' sort of fantasy, not as accessible as LotRs which was quite popular in the 60's and early 70's and was later produced as an animated feature by Ralph Bakshi.  If her Elric movie was ever made I wonder how that would have changed the direction of fantasy.  If it was a high profile Disney style production (not that they would have touched this with a 10 foot pole), I think it would have been amazing.  Bakshi had more of an underground flair but I think this would have been a better direction than he ended up going with with Wizards.  But I doubt he wouldn't have given up reign on a project like that to a young talent like Wendy Pini.  Bakshi's influence would have been all over that and Wendy's concepts are too good I wouldn't' want that to be diluted or altered in any way.  If her Stormbringer film was made at the time and was successful, I think fantasy would have been less fluffy.  Moorcock's battles of Law vs Chaos and related concepts were a bit more underground even for an underground literary genre such as fantasy.  But it may have fit well in the 70's.

Alas, we'll never know but it's interesting to contemplate.

After college she ended up hanging out with Frank Thorne and dressing up as Red Sonja, though there's definitely nothing wrong with that, before moving on to her famous Elfquest.

Original cosplayer Wendy Pini as Red Sonja

Bonus feature:


Friday, October 18, 2013

30 Days of Game Mastering Part 2

In stead of a daily dose of GMing wisdom from this month's 30 day blog meme, I've broke this into three parts.  Part 1 can be read here.

PART II: AT THE TABLE
1. House rules: what are your favorite hacks, mods, and shortcuts?
My house rules mostly consisted of additional character classes ported into my campaign.  One house rule I do enjoy is Wisdom as sanity from Akratic Wizardry.
2. Table rules: how do you keep players focused on the game?
I let table talk go on just a bit if it's a non-session topic, after all, we're here as friends and we gotta chat sometime.  But I'll bring it back by just interrupting the conversation and bringing it back to the game.  Just cut them off.  Everyone's usually fine with that.  If table conversation is session based or game based I let that go on as long as needed.
3. Rise to the challenge: how do you balance encounters in your system?
Balance encounters?  Never!  It's up to the players to avoid taking that 'wrong' turn.  Also, the party consists of PCs levels 2 through 7.  Good luck balancing encounters for that. 
4. How do you facilitate combat? Any tips, tools, or cheats?
Pretty straight from the rules (Swords & Wizardry Complete).  I discarded descending AC day 1. AAC makes things much easier and faster.
5. Memorable villains: how do you introduce and weave the antagonist/s into the ongoing narrative?
I think I always try to keep the major NPCs floating in the background via rumors or chats with other NPC's or just in the session backgrounds.  I also try to keep them alive if encountered so that they can harass the players in the future – not always easy to do so it's best to just keep mentioning the baddies until they come face to face.  Build up that 'legend'.
6. Investigation and mysteries: how do you use foreshadowing, red herrings, and keep the tension rising?
Again, I use rumors via NPCs to keep things in the player's conscientiousness.  Keep the stories floating around the campaign even when the PCs are out on a totally separate adventure.  I've tossed red herrings but with gaps between sessions and the slow pace of campaigns in general, those usually get lost.  The red herrings I tend to keep tighter to the narrative of the current session or the next.  Any more than that too much time goes by and you loose the edge of a false rumor.
7. Structure and time: how do you use flashbacks, cut scenes, and parallel narratives in your games?
I don't use flashbacks or cut scenes in a game.  They don't work.  For me, the campaign in a linear path of the players experiences.  The stories and campaign goes on before the character is born and after he/she dies.  It's up to the players to make their backstory elements of the game and me to enact them but I don't go 'back in time' to 'set the story'.  By parallel narratives, I assume that this is only cut scenes between a split party.  I usually run those for about 10 minutes (hmm, the time of a game turn) before cutting back to the other players. 
8. How do you handle rewards, be they XP, magic items, or gold?
I started the campaign with a standard monster xp split among the players and gold totals split as xp among the players.  Magic items are a value in and of itself and receive NO experience point value.  But since our sessions meet twice a month (when we're on a roll) and not everyone shows up, leveling PCs was pretty slow  It took a couple of years to get to level three or four.  I've since moved to full monster experience rewarded to EACH  PC present for that session.  Monster experience is NOT split.  Treasure value is still split equally as experience though.  But players HAVE  to be present during the session to receive the rewards.  A little more bookkeeping on my end but it seems to be working pretty well.  The pace of character advancement seems to fit well with our play schedule. Also, I don't actually reward them the experience until the return to home base.  Though I record the experience each PC receives they don't get it until they head home. 
9. What was your worst session and why?
The only bad session(s) I had was when I felt my head wasn't really in the game. Note, however, that the players still all had a great time.  It's all relative so someone always has a great time.
10. What was your best session and why?
Sessions where I am fully present and 'participating' in the game as much as the players are.  Not sitting back coasting on the contents of an adventure module.  Those always tend to be the best.  When everyone's involved and we're playing off each other.  But it's all relative anyway.

Thursday, October 17, 2013

Session LIII: Black Ravens and Stoners

After having woken up naked and penniless in the streets of Blackmoor after a night of carousing, Thovin of the Black Church gathers his what's left of pride and his companions and head south to meet up with Baron Blackmoor's troops and Captain Vanir.

On the way they run into refugees who have escaped out of Caladan including Jack the stable boy and Onyx, the former tennant of the Tower of Zenopus (this goes back to the first few sessions).  They smuggled themselves out of Caladan with the help of the Brotherhood of the Black Hand.  For a pretty price, the Black Hand will smuggle someone in or out of Caladan.    The party also learned that the pirates and the Stygian soldiers are raping and pillaging Calladan's inhabitants all under the approval of Utasu the puppet ruler of Caladan and the Stygian sorcerer Zadir who had, in but a single night, raised a blasphemous magic tower within the walls of the old Merchant Guild.

Continuing on to the war-camp of Captain Vanir, they only await the arrival of Baron Blackmoor to lead the foot soldiers in an attack to free Caladan.  But Captain Vanir worries about the stone giant, that has been bought by Utasu and Zadir, and that may attack them from behind.  He sends out heroes along with ten soldiers to eliminate the threat of the Stone Giant.

After sending Tuk the owl forward to investigate the rocky cliffs, Gnarly turns into a raven and flies into the Stone Giant's cave opening.  There he spies twelve stygian soldiers trapped in a cage dangling from the ceiling and the Stone Giant munching on one of the soldier's legs.

The raven chats with the giant and it turns out that he was promised two virgins by Zadir only one of which had been delivered. Until the Stone Giant received the second, he refuses to do the bidding of the wizard and, instead, had been devouring one soldier a day. 

Vying to get the Giant on their side or kill him, Gnarly the raven says that if the giant will help them in their attack on Caladan he will offer up a virgin.

Now where would the party find a virgin?

Well, it turned out that Maximus the Untested was indeed a virgin.  So as a trap, they would offer up the magic-user in hopes that he would be able to place the monster into a slumber.  Maximus, of course, was in full opposition of this plan but was talked into being bait anyways. 

So offering up Maximus as a virgin captive, the Stone Giant steps out and falls for the old Chewbaca in hand-cuffs trick (used back in session 38).  After reacting to the party's attack the giant is quickly put to sleep and bound.  He is tossed over the cliff into the sea below.  The cave is raided for treasure and the stygians captured as prisoners. 

The party returned to the camp triumphant!

Wine and ale was drunk throughout the night and many invitations were offered for the heroes to feast as honored guests at tables and around campfires and to recount their infamous confrontation.

The stories, of course, have already been  'embellished' by the storytellers to include Wolf single-handedly lifting the giant above his head and over the cliffs, and of the Dark Gods protecting the mighty Thovin as he stood unmoved from the savage direct blow from the Stone Giant's club (this leads to many men questioning their faith and seeking out spiritual guidance from the dark cleric)!  The renowned virtue of Maximus who resisted the caresses of one thousand women to remain chaste and defeat the Giant (the demand for whores declined sharply that night). Stories of Gnarly the mystical woodsman who takes the shape of wild creatures and beguiles his foes.

The revelry went deep into the night.

With the arrival of Baron Blackmoor and his banner-men the next morning, all turn their firey bloodlust towards the Stygians and pirates occupying Caladan as the final plans for the assault are made...

This was a very, very entertaining session with a lot of role-playing and only two or three dice rolls.  A lot of creative game play and quite the inspiration for playing this portion of the campaign through.  Players seemed to have a great time getting into their characters and the situations.  This will be  a session to be remembered.