Monday, June 16, 2014

Session Report: The Aldsburg Chronicles [T2]

The Party
Titus the Wizard
Brother Lars

The Adventure in Brief
As we only had 2 players we ran a flashback scenario to when Titus and Brother Lars met for the first time.  Brother Lars was fleeing from some gang members and Titus attempted to rescue the outnumbered cleric. They were captured then had to escape a terrible situation in the Aldsburg Undercity.

Details Most Grim
Brother Lars had been chased from his home in the Magnolis Street Stack.  The Magnolia Street Runners, a gang that held sway over the neighborhood, found his religious inclinations to The Wyrd and the The Cathedral of All Pervasive Darkness heretical and, more than anything else, bad for business.  After getting in a few licks with his mighty flail, he fled with four members of the gang shouting invectives and waving about their stout clubs demanding he submit to justice.

Running nearly blindly through the Iron Streets Brother Lars found himself at a dead end near a dubious location - the abandoned bakery on the corner was known to be haunted and likely a portal to the Underworld.  As the four gangers taunted and engaged Brother Lars in combat, Titus, who had taken up residence in the "haunted" bakery (and ensured the rumors continued to circulate) didn't like what he saw and ran to Brother Lars' aid.

The battle was brutal.  As Titus let the Patchwork Kingdom use his body as a conduit to cast spells that he had rarely used before things went wrong.  Parts of buildings exploded and showered debris on the battle.  Brother Lars was tackled to the ground and one of the gang members climbed and dove from the second story.  Gang members were knocked down as thresholds of pain were exceeded, but there were too many.  Brother Lars took an opportunity and escaped through a wind of the haunted bakery and ran around but too late as three of the Magnolia Street Runners had kicked and clubbed Titus well into unconsciousness.  A moment later a luck club strike sent Brother Lars reeling.

... darkness ... vague figures ... excruciating pain ... something was crawling on ... OMG!

Titus sat in the corner of the cell, one arm hung limp and was clearly broken, his mouth had been sewn shut with a leather cord, and his good arm was tied to his legs.  Brother Lars found himself bound hand and foot and lying on the ground, his face pressed against the cold damp wall.  There was the faintest of candle light flickering from under the door to their cell and the stink of human waste (and worse).

After hearing some voices from the other side of the door that were unidentifiable but definitely not human the characters tried in vain to free themselves from their bonds.  That is where the terrible noise started.  There was a slaughter of some sort and something large and terrible.  Then it smashed thorough their door, the multi-layered gears and polished bronze plates glistening with blood.  The thing paused and "looked" at the adventurers for a moment with gems attached to thin articulated stalks, then crashed through the wall into some tunnels that flowed with thick fluid refuse. 

Cutting the ropes leather thong with sharp shards of stone, the adventurers took stock.  They were stripped naked and covered in fresh deep cuts in strange patterns.  Titus identified them as ritualistic and began to fret that the sewage would infect them.  The two limped carefully into the room and looked over the gruesome sight.  An unknown number of ratmen had been gutted and shredded and one lay in the corner on fire.  The party grabbed some shards of metal wrapped with cloth (daggers they supposed) and began to search for a way out.  They were beaten and bruised and severely wounded ... combat would ill suit them.

After some exploration they found a chamber that once held something large imprisoned with both chains and ritual magic - the bronze creature they supposed.  Titus expounded on his theory the thing was a Bronze Warrior of Shun Kai while Brother Lars prayed to his dark god Baphomet for guidance.  After discovering a secret door and a torchlit passage they saw two forms that, after Brother Lars attempted to beg and reason for help turned out to be animated skeletons of the ratmet armed with halberds.  Brother Lars stood defiantly and commanded them to stop, shed their battle robes and hand over the pole arms.  it worked ... they adventurer's kept moving.

After avoiding death from a well-placed crossbow trap, the party founds some stairs leading down deeper into the depths.  On this side of a portcullis was a bell - the crank on the other side.  The susurrus of numerous non-human voices and demonic shadows could be seen ... they decided that this way was certain death and clambered back up the stairs.

After looting the crossbow from the trap (which was being set by some sort of automated skeletal spider minion) they entered a door previously unseen and came face to face with a raging savage.  It was dressed in leather hides of various creatures (including some obviously human skins) and wielding a massive hunk of jagged metal.  With amazing luck and some clever prowess, the savage was defeated ... the adventurers barely clinging to their lives.

After some additional investigation and a harrowing climb over rusted and unsteady pipes that adventurers made it to a grate that opened into an alley behind Wetlove Lane and the Burning Biscits brothel.  Ezekiel, owner of the fine establishment, charged them a few ducs as a tax for using his grate and alley.  The two had escaped certain death and a lifelong friendship was formed.

The GM's Favorite Bits
The best bit of the evening was when both of the players were keenly nervous about their characters' survival.  One got up and was pacing, the other throwing out ideas so fast that it was difficult to keep up.  It was dire but they made it through.  I was perfectly willing to TPK them in a "flashback" and they knew it.  Best part was that this was only the second session with these characters.  What a session!  That defined why two strangers would band together.  Classic stressful situation bringing companionship.  Loved it.

The Wiki That Goes With The Blog
Check out the wiki for the campaign: http://thealdsburgchronicles.wikidot.com/
It isn't pretty (yet) and will be populated with details from both myself and the players.  Eventually, as new players com on board they can add to the history and legends of Aldsburg.  Let the new campaign reign!



Monday, June 2, 2014

Session Report: The Aldsburg Chronicles [T1]

Characters

We spent the first part of the session making characters for the new campaign (which we'll be playing when everyone is not prepared or ready for the last chapter of the Worldgod campaign).  A few notes:

  • Only human are allowed
  • Wizards are much feared and considered extremely dangerous
    • decide if you are hedge or from the Tower of Art
  • Clerics can be of any god bu use the base class mechanics of Hope or Light
    • specifics can be swapped out - control undead instead of turn
  • "Social skills" should be ignored - we'll tackle that through role playing
    • this generally applies to most skills
  • "Non-adventuring" skills should also be ignored
    • crafty type skills can be purchased as a talent at 3xBP cost for the skill
  • Ignore priors & particulars - they don't add anything 
    • make up your details
What we ended up with was awesomesauce.
  • Brother Flint: Cleric of The Wyrd (god of Death) [player took his character sheet home so i can't recall all his details]
  • Brother Lars: Cleric of The Wyrd (god of Death); member of the All Purvasive Church of Everlasting Darkness (cult dedicated to Baphomet)
  • Titus: Informally trained wizard who has embraced the Underworld and has some serious social interaction issues

Narrative & Player Driven

I wanted to try something new with this campaign - specifically making it more narrative and player driven.  Not just a sandbox that I build and let the players interact with, but more of a shared environment.  Answers to questions I ask the players become fact and the players are encouraged to add details to the setting and the world as they go.  My job as GM is to keep things in line with the vision I set and help keep things organized.

It took a bit for the players to get into it, but then it was nonstop.  To track all of the details, any new NPC, location, group, anything gets a new index card.  Players are just as responsible for getting things written down as the GM is.  Eventually I'll take over the cards and start adding secret details.

So in addition to the excellent characters, we defined the Iron Streets neighborhood in the Lion's Teeth Tower that the party lives in, some of the nearby neighborhoods and the players created their own conflicts to engage with and began driving to what is going to be some sort of religious expedition to found a new temple to The Wryd (who have an avatar that is a Red Knight) while combating the "insidious influences) of the CHurch of the Eternal Flame who tend to the poor and probably have some sort of Dark Grimiore that gives them wicked powers from demons or they are guarding it from others - or maybe they'll go check out the tomb that Titus has a map to.


Charts and Tables

I took quite a bit of inspiration from the Vornheim book by Zak S.  It is one of the best RPG products I've seen in ages.  Between that and some seriously dark and gritty flair from the Necromunda games we've been playing and a handful of amazing bits and peices garnered from the internets the Aldsburg Chronicles started with a BANG.  The random tables plus telling everyone that I was going to be GMing ON THE FLY created an incredible dynamic.  If you haven't tried this before holy shit go do it.


The Rules

I immediately realized that I need to trim down the Hackmaster rules even more.  I LOVE so much of them, but then they get excessively fiddly.  I want a combination of HM5e and BECM ... and I think I can do it.  I want to the mechanics to support fast and easy play.  I want the encumbrance system to keep things under control without worrying about that much damn book keeping.  Everyone at the game seemed OK with this choice and I don't think it will be a problem.


The Roadshow

After the game I was discussing with one of the players that we need some new players.  Nothing wrong with the existing players, but more folks to really get this campaign rocking and rolling.  I think I'm prepared enough to do a couple of "showcase" games with one or two of my usual players to "get things going" and show the style of game.  Perhaps some of the local game shops (Toys-N-Things in Danvers, Pandemonium in Cambridge, others?) and maybe even GM at a Con.  I've always been terrified of Cons for some reason - I think having a friendly face would make all the difference.


So What Actually Happened?

Oh yea ...
The clerics are going to try and start a new temple in the neighboring district of Smokey Hills (of which they know little).  Brother Flint god some "action" and had his fortune told ... something about a murder in a garden and that he would be swallowed in his sleep.  Brother Lars and Titus went down a paranoid delusional rabbit hole and murdered a (mostly) innocent family that Brother Lars thought to be conspiritors that were attempting mind control.  It was intense.


Wednesday, May 21, 2014

D&D 5e

They've announced some release dates (I think) and the new covers.  Personally I don't care as I'm a Hackmaster boy these days (although many RPGs have something worthwhile).  Lots of love the cover hate the cover nonsense - I really could care less.  However, this is an excellent alternate cover set.  Well done.  Very Olde Schoole.

Some folks ask why D&D 5e is a big deal.  It isn't.  It is just another iteration of rules.  It won't bring old schoolers back into the fold, 3.5 kids will likely remain where they are and 4e people who spent the cash will be hesitant to drop another $200, and fanboys will declare it the BEST THING EVER.

I'll download and peruse when they are available (SCANDAL!) but likely never play and almost definitely never buy.  Heck - these days I'm only buying indie RPG products (d30 sandbox companion and kickstarter location cards for example).  I haven't even bought anything from Kenzerco because I'm frankly unimpressed. 




What do other people think?

Tuesday, May 20, 2014

Lore of the Land: Al'Kadarir

The dark yellow sands shift slowly and shimmer red in the setting sun.  The soft cornered remains of once grand temples dot the landscape near what is left of this oasis.  Figures in flowing crimson robes stand silent with their curved silver blades atop iron shafts watching from just out of sight - these are the guard of Lurac-Lunhan, Lord of the Oasis and King of the Al'Kadarir.

Location
The specifics are difficult to pinpoint because, frankly, it is in the middle of the most gigantic crazy desert ever.  The Ptocnik is massive in scale and things like distance or time quickly become irrelevant.  With that in mind, Al'Kadarir is generally thought to be on the northern end of things - traveling west one can see great mountains and eventually to the north as well - the northwest seems clear indicating a likely (but unverified) passage in the Parched Steppe.


Sights & Sounds
  • The dark sand whispering in the endless wind
  • The echo of a far-off stone falling from one of the great columns of red stone
  • Shattered remains of long abandoned settlements
  • The base and outline of a series of small pyramid now worn down and rubble
  • The quickly fading tracks of travellers moving toward the great oasis
  • Flashes of red cloth and the sound of a strange bird whistle and chirp
  • Winged beasts circling the high peaks of the Basalt Obelisk
  • The sounds of a terrible and tremendous battle mixed with the echos of a hundred men shouting and cheering
  • The rumble of something passing deep under the sand
  • Bones of a giant bleached and cracked
  • An area of absolute desolation - the reminder that something powerful stalks this region
  • Laughter and the roar of an open market once Al'Kadarir is found
  • The slow jangle of a caravan of merchants making their way to or from the oasis along secret routes
  • The chanting of the enslaved wizards that cause the merchants to fade into the sands, carried along by the clacking bones of a thousand dead warriors
  • The smell of spice is always on the wind...

Other Notes
The Lord of the Oasis delegates most of the day-to-day tasks to his crimson minions, but takes a special interest in those that are from far-off lands.  He does not believe in the underworld or the portals and is often inclined to believe them spies of strange and enraged gods.

The crimson guard are constantly battling a huge group of bandits that have settled a few days away in a strange place.  It is rumored that two cursed heroes representing divine light and malign darkness battle for eternity in the crater of a fallen star.  This pat has attracted the bandits who throw prisoners into the fray to get slaughtered as collateral damage.  They also raid any caravans they can get close to.

Something big lives off to the southeast and has either just settled in or woken up.  No one is sure what it is, but the few who have seen it and survived are gibbering fools - drooling from slack jaws and unable to speak from tongues bitten off in terror.  The few that manage to get something coherent out shout about eyes within eyes upon wheels entombed in fire.  "He is Risen!" they shout.  Obviously some sort of religious fervor to explain a terrible beast.

Wednesday, May 7, 2014

Underworld Bestiary: Orcs of the Black Fortress

Description

Orc is a general term for all manner of beastmen.  There are generally humanoid body parts right until you get to the head which has some terrible bestial features from a jutting muzzle to a full ferocious animal head.  Within any given band of orc one can find any handful of weird heads, strange weapons, and cobbled armor.

The orc of the Black Fortress, however, are all very similar.  They stand about a head taller than a man and are wider from both girth and muscle.  Their skin ranged from drab olive to a forest green - their eyes are yellow and sickly.  Unlike many other beastfolk tribes, they all share characteristics of a boarlike nature - porcine snouts, tusks, and thick black bristled manes.


Monster Lore

  • They aren't wearing black iron armor - their skin is actually made of sheets of overlapping flesh and iron
  • Each black iron weapon is grown from a part of the orc which is why they are all so strange
  • Black Orc are not from the Underworld - they are from elsewhere
  • All other orc are their fetid spawn - they are the father race
  • If one can learn their language, the black orc can be negotiated with
  • The Black Fortress is built around a well leading directly to the Hell of Yuur

Sightings & Encounters

The Orc of the Black Fortress are most often seen in the Vault of Pain looting and enslaving.  They most often travel in small bands and have a distinct leader.  Worst of all, however, is they use some rudimentary tactics.  While it is expected that the average black orc is not much smarter than a toddler, imagine an angry toddler with a 4' black iron sword who doesn't want to take a nap and thinks you ate her cookies.  Don't underestimate them.

Notes on Combat

They are smart - this is the first things to know.  Some are said to travel with an orc wizard.  Rumors of a poison infused into their blades is common but unverified.  One thing for sure, though, is that want to take you prisoner and, if that happens, you won't be seen again.

Monday, May 5, 2014

Session Report: The Perilous Halls [O3]

The Fools

Dirk Pisspot a smelly fellow with a dagger fetish.
Dirk Lovejoy recently returned from being a dungeon phantom.
Thad Kirkwood who happens to be good at picking locks and finding traps.


The Highlights

  • The party encountered a Grue (or possibly The Grue) when crawling about with no lights
  • Lovejoy took a severe wound and didn't fall to his death (thanks to the dwarf bones he picked up earlier)
  • Dirks and Kirks dealt with some terrible gnashing and masticating pits
  • Some grubby mutant children were put down
  • A huge and terrifying door was opened into a Desert Land Unknown
  • Some looting of the ruins uncovered a few treasures
  • There was  LOT of laughing and good times

Demented and Sad, But Social

Sometimes the role playing needs to take a back seat to the social aspect of the game.  After all we are getting together to have fun and if the fun is riffing on some innuendo (IN YOUR ENDO!) for fifteen minutes, so be it!  We only have a 30 minute window to play and while some would argue that the game is most important, I'll argue that fun is and if everyone is having fun, who cares what you are up to.  The Perilous Halls of Sorrow are a seriously fucked up dungeon crawl that sometimes devolves into full grown men snickering at things like we were twelve.  It is demented and awesome.


Combat

I love Hackmaster combat at the table, but it is still a little slow online.  I'm going to write up a simple cheat sheet for the guys and any new players.  It seems like a good way to help move things along.  I'll throw a quick skills and doing other stuff and topside activities notes on the other side.  two page mechanics summary.  This, I think, is why so many people dig on the B/X and BECMI and 0e version of D&D - simplicity.