Thursday, January 31, 2013
Alaric's Prayer
Read Post
| 1
adventurer hailed
Labels: journal
Sunday, January 20, 2013
RL #5: Night of the Walking Dead
After speaking with Lillin, the PCs headed for the cemetery in search of its caretaker, Pierot, but first found Shaman Brucian outside the church. In the privacy of its walls, Brucian explained that, after Marcel died, Jean Tarascon quickly fell from grace: once a noble overseer of the Tarascon plantation, Jean's mind became poisoned by the loss of his two brothers. With Marcel dead and Luc seemingly void of all consciousness, endlessly reciting scrambled verses of unknown origin, Jean was increasingly plagued by fits of rage and violence. In light of this, Brucian and others exiled Luc to the swamp for safety - until the PCs retrieved him a few days earlier.
Outside in the cemetery, Pierot shunned the party's questions, intent on preparing for the funeral of the waitress who was murdered in the early morning hours. The group remained for the interment of the deceased, and was relieved to see that the coffin remained quiet and motionless through the end of the service.
As evening approached, the party headed back for the inn but was ambushed en route by the black-cloaked assailant, who stabbed Luc twice before Rapacion slew him grimly. The corpse was revealed to be Jean Tarascon himself, and Brucian pilfered a key and dagger from the dead man's robes before ushering the PCs away to speak in private, urging them to find Marcel's body.
The party opted to replenish at the Full Moon Inn for the evening and begin their search at daybreak, though they considered it paramount to acquire the key from Shaman Brucian before the night's end. Together, they accompanied a handful of villagers back to the tavern, where Brucian confided yet more of his frightful tale. Jean, he explained, had brought Marcel's body - torn nearly limb from limb - to the church on the night that Marcel was slain. Brucian attempted to raise the twin with a magic scroll, but tragically, the spell failed. Jean fled the church in anguish, taking the body of poor Marcel with him.
Suddenly, the storm clouds - having loomed over Marais d'Tarascon for several days - finally broke, pounding the inn with putrid drops of rain and racking its walls with thunder. Simultaneously, Luc's sporadic verses became unprecedentedly clear and unmangled. Within moments, a villager at a nearby table fell dead as a deathly odor settled in the air. Alaric leaped to his feet and buried his sword into the body of the fallen, determined that he not rise as undead. Then Luc recounted a new stanza, a verse not before heard by the PCs in any form:
Look for the scroll where the old rest fine, behind the stone where six stars shine. The finding, however, will cause much pain; beware the time of the falling rain.Before anyone could react, a rain-drenched villager burst in from outside, yelling, "The dead! The dead are approaching Marais d'Tarascon! An army of the walking dead!"
Constable Gremin quickly began to organize a defense, leading willing patrons outside. Brucian, however, urged the party to accompany him to the old cemetery, where he vaguely recalled an insignia bearing six stars from decades earlier. Ignoring Gremin's demands for help, Brucian and the party fled into the village, blanketed by the night and drowning in the downpour.
As they ran, shambling corpses lumbered toward them in throngs. Brucian and Aginot turned those they could manage while the others aptly slew those they could not. When finally they arrived at the cemetery, Brucian led the group to a chained iron gate enclosing a ten-foot high stone wall, guarded by twin gargoyle statues that eerily seemed to move with every flash of lightning.
Alaric and Rapacion pounded at the chain with their weapons, finally severing it and gaining entry to the old cemetery, an untended portion of the graveyard that supposedly hadn't been entered in years. Overgrown with trees and vines and the ground beneath them turned to mud by the rain, the PCs trudged amid the mausoleums until they came upon two buildings of interest: one was the grandest of all the tombs, towering in size and boasting a stained-glass dome ceiling, the other was a smaller and plainer structure whose entry was adorned with a cryptic, six-star insignia.
Luc refused to approach the latter, shrieking and cowering and nearly fleeing away in terror. Half of the group opened it and scoured its interior, finding recent boot tracks and a half-dozen disinterred coffins that, thankfully, were empty. Dismayed at the lack of anything to validate Luc's recitation, they turned to the larger mausoleum, which Brucian knew to harbor the long-dead ancestors of the Tarascon family.
They entered and ascended a set of stone steps, and as they did, the rain suddenly stopped. The moon's light cast a sickly yellow pallor through the stained glass upon the tomb's floor, a carpet of bones and half-eaten carrion. A nauseating odor filled the main chamber, further lighted by two burning braziers with a finely-crafted throne nested between them. On the throne was seated a hideous creature who resembled Jean Tarascon, but with rotting, pale-gray skin.
The creature proclaimed itself Marcel Tarascon, Lord of the Undead, and demanded an item it called "the scroll of the six signs." Before any could answer, corpses lumbered from recesses in the crypt's stonehewn walls, attacking with their vicious claws. The undead lord looked on as the zombies assailed the PCs, who struggled grimly as first Leilana, then Alaric were laid low. Companions rushed to the aid of the fallen, all the while slicing and stabbing at Marcel's undead minions. When finally Marcel joined the battle in earnest, a great thunderclap rattled the chamber and lightning exploded the dome overhead. Above, the moon turned blood red; its light bathed the tomb in a veil of deathly crimson before fading away and then disappearing completely - a full lunar eclipse.
Marcel gazed to the sky and cried out in abhorrence, and as the last of his minions burned at the end of a newly lighted torch, Aginot, Brucian, and Rapacion hoisted up the zombie lord and buried him onto a fiery brazier, igniting the undead body in a sea of red flames. Thereafter, the crypt fell silent; Luc instantly regained coherence, and those that were able helped carry the more grievously wounded out of the cemetery and back to the church.
The undead army, it was learned, dispersed aimlessly when the zombie lord was killed, though it had left Marais d'Tarascon with many dead and wounded. The sun rose early the next morning, shining its glorious rays upon the village with no storm clouds anywhere in sight. The Tarascon manors were searched by the villagers; Brucian brought word that the Tarascon servants were all found dead, and a mysterious scroll was discovered in a bookcase in the upstairs floor of the townhouse. The scroll held many of the verses recited by Luc when the storm broke:
The night of evil shall descend on the land
When this hexad of signs is near at hand.
In the house of Daegon the sorcerer born
Through life, unlife, unliving shall scorn.
The lifeless child of stern mother found
Heralds a time, night of evil unbound.
Seventh time the son of suns doth rise
To send the knave to an eternity of cries.
Inajira will make his fortunes reverse
Dooming all to live with the dreaded curse.
-- [Missing verse, torn away] --
The light of the sky shining over the dead
shall gutter and fail, turning all to red.
Post-session Details
In addition to showing them the strange scroll and allowing them to copy it if they so choose, Brucian offers the party the dagger and ring of Jean Tarascon (both magically enchanted), a scroll from Brucian's own collection containing two raise dead spells, and an offer to remain at the church until the time they are fully healed of their wounds. At that time, the PCs must seek refuge elsewhere, preferably nowhere near Marais d'Tarascon.
(Out of game, the dagger is a dagger +1 and the ring a ring of protection +1. Brucian explains that Marais d'Tarascon has no desire to harbor the implements that helped murder a number of its villagers, and asks that they be taken somewhere far away. The scroll, too, the priest wishes no remembrance of, given that its failing led to the near-total devastation of village.)
XP and DM's Commentary
Last night's session seemingly spells an end to the first major chapter in our campaign. This time I was well prepared to DM and despite some out-of-game delays we managed to grind out the most fruitful adventure thus far. With that, XP awards are as follows:
- Rescuing Luc from the swamp: 100 XP
- Slaying the zombie of Duncan d'Lute: 40 XP
- Saving Lillin from the black-cloaked assailant: 100 XP
- Defeating Jean Tarascon: 150 XP
- Zombies (10 in total) slain/turned en route to the cemetery: 400 XP
- Marcel's undead minions (5 in total): 363 XP
- Marcel Tarascon, the zombie lord: 650 XP
- Dagger +1: 400 XP
- Ring of protection +1: 1,000 XP
- Alaric: 3,534
- Aginot: 3,584
- Leilana: 3,534
Read Post
| 0
adventurers hailed
Labels: adnd, ravenloft, session recaps, xp
Monday, January 14, 2013
Detection of Evil and/or Good
Unfortunately (read: fortunately), neither the spell detect evil nor the ability of the paladin are so keen. From the first edition DMG (p. 60):
DETECTION OF EVIL AND/OR GOODIt is important to make a distinction between character alignment and some powerful force of evil or good when this detection function is considered. In general, only a know alignment spell will determine the evil or good a character holds within. It must be a great evil or a strong good to be detected. Characters who are very strongly aligned, do not stray from their faith, and who are of relatively high level (at least 8th or higher) might radiate evil or good if they are intent upon appropriate actions. Powerful monsters such as demons, devils, ki-rin and the like will send forth emanations of their evil or good. Aligned undead must radiate evil, for it is this power and negative force which enables them to continue existing. Note that none of these emanations are noticeable without magical detection.
The second edition PH defines the spell detect evil using similar terms. While there's no reason a paladin can't detect evil constantly, only truly extraordinary circumstances would trigger a positive detection. No, the innkeeper probably isn't a demon, and the door to the blacksmith's outhouse probably isn't a portal to the Abyss. Though a player playing a paladin shouldn't feel bad about calling on the ability when a critical situation arises, it also should be accepted that, much more often than not, detect evil won't reveal anything at all. It's easy to trivialize the ability to detect evil when read as part of the paladin's class description - after years of playing D&D, I still seem to do it myself sometimes - but in the end the purpose of the ability/spell is to identify unworldly evil sources, not simply a common criminal or even a malicious mercenary.
Read Post
| 0
adventurers hailed
Labels: adnd, detect evil, rules
Thursday, January 10, 2013
The Tarascon Diaries: Aginot's Perspective
The collected writings of Aginot, Friar of the Order of the Coin, scrawled upon scraps of parchment pilfered from the servant quarters at the plantation of Marais d'Tarascon, and kept rolled and bundled in the pockets of his robes.
Read Post
| 1
adventurer hailed
Labels: journal
Ravenloft session #4: The Murderer Escapes
Read Post
| 1
adventurer hailed
Labels: adnd, ravenloft, session recaps
Tuesday, September 18, 2012
Ravenloft session #3: Marais d'Tarascon
Or was he? As the priest rambled on, banging sounded from inside the coffin, which was bound tightly with chains. Whispered questions to the crowd were met with suspicious glances and evasive answers. After much debate, the PCs chose not to disrupt the interment of the coffin, which was sealed inside a large vault within the gated hilltop cemetery nearby.
Through questioning villagers and particularly Shaman Brucian (the priest), the party learned of strange events transpired of late in Marais d'Tarascon:
- Villagers have been dropping dead in their places, then rising again as undead and terrorizing the populace.
- Such deaths are said to be preceded by a terrible odor, like the stench of rotting flesh.
- Coffins of the deceased are bound with chains to keep the bodies safely locked inside.
- In addition to the unexplained deaths, Marais d'Tarascon has also begun to be plagued by grisly murders over the past several days.
The PCs also uncovered that Luc and Marcel's last name is Tarascon, Marais d'Tarascon's founding family, which still owns and operates the plantation to the east. Though Marcel is said to have died three weeks ago of unknown causes, a third brother, Jean Tarascon, still resides at the plantation. Strangely, the companions noted that Marcel's coffin was not interred inside the Tarascon mausoleum in the cemetery - the most recent addition was a woman named Claudine, nearly twenty years prior.
When asked specifically about Luc, Shaman Brucian referred to the boy as a "lost one" of the village, which the PCs tied back to the cryptic words of the young gypsy woman, Valana. Brucian explained that Luc had been ousted from the village, but would not explain why, adding only that he had made a few trips to the swamp to check on the boy and replenish his provisions. Nearly everyone the PCs met, including Brucian himself, was unable to suppress a wide-eyed look of surprise at the return of Luc Tarascon.
After securing rooms for the impending night at the Full Moon Inn, the party returned to the church, and once there confronted a cloaked figure who had been following them since the funeral. To their astonishment, the figure revealed himself to be Elias, the missing boy from Chatain. Elias had arrived in Marais d'Tarascon two days prior, after walking for an equal number of days through the swamp, and claimed the village to be "cursed," recounting much of the same information that the PCs had already learned about the recent murders and unexplained deaths.
Moreover, Elias implicated a town eccentric named Mordu as a possible person of interest. In addition to his bizarre and morbidly upbeat demeanor, Mordu was frequently seen eating red licorice from the bakery, pieces of which had been found by the village constable beside the bodies of murder victims.
At long last, the PCs, along with Captain Rapacion, Luc, and now Elias, returned to the Full Moon Inn to settle themselves for the night, but as they took to their beds, screams resounded from below. The companions ran for the stairwell but lurched and vomited as they reached it, for the rotten odor in the hall was unbearable. Clasping hands to their mouths and noses, they entered the common room to find Duncan d'Lute, a traveler from the northern town of Port d'Elhour who had offered up room and board to Elias the previous night, dead on the floor, with not a mark on his body.
Aginot and Rapacion went for Shaman Brucian, and in their absence the body rose up and attacked Alaric and Leilana, tearing at the companions' flesh and laying Leilana low. Patrons panicked and fled the inn, and just as reinforcements arrived on scene, Alaric decapitated the fiend with a swing of his mighty blade. Brucian could offer nothing but a promise to inter the corpse, stating that d'Lute "may not be of Marais d'Tarason, but he will be buried as one of its own."
When finally affairs were in order with the priest, the companions retired, very much unsettled and their minds clouded with questions.
Read Post
| 0
adventurers hailed
Labels: adnd, ravenloft, session recaps
Monday, August 27, 2012
Ravenloft session #2: The Swamp
The marshland quickly gave way to knee-deep swamp waters, and the PCs' calls for Elias yielded nothing. As the night darkened, the mists grew thick and the cloud cover eclipsed the moon. When direction seemed all but lost to the PCs, they came upon a raft, wedged between two jagged trees. They waded in to dislodge it, and found it to be in good repair - and large enough to carry all four.
Alaric conversed with Captain Rapacion during the pair's watch as they floated along. When questioned, Rapacion explained that in the villages of the Balinok Mountains, the mark of the Talon was far less common, as Drakov's soldiers ventured there less frequently, and with greater hardship. Alaric came away satisfied with the captain's motives and history, even if his allegiance to the companions might prove short-lived.
The next morning, the sky barely brightened, blanketed by a thick gray curtain of storm clouds that threatened to break at any instant. The raft drifted past black logs and fallen trees; in their midst, a crocodile, twice again the size of a man, emerged from the waters and assaulted the party. The PCs paddled to escape, and Leilana's entanglement spell held the creature fast, wrapping it in swamp vines until the raft was a safe distance away.
Throughout the afternoon they drifted along, unsure of their direction and seemingly devoid of any hope of finding the lost boy. At night, the four travelers bore witness to a sea of ominous, flickering lights, like distant candles, in nearly every direction. They watched them for hours, unsure of their source or meaning, as the raft floated in eerie silence. As the sun rose, the lights faded into the murky daylight.
Still the storm had not broke, but yet the nearly black clouds cast grim shadows over the swamp. The companions felt far from home, and further still from finding the missing boy. Without a raft of his own, he surely could not have made it this far.
On this third evening, the companions sighted the burning light of a campfire in the distance. As they drew near it, they saw a family of gypsies amid a colorful wagon, tethered to two old mares. The wagon was perched on a small island of dry land; how it came to be in the middle of the impassable swamp was a mystery.
The eldest gypsy, a thin and frail-looking old man, introduced himself as Scarengi, and bade the lost travelers to seat themselves beside the fire. The family explained that the companions were close to a town, only a handful of miles away, called Marais d'Tarascon, though they cryptically noted that it was not a place to visit "on a night such as this." As the PCs began to ask questions, a beautiful, shapely young woman emerged from the wagon, captivating the men with her stunning red lips and dark eyes. Scarengi proudly proclaimed her to be his daughter, Valana, and that she was gifted in the ways of fortune-telling. "The trouble began when I cast the runes for that quiet and lost young man," she explained sadly. "Perhaps it will end with another casting."
The PCs learned little else throughout their meal with the gypsies, their questions deflected by answers in the vein of "To speak of evil is to invite it to dinner." Finally, Valana took up a set of small stone tiles and cast them into a pan. As her captivating eyes bore into each companion in turn, she gasped. "The lost one has called you! The dead will walk with the coming storm, and you must find a way to put them to rest. If you cannot, the rain will turn to blood! It will drown you-you and all of Marais d'Tarascon."
Clearly unsettled, the gypsies retired hastily inside the wagon; only the strongest-looking man remained outside to tend the horses. Accepting that no further information was forthcoming, the PCs settled themselves to sleep; as they did, Valana's silhouette appeared in the doorway, whispering, "Beware the madman; beware his blood."
Tried as they might to stay awake in shifts, eventually the four companions all fell asleep. When they awoke the next morning, the wagon was gone.
Around midday, storm clouds dark as ever, they came upon a house on stilts. Many lanterns burned brightly from within, and as they attempted to peer inside from down below, a rope ladder fell to the base of the raft. Inside the house sat a young man, thin and gaunt, eyes milky white and vacant. In his hands he clutched a book of poetry with an inscription on the inside cover that read "To Luc, my beloved brother." It was signed "Marcel."
Luc seemed to not acknowledge his visitors, intermittently reciting mangled verses to the open air:
The on descend shall evil of night the land, at
near are signs of hexad this when hand.
The mother stern of child lifeless found, heralds
evil of night a time unbound.
The "house" itself was but a single room, and in addition to a circle of burning lanterns was stocked with a barrel of fresh water, crates of provisions, and fresh clothing. As the companions made to depart, Luc suddenly attempted to climb down the rope ladder, plummeting into the water. Together the PCs dragged him to safety aboard the raft. Thereafter, numbered five, they left the empty house behind them, rowing until they saw a plume of smoke on the horizon, emanating from a distant village.
On they rode until they washed ashore at the swamp's edge, along the outskirts of what they could only assume must be Marais d'Tarascon.
XP
No XP to award for this session - I'll wait until we hit a more appropriate stopping point to add up rewards and level any characters as needed.
Read Post
| 0
adventurers hailed
Labels: adnd, ravenloft, session recaps, xp
Friday, August 10, 2012
Ravenloft session #1: Chatain
The adventurers number three: Alaric, an overly moral sod and would-be holy warrior; Aginot, an unconventional man of the cloth; and Leilana, a half-elven woman whose racial heritage is well-concealed for fear of the harsh prejudices within the kingdom. The PCs each bear the mark of the Talon on their foreheads, a brand brutally imparted by Drakov by way of his soldiers (called "Talons"), claiming the Falkovnian inhabitants as his property.
Our session began in the isolated farming village of Chatain, a northeastern hamlet surrounded by thick woodlands of vigila dimorta, towering black trees whose name in the old language means "sentries of death." For its part, Chatain is self-sustaining and not oft happened upon, its most frequent visitors wayward travelers and caravans, or (less commonly) small military units, scouring Falkovnia's towns and villages to viciously brand, capture, and occasionally even slaughter those who "rightfully" belong to their King.
On a crisp, cool evening in mid-autumn, Alaric, Aginot and Leilana were gathered inside the Winter Wolf tavern, a small taproom on the southeast corner of Chatain's modest village square, when in trod a rugged, dark-haired man brandishing sword and shield, weathered and weary from the road. He introduced himself as Alec Rapacion, a county militia captain from a cluster of small settlements in the foothills of the Balinok Mountains to the east, traveling the countryside on a peaceable mission of recruitment. Rapacion explained that he had warned the tavern's proprietor, a strong-armed middle-aged man named Karsten, that a band of Drakov's Talons was roaming the forested trails nearby.
As if on cue at that moment, screams sounded from the village square. Patrons flooded to the tavern's windows and entryway, and onlookers could see four mounted Talons outside, several yards away. In the center of the square, their apparent leader had impaled a villager on his glaive, letting the man slide grotesquely from his weapon and fall lifelessly to the ground.
The horsemen turned at Alaric's call, and when they did, a lithe form could be spotted to the northwest, escaping from the village square into the foreboding night. Alaric and Captain Rapacion blocked the doorway to the tavern when one of the Talons was directed their way by the leader. Alaric refused to engage the soldier, but Rapacion slashed the man's cheek before Alaric could restrain his new ally. Fearful for the patrons, Leilana began ushering taverngoers out the taproom's rear exit while Aginot played drunk in an attempt to create a distraction.
A melee ensued inside the tavern, with Rapacion, Leilana, and Karsten working together to slay the Talon. An utterance of cause fear by Aginot sent a second mounted soldier fleeing into the darkness after he'd circled around back to block the villagers' escape. The companions outmatched and subsequently bound and captured the rider upon his return to the village square after Leilana deftly impersonated the boy that had been seen running from the shadows. Conversing briefly with a handful of townspeople who'd gathered 'round the impaled man after the Talons had dispersed, the PCs learned that the slain man had been protecting his teenage son from the soldiers when he was felled. Presumably, the son either was yet unbranded with Drakov's mark or had otherwise provoked the riders.
The PCs gathered what villagers they could safely in the tavern, and when the two remaining soldiers made their return, the frontrunner was laid low and the leader, having lost his contingent, rode swiftly off to the south, fleeing the village with all haste.
Thereafter, Chatain was in uproar over the night's events, the villagers prideful of the manner in which the Talons were defeated, yet gravely fearful for the possible repercussions from the Kingdom. Of foremost concern to the slain villager's family, however, was locating the dead man's son Elias who, by multiple accounts, had fled Chatain to the northwest, and toward the treacherous swamp that in the old language was known simply as Souragne.
XP
Player character XP totals are posted on the sidebar of this page. The experience awards for the first session are as follows:
- Defeating four Talon soldiers (two slain, one captured, one driven off into the night) @ 50 XP each: 200 XP
- Story award for successfully protecting further villagers from harm: 500 XP
- 700 XP total
- 233 XP per character (before any applicable XP bonuses)
Read Post
| 0
adventurers hailed
Labels: adnd, ravenloft, session recaps, xp
Sunday, February 27, 2011
Jendrick's Challenge, part 2
We picked up outside the Sign of the Three Crowns, where Jendrick and Rosamund parted for the evening. They reconvened at sunrise in one of Sturnheim's gardens, though when Rosamund arrived, she was accompanied by Tregar, the dwarf hunter that Jendrick had spoken to the previous day. Rosamund had surmised that Poot's slaying was somehow related to Sturnheim's lost treasure, and wanted Jendrick and Tregar to help her uncover the truth.
As the story goes, some forty years prior a caravan carrying a large segment of Sturnheim's wealth was plundered by unknown robbers, crippling the town and severing its trade with other nearby settlements. Shortly thereafter, a party of eight adventurers struck out to find the lost caravan. Four met an untimely death along the road; of the four that returned, two left Sturnheim and two remained in the village. Of those that remained, one supposedly went mad and eventually fled; the other was Poot.Rosamund was hesitant to place much trust in Sturnheim's militia, for its captain, Valdar, was the son of a warrior named Kesor, one of the surviving adventurers that departed and a notably evil man. As such, Jendrick led his friends to the constabulary where they inquired about the confiscated stone sword. The guards allowed them to examine it, though not remove it from the premises. When Jendrick asked if Poot's house might be searched, the men agreed, with one soldier accompanying the trio there personally.
The door to Poot's house was adorned with a broken and decrepit lock; inside, the man's personal effects were strewn about haphazardly. A half hour of searching revealed an iron ring that was strangely warm to the touch (which the guard promptly collected), and a telling note scrawled upon a sheet of parchment:
P -Rosamund passed the note to Jendrick, who promptly handed it over to the guard, much to the girl's displeasure. The trio then returned to the constabulary to question the jailed bandit, who revealed nothing. Back outside, Rosamund and Tregar surmised that the note may have been scribed by Valdar, which would implicate that Valdar himself had orchestrated Poot's slaying. With no further leads, and without possession of the "key" (the stone sword), the trio left town and began traveling along the Forsaken Road (the road that Poot had referenced in his dying words).
Meet me in the old alley tonight and bring the key. I have ascertained its origin and purpose, and the location of the lock.
-V
After an hour, the friends encountered a mounted knight in rusted field plate armor; he carried a lance bearing a tattered blue pennant and sat upon a weathered nag. The knight, obviously a venerable man by his voice, proclaimed himself guardian of the road, refusing to let anyone pass until they bested him in a duel. Seeing that Jendrick rode no horse, the knight dismounted and drew forth his longsword. The two crossed steel, and after Jendrick twice scored hits between his opponent's armor, the old knight yielded and allowed the trio to pass.
Jendrick offered the man his [magical] aid, treating him with the utmost respect and inquiring as to his origin. In the ensuing dialogue, Jendrick learned that the man was none other than Sir Nycklos of Roeh, the surviving adventurer who supposedly had fled, and indeed was quite mad (or at least very senile). The party pressed on, and as the afternoon waned came upon an unusual rock formation standing near the road. Jendrick noted that the boulders looked vaguely like a dragon, and Rosemund linked this to another of Poot's deathly phrases, "south at dragon."
Before they could go further, a grunting noise behind the rocks revealed a hulking man devouring an uncooked squirrel, with the carcasses of several more at his feet. This man declared himself "Ahrne," and though his speech was rather primitive, he wore two most curious items: a stone shield, strapped to his back (his "armor") and a valuable gold necklace bearing a medallion branded "Sturnheim Caravan Company" and dated 46 years ago. Jendrick asked to be taken to the place where Ahrne found his strange treasures, and Ahrne readily agreed... for another squirrel.
That's where we left it; though there wasn't much combat (the duel with Sir Nycklos hardly counts), the plot has definitely started to unfold. In addition, having a paladin as the lone PC creates an interesting dynamic in almost every NPC encounter. For example, a character of any other class would likely not have turned the note found in Poot's house over to the guard; Jendrick, however, chose to do just that, drawing scorn from Rosamund and arguably turning a valuable piece of information over to a questionable source. On the other hand, Jendrick's chivalrous demeanor served him well in the encounter with Sir Nycklos, and has helped him establish a valorous repor with numerous individuals in Sturnheim.
Looking forward to seeing how the rest of the adventure plays out, and particularly what companions Jendrick brings with him when finally he arrives in Hommlet.
Legacy XP totals (copied from main sidebar on August 9, 2012):
- Jendrick - 4,334
- Gulwar - 3,182/3,120
- Rylin (captured) - 4,194
- Amiculum - 5,064
- Dravin - 6,170
- Greenleaf (retired) - 4,334
- Ellimorell (slain) - 4,334
Read Post
| 0
adventurers hailed
Labels: adnd, online gaming, osric, session recaps
B/X Scenario: Halflings vs. Ogres
In any case, the author goes on to provide specific stats for each of the ten hin (along with starting money and equipment) along with the individuals' roles within the village. Then he recaps the encounter itself, recounting every die roll and tactical decision made by both sides. I found the whole piece to be highly entertaining and fascinating in its elegance and simplicity.
For a while I've felt like Basic (or something in the realm of "not-quite-Basic," like the Basic Fantasy RPG) is something I could really get into someday, under the right set of circumstances. Every time I read something like this it just reinforces that notion.
Read Post
| 0
adventurers hailed
Labels: B/x, Basic Fantasy
Friday, February 18, 2011
AD&D + VoIP: The adventure begins...
A good friend and I got together this evening to play a quick OSRIC session using Skype. He already uses video and voice for gaming regularly, but for me, this was a first-time experience. It practically couldn't have gone more smoothly.
The main purpose of the adventure was to acclimate Tracy's new character, a paladin named Jendrick Tannerson (son of a tanner - fitting) to the campaign in place of Greenleaf the druid (now officially retired). Though we only ended up playing for about an hour and a half, much was accomplished. We're planning to reconvene Sunday evening, and I could see it taking three to four of these brief, online sessions to wrap up Jendrick's inaugural adventure, which should have him ready to join the rest of the tabletop cast in Hommlet, the next time we play.
The module we're using for our online foray is Fighter's Challenge, modified to fit within the ongoing campaign. Jendrick, traveling the countryside in search of personal enlightenment and general do-gooding, made his way to Sturnheim and befriended a lovely young lady named Rosamund, who instantly became enamored with the budding knight. Jendrick, naive in the ways of romance, graced her with awkward conversation in the Sign of the Three Crowns (the local inn), and also parleyed with Tregar, a young dwarven hunter newly returned from guard duty for a local caravan.
Jendrick offered his services freely to Tregar on his next hunt (for which Tregar intends to depart in two days' time) and was quickly obliged. Later in the evening, Jendrick and Rosamund happened within earshot of a scuffle in a dark alley while walking the streets of the village, with Jendrick rushing to the aid of an old man who seemingly was being attacked by three others. The assailants fled and Jendrick pursued, weighted down by his mail and only able to keep pace with the slowest of the bandits, that one lugging along a heavy greatsword that appeared to be made of stone. Jendrick managed to catch and pin the man, and Rosamund summoned a trio of the town's militia.
By the time help arrived, the victim of the attack, a frail old man that the militia referred to as "Poot," had succumbed to his wounds and died in the alley. Two of the militia escorted the captured bandit away to their captain whilst Jendrick assisted the third soldier in carrying Poot's body, along with the stone sword, to the church of St. Cuthbert. Jendrick and Rosamund headed back to the inn (the latter's romantic mood quite shattered), though en route the girl revealed that Poot had uttered some strange phrases before he died:
"My house... parchment... sword is the key. Forsaken Road through hills... south at dragon."That's where we left it. The session was a blast, brief though it was. AD&D/OSRIC continues to impress me in all its nostalgic elegance. When chasing down the bandit, Jendrick's initiative bested the pursuant by four segments, allowing Jendrick to close the thirty-foot distance between them and make an attack roll to trip the bandit with his shield. A minor Strength test to pin the man; a Strength check to maintain the hold until the guards arrived.
Even better was being able to play via Skype, using both video and voice. Tracy has amazingly good attendance for our tabletop sessions despite living more than an hour and a half away; that said, making the drive up for an hour or two of solo gaming isn't a reasonable expectation for anyone. Aside from a few audio glitches that forced us to reconnect (took all of 30 seconds), it was just like having him in the room. We used the honor system for die-rolling, but even if I'd wanted validation we could easily have used an online roller.
Also nice was having my laptop - and all my notes and resources - right at my fingertips. I intentionally don't use a computer when gaming in person, but as it's nearly unavoidable for remote play, I was happy to have it. Dropbox and Skype file transfer make sharing character sheets instantaneous and trivial. As we were wrapping up, we also took a few minutes to check out Dabbleboard, a potential all-in-one solution for online D&D: it provides a fast and easy-to-use whiteboard for diagrams and maps, along with free audio, video, and chat for up to 20 people via tokbox.
My only regret is that I didn't try this sooner. VoIP will enable me to play D&D with my closest friends across the country, people that I grew up on this game with but that I haven't actually been able to play with in years. For now, the next session is just two moons away...
Read Post
| 0
adventurers hailed
Labels: adnd, online gaming, osric, session recaps
Saturday, February 5, 2011
T1, part 4: In the Arms of the Enemy (literally)
Midday. With the core of the party still ailing from its previous foray with the ghouls, Gulwar was left recruiting new help in the Inn of the Welcome Wench while Rylin the halfling resumed his job as a line cook. A druid named Greenleaf befriended the pair, and not a moment too soon: before they could even begin to discuss their plans, the mercenary Zert came storming into the taproom, trailed closely by Turuko and his hulking-yet-dimwitted arm-for-hire Kobart. Behind that pair meandered a handful of villagers. Spugnoir quietly pulled his spellbook up over his face as Zert tossed the contents of a bloodstained, burlap sack at Gulwar, proclaiming:
"Death seems to follow you, adventurers. Perhaps you'd have done better to let restful bodies lie, for now WE will be forced to finish the work that you've started to ensure the lasting safety of this village."From the bag rolled the severed head of Ellimorell, and the patrons gasped in horror. Zert went on to explain (menacingly) that the bodies of the fallen, hauled back to Hommlet by the PCs, had risen as ghouls and terrorized several farms before being slain by none other than Zert himself, along with his new allies. The trio accused Gulwar's party of endangering the village, challenging the townspeople to unite against such recklessness, and though some of the villagers nodded their agreement, just as many stood to the PCs' defense. Finally, Gulwar declared that he and his companions would leave the very next day, if that was the desire of the village. Zert seemed satisfied at this and left, accompanied again by Turuko, Kobart, and a particular farmer...
Gulwar stepped outside and followed the foursome toward the traders establishment, though once there he found only the warriors. Unable to hear their conversation without compromising his identity, he waded out to the northernmost farmhouses until he located the farmer. To the farmer and his family he solemnly apologized for any distress he and his companions may have caused, and offered them a few gold coins. Obviously torn, the farmer admitted that Zert and Turuko had paid him off (only a few silvers) to go along with their story and serve as their witness.
Armed with this new information, Gulwar gathered Rylin and Greenleaf (who in the meantime had taken it upon himself to bury the disembodied head of his player's former character) and visited Canon Terjon at the church of St. Cuthbert. The canon was distraught to learn that the bodies may have been stolen from the church's mausoleum, and bade the PCs to uncover the truth behind Zert's accusations. The village elder, too, supported the PCs in the name of upholding the church and extinguishing any potential for widespread panic or uprising in Hommlet.
...
So, at this point, the PCs are really itching to locate Zert and his new allies, who curiously haven't been seen since Gulwar observed them at the traders establishment. Back at the inn, Rylin uses inside resources to locate Zert and Turuko's rooms, and the party sneaks upstairs to infiltrate both. The rooms are completely cleaned out, with no personal effects remaining. Ostler (the innkeeper) didn't know that either of them were leaving, though as their dues have been paid for several weeks in advance, to him it hardly matters.
Why would Zert and Turuko bother themselves to poison the village against the PCs just to turn around and leave? The only semi-plausible explanation seemed that the trio was looking to reclaim the PCs' local renown for themselves by plundering the moat house on their own. And so, the next morning, after the village elder (backed by Rufus and Burne) publicly exonerated Gulwar and his friends of any wrongdoing, the characters re-hired Spugnoir and set back out for the ruins...
...
Seeing no sign of their accusers above ground, the party quickly descended to the dungeon level, then down the chute to the [now empty] ghouls' chamber. They forged ahead into unknown corridors, and all was going smoothly until they stumbled upon a room brooding with dog-faced gnolls.
A melee ensued, and though the PCs (outnumbered more than two to one) managed to gain a quick upper hand, Greenleaf made the untimely mistake of dispelling his magic entanglement upon the enemies, and the gnolls captured Rylin and the druid, while Gulwar remained hidden under his cloak of elvenkind and Spugnoir fled. The gnolls marched the captives down another corridor, past a series of human guards wearing black armor that bore the yellow-eye insignia, and up to a dark-haired man adorned with a staff and mace who was obviously their leader (all the enemies referred to him as "Master").
The master offered Rylin and Greenleaf their lives in exchange for their indefinite service, and the pair reluctantly agreed (for the other option was death). Gulwar, still concealed, located Spugnoir and attempted to exit back up the chute, only to find it closed and barricaded. With some effort, the pair managed to circumvent a single human guard and discover an alternate way out: a tunnel under the moat that exhaled into a rocky outcropping above ground, a quarter-mile disposed from the moat house proper.
That's where we left it, though before the session broke we confirmed that Gulwar and Spugnoir returned to Hommlet safely and relayed their tale to the village elder. And that there still was no sign of Zert, Kobart, or Turuko...
XP
Not much: one gnoll defeated, and three vials of holy water, an unknown potion, and an unknown clerical scroll returned to the village safely (not to mention just one out of three characters). I'm not planning to disposition experience for this session; I'll just lump the above in next time around. I'm still waiting for the group to have a break-out adventure both in terms of in-game success and experience earned (which tend to go hand-in-hand), and don't plan to reevaluate the AD&D experience system until at least after we're done playing the module - it's too hard to make a fair assessment with so much still left unresolved.
DM's Commentary
Had the gnolls not preferred capture over the outright slaying of the PCs, the characters would probably all be dead.
The party needs more firepower. It's interesting to note the change in dynamic since the campaign started with regards to NPCs available for hire. At the onset, Hommlet was enjoying an influx of adventurers and mercenaries in response to hearsay of local bandits, so much that the PCs were actually being approached by individuals looking for work. Weeks later, the bandits are gone, and many have died or been grievously injured since the adventuring population became saturated. Now, the remaining characters have few places to look for help.
My gut feeling is that our next session will write the end to the party's chapter in Hommlet. The urgency of the PCs' situation is suddenly very much increased, with two characters held captive and the realization that a substantial evil force has taken up residence below the ruins. The party will need careful planning, men-at-arms, and the resources of the village to rescue their friends and close the door on the moat house for good.
Will they succeed?
Read Post
| 0
adventurers hailed
Labels: adnd, osric, session recaps, T1
Thursday, February 3, 2011
Things to remember in combat
Surprise (d6): 1 = surprised for one segment; 2 = surprised for two segments; 3-6 = not surprised. Dexterity can negate surprise segments for individual characters.
Attacking into Melee: If an attacker has multiple adjacent opponents, the target is determined randomly. The same applies when attacking at range against "engaged" opponents.
Charge: A charging character gains +2 to hit, but if the defender's weapon is longer than the attacker's, the defender can attack first. A character can only "charge" once/10 rounds.
Fleeing: Fleeing characters immediately draw an additional attack from adjacent opponents at +4 to hit.
Parrying: A character who parries cannot attack, but may subtract his or her "to hit" bonus from his or her opponent's attack roll.
Invisible Opponent: An invisible opponent can only be attacked if the general location is known, and the attack is at –4 to hit.
Prone Opponent: Attacks against a prone opponent negate the benefit of a shield, negate dexterity bonuses, and are made at +4 to hit.
Concealment: Concealment is anything that obscures an opponent’s vision, such as tree limbs or smoke, but does not physically block incoming attacks. The GM must decide whether the defender is about a quarter (-1 to AC), half (-2 to AC), three-quarters (-3 to AC), or nine-tenths (-4 to AC) concealed.
Cover: Cover is protection behind something that can actually block incoming attacks, such as a wall or arrow slit. Cover bonuses are as follows:
- 25% cover: -2 AC
- 50% cover: -4 AC
- 75% cover: -7 AC
- 90% cover -10 AC
Tuesday, January 25, 2011
Monday, April 26, 2010
Sunday, April 25, 2010
AD&D record sheet updated
I made some minor edits to the character sheet we've been using to better support the rules cleanup I've instituted for our game. A permanent link is also available on the right.
Read Post
| 0
adventurers hailed
Labels: record sheets, resources
Saturday, April 24, 2010
Backstab and Turn Undead
- Backstab - To backstab, the intended target must be unaware of the thief (this typically requires at least a Move Silently check). The target need not be "living," but it must have a discernible backside (for example, slimes and beholders cannot be backstabbed). A successful backstab renders the victim instantly aware of the thief, automatically foiling subsequent attempts. Also remember that thieves gain +4 to hit when backstabbing.
- Turn undead - This ability can only be attempted once per encounter, per cleric.
Friday, April 23, 2010
T1, part 3: A Feasting of Ghouls
At the onset of the session, an ore trader arrived in Hommlet bearing the bodies of a local huntsman and his two adolescent sons, who had departed east along the road the previous morn in anticipation of Ulaa's Hunt, a scantly-recognized holiday in the region. The hunters' wounds indicated a grisly attack, and after [finally] meeting and consulting with Rufus at the estate of the village elder, the PCs chose to investigate. At dusk, they noted the local custom of food-sharing by candlelight in the wake of a significant death.
The next morning, the PCs visited the traders' establishment to replenish supplies before heading out, and on their way they encountered Rogar; curiously, the man had a long and newly-drawn scar across one side of his face. The warrior admitted to fighting, but would say no more on the matter. After he and Gulwar mutually apologized for their previous dispute, Rogar agreed to accompany the party east. Their venture lasted two days and uncovered no leads in relation to the murders, though the characters did encounter a clothier and his family (a wife and two cousins) traveling west, and escorted them to Hommlet.
Upon their return, the PCs and their three hirelings delved back into the moat house, opening a pair of locked doors on the dungeon level and discovering an assortment of armor, weapons, provisions, and a large pile of black capes and tabards bearing an unknown insignia: a yellow eye wreathed in flames. Intrigued, the PCs set shields face-down on the steps and piled them in front of the doors to serve as makeshift alarms, then proceeded to the secret chute uncovered in the torture chamber during their last visit.
Rylin scouted the bottom, some 30 feet down, noting what the group believed to be more zombies amid an earthy room lined with six-foot alcoves (crypts). After experimenting with various means of setting fires down below using two kegs of brandy found in the store rooms (these were marked as being from Dyvers), the party descended the chute, ready for battle.
That's when things got interesting. The zombies, four in all, converged on the friends immediately, paralyzing Rogar and Amiculum, to the group's horror. The melee then degenerated into a gruesome bloodbath and feasting for the ghouls (for that's what the creatures truly were): Rogar was half-eaten alive, Ellimorell was slain, and Amiculum fell, bleeding and burned. Kobart failed a morale check and fled up the chute, but Spugnoir cast sleep and the warrior plummeted back down to the stone floor, landing in a broken heap.
In the end, Rylin and Gulwar defeated the ghouls, the latter saving Amiculum from within hairs of death with his magic. Kobart and Spugnoir lived (Spugnoir actually never descended the ladder), and the survivors (five in all) hauled the mangled corpses of Rogar and Ellimorell back to Hommlet. That's where we ended.
This was an eventful session to say the least, and it ran great, even if the outcome was less than ideal for the PCs. I inverted armor classes on the fly, eliminating hit tables in favor of hit bonuses, and the change was well worth the minor up-front effort. There's not a ton more I need to streamline at this point, though I do need to make some alterations to our character sheet to avoid any confusion going forward.
Right now, I'm unsure if I'll make the move to C&C or just stay with OSRIC. There are cases for both at this point, though I'm probably leaning a bit toward the latter. I just need to think about it more in the coming days.
Not much XP was gained from this session. I'd already decided to grant Amiculum and Ellimorell a 1,000 XP boost, as in retrospect it was somewhat unfair to allow Dravin and Gulwar to begin the campaign so much higher. The party is also granted 1,000 XP for the cloak of elvenkind found in the previous session, though this award will only be split by the characters that played in that game. For this session, the ghouls are valued at 352 XP, and this award will be split equally between Rylin and Gulwar.
Updated XP totals should be reflected on the site shortly.
Matt
Read Post
| 0
adventurers hailed
Labels: adnd, cnc, osric, session recaps, T1
Sunday, April 18, 2010
Rules Update
- Upward AC. PC base to-hits would equal 20 - THAC0. Monster to-hits could then equal their hit dice. Calculating AC is trivial: just add to (instead of subtract from) the base of 10. Doing this math up front should make attack rolls much simpler, with no ill effects, and eliminate "to-hit" tables.
- "SIEGE" checks for task resolution. This would replace AD&D ability checks (or the lack thereof) and saving throws with a standard "d20 + modifiers vs. target DC" mechanic. This is the meat-and-potatoes of Castles & Crusades, and seemingly makes task resolution a breeze. No more wondering what to roll, or if you want a high or low result. Of course, a great complement to the SIEGE system is...
- Standard ability score bonuses. 13-15 = +1; 16-17 = +2; 18-19 = +3. This makes mid-range scores more relevant, and bonus thresholds easier to remember.
I also want to develop and print a "cheat sheet" of rolls for my players. For example:
- Attack roll (high) = d20 + modifiers vs. AC
- Ability check (low) = d20, less than or equal to ability score
- Saving throw (high) = d20, greater than or equal to saving throw value
- Initiative (high) = d6, result determines combat segment on which opponents act
- d% (low) = d10 for tens digit, d10 for ones digit; succeed by rolling less than or equal to a target percentage; "00" = 100
Monday, April 12, 2010
Just what I've been looking for (finally)? Castles & Crusades
At some point in that span, the d20 system got to be a bear. I found myself spending hours upon hours prepping high-level encounters, and running a campaign just started seeming like more work than fun. That's when I began turning back to "old school" D&D editions, where the rules were simple and imagination and creativity always took center stage. I've been writing about my latest AD&D endeavor (this time using OSRIC) on this site. It's going fine, but there are still a few things that bother me about the old school mechanics: hit roll tables are a nuisance, players not knowing what dice to roll, or whether they want to roll low or high bogs things down, and ability scores are often meaningless without being at least 15 or higher. These are generally minor quips, but the fact that I've played the later D&D editions that resolve these issues make them a little harder to suffer.
I'd heard of Castles & Crusades before, paged through it briefly, but when a good friend told me of his recent C&C experiences with his gaming group, I started reading in more detail. Castles and Crusades is old school in feel, but makes the rules tweaks needed for the game to run more smoothly, adds a simple (yet effective) level-based core mechanic, and empowers players with a handful of additional (yet classic) character options. I went ahead and ordered the books, and plan to give the rules a trial run in my next AD&D/OSRIC session.
For the current PCs, there's nothing really to convert, so this should be a pretty risk-free exercise: armor class goes positive, base to-hit bonuses replace THAC0, casters (just one) gain 0-level spells, and the "SIEGE" mechanic (d20 + level + ability mod) replaces most arbitrary and ability-based checks. I actually wrote up a tentative cheat sheet of various "need to know" rules (things that normally get looked up mid-session, like how to turn undead) using C&C mechanics and based on the classes present in the current party - it's one page, 16-point font, double-spaced.
My expectation is for the game to feel no different but run more smoothly, and with the players feeling a bit more empowered with their characters, having a better sense for their odds of accomplishing their various heroics. Long term, there are a lot more options for creating new characters, and the game should prove even easier for me to adjudicate, both in and out of combat (the monster stat blocks in the Monsters & Treasure volume are classic, simple, and clean: a combination I hadn't previously thought possible).
By the way, the artwork's sweet too.
Anyway, I'm trying not to get into too many C&C specifics in my post - the game isn't new and it's not my intention to write a full review (I haven't even run a session with it yet). But before I go, I just want to paraphrase a conversation that my friend had with one of his players toward the end of one of their games, retold to me over the phone:
[DM] Do you want to level up your character real quick before we move on?
[Player] I don't know, it's getting late. Maybe we should stop for the night...
[DM] Actually, it's really easy... [checks book] Roll your d6 for hit points. OK, good. Base to-hit doesn't change, [checks a couple more things...] OK, I think that's all we need to do.
[Player] OK, so I guess I didn't really gain anything new?
[DM] Yeah... but remember that you add your level to all your checks. You basically just got +1 better at everything you do.
[Player] Oh? ...Ohhhh!
Matt

