Tuesday, September 29, 2020

iso ongelmani

This is my number one problem:

These are mythic spaces that run on dream logic.°

°Sourced from a blog post shared to me by my friend Shane: 

https://www.paperspencils.com/two-week-megadungeon/

I struggle with this when designing adventures, I feel it grabbing me in it's tightening grip, I feel it limiting my voice and creativity. But, I cannot do anything to stop it. I make one room fantastic and weird, then move to the next room and my logical brain works up a connection as to why whatever weirdness I cooked up was there. Why? Dammit, why?!?


Also, that two week mega dungeon sounds cool as hell to try! Damn you, Shane!

Saturday, September 26, 2020

Adventures in Marshall Barony, ep 10

THE CAST O' CHARACTERS:

CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - Raymondo M., human thief
Steve - Dosta Grimm, a fucking elf
Shane - Grey the archer, fighter stylized as a archer / Gordo the thief
Bryan - Brad, human fighter (out due to real life injury!)

SESSION 10
This one will be short. First, our game night was the day Google experienced one of its rare "shit stops working" days and everyone had issues. One could not log into Gmail to access Hangouts, Meet would not allow them to connect, ugh. I thought about suffering and trying to use Zoom but I would rather sacrifice my left nut. Second, well, not much happened.

Once we got everyone connected the group seemed quite skittish and chicken tonight. I had a special treat for them tonight, a unique creature I am sure none of them have ever seen:

It rose out of the green pool and studied the group. They immediately backed up and staked the door shut. I am glad I did not too much thought into this encounter....

Next they went back to the wailing wall and opened the false wall. Behind it was a large room with two altars and a deep moaning coming from a connecting room. Soon, two zombies - the likes (again) that they had never seen. While they were dark and ashen in color, a deep fire burned inside them, leaking out of cracks in the 'flesh'.
An arrow was fired at one, it stuck in its chest and being wood, immediately burst into flame. Then a spear was thrust through one's chest, it too burst into flame. Some Holy Water was tossed at them, the attack missed but covered the floor, the 'creatures' avoided this so another flask was tossed on one. It struck and seemed to put out some of the flames inside it, but then it roared back and the flames flared up as if in anger. Our troupe deemed this too odd, and backed out of the room, again staking the door.

Next was a flooded room. They had passed over this room at least four times, only returning when no other clear path seemed survivable. Opening this door revealed a tall altar with a tall curtain along the wall behind it. Rather than step in the knee deep water, they began using a grappling hook and rope to pull the curtain down, revealing three skeletons again the back wall along with two statues of a fancy knight in armor (which matched the mosaics on the side walls.  This room proved to be quite scary and the party refused to enter it as well. 

We stopped there for the evening.

DM's Thoughts: I guess looking back, this Barrow is pretty tough, with strange and new monsters that no one has ever seen before. It is kind of funny because all of old grogs all say "Running away is sometimes the smartest option" yet when it happens in a game it feels empty and hollow. After listening to Tim's podcast (click here to give it a listen) I realized that I may need to tone it down a little. I have been pretty hard on these guys. They are first level, I have killed a PC or NPC in every session except two. I will have to think upon this over a couple of hard ciders.

I will say, I wondered why they keep forgetting the many magic items I have given them. Oh well, lead a horse to water and all that....

THE GRAVEYARD
Misstep, wayward magic-user
Able Artone, human fighter - (Christian)
Macros - long-living magic-user (Joe)
Brother Adelmo - cleric (Tim)
Vox - human barbarian (Bryan)
Janos - halfling (Jason)
Harold Flynn - halfling badass (Vance)
Shelzabaz the Magnificent - magic-user (Steve)
Caradoc - an awesome halfling unjustly murdered by a callous and vile DM (Vance)

HIRED HELP
Dimgert Flathammer of the Kragagor clan, alas dear friend, ye are no more
Bint (kobold) who they oddly forgot about this adventure!!
Usee (kobol) likewise forgotten  
About ten kobolds who died to avenge their people!
Garth the human (dead)
Izzy the elf (dead)
Too many retainers to count and I cannot recall their names


Friday, September 18, 2020

Adventures in Marshall Barony, ep 9


THE CAST O' CHARACTERS:
CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - Raymondo M., human thief
Steve - Dosta Grimm, a fucking elf
Shane - Grey the archer, fighter stylized as a archer / Gordo the thief
Bryan - Brad, human fighter (out due to real life injury!)

SESSION 9
Wow, not even sure where to start with this one. I knew it could be deadly, I built it that way but if caution entered their mind, perhaps my list of PCs and NPCs killed would be less. But here we are.

We entered the barrow, they quickly discovered two statues with glowing gems behind them, Grey opted to use the statue to climb up and read the gem for removal. As he did, he used....and I am quoting here...."his ballsack to step up and reach the gem." Needless to say, the penis broke off and this set the tone for the rest of the session. 

Penis jokes were spread wide and far...
Next the discovered the room to the north, flooded and opted to not open the door, instead exploring the crack behind the last statue. And that was their mistake....
Grey was immediately covered by a Green Slime. I gave him the option to step out of the way (he said "I look up" just as it dropped on him) but he instead stood his ground and while he did damage to it, he was also covered, and trapped, beneath the slime. Dosta threw a flask of oil on it while Olwen lit a torch and subsequently set it aflame. A few moments later, and a few HP less, they managed to subdue the slime, sending caustic thick smoke in the dungeon. They quickly decided to push forward, locating the crack and heading deeper into what appeared to be a natural cavern. A cavern filled with fucking frogs! 

Now, the smoke was blocking everyone's vision, and the crack was tight, but our 'heroes' pushed onward and were ambushed by luckily only one full grown frog and her two babies. Attacks began in earnest but the smoke and tight passage caused havoc on any attempt at tactics and Grey bravely stepped forward...into the pool of water....hoping to get a clear attack on the momfrog.

He felt a sting of pain and looked down to see the two babies munching on his legs, one with a critical. He fell beneath the water, a dark water grave. Fear began to set in (I think) and the party began to (smartly) retreat back into the barrow, sealing the crack by knocking over the statue.

They then turned back and headed up the hall to the north, lifted a portcullis, and discovered another statue. We let Shane spawn his third character for this campaign, Gordo the thief, and he opted to climb this statue as well, for the gem. Yozzat was able to locate the release that allowed the statue to slide forward, in this case, grabbing and pulling the statues ballsack. ;-) When it slid forward it revealed a hole with a metal-rung ladder leading down into darkness below.

Opting to not go deeper and to the next level of the dungeon (where undoubtedly the GM has 2HD creatures to kill them!), the group opted to continue further into the tomb. Another statue and they came upon another door. Due diligence provide just a mild smell and no sound from beyond so they opened the door...

And were immediately smacked in the face with the most horrible, rotting smell emanating from a large sunken pool of vomit-green liquid in the middle of the room. Most of the party reacted by vomiting too.

We stopped there for the night. Tonight was the largest group we have had together and it was a hilarious, raunchy, good time. Thanks guys, I needed that.

THE GRAVEYARD
Misstep, wayward magic-user
Able Artone, human fighter - (Christian)
Macros - long-living magic-user (Joe)
Brother Adelmo - cleric (Tim)
Vox - human barbarian (Bryan)
Janos - halfling (Jason)
Harold Flynn - halfling badass (Vance)
Shelzabaz the Magnificent - magic-user (Steve)
Caradoc - an awesome halfling unjustly murdered by a callous and vile DM (Vance)

HIRED HELP
Dimgert Flathammer of the Kragagor clan, alas dear friend, ye are no more
Bint (kobold) who they oddly forgot about this adventure!!
Usee (kobol) likewise forgotten  
About ten kobolds who died to avenge their people!
Garth the human (dead)
Izzy the elf (dead)
Too many retainers to count and I cannot recall their names

Thursday, September 17, 2020

Death & dismemberment

Yeah, I know, this isn't breaking any new ground here but I felt like our game has become very, very deadly. I thought perhaps death is becoming boring and I should do something about that. So, this is my attempt to cobble something lite, flexible and easy to use in-game. This is also hobbled together based on lots of other sites such as Robert Fisher, Trollsmyth, Blood and Guts.

DEATH, DISMEMBERMENT, & LASTING WOUNDS

When one of the following occur, the player will use the table below to determine the result. If the damage would drop a character lower than 0 hit points, those additional points of damage are added to this roll. Example: Bob takes 7 points of damage while only having 3hp, leaving 4 points extra. Bob's player rolls 2d6 on the table below but adds 4 to the total of the roll to determine the result.

Note that most NPCs, mooks, or low level monsters will NOT use this table.

When to roll:
  • When an attack reduces a character to zero or less hit points
  • When a character suffers additional damage after already being reduced to zero hit points
  • When a character falls more feet than their level times ten, example: Bob is 2nd level and he falls 30 feet, he would take 2d6 damage, then roll on the table below even if he were not reduced to 0hp
Roll 2d6 (add a number equal to any additional damage after the character is reduced to 0hp):

  2-3   no additional effect
   4     stunned (no furthers actions this round)
   5     knocked down & stunned for d6 rounds
   6     bleeding badly, will bleed out in d6 rounds unless treated
   7     broken ribs, d6 weeks to heal
   8     1-5: broken limb bone, 2d6 weeks to heal naturally
          6: eye removed
   9     1-4: crushed limb bone, 3d6 weeks to heal, will not fully heal naturally
          5-6: eye removed
  10    severed limb, will die in 3d6 rounds unless treated
  11    mortal wound, will die in 2d6 rounds unless treated
  12+  instant death

Any roll of 6+ has a 50% of permanent scarring, which can reduce Charisma. Additional side effects may be caused by wounds such as a leg never fully healing and having their movement reduced; a crushed arm may not be able to wield a weapon but could hold a shield. DMs will determine any additional side effects based on the severity of the attack.

As to be expected my players frowned upon this....so, I guess I will just keep killing their PCs instead of giving them a second chance at life....  ;-) 

Wednesday, September 16, 2020

Tiny Dungeons play report, Sky Pirates!

So Christian from Destination Unknown and I have been somewhat excited about this silly little game called Tiny Dungeons and have pretty much been talking about it off and on since last weekend. Tuesday night while talking he said basically "I am on lockdown in LA, life sucks, save me and let's play something." So Wednesday during the day my mind was just swimming with ideas and I approached him and asked if he wanted to get together for an hour or so, give the system a run through, see if we liked it in play or not, he agreed.

I had a very, very rough idea based on a setting write up in the back of the rulebook called Skies over Rocét, a sort of airships over poison-mist covered lands. I really didnt work on it until my drive home, originally planning to do just a simple fight or something to move through the ropes of combat or something. Then, I got stuck in traffic and the mind went cra-cra. What follows are the text messages I sent him while stuck in traffic (rambly, train of thought voice-to-text follows, you were warned):

So what I'm thinking for a one shot is a world like any other D&D setting, move forward 500 years and suddenly the low altitudes all get covered in mist. Some societies were able to move to high altitude locations and set up cities and develop trade routes using magical or maybe non-magical airships. Society has reestablished itself and now you have small pockets of humanity scattered on the higher regions of lands, mountaintops hilltops, etc but the myths are deadly not because of a gas or something like that but because of what lives in the mist, much like the movie The Mist.

Now ships move from location to location and trade but there are also pirates that haunt the air and look for ships to capture and steal. In addition there are treasure troves aplenty hidden in the mist below that only the bravest and most foolhardy venture into the mist or in the locations when the mist manages to part and expose locations

I think your character would be a young member of a very small pirate crew who are looking to make a name for themselves. Perhaps they have discovered the location of an interesting structure that they could explore for treasure. Their Mistseer has calculated that the mist should part for a brief amount of time tomorrow, the crew will head that direction and hopefully explore that area for treasure before the mist rolls in

Tech is about 1700s, pirates, flintlock, cannon. Magic exists but somewhat rare (feared). Airships are built around massive creatures with airbags, a byproduct of their digestion is that they create extreme lighter than air gases which enter these pockets and the pilots use to control altitude.

So if you went below deck in a ship you might pass something that looks like a tentacle that runs to different portions of the ship with airbags spaced evenly around it to keep the ship level.

Airbag creatures have a mental capacity similar to that of a cow, so they are bred, fed, and maintained merely as a sort of service vehicle to enable aircraft to fly. Different size creatures will power different size craft from something the size of a horse to something as large as an elephant

You live in New Angeles, when the mist rolled in, a few rich folks in LA went up in Yosemite and established a small community there. A short while later the first Gasus Baggus appeared and enabled them to roam, which they used to collect stuff they needed to survive. Luckily enough 'natural way of living' and hippy people had joined them and they survived. After a couple of years a ship arrived offering to sell things from the old world. Later these folks, rougher and meaner but far outnumbered, set up at the edge of town. Locals called them pirates but they framed themselves as explorers of the Ruined Below. Fast forward 50 years and the two have melded well enough, like two different neighborhoods and carry on an uneasy existence. The explorers go out to find useful bits of tech, things not available on the top of El Capitan, and trade for food, medicine, etc. A merchant class has sprung up and they trade with other remote communities. Sometimes the explorers provide security for the merchants.

I got home, fed and walked the dogs, went to the local Chik-fil-A to pick up a sammich and the most excellent waffle fries for dinner. While eating I hammered this out:

DM note: Making up the crew on the fly was extremely easy. I had the entire crew of seven people written up in under five minutes. You essentially need a name, a trait or two (leave one slot open for you to add one on the fly if you want, good for emergent play Jason!), and maybe a weapon. During play I ended up adding that Krak had a large backpack and on a successful Save Test, any reasonable item they might need could be pulled out of the pack (rope, wrench, grappling hook, etc)

The trip out to the site was uneventful and we soon came upon the site of the wreckage. The large craft had settled on the edge of a cliff over looking a river in a valley. The surrounding area was mostly rolling hills with just a few bits of shrubbery, providing just a few spots where someone could hide in an ambush. We circled the wreckage and Christian was satisfied it was safe, the captain slowed over the wreckage and a rope ladder was dropped to the deck below.

We had planned originally for just an hour or so and ended up running for over two hours. With my slim notes above, I was able to flesh out and smoothly run the game. Combats were smooth and quick and the system mechanics allowed for quick and decisive resolution of checks and tests. We easily managed combats with the PC, three NPCs, and multiple enemies, to include a situation with the boss monster in the boat...the giant and starving gasbag. Christian thought outside the box and ended up feeding the two bad guys TO the starving gasbag, and quickly reinflating the gasbag's airsacs (which provide the lighter than air gases which provide buoyancy for the airship). It was quite ingenious of him and he went from returning to the Captain's airship with a handful of items to returning  WITH AND ENTIRE AIRSHIP AND ALL ITS CARGO! 

Notes on Tiny Dungeons: Thus far I am really enjoying this system. It reminds me of a system like Fate Accelerated or Risus, both systems I liked that I eventually ended up leaving on the shelf because of inherent issues within the system that imo ruins them. FAE has a pretty wide swing on the power level of the Approaches, ime this causes drastic power level differences for the players (and bad guys). This causes chaotic fluctuations in the games. Risus, well, long story here, but fuck Risus. 

Anyway, so far in the one game I have ran and one that I played (solo) the Tiny system is providing a more constant and reliable resolution system than FAE or Risus. I am currently planning two more Tiny X sessions with different folks to test out the system more.

Monday, September 14, 2020

The Gatehouse on Cormac's Crag, session eight

renamed to reflect the current situation!

THE CAST O' CHARACTERS:
CURRENT ROSTER
Vance - Yozzat, a dwarf
Joe - Olwen Door-Hinge-Bane, a human ranger
Tim - Raymondo M., human thief 
Steve - Dosta Grimm, a fucking elf
Shane - Misstep, wayward magic-user
Bryan - Brad, human fighter (out due to real life injury!)

SESSION, THE EIGHTH
Joined now by two more players, Steve and Shane, the party stood over the barrow mound entrance. The entrance was merely a dirt-covered depression on the side of the mound and would require some hard work with shovels and pickaxes to expose what likely lie beneath: a stone block!

Only, our group headed out to the Midgemarsh sans shovels and pickaxes! What in the flaming hells?! Ok, this was an oversight, I will admit, on both our sides. We use OSE and OSE is mysteriously lacking any sort of mining or digging items on the provided equipment lists, so they did not see it in an equipment list and I failed to mention it prior to us heading out to the mound. Luckily, their friendly guide Dimgert IS a miner and luckily had a shovel and pickaxe in his gear.

For future reference I submit an expanded equipment list (prices listed are per Fudwick's Emporium in Kalynn) (side note, Blogger sucks balls for tables):

Shovel 5gp

Ladder, wooden 10ft   1gp

Black & tackle, small 10gp

Pickaxe 4gp

Ladder, rope, 20ft   10gp

Tent, small (2 people) 25gp

Sledgehammer, hvy 10gp

Chain (per foot)  4gp

Tent, large 6ppl        60 gp

Sledgehammer, lt 6gp

Piton, steel, set (2ea)  1gp

Pulley system, heavy 100gp

Anyhoo, a few party members joined Dimgert, while a couple went wandering, 'on watch' or something and did not help dig out the entrance. This is where things began to go astray. It was going to take a while to dig out the slab covering the entrance which gave me the perfect opportunity to sneak my random encounter giant frog closer to the group. This would allow it to use the frog's special leaping ability. Two PCs caught on that something was stalking them, but because they were not helping to dig, this actually ended up putting the party in MORE danger. They managed to remove all the dirt and could now begin working on sliding or lifting the stone slab to access the barrow below the mound.

The frogs were able to sneak up while the group was digging and launch a surprise attack on poor Dimgert, swallowing him whole in the process. One frog attacked the group at the mound while another attacked Olwen. The mage Misstep ran forward and attacked with this staff, and was subsequently also swallowed. Luck favored the party though and they were able to subdue the large creatures, pull out Misstep and retrieve most of his items undamaged.
Again, the party decided to waste more time, cutting open the frog, searching its innards and collecting up the meager treasures inside. Suddenly a group do f six Lizardmen appeared off in the distance, jogging quickly towards their position. MOST of the group began frantically to slide the door, just 6" at a time to make the opening wide enough to allow the group inside the barrow. At the last moment the group was able to dive through the three foot wide opening and into the darkness below. They tumbled down a flight or two of stairs and ended up laying in a flat hall with a terrifying skull serving as a gate to the tomb. 

A quick aside... the party leapt into the barrow and only after being inside at the bottom of the stairs did anyone remember they had left the shovel and pickax. 

THOUGHTS ON OSE/BARROWMAZE
So far I think the system is working quite well. We saw a little more concern this session with movement being limited but overall this session was riddled with players not working together imo. I think some of the delay could be caused by my own DMing style. I tend to be pretty easy going and I have decided to take a step back and enforce some rules and be a little more strict in some areas (such as movement and encumbrance).

I have not in the past really focusing on random encounters too often, in fact I think we only had a single encounter on all of our trips back and forth to the gatehouse. I checked each time but the players had been very fortunate. Perhaps the players thought I was not use the random encounters much. I am overall trying to showcase the fact that the Midgemarsh is one dangerous freaking place. We have had THREE random encounters spread over two sessions just getting to the Barrowmound! 

Next session will be inside the mound and likely end in more death. This one is going to be tough, and the players will have to think things through and be smart...

THE GRAVEYARD
Able Artone, human fighter - (Christian)
Macros - long-living magic-user (Joe)
Brother Adelmo - cleric (Tim)
Vox - human barbarian (Bryan)
Janos - halfling (Jason)
Harold Flynn - halfling badass (Vance)
Shelzabaz the Magnificent - magic-user (Steve)
Caradoc - an awesome halfling unjustly murdered by a callous and vile DM (Vance)

HIRED HELP
Dimgert Flathammer of the Kragagor clan, alas dear friend, ye are no more
Bint (kobold) who they oddly forgot about this adventure!!
Usee (kobol) likewise forgotten  
About ten kobolds who died to avenge their people!
Garth the human (dead)
Izzy the elf (dead)
Too many retainers to count and I cannot recall their names