Thursday, June 1, 2017

My In-Person Summer Campaign - Into the Redlands

One of my in-person players is spending the summer abroad, so our adventures on the Island of the Blue Giants is taking a hiatus until he gets back.

In the mean-time, I've been thinking about how to try to get people together to play under the following conditions:
  • Not every player can or needs to attend every session
  • (this means that the millieu needs to be something less outre than the Blue Giants)
  • (this also means that the structure of play needs to be expeditions: out and back each session)

  • The campaign setting needs to be low-prep on my end
  • (this means that I will be using a combination of pre-packaged adventuring sites, and procedural-generation rules to create the setting as we play)
  • (this also means that both the rules and the feel need to be fairly consistent between the various components of play to limit the prep-time needed to convert rules or re-skin setting details)

  • The rules need to be basic enough that my players can grasp them easily, clear enough that I can make rulings without having to keep looking up details, and interesting enough that I'm not tempted to waste a lot of time bolting on fiddly bits as options
  • (this means that actual B/X and Labyrinth Lord are out as rulesets, I'm afraid, and it also means I'm not going to try to cobble together my own preferred BX-ish house rules for this)

So, I've decided that I'm going to use Lesserton & Mor to establish a home-base for players to launch expeditions from, and to provide their first potential adventuring site: a ruined ancient city, which will be procedurally generated during play. I'm also going to use In the Shadow of Mount Rotten to provide the second source of adventure: expeditions into the procedurally-generated monster-occupied wilderness. And finally, I'll be using Barrowmaze as the third main adventuring site, the giant necropolis of the ancient city. Treasures and dangers abound in all three locations, and each session's players can decide where to set out. There may be other adventuring sites (particularly in the wilderness) that are discovered during play.

I'm going to be using Adventurer Conqueror King as my ruleset for character creation, and I should have little or no trouble integrating the monsters and other setting details from my three Labyrinth Lord setting books. I find the way ACK handles attacks (essentially, roll higher than THAC0 plus ascending AC) to be easy enough to grasp to avoid slow-downs during play, and I'm particularly fond of the some of their classes and especially the templates in the Player's Companion.

Human adventurers can choose from the following character classes:
  • Assassin
  • Bard
  • Cleric
  • Explorer
  • Fighter
  • Mage
  • Shaman
  • Thief
  • Venturer

Creating a dwarf character requires having Constitution 9 or higher. Dwarves can choose from the following:
  • Dwarven Delver
  • Dwarven Machinist
  • Dwarven Vaultguard

Creating an elf character requires having Intelligence 9 or higher. Elves can choose from the following:
  • Elven Courtier
  • Elven Enchanter
  • Elven Ranger

The town of Lesserton sits on the southern coast of what its human inhabitants call either Red Island or the Redlands. The Lessers eke out a living farming a narrow strip of fertile land along the southern coast. Red Island itself is far to the north of the continent, rarely visited by other humans except for occasional visits by missionaries, merchants, and raiders. Just to the west of Lesserton sits the ruined Imperial city of Mor, once a great metropolis, now a reminder of the Empire's collapse and the dark days that followed its fall. Just to the east is the Maze, a great underground necropolis dotted with above-ground barrows and cairns where citizens of Imperial Mor buried their dead. To the north lies the towering visage of Mount Rendon and the great expanse of the Redlands, an island mostly occupied by monsters, who in their own tongue call the peak Mount Rotten and the island itself the Rotlands.

Sessions will take place in-person, usually on Saturday evenings, as often as I can get at least two players able to meet at my house or host me at theirs.

Wednesday, April 5, 2017

Island of the Blue Giants - Player Map of Trondo's House

Below is a map one of my players drew of Trondo's house (The Alexandrian's Halls of the Mad Mage) over the course of the first two sessions.


The map is drawn on the back of the player's 0-level character sheet, so the red marks bleeding through are my skull-and-crossbone drawings  indicating the deaths of Peregrine and Batman.

Sunday, April 2, 2017

Session Report - Island of the Blue Giants - 25 Feb 2017

Characters:
Poseidon, the merman
Batman, the flyer
Jim, the gemcutter

Beastmaster, the animal trainer
Will, the smith
Kerhs, the half-orc
Litoli, the cave-woman

Sid "Vicious," the sage
Johnny "Rotten," the spy
Siouxsie, the nomad
Nico, the spy



Traveling from Trondo's bedroom, the group made their way to the observatory off of the library. They were a bit surprised to realize that the sitting room, the library, the triangle room, and the aquarium all made a single circuit, since it was upstairs the whole way around.

Inside the observatory, Johnny looked through the telescope, which was initially pointed at his fellow party members. Most of his friends were nearly invisible, looking ghostly and insubstantial, but Poseidon and Beastmaster seemed solid and real. Wheeling around, he surveyed the rest of the house. Again, most of it was so gauzy and thin he could hardly see it at all, but the aquarium was obviously full of water and fish, and there was a menacing, shadowy presence lurking in the gravel on the floor... Looking farther afield, he was able to see the boulder field where he and his friends had first woken up. The field seemed sparse; most of the boulders were invisible, but the ones carved with faces were plain to see. Also plain to see were a small crowd of human-like figures (the first they'd seen since awakening) although they seemed to be shorter and paler than Johnny's friends. Wheeling around the other way, he saw what appeared to be a giant aardvark sleeping in an unknown den (it must have been giant, because of how large it appeared at a distance, even without many landmarks to judge it against,) and nearby, a single hut, and nearby that, a giant spear.

Johnny reported all this back to his friends. Beastmaster wanted to see for himself, but was unable to touch the telescope to move it. With Will's help, he managed to take in the same panorama and Johnny, then announced his intentions to return to the aquarium to catch more fish. Poseidon agreed, and Siouxsie bravely volunteered to join them. The group returned to the sitting room with the miniature aquarium, and Siouxsie deliberately touched it, becoming insubstantial like her two friends.

The group all returned to the aquarium room. To most of them, it appeared as a bare room with stone sculptures of fish hanging from nearly invisible strings from the ceiling. To Poseidon, Beastmaster, and Siouxsie, it appeared full of water, waving seaweed, and live swimming fish. The three also noticed a menacing presence lurking around the edge of the room, but opted to try catching more fish despite the sense of danger. This looked a bit silly to their friends, who saw the three darting and clutching at thin air, before triumphantly grasping the statues which had remained motionless the entire time. Unfortunately, the larger group didn't get to enjoy watching their three friends at this for long, as the dark presence revealed itself - a giant snail with four mace-like tentacles growing from its head! Unlike the fish, which existed (in slightly different forms) in both the physical world and the ethereal realm, the snail had no physical counterpart, and was completely invisible to most of the observers.

A brief, but intense combat ensued. Siouxsie tossed her lance, but it bounded off the snails invulnerable shell. It then rushed her, pummeled her body to paste, and began loudly slurping up her remains! Beastmaster also proved unable to wound the monstrous mollusk, but in two separate attacks, Poseidon first severed one of its tentacles, then slew the creature with a mighty blow from his trident. He decided to keep the severed tentacle to use as a mace, and he and Beastmaster sawed the snail's body in half to eat later. They made seaweed-wrapped bundles of escargot and fish to carry out with them, and divided Siouxsie's weapons between them. Siouxsie's body, and her armor, were irrecoverable, too badly mangled while the snail devoured her.

After their initial bold entry into the aquarium, the whole group left in a dour mood. Sid "Vicious" and Johnny "Rotten" declared their desire to kill Athern for sending them into the house, and Nico started panicking that her protector, Siouxsie, had died. "I'll be killed for sure!" she wailed. Batman stepped up to calm Nico, offering to defend her in case of danger. "I'm Batman," he said.

The group decided to retreat from the house. They had the information they'd come for, two of their friends had died already, another two had been turned insubstantial, and neither the items they'd found nor the promise of a nice party seemed to make up for the losses they'd already suffered. They went back to the sitting room and library (avoiding the triangle room because it made Jim uncomfortable and nervous,) and then returned to the balcony over the foyer.

From the balcony level they could clearly see the seven remaining weird statues, and the one that Will broke earlier. Although the statues looked like odd collections of spikes and angles, the shadows they cast looked just like the puppet-like monsters they'd fought earlier, and before their eyes, the shadows cast by the intact statues thickened into gibbering little humanoids who immediately began prying up the cobblestones to hurl at them. A couple also grabbed bits of the broken statue, a material that looked especially dangerous to Beastmaster and Poseidon. Unfortunately, they were helpless to defend their friends as the little monsters attacked, hitting Litoli and Will with rocks, and killing Batman with one of the bits of broken statue. Nico momentarily dissolved in tears at the lost of her newest defender, then started waving her knife around threatening anything that came too close to her. Jim withdrew from combat to make sure that none of Batman's valuables would be left behind in the house. Litoli slew one of the shadow-puppet creatures with her spear, Will hammered two, and Sid and Johnny stabbed three of the creatures to death. Beastmaster also found a way to contribute at the end, ordering his guard-weasel to attack the creatures (which it did with gusto, killing another) and his pack-rabbit to stand in front of the shattered statue, blocking the monsters from getting any more of its deadly stone.

Dejected and angry, the group made their way down the spiral staircases in the corners, carrying Batman's body out with them. They emerged to find the street before them more or less deserted, with only the normal town bustle going on in the distance. Storming across town, they eventually found Athern doing some gardening along the city wall, near where they first met them. Athern seemed surprised to see them, and possibly to have forgotten the task they'd asked the adventurers to complete. Undeterred, the group explained that Trondo had died of old age after completing their masterpiece, and had decided to become a ghost so that they'd have time to enjoy their accomplishment. They also explained that Trondo had named Athern in their will, and that their lawyer should have all the details that would eventually allow Athern to inherit the great house.

"You know," Johnny said, "some of our friends died in there. We couldn't even get all their bodies out." He was angry at the Bo-al for sending them on such a dangerous task, unprepared for what awaited them, but Athern seemed oblivious to the group's pain. "You left garbage inside Trondo's house?!" they exclaimed. A moment later though, the giant gardener turned wistful. "Oh poor Trondo!" (And our friends!) "It's so sad that you've died!" (And our friends!) "We'll all be diminished by your loss!" (And our friends!)

The group didn't get the satisfaction they wanted from Athern, but the Bo-al gardener was (eventually) good to their word, and by sunset a grand funeral was in order, with tents and pavilions sprung up all over town, mounds of food-cubes, and great bowls of punch. Poseidon and Beastmaster munched glumly on the cold fish stored in the pack-rabbits saddle bags, while several of the others lost themselves in a night of drinking and debauchery. Under Poseidon's guidance, Jim and Nico put Batman's body onto a reed raft, floated him onto one of the canals, and set him ablaze. Most of the others avoided succumbing to total depravity during their carouse, but Johnny had a tryst with one of the hermaphroditic Bo-al in the bathhouse (and only narrowly avoided becoming married to them) and Sid made a series of ill-advised gambles and wagers that lost him everything, including the clothes off his back, except the tome he'd taken from Trondo's house.



(We began the session in media res inside the house, got the group back outside, caroused for experience bonuses, and then spent the rest of the session leveling up their characters. I used Jeff's Gameblog's carousing table, which seemed to work well. I'm of two minds about both the beginning and end of the session.

On the one hand, I know other referees prefer not to allow their players to end a session inside a dungeon, and even make them roll on special tables (like Jeff's Gameblog's again, or like Unofficial Games's) to determine whether and how they made it out by the start of the next session. At the end of last session, I could have also simply ruled that as long as they went straight to the exit, they got out safely. We might have gotten more done in the session, perhaps even accomplishing some of the things that eventually happened in Session 3. On the other hand, if I'd done that, there never would have been a fight with the flail-tentacled snail, and the danger of the foyer guardians would have been halved. (And at 4 HD, the snail could have easily wrecked all three of the characters fighting it, especially after critting Siouxsie on its first attack.) Making the players work for their exit emphasizes that they're always in danger in the dungeon, even when they're trying to escape, and it forces them to plan accordingly - you don't want to go so deep in that you can't make it back out alive. And since we have a consistent group so far, there was no sudden appearing or disappearing of characters as they walked from one room to another. I haven't decided how I want to handle this in the future.

I also have mixed feelings about spending the end of the session leveling up (instead of doing it between session) and leveling up every surviving character (instead of having each player choose one to focus on for now.) Again, on the one hand, it took the rest of our time, and we didn't have the chance to do any more gaming. On the other hand, we got to talk through the class options and everyone's visions for each of their surviving characters. Everyone also got to learn more about the rules for Dungeon Crawl Classics as they related to each character's abilities. Crits and Fumbles, Mighty Deeds of Arms, the random nature of spellcasting, and burning Luck all got discussed in some detail. I don't generally want to force my players to memorize too many rules (that's what the referee's for!) but I also don't want anyone's character to die because they didn't know what it was capable of doing to defend itself. I don't regret doing things this way this time, but I reserve the right to consider if I want to do it the same or differently in the future.

I also made everyone decide where they were headed next, and they chose to investigate the giant aardvark and the mysterious hut and spear...)



Gains:
a tentacle mace
more spectral fish and half a giant spectral snail
a very nice funeral

Losses:
Siouxsie
Batman

Kills:
1 flail-tentacled snail
7 shadow-puppet guardians 

XP:
2 for fighting the snail (Poseidon and Beastmaster only)
0 for fighting the puppets a second time
1d6 each for carousing at the funeral (Will, Kerhs, Litoli, Sid, and Johnny)

Friday, March 31, 2017

Rhythmic Gymnast Bard Casts "Light"

Another recent story from the Gray Lady includes an illustration of a rhythmic gymnast looking rather magical. Seen here, a bard uses her ribbon apparatus to cast light, illuminating a rather dark situation.

illustration by Eleni Kalorkoti

Tuesday, February 21, 2017

Index: Snails

Below is an index of snail-related materials I might use in my own games.

At the time of creation, this Index has content from Dyson's Dodecahedron's "Snail Lords of the Salt Flats" mini-setting, (which may someday be published by Lost Pages,) and from Bernie the Flumph!'s "Blorgamorg, the Chthonic Snail" patron for DCC. More categories, as well as more entries within the existing categories, will be added as it becomes available.

from Dyson's Dodecahedron:
Snail Lord Character Class
Polearms of the Snail Lords
Dark Spire through Salted Lands
Twelve Bodies in the Firmaments of the Salt Flats

"Snail Lord" by Dyson Logos

from Bernie the Flumph!:
Patron: Blorgamorg, the Chthonic Snail
Invoke Patron, Patron Taint, and Spellburn (Blorgamorg)
Patron Spell 1: Snail Mail (Blorgamorg)
Patron Spell 2: Shell Shelter (Blorgamorg) (formerly planned as 3rd level spell "Shell House")
Patron Spell 3: Love Dart (Blorgamorg) (formerly planned as 2nd level spell "Slobber Globber Lobber")
Index of Blorgamorg entries on the Bernie the Flumph! blog
Crepuscular zine, issue 1, featuring Blorgamorg and "The Sanctum of the Snail" adventure (available for sale in print and pdf, note: I playtested this adventure)

As an aside, I keep wanting to call this patron "Blorg-ma-gorg" instead.

"Blorgamorg" by Josh Burnett

from Le Chaudron Chromatique:

"Snail Flailer" by Evelyn Moreau

Update Log:
22 Feb 2017: Index created 
31 Mar 2017: Snail Flailer Character Class added
2 Sept 2017: "Shell Shelter" and "Love Dart" spells added, Blorgamorg index added, artist information for "Snail Flailer" corrected
6 May 2018: "Sanctum of the Snail" adventure added

Thursday, February 16, 2017

Mechanics I Want to Use - Boomerage Stealing Attack

The second use for the boomerang in the Legend of Zelda games (besides stunning / paralyzing your enemies, as in my earlier post) is picking up objects and carrying them back to you. Other games have similar "fetching" weapons, like the grappler in Super Metroid. What's even cooler than simply picking up objects off the ground? Plucking them out of your enemies hands, and depositing them directly into yours, obviously.

But I also wanted this deed to capture the feel of something else - the moment when you kill an enemy and they leave behind arrows, or missiles, or a special weapon recharge, or money, or a bomb, or a grenade, or (most often) a little refill of health. The Mega Man games employ this same mechanic.

So, what we have is a deed for rangers that lets them either disarm their opponent and steal their weapon, or steal a little power-up / prize. As a mechanic, it absolutely is a bit video-gamey, since you get the prize based on your Deed Die roll, regardless of whether or not that item was on the judge's list of treasures to be found on that particular opponent. (Although the judge could insist that this only works on humanoids who are carrying some kind of equipment, or that you have to accept a lower result if it doesn't make sense for them to be carrying the item in question.



Weapon Specific Deed - Stealing Attack (boomerang)

The ranger throws her boomerang to knock away a piece of her opponent's equipment and return it to herself. If possible, the boomerang knocks away her opponent's weapon and return's it directly into the ranger's hand to wield next round. Otherwise, it returns adventuring equipment as listed below.

The judge is encouraged to tailor these results slightly to fit the nature of the opponent and the setting (for example, by choosing the denomination of the coinage, the type of ammunition, or the specific grenade-like weapon.)

3     The ranger steals a weapon up to the size of a dagger, or 1d12 coins.
4     The ranger steals a weapon up to the size of a short sword, or 1d6 rations, 1d6 torches, or other basic equipment.
5     The ranger steals a weapon up to the size of a longsword, or 1d6 arrows, 1d6 sling stones, or other ammunition.
6     The ranger steals a weapon up to the size of a two-handed sword, or 1 vial of holy water, 1 flask of oil, or other grenade.
7+     The ranger steals a weapon up to the size of a lance, or: 1 mushroom elixir (imbiber heals 1d4 hit points of damage immediately) or other medicine.




After getting some feedback, I also want to revisit my advise for when a boomerang returns to its owner.

Weapon Boomerang, Damage 1d4, Range 10/20/30**, Cost in gp 25

Although it is a thrown weapon, the boomerang follows a curved flight-path that allows it to sometimes brings it back to its owner's hand. If the ranger misses her attack, the boomerang will return to her at the end of the combat round. If she makes a regular attack or regular deed, the weapon hits her opponent and falls to the ground nearby. If she makes a critical hit or a weapon-specific deed, the boomerang hits her opponent but continues on its flight, returning at the end of the round. If the ranger fumbles, the boomerang returns, but she is hit by it instead of catching it; depending on the fumble result, this may be deadly, painful, or simply embarrassing.


Both Stun and Steal could probably be used as weaponless deeds by very roguish warriors who were trained to sap or mug their enemies. The stunning attack and stealing attack could also both probably be used as weapon-specific deeds for the whip, in any kind of Western setting.

Sunday, February 12, 2017

Mechanics I Want to Use - Boomerang Stunning Attack

I like the idea of weapon-specific deeds in DCC, because they feel like an easy way to add "tricks" that certain kinds of warrior can learn (possibly by "questing for it") without overwhelming the game as a whole with too many options. In deciding what kind of weapon to specialize in, a warrior is already committing herself to a particular combat style, and perhaps a particular style of play more generally. So some warriors might be very grim, others might be rather show-offy, and still others, perhaps, might be a bit whimsical.

In the Legend of Zelda games, one use of the boomerang is to fetch objects (which I'll return to later.) But the other use is to temporarily stun or paralyze enemies so that you can attack them more easily (or run away from them without being followed.) This deed is meant to imitate that mechanic from the video games.

The main question I had in mind when writing this up was "What do you call a warrior who uses a boomerang?" But then I realized that "boomeranger" shortens to "ranger" quite nicely. (I'll leave it to the reader to decide if that should be pronounced like the-one-who-ranges or like the-one-who-rang.)

 

Weapon Specific Deed - Stunning Attack (boomerang)

The ranger throws her boomerang to stun her opponent, briefly knocking the breath from their lungs or the thoughts from their head. This deed is most effective with the ranger acts before her opponent in the initiative order.

3     The ranger’s opponent acts last in the initiative this round.
4     The ranger’s opponent acts last in the initiative this round, and for the next 1d3 rounds.
5     The ranger’s opponent cannot act this round, and acts last in the initiative for the next 1d3 rounds.
6     The ranger’s opponent cannot act this round, or for the next 1d3 rounds, and acts last in the initiative until the end of combat after that.
7+     The ranger’s opponent is knocked completely unconscious until the end of combat.


Of course, to learn this deed, the warrior first needs to own a boomerang, which might be a quest in itself in the pseudo-medieval setting of most DCC games.

Weapon Boomerang, Damage 1d4, Range 10/20/30**, Cost in gp 25

Although it is a thrown weapon, the boomerang follows a curving flight-path that usually returns it to its owner at the end of each combat round. However, if the ranger rolls a natural 1 on either her Action Die or Deed Die when using the boomerang, it lands on the ground near her intended target rather than returning.