Wednesday, June 14, 2017

DCC Patron: Mycetes-Thrax

MYCETES-THRAX

Mycetes-Thrax, the Great Sleeping Growth, lurks beneath the soil. This titanic entity is a single fungus that stretches for hundreds of leagues under the earth and has grown sentient and wise with the eons. It rewards its servants with utterly alien but useful and fearsome powers. Its wisdom is great and it knows much forgotten lore.

 

INVOKE PATRON SPELL CHECK RESULTS

12-13    Mycetes-Thrax exhales in its slumber, and the air within 10' of the caster fills with spores like winter snow, while the ground is a 10' circle erupts with cilia like frost-covered grass, surrounded by a fairy-ring of inch-tall mushrooms.
 
For the next combat round, the caster and her allies can withdraw from combat without opening themselves up to free attacks, and anyone who flees the area this round will not be chased.


14-17    Communication spores. The air within 20' of the caster fills with a cloud of twinkling spores like a vision of distant stars.

For the next 2 exploration turns, every creature with at least animal intelligence present within the cloud gains the ability to speak Basidiomata, the racial language of Shroomen and other creatures aligned with Mycetes-Thrax. This has two effects: first, everyone present is now capable of speaking to and understanding everyone else; and second, every creature present halts combat for at least one round in order to talk and listen. The result of this conversation may be an end to hostilities, or if combat resumes, it may continue under altered circumstances.
 
Additionally, the caster must make a Will save versus the spell check result. If the save is successful, the caster permanently speaks and understands the Basidiomata language.


18-19    Mycetes-Thrax blinks awake for a moment, and the air within 30' of the caster fills with spores like mottled green fog, while the ground in a 30' circle erupts with foot-long tentacles like hungry leeches.

The spores cloud the air and obscure vision, providing cover for the caster and her allies for the next 3 combat rounds. (Attack rolls against a character with cover get -2.)
 
In addition, the caster's enemies must make Ref saves versus the spell check result of become entangled for 3 rounds by the tentacles wrapping around their legs. (Entangled creatures move at half their normal speed, and attack rolls against entangled creatures are at +1d.)

 
 20-23    Sleeping spores. The air within 40' of the caster fills with blinking spores like a cloud of fireflies.
 
The caster's enemies must make Fort saves versus the spell check result or fall into a supernatural slumber for 4 hours. During this time, they cannot be woken by normal means (except by being attacked), and only a reversed sleep spell or other counterspell can end this effect early. The sleeping creatures are helpless until they awake. Even if attacked, the creatures can only wake early by making a successful Fort save. (Attack rolls against helpless creatures are made at +1d.)

Additionally, the caster has a dream vision of Mycetes-Thrax. The caster sees the Great Sleeping Growth at rest in its realm beneath the earth. The caster immediately suffers one random patron taint, and must make a Will save versus the spell check result or suffer one more.


24-27    Mycetes-Thrax wakes and briefly glances at the caster. For 50' around the caster, the air fills with a sleet of stinging, sticking spores, and the ground erupts with human-height tentalces that grasp and grope like children lost in the dark.
 
The caster's enemies must make Fort saves versus the spell check result or be blinded by these toxic spores. Any creature that rolls a natural 1 on this save is blinded permanently. (Attack rolls against a blinded creature get +2. Attacks made by a blinded creature have a 50% chance to miss.)
 
In addition, for the next 5 combat rounds, the caster's enemies must make Ref saves or grappled by a tentacle, hoisted aloft, and crushed for 1d8 damage per round. A grappled creature cannot attack anything except the tentacle holding it. A grappled creature can escape by making an attack with a cutting weapon against AC 10 that deals at least 5 damage in a single round, or by using its action to make a DC 15 Strength check. A creature that escapes can still become grappled again during the next round if it fails its Ref save. (Attack rolls against helpless creatures are at +1d.)


28-29    Hallucinatory spores. The air within 60' of the caster fills with a cloud of flashing spores like neon lights.
 
The caster's enemies must make Will saves versus the spell check result or spend one combat round making their most powerful or magical attack against another random enemy as they hallucinate the caster multiplying and becoming omnipresent.
 
In addition, the caster's enemies must also make a Fort save or take only one action every other round (until 6 rounds have passed), as they hallucinate the passage of time slowing and becoming dreamlike.
 
Additionally, the caster has a hallucinatory vision of Mycetes-Thrax. The caster may ask a single question, which Mycetes-Thrax answers truthfully. Although the answer comes slowly from the caster's perspective, only an instant of real time passes during the vision. The caster immediately suffers two random patron taints, and must make a Will save versus the spell check result or suffer two more.


30-31    Mycetes-Thrax comes fully awake and turns its full ire on the caster's foes before drifting back into its eternal slumber. A blizzard of purple spores like gale-blown confetti swirls in the air within 70' of the caster, while tiny white puff balls float up from the floor and pop like balloons, and 10' tentacles like limbless birch trees burst from the ground, whipping and dancing violently in a circle extending 70' from the caster in every direction.
 
The caster's enemies must make Fort saves versus the spell check result or begin to suffocate, losing 1d6 Stamina per round until they either die or make a successful save. Any creature that rolls a natural 1 on this save suffers permanent Stamina loss rather than temporary Stamina damage for that round.
 
In addition, 7 giant white puff balls drop from the ceiling and roll across the room, each crushing one random enemy for 2d8 damage and knocking it prone unless it makes a Ref save. Any creature that rolls a nature 1 on this save takes the maximum 16 damage. Each puff ball that strikes an enemy explodes when it reaches the far side of the room, creating a deafening boom, a violent wind, and another cloud of purple spores that cover and cling to the caster's enemies.
 
Every opponent who survives this experience must check Morale or run screaming for their lives, and the check is at -1 for each giant puff ball that exploded.


32+    Reproductive spores. Within 90' of the caster, spores rise from the ground billows of dust being kicked up from a forgotten floor.

All dead bodies within 90' of the caster arise as Shroomen and attack the caster's enemies. Everyone living creature that dies for the next 9 rounds arises as well. (Bodies arise as one Shrooman per HD of the original creature.)

In the next combat round after this spell is cast, the caster's enemies must make a Fort save versus the spell check result or transform into Shroomen themselves. (Again, those who transform become one Shrooman per original HD.)

Additionally, the caster immediately suffers three random patron taints, and must make a Will save versus the spell check result or suffer three more.
 
Once combat is over, the Shroomen remain in the area as an army under the caster's command. This army is ultimately loyal to Mycetes-Thrax, and is tasked with a specific quest to advance the Great Sleeping Growth's agenda. Like their patron, the Shroomen are patient and will tolerate delays and diversions as long as the caster appears to be pursuing the quest, but they will attack the caster and her allies if any of them act to subvert Mycetes-Thrax's interests.

  • Shrooman: Init -5; Atk slam +4 melee (4d4); AC 18; HD 2d8+6; MV 10'; Act 1/2d20; SP fungal cloud (starting in the second combat round: creatures within 20' are -2 to attack, damage, and saves; and creatures within 20' must make DC 14 Fort save or lose 1d4 Agility and 1d4 damage per round), half damage from bludgeoning weapons, infravision 100'; SV Fort +8, Ref -4, Will +4; AL N; Crit M/d6.



PATRON SPELLS: MYCETES-THRAX

Myctetes-Thrax grants three spells, as follows:

Level 1: Mouldering Touch
Level 2: Spores of the Basidirond
Level 3: Mycetes-Thrax's Fecund Fungi

Monday, June 12, 2017

Session Report - Into the Redlands - 3 June 2017

Characters:
Emile Durkheim and his crow totem animal, Totem (shaman 1, played by Emily)
Vodka Gimli and her automaton, Rosie (dwarven machinist 1, played by Stephanie)
Fester the Footpad (thief 1, played by Jason)
Paralee (elven enchanter 1, played by Julia)



The session opened in Lesserton, one of a few human communities clinging to the southwest coast of the island that houses the Redlands, a great swath of goblin, orc, and troll territories that cover the north side of the island. From Lesserton, the villagers can see Mount Rendon, the tallest peak on the island, said to be near the Goblin Market, where anything might be sold or bought. Lesser sits between two sites of ruin. Just to the west, the ancient Imperial city of Mor, once Empire's farthest north outpost and the seat of human civilization on the island, now a gravel pit littered with the broken remains of its Imperial owners. Just to the east of Lesserton are the catacombs, the underground burial vaults for the citizens of Mor, covered over by a graveyard of barrows and cairns.

The four characters started the game fully outfitted for adventure, but with little in the way of pocket money, and so began by picking up pieces of gossip about where best to find treasure. They quickly decided to try exploring the cemetery. Like everyone in town, they already knew that teenagers and other foolish types sometimes made the half-day journey over to the graveyard to prove their bravery or look for gold, but not everyone who went there always came back. They also knew that the Imperials had imposed both their government and their state religion on the human communities of Red Island, that like their fellow Lessers, they mostly believed in the older spirits and had their own burial practices. They knew that any gold the Imperials buried wasn't helping anyone in the afterlife, it was just being wasted in the ground, and any bodies they disturbed belonged to the very decadents who'd brought ruin to the land. But asking around turned up some other rumors - that a death cult calling themselves "the Chosen" had moved in to the catacombs, that runic tablets found in the maze of tunnels curse everyone who reads them, that the catacombs go four levels deep, and of course, that all the rumors people spread were just folk tales meant to scare away children from an essentially harmless old burial ground.

They arrived at the entrance to the old graveyard around noon, and saw that it was bounded on its north and south sides by difficult marsh. The yard itself was covered with small hills and low mounds - burial places that might hide an entrance to the catacombs below. They decided to ignore the mounds closest to the entrance, assuming those had been raided long ago, even if they now looked covered over again. They passed a stele, and made their way closer to the center of the yard, where the mounds were placed thick and dense together. Picking one close to the southwest corner of this central area, Fester got out his shovel and started clearing away the grassy turf from the entryway.

After half an hour of digging, Fester finished uncovering two stone slabs supporting the hollow earthen mound. They saw a pair of human skeletons laying on the bare dirt floor, but nothing else. Vodka Gimli and her diminutive dwarf-shaped automaton, Rosie, ventured inside to give a more thorough search. While Vodka patted the walls and examined the stonework for seams, Rosie posed and flexed her biceps, and encouraged her builder in her task. <<BZZT WE CAN DO IT BZZT>> Vodka eventually found a drawer hidden in one of the slabs where it met the floor, and pulled it open to reveal a pair of small wooden funerary figures (perhaps representing the buried duo), a bejeweled silver dagger, and a roll of parchment covered in strange and seemingly ancient writing. As she tucked these items into her pack, Vodka felt her skin go to gooseflesh and all her hair stand on end. She turned around and saw both skeletons rising to their feet, trapping her inside the mound!

Vodka Gimli brandished her war hammer at the skeletons, and Rosie performed a riveting rock-em-sock-em maneuver that cracked on the skeletons' ribs. The other lurched forward and wrapped both hands around Vodka's neck, chocking the life out of her! For a moment, she thought sure she'd be dead, but after blacking out awoke on the ground with a broken neck, her entire body feeling of pins and needles. Satisfied with the damage they'd inflicted, the skeletons turned to attack the group outside!

Emile Durkheim raised his sickle-sword in self-defense, and had his crow, Totem, carry a dagger over to his friend Paralee. Paralee used her staff to give a solid smack to the skeleton that had nearly killed Vodka Gimli, knocking off one of its hands and putting its head at a crooked angle. She then took the dagger from Totem and joined Emile in holding the skeletons at bay. Fester used his short sword to fell one of the skeletons, and Rosie guarded the prone body of her builder and friend. The remaining skeleton menaced Emile and Paralee, but with its crooked head and missing hand, it couldn't manage to connect with them. Fester quickly put the second skeleton down as well, severing its spine and then stomping on the skull.

After taking a little time to recuperate and get Vodka Gimli back to her feet, the group decided to abandon the graveyard and return to town. Emile Durkheim vowed to consult his ancestral spirits to learn how to restore Vodka to heath. Leaving the yard mid-afternoon, they arrived back in town around sundown, weary and wounded, but somewhat wiser and somewhat richer as well.



Gains:
pair of wooden funeary figures
jewled silver dagger
scroll with mysterious writing

Losses:
Vodka Gimli (almost!)

Kills:
2 skeletons

XP:
35 from the silver dagger
26 from the pair of skeletons
Divided by 4 characters, this came to 15 XP each.



(This was a short play session because we started out rolling up the characters. Two of the players had never played D&D before, and a third said he hadn't played since the early 1980s. We went around in a circle rolling up ability scores, choosing classes, writing down class abilities, rolling for templates of proficiencies and equipment, and then writing those down too. I printed out and stapled each class separately, so I could hand those printouts to the players, which worked very well. There are two things I wish I'd done differently with the templates. First, I wish I'd stapled the template list for each class to the rest of the handout, rather than having them separate. Second, since ignoring the default templates and then rolling for them on a separate table was a little confusing for the players, and since three of the four characters ended up with default template anyway, I wish that I'd just said that first-time characters get the default template. Then, when a player is on their second or third character, I can tell them that they have a choice to accept the default template or roll for a different one. For those unfamiliar with Adventurer Conqueror King, the template takes the place of rolling 3d6x100 for starting gold and individually selecting starting proficiencies. Vodka Gimli was the one character with a high enough Intelligence score to get a bonus proficiency, which she used to select Personal Automaton. This is the reason she was able to start the game with Rosie, rather than having to spend 7000 gp and two weeks trying to draw the blueprint and another 7000 gp (and another two weeks) on construction.)

(I used Adventurer Conqueror King and the ACKS Player Companion for my character generation rules. The starting village and the ruined city come from the book Lesserton & Mor, which provides details on the village, and a series of rules for procedurally generating the contents of the city. One idea I really like from that book is 120' hexes for ruin-crawling. Essentially, the characters can cross one hex in one 10 minute exploration turn, which I think is a great scale for exploring an outdoor (or outdoor-ish) area in detail. The rest of the island come from In the Shadow of Mount Rotten, which has a series of rules for procedurally generating the contents of a goblin- and orc-controlled wilderness. There's a challenge with using this book that I hadn't thought about until I started drawing the island map: first, the territory in question is just enormous, large enough that it's hard to fit a map on a single sheet of paper; second, and probably relatedly, the hexes are unnumbered on the original, which creates challenges for copying correctly. I made one hand-drawn copy for my own reference, a simplified hand-drawn copy for the players, and then started work on a 4-sheet judge's map. I got that whole thing drawn and cut out (although not numbered) in time for the game. Spending so much time on the island map though meant that I had to rely on printouts for the ruins and the cemetery. The cemetery, I should mention, is Barrowmaze Complete, which has a ruin-crawl hex map of the graveyard, and then a standard dungeon map of the catacombs. I think I need a player map of the graveyard next, and then maybe maps of the ruins and island that are large enough to lay out on the table and fill in as the players explore.)

(I usually like to get a little more exploring in a single session, but the characters had good reason to head back to town when they did. When the skeleton hit Vodka Gimli, and I rolled 5 damage against a character with 3 hp, Stephanie asked me "Wait, is that it? Am I just dead?" Fortunately, she looked amused / horrified, not angry or sad. I pulled out ACKS's "Mortal Wounds" table, and had her roll on it. All in all, I think that she and my other players all had a good time. And while they may not have found any cash, a silver weapon is a useful thing to own, and Paralee, as a magic-user and a historian, can probably translate the scroll and find out what's written on it.)

(I realized in retrospect that I read the Mortal Wounds table slightly incorrectly, and that since the party had no way to restore even 1 hp to her until they got back to town, that she should have died one combat round after being maimed. That part was my mistake, but I'm still going to enforce that Vodka Gimli needs a month of bedrest before she can adventure again. Her "mortal wound" is a broken neck, which has three consequences: first, it reduces her Dexterity to 3; second, she can't move, fight, use items, or cast spells; and third she has to save vs. death once a month or die of complications. Stephanie wants to try to save Vodka Gimli's life, and I think the rest of the party wants that too, so I've been looking into the options for that.)

(According to ACKS as written, the only way to undo a "mortal wound" is with the Restore Life and Limb spell - the same one that can bring a dead body back to life. Restore Life and Limb is a 5th level spell, which means accessing it as 1st level characters is going to be tricky. Lesserton & Mor suggests that the town church is willing to perform miracles in exchange for service or gifts (or cash, if you can persuade them to take it.) A 5th level spell is supposed to require taking on a quest to expunge an evil cult, or the gift of a major magic item, or 10,000 gp in donations. If the church believes Vodka Gimli is willing (and able) to root out one of the cults in the catacombs, they might task her with that quest. They might also accept the gift of the automaton Rosie, (who would become a mechanical church servant, I guess) although they'd want a promise to either build up her body or add another special ability sometime in the future. The availability of spells in Adventurer Conqueror King depends somewhat on whether I consider Lesserton to be a Class III or Class IV marketplace. A 5th level divine spell has only a 50% chance of being available in a Class IV market, although if it can be bought, costs only 500 gp, which seems surprisingly low. I'm thinking the other two major-ish human towns on the coast are roughly the same as Lesserton, but the Goblin Market might have someone able to cast the spell. For sure though, a goblin would want a favor as well as gold in exchange for healing a dwarf. The ACKS Player Companion adds the spell Regeneration, but it's a 6th level divine ritual, and so likely a dead-end.)

(On the other hand, maybe I disagree that Restore Life and Limb is the only way to heal Vodka's injury. One thing I like in Dungeon Crawl Classics is a set of guidelines for using healing magic to treat other injuries (like the kind you get from DCC's brutal critical hit tables.) Receive 1 HD of healing magic for example, and you can repair a broken bone, although you won't recover any hp when the magic is used to treat the injury. Organ damage (another possible interpretation of a spinal injury) requires 2 HD of healing, and paralysis requires 3 HD. (Incidentally, curing a disease takes 2 HD of healing, and neutralizing a poison takes 3.) Coincidentally, ACKS has a Medicine proficiency with 3 levels of expertise, corresponding to 3 types of medical specialists - healers, physikers, and chirugeons. As written, they can't do anything for mortal wounds, but if we take some guidance from DCC, perhaps they should be able to. They heal 1d3, 1d6+1, and 2d6+CL hit points of injuries respectively, and physikers can cure disease, while chirugeons can neutralize poison, all of which maps rather well to the guidelines laid out in DCC. ACKS doesn't give much advice regarding paralysis. The only two things that cause it (by name) are ghouls and the spell Hold Person. The monster description for the ghoul suggests that the spell Cure Light Wounds should remove ghoul paralysis, which seems like a bargain compared to DCC, and something that a healer or physiker could do.)

(So, with all this in mind, I would say that Vodka Gimli is suffering from the effects of a broken bone, and organ damage, and paralysis, but that a skilled chirugeon could treat her, restoring her Dexterity (maybe), restoring her ability to move and adventure normally, and removing her once-a-month chance of dying of complications. The chirugeon would need to retain a healer and a physiker for the delicate operation. Class IV markets have a 33% chance of finding a chirugeon, which means that one of the three human cities on the island should have one. The three day operation should cost 12 + 6 + 3 for the three workers, or a total of 21 gp, making this by far the most affordable option. Since it is ACKS, I would still make Stephanie roll on the "Tampering with Mortality" table even if it's medicine, not magic, saving her character's life. If I were following the DCC guidelines, I would probably also rule that Vodka gets a permanent -1 to her Dexterity or Constitution (her choice) as a result of the ordeal. The medical staff will also have to make a proficiency throw to pull it off correctly. If they fail, Vodka Gimli will have to survive a save vs. death ... and they probably won't be willing to make a second attempt.)

(So, those are the three answers Emile Durkheim will receive after consulting his ancestral spirits: the church in Lesserton for 10,000, the Goblin Market for 500, or the best surgeon on the island for 21. As a machinist, Vodka Gimli would also be aware that she could re-fashion Rosie into a kind of supporting exo-skeleton instead of being healed. Dropping Rosie to ½ HD and adding the vehicle special ability would cost 4000 gp in research materials to design a blueprint for, and that's because she's altering an existing automaton - it would cost 11,000 gp to design this from scratch. Rebuilding Rosie as a power armor would also another 4000 gp in parts, plus, since she's paralyzed, Vodka would have to hire skilled laborers to do the work for her. Retirement is also an option here. Especially if she can get healed enough to eliminate the risk of complications, Vodka could simply become an eccentric villager with a robot maidservant. I'll let Stephanie decide how she wants to proceed, although in terms of price, demands on her independence, and safety of travel to the healing location, one of these options stands out to me as the most likely choice.)

Saturday, June 10, 2017

Session Report - Island of the Blue Giants - 4 March 2017

Characters:
Poseidon, the Majestic King of the Sea (merman warrior 1)
Jim Morrison, the Cultist (gemcutter wizard 1)

Sid "Vicious", the Astrologist (sage wizard 1)
Johnny "Rotten", the Beggar (spy thief 1)
Nico, the Witness (spy cleric 1)

Laetoli, the Zealot of Shanidar (cavewoman cleric 1)
Beast Master, the Ethereal Witness (animal trainer cleric 1)
Will, the Fresh Prince of Bravo (smith thief 1)
Kerhs, the Bandit of the Swamp (half-orc warrior 1)



The group felt stronger and wiser after their initial encounters with some of the weird denizens of the island. Poseidon and Beast Master were eager to investigate the situation to the southeast that they'd spied through Trondo's ethereal telescope, and everyone was eager to get away from the Bo-al, their dangerous houses, and their seemingly cavalier attitude toward their friends' deaths.

They set out south along the river, traveling toward the village with its one ethereal-visible house, and the mysterious giant aardvark slumbering nearby. Halfway along the route, they heard the sound of twigs breaking and branches snapping, and suddenly a giant creature burst forth from the treeline! It rushed Laetoli and gored her, sending her flying into the river! Only after the creature wheeled around after its attack could the others make out what they were seeing: an oversized rhinoceros with a skin of cracked black stone, its glowing red lava body shining through between the cracks. The grass withered beneath its feet as it pawed the ground, snorting and looking ready for another charge. Feeling invulnerable in his ethereal state, Beast Master tried to calm the magic beast (to no avail) while the others ran to the river, hoping to rescue Laetoli and avoid the waves of heat pouring off of the monster.

From the river's edge, Sid "Vicious" thought of the spells he knew, realized he could do nothing to harm the beast, and settled for casting a shielding spell on himself. Laetoli, miraculously still alive, attempted to cast a spell on herself to protect herself from the fiery heat, but no divine favor came for her. Nico likewise failed in her attempt to magically command the beast. Beast Master was able to call on the divine to lay hands on Laetoli and heal her slightly. Johnny "Rotten", Krehs, and Will all rushed forward to attack the creature. Each got a good hit in, but was, in turn, splashed with the creature's fiery lava blood, which burned each of them badly. Will used up every bit of his luck to not only hammer the beast, but also pry off one of its armor plates, but in the aftermath, he fled to the river, slipped, fell under, and began drowning. Jim cast a spell to put the monster to sleep, and the Bo-al food cubes he's brought with him from the celebration turned rotten and putrid as the magic left his hands. The creature fell into a magical slumber, unable to wake for at least an hour, or until it ate Bo-al food cubes.

With the creature briefly subdued, the party debated how to handle their situation. The grass around the slumbering beast all burned away, and the dirt beneath it blackened. The first order of business was to rescue Will from drowning (without getting pulled under as well) and to drag him to shore. They agreed that it would be easy to continue hurting the creature while it slept. It wasn't moving, and there was a hole in its armored hide where Will had pried away a piece of its flank. No one was willing to make the first blow however, because they all feared being splashed with more of its flaming blood, (rightly) concerned that most of them would be unable to survive being splashed with lava again. Will felt determined to try to harm the beast in some way, and tried to fetch some water from the river to splash on it, thinking that would harm the beast safely. Unfortunately, the luckless man nearly fell into the river again, then the shirt he used to hold water ripped, and then he finally succeeding in carrying water over to in the curve of his shield, he merely caused the creature's wound to re-harden into stoney black skin. As he finally dumped water onto the creature, the Bo-al food cubes he carried fell from his pocket right in front of it. The rhino's nose twitched and its lips began making smacking sounds, but fortunately someone rushed forward to knock them out of the way in time, and the group decided to let it sleep in peace. Laetoli laid healing hands onto Krehs before they departed, but Beast Master was unable to heal his friend Laetoli a second time.

The group continued downriver, relieved that the fiery rhinoceros didn't seem to be following them. Around mid-afternoon, the sky suddenly went gray, and they saw the sun mysteriously directly overhead, and also mysteriously eclipsed. They heard the sounds of a hurdy-gurdy playing a funeral procession, and as they continued on their way, saw a group of pangolins (armadillo-like creatures but with large bronze scales instead of bands of armor). Several of the pangolins were tying one of the smallest members of their group to a stone altar. Others played the funeral music, and small cadre stood aloof, watching. As the approached, the largest of the pangolins came forward to meet them. He introduced himself as the Jarl of the village, said that the land was cursed, and told them to go back the way they came. The group first inquired about the circular hut they'd seen through Trondo's ethereal telescope, and the Jarl scoffingly told them they must seen the house belonging to the mad widow. They asked about the curse, and he told them that Grendel stalks the lands, coming every few nights to ravage and destroy. He pointed to the altar and explained that Grendel kills someone every time he comes, but if they leave him a sacrifice, he usually kills only the person bound to the altar, and usually doesn't destroy any other property. When asked if he ever tried to fight Grendel, he laughed again at their naivete, and explained that Grendel seemed invulnerable to weapons, and even if he appeared defeated, he always came back. The group asked the Jarl if he'd be willing to let them follow him back to his village, and he laughed again. He'd lead them back, but if they came, they'd be entered into the village lottery to be fed to Grendel, and he was sure their names would be the next ones to come out of the box.

The group felt uncomfortable about leaving the whimpering, crying young one tied to the stone, but agreed they didn't know enough to interfere, and followed the rest of the creatures back to their village. The village itself was circled by a wall of spiked logs, and the houses were all huts made of woven branches. It was obvious that something had battered through the palisade several times, with only patchy repairs afterwards, that some of the huts had been smashed to kindling, and that others were empty with no one inside to light an evening fire. The guards were initially surly about letting the group in, and their mood wasn't improved when Will joked about killing them. Another character was able to diplomatically interpose themselves, saving Will from being blocked out or attacked.

The group went straight to the hut of the "mad widow," who introduced herself as Ymae. They told her that they saw her hut from a distance and could see that it was special. She said that her walls were woven with hairs from the Kyssia, and that it had taken her a long time to collect them. She pointed out that the group themselves were carrying a few strings made of Kyssia hair, and explained to Beast Master and Poseidon how they could use those strings to return to solid form. She said that if one bound the rope around his waist and the other pulled, they could be yanked back to full reality. She was also sure that anyone who had been ethereal once could learn how to go back again, and that the Kyssia did so all the time, and could surely teach them if they couldn't figure it out themselves. Beast Master and Poseidon both decided to wait to perform this trick, thinking that they might need to be ethereal to help defeat "Grendel," who (the group agreed) must be the villager's name for the giant ethereal aardvark they saw earlier. Ymae told them that Grendel could be defeated if they pulled him to solid reality as well, and (with some prompting) even explained that she could weave all the hairs that lined the walls of her house into a rope to perform the task. ... Of course, she would only be willing to do that kind of work and give that important a present to her husband.

The group shuffled to one side to debate while Ymae stood humming to herself, seemingly oblivious. (Although she did make a nasty face at Will when he looked over at her. They gathered he was the only member of the party she'd be unwilling to marry.) No one particularly wanted to marry the widow, but none of them thought they'd be able to weave the rope without her help either. While they were talking, they heard a great roaring in the distance, coming from the direction of the stone altar, then cries and screams that sounded like the young villager who'd been left behind, then horrible chomping and eating noises, and then silence. ("So I guess we're definitely not rescuing that child, then.") For the moment, no one could be persuaded to step forward, so they bid Ymae goodnight and went back into the center of town.

The friends decided to stay the night in the town's inn. Most of the townspeople were spending the night in the Great Hall for safety, but for the inn was filled too, of those who felt uncomfortable or unwelcome in the same building as the Jarl. The innkeeper was inconsolable; it was his daughter who was sacrificed that night. The friends learned that the villagers are called Carakol, and that their village was once a much happier place before Grendel came. Asking around, they also learned that Grendel is rumored to be immune to weapons, that they can't touch him, that he walks through walls. They also heard rumors that in the past, a different group of people lived here and worshiped an evil animal spirit by throwing sacrifices into a nearby swamp. They heard that there's an ancient chieftain's tomb in the hills north of town, and that the chieftain was known as a monster slayer. (The group concluded that this must be where the spear they saw through Trondo's telescope must be buried.) They also heard, from an angry young Carakol who claimed to be the fiance of the sacrificed girl, that the Jarl had no idea how to kill Grendel.

The next morning, the group members felt somewhat refreshed. Will, although still feeling pretty unlucky, no longer felt as though the entire world was conspiring to thwart his ever move. Beast Master was able to speed Laetoli to a full recovery, although Nico's power had no effect on Johnny. They returned to Ymae's hut, where Jim attempted to cast a spell to charm her into giving them the rope. The spell had no effect, but Ymae interpreted the attempt as a proposal, and seemed delighted. She began bustling around her hut thinking of preparations for the wedding. After a minute, she came back over, gave Jim a chaste hug, and told him it was bad luck to see the bride before the wedding. She promised she would weave the rope in time to stop Grendel's next attack, and told the group to come back the day after tomorrow. She also gave them accurate directions to the chieftain's tomb. Now that they had a plan to get the rope, Beast Master decided to return to solidity, and had Poseidon help yank him back to reality. Unfortunately, one of their two Kyssia-hair threads for performing this trick broke in the process, although Poseidon thought he could still use the other after Grendel was dead. They went into town again to look for supplies, and Will managed to persuade the town blacksmith to let him use the space for a bit. Will managed to turn the piece of pyroceros hide into a fire-resistant shield, which he gave to his friend Laetoli.

The friends spent one more night in the inn, and planned to raid the ancient tomb in the morning in order to recover the spear. Poseidon planned to use the spear to kill the ethereal Grendel, while Jim worried about how to safely break off his engagement without risking the party's access to Ymae's magic rope. Socializing in the inn, the group heard more rumors about Grendel. One Carakol told them not to worry, as Grendel supposedly only killed sinners and other wicked people. (Although the group felt a little suspicious of this information, since they'd heard Grendel eating a teenager the night before.) They also heard that Grendel could be distracted by fresh blood, and that weapons made of silver or that had been blessed by a priest could cause Grendel searing pain. They were also warned to burn the bodies of anyone who died near the village or else they'd rise up as corpse monsters, and that anyone who was bitten by Grendel transformed into some kind of naked, long-nosed beast. With all that they'd learned swirling through their heads alongside their tentative plans, the group bedded down for the night, prepared to seize the ancient spear in the morning.

Will our heroes find the ghostly spear? Will they defeat Grendel? Will one of their friends be the next name drawn out of the Jarl's lottery box? Will Jim make an honest woman out the widow Ymae? Stay tuned for these answers in our action packed season premier in the fall!



Gains:
a fire-resistant pyroceros-hide shield
Beast Master's solidity

Losses:
Jim's bachelorhood (maybe)

Kills:
none

XP:
2 for fighting the pyroceros
1 for meeting the widow (and an extra 1 to Jim only for his engagement)



(Attentive readers will recognize the scenario in play here as Goodman Games' "Doom of the Savage Kings.")

(The pyroceros the characters encountered on their trip was a truly random encounter. I rolled a d14 to first choose the CL of the encounter on Pars Fortuna's "Monsters by Challenge Level" index. Then I rolled a d5 to determine which of the CL 11 monsters to introduce.)

(In retrospect, a fire monster that burns all the plantlife it touches isn't an ideal thematic fit for either a forest encounter or a riverside encounter. Eventually, I would like to have encounter tables of mid-level monsters for each type of terrain, and I'd like these monsters to be thematically consistent with the kinds of monsters that OD&D placed in each terrain. Just like I took my starting occupations from Zenopus Archives, I'm thinking about the terrain and encounter descriptions from Initiative One. As a kind of megafauna, the pyroceros is a perfect fit for the OD&D mountains, and, yeah, a volcanic monster living in the mountains also makes a lot of sense. Eventually, I'd also like a high-level unique monster living in some wilderness hexes, like you see in Island of the Unknown. The island should stay dangerous, even after the characters get strong enough to stop worrying about most of the wildlife, and there should be some kind of special reward - or at least the potential for a reward - when one of the high-HD unique monsters is defeated.)

(After the session was over, I realized that I'd made a mistake and Laetoli should have died. She took 1d6 trample damage, plus 2d8 goring damage, plus 1d4 from the heat. This would have killed any of the other characters two or three times over, but Laetoli is a beast in the hit points department. The bonus Hit Dice from being a cavewoman, coupled with a +2 Stamina bonus means that she's ridiculously hardy. But pyroceros description says that it deals double damage when charging, which should have been an additional 2d8 goring damage on top of that, and maybe another 1d6 trample as well. She was left with only 1 or 2 hp after the attack with the damage I calculated, so if I'd done the math right, she certainly would have perished.)

(On the other hand, even though Laetoli lived, her near-death experience certainly emphasized how dangerous the wildlife on the island can be. It was interesting watching the players come to the realization that they'd be better off running away rather than killing the monster. Even fast asleep, the pyroceros could still kill them. They absolutely could have killed it, but some of them - maybe several of them - would have died too as a result of the spraying lava blood. They could have killed it, but they realized it was smarter to walk away.)

(Another thing it was interesting the players debate was how to best make use of some DCC-specific rules. The risk-reward of clerical healing and Deity Disapproval made them cautious about using that power. Burning Luck let Will the Smith pull off a cool maneuver, which he liked, although I think that player was surprised by the dangers of dropping to Luck 0. In retrospect, I wish I'd warned him, but he's my most veteran player, and since letting any other attribute fall to 0 means instant death, I thought he'd understand that he was doing something that would essentially incapacitate Will for awhile. In retrospect, I also wish I'd printed out copies of each character class's 2-3 pages of rules so that the players could pass those handouts around and consult them when they had questions about their characters' abilities.)

(I think that handouts would also be a good idea for each of the Pars Fortuna factions. Because we were focusing on learning about Grendel and the mad widow, I forgot to relay very much information about the Carakol, aside from their pangolin-like appearance. As music-lovers and ghost-haters, the Carakol are weird and interesting, and not much of that came through this session, which a handout could have solved. I think this kind of handout should have a picture of a typical faction member, a picture of a typical town, a brief description of what the faction is like, and a list of special opportunities that each faction provides. For example, I think my player who drew a map of Trondo's house should have had a chance to sell that to the other Bo-al, at a much higher price than other factions would pay for dungeon maps because of the Bo-al's interest in architecture.)

(After this session, I had trouble getting all three of my players together on the same weekend, which is why I've started a new summer campaign with a more drop-in-drop-out structure. One of the players is spending the summer abroad, so this campaign is on hiatus until he gets back in the country. We'll definitely finish out the hunt for Grendel, and then decide as a group whether to continue, or play something simpler. I want to continue running the Island of the Blue Giants, but I'm wondering if it should be something that I run online for veteran DCC players - either in addition or instead of having it as an in-person game. I'm thinking that some of the more outre aspects might be easier to introduce to players who are already experienced with DCC and who are - maybe "jaded" is the right word here? - with more standard campaign environments.)

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