Showing posts with label personal note. Show all posts
Showing posts with label personal note. Show all posts

Tuesday, August 9, 2016

Personal Note: Me and Stranger Things

  So.... Stranger Things. Set in Indiana in 1983, in a small town. Focuses on kids who play D&D.

  While I moved a lot as a small child by the age of 4 I was back where I was born, Indiana. I lived near Muncie, famed in D&D lore because of Knights of the Dinner Table. But there was a lot of gaming in Muncie, as I recall.
  I lived in al area near the towns of Redkey and Dunkirk, where the downtowns look like this;


this;


this;

and this;

  Yes, that is the entire 'downtown' of four different towns. It looks a lot like where the protagonists of Stranger Things live, doesn't it?

  Here is the view facing south from where I went to high school;


The other directions only vary in that one field is soybeans.

  I was a bit older than the boys in Stranger Things that are hanging out with El and a bit younger than Nancy and her friends - in 1983 I turned 16.

  My AD&D 1e campaign was 5 years old in 1983 and as I recall the party was dealing with a group of evil monks.

  Anyway, I identify with a lot of the characters in Stranger Things because it is, in an odd way, about me and my friends. Sure, archetypes are what they are for reasons, and tropes are useful, yes. But this hits awfully close to home. Very literally.

Tuesday, April 12, 2016

"Here, Let Me Hand You This Torch"

  So I have been very busy trying to change careers and start a new role for my family.
  We have still been gaming, so I hope to catch up a few things.
  But last week something I have been looking forward to for a long time occurred.

  My oldest son hosted his first purely solo game with his friends where everyone there was a legal adult.
  He has run games before, of course - he has been for a decade or more. And he has done things for friends before, too.

  But seeing everyone there driving themselves, using their own money from their own jobs - that was much cooler than I thought it would be.
  I was busy working (and wasn't invited, anyway) but they all had a good time and will be meeting to play again very soon.

  Huh? Oh, AD&D 1e, of course!

Monday, May 11, 2015

DM's Play Report from Blackstone I: Assault on Tolmar- Last Days of a Seven Year Campaign

  The War against the Redcaps is Won!


Previous update is found here.

The Campaign
  Seven years old. AD&D 2e Skills and Powers.

The Players and Characters
  Je.: Stardust, 13th level Thief. Armed with a pair of +3 Daggers of Returning and a sneaky disposition. Party scout.
    - Deacon Samarr,  6th level cleric henchman. Rescued from a Hill Giant slave pit, he is loyal to Stardust and her friends. Focused on healing and abjurations.
    - Sir Raleigh the True, 4th level fighter henchman. Gained from a Deck of Many Things, he is perfectly loyal. A halberd specialist and armed with a +7 halberd!

Ja.: Mournglow, 11th level mage. A true generalist and the party's planner. The list of NPCs who owe him favors needs to be printed in 8 point font. Double-sided.
    - Whitestar, his Arcane Servant familiar.

A.: Doomsman the Destroyer, 12th level Fighter. A barbarian and grandmaster with the two-hander who is skilled in a number of melee combat styles. One of the deadliest men on the planet. His magical scabbard carries both Gatekeeper, the sword of that seals the planes, and Magekiller, which is just what it says on the tin. Lord of the North, Guardian of the Pass, and party leader. He thirsts for combat.

S.: Ember, 11th level Fire Elementalist mage. Wields a flaming silver short sword of shapechanger slaying. A true master of fire magic he is the hot-head of the group.
    -Flint, his Fire Spirit familiar.
    -Redfire, 5th level Fire Elementalist henchman. He has died three times, each from a giant's boulder.

N.: Darkwalk, 8th/9th Cleric/Magic-user. Also a skilled fighter, he is the voice of caution. He carries an Talisman of Ultimate Good that keeps reappearing in his backpack each time he tries to give it to the Pope.
    -Suregaze, his Elven Dragonling familiar.
    -Starwing, a 3rd/3rd/3rd fighter/cleric/magic-user henchman. Leader of the henchman, she has a calm demeanor and a knack for leadership.

Previously

  The party has spent 3 days lurking about the ruins within the city of Tolmar. In addition to the major attacks (detailed in the entry at the link near the top) they have ambushed a patrol or two. So far, all of their activity has been limited to the northern half of the city, formerly called Upper Tolmar. The party has been hiding in various bolt holes within the city while their henchmen strive to make it appear the party is camping outside and making repeated assaults over/through the walls.

  After resting and regaining spells the party decides they must strike at the heart of the enemy. The former Main Square of the city is now a hub of evil; the four corners of the square now hold the Tower of Necromancers (northwest corner) the Temple of Unlife (NE corner), the Fortress-Cathedral of the Slaughter-God (SE corner), and the High Church of the RotLord (SW corner). The party decided to assault the Temple of Unlife.

  As the party began to leave Upper Tolmar, divided from Lower Tolmar by a wall and a 20' escarpment, there was a minor fight as Whitestar, Mournglow's familiar who was scouting, was attacked by an imp. The party arrived in 3 rounds to find Whitestar wiping ichor from his miniature sword. Darkwalk healed up the Arcane Servant and the party continued.

  The party crept up to close sight of the mausoleum-like Temple of the Ghoul God to see - the low-level acolytes gather outside! The ritual of Blotting Out the Sun was about to begin. The party waited until the doors opened then struck with a Fireball. This wiped out the acolytes as the party charged inside. The party was met with mid-level priests just inside the doors, forcing them to halt their assault and fight. The High Priest of the Undead Demiurge stood by the foul altar wearing his Crown of Worms and guarded by 9 of his top priests. While the guards wielded the ceremonial bardiches of the deathpriests the High Priest wielded the infamous Staff of Death, a foul artifact carved from the thighbone of a shadow dragon.

  Doomsman hurled his Maul of Thunderbolts and struck the High Priest - but the Maul spun away instead of returning! The thunderclap revealed a shimmering aura cloaking the entire altar area and the casters decided to refrain casting attack spells on the leadership!

  As the party fought a swarm of 40 ghoul-rats poured through slots in the floor. Darkwalk turned most of them and Ember dealt with the rest as Doomsman cut down evil clerics like he was playing whack-a-mole. Stardust did her thing and threw her Daggers of Returning at the High Priest - they, too, spun away instead of returning! Stardust made her Awareness check and realized that the troops of the Temple of Slaughter were formed up and preparing to charge. She darted to the main doors, shut the massive portals, and dropped the adamantite bar into place just in time!

  The evil priests were casting nasty spells left and right, including one using a Spectral Hand from a magic item!  The party was using counter spells, Magic Missiles, and Cures at a prodigious rate.

  In the meantime Doomsman had fought his way to the steps of the altar, shrugging off a bolt of negative energy from a priest, making saves versus 4 more spells, and generally rolling 18+ on every d20 he touched, the jerk. Mournglow and Darkwalk both cast Dispel Magic on the protective aura around the altar, bringing it down in a flash of foul smoke. Doomsman was hacking his way through the evil hierarchy and now the High Priest was the target of spells. The next round the High Priest was struck down by magic!

  And the Staff of Death lashed out, striking on the the Death priests. That priest turned to ash and the High Priest laughed in delight as he was returned to full health! The High Priest then triggered the power of the Crown of Worms, blasting Doomsman and Stardust with a Mind Blast. Doomsman finally failed a save and was...
  [roll the dice]
  Enraged! Wait, what? The one save he failed made him better at fighting!
  What a jerk.

  The Staff of Death pattern - the High Priest was struck down, the Staff of Death drained the life force of another Death priest fully healing its owner - happened again before Doomsman finally faced him in melee and all the other priests were dead. Doomsman hit with a flurry of blows, the High Priest's staff lashed out and touched Doomsman!

  And, yet again, he made his save. He did, though, lose 1/2 his full hit points (really messing with him, as he had taken damage) and this was enough for the Priest to be at full health. Doomsman repeated his attacks, struck down the High Priest for the FOURTH TIME! The Staff of Death lashed out and -

  Doomsman parried it! The Death Priest fell.

  It was a great moment for the players!

  The party quickly caught his body on fire, not caring to touch any items on his body.

  Stardust searched the ground floor, quickly finding and sealing two side doors. Moments later something big tried getting into one of them. The pounding on the front door indicated the troops of the Master of Massacres had brought in a battering ram. The party gathered around and Mournglow cast Teleport.

  He made the targeting roll easily, landing them back in their hidey-hole where they could see the Tower of Flying Beasts, which they had destroyed days earlier. As everyone got healed up (and Darkwalk used scrolls of Remove Curse on everyone because Death priests). the party observed the beehive of activity around the Death temple, including the Champion of the Slaughter God flying around fearlessly directing searches.

  Acting on a hunch the party sent a Whispering Wind to the Champion, offering him something they felt he couldn't refuse - a duel of honor. As the Champion began flying, alone, toward them, Darkwalk used a long-cherished scroll to cast Regenerative Heal on Doomsman (he normally has no access to this spell).  

  The Champion landed and the terms were agreed upon: if the Champion fell his arms and gear belonged to Doomsman; if Doomsman fell his companions could keep his weapons, gear, and body but must depart Tolmar and never return. Then the battle was joined.

  Now, to repeat - Doomsman is a 12th level Fighter and Grandmaster in the two-handed sword/greatsword. He has 3 attacks per round, gets a free parry per round (from a style) and does one die larger damage. His was using the sword Gatekeeper, which is +4 normally. He is wearing a Girdle of Stone Giant Strength (+5/+10). he has a magic item that can cast an automatic Heal if he is reduced to 0 or less h.p. once per month.

  The Champion was built as a 13th level specialty Cleric using Skills & Powers/Spells & Magic/etc. He has THAC0, hit points, etc. as a fighter, is a grandmaster in the long sword, and fights with a +4 longsword and a +3 short sword of quickness, giving him 3 attacks per round with the long sword and 2 attacks per round (one in 'segment 0') from the short sword AND a free parry from a style. Essentially, he gets a 'free' attack before initiative, a parry, and 4 attacks, allowing him to theoretically parry every one of Doomsman's attacks and still strike twice, once with the short sword and once with the long sword. He wears Gauntlets of Might (+4/+7). He Regenerates 7 h.p. per round and has the innate ability to go Berserk (+4 to hit, +6 to damage for 10 rounds and +20 h.p., but no parry) 3 times a day and has a blessing of the evil War God so that once per week if he is reduced to 0 h.p. or less he is instantly Healed.

  I made this as closely matched as possible. While the Champion hits more often when Doomsman hit he does more damage. 

  The fight lasted 8 rounds, a long time at this level. Doomsman's dice deserted him for the first 5 rounds; he hit as often as math decided but his damage was low and he was getting hit a lot. Then, well, he hit. A lot. And did a lot of damage, enough to trigger the Champion's Heal. Then the Champion hit a lot and triggered Doomsman's Heal. And then the dice turned and two rounds later the Champion is dead. 

  The entire party agrees it was the toughest, closest fight of the 7 years of the campaign.

  The party immediately beheaded him and then burned him, after getting his gear. 

  After healing up Doomsman again the party was essentially out of most spells (except for Ember's "backup Fireballs". Yes, multiple). They decided to mix it up and leave the city and camp beyond the walls. As they are setting up camp they hear a horrifying roar/bellow from the city. 

  The camps under watch when - there is another  horrifying bellow/roar right by the camp and a cloud of black mist envelopes them. Everyone makes their saves but still lose some hit points. OK, for some of them a LOT of hit points. As the mist clears they see - the Horned One!

  Aside: The party has long assumed the Horned One is a hobgoblin chief with a horned helm. I have gently encouraged this. In truth, he is a hobgoblin, but one born of two survivors of whatever-it-was that destroyed the capitol of the Emerald Empire centuries before; a being born and raised in the Shadow of the City, the area of fear and darkness that festers many miles northwest of Tolmar. The thing before them, however, is 7' tall, has massive goat-like legs ending in cloven hooves, and a set of horns growing from the sides of his head. 

  Everyone but Stardust was sleeping and no one has had a chance to learn spells. Doomsman, sans armor, grabs his sword and wades in. The Horned One wields a two-hander in one fist and they start fighting. Mournglow activates his Wand of Conjuration, Darkwalk is digging into his packs for scrolls, Stardust is hurling daggers, and Ember is prepping his few spells.

  The beginning of round 2 the Horned One breathes on Doomsman and paralyzes him! Luckily the Wand of Conjuration goes off and summons a Stone Golem. Darkwalk rushes up and drags Doomsman back out of melee and begins to pour an Elixir of Health down his throat. Ember fires off a Magic Missile, Stardust is looking for an item to help out, and the golem misses.

  In round three Ember gets off his go-to max damage spell, Torrential Fireball. This is sto-, uh, borrowed from HackMaster 4th and is, essentially, just like Fireball except d8 damage per instead of d6. Under 2e rules once per day a fire elementalist may ad 1d4 to the effective level of a Fire spell they cast and my modified honor rules mean you can guarantee that this adds 4. So when the chips are down Ember can do 14d8 fire damage.
  Like now.
  He didn't mind including the golem because everyone knows stone golems are immune to fire. Unfortunately, this is how he learned that the Horned One is immune to fire.

  By the end of the round the Horned One has destroyed the stone golem! The party has done very little to the Horned One.

  Round three: Doomsman has been un-paralyzed by the Elixir and wades in again. He and the Horned One trade a lot of damage. Ember and Mournglow both toss more Magic Missiles. Stardust keeps throwing daggers. At great personal risk Darkwalk casts Stoneskin on Doomsman.

  Round four: The Horned One bellows again, this time surrounding the entire area with Solid Fog. The party is convinced they are in trouble.

  Round five: Darkwalk casts Dispel Magic; the Fog parts to show the Horned One finishing a potion.

  Round six: The Horned One charges Doomsman and hits, tossing him 30'! The Stoneskin saves him from certain death, but is used up. Another flurry of missile weapons and everyone but Ember is now out of spells.

  Round seven: Doomsman closes again and hurts the Horned One a lot, but bot enough. The Horned One's first counter attack knock Doomsman to 3 h.p. Before he can strike again Ember uses his last spell, a Magic Missile and the Horned One dies.

  The party rejoices.

  They use a lot of charges, scrolls, etc. to heal everyone at least a bit and then camp until dawn again.

  Darkwalk burns most of his Cleric spells to heal everyone and they begin to investigate. The Horned One is now - a big, tough-looking hobgoblin in armor that cloaks him with an illusion and makes him immune to scrying. He is still obviously heavily mutated by magic, though. And, luckily, still very dead. They discover that he had placed a magic item on one of the Champion's swords and used that to track the party.

  There is obvious fighting in the city and they see scattered groups of humanoids and even a few individuals slinking from the city. They grab a few for interrogation and learn a great deal;

  - After the attack on the Tower of Flying Beasts a number of goblins and hobgoblins had defected.
  -The head of the Necromancers had died suddenly the morning of the assault on the Temple of Death (they realize whose imp Mournglow's familiar had killed), throwing the necromancers into confusion and internal fighting for leadership.
  - After the Champion's body was found Alzozel ('Creepyhead') had ordered the Slaughter God troops to leave and then flew off himself.
  - During the confusion the priests of the Plauge God had simply vanished.

  The party had been working on the Horned One's power base for years; destroying the alliance with the Giant Lords; wiping out the Band; slaughtering the Pack; the capture of the northern fortress; the death of the Lord of Necromancers; the assault on the Temple of Death; the death of the Slaughter God's champion. The Horned One's only chance of maintaining his power had been to destroy the party himself, something he had almost pulled off.

  The party returned to their real base, gathered their henchmen and hippogriffs, and flew to the Horned One's fortified island. It was essentially deserted. Stardust and Darkwalk made quick work the the various physical and magical traps and the party got to the treasure vault to find quite a bit of loot. The highlights of the haul were:

  -about 350,000 g.p. value of treasure
  -a slew of minor (+1/+2) magical weapons and armor
  - A Mirror of Mental Prowess
  - A Book of Infinite Spells
  - a +7 two-hander
  - the Sceptre of Goodly Might

  The party was very happy that the in-game 15 year, real life 7 year, quest to break the power of the Redcaps was complete. They are concerned that so many villains got away, of course, but the general agreement was that the entire party will now "retire" to run their various feudal lands.

  I must admit - it was an emotional afternoon. The Blackstone 1 campaign has been running for over 7 years and was the primary campaign. When we began my oldest son was 11; he starts his first full-time job this week. Our fourth son practiced penmanship re-writing his character sheet. This campaign has covered nearly 1/3rd of my marriage! It was a big day!

  And Good Triumphed!

Tuesday, October 28, 2014

Play Report: Brigid's Diary, Part 2 - Return to Richacre

Real time: played in two parts, 10/4/14 and 10/18/14
Je. played Brigid, a 1st level human barbarian
J. played Athanasius, a 2nd level human cleric
A. played Starkiller, a 1/1/1 half elven fighter/cleric/mage
S. played McCloud, a 1st level human druid
N. played Thoren, a 1/1 half-orc fighter/thief

[Note: The entry is written 'in-character' and changes in tone and such reflect the character at different points during play]
 DM notes are in [brackets], player notes in (parentheses)

   After my first adventure, I came back to Oldbridge with Starkiller. We sold our treasures, and I made enough profit that I was able to put many gold pieces into the Baron's bank for safe keeping. I carefully compose a letter to my family, telling them of my good fortune and assuring them that I will return once I have saved enough to replenish our family's coffers.
  I write in our family's code, so as not to raise any suspicions with anyone who may read the letter as it travels, both for my own protection, and that of my family's.
  I find that before long, I begin to thirst for more adventure. The rage inside me has been very quiet, and I am hopeful that I am learning more self control, but I still long to further my skills, and increase my fortune. Just as I was about to get very restless in town, I received a very strange letter.
  I write this diary and my letters home in the script of Eiru, but I am not able to read much of the common language. I ask Starkiller's cleric friend Athanasius to help me read the letter. It is from Toril, the headman of Richacre. He pleads for help, as there are strange doings going on in his village. I remember the kindness of the people of Richacre, and also remember the unfinished business we left there, the strange seal of evil in the tower basement. Combined with my restless thirst for more adventure, I know I must go.
  I convince Starkiller and Athanasius that we should travel with all haste to Richacre to assist them in their hour of need. We find two others, friends of Athanasius, who wish to travel with us, the druid McCloud and the half-orc, Thoren. McCloud is another follower of the strange gods that I don't trust, but I can't deny the usefulness of his skills. Thoren is an interesting fellow, very dim of mind, but strong, and cunning in his own way.
  We agree to leave the very next morning, after replenishing our stocks and equipment.

 Day 1 
   We follow the familiar route to Richacre, passing through the village of Ham-on-Wye and stopping at the Sad Wolf Tavern. And later, we enter Stowanger and stop at the Tankard and Bowl Tavern. Finally, we approach Richacre. The charcoal huts on the outskirts are empty and obviously were hastily abandoned. Then, I notice that the wooden tower on the palisades is shattered, and the gate is wrenched open, hanging broken and precarious. Through the opening, we see bodies scattered around, and the town is dreadfully, terribly silent. No one comes to greet us, there is no bustle of a town's work, and I fear the worst. Thoren and I decide to go ahead of the others, as we are tough and strong and better able to weather any threats that remain inside the palisades.
  We see terrible, terrible things. Some bodies seem untouched with no obvious cause of death, but with looks of abject horror forever frozen on their faces. While others - oh, the others! Some bodies have organs ripped out, some have huge chunks of flesh missing, others appear to have fallen from great heights. We see one house that seemed to have taken a lot of damage, and it has a large hole ripped through it, but with the edges of the hole as smooth as glass.
  Suddenly, someone calls my name. My heart is in my throat before I realize that it is Bertrand, the Hedge Mage, blessedly alive. He calls me over and hurriedly tells us that two nights ago there was something in the sky, that lights came from the sky, and whatever the lights touched, died. He was injured by the light reflected off a mirror. Now, he has seen the gargoyle in the sky again, and is fearful that he is too badly injured to escape. We assure him that we can help, tell him to stay hidden while we go get our friends and search for other survivors. We find one other man who seems to have survived, and Athanasius casts some healing spells to heal both men. He also casts detect magic, but finds nothing magical in what is left of the village.
   We continue to search through the village, and we find the Widow Schumacher who was mentioned in Tardill's letter. We also find a severed arm, holding a few pages from a journal. It must belong to the madman that Tardill indicated the widow sheltered. The journal pages are cryptic, yet terrifying, indicating he was a Mage, and mentioning a map of the cultist's temple, and finding the library of Skull Mountain. The last page seems written much later than the first, and the poor man had obviously gone mad. Mentions "devilfish", "Them", and "Lurkers", indicates he had been kicked out of the Duke and Count's courts, priests had tried to cure him, but they obviously failed as he continues his rants for at least several more paragraphs. I wonder what he had to do with the destruction wrought on the poor village of Richacre?
  I convince Athanasius to copy the pages here in my journal so that we can remember what it says. He added those pages later.
   Meanwhile, Starkiller recognizes that the wounds on the dead seem to be those of a "reversed" spell of healing. And Bertrand is very, very worried about the return of the Gargoyle. We assure Bertrand that we will take care of the gargoyle, and he gives Thoren an amulet vs. charm, and gives us a scroll that "enchants a weapon", giving it a temporary increased chance to hit and damage (+1/+1). Meanwhile, darkness is falling, so we hide as best as we can, and get some sleep.

 Day 2 
  We wake up the next morning and notice that some of the houses on the far side of town have been trashed overnight. We head out to check on the tower, figuring we will find the gargoyle there, and we can also check on the evil seal in the basement, figuring it might have had something to do with the town's destruction.
  We approach the tower directly, assuming that the gargoyle will be stone during the day, and thus, not a threat. Thoren approaches the door to the tower and is picking the lock when the gargoyle drops on us from above! The gargoyle savagely attacks Thoren [DM- taking him to -1 HP]. We immediately attack the gargoyle, Starkiller and I land blows. Athanasius casts a light spell, blinding the gargoyle. I attack and kill the gargoyle, making sure to take an extra, final blow to ensure its death. Meanwhile, Athanasius casts two cure spells on Thoren, saving our friend from certain death. I say a quick prayer of thanksgiving for good clerics. We talk amongst ourselves, debating as to whether we should go back to the village, or forge on to discover what is going on with the evil basement seal.
  While we are talking, the door behind me opens, and a Kobold wearing strange, cobbled together, almost full plate mail appears. Thinking fast, I try to talk with him. I tell him we killed the gargoyle, and he says he is glad, tells us that they hated the gargoyle. We ask if we can come in and see the basement, and he tells us no, that they now worship those gods. Before he can say anymore, we attack. The Kobold lands a minor blow on me, but I manage to kill him.
  We grab the head of the gargoyle and his backpack, and we notice he is branded - it almost looks like an eye surrounded by smaller circles. We also grab the Kobold, and decide to go back to the village to prove to poor Bertrand that we killed the gargoyle. We return to the deserted town of Richacre and tell Bertrand all that has happened. We go through the gargoyle's backpack, and find great treasures. Copper and electrum pieces, a silver bracelet with an amber crucifix, a Druidic scroll which we give to McCloud, he tells is it has animal friendship, animal growth, commune with nature,and cure critical wounds. There is also a broadsword - my weapon of choice! As I pick it up to admire it, it is tarnished and dull, but I notice the hilt has a carving of a beautiful women, head bowed, covering her eyes.
  Suddenly, the sword starts speaking! It speaks in the language of my childhood, Airu, and tells me it's name is Mor Altach, which means "great fury". It says that it can also speak in Orcish, Kobold, and Ogre, and it's blows do not cease to hurt (which makes me believe it is a sword of wounding). It also says that it can detect traps and magic within 10', though it has to be able to speak about them. Starkiller detects evil on the treasures, and nothing, including the sword, seems evil. Everyone agrees that the sword should be mine. The sword tells me it does not like my other sword, and I assure it that I will get rid of it as soon as we can get back to a town where I can sell or dispose of it safely. The sword reluctantly agrees that is ok, but I get the sense that I had better to be true to my word. I am unsure how I feel about my sword talking to me, but since it speaks to me in my beloved Airu, I rest a little easier. We try to question the sword about the gargoyle, and how it got here, but the sword was captured long ago, and has spent almost the entire time in the depths of the gargoyle's backpack, so it has very little information. So, we decide to rest for the night, and head back to the tower in the morning.
  Athanasius insists that we must deal with the kobolds, and we also really need to check on that evil seal. I hope, that with good rest, and focus, I can continue to keep my inner rage in check. 

Day 3 
  When we woke up the next morning, Thoren told us about a strange dream he had. The bracelet we found spoke to him in his dream, saying that it was weak now, and Thoren was the only one who could save it. When he awoke, the bracelet was on his wrist. I find that very eerie.
   As we head back to the tower, we notice smoke off in the Briars, almost like from a bonfire. It is far enough away we feel it is safe to deal with the tower without worrying about the smoke. I wonder what it is, though?
   We arrive at the tower, and thankfully Thoren checked for traps, because there is a nasty pit trap at the base of the stairs to the entrance. We are able to work around it, and Thoren goes up to check on the door. Suddenly, a rock is thrown at him from directly above! We look up just in time to see two kobolds duck back inside. We retreat away from the door for fear of the rocks, and we make a plan. We march up to the tower while firing arrows at the kobolds above, and quickly bust down the door and enter the tower. Inside we find three kobolds, and rather quickly kill two of them. We ask for surrender from the final Kobold, and then we knock him out and tie him up, figuring to deal with him later after we assess the rest of the area.
  We enter the stairwell, and find boulders coming down the stairs. We duck back out of the stairwell, wait for them to pass, then quickly rush up the stairs. We pass three closed doors, and then on the roof, we see two kobolds pushing boulders towards the door. I have to hurry, or they will knock us all down the stairs! I make a charge attack - and miss horribly. I quickly whip back around, and McCloud has killed one, then I kill the other.
  We go back down the stairs, and sense evil behind one of the doors. We open the door, and capture and tie up another Kobold, then head to the basement. There is a trap by the door to the basement, Thoren attempts to disarm it, but fails. Starkiller uses his spear to reach over Thoren's shoulder and poke the door open. A sapling whips out from the corner of the room with a dagger on the end of it. It just misses slicing Thoren's face!
  Then, before we can even blink, a giant weasel attacks Thoren! It immediately bit down and started sucking his blood. Starkiller and McCloud and myself attacked the weasel and Athanasius cast healing spells on Thoren to keep him alive. Finally, we kill the weasel and save Thoren. I look down and notice my sword is gleaming. The woman on the hilt has changed! Her hands are no longer covering her eyes, they are crossed over her chest, and she has a beatific look on her face. She has long, flowing gold hair, and her eyes are brilliant sapphires. I'm not sure what this means, but I feel a kinship with my Airu sword that makes me feel less homesick. We take the dagger from the trap after our battle with the weasel, and we feel certain it is magical. We find the secret door and go into the other room.
  There, we see 3 kobolds and a Kobold shaman who is casting a spell. I immediately charge the shaman, and to my shame, I miss, once again. But, on my next attack, I kill him instantly! The other kobolds attack and injure me, Thorin, and McCloud, but we manage to kill them all.
  (In the heat of battle, McCloud calls Athanasius the "Altar boy" - DM says 25 extra EP!)
  We enter the room with the evil seal, and find 2 humans tied up with another Shaman standing over them. I charge and kill the shaman - finally, I hit during a charge! As we release them, the two humans tells us their names are Allen, a peddler, and Gerb, a porter. Allen immediately pledges fealty to me, who saved his life by killing the shaman. When we get out of this tower, I am going to see if I can convince Gerb to stay with me, too, since the two are apparently life long friends. I find that I am more proud of saving the lives of these fine men than I am excited about finding treasures to send back home. My need for revenge has been so strong for so long, I'm not quite sure what to make of my new attitude.
  As we are standing there talking with Gerb and Allen, some of us see movement out of the corner of our eyes, and we go to investigate. We quickly realize that some Kobold women who must have been in hiding have escaped - and they took our two tied up captives, too! We decide to track them, as we can't let them get away. We find them fairly quickly, and rather than kill them, Athanasius tries to convert them to the truth of our faith. All evil can potentially be used for God's advantage!
  He succeeds in converting the kobolds, but knows their faith is weak. We negotiate with them, and convince them to shelter at the Abbey southwest of Ekull. A little time with the consecrated brothers and sisters will certainly strengthen their faith!

 (From the tower, and the kobolds we killed, we do find some treasures. Five pieces of Amber, a gourd jar with a paste that we later identify as a pagan potion of Hill Giant strength, and the magical dagger is identified as a +1 dagger/+2 vs. smaller than man size. We also find a fair bit of gold, so after paying our expenses and dividing it up amongst all of is, we each get 376 GP and a piece of Amber.)
   I decide to hire Allen the merchant and Gerb the porter. I know they will be loyal to me if I treat them well, and certainly they will help me amass my fortune and figure out how to get it back to my family. And meanwhile, my new sword gazes at me with those sapphire eyes whenever I look at it. I wonder what it all means? I believe I must rest for awhile, study and hone my skills. I suspect I have something more important to do than send my family my fortune.

  (GM indicates 1360 EP per character. Brigid will level up to 2nd level.)

 Letter Received by Brigid 
To Miss Brigit of Eiru, with all blessings,
  Fair maiden, I write to you with trepidation. You and your companions recently saved our small village from great evil and for that we can never repay you. But odd things seem to be afoot in our village again. Roald Collier recently found a madman wandering in the forest, tattered and bruised from wandering through the Briars. This poor wretch babbled about starnge things in the mountains above the Briars (which, truly, are enough to break a man's mind) and scribbled in a book. The Widow Shoemaker took him in and swore to nurse him to sanity.
  Since his arrival, however, the forest has been unquiet. Shadows move under the trees, the animals are fearful, and I have strengthened the palisade guard. I have written to the Count, but you are 4 days closer. Is there any chance, Miss Brigit, that you or your friends could succor us? 

  Yours in Hope,
   Toril, headman of Richacre

 Page from beginning of the stranger's journal 
decided to take my mentor's advice and begin a journal of my travels.
  It is strange, I must admit, to be far from home and from the library and lab of my mentor. I thought I was a grown man when I began apprenticing as a mage, then learned I was not once my mentor proved how much I had to grow. Then I thought I was a man when I mastered my first spell, until my mentor proved that a single cantrip is no more than a drop of water beside the sea. Now that I am no longer an apprentice but a full mage I fell I am a man. Am I to be show wrong again?
  But my mentor tells me this journal will help me understand my growth in knowledge and experience. That by looking back at my thoughts I will gain more insight than by merely living them once. I hope he is correct. We will see.
  Tomorrow I depart for Oldbridge to meet with the rest of my companions. With the map we have of the cultists' temple we think we might succeed where so many others have failed. Imagine – finding the Library of Skull Mountain, the accumulated tomes of a score of looted libraries, the research libraries of a dozen mages, and the writings of other worlds! Thought destroyed in the final battle my friend Jonzar swears that it survived and he

 Last page of the stranger's journal 
Last Deepwinter, but as you know all who know of the devilfish must die! The death of Zhonquil the Mage was no feud between wizards, it was an assassination by Them, the lurkers, the slaves to those foul creatures! I tell you truly, my knowledge of the truth is a blessing and a curse. Yes, I know we are all playthings to them, the secret masters, the ones from beyond. But that knowledge threatens to shatter my mind. And I am surrounded by fools! Can they not see?! Worries about bandits, orcs, and dragons, pfagh! All distractions, all to blind us to the slow, creeping horror of the devilfish as they corrupt more and more. The Duke threw me from his halls and the Count tried to have his priests “cure” me. I damn them all to the slavery they deserve. Yes, those who cannot recognize the Truth I speak and my genius deserve to be eternal slaves to the slime!! One day the king, the dwarves, even the haugty elves will bend their knee to me, ashamed of their arrogance in refusing to obey me as I fight Them! Who else can do so, the weak-willed king? The blind priests? The naïve paladins? NO! Only I have the wisdome, the knowledge, the vision, and the courage to save the world from slavery and worse than slavery from thos abominations from beneath the

Tuesday, October 7, 2014

Role Playing, Roll Playing, and Can We Just Get Back to Monsters, Please?

  There is a debate going on about what is a 'real  role playing game and what isn't; whether light mechanics is better ot if crunchy is better; if narrative and story trump spontaneity; and about how important the Gm is and how much power he has or if you even need a GM. Or dice. Or rules.
  No, don't go look. This stuff was a hot topic in 1979, 1982, 1985, etc. and still will be next week, next month, and long after I am dead, may that day be far from me.
  Want to know my position? I have two of them, really.
  1) If you think it is role playing and enjoy it I won't say you're wrong, but I reserve the right to ignore you.
  2) If you think what other people are doing isn't role playing you have the right to ignore them but if you say they're wrong you deserve the arguments you get.

  There are tons of definitions of role playing game out there. I throw some of them around from time to time (my personal one is 'people play at being fake people and have fun') but the very idea of a role playing game is so broad....

  Indeed, let's talk about that for a minute. I have played in groups where people showed up in costume and spoke in character before, during, and after the game. The entire "I am in character until I record the DVD commentary" approach. And I've played in groups where the table talk was 'Frank's fighter will smash in the door and my thief will look for ambushes'.

  Both fun.

  And that huge range in between is the D&D sweet spot! You know what I mean - you refer to characters in the third person by name, the DM is in character for some, but not all, NPCs, and you speak 'in character' only at key junctures. Most of the campaigns I see are like that and you know what? It is role playing.
  Let me give you an example from my table.

  My oldest son, J., is a, well, a firebrand. He is tall, broad-shouldered, and looks like an Aryan poster child (blond hair, blue eyes, strong jaw, etc.). He has a strong voice, a hearty laugh, and a quick smile. He is a natural leader, loves meeting people, and is very charming and outgoing.
  My next oldest, A., is very similar in some ways, but not in others. He is younger so isn't as tall and broad, yet. He has black hair, hazel eyes, and a quiet demeanor with a sort of calm poise that makes even strangers very comfortable around him.  He is the master of the quiet quip and perfectly timed humorous pause. Where J. is bold and a touch reckless A. is more likely to be prepared for anything. Where people come to J. for a laugh they come to A. for advice.

  Now, in Blackstone I J. plays Mournglow, a magic-user, and A. plays Doomsman, a conan-esque barbarian swordmaster.

  At my table they very rarely speak in character but let me show you how a single event proved they were taking on the role ('role playing') of their character.

  A scouting party from an orcish army had established a hasty timber fortification on the near bank of a river ford in preparation for the arrival of the main body of troops. The party realized they had to either capture or destroy the small fort if they hoped to stop the army.
  J. announced that Mournglow had a plan - the party would slip forward through the chest-high grass until they were within 60 yards of the closest orcish guards then use coordinated spells and missiles to kill as many orcs as possible as quickly as possible, hoping the shock would cause them to flee. Doomsman would protect the casters and archer (a thief) by staying close.
  Pretty soon the party is on hands and knees, creeping through the grass. after about 5 rounds of this A. says,
  "Nah. Doomsman stands up, unsheathes his great sword, and runs towards the orcs."



  The orcs see him almost immediately and start firing bows at him. The rest of the party keeps hurrying along on hands and knees.But the orcs underestimate one man and Doomsman gets to the entrance to the fort and keeps the orcs from shutting the gate long enough for the party to arrive and wipe out the terrified survivors.

  But the take away is - my brash son came up with a cautious plan because his character, Mournglow, is cautious. My cautious son acted in a brash manner because his character, Doomsman, is brash.
  Did they speak with a faux accent?
  No.
  Did they speak in character?
  No.
  Did they spend 20 minutes discussing backstory, fake emotions, or 'off-screen' NPCs?
  No.
  Were their words and actions important to overarching plots, the narrative, etc?
  No.
  Were they role playing?
  Yes.
  Were they having fun?
  Hell, yeah.

  So, if you want to know my position on role playing, there it is.

Thursday, September 11, 2014

Take a month off and see what happens

  Hello, everyone. I took a month off to have a birthday, edit and do layout on my new OSRIC supplement, and deal with a major job change.
  Thanks for your patience!