Showing posts with label Play Report. Show all posts
Showing posts with label Play Report. Show all posts

Monday, 4 May 2026

Statosfiend campaign begins!

I recently began running a Stratosfiend campaign, something very different from the usual fantasy horror-ish stuff that I've been running for the past five or so years at this point.
Except that maybe it isn't that different after all.

Join us on this play report of the two session long funnel that I ran based off of  Cycle of the Snake-Wolf 2: Return to the Shattered Woods, in which a group of internet cryptid hunters and other supernatural enthusiasts get together to follow rumours they'd heard of a cult up in Shattered Woods that were worshiping an ogre of some kind.

I didn't show the players the cover art, but nobody reads blogposts without pictures 

 The party consists of five players with four lvl.0 PCs each. As such, with such large number of PCs running about the place I as the GM had no hopes of even attempting to learn the names of the characters which is why they are largely omitted here.

The first session refers to four groups of four due to one of the players being unable to attend the first session, but with another player unable to attend the second session the amount of PCs available pre session stayed the same.

Session 1 (funnel)

First session of the funnel ran, I'll drop bit of a report here since I imagine one must love seeing how others play their material.

Four groups of four arrive in their own cars in the sleepy little village around a one lane bridge. After the long drive they decide to drop by the diner before they continue on with the real purpose of their group, finding a cult community in the Shattered Woods and prove the existence of an ogre the cult are claimed to worship.

In the diner a man is getting chewed out on his phone by whoever is on the other end of it as he sheepishly assures that he'll "get it done".
One of the party members manages to eavesdrop on the call, further ending up feeding the interest of the players in this person and their phone.

Plan is hatched to steal the phone, but executed poorly after couple of failed checks. They manage to steal the phone even if it costs the dignity of one of their own.
Number of PCs hurry back to their retired intelligence officer's van to check out the phone, finding it completely devoid of any call history or messages. A small leather flap-badge they nicked along with the phone has no ID inside it either, but does have a strange holographic emblem inside.
Hour of google searches turns not much on the emblem other than a suggestion it might be linked to some conspiracy theory bureau/agency thing.

The group ventures into the Shattered Woods behind the diner, following an easy footpath. Strange echoing knocking from inside some trees is heard.
On first watch after making camp they see trio of green dots moving in the darkness and manage to take a picture with the flash of a polaroid camera, identifying it as some sort of humanoid figure that runs off.

On the day after hike into woods continues. Large mud pit and several hoofprints are found in the middle of the footpath.
Avoiding the mud, they go around and back onto the path where little bit later they find deep gashes low on the sides of trees. Pictures are taken.

Some hours later, more strange knocking echoes from inside trees. It is heard coming from deeper in the woods along the trail a little after.
Group spends an hour ascertaining whether the trees are hollow or if they respond to morse code. Or if the knocking was in morse code. No results.

Continuing along the footpath, it is growing smaller and getting swallowed by the forest until at some point the group has lost their path.
It is late and they are lost, so group decides to set up camp. Setting trail cameras around the campsite, a pair of PCs find a strange mirror hanging from a tree branch and one of them gets mesmerised by it. The other one spots a strange man half standing behind a tree and staring the at two.
The more they look at the man, the more he looks like a woman. The leather coat starts to more look like a hide draped over her. The scraggly hair look more like a mane of black feathers.
Third PC comes running over with the polaroid as rest of the group setting up camp notices what is going on. Three more run over with guns.
She has antlers. She has fur covering the backs of her legs. She is just standing there, arms slack on her sides and staring.
Then she smiles, wide enough to reveal dirty fangs rather than teeth.

They open fire, killing the woman on the spot.

They inspect the body, guns wounds and animal features and all. It is real, and the antlers are real and part of her. Pictures get taken with the polaroid.
The body is buried after spending an hour digging for a shallow grave with nothing but bare hands.

End of session 1 of the funnel.

Session 2 (funnel, cont.)

Play picks up from the night after last session, the group now headed towards a wisp of smoke they saw in the distance.
The trail cams that were set up overnight showed a whole bunch of nothing. Birds flying low past them, twigs falling from trees, and a fox jogging past one of the cameras while making a constant and un-broken eyecontact with the camera. But this was all normal.

The strangeness only picked up again as the party got to the bottom of the hill and began the ascent up the side of another one.
Nobody could quite tell when it had started, but as soon as it was pointed out by one of them it became quite obvious that something was off.
A par of footsteps, belonging to some unseen hiker not part of the group was moving with them. When the group would stop, the sound of footsteps would continue past them. Some attempts were had with a polaroid and phone cameras to see if whoever these steps belonged to would show up in pictures, but to no luck.
The the humming began.

Whatever was walking in front of the group was now humming a slow tune.
Whatever was humming in front of the group was now singing a wordless melody. One that birds all around were joining in on.
It was leaving the group behind as they still stood there unmoving, but the way they could still hear the melody it must have been growing louder and louder as the source of it was distancing itself from them.
The singsong melody became a scream.
The scream became a screech.
Few of the PCs decided to break off running, trying to shout over the cacophony of bird screeches something that the others couldn't really make out.

Then was heard the cracking and shattering of wood.
Something burst out from a nearby pine, embedding sharp splinters in in one of the members of the group, incapacitating them on the spot as something that looked like an animated core of the burst-open tree creaked and popped on top of them.
Quick on the uptake whoever, and armed with both desperation and firearms the group forced the creature to flee before gunning it down as it was attempting to climb up and disappear into the treetops.
Pictures of the creature were taken, and the deceased member of the group was given an unceremonious burial under some twisted branches and patches of torn moss.

From there, they continued towards the heading where the wisp of smoke had been seen.

Reaching the top of yet another hill, in the distance they could see the roofs of buildings among trees.
A little bit closer, at the bottom of a gentle valley, a river snaking it's way through the landscape.
And almost stepped straight down into a 60ft drop down the side of a steep crater embedded into the top of the hill they were currently viewing all of this from.

As one of them cried out to warn the others from simply stumbling into their accidental demises after all they'd been through already, the blood pooled at the bottom of the crated formed into violent ripples.
What followed was more pictures, some amounts of experimenting and finding out that the blood seemed to resonate with human voices in some odd fashion, as well as what can only be described as a full mental breakdown as one of the members of the group took a running jump straight down into the bottom of the crater, braking their feet upon landing and dying from the sheer shock alone.
One of the group members would end up climbing down to fill two canteens with this strange sound-reactive blood and end up drinking one full canteen, describing the taste as thick and somewhat similar to gasoline.

From here the trek through the wilderness continued towards the sightings of potential buildings in the distance.
On the way, members of the group would routinely begin to forget where the were going and having problems focusing on the way ahead. A number of them would instead simply wish to go back.

Clearing the river crossing after only one unfortunate fall-in, they arrived at the edge of a meadow.
On the other side of it there was something unimportant.
More pressingly, by the treeline they were about to leave behind themselves they spotted a number of bodies. Burnt, hiding among the tall grass.
All looking like they had been attempting to crawl away from something.

After a brief inspection of the bodies and the nearby open field, the only thing out of place (aside from the bodies themselves) was the ever so faint sound reminiscent of an idling car. But even that disappeared almost as soon as it was noticed.
No apparent danger was observed, and thus the field was crossed.

About halfway across the field however, the sound of an idling truck became quite apparent once more as the group noticed that which their brains had been trying furiously to ignore.
Shacks of corrugated metal dotting the area.
An old pickup truck idling loudly at the edge of them.
Beyond that, a large barn with it's roof almost entirely caved in and walls covered in cuts from something the size of a bear if not larger.
And finally two age-old houses, almost completely overgrown, watching over the entire "village" from where the hillside began to be swallowed by a forest again.

Around the barn they found a large gathering of people who seemed like they had all just one day been picked from amidst their daily lives to now be here. Hikers, hippies, office drones, farmers, store clerks, and so on.
While a good number of them were sitting around in small groups or knelt down in what looked almost as if in prayer, the closer to the barn one would get the tighter these people would be packed. All the way to the side of the barn, where it was circled by a group that looked almost like some sort of cult members chanting their hymns.

While most of the party stayed behind to inspect the shacks and the pickup truck, few continued over to the barn.
Upon reaching the chanting figures, one from amongst them stepped forwards and welcomed the PCs to the Mercy of Angels and began to explain to them that they have now finally reached the place where they belong after following the call. That their initiation would now begin, as they must first grow accustomed to the presence of the Starchild.
While few PCs actually seemed interested in joining this strange forest commune cult, others tried pushing the man about letting them inside the barn. This unfortunately was met with only more evangelising and getting talked in circles.
As the ones who showed interest in this strange religious group stayed behind to become indoctrinated, the rest of the group reconvened by the pickup truck.

The shacks had contained mismatched sleeping mattresses, blankets, sleeping bags and so forth and seemed to be pretty much only used for sleeping in.
The pickup, conveniently enough, had had it's keys still in ignition. The engine had been making some pretty expensive noises and was currently being given a brief inspection by one of the PCs.
The plan they had eventually arrived was as such, they would take the pickup that had been left here and crash it straight into the barn in order to get a proper look inside. While waiting for said plan to be executed, one of them had managed to record a small interview with some recently initiated members of the cult and learned a little bit more about their workings.

As the sun began to disappear behind the treeline and the congregation around the barn began to disperse, the go-time was here.
The remaining party packed themselves inside and on the back of the pickup.
As the roaring and coughing engine carried them in the slight uphill towards the barn, petal to the metal, everything not nailed or taped down inside the truck was sent flying and clinking around while the vehicle barreled towards the barnhouse.
A few remaining cult members were still left there, presumably saying their prayers. Panicked, they helplessly flailed their arms trying to get the attention of the truck driver who was very aware of them but had elected to ignore their frantic attempts at diverting the pickup from mashing into the bard doors nose first.

Then it happened.
Crashing, creaking and splintering of wood.
A heavy thud as the front of the pickup rammed into something heavier than it's momentum would carry it through.
With another heavy thud something heavy fell down, almost smashing through the windshield of the now-stuck vehicle as the driver tried to frantically coax the dying engine onto reverse.

Behind, they could hear shouts and in the dying sunlight that painted everything orange, a large gathering of people was seen slowly gathering outside the barn.
Flashlights were sweeping the field, and a number of the silhouettes had rakes and pitchforks.
The party decided to bail, but not before snapping one final polaroid of whatever they had rammed the pickup truck into. In the brief glimpse of light that flashed inside the barnhouse, what they saw could only be described as some sort of partially mummified, rotting elephant now leaning heavy against the windshield of the truck.

The mob, as it was still only just forming, was thankfully still far enough that the PCs managed to outrun them. As they ran however, arriving in the treeline at the side of the field, they began to hear the bark of dogs.

What followed was a manhunt through the nightly woods.
The ones who had ran the pickup truck in through the barn doors dispersing all in different directions in hopes of increasing the chances of at least one of them making it back.
The ones who had stayed with the cult now finding themselves forcibly drafted into the manhunt themselves.

While the others ran, one of the PCs who arguably might have re-watched Rambo one times too many decided to fight back.
Armed with an uzi and few spare magazines, he would go on to wage guerilla warfare in the dark woods against the cult and eventually manage to get away after gunning down a total of eight of his hunters.

However not all were so lucky. A number of those fleeing ended up getting caught, eventually torn limb by limb within the dark woods.

Those who survived would eventually return to Washington, and from there presumably to what lives they had. Some trying to forget the events of those three days in the woods. Others riding out their niche internet fame from the pictures and footage captured from the trip.

(Two PCs ended up locked into becoming Clerics of Starry Eyes 3 upon graduating to lvl.1 at the end of the funnel, these were the ones who stayed with the cult.
One PC ended up locked into becoming a half-stratosfiend of some kind upon graduating to lvl.1 at the end of the funnel, due to drinking the strange blood-fuel from the crater.)

 

Afterthoughts

This once more reminds me why I stopped writing session reports for the very first campaign I ever ran, staying brief is something I struggle with so these end up taking way long to write.

The first session was really fun, starting of as very normal and the very very quickly beginning to take a nosedive first towards the comically bizarre as the players hyperfixated on stealing the phone of what was likely some kind of an agent (or just another nutjob like themselves).
From there it steadily moved towards creepy, with the session finishing on an actual combat encounter that got cut short by the presence of firearms much to the advantage of the players. Which I think actually did end up establishing the tone quite nicely.

The second session started much less fortunately with players constantly dropping in and out of being actually present and me or one of the players who was being present having to constantly re-iterate the current circumstances which did end up eating a good chunk of whatever mood was attempting to get established during the happenings of the disembodied footsteps.
Thankfully towards the latter half of the session the players did end up stabilising again and we managed to play through the village mostly without disruptions.

That final escape through the woods scene I actually had no idea how to run, so I resorted to telling the players to instead all secretly bid an amount of luck for each of the PCs taking part in attempting to escape the manhunt, with the lowest bid ending up as the ones getting caught which at least according to player feedback at the end ended up a good enough way to wrap up the funnel.

From here it is on to the meat of the campaign itself, onto the Terror of the Stratosfiend: Cycle of the Snake-Wolf 3: Return to the Shattered Woods 2: The Scales of the Hyper-Visor God or The Final Voyage of The Crab King!
The conspiracy die begins at d8 due to all that went down during the funnel, and I am sure shenanigans will follow.

Thursday, 27 February 2025

Marmoris Carcerem recap after a year

 I recently came to realise that it has been little over a year by now since I stitched together a handful of different dungeon maps and started to key them as this old abandoned prison complex in order to introduce a friend of mine to osr style dungeon crawling.
It was supposed to be just a small intro dungeon, but as all things ever it went through an amount of scope bloat.

I got my first players for the game pretty much by dragging in that friend I was designing this for along with two people who at that point had been pretty much just "cool people whose art I really like".
Now a year later those two art people have been the core players in this madness after the initial friend that got this whole ball rolling had to drop out of the game due to scheduling mismatches and I love my little goo tasters.

Some half a year or so into the game, I had made a small infographic of how the game had played out thus far, heavily inspired by the Nightwick infographic.

As it has been a hot minute since then, I figured that by this point I should probably make an updated one. Things have happened and play has moved once since then after all.
Or not, at least by much, as you might notice:

But the graphic doesn't tell the full story, especially with how little statistics are actually presented on it.
And because of this I thought, why not also share the delve recaps that I have been writing to share with my players whenever they decide to return back to town to re-stock and re-arm themselves. It's a blogpost that has already written itself after all.
The following will thusly be simply copy pasted record from my notes, with occasional editing to make the formatting readable and sane on this platform. As such you might see the style fluctuate between the individual delve reports.

Marmoris Carcerem - Delves Thus Far

Marmoris Carcerem - Delve #1

Lasted from 6am to 2:40pm
Saw the group finding a ritual site of some nature within a chapel on the prison grounds. Strange red honey related to large flies and corpses was found at the site.
The western gatehouse was opened.
North-eastern tower was likewise broken into and explored, at the cost of jawful of teeth and a promise to a collective ghost. Amulet of Coal was retrieved along with a Potion of Healing.

The Marble Cage has claimed the life of:
- Fig Heronfell, lvl.1 specialist. Ribcage shattered by an incoming table.

Reus Parillaud remains yet to be found.
Additionally one boss, The Warden, was brought down.

 

Marmoris Carcerem - Delve #2

Lasted from 6am to 4:40pm
Saw the group burn down the honeyed altarside, potentially ending the supply of red honey to the fountain underneath the chapel.
Marcus joined the Mummified Preacher in her worship as his fellow adventurers were swept away in a wave of ash, leaving only Brocus to escape.

Second plunge into the dungeon was started minutes after Brocus's escape from the prison grounds, and saw the dismantling of the Warden's Collection along with a run-in with the Cage's torturer.
Finally, as a last push into the complex an underground floor was discovered along with something locked behind heavy metal doors.

The Marble Cage has claimed the lives of:
- Merry, lvl.1 Magic-User. Cleaved in half.
- Walter, lvl.1 Cleric. Suffocated in a wave of ash.

The original objective of pushing into the Marble Cage, Reus Parillaud, remains yet to be found.

 

Marmoris Carcerem - Delve #3

Lasted from 6am of Day 1, to 6am of Day 2
Third delve began with a run-in with the Cage's Torturer. This confrontation saw the individual Iakliitru Vocri leave a lasting wound on the Torturer's face, nearly puncturing an eye.
A haunting by a Disembodied Howl in corridor forced a temporary retreat from the scene.

Key to the skybridge door was found, then lost as the delvers were swept away by a wave of ash in an encounter with the Mummified preacher.
Iakliitru Vocri joined the Mummified preacher in her worship.

Key to the skybridge door was found once more, and the delvers managed to gravely wound the Torturer.
Ivo the Boxman was overcome by Rapture and fell by the hands of his peers.

Healing properties of the "Blood Crystals" was confirmed.

During a nightly ambush Marcus, a magic-user who had joined the Mummified Preacher in her worship, was brought down.

The Marble Cage has claimed the lives of:
- Arionna, lvl.2 Magic-User. Suffocated under a wave of ash.
- Ivo the Boxman, lvl.2 Specialist. Killed by Hilt. 

 

Stygian Garden - Delve #1

Lasted from 7am to 12:20pm
Saw the scouting group explore the manor grounds, engaging three archer cherub statues in the atrium and losing Frida in the process. Only Jaz managed to escape by being mistaken for dead.

Another attempt at the manor and it's grounds was launched immediately after, this time penetrating into the sitting rooms and grand dining hall of the manor itself. Darwyn and Peck managed to stay a hair's breadth away from death dealing with giant spiders and laying the groundwork for possible future retrieval of a gilded chandelier. An old tea set and a golden brooch with combined worth of 232 silver pieces were retrieved from the grounds. 

The Stygian Garden has claimed the life of:
- Frida, lvl.1 Specialist. Impaled by marble arrows.

 

Marmoris Carcerem - Delve #4

Lasted from 6am to the next morning
Saw a group of delvers entering the south-eastern chapel tower through a broken altar window in order to dig up the body of Walter who before them had suffocated and been buried under a wave of ash.
During the endeavour, the church was set aflame once more.

Soon after the smoke from the chapel had died out, another delve was launched by a much smaller force who pushed their way past the sky-bridge and inside the nearby hill finding someone to talk to within the Cage as well as barely surviving a confrontation with a former delver Iak that had taken the offer of the Mummified Preacher.

A number of holy symbols and painted icons were retrieved from a vault within the hill, along with a text in a language none of the delvers could comprehend as well as a still alive head.
Upon returning to camp the head was reformed to a human shape with the aid of Peck, for which she and her companion were rewarded with secrets of the Law and Chaos.

The Marble Cage has claimed no lives.

 

Stygian Garden - Delve #2

Lasted from 9am to 11am
Saw a group of five entering the manor grounds with the intention to rid the dining hall of spiders, only to get ambushed by a gargoyle. By the time the party had retreated to cover, one of the delvers was dead and one left unconscious.
Rin the henchman bravely ran for their now-dead employer's gear, exposing them back to the danger which ultimately resulted in their demise before the delvers lost sight of the attacking gargoyle.
The dead were retrieved and the delvers returned to the cart left outside the compound.

After a retreat back into the treeline and regaining their wits, the delvers returned to the mansion and hauled a number of marble statues as well as few candelabras from the premises before leaving back for Schwarzfus.

The Stygian Garden has claimed the lives of:
- Caspian the Sword, lvl.1 Specialist. Back melted off by strong acid.
- Rin, lvl.1 Fighter. Torn through by the charge of an acid spewing gargoyle.

 

Marmoris Carcerem - Delve #5

Started at 8am to 5:50pm
Saw the death of the Torturer at the hands of Jor and his companions, despite the many traps and attempts at barricading the delvers out of the prison grounds.
The Deeper Prisons were reached for the first time after overcoming the mechanism of a sealing trap, and a prison guard was rescued from within after a near-death experience with Sword Marriage that now freely roams the halls of the Marble Cage. The escape was not without price, as both Bast and Jor lost their lives in securing the getaway of their fellow delvers.

Reus Parillaud was found, dead beyond recognition as thus easily brushed past within the Marble Cage.

Through the action of Jaz, the Marble Cage was forcibly invaded by forces outside of his own control and thus resulting in the deaths of not just the mage but two of his companions, accompanied by the sounds of slaughter somewhere in the halls underneath the complex.

The Marble Cage has claimed the lives of:
- Bast, lvl.1 Specialist. Neck broken from falling down stairs
- Jor, lvl.2 Fighter. Fell down the stairs into caltrops.
- Jaz, lvl.1 Magic-User. Consumed by the horrors they brought forth to this stable land.
- Galendil, lvl.1 Elf. Consumed by the horrors Jaz brought forth to this stable land.
- Edren, lvl.1 Magic-User. Consumed by the horrors Jaz brought forth to this stable land.

 

Marmoris Carcerem - Delve #6

Started at 6am, lasting until 12pm of the following day
- Found the "king's court" destroyed by the sword marriage
- Opened way to the underground river
- Saved a siren-entranced person
- Found first floor's safekeeping vault
    - Bedivere died getting sucked through their armour into a mirror
    - Recovered everything
- Madb fused with the sword recovered from sword marriage
- Madb bought a magical disaster and began digging
- Murder Statue was uncovered in the deeper prisons
- Chained prisoner was retrieved from the deeper prisons
- Night-time skeleton attack claimed the life on Jane Hench
- Asterios struck deals with the being inside a box for total of 30 silver pieces

The Marble Cage has claimed the lives of:
- Jon the henchman, lvl.1 Specialist, death by grenade
- Ulysses, lvl.2 Magic-User, death by Sword Marriage
- Bedivere, lvl.2 Fighter, sucked into a mirror through their own gear
- Jane the henchman, lvl.1 Specialist, death by roaming skeleton

 

Execution of Artamo Sorex

Carried out by Head Executor of Swarzfus, Jean Samons, under the orders of Lord Garrit Pennon and Bishop Elegor Teufel, for crimes of not only undermining the stability of  Schwarzfus and it's communities by cavorting with forces beyond understanding, but also publicly circulating and making known his perversion with the Weird and seducing others to his ways.
The criminal was given to Jean Samons to do with as he saw fit on the night before the execution.
On the hours prior to his execution, the criminal was given an opportunity to repent at the main chapel of the Church of Varchic within Schwarzfus.
Ultimately the execution was a failure, the sorcerer conjured monsters to the scene of his execution, leading to 111 confirmed deaths, among which are included Lord Garrit Pennon and Head Executor Jean Samons.
A colossal centipede, subjugated by Bishop Eligor Teufel, was employed in rounding out the remaining monsters and thus minimizing casualties to the good citizens of Schwarzfus.
An outstanding bounty of 1000 gold pieces has been placed on the head of the escaped sorcerer, Artamo Sorex. Half of the bounty will also be paid out for hints leading to death or apprehension of the sorcerer.

 

Barrowmire - Delve #1

Set off onto the mire at 6am, setting off back to Schwarzfus at 5pm
Setting off to the cloudy morning, the group first found a barrow devoid of anything but scattered bones on their way to the one that had been pointed out to Pommel as holding an entrance to the underground catacomb-maze.
Soon after the descent down to the catacombs, the group was attacked by decayed corpses carrying themselves along the subterranean halls that would claim the life of Pippin the Tunnel Rat.
Owl the Dwarf would soon after fall unconscious from having their sternum mangled by a charging skeleton that Sorli the Fighter who was late to join the party within the barrows quickly dispatched.
After securing the now unconscious but still breathing dwarf the rest of the party pushed deeper, managing to overcome an ambush predator within the catacombs and securing a treasure of 163 silver coins.

Barrowmire has claimed the life of:
- Pippin ShortBird, lvl.1 Tunnel Rat. Overpowered by a walking corpse.

 

Barrowmire - Delve #2

Set off onto the mire at 6am, returned to Schwarzfus at 4pm the following day
Saw the party explore further into the underground catacombs beneath the mire, finding messages left behind by prior delvers as well as coming across two dead treasure hunters.
Saw the party meet a young woman dressed like a witch who appeared out of nowhere and disappeared in much the same fashion.
Had Owl the dwarf lose three of the fingers in their dominant hand due to a reforming skeleton.
During the night Sorli warded the sleeping party against hungry darkness by burning rope.
After Owl's departure back to town, the rest of the party killed themselves in a bout of madness.

Barrowmire has claimed the lives of:
- Sorli Myst, lvl.1 Fighter. Pushed down a ten metre fall by Síomha.
- Bowie, lvl.1 Fighter. Pulled into a ten metre fall along with Síomha.
- Síomha, lvl.1 Fighter. Multiple self-inflicted stab wounds.

Saturday, 18 May 2024

Recalled from Action - Report

 I made a challenge and here I am doing it myself now, so I'll proceed to explain to y'all how I ran a scene that I haven't run.

The system that I didn't use to run this scene is the same I use to run most of my tables with, using Lamentations of the Flame Princess as the baseline with rulings and random fancies thrown in here and there as applicable. 

What follows is a fake play report, which turned out to be a rather fun little excercise as well in figuring out how I might have handled a fight like that. I tried justifying things with game mechanics where applicable and figuring out how I would have ruled some of the more unorthodox things that happened in the fight.

I hope it feels believeable and not too forced, and maybe you can even pick up an idea or two from all of this.


For bit of context, our PC Guts has been on the run from a force of knights and got cornered at the dead end of a winding city street.

He has mowed down knight after knight with his massive two-hander of a sword very onesidedly to the point that the knights have lost their morale which has lead to a standstill in the fighting.


The knights still having a numbers advantaged, I ruled that they haven't fled despite having broken their morale but at this point were just standing there, weapons still meekly pointed towards Guts the PC and if he would have stepped forwards the knights would have let him pass for the sake of keeping their own lives.

Now however, the knight captain arrives at the scene. The rest of his troops will not back him up after having just broken morale, but he of course doesn't know this.

The timing of his arrival is unfortunate, but I had used a d6 to determine how many rounds it would take for him to finally get here and had rolled a full 6 meaning that Guts had all the time he needed to weed out the regular knights first.


Nothing too spectacular here, as the knight captain steps in the situation doesn't quite immediately devolve back into a fight but rather he attempts to intimidate the PC out of the fight by boasting the difference in the height and build of the two.

However upon seeing that just the threat of violence isn't enough to make Guts the PC to back down the captain decides to escalate the situation and attempts to mash the large two-handed sword that Guts the PC is holding straight out of his grip.


To the player of course I described the large military pickaxe the knight captain was holding and how he deliberately raised it up and was readying a swing, which prompted an action from the player which in turn prompted an initiative roll to see which party is faster.

Since this is essentially a 1v1 situation, we used d6 + DEX mod for the initiative rolls for both sides. The knight captain of course didn't have any sort of statline at this point so I quickly rolled a 3d6 to see if he had a modifier or not.

The dice were cast and the knight captain won initiative.


The knight captain finishes the swing at the blade of Guts the PC.

I believe I was ruling this as non-lethal damage that on max damage roll would have disarmed the PC since it certainly wasn't quite something that would have fallen under grappling/wrestling.

The attack did however miss and as such the only thing damaged or sent flying was bits of the cobblestone pavement.

However this guy is no pushover, they're a captain and thus have two attacks per round.

Seeing as the disarm attempt failed, the captain decided to Press his next attack.

For those not familiar with the concept, in LotFP Fighters have access to two combat "manouvers", or rather methods of fighting/attacking. Pressed attacks give +2 to hit but make the attacker suffer -4 to AC untill the next time they act, and Defensive attacks give -4 to hit but provide +2 to AC for the attacker untill they next act.


Since the rest of the regular knights had already broken morale they were pretty much just expendable set pieces and thus I thought I'd highlight the brutality of the captain's fighting style by having his second attack force his own men to step aside out of the way or get impaled by the pickaxe as well.

The attack would land, but Guts the PC is a Fighter who has not yet acted this round so I reminded the player that if they wanted to they can spend this round's action to Parry the attack.

For those not familiar with LotFP, anyone who has not acted on the round can declare to parry an attack made at them to temporarily increase their AC at the cost of their action for the round. For non-fighters this is a +2 to AC, whereas for fighters this is a +4 to AC.

At this point however the player informed me that even with a parry the attack would just barely hit them so I offered them a bargain:

Either Guts the PC takes the hit that they can already see coming their way, or if they use the parry I'll allow them to avoid the damage but they will have to tell me how avoiding it put them in a worse off situation as a trade-off.


The player decided they didn't want to risk a high roll from what they had intuited to be a d10 as the knight captain was similiarily to Guts the PC handling a heavy two-handed weapon.

As such, the player nominated that while avoiding the attack their character had been cornered and now couldn't run away from the fight.

Boths sides have now acted.

Knight captain with his two attacks, and Guts the PC with his parry.

New round ensues and initiative is re-rolled.

The knight captain went first again.


Another pressed attack from the knight captain, both because I had figured he'd be rather pissed off at this point and because he needed everything he could get to break through that +4 AC from a fighter parry that Guts the PC's player could use to defend with.

Knight captain rolled a 21 for their attack, something that not even Guts the PC could manage to parry with their AC of 16.

I was already rolling for the damage when the player asked me something that I couldn't turn down. Could they try to do the thing that the knight captain did at the beginning of the fight where they tried to mash the weapon off of Guts the PC's hands?

When your player gives you fire like that you can only pull through with it.

There was already a set example of a similiar manouver within the same fight too, and the PC hadn't acted yet.


I ended up ruling that if Guts the PC can with his own attack beat the 21 that the knight captain had rolled, he'd get to roll damage for his weapon and then reduce the incoming damage from the knight captain's blow by that amount.

Which the player proceeded to do. 22 beats 21, 10 damage reduced!


Seeing as Guts the PC's player's 10 managed to beat the 6 damage I had rolled the knight captain's attack to inflict when the player had asked me about this crazy manouver Guts the PC came out of this exchange unscathed.

Furthermore, since they had rolled a max result on the counter swing, I decided that instead of just simply deflecting the blow the weight and strength of the two-hander that Guts the PC was wielding was enough to reduce the knight captain's warpick unusable as it's metal shaft bent backwards and it's sharp blade shattered from the force of impact.

At this point I figured that even though he hadn't lost any hp yet in the fight, the knight captain probbaly should roll morale since he had just had his weapon rendered absolutely and utterly unusable.

He failed his roll.


At this point the entire force of the knights had failed their morale checks, even the captain having lost his will to fight.

Normally I might have still had the knight captain pull off his second attack that he hadn't used yet this round but I figured with the failed morale check he'd have had enough of this fiasco for now.


As such, we dropped initiative but I did still allow the player to roll another attack against the knight captain now laying on the pavement and covered in large beads of cold sweat.

"Just something to kinda sell the whole message you know, I'm gonna kick his teeth in and try to scare the knights off now that I've beaten their boss."

Max damage. Granted with a kick so it's still just 2 damage but does drive home the point.

Just to be on the safe side, I rolled reaction for the rest of the knights to see if they'd still at least stand their ground or if half of them were already runing at this point.

Snake eyes! They must have not liked seeing their captain kicked around like that.


From there on things moved along and surprisingly it didn't result in combat but rather an escape by Guts the PC despite the knights having regained some fighting spirit, but that is outside of the scope of this blogpost or even this writing challenge really.

Sunday, 7 January 2024

Solo game journal - Session 3

Sessions 1 & 2 here.

Continuing up from where the last journal entry ended with me having spent my Grit in order to make it down the elevator shaft safely.

Again, this is simply me copying my journal entries for all of you to read so it lacks notes about what is going on mechanics-wise such as the use of the loot dice to determine if any of the sword in a room I find are usable as replacement weapons.
The "Doom Dice" is just me keeping a track of dungeon turns as they pass and doing an automatic encounter of some kind every hour within the current adventuring location.

Session 3 - The Thing Wrapped in Cloth

I decide to check the door to my left. I hope this amount of ash is limited to only this corridor and not beyond the door.
No luck, the doors are large and heavy and refuse to budge. Thinking about it, it looks like they would open towards the corridor in which case the high tide of ash must be blocking them.
I have nothing to attempt to break through with either.

Thwarted, I can only turn around and climb past the bits of collapsed ceiling instead. The amount of ash covering the ground feels less here, although I am still unable to see the floor.
As I pass through the fallen stonework I enter into a small chamber. The ceiling is still absurdly high here, nearing seven metres by my best guess. Now however when looking up I am seeing something truly bizarre.
Sword after sword hanging from frayed ropes and what looks like long curtain strips have turned this chamber into an enormous wind chime. And in the middle of the room, extending much further down towards the floor than any single sword hangs a cocoon of faded red curtains. It is tied together into a roughly man-sized bundle and held hanging from the ceiling by several fraying ropes.

Before investigating further, I take a further scan around the room. No other exits. Not even windows. Looks like I'll have to figure out a way through that door if I want to get anywhere from here.

The lowest hanging swords can't be higher than a metre off the level of the ash. I untie one from the curtain strip that it's hanging by. It might lack a scabbard, but at least I'll have something to defend myself with this way after the unfortunate loss of my maul.
I give the blade couple of test swings to gauge out it's balance. The craftsmanship is fine, although I fear it might not be able to take much abuse should I end up relying on it extensively in a fight due the it's apparent age. Not that any of the other swords left hanging here seem better either. Well, at least I know where I can find more should it come down to that.

Then the cascading sound of numerous blades clinging against each other chimes through the chamber.
Alert, I quickly take a look around.

The red cocoon, a man-sized bundle of faded red cloth hanging from the middle of the room almost touching the ash below it is squirming and wiggling, causing the blades around it to sway and impact with each other.
Cautiously I bring my newly acquired sword in front of me and start to approach without a sound. My footsteps, as I have noticed from my wandering thus far, procure no sound for some reason.
I weave through the hanging swords chiming against each other and upon reaching the cocoon firmly press the tip of my sword against it. As I do so it starts to squirm and shake even more vigorously, causing my blade to sink in deeper untill the faded cloth starts to slowly dye a more deeper red around the entry point of the tip of my sword.
I hear a muffled cry or a scream from within the cocoon.

Quickly, I pull back my sword. The muffled noises continue. Whatever it is, it sounds hurt.
I cut the ropes holding the cloth cocoon in the air and it thuds down onto the ashen dunes covering the floor. As I watch, it slowly starts it's wriggling again.
Hoping that wrapped in the cloth is a person, I try raising my voice and asking out who is it but all that comes out is a dry, rasping "Who..?"
It feels like even my throat is full of ash.

No answer. The wriggling grows more violent, but the "cocoon" is tied together with rope so try as it might I should be safe from whatever is inside.

I clear my throat. Another attempt:
"Is there someone inside?"
A bit better, still feels like gurgling with sand though.

A single wriggle, accompanied by a muffled sound.

"You are bound and tied with cloth. I will now cut you free, so do not move."
I carefully start to cut the ropes that tie this bundle together. After a bit the wriggling of whatever was bound up inside is enough to loosen the rest of the cloth and from one end of the "cocoon" emerges an ashen gray, bald, head. It is completely devoid of hair, but also lacks any protruding features such as ears or a nose. There is no lower jaw either, instead a single large eye fills it's place.
It strains backwards it's neck, covered in what I assume to be some sort of viscous fluid from it's eye, revealing a pathethic small mouth that is more akin to a long wet slit along the length of it's throat.

By reflex alone I step back, shuddering, while bringing up my blade to keep it from approaching me somehow.
It's single eye turns towards me, a wet gurgle from what should be a throat forms what sounds like a question: "Who..?"

It is enough to send shivers down my sides realising that I understand it's attempt to communicate.
I stop for a breath's time to consider my options.
Do I kill it?
If it can communicate, I still have no idea where I am or what has happened here.
I could simple turn back and leave it here, but I am at a dead end untill I figure out a way through those doors.

I decide to swallow my disgust and attempt to communicate with the thing. Unlike the spectres it has yet to attack me, so perhaps it can be reasoned with.
"My name is Dyrkyr. I cannot say much more than that, as I know not how I ended up here."
Hopefully I am not laying out my cards too bare here.

Still mostly wrapped in the curtain sheets, the thing continues it's attempts at wriggling free. I can now see loose gray skin with gaunt bone structure poking through it, like a foot inside a sock several sizes too large. Where there should be shoulders are just two tiny stumps, as if arms had never developed despite the human-like anatomy suggesting they should be present.
As it squirms free, emerging from this cocoon of red cloth, it's long mouth more closely resembling a long wet wound gurgles a response.
"Dyrkyr, thank you. Ghrlhhglr."

(End of session 3 @ doom dice 5/6. Loot Dice has been used and is now stepped down to a d10. What is the strange creature and will it prove to be of any help?)

Saturday, 30 December 2023

Trying out solo play

Yesterday I was scrolling through Itch looking for anything interesting, as one does, and happened upon Tales of the Burned Stones. I've never really been one for solo games, but recently I've been feeling the itch to revisit my Souls-inspired world that I ran for some of my friends back when I was first testing out Have Axe, Will Travel.

A world that is essentially a kind of "shadow real" based on my current sandbox campaign world. A place that is forgetting itself and thus allowed to be just bits and pieces woven together. Place where memories are tangible things that one can collect, and the more you have the more sure you can be that you exist.

And as such I thought I might as well give this solo play thing a try, since with my current schedule I'll more than likely not be able to shove yet another game in there.

What am I using?

For the base system I am going with the aforementioned Tales of the Burned Stones, but forgoing the implied setting even if it is extremely loose since I have a world in mind already that I wish to play in.

To supplement that, I am using Print Weaver for generating my stats based on which prints marks i have the most and the least rather than the method in Burned Stones that suggests rolling dice on a table and seeing which lands the furthest and which closest to you.
I am also generating my starting equipment based on my finger prints on top of taking the one Lasting Item from Burned Stones character creation.
I'll likely be leaning on Print Weaver for more things as well as I think it's got a very nice vibe despite being a bit too overtly mechanical system-wise for my own tastes.

For oracles I have a Rider Waite tarot deck, the oracle tables in Burned Stones, as well as Chris McDowall's Ask the Stars.

That being said, from this point onwards will be my journalling of the journey of Dyrkyr as I stumble onwards trying to make sense on how to generate things on the fly for myself. The journal bit might have typos but I at least try to write something that can be understood when read by someone else than just me.

The Character

----Dyrkyr - Silver Foot----
Resilience: 6 / 6
Coins: 200
Heritage: Human
Background: Strider

Grit: Available

Str: d8 / d8
Dex: d6 / d6
Wil: d4 / d4

Inventory:
Great Maul - d6 - Lasting item
Plate Mail
Short Bow - d6
Quiver w/ 3 arrows
Book w/ 3x random scrolls:
    - Hammer - conjures a large phantom hammer to crush it's target (d8)
    - Salve - heals by 1+[dice result over 4] (d8)
    - Hitbond - grants two targets a shared pool of extra Resilience equal to 1+[dice result over4] (d8)
Ring of Secret - Causes silent footsteps (Memento)
Globe Compass - Reveals cardinal direction and elevation

----Abilities----
Spotter
Look for exploitable weaknesses in opponent by rolling d10. On 1-2, find a weak point and future rolls can be done with Good Positioning, but you've been Spotted yourself. On 3-4, find a weak point and future rolls are at Good Position. On 5+, find multiple weak points and future rolls are at Excellent Position.
Cost: 2 Steps

----Looks----
Frame: Muscular & Athletic
Head: Round & Angular
Hair: Dreadlocks
Memento: Ring
Appearance: Exotic
Virtue: Patient
Flaw: Cowardly
Financial Background: Noble
Motivation: Creativity

The Journal

Chapter 0 - Where am I?

Somewhere where there are no rulers left, the proverbial throne has been emptied by the way of the sword. That much is what I remember.

There's an empty throne room, wands and staffs broken and scattered on the floor. But no bodies.
Wrong.
There's a single dead person here. Emptied out eye sockets stare from hollowed out cheecks and rubbery mummified skin. He, or she, has been wrapped in heavy wallcloths and placed laying on the throne.

I choose not to investigate any closer, instead opting for the wrenched open double doors barely standing on their hinges. They lead to a hallway.
The light coming in from the windows is meager, it must be late into the evening right now.

Wherever I am, I have no recollection. I barely remember my name. Dyrkyr.
The corridor take a turn to the left from here, it appears this room is at the end of it. Whatever devastation had come here is not present outside the room. All I see is moth eaten and mouldy carpets, enormous roots poking through the ceiling and having crashed through the walls as well as the debri of stone brickwork they have strewn about.

I choose to inspect one of the larger roots more closely, try to figure out what it is.

The root is dry, fine ash gathered on it's uneven surface. Was there a fire here?
Glancing back at the corridor, blackened streaks and the disappearance of the long carpet past a certain point suggest it's possible. Just that the fire for some reason hadn't reached all the way here, which is why I hadn't realised it at first.

Now, time to move on. I still have no idea of my bearings.
Where does the corridor take me?

The corridor is dotted with windows on it's left side, letting in the orange light of dusk or dawn.
At the end of it an open archway where stands a rusted metal cage, like a birdcage but mansized. It hangs precariously over a dark pit on thick metal chain stained with rust. On the floor of the birdcage, there is a large pressure plate.

I carefully prod at the bars of the cage with the pole of my maul to see how bad the rust is.
Couple bars clang free from their frame, bouncing off the stone walls and making a terrible racket on the way down.

If there's anything in here apart from me, it now knows it's not alone. The clattering was loud enough to raise the dead.
And this contraption does not look safe.

Now what?
I start trying to ascertain if the pit itself looks climbable, there are the enormous roots breaching through the walls of this place after all.

Yes, my intuition was right. I might've not heard the bars bounce off of them but the longer I spend looking down into the darkness the more I can make out roots of differing sizes invading into it from the sides.
However, it's pitch dark down there and I have no light with me.

I start checking through my gear, looking for something to start a fire with.
No luck, although hanging from my belt in a small leather harness is a book I don't recognise. I only vaguely remember it's supposed to contain magic.
Perhaps something that might help, I hope.

I take a couple of steps back from the birdcage contraption and sit down, the large maul I have been carrying rested against the wall and ready to be grabbed should anything startle me.
And begin studying the contents of the book.

It contains the following spells:
- Hammer - conjures a large phantom hammer to crush it's target (d8)
- Salve - heals by 1+\[dice result over 4\] (d8)
- Hitbond - grants two targets a shared pool of extra Resilience equal to 1+\[dice result over4\] (d8)

// (End of session 1 @ Random encounter. Did it come from the elevator drop? Yes, but... it was silent enough to get a jump on me)

I am too absorbed in studying the book and the spells within, several ashen spectres like dust and sand in the vague shape of a man are swarming out the archway and obscuring my view of the birdcage contraption.
The position is bad, there are more of them than there are of me and they are already within striking distance.

I choose to employ my strength, the one thing I have going on for me right now, to swing my maul wildly at the many-faced cloud of ash and dust now lunging at me from the archway.
I manage to repell them, but at a cost. The maul slips from my hands, sent flying towards a window on the left hand wall by an unexpected lack of grip strength. It mashed through the windowsill, leaving a cloud of plaster and flinging stone shards in every direction. And then is to not be seen again.
Fuck.

The force of the swing dissipated the form of the spectres, but they now start to emerge again from the scattered ash swirling in the hallway.
I am surrounded.

I flee, turn tail and dash straight through the one that had gotten behind me.
I am left with my eyes covered in stinging ash as I leave the spectres behind, half stumbling and half running back down the corridor towards the throne room.

I attempt to outrun them, there were staves laying in the room. My hope is that I can use them to fight off these things.
They are fast, soon enough I see the gray ash swirling around me at the edges of my vision. They are too fast, skeletal hands with no solid form claw against my sides and slip in through the cracks and joints of my plate armour causing stinging burns.

I arrive at the double doors leaning off their hinges, the room is like I had left it. Empty, save for the once-royal carpet leading to the throne occupied by it's mummified sovereign. And the ground, littered with staves and wands. I quickly dive down, grapping a staff in both hands and start swinging them wildly in order to scatter the phantoms tormenting me.
Unfortunately all this achieves is spreading their forms all around me, causing myself to once again be surrounded.
Then, seemingly out of nowhere, several of the wands and broken staffs on the floor start to stand up and float into the air like as if pulled up by strings.

Before I have the time to react, several staffs come flying through the ashen spectres and straight into me. My armour takes the brunt of the blows, but my body definitely feels the reverberations as they tenderise my muscles. 
Worried for my own life, I slip through a gap in the swirling ashes that I have those flying staffs to thank for and bolt towards the door. Back into the corridor.
By the time I've broken visual contact with the spectres I notice my belt feeling lighter. A pouch hanging from it has torn open and is now empty. I think I remember keeping money in it.

Never minding the pouch, I continue running. My mouth dry and eyes filled with ash. Heaving for air, I collapse onto my knees by the end of the corridor.
I look behind me but see no signs of the swirling cloud of ash that had been tomenting me. I do however notice the contents of my quiver, my three arrows, scattered halfway through the corridor.

I choose not to retrieve them for I fear the floating staves or the reappearance of the ashen spectres.

I weight my options.
Going down the pit would require light which I do not have.
The windows look wide enough to fit through, but the view from here opens down to a sprawling city. I mist be several hundred metres high right now, a fall that I cannot afford to take.
Going back is a dead end, both figuratively and literally.
I need a weapon.

I come to the conclusion that attempting to climb down the dark pit is my only option. There are footholds in the form of the number of roots penetrating through the walls, but beyond the first few meteres there will be no light.

I begin the climb, making may way past the man-sized birdcage hanging inside ths shaft and lowering myself to the nearest root.
Gritting my teeth, after the first few metres it no longer matters wether my eyes are open or closed. At that point I'm doing the climb based on my sense of touch alone.

The dark gives me time to think and be immersed in myself and I come to realise how little I know or remember about why I am here. In fact, I realise I barely remember much of myself at all.
Digging deep inside my head, out of the small number of things I am able to conjure up the memory of a grand gallery filled with paintings and beautiful wall cloths swells to the top. A very warm and loving memory, certain type of fondness and appreciation for the work put into those things and the different things they attempt to convey.

After what has felt like an eternity, I start to notice light filtering in through my eyelids again.

I'm standing in a passagaway drowned in ash. The floor isn't visible, the scene looks like a gray beach conjured into the high arched corridor running left to right from where I'm entering.
This must be where those phantoms had originated from. I shudder at the thought of having to wade through here.

Cautious still, I keep scaning my surroundings for clues as to where I might be or where I might wish to go.
The stupendously high cathedral-like ceiling has collapsed in several places, letting in the same orange dusk-or-dawn light that was seeping in through the windows earlier. Several long polearms poke out from the mounds of ash, all rusted beyond use.
Whatever has happened here must have happened a long time ago.
To my left, the corridor terminates after maybe twelve or so metres in narrow double doors the height of half of the corridor.
To my right, the corridor continues straight beyond what I can see. Larger pieces of the collapsed ceiling blocking my view. Definitely looks like something I could go around and climb over however.

// (End of session 2 @ doom dice 3/6. Grit is used. Now have to decide which way to go)

Conclusion

So far the adventure has definitely been intriguing, and I am slowly starting to figure out where this must be. Finding out that the room I started my journey in was some sort of a boss room or the end of a dungeon was a rather cool one.

Still definitely need to figure out how to properly run the game system-wise since Burned Stones suggest handling combats as challenge checks when playing solo but in the fight with the ash spectres I wasn't sure how to adjucate for how they should be defeated. If running it as a challenge which I did, I needed to succeed five checks but that to me felt like just buying time would mean they would eventually get brought down by time rather than my character.
The next combat I run into I'll be trying to run with the actual combat rules and see how that feels instead.

One difficulty that I realise I'll also be definitely running into is generating the rooms and corridors of the place I am currently exploring as so far I've simply been asking the stars if the corridor continues, does it continue straight, is it a junction, does it bend left, does it end in a large room etc etc.

Session 3 here.

Tuesday, 22 August 2023

Sometimes you just can't get the PCs to take part in adventuring

What follows is a short retelling of the not-even-quite-misadventures of a particular group of PCs from what was intended to be me running an adeventure module I had recently acquired - Chaotic Caves.


Anything but Chaotic, and especially not Caves

They've already broken out of the sandbox I originally prepped for them for running Chaotic Caves, instead hightailing it out of the town and back towards civilization.

This because they went to the other side of the river, had an unfortunate encounter roll during their first night camping an a charging goblin-analogue with it's d4 damage managed to oneshot their MU during the encounter.

As a result the party had sworn off from going into what was like 3/4 of the sandbox laid out for them, instead returning to town where I tried to give them something to do by having a local cleric hire them to hunt down a witch that was occasionally dropping by the town according to rumours.

They found the witch, had a nice little talk with her and even ate some soup as it was offered.

Upon their return to the town they dropped by the cleric to try to convince her that this is a nice witch so there's no need to do anything, which of course got them on the cleric's bad side.

That escalated since their new MU kept insisting to the magic hating cleric that the witch was a nice person which culminated in the party being given an ultimatum of either the witch dies or the village gets burnt down for heresy since locals are colluding and dealing with the witch.

After that they just up and left the town fearing the church might now come after them.


Out of the sandbox, and beyond

They since have travelled to another smaller village roughly half a week away from from the original sandbox location, a village where people are taken by a wave of interest in writing poetry.

An abandoned church with a weird marble orb of roughly one meter in diameter crashed through the floor of it, the orb growing physically larger the closer one gets to it and when poked with a dagger the blade would effortlessly disappear inside the object.

There too they heaved and hummed around the orb for almost an entire session before leaving it be and going back to the village.

The game is seven sessions in and the only adventure the party has had has been delving through a small series of barrow mounds which had a single monster inside it, a ghoul they slew on their first delve but due to their poor mapping skills they've dedicated another session to continue delving through.

At the very tail end of last session it took me "trapping" the party inside an abandoned stone hut with a single door, onto the inside of which was written "To Ynn by the way of Resting Woods" to get them to finally resign to doing something risky with their lives and try a bit of good ol' adventuring.

And even this is because outside the hut it's a downpour and the only ways out are the door that now leads to Ynn when opened from this side and the few shattered windows.

And even that is a maybe since we had already spent three hours of the session helping out with small tasks in a dingy backwater village surrounded by adventure hooks that nobody would look into or poke at, the only reason they even ran into this hut in the first place was that they wanted to move to a larger city and decided to cut through some forests and open plains rather than spend a month's detour on actual road.

I pray they don't remember the hut has windows they could crawl out through.

Friday, 15 October 2021

Forgive Us - A greentext adventure report

Forgive Us
-
Module and art by Kelvin Green
 I was going to write a proper story-like report on all that me and my players went through playing this module, but I am a lazy person and have now been looking at the notes I have of the game that I'm supposed to write that based on and boy am I feeling extra lazy.
I thusly present to you, Forgive Us in greentext:

For bit of background info, the party consisted of four level three PCs and we played the adventure with vanilla LotFP rules without any additional homebrew tacked on. Starting equipments were randomised using the wonderful table from dismastersden.blogspot.com.
The group members were:
Amarthia Ravenghast - lvl.3 Dwarven bountyhunter
Grogorious (the Blessed) - lvl.3 Cleric bountyhunter
Reginald Nuward - lvl.3 Magic-User and the owner of the group's mule Greginald
William Rowley - lvl.3 Specialist and a former disgraced comic actor

This motley crew had caught wind of a public secret whispered about in Norwich, a hideout of the city's most prominent gang had seen nobody going in or coming out of it for the last week or so and decided to investigate.
The following is a rough sequence of events of that investigation, a play by play deconstuction of what they went through and maybe told stories about later in their lives when druken well enough to admit their own defeat. (I recommend finding at the very least a map of the module in order to follow along as this is again written with the assumption of the reader being already somewhat familiar with the module).

>Cased the buildings, looking in from where they could.

>Went in from butcher's shop.

>Ran into a mutated dog.

>Few rounds of missing, dwarf got licked.

>Cast sleep, murdered the dog.

>Open door to courtyard, there are several hungry non-mutated dogs.

>Push their donkey in there, after a bit of donkey screaming and dogs yelping the donkey had beaten a dog to death with other two covering in fear by the gate.

>Assessed their options, decided to levitate a guy on top of warehouse with a rope.

>Rope lowered, another person climbed up and they went in from a hatch on the roof.

>Inside a hanged person dangling from a walkway on second level of the warehouse.

>Cut the rope, body fell on boxes.

>Open the warehouse courtyard door from inside, was locked with chains from the inside.

>Climb the boxes, found key on corpse.

>Head into the scribe next.

>Strewn papers, people have obviously left in a hurry.

>Upstairs a big library in bedroom, a safe with very difficult lock on it.

>Spend blessing to open the lock, find floorplans, some coins and big metal key.

>Go to tavern next, door locked.

>Check the big metal key on all doors in the courtyard, way too big for any houses.

>Fits into the gate lock but does not turn.

>Use the key found on the corpse to open tavern door.

>It opens inside and is barricaded.

>Spend two hours dismantling the door.

>Step in, there are few short and sharp sounds of wood cracking and splintering upstairs.

>Go down to cellar, find spoiling food and weird black goo.

>Go back up from cellar, hear footsteps coming down stairs from second floor.

>Set few barrels in place of the now-removed courtyard door, bows drawn on the other side as orders are barked inside the tavern and footsteps approach a door.

>Robed man pushes door open, sees the party and calls back inside the tavern that he's found people.

>Tries to disarm the situation "no need for violence gentlemen".

>Spanish guy with a tan steps through the door, pushes robed man aside and demands to know what the PCs are doing and who they are.

>Orders them to leave, asks if they have seen a stone carving, escorts the party out with his own party the way the mercenaries had come in from.

>PCs want back in, circle back to the butchers shop.

>Stealthily looking to the courtyard from butcher's back door, the robed guy is trying to fight their donkey moving from where it's laying down to no success.

>Robed guy gives up, party watches as the mercenaries go to check out the warehouse.

>Specialist sneaks close in hopes of ambushing them, sees spaniard and rotting fellow overlooking zweihander-man and robed guy stacking boxes to make stairs up to the body.

>Decides to lunge for the Spaniard, but robed guy sees this and starts yelling and pointing at him.

>Misses, spaniard spinning around and giving him a hefty stab gracing off of his chest.

>Combat ensues, magic missile is cast to stop what is suspected to be a magic spell from robed guy.

>Zweihander-man runs for his sword.

>Arrows fired, dwarf runs to take frontline but gets overwhelmed by the walking corpse and charging zweihander that is hacking down both the dwarf and the corpse with single cleave.

>Spaniard charges in on the remaining two, robed guy casts fairie fire on entire PC party.

>Dwarf kicked away from the warehouse entrance against a nearby cart, robed guy takes this opporturnity to sink rapier through his thigh.

>Spaniard offers chance to surrender, PCs agree.

>Dwarf with arm almost hacked off and limping due to pierced thigh. Loses consciousness a few times on the way to hospital.

>After his admittance to the hospital, he was never seen again.

>Day later mutated monsters started to spill out onto the streets of Norwich, leaving the city in shambles.



Thursday, 23 September 2021

Never Going Home - Experiences running the system thus far

 For a bit over a month now I've been running an open table game of Never Going Home and I'm starting to feel like I'm maybe having a grasp on the system by now, as well as few different experiences from our sessions.
Sounds like a time for a review/first-impressions.

Book & Layout

Let's first adress the elephant in the room, which is the layout of the core book. It's all over the place.
First of all, the book is 7" x 10" in size which makes it just shy of an A4 but all the text is laid out in single page-wide column and there are un-broken blocks of text that tend to clog up even three quarters of a whole page at a time which is very slow to scan through during a game.

While reading it through casually the issue doesn't seem that big, the core rules are explained in the span of 23 pages, including character creation. Most of the sections even have neat bullet points to comb through at a glance, and I suppose so far my only issue with the book is that there's few large chunks of text that could have been condensed a lot to keep up with the theme of making the actual rules section be easy to thumb through and find the details you're looking for since it usually is the smaller details of how things work that you end up needing to look up during game. To this day I still don't know if it's a fever dream or is it actually mentioned in the book if you can choose the same modifier for a spell's effects several times.
The issue here is that the rules needed for play are scattered among the just over twenty pages and at times even repeated under other sections despite being already explain under a different header. For the games I've ran so far I've ended up making somewaht condensed player handouts for each section of the rules in Roll20 and at this point I almost prefer opening that game in my browser to check on rules rather than flipping through the book even outside of running the game.

Then right after the book jumps into giving out the setting backstory and roughly two page long details for nine of the "factions" involved in their version of ww1 including themes, general officer attitudes as well as soldier attitudes. Not a bad springing board for when you want to run your own adventures instead of the pre-written ones they offer, these just so happen to put a whole thirty pages of lore stuff right in the smack middle of the book followed by some GM advice and the bestiary which now ends up in very not easy to find place. Right after the book closes up by giving you three example inroduction scenarios, each one with a very different feel to them which can be either a good or a bad thing depending on reader.

Oh, and in the pdf version there are no bookmarks or links at all.

In conclusion, so far the feel I've gotten out of things put out by Wet Ink Games is these better than average books carried by the amazing art and suffering from akward layout choices that take away from the usefullness of their books.

The art is just gorgeous, snippets of art by Charles Ferguson-Avery


Running the game

We've certainly had a lot of fun with the system. Creating new characters on the fly takes less than a minute, making up a name has in fact been the most time consuming part for us so far, which works really well with the system as things can get deadly really fast when shit hits the fan and as a GM it doesn't make me feel too bad about having killed a character since we can drop the player right back into the game without any prep needed.

So far we have been playing through pre-written scenarios from both the core rule book and Once More Unto The Breach which is a collection of 21 adventures by various authors. There have certainly been hits and misses, different adventures have had different feels to them which isn't bad by any means and all of them are pretty much designed to be run as oneshots since that is where the system even pushes itself towards when explaining the adventure structure in the core book.

Speaking of adventure structure, Never Going Home has the absolute best presentation of adventures I've run into so far in tabletop rpgs. Each adventure comes with mission briefing which details how things have come to their current state or what/why the players are about to go through, it then gives out a concrete mission objective for the players so they know what they should be focusing on this particular oneshot before laying out the main "incidents" to run the players through. 
I really enjoy this approach as there is a lot of free space given for the GM and for me it felt like there was a lot less pressure on getting a ton of things just right and according to some tight module structure which some more traditional D&D adventures have. Instead Never Going Home simply gives you the high points to hit during play and leaves the GM to make stuff up to fill in the gaps however they see fit.

The experience so far

I thought I should also share with you guys what we actually have been through so far. For those familiar with the pre-written adventures we have so far, in order, played through Terror in Tannenburg, The Lamps are Going Out, The Angel of Mons and The Longest Night. (Heads up, the longest night needs some modifications to be fun for players as there's very little to interact with.)

We began our adventures right at the beginning of the war, before the veil between the worlds was torn and whispers from beyond started to mess with the more mentally sensitive soldiers, zooming in on happenings on the eastern front and a unit in the Russian 2nd Army.

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August 27th 1914, outside Tannenberg, Prussia — The Eastern Front.

The guns were silent through the night, but it was difficult to catch much sleep due to the oppressive heat hanging over the trenches like a wet blanket. Nearby, the village still burns and drifting smoke cloaks the dense woods all around you. Before the sun even breaks over the horizon, you are shaken out of your fitful slumber and summoned to your commander.
There, you are given new orders. You are to be sent on a special top secret assignment.

Two men from the same squad were found dead this morning, killed in their sleep. There were no visible wounds found on their bodies, and no bullet holes in their clothing. Despite the heat they were found with a layer of frost covering their skin and their eyes were wide open, as if terrified. A cursory examination by the medics indicated that they had indeed been frozen to death.
Your mission is to investigate the bodies, interview those who might have seen something, and uncover the reason for their peculiar deaths. If this is some new weapon at work, the Generals need to know about it immediately. 
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Mission Objective:  Your mission is to investigate the bodies, interview those who might have seen something, and uncover the reason for their peculiar deaths. If this is some new weapon at work, the Generals need to know about it immediately. 


From here on out we skipped forward in time to bit after the tragedy of battle of Somme where the massive amounts of death during the war had finally reached the tipping point of tearing down the veil between worlds, causing horrors beyond human imagination to pour out into our world.

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March 20th 1916, near Lake Narach, Russian Empire — The Eastern Front.

Near the end of a long day of fighting, deep in the enemy trenches, the rush of victory almost compensating for the twist of fear and disgust in your gut, your squad rounds a corner just in time to see the members of an enemy squadron retreating up a ladder and back to the relative safety of the captured ground they’ve held for months. Your unit surges forward and quickly piles out of the trench after them. Ahead of you the enemy soldiers rush into a small village. Arriving at the edge of the village you don’t see the soldiers, or anyone.
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Mission Objective: Find the enemy soldiers.


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March 26th 1916, somewhere west of Lake Narach, Russian Empire — The Eastern Front.

Several days after the hasty retreat from an unknown monster that a bunch of corrupted soldiers were calling the Night Master, the squad can still sometimes hear screeches and flapping of wings in the dark nights as you've been hiding trapped behind the german lines.

Surviving soldiers of your unit scrambled together beyond the accursed village of purple flames in the past few days that you have pushed through on shared and carefully conserved rations. Some familiar faces are still missing but now there is barely enough food to survive through another day.

The german soldier that Ivanovits and late Pyotr saved from the village has been following your unit like a lost puppy, and few of your guys have actually built some sort of rapport with the poor soldier to the point that there appears to be some kind of mutual understanding going on among them. These same guys from your unit have now informed you that according to the german soldier, there is supposed to be a town or a village of some sort not far from where you are currently hunkered down. All that sits between you and the town is barren no man's land left behind from when the russian army had not yet been pushed as far back as it is now, lined with a maze of assumedly empty german trenches.

Even without understanding what the german soldier is talking about most of the time, everyone in your unit has recognised few words from among his utterances as he's been pointing and throwing his hands towards the direction of the supposed town; "Angel", "Saviour".
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Mission Objective: Investigate the town, find food for the unit.


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March 29th 1916, Kovno, Russian Empire — The Eastern Front.

During your stay in what you've found out to be the town of Kovno the unit has been making themselves comfortable to the best of their ability, enjoying this sudden bout of normalcy in the empty town. Somebody had even found a radio in one of the houses near the train station.
Most channels are dead, and one is playing a nationalist sounding german anthem over and over. It may not be your preferred musical genre, but anything is enough to constitute as entertainment for the men in the unit. The German soldier can even sometimes be heard humming the tune or seen sitting by the radio while looking lost in thought.

But sometimes, when the radio briefly turns to static, people are swearing they've heard someone speaking russian amidst the white noise. More inquisitive members of your unit had made it their goal to decipher what it is that you are hearing mixed in with the static.

One of these days when walking by the building one of the men investigating the mysterious static noise pulls you in to the building. The small group of soldiers that have stationed themselves around the radio press for you to take a seat, one of them starts to fiddle with the channel selector while the others explain to you how they have found a channel where the spoken russian keeps repeating over and over behind the white noise.
After listening to the static for a moment you can make it out as well. Coordinates, as well as a roughly estimated location a day east from Kovno that someone is repeating over and over in russian.
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Mission Objective: Investigate the location heard on the radio. It's on the way back to the front and the message is in a friendly language. On top of that the amount of food you can scavenge from this town is running low anyways.

The missions after the first one were modified slightly in terms of the fiction involved to accomodate for the location of the unit we're following for these games.
Currently they have broken out of some form of time or space anomaly that the radio signal was coming from and have made it back behind their ows lines. No friendlies in sight as of now, so we shall have to see what the unit decides to do next.