Showing posts with label campaign content. Show all posts
Showing posts with label campaign content. Show all posts

Friday, November 17, 2017

My own private Anomaly

I've mentioned here before how I've adapted Patrick Wetmore's brilliant Anomalous Subsurface Environment for my house campaign.  Or rather, I'm mentioned that I've adapted it, if not how.  Which is mostly fair, since I didn't start out with any major changes besides the stats and mechanics.  After all, I had a rationale to explain that the party traveled to the Land of One-Thousand Towers from their homeworld, allowing the two settings to be almost entirely distinct.  In other words, there was no need to figure out how to integrate ASE into my home setting.


I dig the metal bard in the lower right corner wailing on his ax

Given that I've been moving to a somewhat more ad hoc approach to GMing (perhaps better described as just-in-time design i.e. desperate brainstorming the night before and not a moment earlier), it makes sense that I didn't bother to think about things in great detail.  I'm into a more organic approach to world building, although I'm careful to avoid the pitfalls of illusionism.  Suffice to say, my approach was to just start with straight-up ASE and let it evolve from there.

And evolve it has.  At this point, some of the heretofore unimagined backstory is starting to coalesce.  I now know a lot more about what makes this world tick.  I know why wizards are all insane, and why their magical tools don't work after they are killed.  I know what happened to the ancient civilization that discovered/created the ASE.  Heck, I even know what the ASE is.  

At least, now I know all these things in the context of my own campaign.  And I'd like to share it with you.  It all started to come together when I tried to imagine a reason that my players might venture forth from Denethix to visit a distant village by the name of Carrowmere...

Friday, August 11, 2017

Report on the so-called "sick rock" mineral

Let me start with a little background about my weekly campaign.  As I've mentioned before, I'm running my adaptation of Anomalous Subsurface Environment, the great OSR megadungeon affectionately known as "ASE."  The best part of it is that my players haven't set foot in so much as the gatehouse, as they are continually deflected from their quest by their own misadventures.


Just another day in ASE

That quest is to retrieve a certain quantity of raw protonium ore for their patron, an old and clever dragon.  They know that they can find this in a place called Mount Rendon, and to gain entrance to this mountain they must obtain a small quantity of what is known as "sick rock" i.e. uranium.

Towards the end of a fun little picaresque journey from their portal to Denethix, the party got its hands on this very material in the traditional way (i.e. they beat-up some lion men).  ASE provides a nice little lair dungeon to make this happen, so I ran that and the PCs won the prize.

But then they lost it.  It wasn't really their fault.  Well, actually, they sort of panicked and let it be known that they had found the wizard's lost sick rock. After being thanked and rewarded, the authorities took custody of the stuff and sent the PCs on their way.  So now what?

Friday, March 10, 2017

Empress session report - The Rise of the Murderhobros #4, part 2 of 2

It's hard to believe how much we accomplished in the fourth session.  I have a feeling that part two is going to be longer than part one.  I suppose that if I'm wrong, I'll just edit this sentence later.  If I'm right, I'll leave it there, and look pretty prescient.

Anyway, where were we?  Ah yes, the gang had just been roused by a commotion from outside the inn, and townsfolk were moving en masse in that direction.  Naturally, the party joined the surging crowd, and made their way towards the town's eastern gate.  They were greeted by an interesting sight.


This

Well, not quite that.  They were more lupine-themed, for one.  The self-styled Wolf Brothers, Howl and Growl, had arrived to challenge the town of the Lugosi to...A WRASSLE-OFF!

Monday, March 6, 2017

Empress session report - The Rise of the Murderhobros #4, part 1 of 2

This session, things really started to take off.  The Murderhobros Three were about to face off against a savage lion-man and a terrifying spheroid bear-bot-thing, which had just sprouted a spinning buzzsaw at the end of a small arm that extended from its chest.  That's how things started, and from there, the Gonzometer started beeping like crazy.

Note: This is what actually happened.
Everything else is in Duncan't head.

Saturday, December 3, 2016

Dake the Rake's Guide to Adventuring

I’ve been an adventurer for fourteen years now.  Note that I did not say that I am a “great” and “mighty” adventurer, nor “brave,” nor “clever.”  No, it is enough to say that I have walked this path for fourteen years upon and beneath the face of Aerth, and I am alive to write this.  If that is not meaningful to you, then you should embark upon a life of adventuring, and if you still draw breath one month hence, I believe that you shall read my words with renewed eyes.

What follows is merely advice for one who would also seek to survive long in this profession.  If you observe the wisdom of the verses that follow, you stand a chance of enjoying the wonders and horrors of a life of adventure.  I will add no disclaimers that you have not already heard from mother, father, or friend with sense.

Saturday, October 22, 2016

DCC session report - Blackrock Brothel #2

When last we left our heroes...

In this session of the Blackrock Brothel campaign, we return to our intrepid adventurers as they have reached the bottom of the wizard Nekros' subterranean sanctum, a bizarre scene: at the bottom of a gaping two-mile deep shaft, reached after two days of marching down an interminable staircase, there lies a lake of acid, inhabited by colossal leeches, spanned by a set of narrow circular bridges.  At the central convergence of these bridges there waits a gigantic mound of guano.  This is the home of a wizard, and clearly, the ways of wizards are not the ways of ordinary men.

For this session, the following players were in attendance:
  • Stan, in charge of Grognard the Dwarf and Courve the Thief
  • Xavier, running with the priest Dar Shasta and Archimedia the Thief
  • Steve W., stepping in for Brendan to manage Sizarius the Wizard, and the mighty warrior Greg
In the real world, our session was delayed by about an hour due to connectivity issues, and the need to bring Steve up to speed.  I was worried that this would leave us without enough time to stab things and generally dampen spirits, but once the action got started, my fears were proven groundless.

Monday, October 10, 2016

DCC arcane spell: Zeloc's Marvelous Domicile (v2)

It didn't take me long to realize that I needed to smooth out the power curve.  The marginal success results were so marginal so as to be outdone by a guy with a tent, while the maximal success gives you a teleporting invisible super-mansion.  Well, I kept the maximal results, but I improved the consequences of low-end success so as to justify its status as a second level spell of wizards.

No promises that this is the last version.


DCC arcane spell: Zeloc's Marvelous Domicile

Introduction

I just put this together for my campaign based on a reward that a player requested.  Well, one character wanted a new spell and another wanted a nicer house, so their would-be employer suggested that he teach the wizard how to cast this.


Sunday, October 9, 2016

DCC session report - Blackrock Brothel #1

The basics

This is the first session report from my new Dungeon Crawl Classics campaign, which I have dubbed the Blackrock Brothel campaign.  The concept behind this campaign is pretty simple: first, we play the funnel adventure Hole in the Sky.  Then, any survivors from that decide to continue together and form an adventuring guild. I told you it was simple.

To get things started, one of the players is a member of a distant branch of a long-declined noble house, and that player, out of the blue, inherits an estate in a suburb of Punjar called Blackrock.  This estate was sold by the family a long time ago as fortunes turned sour, and as the surrounding district also declined, the so did the estate.  In one of its most recent incarnations, it was a brothel in Blackrock, so named because it catered to miners in the nearby basalt quarries.

Once these quarries ran dry, so did Blackrock, and now the estate is in a state of a shocking disrepair, fit only for rats.  The surrounding district is home almost exclusively to bands of squatters and stray dogs, both of whom can be occasional hazards.  The brothel-become-guildhouse has three rooms that a human could comfortably live it, and a heavy safe set into a room on the ground floor.  

In the setup, I tell the inheriting player that not three days after his character (Archimedia the Thief) laid claim to the place, the tax collector showed up with two thugs to demands 50 gp.  When his character protested that she had no money and just showed up, the collector said he would be back within the year, looking for twice that.


Monday, September 26, 2016

Monsters with a twist: Vampires

Vampires are an old trope, but usually we keep circling around to Bram Stoker.  With all due respect to the wonderful Dracula and all that it has inspired, there's still a lot of rich vampire folklore from around the world that gets left unused.  What about Chinese hopping vampires?  

We don't even have to get that exotic, because even with the Germanic and Slavic folklore, there is great variation to the precise nature, powers of and proofs against vampires.  Isn't that just like folklore?

This is one of these situations where it can be very appropriate to embrace this variation. Vampires, if nothing else, are supposed to invoke fear, and nothing enhances fear like lack of knowledge.  You can make an interesting adventure out of the quest just to discover how to kill a particular vampire.

Anyway, that's my approach, here.


Monsters with a twist: The Fae

In my campaign, as you will see, I went a bit more gonzo with the Fae (or Fey, or Fay, or Faerie, etc.).  To call-out influences, I would say my primary one is Robin Laws creation of the Soulless from GURPS Fantasy II: The Madlands.  


Monsters with a twist: Ghosts

In this post, I'll be presenting my rendition of ghosts.  First I describe the general classification, and then I give an example of one kind of ghost.  

Be aware that the terminology I use in this description is somewhat specific to my campaign.  In this context, glamours and illusions don't just create a "hologram" type of illusion, but rather, create a kind of pseudo-reality.  Illusions are effectively real for those who experience them, while they experience them, although they aren't able to affect purely physical aspects of the world (although they may seem to).  For instance, a person can feel the touch of an illusion, and even experience pain from one.  But an illusion could not actually make a wizard fly up a hundred-foot cliff.

I mention this because some ghosts are capable of manifesting as glamours.  These illusionary forms can still be quite deadly under certain circumstances.  Particularly powerful illusions can outright kill a man, although a more subtle illusion (like the one described below) could simply force a man underwater to drown him.


Monsters with a twist

I'm a big fan of an approach that certain FRPGs (DCC and LotFP, in particular) use towards monsters, which is to make each encounter somewhat unique.  The approach that a lot of role-players fall into (and old-schoolers were just as guilty of this) is to view monsters through the modern lens of species and specimens.  In other words, if you've seen one ghost, you've more or less seen them all, allowing for variance in hit point totals.  

This is, in my personal opinion, a deeply wrongheaded approach.  Monsters should not be thought of as belonging to some cut-and-dried taxonomy.  Monsters shouldn't just be a collection of known strengths and weaknesses.  Each encounter with a being worthy of being called a "monster" should be memorable, and potentially suspenseful.