Friday, October 1, 2021

ASE: Session 16 (Tomb of the Serpent Kings Part 2)

Date: Aries 23
Weather: Sunny

Party:
Korbin (Elementalist / Warrior 1)
Mia (Vowed / High Mage 1)

Cohorts:


Summary:
Retreating back to the entrance, the party decides to rest outside. Korbin meets up with the party and introduces himself to Mia, the pair deciding to explore together as the rest of the party was currently preoccupied.

Gruff, tuff, and all around no-nonsense fluff.

Mia leads Korbin to where they were last, going down the corridor where they met a strange jellied skeleton. After a short tussle where everything they did left skeleton jelly unfazed, Mia decided to kick the skull out of the goop and Korbin took the skull and ran. Skeleton-less Jelly gave chase, but the party quickly lost it.

Soon, the duo found themselves in a large room with pillars. Mia scouted ahead, going invisible to get a good look at a basilisk that was resting in the room. They decided to double back instead, Korbin falling right into a pit trap. Thankfully the loud noises didn't seem to alert anything. Passing along a furnace room the pair wandered around until they found a seeming dungeon. Mia got caught in an animated manacle, the delay in freeing her allowing several goblins to catch up and ambush them! With questions!

With a few quick negotiations, the pair learned that there was a Basil and a Thingy in the dungeon, and the Basil protected the Thingy that could point at things and kill them. A lot of wordplay about basil (the herb) and basil (the basilisk) was exchanged, and that ended up with Korbin being crowned the Goblin King. As King, he was accepted in all goblin territories as long as he remembered the full moon.

With this newfound sovereignty, Korbin and Mia were able to explore the goblin warrens. They saw the goblin farms (where various items were being planted in hopes they'd grow), the goblin throne (the stuffing was taken out of the cushion and replaced with rocks), and the goblin spawning hole (where more were created by the minute). Korbin found a wall that rotated, activating a spear trap on accident. Four goblins attempted to protect their king, rushing valiantly into the trap, ending with the trap, and subsequently, the door, being held stuck by goblin bodies.

Heading up north, the pair found a strange door made of carved snakes and what seemed to be the abode of a powerful wizard. Attempting to ambush him, the wizard shrugged off their attacks, introducing himself as the great Xiximanter, and ordering the pair to be his lab assistants in creating an immortality potion. The pair went with it while Xiximanter worked fervently, trying to figure out a way out of the situation. Eventually, Xiximanter handed Mia a ritual dagger and ordered her to stab herself.

Mia complied. It hurt.

Perhaps that snapped her out of things, and the pair ended up tricking Xiximanter and running away. Korbin patched Mia up, and they decided to get out of the dungeon before the wizard realized their trick and tracked them down. They run out of the dungeon and into the light. Now that Elias has his information, the party is now free to set their sights on the rest of the lands surrounding Denethix, including that dungeon sitting at the base of Mt. Rendon...

Monsters Defeated:
-Skeleton (Statue) Jelly (20 xp)

Treasure:
-Snakeman Clothes (4 sp)
-Goblin Sovereignty (Korbin)

XP Banked: 4

Rumors:
-A new goblin king has appeared! Goblins all around Denethix are chattering about this. Wait, how do they all know?!
-That place called Broken Huts seems to have changed its name to Pumpkin Hills...

Crafting:
-Quick-Draw Mechanism for Aria's Sword (Progress: 14/14) (Complete!)
-Hurlant Repair (Progress: 7/7) (Complete!)

Experience:
Arduunal (lv 1, 148 xp)
Aria (lv 3, 9000 xp)
Cedar (lv 4, 14000 xp)
Celica (lv 3, 8000 xp)
Cloud Nine (lv 3, 6148 xp)
Firion (lv 2, 4000 xp)
Korbin (lv 1, 12 xp)
Laguna (lv 3, 10,148 xp)
Mia (lv 1, 2150 xp)
Nanashi (lv 1, 1000 xp)

My Thoughts:
Honestly, I don't know if I think this dungeon worked out too well as a teaching dungeon. There were several lessons in boxed text, but conveying those lessons ended up falling flat. This may have just been my style of refereeing, as I'm already somewhat experienced as one, but there was a big lack of dynamism or tension that I could convey to the players. As far as tutorial dungeons go, I feel like Prison of the Hated Pretender teaches its lessons in a more digestible format for the players.

Thursday, September 23, 2021

ASE: Session 15 (Coming out of Hiatus)

Date: Aries 23
Weather: Sunny

Party:
Arduunal (Expert 1)
Cloud Nine (Invoker 3)
Laguna (Elementalist / Healer 3)
Mia (Vowed / High Mage 1)

Cohorts:



Summary:
It's been several months since Mt. Rendon was cracked open, prompting treasure-seekers and adventurers to plumb its depths. A certain group of adventurers managed to make a living from it, being among the first to discover the secrets lying under the mountain, before they suddenly became homeowners. After clearing out their spooky haunted mansion, it was soon made into a spooky haunted guild hall. All was well and good, up until the mountain blew up. Nobody knows how or why, presumably either a wizard did it or someone activated a powerful artifact, but a big chunk of the mountain had been blown up. This left the entrance to the third floor (now the first) exposed, and allowed for easier access to the box canyon in which it resided in.

However, when the party was planning out this new excavation, snags were hit when the Iron Fist was sent from Denethix to stop people from actually going in for several months, to ensure nobody would activate any more explosive runes. Additionally, a certain lich (who came with the place), Dr. Elias Fenwick, chimed in. He had apparently divined the location of one of his rivals by the name of Xiximanter, and he put in a... Forceful request for people to head to a ruin down south, thought looted and forgotten, in order to find out what his potential rival could be plotting and make sure it didn't interfere with his own plots.

So now, a party of faces both fresh and weathered stand before a rocky cave, sunlight filtering through the dusty halls as stone serpents flank the entrance.

Welcome to the Tomb of the Serpent Kings.

The party starts by investigating the hall. They manage to get inside the false tomb without any incident, and easily discover the upper tomb. They caught on quickly that secret passages were behind statues. After dealing with mummified hands attempting to choke them, they began to investigate room after room. Adruunal, a blacksmith and craftsman by trade, managed to help disarm many of the traps, while Laguna and Cloud Nine provided magical support. Mia was mostly happy to be there.

Here comes the boy.

After a fresh amount of looting and a conspicuous amount of not disturbing any coffins, the party finds themselves in a large arena, face to face with an animated statue!
(Theme of Tower Knight plays here)


... A liberal application of The Decree of Lithic Dissolution took care of it, along with a few lucky Elemental Blasts. The thing crumbled, though it took quite a bit out of the spellcasters.

Mia then went to the opening at the end of the room, now standing on the precipice of a void of inky blackness. The party follows the path south, finding a door, disarming its trap, and finding themselves in a room where they can rest... For now.

Monsters Defeated:
-Mummy Hands * 2 (40 xp)
-Snake Guardian Statue (60 xp)

Treasure:
-Silver Icon (5 gp)
-Bangles (14 gp)
-Electrum Disc (10 gp)
-Emerald-Silver Icon (20 gp)

XP Banked: 590

Rumors:


Crafting:
-Quick-Draw Mechanism for Aria's Sword (Progress: 14/14) (Complete!)
-Hurlant Repair (Progress: 7/7) (Complete!)

Experience:
Arduunal (lv 1, 148 xp)
Aria (lv 3, 9000 xp)
Cedar (lv 4, 14000 xp)
Celica (lv 3, 8000 xp)
Cloud Nine (lv 3, 6148 xp)
Firion (lv 2, 4000 xp)
Laguna (lv 3, 10,148 xp)
Mia (lv 1, 2148 xp)
Nanashi (lv 1, 1000 xp)

My Thoughts:
We're back, baby! Except not quite the same as before. I've completely redone the way I'm going to approach this campaign, with less of a rigid schedule and more of an open table structure. I've gone completely with silver for XP and replaced spending money for additional XP, and I now count enemies defeated for XP purposes at the rate of 10 XP per hit die. Additionally, I've replaced the entire dungeon of Anomalous Subsurface Environment with Stonehell, making this somewhat of a soft reboot of this campaign. Maybe I should retitle this Anomalous Stonehell Environment? I adore the surrounding area of Denethix and the factions, but I don't feel confident enough to finish the rest of the megadungeon.

Anyways, to ease back in, I offered to run Skerples' Tomb of the Serpent Kings as a dungeon for newer players (and to give myself time to prep the maps for Stonehell, as I run on a VTT still). I'm not sure if I like the upper tombs of the dungeon, but the players seemed to have fun figuring out the traps. I hope the lower portion of the dungeon will add more dynamism to the dungeon, as the upper tomb felt far more like a modern-style dungeon to me than anything else. I may have to write more on this, as I have been running the Abomination Vaults adventure path from Paizo, and boy do I have some criticisms (it's okay for Paizo writing but it completely fails to be the megadungeon it claims to be, for one).

Sunday, May 30, 2021

How I Prep: Rambling About Refereeing

I talk to a lot of people into the idea of tabletop gaming, but when it comes to game mastering, I seem to get a lot of hemming and hawing about how much difficult work it is. I won't dispute that it is work, but it doesn't have to be this monumental task where you sit at the table with a proverbial sword of Damocles above your head, waiting to strike as soon as a player gets frustrated. Figured I might as well detail how I like to prepare my games and link to some resources that may help some people. This isn’t specifically for OSR or sandbox games, it’s just a general idea of how I prep.

Try Not To Overthink.

Don’t overthink it. No matter how large or expansive you make the world, the players will only be able to see a small slice of it. You control the content and the rate you deliver it to your players, so as long as you have a good idea on what the characters would like to accomplish for the session, you should be able to stay one step ahead. Even if you have no idea what your players want to do, an improv-session focused on roleplay can help build up to the actual adventure itself.

Overthink Anyways.

When you have a general idea of what you can prep for the next session, now’s the time to brainstorm ideas around the adventure. If your players wish to pull off a daring heist to steal a magic scepter from a noble’s manor, you know you’ll need to prep the layout of the noble’s manor, but you may also get ideas on incorporating guard shift rotations, which of the house staff can be bribed, and secret passageways to move about the manor undetected. A showdown with an ancient lich will mean you will have to prepare the lich’s necropolis, his undead servants, the magical defenses incorporated into the structure, a cackling villainous speech for the final showdown, and a back-up plan when the players fireball the lich before he finishes the first sentence of that cackling villainous speech. Because these elements are what the next session will focus on, it’s okay to fully detail them. Likewise, it’s okay if the players skip right past some of these elements because you can either incorporate them into later events or leave them behind entirely. It’s not a videogame, you don’t get an achievement or hidden costume for 100% completion.

Find Your Inspiration.

We all have the various forms of life experiences and media that influences us. One of my favorite videogames growing up was Deus Ex. While the story was way over my head, I absolutely loved exploring the nooks and crannies of the various hub worlds and missions, discovering hidden locations and alternate ways to accomplish objectives. This gives me a tendency to approach building sandboxy locations with overlapping plots both major and minor. Inspiration might strike from odd places as well: I would not have made Drakkenhall in my 13th Age campaign into a facsimile of 1920s Chicago had I not been replaying Timesplitters 2 due to nostalgia. In fact, you should always be on the lookout for inspiration. If you see something you think is cool, grab it and see what you can incorporate into your campaign.

Don’t be afraid to research into topics, either. If you have no idea how something is supposed to work, and it’s relevant for the next session, there’s lots of resources online and at your local library. Don’t try to hook it up mechanically to your game, either, unless you absolutely have to. Hell, read your dang books! All those monster manuals and lore books are great to mine for inspiration for your own worlds and adventures. If you find a monster, location, or even a throwaway line of text that inspires you, note it down and where you found it so you can find it later.

Get Organized.

Get index cards and an index card organizer. If you prefer digital tools, try a desktop wiki like Zim, Cherrytree, or Tiddlywiki. Set up folders for Locations, Allies, Enemies, Plots, and other categories you might think you will need for your game. Keeping your notes organized will help immensely in the long run, especially when your game is 20 sessions in. Best do the work now before you have a bloated mess of scattered notes scrawled everywhere while the rest of the game’s details are stuck in your head just waiting to be forgotten.

Rule of Thirds.

When you’re starting out, keep it to three items per category. Three major locations, three helpful allies, three scheming villains, three macguffins, etc. If need be, you can even split them down further: The triumverate of witches all have three of their own strongest minions, which all have three squads of minions each. The three dungeons could all have three levels, with one dungeon having three sub-levels leading to three more dungeons.  The three macguffins needed to seal the dark lord could be split into three pieces each, and the players need to go on a round-the-world journey to join all nine pieces together. You don’t have to limit yourself to just three items, but it allows players the freedom of choice while keeping your prep constrained.

Effect, Then Cause.

This one can be difficult to do. When planning an adventure, start at the end of events and work your way backwards. If the adventure is about investigating an abandoned fortress, ask yourself why it was abandoned and use it to fill out areas in the fortress. Once you have the basic idea, asking “why” to events and taking the first idea to come to mind will help fill in details. This is also when turning to generators can help. Generators also help for names and small details like room dressing. If you’re stuck on a detail, or a name, put in a placeholder and come back to it later.

Start Small, Link Upwards.

Conversely, as players progress, you should logically progress the scale of adventures. Clearing out bandit holds and kobold dens can be tiresome if there’s no upward progression from there. You can foreshadow larger threats by adding clues around your adventure, even if you have nothing more than a name and idea. You’ll be able to flesh things out in greater detail later. Just remember, if you foreshadow something, expect to follow through.

Hooks and Daggers.

When starting a game, make sure everyone is on the same page about the kind of game you want to run. Tell them outright what you are looking for in characters, be they daring adventurers delving ancient deeps, deep space explorers discovering new planets, or hard-boiled investigators in 1920s Chicago. Look at the characters your players have created. Chances are, they’ll at least have focused their character on an aspect they’d like to participate in, or furnished a backstory and hopefully a character motivation. Grab these elements and write them down on index cards, as they become your daggers. When prepping, pull out these cards and look to see if you can use it to hook characters into the adventure. Even if there’s no obvious pull, there could still be character-specific rewards or chances to develop the character further with inclusion of certain elements of a character.

A Strong Start.

While this doesn’t have to be every adventure, the starting adventure should thrust players into an inciting incident. Even in a sandbox campaign, starting the players out with an investigation, an ambush, or even a prison escape provides player characters with a strong motivation and an immediate jump into the game. Even better, you can link this inciting incident to one of your antagonists or locations, encouraging the players to investigate further. Lost Mines of Phandelver does this pretty well, with the goblin ambush an inciting incident linking to the greater plot happening around the area.

Upkeep.

After running the game, you should write up a summary of what had happened. It doesn’t have to be detailed, just enough to reference. Next, you should look at your list of NPCs, friendly and unfriendly, and figure out if the actions of the characters influenced them. Perhaps the murder of a slum lord causes a power vaccuum that culminates in gang warfare in the streets, or the party’s assistance in resolving a farmer’s goblin problem has the farmer recruit his friends to build a log cabin for the PCs to use as a home base. Lastly, you should note down things like experience totals, loot acquired, or updating the progress of long-term projects.

An End.

An ending of a campaign can be obvious, but most game masters do not have the energy or time to commit to a years-long campaign spanning from first level to max. If you’re running a linear story-oriented campaign, an easy trick is to break down the campaign into ‘seasons’ of a handful of adventures each. You can then link each adventure to one another, building up on it, but still have a satisfactory story arc if you have to end the campaign early. I highly recommend beginner game masters to try short campaigns and self-contained adventures first before jumping into the deep end of intricate sandbox plots.

TL;DR

  • Start small
  • Have a strong start
  • Three locations, allies, and enemies
  • Foreshadow upcoming threats
  • Steal liberally from backstories and inspiration
  • Write notes, update characters

 

Recommended reading

Saturday, May 29, 2021

ASE: Session 14

Date: Lapin 19th
Weather: Overcast

Party:
Aria (Priest / Duelist)
Cedar (Warrior / Beastmaster)
Laguna (Elementalist / Healer)

Cohorts:
Jenny
Raymond (Axebeak)
Rex (Wolf)
Zord (Zard)

Summary:
As the party explores the manor, they come to a conclusion: The death knight who keeps following them more than likely has a black candle they need. After finding the death knight, they directly confront him. This results in an exciting duel on the front stairs between Aria and the Death Knight while the painting of the former owner of the house looms over them. Cedar manages to steal the candle off of the knight and tries to run off, but gets trapped in a bone cage! Laguna then uses his elementalist talents to light the candles, causing the knight to boast about how it will take more than that to seal him away! He raises his immense axe and slashes at Aria, a fatal blow that would surely kill her.. Except the magic of the house keeps her soul here, like with everyone else.

Aria shakes off her sudden incorporeality, managing to distract the knight just enough, then manages to possess the magic sword she acquired and plunge it straight into the death knight's heart. Cedar manages to hack his way out of the bone cage and Laguna stabilizes Aria's body. Aria then tries to get back into her body and succeeds, and the party figures this would help Lisbet and Helmut.

Before that happens, they decide to blow up the sarcophagus and subsequently the museum.

Lisbet's and Helmut's bodies are healed up and their souls are reunited, and are both told that as soon as they can move they should leave and never come back here. Both agree. As that's settled, the party moves to the last mystery: The bandaged man who happens to be in all the portraits and even in the mirrors. They slowly tracked him down to the smoking room, watching through the mirror as he's seen slicing off bits of his fingers into a jar, then placing it on the shelf. Laguna then reaches for the jar, and becomes possessed! Dr. Elias Fenwick was now in the bird's body, and he was about to go for a pleasant jaunt before Aria stopped him. A casting of Hold Person froze her in her tracks, but Cedar managed to wrestle him to the ground! He acquiesced to their demands to let Laguna go, but gave them a stipulation: Learn when the next Blood Moon is happening, and bring him there. He then goes back into the mirror world, always a reflection in the bird's eyes.

The manor is now theirs, but they have new problems to face...

Treasure:
-The Manor of Willowby Hall and all its deathly servants

Rumors:
-Odd cultists are gathering in the nearby forest
-A hole has opened up in a large oak tree, with a lot of strange things within
-There's a strange bottle being sold with a sandy coastal beach trapped inside

Crafting:
-Quick-Draw Mechanism for Aria's Sword (Progress: 4/14)
-Hurlant Repair (Progress: 5/7)

Experience:
Aria (lv 3, 9 xp)
Cedar (lv 4, 14 xp)
Celica (lv 3, 8 xp)
Cloud Nine (lv 3, 6 xp)
Firion (lv 2, 4 xp)
Laguna (lv 3, 10 xp)
Mars (lv 2, 4 xp)
Mia (lv 1, 2 xp)
Nanashi (lv 1, 1 xp)

My Thoughts:
It's a shame to put this campaign on hiatus right when something like this happens, but life is getting in the way a little too much and I'm feeling rather burnt out. I hope to pick the game back up in the future, but I will be focusing on other things and possibly other future campaigns!

Saturday, May 22, 2021

ASE: Session 13

Date: Lapin 19th
Weather: Overcast

Party:
Aria (Priest / Duelist)
Cedar (Warrior / Beastmaster)
Laguna (Elementalist / Healer)
Mars (Healer / Thought Noble)

Cohorts:
Jenny
Raymond (Axebeak)
Rex (Wolf)
Zord (Zard)

Summary:
The party returns to Willowby Hall for another go at it. With the giant dead, his corpse is an unsightly lawn ornament the party strolls past as they enter the double doors to the manor. They decide to start moving the harpischord from the music room to the guest bedroom, as the ghost of Lavinia requested. As they get upstairs, they're stopped by a ghostly apparition. It's soon revealed that it's the ghost of Helmut Halfsword, whimpering and confused. The party reassures him and moves his body to one of the servant quarters as they finish moving the harpischord. As the door closes, they can hear soft music playing throughout the hall.

The noise drew the attention of the death knight, which started its way upstairs. The party hid in one of the servant rooms until the knight left, then started to investigate the dressing room and bedroom, where they saw that same figure in the mirror going about his day. Cedar mused that the balcony would make a great place for him to stay when the place was cleared out, but the party wanted to move on and started to investigate the library. The ghostly librarian allowed them to check out a book on ritualistic alchemy (and a picture book for Mars), the former book allowing them a wealth of information, including notes written in the margin on the black candles being able to seal away the death knight and the owner's progression to unlife. It seems like he hadn't been able to keep his body together, so he took to bandaging and embalming his body to preserve it.

The party investigates the house, finding one of the black candles, heading downstairs to the dining room to see skeletal servants preparing meals for the day. Pushing past them, Mars found a ghostly apparition who would play blackjack, and he managed to win a strange key which he gave to Aria. They then moved on, finding the hunting room. Giving the stuffed owlbear a wide berth, more investigation was done, Mars finding a way up to the roof via the chimney. He checked it out, lit a fire, and while that happened the party got into a scuffle with some zombies. After the scrape, some investigation revealed a secret door behind a weapon cabinet, revealing a room covered wall to wall with mushrooms. This shroomy shelter showed a shadowy shpectre, which upon later inspection was the ghost of Lisbet. As they agreed to help her either move on or somehow return to her body, Mars then ate a mushroom and got incredibly drunk, rendering him useless when the party fought more zombies, finding Lisbet's body atop several tombs.

As they explored upstairs, they run into the death knight once more, who gives them chase! The party ran out the back of the mansion, regrouping in a safer spot. Once they felt they were safe, they started to inspect the roof a little more, discovering that they could climb up and down the chimneys. Laguna fell into boiling hot soup, but as the bird was inured to the elements he found it more an inconvenient location for a spa. Aria got deposited into the pantry, but Cedar somehow found his way into a secret room! He managed to throw down a rope to let Aria climb into it, discovering the inner sanctum. They found the magic circle drawn in chalk, and Aria managed to open the locked cabinet. Now the party has explored nearly all of the mansion, they have two of the black candles, and they know the death knight has the last. They'll have to figure out the mystery of this bandaged man and the death knight before they can have a swanky manor to call their own!

Treasure:
-A book on necromantic alchemic rituals.
-A picture book, of The Little Prince variety.
-30 sp
-An old brown cloak
-A wand of lightning bolt
-A grappling hook
-A rifle (unloaded)
-Herculium potion (Effects unidentified)
-Liquid childhood (Effects unidentified)
-Gift of the Worm potion (Effects unidentified)
-A strange diary that writes the past of the person holding it
-Two black candles

Rumors:
-Odd cultists are gathering in the nearby forest
-A hole has opened up in a large oak tree, with a lot of strange things within
-There's a strange bottle being sold with a sandy coastal beach trapped inside

Crafting:
-Quick-Draw Mechanism for Aria's Sword (Progress: 4/14)
-Hurlant Repair (Progress: 5/7)

Experience:
Aria (lv 3, 8 xp)
Cedar (lv 4, 13 xp)
Celica (lv 3, 7 xp)
Cloud Nine (lv 3, 6 xp)
Firion (lv 2, 4 xp)
Laguna (lv 3, 9 xp)
Mars (lv 2, 3 xp)
Mia (lv 1, 2 xp)
Nanashi (lv 1, 1 xp)

My Thoughts: My players enjoyed the haunted house a lot more without the giant present. It went from a frantic race against time to a more interesting and thematic haunted house dungeon. I think if a referee wanted to run a haunted house, Waking of Willowby Hall could work wonderfully well if they removed the giant and instead made it so the hall would slowly wake up and get restless as the players explore. As it stands, I'm getting at least three sessions and a player hideout from this module, which I would say is excellent value.

Wednesday, May 5, 2021

ASE: Session 12 (plus a review!)

Date: Lapin 18th
Weather: Overcast

Party:
Aria (Priest / Duelist)
Cedar (Warrior / Beastmaster)
Celica (Necromancer / Skinshifter)
Laguna (Elementalist / Healer)
Mars (Healer / Thought Noble)

Cohorts:
Jenny
Raymond (Axebeak)
Rex (Wolf)
Zord (Zard)

Summary:
After a bit of time away from the party, Aria comes into possession of a deed to a mansion in the town of Tarryfield. All the party had to do was exorcise the spirits within and it was theirs. Of course, things rarely work out that way.

The party arrives at the mansion, starting to poke around. One discovers a ghostly apparition playing piano, and after some questioning they feel a bit more at ease... Until three people come running through the front door, with a giant chasing after them.


Helmut Halfsword, Apocalypse Ann, and Lisbet Grund, at your service.


The party is confused, until the giant catches up. After learning that the adventurers stole the goose of this giant named Bonebreaker Tom, they set out to try and find the thieves before this giant brings the roof they just got down on their heads! After splitting up to search through a few rooms, Aria finds a small locked chest underneath a bed, Laguna and Celica get ideas to fashion dummies to distract the giant, and Cedar goes off searching the upstairs. Aria eventually opens the door to where two adventurers, Apocalypse Ann and Lisbet Grund. Celica catches up, and while Lisbet tries to explain the situation the goose Ann was holding bites her and runs off.

What follows is a wild goose chase.

Honk.

The party is split once more attempting to locate this goose. Cedar even tries to communicate with it, but is told by the goose to, in no uncertain terms, "Feck off." Aria, distrustful of the two adventurers, brings them to the main hall by sword-point, about ready to push the two out into the giant's mercy. Cedar and Celica find the last adventurer, Helmut Halfsword, but they're stopped by a death knight rising from its tomb. A fight ensues, but they're forced to run as the knight cackles and begins raising more skeletons to fight for it.

Amidst the chaos, Lisbet and Ann go missing. So does the goose. The party forces a whimpering Helmut to help them look for the other two, but Helmut ends up meeting the business end of a rather angry-looking owlbear.


The party decides to take their chances with the giant.

Incredibly enough, with some choice poisons, they actually succeed, felling Bonebreaker Tom. Amidst the chaos, Ann escapes with the goose and kills Lisbet, but the party, weary, is glad they only have to deal with an exorcism now.

Treasure:

-A golden egg worth 300 sp
-Set of traveler's clothing
-Grappling hook
-4x bombs (3d6 damage in 10 foot radius)
-A red alchemy book
-Xanthippos' Incontrovertible Proof of Diagonal Commesurability
-A pigeon nest with three chicks
-Fist-sized ruby worth 2000 sp
-A magical blade with "Patricia" etched into it
-A stolen church bell

Rumors:
-Odd cultists are gathering in the nearby forest
-A hole has opened up in a large oak tree, with a lot of strange things within
-There's a strange bottle being sold with a sandy coastal beach trapped inside

Crafting:
-Quick-Draw Mechanism for Aria's Sword (Progress: 4/14)
-Hurlant Repair (Progress: 5/7)

Experience:
Aria (lv 3, 8 xp)
Cedar (lv 4, 13 xp)
Celica (lv 3, 7 xp)
Cloud Nine (lv 3, 6 xp)
Firion (lv 2, 4 xp)
Laguna (lv 3, 9 xp)
Mars (lv 2, 3 xp)
Mia (lv 1, 2 xp)
Nanashi (lv 1, 1 xp)

My Thoughts: This was a chaotic session. The party split multiple times, with lots of different actions being taken and lots more details being forgotten. The time limit Bonebreaker Tom inflicts pressed the players into urgency, so they didn't really seem to have much interest in checking out any of the fun things the mansion could offer. WWN PCs definitely have a higher power level than straight B/X PCs, as they managed to shred the giant in two rounds.

The adventure itself, The Waking of Willowby Hall, was fairly fun to run, though I kept getting mixed up on details such as when and where the giant would move when he activates. I feel the PDF would have benefited greatly from bookmarks, though the room numbers being page numbers and the spacious layout helped quite a bit with "at a glance" information. I'd be confident in running this module with no prior reading done at all.

With my attention split three ways and a lot of different things going on, it was hard to have the NPCs assert their own agency, and thus they were threatened to submission in short order. Additionally, the PCs even tried to negotiate with the giant, though that didn't go quite as well. The goose was a lot of fun to roleplay, and I used her to hint at various things the PCs could also do (going down chimneys, grabbing one of the black candles, poking at secret passageways, etc). Were the giant not their greatest concern at the moment, the hall would have provided a lot of fun puzzle-solving, and I believe I will be using it in a follow-up session as well!

Additionally, I felt like some of the magic items seemed a little bland. I spiced up the staff Apocalypse Ann carries, if you'd like to use it for your own WWN game:

Apocalypse Staff. As a Main and Move action, charge the staff by taking a minimum of 3 System Strain. It then fires a high-impact blast to any point in sight within 60', exploding in a 20' sphere of hellfire. This destructive force deals 1d6 damage per system strain committed (Evasion save for half), and can even punch through structures lesser than solid stone. As a consequence, this also knocks the user back an amount of feet equal to the damage dealt, requiring an Evasion save to avoid being knocked prone by the blast (and taking the resultant fall damage). For battlemap grids, round up to the nearest 5 feet.

Sunday, April 25, 2021

ASE: Session Eleven

Date: Lapin 18th
Weather: Overcast

Party:
Cloud Nine (Invoker)
Firion (Warrior / Thought Noble)
Mia (Vowed / High Mage)

Cohorts:
Jenny
Raymond (Axebeak)
Rex (Wolf)
Zord (Zard)

Summary:
Mia joins the party under dubious measures! Not only that, roads are starting to be established, shortening the amount of time it takes to travel to Mt. Rendon! The party is now able to get there by late afternoon.

Delving back to the spot where they found the throne, the party investigates that area. Mia touches a glowing purple God's Eye, gaining apocalyptic visions of the past and turning on the party, but the other two manage to pacify her. Pressing on, the party finds a massive hall. They start to investigate alcoves, but have to hide from a strange creature patrolling the halls. Once it leaves, they're beset by hostile spiders! Firion nearly dies to their bite, and the party decides it prudent to retreat to a safe place and recuperate, holding out in a closet. After about an hour, they leave, only to hear breathing behind them...

 


The party decides they had enough adventure for one day, and retreat back to the cave entrance to make camp.

Treasure:
-None

Rumors:
-Odd cultists are gathering in the nearby forest
-A hole has opened up in a large oak tree, with a lot of strange things within
-There's a strange bottle being sold with a sandy coastal beach trapped inside
-A few adventurers are planning on raiding a cloud giant's castle for treasure

Crafting:
-Quick-Draw Mechanism for Aria's Sword (Progress: 4/14)
-Hurlant Repair (Progress: 5/7)

Experience:
Aria (lv 3, 7 xp)
Cedar (lv 4, 12 xp)
Celica (lv 3, 6 xp)
Cloud Nine (lv 3, 6 xp)
Firion (lv 2, 4 xp)
Laguna (lv 3, 8 xp)
Mars (lv 1, 1 xp)
Mia (lv 1, 2 xp)
Nanashi (lv 1, 1 xp)

My Thoughts: Invokers with WWN's sleep spell are extremely potent. I'm really happy with how the chase at the end turned out! I really hope the players still want to explore more, though they're getting dangerously close to starting on level 2. I'll have to prepare more statblocks and token art...

Tuesday, April 20, 2021

ASE: Session Ten

Date: Lapin 16th-18th
Weather: Overcast

Party:
Cedar (Warrior / Beastmaster)
Cloud Nine (Invoker)
Firion (Warrior / Thought Noble)
Mars (Thought Noble / Healer)
Nanashi (Warrior / Expert)

Cohorts:
Jenny
Raymond (Axebeak)
Rex (Wolf)
Zord (Zard)

Summary:
The party explores the throne room, finding a storage closet to the southeast. Surprise! Balloons drifted down and ambushed them, trying to suck their lifeforce out. Popping the balloons, they search the room and found a worn brochure for DynMat in a coat pocket.
Going north, they encounter giant earwigs, to which they're put to sleep and killed. The party leads the way down the winding halls and find fire beetles scratching on the door. They seemed to want the rotting fish smell from the other side of the door. Cedar and Nanashi pry the door open, finding gaunt, sickly troglodytes on the other side. The beetles immediately rush in to try to eat the trogs, but the party figures that potential allies were worth more than giving bugs a meal.

A fight ensues, and the troglodytes are mostly saved. As the trogs weren't quite in the position to fight the party, they shared their thanks to the party by giving them some information on the dungeon: The level they're on is the Dungeon Highway, they were part of a raiding party from the lower levels, there's a secret passage behind the throne, and they revealed the existence of Under-Miami on level 5. The party leaves the troglodytes to their own devices, the lizard creatures harvesting the fire beetle glands to use in Under-Miami glowsticks.

The party continues to explore, coming across a massive pile of treasure out in the open! Mars, being the convincing sort, makes his cohort Jenny touch it. This causes the treasure mollusk to attack, nearly killing Jenny! Another fight ensues, the mollusk being pelted with arrows and bolts until it keels over. As Jenny considers re-negotiating her contract, everyone else moves onto the next room to check the note on a mummified corpse, seeing something about a skull that can bring people back.

Deciding this was enough for now, they retreat to the surface, only stopping to check the throne passageway before heading back to Chlemsfoldshire. Cedar gets wind of his tribe needing help to stop some poachers, so he leaves the party temporarily. Meanwhile, yet another enterprising soul is eager to join up...

Treasure:
-Two shortswords
-120 sp

Rumors:
-Odd cultists are gathering in the nearby forest
-A hole has opened up in a large oak tree, with a lot of strange things within
-There's a strange bottle being sold with a sandy coastal beach trapped inside
-A few adventurers are planning on raiding a cloud giant's castle for treasure

Crafting:
-Quick-Draw Mechanism for Aria's Sword (Progress: 3/14)
-Hurlant Repair (Progress: 4/7)

Experience:
Aria (lv 3, 7 xp)
Cedar (lv 4, 12 xp)
Celica (lv 3, 6 xp)
Cloud Nine (lv 2, 5 xp)
Firion (lv 2, 3 xp)
Laguna (lv 3, 8 xp)
Mars (lv 1, 1 xp)
Nanashi (lv 1, 1 xp)

My Thoughts: A series of unfortunate happenstances caused this game to be delayed multiple times. I was afraid the spark and momentum would be gone but my players seemed to enjoy it. I'm still worried I'll tire of the game, but it's largely the prepwork I put on myself (as I run on FoundryVTT) that hinders me.

Tuesday, March 23, 2021

ASE: Session Nine

Date: Lapin 15th - 16th
Weather: Overcast

Party:
Cedar (Warrior / Beastmaster)
Cloud Nine (Invoker)
Firion (Warrior / Thought Noble)
Mars (Thought Noble / Healer)
Nanashi (Warrior / Expert)

Cohorts:
Jenny
Raymond (Axebeak)
Rex (Wolf)
Zord (Zard)

Summary:
With Chelmsfordshire being a bustling hub of activity, the party decides to start splitting up jobs. Laguna and Celica rent a workshop to work on both modifying Aria's sword and repairing the hurlants. While the seven rifles are unusable beyond repair individually, their spare parts can still be fixed up into a single working rifle. Aria, in the meantime, looks around for leads on any places that could be fixed up and used as a hideout. This left the rest of the party to take the trip to Mt. Rendon... Until a curious creature started to talk to them about joining up on the expedition.

With Mars (and his cohort Jenny) in tow, they make their way up the mountain. In the cave to the gatehouse, the group runs into a familiar duo trying to fleece a mysterious stranger. The former caravan guards, Phil and Terry, run off after being threatened, leaving the party to introduce themselves to the wandering bird Nanashi.

Rex is left to guard the wagon and the group heads in, discovering the destroyed bodies of two automatons. They decide it best to hurry along, heading down to the first level. As Cedar is the only one who had been down there before, he has to get his bearings and guide the party. They open up a door only to find a red monster staring back at them, that soon climbs onto the ceiling and scurries into the darkness. The room they open is found to be newly trapped because of this, which they leave well enough alone. Checking to the south, a hallway full of bones is found. Intimidated, the party instead retraces their steps as best they can, coming across a goblin corpse and grabbing the necklace off of it, avoiding disturbing some mushrooms that seemed to want to shriek, and finally finding themselves in a dimly lit throne room. There they find one of those odd oily-skinned dogs. Cedar manages to befriend it and bond it as a companion and a guide.

Treasure:
-Gold necklace worth 15 gp

Rumors:
-Odd cultists are gathering in the nearby forest
-A hole has opened up in a large oak tree, with a lot of strange things within
-There's a strange bottle being sold with a sandy coastal beach trapped inside
-A few adventurers are planning on raiding a cloud giant's castle for treasure

Crafting:
-Quick-Draw Mechanism for Aria's Sword (Progress: 1/14)
-Hurlant Repair (Progress: 2/7)

Experience:
Aria (lv 3, 7 xp)
Cedar (lv 3, 10 xp)
Celica (lv 2, 5 xp)
Cloud Nine (lv 2, 4 xp)
Firion (lv 1, 2 xp)
Laguna (lv 3, 8 xp)
Mars (lv 1, 0 xp)
Nanashi (lv 1, 0 xp)

My Thoughts: This session had to end early. We're bringing on quite a few characters now! Unfortunately, group B fell apart, but it was a good experiment while it lasted.

Monday, March 15, 2021

ASE: Session Eight, Group A

Date: Lapin 14th
Weather: Overcast

Party:
Cedar (Warrior / Beastmaster)
Celica (Necromancer / Skinshifter)
Cloud Nine (Invoker)
Firion (Warrior / Thought Noble)

Cohorts:
Raymond (Axebeak)
Rex (Wolf)
Zord (Zard)

Summary:
The party figured things had settled down just enough to go back to Mt. Rendon. They didn't. They met back up with Laguna and realized that things were ramping up even harder. Despite being gone for a few days, adventurers, survey teams, and people just wanting to try their luck have all arrived alongside the Unyielding Fist troops.

After checking in with Laguna, Celica tries to poke around for information and ends up finding an adventuring group calling themselves the Divine Comedy. Choice words are exchanged as their leader determines the party seems to have their own entrance to the megadungeon, but an exchange of information does not occur as he had hoped. Regardless, Celica does get information that what seems to be the third level of the dungeon has also opened up - as long as people are willing to brave the moktar hordes that have shown up.

The current members of the Divine Comedy crew.

After the meet and greet, the party heads up the mountain to try to get to the first level once more. They see the lobby to the gatehouse is now empty, with an X painted over one of the doors. After a bit of deliberation about what it could mean, they head to the stairs of the first level before realizing the place was completely empty. No robots or anything. Getting suspicious, they start to search the Gatehouse, suspicious that the abominations may have gotten out. To their relief, they found a robot guarding another door, but they also learned that the abominations react mostly to sound. With that information, the party decides to utilize the blueprints they found to access a secret area. Within the secret area, the party finds multiple rusted rifles and ammo containers and decide to loot it.

Coming back to their cart, Firion soon realizes the door had been opened. They rush to the cart, followed by multiple smaller abominations. One of them opens up an ammo canister and drops it to buy some time, the abominations all stopping to consume the bullets. As all the loot is quickly loaded into the cart, the abominations catch up and a fight ensues... Only with the corroded ammunition the abominations are slightly more explosive than usual. Despite this, the party succeeds in dismantling all the abominations, putting the broken scraps in the cart.

They go back to further clean out the secret area. Cedar finds a room full of mold, wakling in to pick up a shield-looking object he found. The mold spores erupted all around him, leaving him choking and unable to speak. A brief moment of panic ensued before Cloud Nine cast the Decree of Ligneous Dissolution, eliminating the spores choking the kobold (as well as most of his equipment). They decide to head home instead of going deeper, leaving to figure out what to do with the old rifles they found (and replace Cedar's equipment).

Treasure:
-7 rusted-out hurlants
-2 drums of corroded bullets

Rumors:
-Odd cultists are gathering in the nearby forest
-A hole has opened up in a large oak tree, with a lot of strange things within
-There's a strange bottle being sold with a sandy coastal beach trapped inside
-A few adventurers are planning on raiding a cloud giant's castle for treasure

Experience:
Aria (lv 3, 7 xp)
Cedar (lv 3, 10 xp)
Celica (lv 2, 5 xp)
Cloud Nine (lv 2, 4 xp)
Firion (lv 1, 2 xp)
Laguna (lv 3, 8 xp)

My Thoughts:  Hope nobody minds me using parties from previous games as the basis for all the rival adventurers. Also, this is the closest I've gotten to killing someone in Group A! Good thing they had that spell handy.

Tuesday, March 9, 2021

ASE: Session Six, Group B

Date: Lapin 7th
Weather: Drizzling rain

Party:
Jace (Expert)
Kla'ir (Warrior)
Sebastian (High Mage)

Cohorts:
Alucard (Warrior / Vowed)
Melzgar (High Mage)
Gil (Axebeak)

Summary:
Jace and Kla'ir meet back up with Sebastian, who has been talking with the academics. They learned that the goblins are trying to move their hive mind here, along with the existence of a shroom lich possibly lurking deeper within the structure. They decide to deal with the cleaning robots, heading further into the complex. Their plan was to get the robots to chase them so they could fend them off at the stairs, but it didn't work out so well as Kla'ir was caught and left bleeding out in the ensuing chaos. The rest of the characters ran, and only Sebastian could get to Kla'ir and try to resuscitate her. Thankfully, Sebastian has the Lucky focus, and once per session he is able to avert the tides of fate and possibly even make sure everyone gets out alive! Just so long as he does not roll a 1.

Unfortunately, his plan to stay invisible while doing so didn't work. The party was split up, and while most of the robots got scrapped by Jace and Alucard, Kla'ir perished and Sebastian was found hiding in the corner of a room, beat up and scared. The party decides to retreat from the Molybdenum Tombs and go back to Lugosi to lick their wounds and figure out their plans for another day. That obelisk looks interesting...

Treasure:
-None

Experience:
Jace (lv 3, 6 xp)
Kla'ir (Perished)
Sebastian (lv 3, 6 xp)

My Thoughts: First PC death of the game! A combination of bad luck and risky tactics spelled doom for one PC and almost killed a second. The short session length means I may have to speed things up and go for shorter adventures in the future.

Monday, March 8, 2021

ASE: Session Seven, Group A

Date: Lapin 10th-13th
Weather: Overcast, with drizzling rains later on

Party:
Cedar (Warrior / Beastmaster)
Celica (Necromancer / Skinshifter)
Cloud Nine (Invoker)
Firion (Warrior / Thought Noble)
Laguna (Elementalist / Healer)

Cohorts:
Raymond (Axebeak)
Rex (Wolf)
Zord (Zard)

Summary:
With research done on a previous day, the party starts to set up their trap for the man with no shadow. Celica starts to scout out an abandoned building with where they will lay the trap, Cedar starts to work on making sedatives to hopefully knock the murderer out, and Cloud Nine does more research on how to contain and banish shadows. Laguna is a bit nervous, deciding to leave the city for a little bit and go rumormongering in Chlemsfordshire. While the party deliberates on their next action, a new critter emerges to provide assistance.

A self-described himbo.

With Firion's help, they assemble the ritual components and the trap. Celica assumes the shape of a goblin merchant to trick the murderer into walking into the empty building they repurposed into a shop, but the man felt it too good to be true and kept walking. Cloud Nine still manages to lure in the shadow with the promise of blood, to which the party manages to trap the shadow in a well-lit room with very few shadows. The shadow feels like it's been lured into a trap, and gets very violent.

I originally drew this for a Shadow of the Demon Lord adventure parodying Garfield.

A scuffle ensues, the shadow flailing around and attempting to murder the party. The party manages to keep it away from Cloud Nine as she finishes the ritual, managing to banish the demon with the party sustaining only minor scratches. With the shadow removed, they chase down the murderer, finding him just in time about to murder Madame Verrona who had went out by herself, making poor decisions to head out without her guard due to sleep deprivation. While they fail to stop him in time, they manage to take the murderer out and revive her just in time.

Back at Verrona's manor, they receive the thanks of the noble lady, as well as an interesting trinket she meant to use against the shadow creature - a congealed paradox that can temporarily enforce the laws of mundanity in an area. Cloud Nine seems nervous about them, but the rest of the party takes them. Laguna comes back, giving news about all the adventurers heading into the mountain, the party deciding to head back to Chlemsfordshire, and the Anomalous Subsurface Environment.

Treasure:
-5000 silver
-3 strange bead-shaped objects called "Congealed Paradoxes"
-A favor from a minor noble

Rumors:
-Odd cultists are gathering in the nearby forest
-A hole has opened up in a large oak tree, with a lot of strange things within
-There's a strange bottle being sold with a sandy coastal beach trapped inside
-A few adventurers are planning on raiding a cloud giant's castle for treasure

Experience:
Aria (lv 3, 7 xp)
Cedar (lv 3, 9 xp)
Celica (lv 2, 4 xp)
Cloud Nine (lv 2, 3 xp)
Firion (lv 1, 1 xp)
Laguna (lv 3, 8 xp)

My Thoughts: I went pretty hard on the skill checks this session. I fear I might be leaning on them too much as a crutch. Regardless, the players all seemed to have a lot of fun solving the mystery.
I'm sprinkling around a few adventures I found or bought along the lands of Denethix. I enjoy adventures that are simply location-based adventures as it makes it easy to slot them in as side treks.

Monday, March 1, 2021

ASE: Session Six, Group A

Date: Lapin 8th-9th
Weather: Overcast

Party:
Cedar (Warrior / Beastmaster)
Celica (Necromancer / Skinshifter)
Cloud Nine (Invoker)
Laguna (Elementalist / Healer)

Cohorts:
Raymond (Axebeak)
Rex (Wolf)
Zord (Zard)

Summary:
The players wake up to see more of the Unyielding Fist troops amassing near Chlemsfordshire. They keep with their decision to Denethix, stopping by Retennis as Aria has other business to tend to. At Denethix, most of the party is appalled by the state of the city and its slums, but it's there they find a new party member, Cloud Nine.

She takes them to a convenient spot where the party can stable their animals and get a run-down of the city. They learn about the wizard Feretha, the vizier, and the Unyielding Fist. As they figure everyone else is distracted with the mountain, they decide to go rumormongering to see if anyone needs anything done in the city.

The party finds a majordomo of a petty noble's estate lamenting about his mistress' paranoia. They question him, finding out that a man with no shadow has been slaughtering nobles in their estates, and after a few negotiations they agree to see the noble in her estate about the issue. There they find out that petty nobles that meet to determine various taxes levied have been targeted for assassination.

 

Madame Valerie Von Verrona, heir to the Verrona fortune.

The party splits up, one half goes to research magical beings while the other goes to find information on the last person killed. The research team finds that there are shadow entities people pact with, and that they have hungers that must be sated with regular sacrifices. The investigation team manages to worm their way into the crime scene, finding that the killer had no other way into the room aside from being able to warp between shadows. They put two and two together and investigate the Bazaar Incomparable, as the recent taxes affected merchants from outside the city.

There, they find a gang of goblin merchants who dealt in recreational goblin substances and inevitably discover that their target is both a repeat customer and that he didn't seem to happy that the merchants had to raise their prices due to the new taxes. With all the facts gathered, all that's left is to lay a trap that can capture the man with no shadow, and hope that any creatures he made a dark bargain with aren't too much for them to handle...

Treasure:
None, so far.

Experience:
Aria (lv 3, 7 xp)
Cedar (lv 3, 8 xp)
Celica (lv 2, 3 xp)
Cloud Nine (lv 1, 1 xp)
Laguna (lv 3, 8 xp)

My Current Thoughts: This session was entirely off-the-cuff. I had to call for a 15 minute break for the hook they chose to pursue, as they had a choice between three rumors to investigate into and the man without a shadow was the most pertinent to them. I used the time to generate a few details from the Investigation Challenges and NPC chapters of the Worlds Without Number book and found myself impressed with how coherent the resulting investigation turned out. Even though I'd rather be running dungeon crawls, the advice for running other kinds of adventures is very welcome, even to a veteran referee such as myself.
The players are also making backup characters, I'm excited to see who they'll bring into the fold.

Tuesday, February 23, 2021

ASE: Session Five, Group B

Date: Lapin 7th
Weather: Drizzling rain

Party:
Jace (Expert)
Kla'ir (Warrior)
Sebastian (High Mage)

Cohorts:
Alucard (Warrior / Vowed)
Melzgar (High Mage)
Gil (Axebeak)

Summary:

 


The party flees the hydra as it attempts to murder them with high-velocity jets of water. They decide it best not to return to the cavern and double back to the gardens, trying another way. Ignoring the obvious bridge and trudging through the small river, they head another path and investigate the halls surrounding the garden. Jace discovers more large crustaceans, following them to a barren room. There the party discovers a balcony overlooking the cavern, to which they climb up with their grappling hook. 

They meet the rest of the expedition team, a not-so-friendly looking professor and his own party of students, who had seemed to be on friendly enough terms with the goblins. Jace and the expedition leader exchange some barbed words but it escalates little more. They head north and discover a secret passage in a fountain, following the tunnel to a small beach area full of crabs. The party spends some time combing the beach for treasure, with a particularly scuttley crab wearing a jeweled helm proving to be very difficult to catch. After another close run-in with the hydra, they head back.

Sebastian, being tired, decides to rest with the expedition team while the others explore further. Jace, Alucard, and Kla'ir check around the winding corridors, beating back some goblins who wanted to eat them before running into some automatons. After some door shenanigans, they manage to scrap one of the robots before heading in further.

They look cute, but they'd still take a bite out of your arm.


Heading deeper in, they come across a flurry of activity as automatons were cleaning a room until it shined, even going so far as to clean the party as they tried to move in. It was funny until the robots began to glitch out and replace scrubbers and mops with buzzsaws and dangerous implements. They manage to push several robots away and run, deciding to regroup with Sebastian before heading in any further.

Treasure:
-Jewel-encrusted helm (worth 140 sp)
-100 silver coins

Experience:
Jace (lv 2, 5 xp)
Kla'ir (lv 1, 1 xp)
Sebastian (lv 2, 5 xp)

My Thoughts: I find it really hard to bring enemies to be actively hostile. I'm not sure if it's my inexperience with running these sorts of games or what. Regardless, I feel I'll have to shake things up for further adventures.

Monday, February 22, 2021

ASE: Session Five, Group A

Date: Lapin 7th
Weather: Drizzle

Party:
Aria (Priest / Duelist)
Cedar (Warrior / Beastmaster)
Celica (Necromancer / Skinshifter)
Laguna (Elementalist / Healer)
Smith (Warrior)

Cohorts:
Raymond (Axebeak)
Rex (Wolf)

Summary:
The party began to investigate further into the anomalous subsurface environment. Not wanting to run into any more freakish abominations, they wandered into a cross-shaped room and immediately ran into freakish abominations.

"What in the fresh hell is THAT?!"

As these screaming humanoids were alerted, more of them came running in. The party started to make a break for it but were cut off by two zombies shuffling in, attracted by the noise. They were forced to fight, with Francis discarding his disguise to reveal their true form. After a bloody battle, the party decided it prudent to retreat before more of those screaming creatures caught up with them. Along the way they ran into a hunting party of morlocks who were surprisingly friendly despite their gruff mannerisms. They managed to pass through without much incident and head up the stairs back to the gatehouse.

Knife to meet you!

Once in a relatively safe position, the party began to question the being formerly known as Francis. Celica introduced herself and explained her reasoning for disguising herself as a merchant. They figured as long as she was still willing to fight alongside the party, she'd be handy to have around.

Who put this chuuni edgelord into my gritty gonzo swords & sorcery game?

As the party was still cautious about the abomination up above reviving itself, Laguna set about disassembling the corpse of the creature into constituent parts.  Afterwards, Cedar experimented with a lever, discovering a hatch that led deep down back into the dungeon. They then retreated to the entrance cave, relieved that the animals were still there, though concern was raised as Laguna's axebeak showed signs of stirges feeding on it. They also see pillars of light rising up the mountain, illuminating even in the midday sky. As a precaution, Smith was left to guard the animals while the party decided to explore more of the gatehouse.

Everyone heads up to the second foyer, going into a door that was marked with "Authorized Personnel Only". Aria went first, discovering a potential pit trap. She then walked over and stood on the pressure plate, seeing it swing open behind her. Easily defeating the pit trap, the party crossed one at a time to try prying open the door at the end of the corridor. Several unsuccessful attempts later, they then decide that heading back was a better idea, especially as Rex was getting harassed by the wandering automatons.

They then realize the problem of the pressure plate for the pit trap being right in front of the pit with no other way out.

What followed was an extremely convoluted sequence of events where the party had to pass a rope around, tying it around their waist and attempting to hop over the pressure plate, hoping the pit trap doors would hold their weight. The doors buckled underneath Laguna's weight, but the party still managed to slowly make their way across without incident.

Heading north, several filing cabinets were discovered, full of papers of scientific jargon and blueprints of the Gatehouse facility. They cross-checked it with the map Cedar was drawing and finding it to be quite accurate, along with discovering areas they did not investigate yet. Flickering lights signaled the arrival of ghosts surrounding the party in a whirl of electrostatic ectoplasm. Cedar is revealed to possibly have phasmophobia, while Celica manages to banish the spirits from whence they came.

Thoroughly shaken, everyone decides it best to retreat to Chlemsfordshire. They load up onto the wagons and head down the mountain, only to be greeted by the town being abuzz with activity and patrols of the Unyielding Fist setting up in the streets. With people talking about exploring the mountain that came alive, everyone decides it best to lay low for a while and possibly head to Denethix instead...


Treasure:
-Several papers full of strange scientific jargon (Possibly worth 150 sp to someone interested in that sort of thing)

Experience:
Aria (lv 3, 6 xp)
Cedar (lv 3, 7 xp)
Celica (lv 1, 2 xp)
Laguna (lv 3, 7 xp)
Smith (left the party)

My Current Thoughts: I believe I may have made the dungeon more horror-oriented than the silly gonzo flavor it was originally going for. The terrifying abominations immediately made the characters (and possibly players) want to escape, despite the fragility of the monsters.
With Smith's player leaving the group, it's interesting that group A is now entirely made up of mages and partial mages. I feel it's more due to Worlds Without Number having very interesting partial mage traditions rather than feeling like one needs to be magical to get anywhere like in later editions of D&D, as the various traditions impart a lot of interesting flavor when combined with other classes and magical traditions.
Aria's player continues to have extremely poor luck. At level 3 her hit points rival that of a first level warrior's at 7. She also managed to roll a 1 for initiative for each and every combat encounter, a statistical improbability! Thankfully shock damage has saved her bacon more than once.

Tuesday, February 16, 2021

ASE: Session Four, Group B

Date: Lapin 5th through 7th
Weather: Overcast, then sunny, before beginning to drizzle on the 7th day.

Party:
Jace (Expert)
Kla'ir (Warrior)
Sebastian (High Mage)

Cohorts:
Alucard (Warrior / Vowed)
Melzgar (High Mage)
Gil (Axebeak)

Summary:
(Slight retcon, as a new player had joined, one player opted to drop his hireling to bring on Kla'ir)
As Jace and Sebastian discussed their next plan, they bump into another mercenary looking for work. She introduces herself as Kla'ir, a barbarian from far-off lands. They quickly reach an agreement following the inn's requests to immediately vacate from the premises.

Despite wielding that branch like a club, she prefers to chop first, axe questions later.

The party travels past Lugosi to the shanty town of Tarryfield, resting for the night before traveling through the forest in search of the Molybdenum Tombs. With the forest being oddly quiet save for some errant wildlife, they make camp and decide to explore the tombs in the morning.

Looking around the domed buildings, they spot two entrances with a river between them flowing into a grate leading into the tombs . Immediately wishing to go in the more difficult route, the party latches onto this watery entrance, getting themselves wet in knee-deep water as Kla'ir spent time bending the bars of the grate open. Everyone save for Sebastian, whose wizardly grandeur allowed him some protection from the elements.

Inside, they discover a strange peaceful garden with crystalline plantlife. Sebastian elects to check under the bridge for anything hidden, only to find old graffiti of a troll, to which he leaves an offering of a silver piece. Kla'ir wanders around the garden, taking in the strange iridescent sights. As they lingered in the room, a thrumming noise began to reverberate in their head, Sebastian seeing ethereal tendrils probing at their heads and causing a sensation not unlike a migraine. Jace goes to open a door and the party immediately goes through to escape the strange head-pounding sensations.

There was also a crab, just hanging out.
 

A cursory examination of the rooms reveals they're in some sort of art gallery. Jace leaves everyone behind to inspect a statue of a woman, shattering the priceless art to take the shiny necklace that was around her neck. The party catches up to him and they head into a room labeled "Historical Works". There, Jace and Kla'ir see an image of a white-clad warrior holding a banner in the middle of a starry wasteland and a painting a man standing in a boat as others row across an icy river. Sebastian, however, sees the images for what they actually are: the Apollo moon landing and Washington crossing the Delaware. He ends up having a breakdown due to this, much to the confusion of his compatriots.

While Sebastian tries to figure out why this fantasy world has imagery of historical events, the rest of the party moves on. There they discover a lost group of explorers from the Academy of Thought who explain their situation. They were exploring the tombs when a monster appeared and scattered them all, now they're holed up in the art gallery figuring out their next move. Jace doesn't seem to care much about their plight, moving on as the party finds imagery of a more idyllic future of the time Sebastian came from.

The party soon comes to a massive dimly-lit underground lake. They see the river from the garden terminates here. Inspecting large grooves made into the walls of the cavern, they deliberate on what could have done such a thing. As Sebastian finally catches up, the creature that made those grooves shows up, and it is hungry.

It even came with its own combat theme.

Treasure:
Ruby-inlaid necklace (worth 150 gp to a collector)

Experience:
Jace (lv 2, 4 xp)
Kla'ir (lv 1, 0 xp)
Sebastian (lv 2, 4 xp)

My Current Thoughts: This is the first dungeon larger than ten rooms that I've actually stocked. It turned out to be an enjoyable experience and didn't take me much longer than 2 hours to actually make. I'm finding that the majority of my preparation time is in drawing those postage stamp-sized tokens. This slips me into a habit of laziness as I constantly look to the tokens I've already drawn to find monsters that could fit, but I only have so much time and energy to prep from week to week.
I find it interesting that my playerbase tends to bring in OCs from their other games or RPs. This is honestly a new concept for me, as I've always just made new characters for new campaigns instead of holding onto a stable of character ideas. I'm not sure how to feel about it. Perhaps I should try bringing back a character from an unfinished campaign if I ever get the chance? I suppose I already am doing that in my solo game, as Daichi is a fighter from a D&D 5e campaign I was a player in that fizzled out and died.
As one of the players had to leave early, I took two of the players and ran them through a combat scenario to get used to the combat. Kla'ir and Alucard are scarily potent in combat, taking on four Dober-Men and two wolves before succumbing to a single frenzied survivor. My players seemed to be satisfied by Worlds Without Number's combat system, as the mechanics of Shock, Screening, Snap Attacks, and Delays seemed to provide that bit of tactical depth they enjoy.