Wednesday, 2 March 2022

Kickstarter Watch: Gig Economy


I've just backed Gig Economy, a zine which provides 200 retainers and hirelings suitable for Old School RPGs.

It hits a lot of buttons for me,  Rather nicely, it runs from no-hopers to almost Level 1s - let's see which survive!  

It's very modestly priced (and is 2,800% funded with a week to go), but one of the things that appeals to me - a luddite who likes hard copies - is that the Canadian-based creators has arranged for printing and distribution from the UK as well as Canada. 

Monday, 28 February 2022

Books & Stuff (NS, No 25) - Reading in Feb 2022

 Finished Books

JRR Tolkien & Christopher Tolkien, The Children of Hurin

I finished this.  As I said before, it's is a much easier read in the prose version presented here than what we get in The Lost Tales.  

But when Tolkien says that this is a story of a family cursed, he sure means it!  Fate and doom drip from each page.  This is a tale of woe and hubris.




...so I need some light relief.

Terry Pratchett, The Amazing Maurice and his Educated Rodents

This is on of my favorite of Pratchett's books.  He takes the tale of the Pied Piper of Hamlyn and considers what it might be like from the rats' point of view (and what if it was all a big con arranged by them).





And in getting Maurice off the shelf, I realised that I'd never read this one...

Terry Pratchett, Dodger

I hadn't actually realised that this wasn't a Discworld novel, but a 'straight' (ie, no fantasy) one based in C19th London.  It owes a lot to the work of Henry Mayhew, and is therefore dedicated to him.

Dodger is a tosher (a scavenger in the sewers).  An encounter with thugs brutalising an orphan brings him into contact with Mayhew, Charles Dickens, Sweeny Todd and others.



Sunday, 27 February 2022

Gaming in Feb 2022

I've decided to abandon the backlog of these posts (Oct 2021 to Jan 2022) and to pick up on a very busy month gaming, which saw my return to face-to-face sessions (if you ignore a Hallowe'en one-shot).  

I'm amazed to see that I averaged a session every other day!

  • 1 Feb - "The Beast of Errinsford" (OSE) - on-line
  • 5 Feb - "Wasters" - Elite Level - (Cyberpunk OSE) - on-line
  • 10 Feb - Board Games - face-to-face
  • 11 Feb - "Wasters" - Elite Level - on-line
  • 12 Feb - "Amazing Aliens" - (Stars Without Number) - on-line
  • 13 Feb - "Wasters" - Normal Level - on-line
  • 15 Feb - "The Beast of Errinsford" - on-line
  • 16 Feb - Board Games - face-to-face
  • 18 Feb - "Wasters" - Elite Level  - on-line
  • 20 Feb - "Wasters" - Normal Level - on-line
  • 21 Feb - Board Games - face-to-face
  • 25 Feb - "Wasters" - Elite Level - on-line
  • 26 Feb - "Amazing Aliens" - on-line
  • 27 Feb - "Wasters" - Normal Level - on-line



The Beast of Errinsford
This is an Old School Essentials game I'm GM-ing, loosely based on the module The Black Wyrm of Brandonsford by Chance Dudinack.   
  • 1 Feb
The second session - a full report is here.  

In this session the party continued to question the townsfolk about the Beast, gaining some useful information both about its current activites and its past incarnation.  They had a hiring session at the local inn and ventured out into the countryside in search of the lost caravan.
  • 15 Feb
The third session.

The party took their first long trip into the wild forest (though aranging it so that they were back in the village before nightfall).  The purpose of this was to go and see the Wise Woman who lived there. (Everyone in the village told them she was a witch, but did they believe it?  No.)  On the way, they came across mysterious standing stones and a dead elf which was being feasted upon by giant centipedes.  The creepy-crawlies despatched, a minor dispute arose over what to do with the body (our necromancer wanted to take it home and boil it down to a skeleton) before they buried it.

Finally getting to Vivian's grove (where she cheerfully admitted that she was a witch), they learnt lots from her about the nature of the Beast, including its probably origins and a couple more ways they could gain an advantage for when they eventually confront it.

Wasters (Elite)

The playtest of Wasters contunies, here at 'Elite' levels (ie, Level 9 or 10 PCs).

  • 5 Feb
Our mission to raid a police outpost and recover data drives continued from the cliff-hanger where we'd left it.  

Ripps, my Sneak, had infiltrated the outpost while the rest of the party staged a distraction out in the street.  He had recovered one of the three computer drives and cornered a group of techs who told him that the others were on the floor above.  Unfortunately, after he ushered them up the ladder and through a trapdoor, they slammed it shut behind them and locked it...

The gunfight in the streets oustside had reached epic proportions, the police being reinforced by a mecha and a SWAT team.  However, Ripps was in deep trouble.  He had managed to get on the top floor, only to encounter a group of security bots - he barely got back through the trapdoor with his life.  All question of sublety gone, he called for back-up, asking the rest of the team to storm the building.  Fortunately, by then they had gained the upper hand (and even managed to hack one of the police sentry bots).  The disks were recovered and the job was completed, but it was a messy one!
  • 11 Feb
A new job for our elite players.  This time to disrupt a block occupied by haywire bots (seemingly so a gang could take over, but we don't ask questions, we just takes the money).  

Most of the session was taken up by our careful progress to the remote block, carefully avoiding any signes of trouble.  However, almost as soon as we got there, we encountered a group of four nano-clouds.  These were particuarly nasty.  We were very luck to knock one out in our first round and disable another, but after that it turned against us.  Only our tech users and the half of the crew with energy weapons had any effect on them.  Eventually, we overcame them, but we were knocked about very badly and still have a mission to complete...

Nanoclouds are the cyberpunk equivilent of the fantasy Shades.  Their main attack is level-drain, which we decided is a bitch!  My two PCs dropped from Levels 9 and 10 to Levels 7 and 8, and another PC went from Level 10 to Level 6!
  • 18 Feb
Our mission to distrupt this block of Haywire Bots continued.  Luckily for us, we'd already encountered the worst the block had to offer, but we still had a hard go of it.  At the last minute, we decided to press on 'for one more room', only to encounter a swarm of nanites (the little ones are the worse!), which managed to consume some of my more treasured tech.  All in all, a nasty mission, and we were glad to make it back (mostly) alive.
  • 25 Feb

These Elite missions are deep into the Wastes, and last session we had to leave behind some very nice gear behind (including combat bots we could have salvaged), so to cut down on travel time and increase our loot capacity, our Elite Crew have invested in a van (immediately christened 'The Mystery Machine').  This allowed for some testing of the vehicle rules.

Our new job was to kidnap a Corporate Executive.  This meant travelling deeper into the Wastes that we'd ever been before (something we wouldn't have managed without the van).  It also meant going into some pretty nasty territory, both environmentally (we experienced the Radiation Zone for the first time!) and because of the nature of Corporate outposts and compounds.  Even with the van, it took almost the whole session to get to the target block, where we immediately ran into heavy security.

Wasters ('Norms')


  • 13 Feb

At a less rarified level, our crew of 'Normal' Wasters reluctantly signed on again for the job that had cost so many of their colleagues' lives - to clear out the mutant test subjects infesting a corporate lab.  There reasoning was that the job was now easier as the techs had been rescued and many of the mutes had been killed on previous visits.  More importantly, the reward for the job had been boosted and this time, they were going to be accompanied by a powerful AI (who had her own agenda, of course).

The crew were familiar with most of the layout of the lab complex by now, and efficiently went through, dealing with the mutants as they found them.  These were still tough opponents though.

The session ended with us preparing the enter the underwater spawning labs - unexplored territory for us.
  • 20 Feb

We'd been hacking away at this job for some months now on-and-off, and it felt good to finally complete the mission.  As the GM said, there was so little opposition left and such a good pay-out, it would have been criminal to leave it unfinished.
  • 27 Feb
Away from the Frog Lab, we thought we'd go for a nice simple job: drive out to a block and cause some mayhem.  Unfortunately, the mayham made us - in our first encounter (with wild dogs) three of our retainers were killed and a bot destroyed.  After that, we went more carefully, even chatting and sharing a smoke with a patrol of police officers we met (a sizable weed stash left with them).  But in the end we caused the appropriate level of damage without any more causulties, and went home for tea.

Amazing Aliens

This has been a campaign that has fallen into the black hole of my blogging backlog.  It's a Stars Without Number campaign (link is to the free rules), with the twist being that we're not playing humans, but aliens created using a species generator that our GM has created: as a result there were some pretty weird characters.

We'd been stuck on a space station for some time, trying to cope with the plotting of various factions and crews, all the time waiting for tectonic activity on the planet below to reveal prospects of fining ancient tech.
  • 12 Feb
We'd finally got off the station and down to The Remnant.  There we had a less than friendly stand-off with one of the other crews we'd been dealing with, before we both encountered an even bigger threat.  

It ended with us grabbing the loot and barely escaping the planet with our lives (our badly injured pilot giving the security officer instructions on how to launch from his sick-cot!).
  • 26 Feb
A very short session, in which we decided to sell the artifacts we'd receovered to a rival prospector.  This gave us enough money to repair our ship and be ready for future adventures.

Amazing Aliens Conclusion

And there we left Amazing Aliens, mainly because our GM had far too much on his plate.  I think we all agreed that Stars Without Number is an interesting system with potential, and that we'd like to continue with it as some point.  The problem we had was that the modules we'd been using (written for High Space) were pretty shonky and under-written: the investigation on the space station was a little tedious and never really came to much (now that we've finished, I've read the module), and that on the Remnant (although a nice concept) apparently required a lot of work from the GM to make it playable.

Board Games
The store library at The Games Table

A friend and I finally got around to a long-postponed ('cos of plague) plan to have regular sessions at our Friendly Local Games Store, which has a library of over 400 games.

Links below are to the games' pages on BoardGameGeek.
  • 10 Feb
We played three games :-
  • Azul.  The game of collecting tiles to create Alhambra-style patterns.  I don't think I've played this to its full potential - we've always concentrated on finishing a row rather than on getting a high score.
  • Star Wars: Jabba's Palace.  This card game was a new one to both of us (in fact it is a new release, that had only arrived in-store that day).  I wasn't overly impressed.  However, there were two issues that affected play: first, that there were only two of us; and, second, that we were playing (as recommended for first-time players) to the most basic goal - to end up with the highest score in our hands.  This meant that, in effect, we were just player to knock the other player out.  With three or more players (and the other achievement goals), this game would be more strategic.  It's a quick game, one that I can imanage playing on a train journey.  My opponent was happy enough with it to buy a copy.
  • Pandemic.  A perennial favorite, always reliable.  We managed two games of this, one in which were we overwhelmed and another in which we were sucessful.
  • 16 Feb
We only played two games this afternoon, but that's because we ran out of the will to live on Mars.
  • Pandemic.  This was a long session, but we eventually got there!
  • Terraforming Mars.  A game that we had both wanted to try.  We spent some time reading the rules (which could have been better written), but eventually ran out of energy.  We left it, each resolving to watch a YouTube video before we next met up (which neither of us did!).
  • Azul: Stained Glass of Sintra.  It's the nature of the way that I write these posts that a fortnight has passed since I did the paragraph above on Azul.  When we played the original (2017) game, I thought that we weren't doing so to it's full potential: the mechanisms of this (2018) version means that one is required to play in the way that I was envisioning.  It's a great improvement on an already enjoyable game.  We managed to get a couple of games in.
  • 22 Feb
Despite our intention of trying something new each time we visited the store, we stuck with three favorites, Pandemic, Azul: Stained Glass (these two have rapidly become our go-to games at the moment) and Ticket to Ride.

Monday, 14 February 2022

The Beast of Errinsford: Session 2 - The Healers

 


On-line session played 1 Feb2022.  

This is a report of the second session of a short campaign that I'm GM-ing using Old School Essentials.  It’s a very loose adaptation of the module The Black Wyrm of Brandonsford by Chance Dudinack.   

My report of the first session is here

Andreas’ report of this session is here

Characters and Players 

All PCs are Level 1 characters.  

Two of our players (representing Waldengeist the Druid and Magical Michael the Illusionist) couldn’t make this session, leaving: -  

  • Reinaldo, Cleric of Clobrek, God of Critical Failure.  (Andreas) 
  • Easter, Fighter (Jack) 
  • Reynard, man of mystery (Seph) 
  • Stanley Blackbook, Magic User of unusual appetites (Simon) 
  • Elum, the mule 

Previously... 

The party have heard rumours of a Beast terrorising the neighbourhood around the village of Errinsford, and more importantly, that a reward has been put out for anyone able to neutralise it.   

They arrived at Errinsford and found a siege mentality.  They were summonsed for an audience with the town reeve.  He proved to be a very unpleasant type, but did confirm that there was a reward for killing the Beast.  In addition, he offered a smaller reward if the party were able to find the overdue supply waggon and bring it into town (the innkeeper has already offered an off-the-books payment is they would bring his consignment in ‘discretely’). 

The party then went to interview Riffin, the only surviving member of a party of hunters who had tracked it to his lair.  Riffin was both physically and mentally traumatised by his encounter, but he was able to provide the party with the lair’s location, and a useful description of the Beast and its methods of attack - very powerful claws and a devastating corrosive breath weapon. 

And now... 

It was decided that learning more about these attacks was key, and that the best way to do so was to talk to the two people who had tended to Riffin’s injuries, and who also had other specialist knowledge – Gwendolyn the Apothecary and Willem the Priest. 

Gwendolyn 

They had already learned that Gwendolyn was a newcomer to the town, having only arrived six months before on completing her apprenticeship (a few months after the Beast had appeared – entirely the wrong time to set up a business!).   

Nevertheless, her shop was a very smart outfit; a bell rang as they entered and she soon came through to see what they wanted.  A glass-fronted counter and cabinets contained potions and salves.  In pride of place were a few of the familiarly-branded potions brewed by Gwendolyn’s old mistress, Mother Brocklebank of Heybrook  (fancy bottles with printed labels and the slogan “Ma Guarantees ‘Em!”).  There weren’t many of these (“The supply caravan’s late, you know”), and they were a little too pricey for our party’s pockets.  Somewhat cheaper were the potions that Gwendolyn had made herself and “these, which are made by a friend of mine – Vivian – who lives in the forest".  This was doubly good news, as finding out more about alleged witch was one of the reasons the party wanted to talk to Gwendolyn. 

But first they asked about Riffin’s wounds.  Gwendolyn confirmed that he had used some of Vivian’s salves, and that he then went to the priest for a healing ritual.   

The party seemed to think that she should know all about the corrosive mist that the Beast could breathe or spray out.  She pointed out that she hadn’t seen its effects, but that it sounded very nasty indeed.  The best defence, she suggested, was not to get it on one’s skin, and – after some thought – agreed that she should be able to create a thick salve which, if applied as a barrier on the exposed parts of the body, should slow it down.  

Easter then cross-examined her about the chemical composition of the corrosive and what counter-measures could be devised.  In vain she tried to point out such things were the domain of Alchemists and that she was an Apothecary (“We’re more plant-based, you see – none of those chemicals”).  In the end she conceded that she could experiment, trying to replicate the corrosive – though she would have to charge them for their materials she used.  Seeing the dismay on the party’s faces (they seem be unused to shopkeepers asking for money), she quickly added that she would charge them at cost and that they needed pay her until they’d received their reward. 

There then followed a discussion about the cost of materials.  Reinaldo in particular was surprised that a pound of Black Cavern Tomatoes, for which Gwendolyn would pay 1gp, could be transformed into a salve that cost 10gp a pot.  What else could go into them, he wondered?  (“Six years of study”, Gwendolyn muttered under her breath).  He resolved to experiment should they come across any. 

The conversation then turned to Vivian, who Gwendolyn readily conceded was much more experienced than she was, and who would probably have some useful advice to impart.  Gwendolyn assured the party that she was very welcoming and would be glad to help.  As their request, she was happy to write a letter of introduction.  As she went into the back room to get pen and paper, Reynald toyed with the idea of pilfering the shelves, but dismissed it as too risky just as Gwendolyn reappeared.  She wrote the letter, didn’t complain when Reinaldo took it from the envelope to check that there was no code, and even warned them not to fall for the Nixies’ trick of asking for a toll to enter Vivian’s glade. 

Confident in Gwendolyn’s good intentions, the party then moved on to the next person on their list.

Willem, the Town Priest 

The Church of the One True God stood in the centre of the town, opposite Bearded Axe and the Rathaus.  Adjoining it was a small house and, behind both, lay a graveyard.   

When they knocked on the door it was answered after a short delay by Willem himself.  He was a short, round man with an impressive waist-length square beard and a large cylindrical hat.  The imposing effects of these were lessened by the greasy pony-tail sticking from beneath the hat, and the fact that a napkin was still tucked into the beard – the party had disturbed Willem’s lunch. 

However, he dismissed this, being used to visits from parishioners at all hours.  He invited the party in.  Seeing Reinaldo’s hesitation, he assured him that the further away from the Mother Church they were, the more welcoming priests were of followers – and even Clerics – of other gods.  However, when Stanley stepped forward to cross the threshold, Willem’s brow darkened and he politely, but firmly suggested that he wait outside. 

The party were invited into Willem’s study and he rang for his housekeeper to bring tea and scones.  He was faintly embarrassed to be questioned by Easter about the incident with Stanley, and suggested that if she didn’t know why her colleague wouldn’t be welcome in a church of the One True God, then that was a conversation the two of them should have.  Again, he justified himself by pointing out that was giving hospitality to Reinaldo, a cleric of a god known to be Chaotic.  He was relieved when the conversation moved from theology to other matters.  

Willem confirmed that Riffin was very lucky to have survived.  That he had was almost certainly due to the quick application of Vivian’s healing salve.  His return to the town must have been extremely difficult, and by the time he got there, it was touch-and-go: despite Gwendolyn and Willem’s best efforts, they couldn’t save his arm.  Willem had sought divine assistance and given Riffin what physical healing he could, but sadly the spiritual and mental suffering he was going through was greater, and something Riffin wasn’t ready to address. 

Willem outlined the history of the Beast’s attacks – livestock and other animals taken or found mutilated, a few travellers reported missing and three farmers who had disappeared.  Sadly, he said, no-one would know the full extent of the deprecations.  The first indication was when contact was lost with the six brothers up at the Dwarf Mine in the mountains. 

In the last few months, Willem had done much research into the previous appearance of the Beast – in answer to the party’s question, he was certain it was a different creature, but of the same kind (“There’s something supernatural about it, but the original Beast was certainly killed by Sir Errin.”).  He was happy to share the fruits of his research: -  

The Legend of Sir Erin and the Beast  

176 years ago, a Beast terrorised the countryside.   Many tried to defeat it, but failed until a pious young adventurer called Erin gathered a company of heroes that ventured out to meet it.  These were the warriors Erin, Brandon and Myrddin; the cleric Alfred; and the wizard Wyllt. 

Realising that this was more than a mere monster, Erin visited the hermit St Arthur (not, a beautiful Fae princess, whatever the peasants say!).   Arthur sought divine direction, and asked that the adventures lay their weapons on his altar and join him in a vigil.  This they did, each dedicating the weapon to the destruction of evil: Sir Erin, his sword; Sir Alfred, his mace; Sir Brandon, his bow: Lady Myrddin, her axe; and Sir Wyllt, his staff.  Their devotion was rewarded, and each weapon was enhanced with divine favour, allowing them to defeat the beast.  

Erin and his surviving companions were richly rewarded, granted land and rewarded. Eventually, they were buried with great honour alongside St Arthur in a shared barrow.  

Willem has sent Friar Dirk, his assistant, to the Barrows to retrieve the weapons, but he hasn’t come back yet.  Willem wasn’t surprised that Dirk hadn’t yet returned – he was really a city man used to an office job supplying relics to the faithful.  He has committed an indiscretion which ended up with his being sent to Errinsford.  Willem was happy to describe Dirk in case the party meet him on the road, but obviously thought he’d said too much about his past. 

He bid the party farewell and offered to provide anything they needed – healing or holy water.  “In return for a donation to Church funds”, he added, much to Reinaldo’s disgust. 

Stanley’s Hobby 

While all this was going on, Stanley had been left outside.  He decided to take a stroll around the churchyard.  First, he found the sexton’s tool-shed, which was unlocked.  Then, he ambled amongst the graves.  Most were burials – a few recent – but set aside near the church wall he found a raised tomb of slab construction.  This carried the inscription  

Robern Balley 

Reeve of this Town 

Beloved by All 

The tomb showed signs of neglect, with gaps between the slabs. 

After his walk, Stanley returned to the church entrance and waited for his friends.  He had taken a pick and shovel from the tool-shed (“For when we go to the Barrows”, he explained). 

Hiring Problems 

It was now past lunchtime and Bently the Innkeeper had sent one of his daughters with a note to say that a group of potential hirelings had gathered at The Bearded Axe.  The party decided that they would look at the offerings, but not necessarily hire anybody today – and instead carry out a short reconnaissance of the countryside in search of the missing caravan. 


However, it turned out that one of the potential retainers – Gerd - was an ex-caravan guard.  They questioned him closely, and – through obscure means – he and Reynard got the measure of each other.  They recognised each other as men who would get a job done, whatever the means, and whether or not it was strictly legal. 

[Here I made a rookie GM mistake.  Given that role-play had gone so well, I should have waived the need for a roll for Reynard to hire Gerd.  Instead, I gave the player a bonus, which proved inadequate once he rolled badly.

Despite this, Gerd didn’t like the sound of the job on offer: he was to be hired for the rest of the day only; if the party found the caravan, he was to get 10gp, otherwise he would get nothing.  Gerd (who thought the chances of just going down the road and meeting the caravan low), held out for more long-term employment and a share of all takings and rewards. 

Mutters of “Well, I would have accepted it!” made the party forget that they weren’t really intending to hire, and Easters snapped up to likely-looking sorts – Albert and Ephew. 

A Stroll in the Country

Click to Enbiggen

The party determined that they had time to head out along the North Road for three hours, and then return before nightfall. 

This they proceeded to do without incident, though at the end of the three hours they decided to press on further as far as the Old County Bridge.  An examination of the structure and tracks on the road seemed to indicate that a caravan hadn’t crossed it recently. 

Later than planned, they turned back towards Errinsford.  Instead of taking the road, they decided to go through the fields that lay between it and the forest, so they could get a feel for the latter.  As they did, they questioned Albert and Ephew as to what wildlife could be expected – just the normal stuff it appeared, bears, wolves, wyverns and boars.  There followed a discussion as to whether unicorns were real or legendary. 

As dusk fell, the party heard the flapping of large, leathery wings, and three Giant Vampire Bats emerged from their roosts in the trees.  Our heroes hunkered down and, after circling a few times to get their bearings, the bats flew off in search of prey. 

It was well past curfew when the party returned, but the guard had been warned to expect them, and there was no problem getting through the barricade. 

Nocturnal Pursuits 

Easter had built up a rapport with Ephew, and offered to give them training the martial arts, if they stayed in her service – an offer that was eagerly accepted. 

While they went off to spar and Reinaldo went to his bed, Stanley approached Reynard and asked if he wanted to ‘do a little job?’ 

They went out into the now-deserted streets and made their way to the graveyard.  They Reynard took up watch while Stanely succeeded in opening the slab-tomb.  He found a skeleton dressed in a rich brocade and wearing a large jewelled pendent.  He removed the contents of the tomb.  The jewellry he gave to Reynard, the bones he kept for himself. 

It wasn't like this, but too good a picture not to use


Thursday, 10 February 2022

My Friend Zeppo

I heard today that my Zeppo died in his sleep last night.  He was 17 and a good dog.

When my wife and I separated in 2019, he went with her, so I hadn't seen him recently.  He was a good friend, and I miss him.












Monday, 31 January 2022

Books & Stuff (NS, No 24) - Reading in Jan 2022

 

Finished Reading

Mike Resnick, Will the Last Person the Leave the Planet Please Shut Off the Sun?

An interesting collection of short sci-fi stories.  There are a couple of very good pieces in here, but too many are written for a sense of humour I don't share.




Rachel Pollack, Unquenchable Fire

This wasn't my kind of thing at all - an Alternative America where the state religion is a formulised paganism and with a very big focus of womens' spirituality. (Think of the tv show 'Fort Salem' but taken up a couple of notches and without the witches).

But I always like to give books in Gollancz's SF or Fantasy Masterworks series a go in the hope that I'll find something new and interesting.  Certainly new and interesting, just not for me...

Richard Osman, The Man Who Died Twice

I read The Thursday Murder Club last month, and here's it's sequel.  Just as good.  It is very definely in the cozy-English-country-murder genre, so don't go for it if you want gritty realisim.  A fun read.







Currently Reading

Ray Bradbury, Fahrenheit 451




J R R Tolkien, The Children of Hurin

Like a lot of fans of Lord of the Rings, I read The Silmarillion too young, found it too difficult and was put off the wider Tolkien Legendarium.  Back then in the 1980s that, and The Book of Lost Tales, were the only readily available ways of taking the Tolkien itch further (Christopher Tolkien was churning out his History of Middle Earth, but those were out of the spending reach of a teenager).

But when Christopher published an edited version of The Children of Hurin that was a single, readble narrative (unlike his other collections of his father's works) in 2007, I went out and bought it.  Thirteen years later (and having upgraded my copy to a second-hand hardback), I'm getting around to reading it!

And it reads very well.  With all due respect to the Professors Tolkien, I do find a simple prose telling much easier and more pleasurable than alliterative verse or a collection of textual variants.


Wednesday, 19 January 2022

The Beast of Errinsford: Session 1- First Impressions

On-line session played 18 Jan 2022. 

This is a report of the first session of a short campaign that I'm GM-ing using Old School Essentials.  At the end of the year, I had a hankering to do some GM-ing again (looking at my schedule, I see that it's a year since I ran a game), and a group of us got together to play on Discord.

Full Disclosure: This is a heavily-adapted version of the module The Black Wyrm of Brandonsford by Chance Dudinack.  It's a nice little sandbox, and available on DriveThruRPG for less than £3.00.  Anything you find good in what follows is probably from the orignal work; anything silly or inconsistent will be one of my riffs.  

I feel comfortable saying this because a) I trust my players not to cheat (ie, guys, I don't want you to read it), b) I have changed so much that cheating won't do them much good, and, c) if they do cheat, they will meet twelve angry hellhounds. 

The collapse of my last attempt to GM was lack of structure - I was running a sandbox, and although I thought that the journey was the game, the players just wanted to get somewhere and get something done!

I know that this post is very long, but there was a lot of info-dumping in the first session.  And the players were very efficient in squeezing every last drop of info out!

For other summaries of this session, see

Characters and Players

All players started at Level 1. 

  • Reinaldo, Cleric of Clobrek, God of Critical Failure.  (Andreas)
  • Easter, Fighter (Jack)
  • Magical Michael, Illusionist (Jason)
  • Waldengeist, Druid (Kent)
  • Reynard, man of mystery (Seph)
  • Stanley Blackbook, Magic User of unusual interests (Simon)
Introduction

The setting is a high fantasy one.

The group are an established party of adventurers, moving though the country in search of whatever motivates them: riches, glory, knowledge or escape from something.

They are now in frontier country, bordering on forested wilderness.  The Old Gods are stronger here, local spirits have more power than in other places.  The New Religion and Civilisation has tried to encroach, but neither have been particularly successful and have settled down into an uneasy collaboration with what has gone before.  

In the last couple of one-horse towns they passed through they heard about Errinsford.  Tales of “a Beast”: an old evil returned.  Locals have gone out hunting it, but those few that returned were horribly injured.  Now the authorities are looking for professionals.  There is a large reward on offer. 

The Session

The party were travelling alone the road, discussing the various rumours they have heard and their options.  The consensus appeared to be that they could present themselves as expert monster hunters, and use that as a cover, enabling them to wander the district stealing whatever they could find.  They even considered the possibility of getting another group of adventurers to deal with the Beast, and then either taking credit for their actions or stealing the reward! 

All this talking disturbed something big in the bushes ahead.  Two of the party instinctively sheltered behind Easter, another two found a big tree and hide, and Reynald melted into the woods, going forward, arrow notched.   


Two large black bears burst out of the bushes, some 80 yards ahead of the party.  The group instantly froze, hoping that they bears would pass by, but they had already annoyed them too much, and they proved hostile.  Easter calmly urged their colleagues to retreat and scatter rations on different sides of the road, hoping to delay any pursuit.  This ruse worked.  The bears, seeing the annoying travellers leave, stopped to examine the bounty left behind. 

The party then took a large detour off the road, avoiding the bears completely. 

Errinsford: First Impressions 

Because of this delay, it was almost dusk when they finally arrived at Errinsford. 

It’s a small town, but the largest they’d seen in a couple of weeks of travelling.  The buildings are mostly thatched-roofed stone cottages, with a couple of larger plaster-and-timber buildings.  

What made it stand out was the old wall that surrounds the town, with a town gate.  There are signs that until recently the wall was ramshackle, but some effect has recently been made to fill in any gaps, and a palisade of spiked poles has been added.  There is a barrier on the road in front of the gate, with a lantern hanging on a pole.  

As they approached...  
 “Halt! Who goes there?!”   
It was a gangly youth of about 17.  Too tall for the clothes he was wearing, and with a helmet that was two sizes too big for him.  He had a piece of red cloth tied around his arm.  He was carrying what looked suspiciously like a large kitchen knife lashed to a broom-handle.   

Reinaldo explained that the party were professional monster hunters, here to solve the village’s problems.  This greatly impressed the lad – Frank – who excitedly called for ‘Uncle Ned’. 

Beefy in a previous job

Constable Ned “Beefy” Ward was the real thing.  He’s a grizzled man in his early 50s, with the air of a veteran, wearing chainmail and carrying a mace.  He was less impressed with the party than young Frank had been, suspicious of them and the fact that they were turning up so close to curfew.  His close questioning elicited some short responses (in particular, Ward didn't like the 'attitude he was getting from Reinaldo), and the encounter settled into one of mutual dislike until Raynard stepped in to calm things down.  Ward pointed the party to the inn, but insisted that they should report to the Reeve’s House first thing in the morning (“Or I’ll come and fetch you”). 

The Bearded Axe 
 

One the way to the inn, the party managed to see pretty much all there was of Errinsford – a few shops (at least one boarded up), a smithy, a church and graveyard (Stanley took particular interest in the latter), and a two-storey building they took to be the Rathaus

The welcome at The Bearded Axe was much warmer than that they’d had at the town gate.  The proprietor was a Halfling called Bentley, who rushed over to greet them, and introduced his wife - “Mrs B”.  Trade had obviously been slow lately, and he was very pleased to have patrons. 
 

The joy the party felt at this welcome soon evaporated when Bently displayed his tariff: - Bed & Board, 5gp per night; Rooms 3gp per night.  For a party of six, that meant a whopping 30gp per night! 

Bently tried to stress the quality of the food (“This is a Halfling establishment, after all!”) and that the party would have a choice of a dormitory or single rooms, but they were having not of it.  While several tried negotiating with Bently (they got him down to 10gp per night for the party), Easter turned their attentions to Mrs B, pointing out the benefits of having an adventuring party who owned them a favour.  Mrs B considered this, caught Bentley’s eye and gave him a nod. 

Knowing that he’d lost that argument, Bently tried to turn it to his favour.  He told the party that the regular supply wagon was a week late (something that they’d already heard), and that he had a consignment on it.  If the party could go out, find the caravan and bring the consignment back to him, he would let them have free accommodation and board, and give them a 100gp.  “And no need for the Reeve to know exactly what came my way, eh?” 

The party, immediately assuming that they were dealing with someone operating on the fringes of legality, accepted his offer.  They also began wondering how they could exhort or double-cross him, and which other traders in the town would also pay for such a service.  As they tucked into their large meal, they began interrogating Bently about the town and what was going on. 
 
They even asked him to draw a map

They learned that between 100 and 200 years ago, the district had been terrorised by a terrible Beast.  Eventually, an adventurer called Errin had gathered together a company of heroes, who had gone out to kill it.  A beautiful fairy had given Errin a magical sword, with which he slew the creature.  The adventurers were knighted, given grants of land and, when they eventually died, given an honourable burial in mounds to the North of the district.  The local priest has now sent his assistant to retrieve the sword, but he hasn’t yet returned. 

About a year ago the beast returned!  It had killed many locals and inspired terror.  Most recently, a party of the local youths had spent the day drinking in the inn and then gone out to catch it.  Only one – Riffin – had returned, and he horribly mangled.  Local order had broken down – a gang of goatmen had occupied the old ruined temple and might be operating as bandits.  Trade had suffered terribly: the general store had closed down.  As to who may have consignments on the caravan, Bently has taken on what is left of the General Store’s trade: - other businesses included Fred the Smith, who normally got ore from the Dwarven Mine (“But nobody’s heard from them since the Beast turned up”); the new apothecary (“she’s only been here about six months”): and many townsfolk may have mail or other small goods - as might Vivian, the old woman in the woods.  The Reeve, of course, would be interested in the caravan’s arrival. 

The Party wanted to go out immediately and talk to some of these people, but were dismayed to hear that the curfew was not  only applied at the town gates, but to anyone within the walls.  What kind of place had they come to?  They declared that the Constable was running the place with a group of bully-boys and oppressing the inhabitants!  

Bently gave a hollow laugh.  He assured them that Beefy Ward wasn’t a bully and that his makeshift group of guards were young boys and old men, who couldn’t oppress anybody.  The curfew was all the Reeve’s idea.  

And here he shut up after offering to put the word about that they party were looking for hirelings. 

An Audience with the Reeve 


After a peaceful night’s rest, the party were enjoying Halfling hospitality when Constable Ward turned up.  “What are you lot still doing here?”  he asked.  The inevitable “Eating breakfast!” didn’t amuse him, but he was somewhat mollified when Reinaldo pushed a plate of muffins and a beverage in his direction.  He even apologised for his brusqueness the previous night – old City Guard habits being hard to shift. 

The Reeve kept the party waiting in an anteroom, but eventually called them in to a chamber where he sat at a table eating breakfast.  There were no chairs for them, and he offered them no refreshments.  The party showed their contempt for this arrangement. 

He confirmed that there was a 1,000gp reward for the death of The Beast or proof that it didn’t exist.  He went on at length about how it was probably a hoax put out by his enemies to undermine all his work.  If there was a Beast, it was probably something the Dwarves had dug up (“What do they say?  ‘Always delving too deep’!”) of that the Witch has summoned (“She’s a witch!  What more do you need to know?”). 

When asked about the hunters, he said that they were a load of drunken layabouts who wouldn’t know a Beast if they met one (“Which they probably didn’t!”).  He didn’t care about Riffin's story (“A looser!  Sad!”).  He’d probably lost his arm in a knife-fight with one of his mates.  

He grudgingly agreed that he would pay a 300gp reward for the safe bringing-in of the missing caravan (“But I wouldn’t be surprised if they’ve just used this and the talk of the Goatmen to bypass us!  They’ll have broken the contract and stolen our goods!”).  He wasn’t confident of the party’s fighting abilities though, and offered to loan them Constable Ward for the duration (they weren’t too keen on this idea!). 

The Reeve dismissed them, and turned to more important business. 

Riffin the Huntsman 

Bently had told the party where to find Riffin’s house.  This was a ramshackle place, with an overgrown garden and boarded-up windows.  There were signs of life, however, and eventually someone answered their persistent knocking. 

Riffin was in his mid-20s.  He had wild uncombed red hair and an unkempt beard.  He looked as if he hadn’t slept for a week and, during the conversation, kept drifting off with a stone-faced, 1,000-yard stare. He was missing an arm 

As the only person in the village to have encountered the Beast and lived to tell the tale, the party persisted in hearing his story, despite his obvious reluctance.  
 

He and his mates had gone out looking for it.  Harry had been the best hunter in the county, and found its spore easily, tracking it to its lair (the party immediately insisted that he showed them on their map).  They’d staked out a goat for it, but instead it had gone for them!  Two of his mates had been disembowelled.  It had breathed a noxious mist over Harry, whose face and exposed skin had burst into burns and boils, and he had screamed...  

Riffin had survived because he had taken a blow that had torn his arm off and knocked him right across the clearing.  By the time he regained consciousness, everything was over. 

Easter was having none of Riffin’s self-pity.  They insisted that he give every detail and a full description of the Beast.  (“Large, like a cross between a bear and a lizard.  Red eyes!  A terrible smell like sulphur and brimstone and vinegar!  And our arrows – they just bounced of its hide!”).  They wanted to know how he’d survived his injuries - “Don’t give me some crap about being a hard dude hunter who survives anything… who saved your life?”  “Well, I’m a hunter….  No, don't! We always carry this salve that Vivian makes, and then when I got back to the town, the Priest did his healing ritual.” 

The last straw came when Reinaldo suggested that Riffin acted as the party’s guide and took them out to the Beast’s lair.  “No!  I’m never going out there again!  If you had any sense, you’d leave this town!  If I had anywhere to go, I would too!”  And with that, he slammed the door. 

And we end on a brilliant coup de theatre provided by Jack... 

“That man!” said Easter, “As if losing an arm was something terrible!  He could still help us!”  And, as they said this, they absent-mindedly scratched their ankle, raising a trouser leg to reveal a prosthetic limb...

Wednesday, 5 January 2022

Books & Stuff (NS, No 23) - Reading in Dec 2021

Coming soon...  (In theory at least)  ...my over-view of reading in 2021.

 Books Read

Shaun Bythell, Confessions of a Bookseller

A diary of a year in the running of Scotland's largest bookshop (The Bookshop, Wigtown), apparently covering 2015.

I read Bythell's previous diary - The Diary of a Bookseller - some time ago (checking on Goodreads, I see that it was way back in 2018) and enjoyed it a lot.  Bythell writes well and amusingly in the most-customers-are-idiots school.  In spots the all-pervading grumpiness reminded me of the old sitcom Black Books, though with less wine.

Recommended.

Marcus Berkmann, Set Phasers to Stun: 50 Year of Star Trek

A light-hearted and opinionated whistle-stop tour of the first 50 years of the Star Trek franchise, the bulk of which covers The Original Series - how and why it was made, cancelled and revived.




Richard Osman, The Thursday Murder Club

This was a big hit when it came out, and deservedly so.  It a fun and fairly fluffy book about crime-busting pensioners.

As Osman certainly knew (being the consumate TV professional that he his), if it was put on the screen (and is going to be), it would be a very enjoyable Sunday evening's watch.  One of those books you read with half a mind to who will be cast to play each part.

Margaret Atwood, The Testaments

The Handmaid's Tale is so frighteningly topical that it's hard to remember that it was published 35 years ago.  With The Testaments, Atwood has given us a worthy sequel.

Here, we have the inside story of the Gilead regime, one of the leading players being a point-of-view character and driving the story.  Atwood is always worth reading, this is a good and rewarding read.



Currently Reading


William Dampier, A New Voyage Around the World

As I predicted when I started this, it's been slow going.  That's not because it isn't interesting, merely that an eighteenth-century account isn't easy reading.  But Dampier has a good story to tell (half explorer, half pirate), and I think it worth perseverely.


Saturday, 11 December 2021

Gaming in Sep 2021

Still playing catch-up with these summaries!
  • 3 Sep - Wasters Elite (cyberpunk OSE) - on-line
  • 17 Sep - Wasters Elite (cyberpunk OSE) - on-line
Wasters

Wasters is a third-party hack of the Old School Essentials RPG with a post-apocalytic/cyberpunk setting.  More details can be found on Adversity Games' website here.  

Our playtest of the 'Elite' levels continued.  In effect, we started at Level 9/10 to see how that played as none of our 'Basic' characters had progressed beyond Level 6.


  • 3 Sep

After a long wait (of over a month), the cliffhanger we ended the last session on - being surprised by three Enforcement Bots - turned out to be an anti-climax.  Winning the Initiative and stretching our high-level muscles, we found just how devastating functions can be at that level, being able to disable two of the bots before they were able to act.  The advantage didn't last long, and the last bot standing wasn't a push-over, killing one of our retainers.  The prolonged combat also attached a number of hover bots, but these were soon jammed and picked off one-by-one.

This had all happened as we finished our mission and were about to head home.  The rest of the session was taken-up by a long transit through the Wastes.  During their night watch two off our remaining retainers deserted, taking their loaned equipment as as much loot as they could carry.  We gave serious consideration to putting a contract out on them once we got back to Club Lavender!

We were now down to four PCs and one retainer.  Unfortunately for our reputation, the final retainer was killed in an encounter with The Butch Killers, who set ther attack dogs on us.

  • 17 Sep
For our next job we had the choice of two missions.  One - to kidnap a police lieutenant - we'd be avoiding for weeks, so we chose to destroy some power transformers in a block controlled by one of the Corporations.


As with all these high-level missions, it involved a long trek through the Wastes and several encounters of varying difficulty.  The most challenging took place on the second day and involved a group of four Heavy Loading Bots, perfectly comfortable picking up wrecked cars and throwing them at us.

On reaching the Corporate Compound we weren't surprised to see that it was heavily-guarded, and three combats in quick-succession cost us dearly in retainers.  Eventually, we were able to reach the transformers, only for our Engineer to be killed by a booby-trap while placing breaching charges.


The charges went off, but unsurprisingly all hell broke loose.  A helicopter gunship appeared from nowhere and immediately cut two of our crew in half with fire from its Vulcan cannon.

With only three surviving from our original crew of eight, and massivily out-gunned, our Ronin made an epic Hail-Mary move, using his jet-pad to get close enough to engange the gunship in melee!  Miraculously, this paid off and he was able to do considerable damage to the tail-rotor and down the helicopter!

And that seemed to be a fitting place to end the session...

Monday, 29 November 2021

Books and Stuff (NS, No 22) - Reading in Nov 2021

I only read two books this month:  British science-fiction first published within two years  of each other (Earthlight in 1955 and The Black Cloud in 1957), though set a couple of hundred years apart.  They make an interesting comparison.

Arthur C Clarke, Earthlight











Fred Hoyle, The Black Cloud







Clarke (1917-2008) and Hoyle (1915-2001) were contempories, and both renowned populisers of science during the White Heat period (linked in many minds for their non-RP accents - Clarke from Somerset and Hoyle a Yorkshireman).  History has been kinder to Clarke, who's widely regarded as a visionary; Hoyle, though not forgotton (but note I feel it necessary to link to his Wikipedia entry, and not Clarke's!), is best remembered for being on the wrong side of too many important arguments (which may have overshadowed his other work and cost him a Nobel Prize).  Part of this was down to his belief that "it is better to be interesting and wrong than boring and right".

Clarke wrote more about concepts than people - Brian Aldiss wrote that his problems were always ones that could be solved by engineering.   When I went through my big Science Fiction phase in my teens I read some of his books, but wasn't inspired by them - they were rather worthy bull dull.  The Concept in Earthlight is the colonisation of the Moon (though the futility of war pops in).  The 'realistic' descriptions of the habitats there were apparently inspirational, and a crater near the Apollo 15 landing site is named after the book.

I picked up The Black Cloud expecting it to be hard-going.  I'd bought it as an oddity, not really expecting it to be readible.  Surprisingly, it was far more interesting and readible than the Clarke.  Both books are based in observatories and the scientific establishment.  The Black Cloud, set in 1964 (a decade after writing) starts as a procedural, scientific novel with the discovery of a cloud of dust rather closer to the Solar System than is confortable, it outlines the series of natural disasters that would then occur, before introducing a sudden twist.  A maverick professor of Astronomy at Cambridge (a post Hoyle held) is wrong for interesting reasons, high-handed with politicians and personal liberties and thereby saves the world (he's also the only person in either book who has sex, but that's another matter).

On balance I certainly preferred Hoyle's book - "interesting and wrong" rather than "boring and right"!