Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

Saturday, 3 August 2024

RPG a Day 2024 - Day 3: Most Often Played

 


Day 3: Most Often Played RPG

Well I hate to be boring, but it's a short answer - Old School Essentials.  It's a system I've been playing since it was known as BX Essentials.  It is just so very simple to use.

When I can, I try to broaden my horizens.  As I said on Day 2, I've been playing in a Shadowdark game and have been GM-ing Dark Places and Demogorgons (the original version, not the OSE edition).  The last was part of a conscious attempt to move away from traditional fantasy.  I'd like to play some more Sci-Fi or horror/investigation.  I have a little list of games I'd like to try out on my regular group, but it might be forever before we get around to them.

A month or so ago I had my first forray into Savage Worlds (in the Solomon Kane setting), which I enjoyed.  Frankly, since I'm not playing so much online (old time readers may remember that in Lockdown I was playing up in three or four games a week), my choices have narrowed. I also have a little list of games I'd like to try out on my regular group, but it might be forever before we get around to them.

Later this month it's The Norwich Games Con, which is a chance for me to try new things.  Last year I played in three different con games; this year because of scheduling it would only be possible to play in two, and so far I've only signed up for one.

RPGs at the last NorCon


Friday, 2 August 2024

RPG a Day 2024 - Day 1: First Purchase 2024

I know this one is a day late, in my defence I did post to Facebook last night and it's only just occured to me to resurrect this blog after a years abeyance.  Welcome back!  I ain't dead yet.


Day 1 - First RPG bought this year


Back in February I bought Be Like a Crow, a solo RPG from Critical Kit.    It's a journaling game in which the player takes on the role of a Corvid (each species having different characteristics and abilities) in one of the following settings: Urban Crow, Cyber-Crow, Gothic Crow, Fantasy Crow, Clockwork Crow and Ravens of the Tower.  There are also short supplements - I splashed out on A Fistful of Feathers and Crowthulhu.

It's a beautifully put-together book of 70pp.  It is a contender for Day 4: Great Art.

Honourable mention should go to my RPG supplier of choice - Dungeonland.

Wednesday, 14 June 2023

Gaming in March-May 2023

 A very belated update, partly because I'm finding Illmire heavy-going.

  • 1 March - The Evils of Illmire (OSE)
  • 15 March - The Evils of Illmire (OSE)
  • 21 March - Sundays in the Shire (Under Hill, By Water)
  • 29 March - The Evils of Illmire (OSE)
  • 18 Apr - Sundays in the Shire (Under Hill, By Water)
  • 10 May - The Evils of Illmire (OSE)
  • 31 May - The Evils of Illmire (OSE)

The Evils of Illmire


The face-to-face group ('The B-Table') I GM for are currently playing The Evils of Illmire.
  • 1 March - Session 5: Never Be Rude to Old Women in Fantasy RPGs
As the Party was recovering from the last session's slaughter they were joined by Yancy, twin of the now-deceased half-orc Clancy.  He'd escorted two new PCs and a hirling to catch up with them (Convenient that, eh?  We also had a flashback to the hiring fair).  After introductions - the new PCs were Dalk, a Ranger, and Collum Phobetora, an Illusionist - and while debating what to do next, they had an encounter with another group of cultists.  After a very effective use of the Sleep spell, they tied the cultists up and left them to die of thirst and starvation.  


Then they went to investigate the Misty Lake and Fishfolk (they'd previously been given this quest by the lumberjacks).  Dalk was unnecessarily rude to a old woman who they found living in a cave - he actually said that he wouldn't talk to anyone who hid their face to someone who turned out to be a Medusa!  He paid the obvious penalty.


Fortunately, Connie the Barbarian had earlier had some positive dealings with another Medusa, which included learning their language.  (Both that and this apperance of a Medusa were the result of random tables, nicely tying together.)  This placated her and she gave them some info on the Racoon Tribe/Fishfolk that they'd missed picking up on last session.  She also told them that the secret of getting to the Fishfolks' underwater dwellings was to befriend the Froglings, who had gadgets for breathing underwater.  Eventually, she even de-petrified Dalk.


Another trek led to the Froglings' village in the forest canopy.  An audience with the Matriarch let the party know that she was happy to help on condition that they first rescued some younglings, who had been captured by the dastardly Mantismen (Illmire is a little railroady).   Cue training montage, while the party spent a couple of days in Frogville.  (In retrospect, I realised that I could have had the younglings kidnapped while the the party was learning to use the breathing aparatus - thus removing the obvious quid pro quo and letting the party decide whether to rescue the infants or not.)


They set out into the swamps with a couple of Frogling warriors, and soon had their first encounter with a Mantis ambush.  Through interrogation of a captive they determined that Mantismen have no redeeming qualities and that the children were probably still alive ("they have to be starved for a week to make their flesh worth eating").

We left them as they discovered the Mantis-mound.
  • 15 March - Session 6: Hostage Rescue

Reinforced by another couple of Froglings (the Matriarch having had a vision of "much death" if the they went into the Mound by themselves), the Party moved in to rescue the Frogling children.  

With close-quarter, chamber-to-chamber fighting there was indeed "much death".  Before the final confrontation with the Queen, two PCs and a Frogling ally had been killed (one of the PCs by the Mantis' nifty decapitation action) and 21 Mantis we dead.  After that, the Queen was a pushover and the survivors managed to rescue the children (and two replacement PCs).

Back to Frogville, where there was much rejoicing.  They stayed there for a week, training in the Froglings' underwater breathing apparatus and whips.

  • 29 March - Session 7 : "Much Death"
Another session with a dispiriting amount of bloodshed.  The Party made an abortive attempt on the underwater entrance to the Fishmen's caves.  Having met Giant Caimen and Electric Eels on the way, they weren't in the best of conditions when they reached there.  A tussle with guards left one PC and an NPC dead without even getting into the caves.  They sensibly withdrew.

There bad luck with random encounters continued.  Having fallen asleep on watch, they were attacked by Vampire Bats, again with fatal results.  They made it to the loggers camp where they picked up their mule [and new PCs].

On the was back to the village the party encountered three wolves.  Having killed one and driven the others off, they found that they had been protecting a litter of cubs.  The imediate reaction was "Yah! We have wolf cubs!".  But as they tried to removed them the vanquished wolves returned and wouldn't give up until they were killed.  The reaction now was "We've killed all these wolves, the cubs can't survive, we can't care for them.  We'll have to kill them!".  In the end [after a lot of debate] they took them to the loggers' camp to be raised their.

  • 10 March - Session 8: Back to the Plot, or Not?
Stephen

Heading back to Illmire Village, the party encountered a Lizardman, who turned out to be a servant of the Medusa ("My Missstresss calls me...   Ssstephen").  He offered them a side quest - to recover a Blue Jewel from a wizard's tower.  His Mistress would offer a suitable reward.

Arriving at the village, they went to the house of an associate, which they found empty.  And stayed their for the night.  The next morning they went to the mill/bakery, where they learned that things hadn't improved in the days they'd been away.  The associate they had wanted to visit had died of the Illness, and his son was now staying with the miller and his wife - but she had also come down with the illness.

Our Ranger determined that it was time to consume some mushrooms in order to determine just what was going on.  After some false leads, he finally discovered that the water from the village well was poisoned [at which stage the Druid pointed out that she could have told them that...].  While the Ranger still had the ability to discern magic, they went back to the abandoned druid's hut and gave it a good turning-over.  The Ranger, who had the munchies, raided the vegitable patch.

Then it was time to talk to less friendly villagers [most of whom were confused as only one of the party survived from their last visit to the village].  After selling loot to the jeweller, they met the tanner's wife, who asked them to search for her missing husband - they had to tell her that they'd found his body in the mantis-mound.  In her distraught state, she let slip some clues about his cultist activities.

Back to the inn, where they had surprisingly little difficulty picking up the post for their dead predecessors.   They decided to have a good look in the cellars so, later that night...

...They went down and found that the inn was kidnapping lone travellers.

  • 31 May - Session 10: Burning Bridges
[The rescued travellers were convenient, as we had a new player and were able to introduce her PC.]  As well as the prisioners, there was extensive evidence of Cultist activity, include the dreaded mindphage worms [which are quite squidgy and easy to kill] and a rather convenient letter that proved the the Cultists were on the Party's trail.  To nobody's surprise the inn's cellarman turned out to be a cultist.  To Dalk's (fatal) surprise he had access to a suply of potions.  The gaff being up, the Party sent a message to their allies, letting them know that they should leave the village and meet them at the loggers' camp.

A few days were spent at the camp, making plans and nursing wounds.  It was decided to take up Stephen's offer of a side-quest.  The first attempt to get to the tower was stymied by an encounter with a [familiar-looking] Ghoul and another withdrawal to the loggers.  Having finally got to the tower, they found a bear's lair [fortunately empty], stirges and animated furniture.  Two of the party had the indignity of being killed by a table [one by falling into its burn wreckage while drenched in oil].

Sundays In The Shire


  • 21 March - The Great Raddish-Nobbling Scandal

  • 18 April - The Great Goblin Battle Re-Enactment
Despite side-plots concerning the Friends' rivalry with the drinkers from the Bear & King and Ebs finding that his nemisis and rival tax-collector has unjustly seized a cow (filed away for further use), the session was mostly concerned with the anniversary of the Great Goblin Battle.  

Let Justice Be Done!

This aniversary was to be marked with a re-enactment organised by Capt Bigglesthwaite of the Little Wincing platoon of the Knights of the Old Road (assisted by the long-suffering Sgt Oldbarrow). 

Naturally, everyone wanted to take part, and auditions were held.  Three-quarters of the village turned out dresses as Doughty Misstress Oldbottom, who had helf off the Golblin Horde by throwing well-aimed turnips until relieved by the Brave Lads.  Sadly, none of the party got the star part, being evenly split between Brave Lads and Goblin Horde.  The re-enactment went well, despite the contingent from the Bear & King unjustly targeting the Friends.

The Friends had gathered together the makings of a Great Feast, which they held after the celebrations.  There was a rather sordid side-plot to catch Beryla Hogspen (the rival tax-collector) and Capt Bigglethwaithe in a compromising position, but (fortunately) this came to naught.

Tuesday, 13 June 2023

Norwich Games Convention 2023


I don't imagine that many of my readers (especially the hundreds a day that I've been getting from Singapore in the last month or so!) will be in Norwich in August, but if you are in the east of England you might like to know that the First Norwich Games Convention will be taking place on Saturday 26 August.

This event started as a regular meet-up over a long week-end by a group of friends to play RPGs and boardgames  It's snowballed to such an extent that this year it's become a fully-fleged mini-con open to the public in Norwich's medieval St Andrew's Hall (and crypt).

Making best use of the venue...

It all looks very promising, and I'm looking forward to it.  Details of what's on are here.  Tickets are available through Ticket Fairy here (note this last link is an affliate one - I get a discount on my own ticket for each one sold via it).

The RPG tables open


Wednesday, 22 March 2023

Sundays in the Shire #3: The Great Radish-Nobbling Scandal

As I recently posted, I've had a hankering to play 'Under Hill, Over Water' a game I played  once during lockdown but not again since.  My regular group agreed to give it a go, and we had our first session this week.

The Village 

Hayton-Below-Rime a town of the Eastmarch, perhaps not as renowned as some places, but then again, We don’t go around crowing about ourselves like Some People do.  Everybody has to admit that we’re solid, respectable folk in these parts. 

The Players 

  • Thornberry Tunneler (Dorcas).  A locksmith with a dream to investigate the ruins Beyond the Hedge 
  • Branon Oldbairn (Matt). A beekeeper who wants to open his own Mathom-House. 
  • Ebinezeer ‘Ebs’ Rumblo (Jo).  A tax-collector who wants to meet an Elf and learn one of their songs. 
  • Awena Sandwallow.  A wainwright who is keen to be included in her Aunt’s will. 
  • Bit Gaggler.  A comley shepherd who wants to publish a volume of genealogy. 

Spring 1246 CA - Set-Up

A Worrisome Thing 

Janna Diggle’s garden has been pilfered in the night. Is the culprit a hare or a young radish-stealing rascal?  She offers a substantial reward to resolve the situation. 

Current Event 

The Spring Faire is coming! 

The Word is that... 

The beer at the Lion & Troll in Bramble Gate is actually quite good this season. It might be worth a nip over to taste it, if your local landlord doesn’t find out about your treachery. 

Personal Complications

I forgot to roll complications for the Players!

Our Session 

The Players started with a few post-work drinks and dinner in The Wooden Baby.  They half-heartily debated trekking all the way to Bramble Gate to try the beer at the Lion & Troll, but that seemed like rather hard work when everyone knew that The Baby had the finest ale in the Commonwealth (which prompted another round of Baby’s Best). 

Instead, they decided to do something to help Janna Diggle solve her radish problem.   They had a few ulterior motives here.  First, Janna was a member of the Matronly Order of Good Manners and friend of Awena’s Aunt Dora.  Secondly, she and Bit were in the middle of a neighbours’ dispute which he wanted resolved (Bit had complained about her smoke drifting over their fence, and Janna had told the Matronly Order that he was behaving in an uncouth and un-Halflinglike manner by disparaging the traditional art of pipe-smoking).  Thirdly, Janna was the servant of Berylla Hogspen, a tax-collector with whom Ebs had a less-than-professional rivalry. 

So they headed over the river to Janna’s hole, first taking the precaution of buying some mints from Rigsby the landlord in an attempt to hide their beery breath and sending Bit back to his own hole, where he could observe the garden from his back parlour.   Janna was initially put-out by their appearance at such a late hour, but Branon persuaded her that as the interference was taking place at night, it was necessary for them to bend the rules of social intercourse.  His gallantry impressed her (quite a lot it turned out!), and she accepted his offer to stake out the radish-patch and catch the thief. 


Janna had her own ideas about the Dreadful Crime.  She felt that this sort of hullaballoo was indicative of the decline in good manners amongst Young Halflings and needed to be stamped out (the Matronly Order had raised this with the Shirrif, but no action had been taken!).  In particular, she blamed her new neighbour, a rough sort of fellow with no feeling for the Old Ways.  In fact, she was able to point him out to Branon as he was lurking in a dark room spying on them at that very moment!  Branon, Ebs and Awena all agreed that he seemed a shady character, worth investigating.  Ebs and Awena, in particular, praised the good work of the Matronly Order. 


Ebs, Awena and Thornberry withdrew to Awena’s hole for a late snack and a night of pipe-smoking and plotting while Branon prepared for his lonely vigil.  [One nice mechanism of the game is that if players provide a suitable song or poem at the table, they can give a fellow an advantage on a role – Jo and Dorcas sang an eating song.]  It turned out not to be too lonely though, as Jenna soon appeared bearing a blanket and tray of coco and crumpets.  Branon then demonstrated his Knack, which allow him to light a wand that throws a light that only he could see.  [At this point, members at the table collapsed amidst comments about Branon’s “knack with wood”.]  Branon was perhaps a little too relaxed following Janna’s visit and lit his pipe.  Unfortunately, this rather highlighted his position to all-and-sundry.  The Radish Bandit made no appearance that night. 

Next morning the Players decided to see what the word on the streets was.  Talk of the matter had flown around Hayton.  There were three theories going the rounds.  Some (mainly members of the Matronly Order) agreed with Janna that this was mindless vandalism, and indicative that the Commonwealth was going the Heck in a Handbasket.  Others pointed out that the Spring Faire was coming up, and that Jenna had won the Prodigious Produce (Root Vegetables) Competition for the last two years with her prize radishes.  [Cue another collapse amidst mutterings about the length and girth of Jenna’s radishes.] They preferred to think of sabotage rather than vandalism.  The third group didn’t care and thought that Janna was an interfering old biddy who deserved everything that she got coming to her.  They pointed out that, despite all her crowing, she’d only won the radish competition twice, unlike Hamson Cubber, who’d had a 10-year record of success. 

While talking to the townsfolk, Bit was able to gather a few anecdotes about his family. 

Awena and Thornberry concentrated their efforts on Awena’s Aunt, Dora Sandwallow.  Like Awenda, she'd become estranged from the family for not joining the prestigious family firm of Sandwallow, Bevin, Greene, Bevin & Co.  She was pleased that they were helping Jenna, who was a fellow member of the Matronly Order (it turns out that Dora was a Past-President of the Order).  Like Jenna, Dora was a prize-winner at the Faire - frequently winning the Meetest Meal (Preserves Division) competition.  Awena immediately offered to help Dora however she could: Dora suggested that any rare ingredients for her cooking (perhaps a hogshead of fine ale - “For the kitchen, of course!”) or for weaving (natural dyes and “as much horse urine as you can get”) would help. 


Branon, Bit and Ebs visited the Mathom-House.  There a group of Keepers were enjoying a pipe and a glass of wine while looking at their latest acquisition.  The Head Keeper, Morris Keighly, was particularly impressed with Branon’s appreciation of a prize numismatic specimen – a gold piece.  Now in a generous mood, Mr Keighly was happy to show off his knowledge of Elves to Ebs and tell Bit about a member of his family who had been a Keeper and deposited the family archives in the Mathom-House. 

Re-grouping in the Wooden Baby and exchanging news, the Players felt that they had achieved a good day’s work.  Thornberry allowed the wild, Alwin side of his nature to emerge and decided that the way to get rare ingredients for Aunt Dora was to stage a raid on Farmer Cotton’s fields!  Other, more sober [sic] heads pointed out that he was notorious in dealing with poachers, and perhaps they should just ask him if he would trade.  

Plans were made for catching the Radish Bandit.  These ranged from alarms to pit-traps to covering the radishes with a coloured dye.  In the end, the dye path was adopted. 

Next day they visited Farmer Cotton.  Although known as a friendly fellow, this only extended to non-mushroom matters.  He distrusted the Players on sight and called his dogs Pouncy, Gripper and Bitey.  He had no need of Awena’s offer of free wagonage (“What kind of farmer doesn’t have his own cart?”) or Thornberry’s offer of labour (“I knows all about these pick-your-own tricks!”), but his eyes lit up when Ebs suggest that he might get a tax rebate.  He relaxed enough to stand the dogs down and show them Ol’ Bess his blunderbuss.  In addition, it turned out that Bit’s grandfather had taught him all he knew about dealing with mushroom-poachers!  He was able to provide a few mushrooms and Awena and Ebs found some red berries on the way back to the village. 

After high tea, the Players went back to Bit’s hole.  As a shepherd, he was well-versed in making a dye that would stain any radish thief.  They presented the plan to Janna, who appreciated the fact that Bit had made the dye (and was rather more impressed to realise who his relatives were – she was able to tell him about an ancestor who married the daughter of a Thain).  The trap was laid. 

Early next morning there were signs of tampering in the radish-beds.  More importantly, there were red Halfling footprints – the plan had worked!  Branon volunteered to stay behind and tidy up the mess while the others followed the trail.  They crossed the bridge and went up the hill.  The tracks led into the Bear & King and another, more winding, trail led out.  Eventually, they came to a hole they knew to be Hamson Cubbins’.  Their banging on the door was answered by an elderly Halfling who had just sat down to first breakfast.  He protested but had clearly been caught red-footed!  

The spectacle of an old gaffer being unceremoniously dragged through the town in his dressing gown was only heightened when his pig Missy decided to join the procession.   When they got to Janna’s, her door was answered by Branon in a dressing gown (she insisted that it was because he’d got dye on his clothes while cleaning up...).   Hamson eventually confessed to sabotaging the radishes in order to regain the championship. 

Outcomes 


Jenna's radishes won the competition.  She was was pleased with the work the Players had done in solving the Great Radish-Nobbling Scandal and rewarded them with a silver piece each.  Impressed with Bit’s family connections, she dismissed their dispute and a miscommunication.  She seconded Aunt Dora’s nomination of Awena as the newest member of the Matronly Order.  She owes Thornberry and Ebs undetermined favours.  Finally, she invited Branon to tend to her garden whether he wanted [ultimate collapse of table into sniggers]. 

Hamson Cubbin, who had been totally humiliated in full sight of the whole town and received a lifetime ban from the Faire swore to “get even with those pesky kids!”. 

The Keepers of the Mathom-House were impressed with Branon’s astute eye and welcomed him as a member (subject to him paying his subscription).  They were also pleased with Bit placing his family’s famous watch on Permanent Loan at the Mathom-House and allowed him access to their archives.  This allowed him to get the final information necessary for him to Complete his Dream of publishing his book of genealogy.

Thursday, 16 March 2023

Sundays in the Shire #2: A Quiet Start


Now far ahead the Road has gone,
Let others follow it who can!
Let them a journey new begin,
But I at last with weary feet
Will turn towards the lighted inn, 
My evening-rest and sleep to meet.

Back during Lockdown, was lucky to discover Discord as a method of online role-play gaming.  It was quite a fertile time for trying new games and systems and - before I burnt out - I was playing up to four sessions a week (go back to the 2020/21 entries on this blog for the details).


One of the games which definitely fell into the "played it once, want to play it again' was 'Under Hill, Over Water' a game based upon respectable Hobbits living nice, quiet lives (certainly not adventuring!).  I talk about the one, very enjoyable, session we had here.

A couple of weeks ago I floated to my current face-to-face group ('The B-Table') the possibility of trying it out.  As I suspected, the idea was greeted with enthusiasm.

For at least the first session, I suspect that we will be happy to pooter around the town of Hayton Below Rime, but what will happen then?  I need inspiration.

Now don't get me wrong, I do have some source materials...

My Tolkien shelf

...but most of them deal with adventures and adventuring Hobbits.  

What is there for Hobbits that stay at home?  I'm sure there are tales of English small town or rural life that could be mined - the more comic elements of Cranford spring to mind.  If they stay in the village dealing with aunts and pigs, that's fine,  PG Wodehouse has that covered.

For Hobbits that go a-wandering (certainly not adventuring!) within the bounds of the Shire, I'm tempted to go to the folklore of the British Isles to find out what happens to ordinary people who stray away from the path and bump into Odd Folk.


This is all Work In Progress - stay tuned to see what happens.  There's the distinct posibility that I'm overthinking things: 'Under Hiil' is after all a very light game.

Tuesday, 28 February 2023

Gaming in Feb 2023

Having to take a lot of odd days off work before the end of the leave year in March, I thought I would be able to get to some of the regular weekend games I normally have to miss.  Of course, it didn't work out that way...

  • 4 Feb - Rambling Through the Shudders - (Dungeon Crawl Classics)
  • 7 Feb - The Evils of Illmire - (Old School Essentials)
  • 15 Feb - The Evils of Illmire - (Old School Essentials)

Rambling Through the Shudders

A one-off using Dungeon Crawl Classics rule system.  I'm not sure what I make of DCC.  The system itself seems nice, but the (admittedly less than half a dozen) games I've played seem thin.  This is probably because they were one-off 0-Level funnel games with the sole intent of winnowing out characters.

In this game, four of us set out with four characters each, we met ghosties and were subsequently reduced to five characters between us.  So far so good - meh!  But it was an enjoyable evening and a good session.

The DM is giving some thought to running another game with our newly-levelled characters and my regular group is also signed up for some DCC tournament action, so I may get a better feel for it all in the near future.   [Sadly, since I wrote this at the beginning of the month, I've heard that the tournament is off as only two teams signed up for it.  Nevertheless, there may be opportunities for more DCC action as the year progresses.]

The Evils of Illmire


  • 7 Feb - Session 3: Let's Give the Elf a Big Hand
The party picked up the pieces following the death of Darius, the more flamboyant of our thieves.  They continued on towards the Loggers' Camp, where they were welcomed with hospitality by Rigdorf.  He told them more of the district's lore and offered them a quest - to stop the raids by the pesky fishfolk.  He even lent them one of his crew - the half-orc Yancy (new PC) - to help in their search for Yorivar, the missing Druid.

Deciding to carry on with this search before taking up any more side-quests, the party skirted around the Impenetrable Thicket, avoided the Misty Lake, and ended up stumbling across the Lost Crypts.

These they entered, immediately encountering a group of hostile culitsts.  Having fought them off, they attempted to interrogate a captive who, though he spouted some interesting doctrine about The Fearmother, gave little information of practical use before managing to comit implausible suicide.  Perhaps the items recovered from the bodies would give more clues...


Delving further in, the party discovered puzzles and iconography that suggested that the crypt-builders had some affinity with raccoons.  They discovered that the crypts weren't empty, having to fight off two determined fire beetles and later finding a half-rotted mummy.  (Much hilarity, when a disembodied hand grabbed at the leg of the Elf paddling in the mirky crypt-pool.

We wound up the session with the party trying to navigate a skull-lined room, which they guessed might be a classic step-in-the-wrong-place-and-get-an-arrow-trap, and then confirmed the hard way.
  • 15 Feb - Session 4: Did Someone Say "Skeletons"?
Exploration of the crypts followed.  The party carefully (and slowly!) navigated the trapped room, only to find that the next one contained two Guardian Skeletons.  These they fought, rather than retreat back into the potentially leathal room (they didn't trust several hints that they'd disengaged the mechanism). 
 

The Guardians were - naturally enough - guarding the final room, which contained the tomb of the chief of the Racoon Tribe.  Unfortunately, he was also an Undead Spellcaster and a rather tough cookie.  In the fight that followed, not only did they loose their only remaining NPC -  Jonas Redeye the Goatman - but also out longest-surviving PC - Eldar the Thief.  One other PC was serverely wounded and unconsious, and another had received an arrow in friendly-fire.



Sensibly, the survivors decided to hunker down and spend the night barricaded in the tomb room.  Our Friar was able to apply healing herbs and, after a night's rest, call upon divine healing.  Despite strange nightmares, everyone rested and even had the time to rig up prank traps with frying pans.

Cheiftan's tomb looted, time to go home you'd think?  No! Our intrepid crew pressed on...

Further corridors, further rooms....


One contained five more animated skeletons, which were successfully turned by the Friar and ran off into a dead-end.  Rather that leave them harmlessly bumping away into the wall, the party decided that it was best to pick them off one-by-one in case they became unturned later.  Of course, the party had seen a lot of action, and it only took one good hit from a skeleton to kill Yancy our Half-Orc Lumberjack.

Two PCs and an NPC down, and you'd think that it might not be best to open any more doors.  Or, if you did and there was a sarcophagus in the room, to keep clear of it.   Especially, it contained the skeleton of the tribe's pet Dire Racoon...


Our final casualty of the day was good old Friar Ignatius Luncheon.

Of the five PCs and one NPC who'd entered the crypts, only two were still alive.  Now it was time to go home.



Monday, 6 February 2023

Kickstarter Watch: Carapace and In the Heart of Oz


It's Zinequest time, so Kickstarter is going to be full of interesting small RPG projects for a while.  

This post is just to point to one of them.  M Blake (otherwise known as Goblin's Henchman) is doing two zines, both based on his Hex Flower Game Engine.

The first is to Carapace, which "offers the horrors of procedurally exploring a labyrinthine giant ant colony in search of the giant ant Queen".  This I can personally recommend, as I've played a couple of games in which the DM has slotted an earlier version of it into a bigger campaign.  The second is "a gonzo sandbox setting, based in the Land of the Wizard of Oz".

Hex Flowers aren't everyone's cup of tea - they're abstract and procedural, so need a little work.  I didn't take to Carapace the first time we tried it, but it grew on me (so much that I had it prepped just in case the group I was running Errinsford for heading into the deep forrest).  I can certainly recommend Henchman's products (he also wrote the Grimbo Chrimbo that I've run a couple of times and which on both occasions were a great hit with players).

Tuesday, 31 January 2023

Gaming in Jan 2023

  • 12 Jan - The Evils of Illmire (OSE) - face-to-face
  • 26 Jan - The Evils of Illmire (OSE) - face-to-face

The Evils of Illmire


New year, new campaign.  My regular group has embarked on The Evils of Illmire - and there's a lot in it!

  • 12 Jan - Session 1

A couple of random tables for what happened on a caravan journey worked well (I will certainly steal them in future for other campaigns), and we ended up with a nice little montage. Rumours were picked up; inevitably, some larceny took place; one member met a mysterious, shrouded fellow-traveller who taught her to speak Medusa; and (might this lead to something else?) another was invited to join a cult.

They then had a jolly time at the circus. Ignatius won a pie-eating contest (and - completely unrelatedly - got food poisoning) and the others got various stuffed toys from rigged booths. They went to see the fortune-teller and the big-top show, where they attempted to sabotage the big-cat show.

Then to the village. They went to the inn where they got a medium-sized info-dump from the barmaid and did some nocturnal snooping in the kitchens (they’ve decided not to eat there anymore!). The next morning, they met the new priest at the temple (who didn’t make a good impression) and attempted to interview the mayor (who’s too ill to see them). All in all, a very good session.
  • 26 Jan - Session 2
On the second day in town, the party continued to meet new people including a nice couple who'd been told that Illmire was a good place to open a boulangerie, a youngster with a sick Da and various tradesmen.  They explored the missing druid's cottage and had an evening in the tavern, where they meet the elusive landlady ("Who's not feeling herself") and chatted to the Old Boys in their corner.  There was more nocternal exploration (this time onto the roof).


Next morning they attended a revival meeting before heading out towards the logging camp.


Unfortunately for them, on the way they were identified as a likely snack by some giant falcons.  Judicious use of a Ring of Animal Control meant that they got away, but not unscathed - Darius our thief was killed.

Monday, 30 January 2023

Reading in Jan 2023

 The first two are books left over from December.

CS Lewis, The Voyage of the Dawn Treader

The book that introduced me to Narnia over 45 years ago.   I wrote about it last month.



Peter Moore, Endeavour: The Ship and the Attitude that Changed the World

I really enjoyed this splendid biography of Capt Cook's ship, covering  1764-1778.  As the author says, these years  “form a mini-epoch in the development of Western society”, and he was able to use the ship to explore that.  

I knew Endeavour ended up in the American War of Independence, but it was news to me that she was instrumental in the early British settlement of the Falkland Islands. 

CS Lewis, The Silver Chair

Things start to get a bit darker in Narnia.  

This and Dawn Treader were always my favorite of the Chronicles.  Quite possibly because Eustace Scrubb is a lot less annoying than his cousins and I always liked Puddleglum.

Bayt al Azif: A Magazine for Cthulhu Mythos Roleplaying, No 3

An interesting read, as always.  I must have had this on my to-read pile for over a year, as I see that No 4 is already out.

The main articles were the round-up of mythos gaming publications in 2019, a look at why Call of Cthulhu is the leader in the Japanese TTRPG scene, and an article on using Sanity loss.  There were three scenarios, which all looked interesting, but you never know until you play them.

Paul StJohn Mackintosh, Casting the Runes: Occult Investigation in the World of M R James

A guide to running RPGs in the world of MR James and other horror writers of the 1900s-1920s.  It's a setting that I'm interested in (I consider myself a fan of James), and I will certainly steal the premise if I ever get around to running a horror game.  The reservation I have is that it's written for games using the GUMSHOE system, which I don't know.  Quite frankly, I don't want to go down the rabbit-hole of a new system, when I haven't really got my head fully around Call of Cthulhu: if I was to run a game it would be using CoC or Pulp Cthulhu.

CS Lewis, The Last Battle

Narnian eschatology.

Everyone's least favourite book in the Chronicles.  Partly because of the subject matter, partly because Lewis allegory (and some would say, racist elements) are the most heavy-handed here.

And I really should mention Neil Gaiman's short story 'The Problem of Susan', which deals with Susan's exclusion from Narnia and paradise for liking nylons and lipstick too much.  It can be read here (but isn't suitable for youngsters).

Various, Murder Under the Christmas Tree

Another from the anthology series I read back in December.

Publishing this sort of thing must be money for old rope when people are desparate for Christmas presents!  But it was a good mix of stories.







Scott Lynch, The Lies of Locke Lamora

This is the first in the 'Gentleman Bastards' series about a group of conmen and theives.  I was re-reading it because, although I've read the first two books in the trilogy (and typically, I see that there is a "second trilogy" planned), I've only just acquired the third.

In this instalment we're introduced to the Locke Lamora and the Gentlemen Bastards, a gang of conmen posing as petty theives.  While secretly doing one of thier Big Jobs, they get entangled in a bloody underworld succession battle.

I'd remembered this as a masterclass in world-building, and the opening pages confirmed this.  It's really an excellent piece of work.  Whether reading three 600-odd page books after another is sustainable remains to be seen.

Scott Lynch, Red Seas Under Red Skies

Locke and Jean flee their home city and plot a casino heist.  But old enemies follow...

And there are pirates!