Sunday, September 19, 2021

10 Year Anniversary of Terrible Sorcery!

September 19, 2011 was my first post on blogspot. A big round number like that is cause for reflection, not that I have the spare time to be doing it right now.

Ten years of blogging! Where do I begin? It feels like this whole thing was started in another lifetime, by a different man. Let's look back and see how the blog developed over the years.




2011-2012

I had quit the band I was playing in (a really great one BTW), quit my job, and was on the outs with my girlfriend for a while. Perfect time to think about D&D again after a five-year break from gaming! I bought the Pathfinder core rules (little did I know...) and started playing with my roommates. This was the original Land's End game, which ended sometime in 2012 after a few arguments with one of the players. 

I was reading all kinds of OSR blogs at the time, starting with Grognardia. I decided to get in on the action. At this time, blog content was mostly me trying to figure out how to write and what to write about. A fair number of articles were rambling nonsense, or based on some dumb notion that crossed my mind. A few bits and pieces of actual gaming content, like the Secret Santicore contest which was great fun.


2013-2015

Of course, almost immediately I got a new job with more hours/week, patched things up with my girl and started a new band. Free time commensurately dwindled and you can see the posting frequency drop off until I actually go two and a half years without posting, between Feb. 2013 and Sept 2015! I was recording and producing my band's first record all by myself, and that was a lot of fucking work. 

Blog content - the beginning of my "Nameless Cults" series, some of which are fairly good. My favourite opinion piece I've written, which of course is about the best video game ever, Dark Souls.


2016-2017

At this point I think I was between jobs a lot and didn't have much money. These years were pretty lousy as I recall. I could have spent more time thinking about gaming, but I didn't have a group to play with around this time. I started dating a new girl who would ruin my life a few years later (referenced obliquely in The Saints Have Turned to Crime).

Blog content - In an effort to get my friend Manscorpion to publish more stuff (he writes a lot, but hardly ever releases anything) I gave him a spotlight on the blog to talk about the dungeon he was running at the time, The Crater of Termination. These posts were fun, I wish he did more of them but I can only whip a giant sized scorpion-abomination so much. I started working in earnest on one of my grandest & least workable ideas yet: a campaign of Arthur's Knights vs. Chthulhu Cults. Somehow it never gelled together, despite me spending years thinking about it. Failed experiments actually seem to comprise 75% of my gaming ideas!


2018-2019

While my personal life was still fucked up at this point, I was gaming lots more. I got to be a player for a while in a 2nd edition game, which was great until it wasn't (Why the OSR?). I restarted Land's End with most of the original players when my brother moved to town (The Return!). I ran some Labyrinth Lord games for some brand-new players, and we had great fun. I got on Google+ just in time for it to collapse, but managed to participate in one or two communal things (the Henry Justice Ford MM). Somewhere in there I discovered Judges Guild and the Wilderlands of High Fantasy, and they blew my fucking mind. I started playing in some online games with G+ people that have been tremendous fun and really mind-expanding. I think it was sometime in the winter of '18-'19 that I became obsessed with WFRP 1st edition, and managed to find a copy of Realm of Chaos: Slaves to Darkness on eBay for a reasonable price. Still looking for the second book, though.

Blog Content - Finally after six or seven years, I was actually producing decent content. A good mixture of play reports, some gameable material and opinion pieces. My first reviews appeared around this time. This will never be a review-focused blog but I do like writing them and will continue to review things that I find fun, useful or annoying. The Random Monster Generator Shootout began here, and that's probably my favourite part of this blog. Fun on the Velvet Horizon was also a great series, if intermittent. I commissioned that bad-ass banner artwork up top from Mr. Penny Melgarejo, who you should contact if you want some metal-as-fuck artwork at a great price.


2020-2021

A mixed bag. My personal life has vastly improved. Work is steady. The newbie-friendly Wilderlands game I started in 2019 has moved online and now has players from across North America including a few of my old gaming pals from back home. That's a great feeling. I released my first sizeable project: a 20-page dungeon for Footprints magazine #25 which included my own hand-drawn maps & artwork, something I never thought I would ever do.

Blog Content - Still doing well. I put up a small dungeon used in my home game (The Black Pyramid). Many series continued. The Historical Weapon & Armour Lists were published with the help of my good pal (& player in my Wilderlands game) Steve. Now that you've been granted this platform, I don't want to hear any more comments about 'realism' during a game, OK??


Today and Tomorrow

I am so busy trying to prep for all the games I'm running, I don't have time to come up with ideas for the blog! I have three campaigns going right now that play at varying frequencies:

1 - The revived Land's End campaign is still going (three years later) although play is currently intermittent. Honestly that's fine, the next dungeon is proving extremely complex and difficult to write up. I don't want to spoil anything about it yet - but it's going to be a RAGER.

2 - The Labyrinth Lord game set in the Wilderlands in and around the City-State of the World Emperor. This is the newbie game mentioned above, began in 2019 in person and moved online in 2020. I have a rotating pool of 7 or 8 players who show up at various times.

3 - A brand new Land's End Part II campaign, set some distance away from the neighbourhood of the original. This is a small game (just my brother and his wife). I am using Melan's Sword & Magic ruleset, which is proving flexible and easy to use. I am planning on using several great modules in this one including Sision Tower, the JG classic Caverns of Thracia and more. More updates as this one develops...

My roommates bought me a drawing tablet for my computer. I am getting better at using it with photoshop to screen-share maps and drawings during online games. This is a lot of fun and is opening up new vistas in terms of skills to develop. My digital maps are getting much better after some mistakes and lots of practise. Now I just need a better computer!

This year I have been studying after work which has really cut into my free time. Juggling gaming, musical projects, education, exercise and (on occasion) a social call to one of a dwindling circle of friends has been tough to manage. I have always been one for hyper-focus on a single topic and multitasking is kind of a time-sink. Sometimes game sessions get missed or I have to learn to improvise (another thing I've never been good at). I am using modules more than I ever have before, but I'm getting better at using my limited prep time usefully, focusing on game-relevant detail. I feel like my DMing is better than it's ever been.


As for the State of the OSR...

Just kidding! I don't give a fuck! What kind of blog do you think this is? 

Things with me will continue in the same general vein. When my latest course is done, some updates will be forthcoming from Land's End II. Reviews for some new (or at least... vaguely recent) products that I really love. Maybe some play reports from the City-State game, a few Nameless Cults that I have in draft form, more Fun on the Velvet Horizon... you get the idea!

*****

Now c'mon everyone, get out there and Fight On!



Tuesday, June 22, 2021

New Release: Footprints Issue #25

 It's finally out!



Footprints Magazine from Dragonsfoot. Packed with almost 200 pages of Completely Free old school gaming scene goodness.

Get it HERE.

I bring this up because this issue has a 20-page adventure for Labyrinth Lord written and lovingly illustrated by ME. For characters of levels 3-6 with about 50 keyed areas.  

It's called Gilded Dream of the Incandescent Queen. Originally it was for a random dungeon design contest and then took on a life of its own after that. I wrote it so that it could be dropped in to anybody's campaign, and I hope you, gentle reader, give it a chance and try playing it in your own game.

Venture into a floating sanctum built to transcend mortality itself! Weigh your soul on the great scales before Zarmuun, Eater of Hearts! Battle the sadistic Witch-Queen, plunder her vast treasure hoard, sail her ocean-going barge, or climb the celestial staircase up to a mysterious fate...?




Friday, April 2, 2021

REVIEW - On Downtime & Demesnes: just what I needed

I bought quite a few LARGE gaming books in the last year or so, but they take some time to read thoroughly. When this landed on my desk, it immediately moved to the top of the list - but it took me a while since I've been so busy actually playing lately!

*****

On Downtime & Demesnes (Basic D&D version)
by Courtney Campbell
Hack & Slash publishing
print and PDF here

Once in a rare while, an RPG supplement comes out that doesn't need doctoring around with, adaptation or fiddle-fucking - it just works. OD&D (hahaha I see what you did there) is one such product.

Courtney Campbell has proved his worth many times over, both on his blog Hack & Slash and his other products on DTRPG. Even if all he ever released was his classic treasure document (which I use constantly) he would still have made a huge contribution to my own gaming table. Before he gutted it, his blog was a tremendous resource for traps, tricks & DM techniques, along with controversial classics like the legendary "Quantum Ogre."

How many times has your player tried to do something and you thought "Huh... where are the rules for that?" What I often find I need in a gaming book are not more combat rules or magic items but guidelines, tables, sub-systems and procedures. The kind of things I usually have to write myself, ad-hoc when the situation calls for it. I have always had to range far and wide across blogs, published books, pdfs and my own customised rules to cover the situations dealt with in this book. Now Courtney gives us the total package at a single stroke! In a way, the book is like a best-of collection from one man's gaming blog all put together in a nice & usable package. It is accompanied by plenty of Courtney's hand-drawn black & white artwork, which brings a charming '80s 1st-edition feel to the whole thing.

With OD&D we get an extensive list of downtime activities, domain-management rules, options, tables, ideas and hooks. Want to build a castle? Clear a hex? Buy & sell trade goods? Learn a new skill? Find rumours? Whatever it is, Courtney has your back.

Carousing. Healing. Rumours. Bragging. Buying fancy clothes. Gambling. Buying influence! Building your own vehicles! Simple rules for magic item creation and spell research!! Even some good rules for ARENA FIGHTS by Jove, and a few sample arenas to have them in!!! In true B/X house-rule fashion, almost everything is handled with a 2d6 reaction-style roll. Usually on an 9+ something good happens, but this varies between sub-systems. 

I used this book in my home game the week I bought it. Vuk Thuul the oracle sacrificed an animal to his mysterious "divine patron" (a demon lord, hahaha). I had no idea what would happen, and then I cracked open OD&D and noticed there are rules for exactly that!

In addition to rules, guidelines and tables, great ready-to-use content is sprinkled throughout. Whenever Courtney gets specific, his imagination blasts off the page. Sections include "Example Mercenaries & Companies" (5 pages of juicy, weird NPCs I would run any day), "Strange Funeral Rites," "Dungeon Doors," "Strange Inheritances" (could easily kick off your next campaign), "Random Items for Sale at a Bazaar," "Strange Pet Stores" (OK, not sure when I'll use that) and several quirky, memorable sample villages.

I also like the lists of "100 obnoxious peasants" and "100 noble patrons," written by Chris Tamm of the legendary Elfmaids & Octopi blog. This section was cited in Melan's review and he didn't seem to like it much. They definitely bear the familiar feel of Tamm's work, but I don't mind that at all and will for sure use them. Just reading them sent me into fits of chuckling as I imagined the bizarre, dangerous and funny antics these NPCs might bring to my game. Would I use these tables every single time? No, but that ain't no crime.

Campbell draws from a wide range of wisdom here in developing these rules. Actually, I think he doesn't cite his sources enough. Would it be too much to ask for a mention of the 1st edition DMG(!!!), or maybe Jeff's Gameblog for the carousing rules[1]? Maybe a lot of this stuff is covered in ACKS, which he does list in the bibliography? (I haven't read it). Also, this book does duplicate some material you probably already have, especially in the AD&D dungeon master's guide - in fact, it could probably be thought of as a B/X DMG. I don't mind too much. Having almost every fucking thing I could want to run the "Greater D&D" in one book is more than worth it.

One other complaint I'd level at OD&D is that it covers such a tremendously wide range of material, sometimes it doesn't do so with the depth I'd like. The Influence rules could have been delved into more deeply, or maybe explained better. And the "carousing mishaps" table has 10 entries of familiar stuff - compare them to Ben's vivid table here. Ultimately this is a minor complaint, this book was clearly written so it can be used in anybody's game, and a DM who wants to expand these tables to suit his own setting obviously can.

I bought this in pdf and after paging through it once, I immediately ordered a hard copy. It's going right in between Realms of Crawling Chaos and Labyrinth Lord on my old-school gaming shelf, it is that good. If you want to run a sandbox game (and if you don't... what's the deal?) you will definitely make use of this. If you play just about any old-school game or retroclone, there is now one less reason to bring your 1st edition DMG along to game night anymore, just to reference the rules on sages for the twentieth time. Just as well, since mine is crumbling before my very eyes!


Don't waste your RPG lunch money. The marketplace is crammed with unimaginative dreck, impossible-to-run adventure path railroads, retro trade dress porn, kickstarter money grabs and pretentious glossy award-baiting. Buy something you can actually use at the table for once. Who the fuck says the OSR is dead? This is as OSR as it gets. 

9 eccentric henchmen out of 10. An almost flawless victory. 


*****

[1] - Jeff's "Party like it's 999" post is not the first time carousing is mentioned (Dragon magazine covered this in the old days), but it is the benchmark for the rules that OSRmen play with today. 

Courtney's new book Artifices, Deceptions & Dilemmas is out now I think, so watch for a review of that one too. In the meantime, get fucking hyped with this:



Saturday, March 13, 2021

REVIEW - Knock! #1: miss me with that nonsense


KNOCK! #1
Edited by Eric Nieudan
Layout by Oliver Revenu
Contributors: see below
Published by The Merry Mushmen
get the pdf here


Knock! is a new OSR zine I somehow discovered on Kickstarter last year. I hardly ever back anything, but the blurbs for this product were too compelling to resist:

"It has everything you’d want from an old school slash adventure gaming publication: articles about the history of Dungeons & Dragons, reflections about genre and gameplay, some clever rules, a bunch of maps, tons of random tables and lists, 7 new classes, 7 new monsters, and 3 complete adventures. If you’re reading this, some of the names below will ring a bell, or five: Emmy Allen, Benjamin Baugh, Joe Brogzin, Caleb Burks, Brooks Dailey, Nicolas Dessaux, Paolo Greco, James Holloway, Anthony Huso, Arnold K, Ethan Lefevre, Gabor Lux, Bryce Lynch, Fiona Maeve Geist, Chris McDowall, Ben Milton, Gavin Norman, Patrick Ollson, Graphite Prime, Stuart Robertson, Jack Shear, Jason Sholtis, Skullfungus, Sean Stone, Chris Tamm, Daniel Sell, and Vagabundork."

As is my wont, I sent KS the money and promptly forgot about it. A couple months ago it arrived in my mailbox and I excitedly packed it in my overnight bag for a work trip, not knowing what I was in for...

To start with, the book looks tremendous. Revenu needs to get some more work, right now. The print quality is high, the colours are so bold & vivid they fairly jump off the page. I don't think any of my other gaming books come close to being so brilliant. Even LotFP doesn't look this good. Each bloody article has individual fonts, colour schemes and a layout all its own. This must have been a huge undertaking, and I can't lavish enough praise on the zine's aesthetic. Even the damn dust jacket has a whole adventure on it (which Bryce reviewed here, saving me the time).

But how does it play? Well, I am no expert, but I cannot see how I would ever use 90% of this zine. In fact, Nieudan cops to this on the first page, where he writes

"This first issue is a bet: a bet on your interest in owning content you may have read before, collected in this dense volume for posterity and for prep sessions."

May have??
Dude, had I read half this zine before this Kickstarter was ever dreamed of.

All, and I do mean all of the content by the heavy-hitters, those who often singly but definitely combined made this an auto-buy for me (Arnold K, Gabor Lux, Daniel Sell, Anthony Huso, Graphite Prime, Chris Tamm, Jason Sholtis, Emmy Allen) turned out to be existing material from their blogs! I am not exaggerating. I don't need to pay some guy to give me a glossy, high-colour version of these articles. I had that shit bookmarked for years, my son.

Do you not already read these folks' blogs? Have you guys not heard of the OSR links to wisdom? You know that people have been updating that page for something like a decade now?

Furthermore, this book is simply not user-friendly - not during prep, nor at the table. This is where the Mushmen's obsession with cool layouts works against them (or would work against them, if I thought they had actually made this book to be used). The articles are more easily read on the blogs where they were originally posted, and the tables (except for a few very short ones) are fucking colossal, undifferentiated blocks of text! It comes across more as an art project than a tool or game document.

As I read through this zine recognizing article after article, a growing sense of indignation rose within me - I felt I'd been had. Like Don Draper trying to blend in with some hippies, Knock! throws out the "right" talking-points but none of them come together. Halfway through reading, it all I could think of was Geeks, MOPs and Sociopaths. It all comes across as if Nieudan woke up one day, read someone's "What is the OSR?" blog post, and decided to create a zine on that basis. The articles are all over the map, and while many of them are tremendous and useful CLASSICS individually, there is nothing connecting them together which might justify buying a bunch of shit I already have, no 'editorial voice,' no curation that might be considered a value-add.

I can't get over one question: who the fuck is this zine for

Where are the supply-demand curves for people who haven't read these articles already, but are willing to spend *checks notes* fifty Canadian dollars on a glossy OSR zine? What does that Venn diagram look like? Clearly, I am not the target audience. I suspect that most people who buy Knock! #1 will read through it, say "hey, nice" and put it on their gaming shelves where it shall rest, un-referenced, for many a year. Am I all alone in being displeased with that?

The answer of course was available from the beginning which, paradoxically, only adds to my feeling of being hoodwinked. As if the Mushmen were saying "hey man, you didn't read the fine print! Not our fault." 

Knock! is exactly what it says: a bric-a-brac of OSR material. 

According to dictionary.com, bric-a-brac is: "Miscellaneous small articles collected for their antiquarian, sentimental, decorative, or other interest." That description fits this zine precisely. An assortment of stuff, packaged in an attractive form and not especially useful. Meant to be put on the mantelpiece or sideboard, for kitschy display purposes.


4/10 well-read blog posts. Don't piss down my back and tell me it's raining. 


*****

(Having said all the above, if the Knock! fellows want to use one of my blog posts in an upcoming issue, I will delete this review.)

Now, a little palate-cleanser:




Thursday, December 10, 2020

Play Report: Death Love Doom [LotFP]

I have been writing these play reports for my online Labyrinth Lord group, set around the City-State of the World Emperor. Since I spend so much time on them, I thought I'd share them here for everyone to peruse. This session actually took place last year, before we switched to online play a few months ago. This weekend we're also returning to Land's End - the fun never stops.

As one of my players said the other day: "your world has more shit to do than the real one right now!"

*****


2nd-12th Meadowlark, 4433


Characters

Aladar IX, M-U 1
"Sir Karavon" aka Tullius Jr, fighter 1
Lothos the Undesirable, elf 1
Eric Withakay, cleric 1
Meep, dwarf 1
Veigar Thricescarred, fighter 1


Leaving Drydale
(see last session)

After their torchlight exhumation, the gang re-interred the corpse of James Blake with a mocking note, taunting whoever might come searching afterwards for his journal and The Great Devourer.

"Meet on the 10th of Blackmoon in Viridistan. Under the Grand Red Statue, look for the man with twelve lit candles."



After recollecting their previous adventures, they decided to follow up a lead at the port of Targnol a few days travel away:

"The rich merchant Philotheos Sten hasn't been around lately. His large estate lies on the edge of town, and nobody has been seen coming or going for several days. Some fear the worst while others remark on the man's riches, accumulated through a lifetime of trading. A few thugs are going to case his place soon. You might be able to beat them to it and see what kind of loot is lying around!"

The port of Targnol was a sprawling mess of crumbling wooden buildings packed with Imperial sailors on leave, dockworkers, merchants, thieves and cutthroats. Notable buildings included a grand temple to Thoth and a mysterious black pyramid containing a sleeping sorceress within a glass coffin. The town offers a standing reward for anyone who can reawaken this mysterious ebony-skinned woman.

Not having an interest in that, the gang met with a local contact of Two-Faced Humphrey's (he had business back in Viridisan, and couldn't accompany them). The man was a sullen and scarred Viridian named Komang. He gave them some basics, and a few trips around town asking questions filled in the blanks:

- Philotheos and his family hadn't been seen in two weeks, but there had been no surge of activity suggesting they were moving house or taking an extended vacation. The current theory was sudden illness or foul play of some kind.
Old Graham's Gang, a strange and mysterious crew of all-child thieves from the capital about whom rumours have swirled for years, were casing the place. They planned to raid it for valuables the next night. Komang offered to put the party in touch with them, but this offer was declined.
- Philotheos kept no personal guards, for he lived on the edge of town in a rich area patrolled by (notoriously lazy) Imperial troops.

The party pooled their money and bought a wagon and two horses. On the way up to Philotheos' mansion, Eric and "Sir Karavon" drove while the rest hid under some straw in the back, hoping the "knight" and priest would discourage prying eyes or nosy guardsmen.

As night drew down they pulled into the driveway and approached the great mansion. Disdaining to explore the large grounds, "Sir Karavon" knocked on the door and getting no response, opened it. A distant weeping could be heard, but no foes presented themselves.


Charnel Mansion

The party entered the lightless home and progressed through a set of double-doors into a large parlor and dining-room. The place was trashed. Plates and vessels broken, splashes of blood everywhere, and the source of the weeping: a young Viridian girl strung up to the chandelier, her innards hanging out in a bloody mess!


In terrible shape as she was, the girl regained some lucidity after being released from the chandelier. She told them her name was Ariel, and related a strange story:

“One night after dinner, Father told everyone that he had a very special present for Mother. It was a very pretty necklace! But then a big monster and two smaller monsters came out of the necklace! And the big monster told the smaller monsters to get the lovers, and they jumped on Father and Nanny Alba! Then Mother and Grandma started yelling at Father, and everyone ran away! Then Grandma came to get me... and now I’m here.”

The child's injuries were quite severe and the party wasn't sure if they could help her. In the meantime, they explored the dining room and parlour, spotting an oil painting of a newlywed couple with a copper nameplate that read:

Philotheos Sten and Domitilla Sten. Married Sunstrong 17, 4423

Mounted on the wall above the painting were two fine-looking crossed falcatas that looked functional enough. The group took all these items and left Ariel for the moment to continue exploring.

The two other rooms on the main floor turned out to be Philotheos' office and a conservatory. The centrepiece in the conservatory was a grand harp, and three statuettes of dark blue & yellow marble rested on the mantelpiece: a dragon, eagle and nymph. The group took all of these and loaded them into their cart.

In Philotheos' office, Lothos rifled the great oak desk and found stacks of business papers - deeds, shipping manifests, etc. He pocketed a stack to peruse later, along with a fine stiletto in one of the drawers. The group was drawn to the large, shining silvery cube in the back corner which turned out to be an advanced combination safe! Three number-wheels ranged from 1 to 20. After giving it some thought, they fetched the painting of the Stens' wedding-day from their wagon. Guessing that 17 and 8 were important (Sunstrong is the 8th month of the year), they tried a few combinations until hitting upon 17 - 8 - 1. The shining door swung open and revealed Philotheos' hidden fortune!

It was at this time that Lothos thought to consult the mysterious ancient tome in Eric's possession. Pricking his finger, he wrote on the pages in blood, describing the party's situation and what they knew. Oddly, the book had a ready answer! This disaster was likely caused by the gift Philotheos gave his wife. The book identified it as The Necklace of the Sleepless Queen. It was created long ago by someone called the Dead King, to destroy all love in the world.

Perturbed by this news and not wanting to meet Ariel's sadistic grandmother or the "monsters" spawned by the necklace, the party elected to start the mansion ablaze and retreat safely with their wealth. Aladar IX used his Unseen Servant to carry a torch around inside the house while the others barred the door to prevent any aberrations from escaping. They waited until flames were visible from outside, then rode out of Targnol full-tilt, their wagon full of loot.




Return To the Immortal City

On the road home, Lothos consulted the strange blood-drinking tome again, learning its name: Pheldrazash. It claimed to know many other secrets, and was willing to teach him and Aladar IX a spell that would expand their knowledge for free: Call to Familiar Spirit.

Two days' travel from Viridistan, the party approached the Great Wall: a colossal structure a quarter-mile high and 200 feet thick, built by the ancients in the dawning days of the world for reasons unknown to men. Approaching the eastern entrance, called the Moon Gate, they met a farmer on the road who told them a strange tale:

"Not too far from here, a brand-new building has sprung up overnight! It's a great structure in a bizarre foreign style, red stone and dark wood with a peaked black roof and pointed square towers, set back from the road on the edge of the Elsenwood. Travellers say it simply appeared one day with no signs of construction, no work crews, and certainly no negotiations with the elves who make the woods dangerous for honest Imperial folk!"

After hearing that rumour, the gang pressed on towards the City of Spices, glad to be home after their bizarre and harrowing journeys. To move their ill-gotten loot, Lothos travelled to the Otherside district where many of his elven kinfolk live in ghettos, segregated from the larger city. His cousin Darius said he "knew a guy," and a meeting could be arranged at the Plaza of Dark Delights that night. The sullen, cloaked Viridian who met Darius & the party was eager to buy most of their loot - his eyes lit up with greed at the sight of the gold trade bars. He wasn't especially interested in the painting, but kicked in a bit of silver for it as part of the whole deal.


Thousands of silver richer than they had ever been before, the party cast about for something to spend their money on. Someone had heard of a pleasure palace for the rich in the exclusive Cliffside district, called The Sign of Olive & Lotus. Anything could be had there for the right price: fine liquor, exotic foods, high-stakes games of chance, tantalizing companions and strange drugs.

Once again installing "Sir Karavon" in the front of their humble wagon, the group rode up the gates of Cliffside, waving their stolen deeds in the guards' faces. Suitably cowed by the presence of a knight who owned such property, they opened the gates. Following the main Cliffsedge Road, the party espied a beacon in the night. A lone tout, signalling late-night revellers down to his place of business, which turned out to be the very establishment they sought!

The Sign of Olive & Lotus was built right into the side of the cliffs, accessible only by narrow, ancient stair carved into the living rock. The view of Trident Gulf during the day is said to be unparalleled. Checking in cost a princely sum of 200 silvers per person per night, for the cheapest suites and a berth for the horses and wagon! The group was led through sparkling marble hallways by a mute eunuch wearing only a sash of gold lamé. Over carpets made from the skins of striped tigers and snow-white northern wolves, past doorways trimmed in gold leaf with smiling silk-clad houris the party reached their rooms.

With a bit of privacy for the first time in a while, Lothos and Aladar IX ignited the special incenses and herbs they had previously brought and each cast the spell that would summon a spiritual helper to their side: Call to Familiar Spirit.

This done, the gang prepared to party as only those in the Immortal City can...




Enemies Defeated: 
none

Treasure:
3 blue & yellow marble statues
1900 copper coins
633 silver coins
10 gold trade bars
a mound of gold & silver jewellery - necklaces, rings, bracelets, etc
portrait of Philotheos and Domitilla Sten, in frame

Ornate grand harp (planned to sell later)
fine stiletto (Lothos)
2 decorative falcatas (Lothos and Meep)
stack of Philotheos' documents, deeds, etc (Lothos)

Sunday, October 18, 2020

Land's End Town Map

Once a staging-point for Imperial military ventures in the region, the town has since shrunk to a fraction of its former population, only farmers and fishermen. Almost all current residents live north of the river in newer adobe buildings, leaving the decaying army barracks-blocks on the south side alone. These decaying buildings can be had for cheap by outlaws, adventurers, eccentrics, and others with a few coins who make it to the last station before the edge of the world.




 The guys have been based out of this town for the entire campaign. After scouring the internet for a small farming village with a river going through the middle (seemed like it would be an easy thing to find...) with no luck, I decided to draw one myself. Came out half-decently I think, thanks to some internet tutorials - enough to fool my players into thinking I downloaded it from somewhere.

You'll notice there is no 7 on the map for "Home." That's because my players haven't picked out which house is theirs yet. Gotta make em do that before we play next, but I'm still working on the next ultra nasty dungeon, which will be a bit complicated and is taking me a long while. In the mean time, enjoy my hand-cramping digital artwork.


*****



Wednesday, September 9, 2020

Play Report: No Salvation For Witches! [LotFP]

The kickoff to my (currently online) Labyrinth Lord game based around the City-State of the World Emperor was last Halloween, when I ran an ostensible one-shot for my regulars and some of their friends who had never gamed before. 

I wrote this report up for all of them to read, and may as well share it with you folks here. Now that we're making progress in this campaign, you can expect other fun material forthwith. 

I also included what I thought would be a fun campaign kickoff, combined with NSFW - the adventure idea at the back of Kelvin Green's Forgive Us, called "Death And Taxes." Mixing these adventures together went pretty well, and of course I had to add in some of my own ideas as well. Later play reports will show that the PCs, in classic fashion, have not pursued ANY of the leads discovered in this session.


*****

NO SALVATION FOR WITCHES


1st Meadowlark, 4433

Characters

Aladar IX, half-elf M-U 1
Tullius Jr, human fighter 1
Lothos the Undesirable, elf 1
Eric Withakay, human cleric 1
Avala, human elementalist 1
Two-Faced Humphrey, human spy 1


Funeral For a Friend

The characters met at the funeral of James Blake, an old army buddy who died under mysterious circumstances. They assembled to pay their respects on the way to Drydale Priory where longstanding rumours suggested heretical activities and/or valuable treasure.

A neighbouring farmer was the only other attendee. He was confused that Bishop Gray hadn't sent at least a junior priest to officiate and worried about Blake's missing 11-year old daughter Deotina. He also mentioned a group of tax collectors had been asking questions, and asked the group to find out anything they could. A search of Blake's home turned up little except his old Legion gear and a scrap of paper torn from his diary about the taxmen. There were signs someone had packed and left in a hurry.

At the caravanserai, the party found human bodies everywhere killed and mutilated in the most horrible ways. The only two people left alive were a terrified, useless traveler named Arrerand and the concussed woman Naniela, who was beyond his power to help. She mumbled and raved about "red lights in the sky... the dancing woman with skin of diamonds" and clutched her bleeding head wound. Eric healed her injury and she became more lucid. The two helpless travelers were interrogated about the tax collectors and recent events but didn't know much. The party sent them on their way.

The priory itself was unreachable, covered by an impassable dome of lambent red light. Leaving it for the moment, the group proceeded to Drydale for clues and found the citizens in the middle of a witch trial! Leading the event was a thin, intense man named Kynnakon. Four women had already been killed and a fifth cried upon the scaffold, pleading for mercy. At the back of the village, a strange glow similar to the red dome could be seen.

Thinking quickly, Eric stepped in and engaged the man in a discussion about witches and their verification. As a man of the cloth his words carried weight on these matters and he convinced the crowd to disperse. Without his mob, Kynnakon was less confident. He released the "witch" Mertysa to the party's care and told them a strange story: six women had passed through towards the priory a few days ago armed and armoured, dressed in strange clothes. Since then all their livestock had died and they blamed witchcraft.

Lothos circled around the village to investigate the red glow. A small red sphere floated at head height, softly glowing. While the townsfolk were distracted he took it in his cloak and rejoined the group, who departed before the crowd's temper could change again. Returning to the priory, the small red sphere crumbled into dust, sympathetically bringing down the giant glowing dome and allowing entry. Unluckily for the elf, the sphere destroyed a few of his possessions as it vanished from the world - including his spellbook!



Inside The Priory

The party entered the grounds, avoiding the church for now. Searching the outbuildings revealed a succession of horrors - women giving birth to mutated children, a man and woman fused together while still alive and a puddle of fast-moving scarlet bile.

Outside the baths, they were greeted by an imposing figure - Sir Karavon, a knight in gleaming white plate mail. He demanded to know their business and claimed to serve the cause of Mistress Orelia. After all his tough talk, battle was inevitable. Lothos sustained a terrible blow from Karavon's greatsword but the group felled him together and stripped the body.

The group had had enough of these horrors. They barricaded the infirmary full of aberrant children and set the roof on fire. While they were debating their next move, Kynnakon arrived on the scene leading a small torch-and-pitchfork mob. The group took up ambush positions, Tullius Jr slipped inside incognito as Sir Karavon while Eric addressed the mob, whipping them into a witch-hunting frenzy.

Inside the church was a whirl of activity: dozens of peasant women dancing in a mad frenzy guarded by five heavily armed foreign women, overseen by two robed & hooded men and an ice-pale Avalonian sorceress in a red sash. Orelia called out to "Sir Karavon," asking the knight for a report. Tullius Jr indicated the angry mob outside and mobilized the warrior-women to battle, remaining indoors at Orelia's side in case of emergency.

Battle was joined in front of the church! The Five Bishops (as they called themselves) guarded the door in a wedge formation, bravely meeting the mob's charge. What they weren't prepared for was the party's vicious ambush: Humphrey ran up behind one for a backstab while Aladar and Lothos peppered them from a safe distance. The Bishops couldn't withstand this assault for long and began a fighting retreat into the church. This turned out to be a mistake, as the mob charged in and held the door open! Things began to happen very quickly. Tullius Jr showed his true colours when he struck Orelia by surprise with his greatsword, nearly killing her in one strike. Retaliation with her magic wand did not have its intended effect. Two-Faced Humphrey ran around to the back and climbed up to a window for a surprise attack. Eric began smashing windows which allowed Lothos, Aladar and Avala to take up firing positions.

In a deft use of magic, Aladar used his Unseen Servant to snatch Orelia's magic wand right from her hand before she could use it again. Tullius' greatsword finished her off after that. With magical support from Avala's earth elementine, a diving attack by Humphrey and a magical grasping fist from Aladar, the two robed figures were destroyed and revealed to be only the flayed skins of men animated by Orelia's witchcraft.

With all opponents defeated, the mob began dragging the dancers off the platform and the party felt the beginnings of a tremor run through the building. Thinking quickly they fled the scene just in time for the church to come crashing down in a blaze of light and magic, killing or wounding all inside! The rubble began to burn, but Eric and Humphrey dragged over a tub of water from the baths, buying everyone time to sift the wreckage, rescue a few townsfolk and recover some valuables and the mysterious book they originally sought.


Exhumation

The smoky priory grounds were visited by a new group - the much-talked-about tax collectors! Their leader was a turbaned Viridian named Irmugar, sent by the Padishah to investigate rumours that Blake had stolen or unreported wealth. They seemed not to know he was dead. The party convinced the taxmen to take the peasant survivors back to Drydale - Irmugar indicated Tullius Jr and agreed the situation was well in hand with a "Knight of the Cockatrice" present. But something else he said got the group thinking...

The adventure ended where it began with the party exhuming James Blake by torchlight. Inside his coffin with his body was a locked oak box. Prying it open revealed a battered knife in an old scabbard, a locket containing a single golden hair, Blake's diary and a strange leatherbound book called The Great Devourer.

Eric meanwhile was perusing the blackened tome he had found in the rubble and touched its faded pages with his bloodstained hands. They blossomed into fresh crimson runes and symbols, while words formed in Imperial: "Greetings. Whom do I have the pleasure of addressing?"


ENEMIES DEFEATED

Charles & Gwendolin
the scarlet bile
Sir Karavon
"The Five Bishops"
Orelia Woolcott
2 animated skin guardians


TREASURE

Sir Karavon's white plate mail & greatsword (Tullius Jr.)
Assorted armour, weapons and ammunition from the Bishops (various)
Orelia's ivory-tipped magic wand (Aladar IX) and red sash (Tullius Jr.)
A mysterious blackened tome (Eric)
Blake's diary (Aladar IX)
The Great Devourer (Lothos)
Locket with a golden hair (Eric)

Silver drinking horn, carved with runes and studded with garnets, slightly scuffed (640 sp)
A silver-gilt radiated brooch ringed with amethysts (1200 sp)
Solid-gold decorative phallus (800 sp)

Treasure value: 2640 sp
Each character gets 440 sp and 490 xp


*****

Don't worry - more Land's End material is in progress. Honestly the biggest obstacle to my blogging is that I'm gaming more often than I'm used to! It's a great problem to have, but one I was unfamiliar with before now.