Sun, 05 Sep 2010
Played Labyrinth Lord with the kids. E.A. went to the Jubilee, but T.A. and M.A. stayed to play Labyrinth Lord.
Spoilers!
We're playing Prime Requisite Games DLD2 — Fabled Curse of the Brigand Crypt, so if you haven't played that you might want to skip this entry.
Attending
- T.K.B. — Labyrinth Lord
- T.A played Arlow (an Elf) and Grimmin (a Dwarf), and also played Hermes (A Magic User) and James (a Thief), who were created by D.B.
- M.A. played John (a Cleric) and Zedd (a Magic User), and also played Elsie (an Elf) and Leanna (a Dwarf), who were created by E.A.
Actual Play
1st day: They found the crypt doors locked again. Pick Locks failed, so they went back to the Temple. Hermes: Red Stone. James: Key, so /bite (he immediately dropped the key, so was only bitten once), then Blue Stone. Zedd: Gray Stone. John: Key, so Bite (and dropped the key). Arlow: Gold Stone. Elsie: Green Stone. Grimmin: Key. Since some were injured they went back to Mad Sammy's, go thealed, and slept.
2nd day: Back to crypt. Door in room 2 was locked again and when they opened it they durprised 8 giant rats. R1 rats surprised, Leanna and Grimmin step forward and attack, killing 3 rats, while the rest of the party falls back and takes position in room 2. R2 Hermes casts sleep, sending the remaining 5 rats off to their last slumber, then the rest of the party coup-de-graced the rats. They decided to pick them up on the way back out to smoke-dry for rations. Off to area 4, the pit. Wandering Monster: 4 skeletons in the pit. They animate when James starts down into the pit. John turns 5 HD, so all the skeletons tried to flee over the north edge of the pit, which repeatedly dumps them back into the pit. It takes the party 6 rounds to destroy the skeletons, but James took 4 wounds and fell unconscious. Zedd had the Green Rod Key. He put it in the green-daubed hole and pulls upward. Everybody hears the click. He takes the key out. The party members in the pit climb out on the north side, which now doesn't dump them back in the pit, and the rest of the party steps around the corner from the west site of the pit. Leanna picks up James and carries him, and they all head off to the door to room 11.
They had reached the doors when they noticed, coming up the hallway behind them, a rather surly looking dwarf. After an exchange where the dwarf insisted they shouldn't be here and tried to intimidate them into leaving, he turned and left. T.A. immediately has Arlow (?) agitating for the party to attack the retreating dwarf. Upon learning that the dwarf is wearing plate mail, Grimmin and Leanna fire their crossbows at the dwarf, and Arlow joins in. They score one hit, but the dwarf steps round the corner over the pit, and Arlow, Grimmin, and Leanna chase after him. They chase him in the dark until he vanishes out of their range of sight at the bottom of the stairs in room 10. They hesitate at the top of the stairs, Leanna retreating to find the others, and Grimmin and Arlow hear a scream in the room below, then sounds of struggle, then silence. They wait, listening, and then Grimmin is surprised by the shadow and taken to –1 HP in the first attack. Arlow picks up Grimmin and flees to room 2, where they paused. The others (carrying James) are already in room 2. Here they are all surprised again when 2 shadows attack! The shadows attacked Arlow (and missed) and Zedd (and hit). In the second round the shadows attacked Hermes (and missed) and Leanna (and hit). Party fled and left crypt door open.
They spent two days just resting and healing. Every night they had wolves howling outside and clawing at the Mad Sammy's cellar door. Mad Sammy shrieked and howled, babbling that they had offended “the eye”. On the third day some of them hunted, because their supplies were gone and Mad Sammy's supplies were running low. They found enough to feed four people for the day. On the fourth day they found enough food to feed three people for the day. On the fifth day John was able to heal Leanna of the last of her wounds, and the party was finally completely healed. On the sixth day they found enough rations for 12 people, and after eating had 3 days rations to smoke dry that evening.
On the seventh day they headed back to the crypt. They went directly to room 11, where they were surprised by 2 ghouls hidden in the loose dirt near a ¾ buried chest. Grimmin was paralyzed on the first round (for 7 rounds), but the rest of the party was able to kill the ghouls in three more rounds. John cast cure light wounds on Grimmin, which also cured his paralysis. Leanna took the magic flail, and Hermes took both scrolls. Back to mad Sam's, where there were still wolves at the door every night.
Thu, 19 Aug 2010
B.B. and his girlfriend C. came down to the farm to visit before going off to Utah for college. After dinner with the families, B.B. and C. and the kids rolled up Labyrinth Lord characters and set out on an adventure.
Spoilers!
We're playing Goblin Gully, from the blog A character for every game so if you haven't played that you might want to skip this entry.
T.A., E.A., and M.A. had created characters earlier, but D.B. had to create characters before we started.
Attending
Clockwise round the table:
- T.K.B. — Labyrinth Lord
- — a Thief named Aria
- B.B. — a Dwarf named Urgo
- T.A. — a Magic User named Octavian
- E.A. — an Elf named Trista
- M.A. — a Cleric named Jude
They trekked through the hills for 4 days (Trista downing a dear when their rations were gone), until they finally found the huge tree said to be the entrance to the old pit. Unfortunately, they were unable to find the entrance, and as they were looking they were attacked by javelins thrown from above, in the tree. Not able to see their assailants in the leafy boughs, they fled. At a safe distance they decided to run back and have the dwarf climb the tree, while the elf, thief, and cleric used their missile weapons. With the goblins concentrating on the dwarf climbing towards them, the others were finally able to pinpoint the goblins, and managed to kill one of them, by the time the heavily wounded dwarf managed to climb up to the goblins and miss his first attack. The dwarf managed to scare the remaining goblin into surrendering, and they climbed down out of the tree. The goblin swore he would leave and go back to the deep mountains, if they would let him go. When the dwarf swore he would let him go if the goblin told them how to enter the pit, the goblin did so. An argument ensued among the PCs, Octavian in particular not wanting to let the goblin go, but Urgo finally did (having sworn) and the goblin high-tailed it out of there. Several of the PCs had been injured, but Urgo had taken the worst of the damage while climbing up the tree.
They headed down the narrow dirt tunnel the goblin had shown them, concealed behind a cleverly hinged section of a huge root, and the tunnel quickly opened up into a stairway cut from stone. They passed through one empty room, where they paused to light Octavian's lantern, then down another stair to a much larger room. At the far side of the room they could just make out a demonic face carved on the wall, its huge mouth gaping blackly. As they stared at the demonic face they were surprised by 4 goblins springing down from niches high on the wall where the stairway entered, behind them. After a few rounds, they were attacked by archers in the dark beyond the demonic mouth, too. Soon all the PCs were badly injured, the dwarf at 0 HP, Octavian at negative HP, and then Aria was brought to negative HP. Urgo bound Aria's wounds, and fell unconscious himself, bleeding to death, while Trista and Jade attacked the two goblins beyond the mouth, Jade throwing himself through the gaping mouth. Jude killed one of the two goblin archers, but fell to the other, who finally fled in the face of Trista's deadly arrows. This left Trista the only conscious adventurer, with four unconscious companions to care for in this deadly dungeon.
She bound up her comrades' wounds, then searched the dead goblins, finding a single vial of thick green liquid. She gave it to the dwarf, Urgo, and when he revived they carried their comrades partway back up the winding stairs, out of easy bowshot, and secured them to iron spikes, so they wouldn't slip down the steps. There they each guarded one approach. Urgo fell asleep, but luckily Trista's keen elvish senses noticed his snores and woke him, for in the night he heard goblins approaching up the stair. He hurtled himself down the stair into the 4 goblins, killing one outright and injuring another and setting them and himself tumbling to the bottom of the stairs. Dazed and confused by the tumble, they all traded blows in the dark, flailing madly and futilely until Urgo finally killed 2 more of them, and the last remaining goblin fled back through the mouth before Urgo could catch up with him.
Eventually Jude recovered from his wounds enough to wake and pray, and then healed Aria. The companions then fled, carrying the unconscious and deeply wounded Octavian with them, headed for town!
Aftermath
I hope to continue this adventure when B.B. & C. are next in, perhaps on fall break.
Sat, 07 Aug 2010
More gaming with the kids. D.B. left the farm after lunch, before we had a chance to play, but E.A. and M.A. were available and eager to play. They created some new characters to add to the party — E.A. created Leanna (a Dwarf) and M.A. created Zedd (a Magic User).
Spoilers!
We're playing Prime Requisite Games DLD2 — Fabled Curse of the Brigand Crypt, so if you haven't played that you might want to skip this entry.
Attending
- T.K.B. — Labyrinth Lord
- T.A played Arlow (an Elf) and Grimmin (a Dwarf), and also played Hermes (A Magic User), who was created by D.B.
- E.A. played Elsie (an Elf) and Leanna (a Dwarf), and also played James (a Thief), who was created by D.B.
- M.A. played John (a Cleric) and Zedd (a Magic User).
Actual Play
The characters from part 1 spent several days healing and resting. Some friends who'd had the same idea about finding the brigands' treasure showed up (M.A.'s Zedd and E.A's Leanna) and were welcomed to the party. Zedd brought his pony, who sleeps with them in Mad Sammy's cellar at night.
Note
For some reason I think the first fight in the sarcophagus happened right after the fight with the ghouls, but my notes say it happened in the second session. I'll put it both places for now.
They went back to room 6, and decided to open one of the closed stone coffins, and while pushing the heavy lid off, Elsie, along with several others, fell into the coffin on top of the skeleton. The others managed to (eventually) exit the coffin, but poor Elsie was too entangled with the skeleton. Eventually the party killed the skeleton, but Elsie ended in the negative hit points, so they went back to Mad Sammy's with Elsie on a floating disk to recover.
After healing up, they went back to room 6 and opened coffin #2, where a couple fell in again, but got pulled out more quickly. They killed the skeleton and opened the rest of the coffins and found the treasure and a key. They move through room 7, empty since its occupants were killed in room 6 in the first session, and enter room 8, where the piercers drop, impaling Zedd & Leanna & missing Arlow. They eventually pull the piercers out (doing more damage in the process, and kill the piercers. Then it was back to Mad Sammy's to rest again.
When they returned to the crypt they entered room 9 where they pulled down the hanging bodies and were attacked by the 2 blue cave spiders. John is bit and paralyzed, but the others kill the spiders. John recovers from the paralysis in 6 rounds, and makes his save vs. poison, so lives. (Maybe here is when they went back to Sam's, instead, or also?) Next they're down the stairs to room 10. John puts the key in first, gets bit, and tries to bash the statue with his flail, and gets bit again. Finally he drops the key, which rolls to the floor after the statue releases John's arm. Next they put the stones in: Elsie the green (one of her weapons glows), Arlow the gray (and he gets gray hair), James the gold (he gets a ring from the statute, which Zedd puts on then returns to James, who puts it in the statue's mouth, whereupon it falls out again), Grimmin the red (stung for 1 HP of damage), Hermes the blue (he made his save), and then Elsie put the key in. They heard the chain beyond the wall, and got the Green Rod Key, and then were attacked by the shadow. By the time they got it off Elsie, she was in the negatives, and by the time they got it off Leanna (injuring her with their non-magical weapons in the process and figuring out they could only injure the shadow the magic) she was in the negatives took, so they grabbed the girls and fled, leaving the shadow. Each time the shadow attacked from the shadows and the party was surprised. Of course, they ran back to Mad Sam's, although they did close the crypt doors on the way out.
Fri, 06 Aug 2010
I had originally planned to start off the school year campaign for the A. kids with B5 — Horror on the Hill, by Douglas Niles, but since D.B. was in and M.A. and E.A. were not available, I started instead with Prime Requisite Games DLD2 — Fabled Curse of the Brigand Crypt, by R. Lawrence Blake.
Spoilers!
We're playing Prime Requisite Games DLD2 — Fabled Curse of the Brigand Crypt, so if you haven't played that you might want to skip this entry.
T.A., E.A., and M.A. had created characters earlier, but D.B. had to create characters before we started.
Attending
- T.K.B. — Labyrinth Lord
- D.B. played James (a Thief) and Hermes (a Magic User), and also played John (a Cleric) who was created by M.A.
- T.A played Arlow (an Elf) and Grimmin (a Dwarf), and also played Elsie (an Elf), who was created by E.A.
Actual Play
They reached the village of Iron City, where the bandits were supposed to have lived, in the late afternoon. They searched several of the houses, until they reached the storehouse. They broke in the door (the tongue of the lock tore out of the jamb) and questioned poor mad Sammy, who was frightened by them but called down enough to talk once they showed him no harm. He babbled about everything but several times repeated to them that they should not let “the eye” see them, and that it roamed at night. They decided to spend hte night with him, and barred the door, as best they could.
The next day they searched the rest of the town, found the well, and entered the temple. They pulled out the stones and the key, and luckily pulled the key out last, so no one got bit. James pulled out the red stone, but gave it to Grimmin. Elsie pulled out the green stone. Arlow pulled out the gray stone. James pulled out the gold stone. Hermes pulled out the blue stone. John pulled out the key. After that they opened the Crypt with the key and explored room 1, and over the course of several days opened all the burial vaults in that room, killed the undead, and found the treasure and the keys. They had to rest and heal at least twice and each time took at least two days.
After clearing out the burial vaults in room 1, they went down the stairs to room 2, where T.A. insisted on searching for secret doors, repeatedly, using up almost five hours of daylight. Eventually they opened the door with the key from burial vault E. Entering, they heard the sound from the east end of the corridor, investigated, and found the pit, 4. Seeing the green-daubed hole, they decided to investigate and James slid down a rope held by Elsie and Hermes. The 2 skeletons immediately attacked, and Grimmin slid down to help, but fell. John slid down too. Grimmin blunted his battle ax on the stone wall and dropped it, while John dropped his flail after also hitting the wall. After that John turned both of the skeletons, who spent several rounds trying to uselessly climb up the east wall of the pit, while James, John, and Grimmin tried fruitlessly to hit the skeletons, seeming to fling their weapons repeatedly into the corners of the pit. Eventually they managed to kill the skeletons. James decided, looking at the green-daubed keyhole, that it was larger than any of the keys they had found so far, and probably hooked up to some mechanism, rather than a lock for a door, and that whatever it might be, it was beyond his current skill.
They crawled back up out of the pit, and one of D.B.'s characters (I think it was John) tried to step around the corner to the north corridor, which tilted and dumped him back into the pit, for more damage. Next they explored the western end of corridor 3, where James set off the arrow trap, which luckily missed. They went in to the crawlspace in 5 with Grimmin in the lead and he killed the skeleton with ease! They came out of the crawlspace into 6, a long narrow room with 12 coffins. T.A.'s characters went to look at the 4 open coffins and were attacked by two ghouls and a skeleton from room 7. D.B.'s characters, more cautious, had stayed by the crawlspace, but moved up to help their comrades. Luckily, the ghouls attacked Arlow and Elsie, who as elves were able to ignore the paralyzing effects of the ghouls. The resulting fight destroyed the ghouls and the skeleton.
Note
For some reason I think the first fight in the sarcophagus happened right after the fight with the ghouls, but my notes say it happened in the second session. I'll put it both places for now.
They decided to open one of the closed stone coffins, and while pushing the heavy lid off, Elsie, along with several others, fell into the coffin on top of the skeleton. The others managed to (eventually) exit the coffin, but poor Elsie was too entangled with the skeleton. Eventually the party killed the skeleton, but Elsie ended in the negative hit points [1], so they went back to Mad Sammy's with Elsie on a floating disk to recover.
| [1] | Negative hit points: I've been using a house rule that the characters don't die until they hit –CON. |
Sun, 07 Mar 2010
Spoilers!
We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.
Attending
Clockwise round the table, starting with the Labyrinth Lord:
- T.K.B., the Labyrinth Lord.
- T.A., playing
- Glen the Strategist (a wizard) and
- Dooley the sly (a thief).
- M.A., playing
- James the Cleric and
- Jeffrey the Monk.
- E.A., playing
- Curufin the Elf and
- Drusilla the Ranger.
- L.B., playing - Taffy the Halfling and - Alice the Cleric
Finishing the Orcs
C. 6 orcs from 14: 5sp 12sp 3sp 7sp 6 scale armor, 2 light crossbows, 6 morning stars.
Curufin found the secret door to 13, then kissed Taffy's hand.
Bow, quiver w/20 arrors, 2 swords, 2 daggers, 2 shields, 2 gems, 20 gp, 40sp.
Guard from 16: 8 sp 1 gp, Chaimail, short sword. Girl: ivoery bracelet (100 gp). Orc leader: longsword, plate mail (to Alice), shield, magic +1 hand axe (to Taffy), silver belt w/gold buckle, sword ???
Dru & Curufin took shields, Dooley took 2 swords, Glen took the daggers, Taffy took bow & quiver.
On to the Hobgoblins
Sat, 20 Feb 2010
Sun, 17 Jan 2010
Spoilers!
We're playing B2 — Keep on the Borderland, so if you haven't played that you might want to skip this entry.
I got to run another short Labyrinth Lord session for the kids.
Attending
Clockwise round the table, starting with the Labyrinth Lord:
- T.K.B., the Labyrinth Lord.
- M.A., playing
- James the Cleric and
- Jeffrey the Monk.
- T.A., playing
- Glen the Strategist (a wizard) and
- Dooley the sly (a thief).
- L.B., playing
- Taffy the Halfling and
- Alice the Cleric
- E.A., playing
- Curufin the Elf and
- Drusilla the Ranger.
More Orcs
C. Net: 2 rounds. Killed male orcs from rooms 14 (9 orcs) & 15 (6 orcs) at the entrance. Dooley, Jeffry, & Alice went to below zero HP — Alice healed Jeffry, James healed Alice, and James bandaged Alice's wounds. Looted bodies and fled.
(This appears to have been the first session recorded in my moleskine.)
Mon, 28 Dec 2009
Fri, 04 Dec 2009
This is an actual play report from the Savage Worlds 50 Fathoms plot point campaign from Pinnacle Entertainment Games. These actual play reports are available in html with atom and rss feeds from T.K.B.'s blog.
Attending
Clockwise round the table, starting with the GM:
- T.K.B. — GM
- B.MC. — playing Azrulektos, a Kraken warrior/wizard
- C.A.H. — playing Karl Kroc, a Masaquani treasure hunter and navigator
- M.A.H. — playing Moorumah, a charming but rather dim Grael
Introduction
Actual Play
B.MC. contributed this actual play report:
Our story continues with our band of intrepid adventurers sailing their hastily repaired skiff from the Savage Land to the pirate haven of Brigandy Bay to sell the lumber salvaged from their initial shipwreck. Along the way we happened upon the remains of a battle, finding wreckage of a ship floating in the water with a large portion of the stern section bobbing in the ocean waves. We saw a man and a Scurilian standing on the stern yelling for help which Murumah was happy to oblige by diving into the water to swim over. Luckily Azrulecktos and “Chuck’s Character” noticed the large great white shark making its way to Marumah and Azrulecktos killed it using his screaming water bolts. We learned that the ship that Black Bear (human) and Equias (Scurilian) were on was attacked by the dread pirate Windy Jack Windham. We were able to salvage one keg of brandy, one keg of whiskey and one keg of gunpowder.
We continued on to the questionable port of Brigandy Bay to find a buyer for the lumber we had salvaged from our shipwreck on the Savage Land and to buy provisions to travel to the larger port of Swindon. We were able to sell three loads of lumber to Lessa Larune for 900 pieces of 8 but Muramah had to perform a rapid offloading of material (knocking would be pirates back) to keep our unscrupulous buyer’s crew from stealing our skiff. Murumah was able to find eight Grael that paid us 400 pieces of 8 (1300 total) for passage to Swindon. Twelve days of provisions for our trip to Swindon cost 216 pieces of 8 (1084 po8 left) and the addition of a cannon and 10 cannonballs for protection another 250 pieces of 8 (834 po8 left). There was also another cost of 280 pieces of 8 (554 po8 left)…not sure what for but I think it was for papers to get us into Swindon with our passengers.
Chuck’s character’s skillful sailing helped us make the trip to Swindon in 10 days, saving 2 days worth of rations, and avoided possible attack by Windy Jack when we spotted smoke on the horizon, assumed to be a plundered ship. We had a tense moment when we were boarded by the East India Company but Murumah and the other Grael came to the rescue with their wild and raucous singing which convinced the East India Company captain to let us go.
Once we arrived in Swindon we proceeded to look for rumors and repairs to our ship. We found both in a tavern called The Gallows in the person of Garrin Glut. He agreed to repair our ship for 140 pieces of 8, ½ up front and ½ after the repairs were completed (take 3-6 days). Garrin also pointed us in the direction of the Whip Islands for treasures…
Aftermath
Each PC each got +4 XP, except M.A.H. who got 1 extra XP for writing up an actual play report.
Sat, 28 Nov 2009
Spoilers!
Lost Property, Triple Ace Games
On Saturday we continued Triple Ace Games's Ace Tale, Lost Property.
Attending
Clockwise, starting with the GM:
- T.K.B. — GM
- E.A. — Aspen Thistledown & Sigisund Thorinsson
- T.A. — Sir Deelan the Ignoble & Belinda Warmhearted
- M.A. — Alfros Bladesinger
- L.B. — Sir Leopold Drakehelm & Cassandra Lightfinger
Unfortunately, D.B. wasn't available.
L.B. had been dissatisfied with the character she had been playing, Belinda Warmhearted (a pacifist with a low Fighting skill), and switched her for Sir Leopold Drakehelm.
She and E.A. both wanted to try playing two characters.
Actual Play, Afternoon
As they rested, they heard noises approaching from the unblocked side of the tunnel, and prepared for battle, but it turned out to be the remains of another group the criminal syndicate had sent to find Jeck Lightfinger, Sigisund Thorinsson and Cassandra Lightfinger. They gladly joined forces against the ghouls of the tunnels.
After resting, Aspen Thistledown was able to track her way back to where they had left the tracks of the dragged body. Once there she had no difficulty tracking them to the ghoul's feasting room, where they found many bodies in the various stages of decay, including that of Jeck Lightfinger. Unfortunately, the item they sought was not on what little remained of the body. Search the room, they noticed that many of the corpses showed the signs of having died from the blood plague, which lead them to the thought that someone had broken into the burial tunnels where the plague bodies had been interred. They hurriedly left the ghoul tunnels and headed back to report.
▶ Here we broke for supper.
Actual Play, Evening
▶ After supper we picked up again.
The criminal syndicate gave them all medallions to protect them from the blood plague and sent them off to the plague burial tunnels. They found that the seal on the door to the tunnels had been broken, and someone had been coming and going. They spent some time exploring the tunnels, and eventually came to area where another had broken into the plague tunnels, coming from further in the mountain. They followed this tunnel until they heard chanting from ahead. Sneaking up, they found an ancient temple carved into the mountain, with rat men chanting and praying.
The kids knew that they needed a plan, or they'd get wiped out by the rat men, but it took them a little while to agree on one. They decided to sneak onto one of the balconies that ran along the sides of the temple, so that they could only be attacked through two places, the hallway leading to the balcony from the tunnel at the back of the temple and the stairs leading up to the balcony at the front of the temple. They positioned their ranged fighters to target the rat man shaman leading the chant, their melee fighters to hold the entrances, and started off their attack with Alfros Bladesinger casting fear on the area with the greatest number of rat men.
It was a good plan, and it worked out well for them. The fear spell drove away many of the rat men, back into their tunnels deeper into the depths. They managed to Shake the shaman, and keep him Shaken most of the time. The melee fighters kept the other rat men off the ranged fighters long enough for the ranged fighters to finish off the shaman and dispose of several of the other rat men, and they the finished off the rest as they came up the stairs and down the hallway.
They searched the shaman and found the item they were looking for, so they left to report.
Reflections
I really need to start a regular Savage Worlds campaign for the kids.