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
M.A.H. contributed this (lightly edited) actual play report:
After an extended character creation session (made longer due to C.A.H. being an HOUR late -- BAD C.A.H.), our 50 Fathoms campaign is off to a great start.
It all begins upon a ship, and with three particular sailors aboard. Azrulektos, a squidy-looking thing, could summon great skull-headed bolts of water and enjoys participating in Fight Club With Giant Creatures (one-on-one, of course). Then there is Karl, who looks almost human, except that both his hair and skin are some undefinable color, but let me tell you its a doozy of one. Karl is a Warrior, highly trained in the art of Shoot First And Spend Two Rounds Reloading Later. Finally, there is the lovable, but dumb-as-a-stone (and heavy as one too) Moorumah a walrus-looking being who speaks loudly (and innanely) and carries a very big club, and also occasinally trees. They are a lovable band of misfits (Azrulektos is Highly Curious, Moorumah has a Big Mouth, and Karl is equally Noticable, but in a way that I have forgotten).
Anyhoo, it all starts on a ship and with two elements. Fire and Water. A big storm made the water, and our inept now-deceased cook provided the fire. These forces combined to create a ship broken in half, and a lot of sailors drowned or beached on an island. Also, of particular worry to Moorumah, there are logs floating all over the ocean. The same logs she spent so long carrying back and forth onto the ship, with one long log under each arm.
The captain assigns the trio to look for food, and they promptly return with Moorumah carrying a 'Nana' (banana) tree. As this takes care of only one of the four food groups, the captain sends them out again. This time, they manage to kill a small dinosour, and take it back to the beach.
LITTLE DID THEY KNOW that the Red People (the savage Ugaks) had attacked the beach while they were gone. All the other sailors are gone, as are the nanas! What is a trio of (mostly) semi-aquatic beings to do? They follow the tracks of the Ugaks down the beach in hope of rescuing the other sailors. Along the way they find a small boat but broken on the other side of a reef, and materials to make a sail and other necessary components so that a makeshift boat is feasible. But, then they notice tracks going off into the jungle, and decide to follow.
The tracks end in a huge clearing, with a few scattered Red People surrounding a large pool of red goo. A huge statue of a Giant Monkape looms prominently behind the pool. There are 6 sailors lined up next to the pool, tied up next to a shaman who is directing proceedings.
Azrulektos sneaks around to flank the pool, and effectively neutralizes the shaman, while Moorumah charges into the scene like a charging bull elephant, and Karl fires off his one shot before sitting down to reload for two rounds. Unfortunately the dying shaman pushes one of the prisoners into the pool of red ooze, and a Giant Monkape rises from the ooze. There is a great deal of combat which takes place in slow motion shakey-cam. Azrulektos goes one-on-one (see previous note about hobby) with the Giant Monkape, and ultimately defeats it with a little help from some escaped sailors. The other foes are handily defeated by the trio.
In the end, we get many pieces of eight, as well as 4 experience points each. The DM bribed M.A.H. with the promise of an additional experience point if she would write up a summary of the session's events.
She does so, despite having forgotten all the characters names.
Ding - 1 xp for me!!!!!!!
Aftermath
Each PC each got +4 XP, except M.A.H. who got 1 extra XP for writing up an actual play report.
Tue, 10 Nov 2009
This is an actual play report from our 4e Dungeons and Dragons campaign. 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 DM at 12 o'clock:
- M.A.F. as DM
- P.D.F. playing Kelvish, the arrogant Eladrin wizard, and acting as scribe.
- T.K.B. playing Grimnir, the reckless dwarf fighter.
- B.MC. playing Wrathgar, the dragonborn paladin.
- C.A.H. playing Angore, the indispensable human [¿is that right?] cleric.
J.H. was unable to attend, alas.
Introduction
Since J.H. was unable to attend, and our regular campaign was at a point where all the characters needed to be there, we switched and played an alternate game, starting with the adventure from the 4e D&D Roleplaying Game Starter Set.
Actual Play
Encounter 1: killed 2 goblins: 2 black blades. 10 cp, 40 gp. Found map of village (Harken) with Cliff's Brewery circled.
Encounter 2: killed 2 fire beetles and several goblins, spent most of our time in a cloud, wedged the door shut, and fled.
Interlude: Got the villagers all set up in the rundown stockade, ready for the goblin assault. Bad guys left during the night.
Encounter 3: Loot the ancient evil tomb! Jar of healing potions, 5 doses. Long sword +1, evil. Studded, ceremonial high priest of demon.
Aftermath
In after game discussion we decided that, although most of the concerns we'd had about 4e were valid, we still had fun, and would look forward to continuing this as a campaign when our regular 3.5 D&D campaign couldn't run.
We each got +800 XP.
Thu, 17 Sep 2009
This is an actual play report from the “Rushing Valley” Dungeons and Dragons campaign. These actual play reports are available in html with atom and rss feeds from T.K.B.'s blog and from P.D.F.'s RPG forum's Rushing Valley Campaign History forum.
Attending
Clockwise round the table, starting with the DM at 9 o'clock:
- P.D.F. as DM
- C.A.H. playing Onchu
- T.K.B. playing Droston a'Seamus
- B.MC. playing Polonius, Onchu's rowdy young cousin from Riverton
- M.A.F. playing Bartha
J.H. was unable to attend, alas.
Introduction
It was decided that Whaler would guide us to the elves, but first we needed to sweep back by town to tell them where we are going and pick up Eirnin. Whaler refused to accompany us into town (since he's scared of humans), so we arranged to meet Whaler outside the tomb of the Dwarven hero.
Actual Play
As we descended from the high grove of the Lady of the Valley, Droston and Polonius saw that there was no trace of where they have been — no path, no tracks.
Keep your voice down!
We reached the bridge, where Brock was still directing the building of new defenses and Sheriff Artair was directing defenders.
We went over to Sheriff Artair and Bartha started explaining, quite eloquently, what we knew, but the Sheriff had difficulty believing us. Droston went over to Brock, and after he got Brock's attention (and been told to keep his damn voice down and not panic folks) he told Brock about the fey and Lady of the Valley and the approaching Goblin Horde. Brock said it was just like he remembered from his youth. Brock and Artair conferred, we convinced them of the truth of the matter — the Horde is only days away, and their vanguard is probably only hours away.
Well, we're in it now!
So, the Sheriff decided someone had to stay at the bridge to hold off the vanguard as long as possible. We, of course, ended up as part of the lucky group, along with three archers, two melee fighters, and Brock, who refused to let these goblin scum trample over his home without a fight.
The brush had been cleared back 85 feet from the bridge. Brock had his dwarven crossbow, and there were plenty of arrows. One of the melee fighters had a hammer, and one an axe. There were a couple of extra spears. We Wolf-banes's each had one rye whiskey bomb. There are two (3, P.D.F?) wagons with walls attached blocking the bridge, and walls running along the town side of the ravine. The walls all had ledges so we could fight over the top.
Two archers along the river wall, Onchu with a melee fighter at the wagons across the bridge, Brock, Bartha, and another archer along the upper wall, and Droston and a melee fighter at the big tree beyond the upper wall, to ensure we weren't flanked.
Two spears. Five horses were left to help in our escape, should we survive long enough.
The Fight
[Unfortunately, I can't remember most of the details of the battle, so what follows is merely parts of the battle — T.K.B.]
Bartha and Onchu heard a wolf-like howl in the distance.
Large wolves crossed the ravine. Goblins [with ranged weapons?] followed. Hobgoblin archers began shooting from just beyond the cleared area.
Melee fighter with Droston was killed. When Droston got back to the fighter, he picked up the fighter's axe and said that he'd carry it in honor of the brave volunteer.
Goblins with large mantlet, with an ogre behind. Crashing and breaking of wagons.
Polonius mainly stayed on the rock wall assailing the enemy with arrows. His elven chainmail was crucial in keeping him from taking damage from the enemy archers. He assisted with the dire wolves and gave the killing blow to one of them.
Strange goblin in the spiky black armor attached Droston. Spit at him and hit him in the neck. Strange goblin eventually ran away, just like last time.
Droston unwisely charged to attack the ogre, and was struck down.
Polonius gave the killing blow on the ogre.
As Droston lay dying Bartha attempted to bind his wounds and bring him back from the brink of death, but was so overwhelmed by the terrible battle that she failed. Luckily, Brock strove mightily [and spent the Hero point] and brought Droston back from the brink of death. Poor brave, foolish Droston lies sorely wounded.
Aftermath
We each got +750 XP.
The XP total on Onchu's character sheet didn't match the spreadsheet, so the DM split the difference and gave Onchu +250 XP.
Tue, 19 May 2009
This is an actual play report from the “Rushing Valley” Dungeons and Dragons campaign. These actual play reports are available in html with atom and rss feeds from T.K.B.'s blog and from P.D.F.'s RPG forum's Rushing Valley Campaign History forum.
Attending
Clockwise round the table, starting with the DM at 9 o'clock:
- P.D.F. as DM
- B.MC. playing Polonius, Onchu's rowdy young cousin from Riverton
- T.K.B. playing Droston a'Seamus
- M.A.F. playing Bartha
- C.A.H. playing Onchu
J.H. was unable to attend, alas.
Introduction
This adventure started on the 29th. [#july?]_
Some things we wanted to investigate:
- Witch
- Hermit near Masonburg
- Fairies (Well, Bartha mostly.)
- Missing Patrol
- Meteor
Actual Play
Where things where
Bartha asked Gertie about a witches. She had heard of a practicing witch in the marshes around Riverton, but reports say that the witch is evil!
The mayor has been directing defenses. We asked about a hermit south of Masonburg and he guessed that was Old Hermit Goldsmith — he was the finest gold smith in Riverton, moved to Masonburg, then moved south. It has been a decade or so since the Mayor has seen him.
Hammer & Block will man bridge bridge defenses while Brock supervises new defenses for the bridge.
Axe & Bow will ride with Sheriff Artair, they will be south of the bridge (3 miles, about halfway).
Afternoon: Droston is not surprised by a mountain lion. He & Polonius kill it.
[From the fellow who escaped the goblin attack?]: They discovered tracks in and around the new mine, followed them into an ambush. Rain of missiles, then 2 huge hobgoblins with huge axe & huge hammer. He observed that they could see in the dark, and they targeted torch bearers.
The village is mostly stone buildings with slate roofs.
Oh, What do we do?
30th: We checked with Sheriff Artair, and got a briefing on the defenses. He wanted us to patrol.
On Day 3 there is an attack by 3–5 goblins at the bridge.
It takes Onchu 5 days. [for what?]
Be back in 2 days.
The Tomb of the Dwarven Hero is not far from the bridge, just a mile or so.
Back in Trouble Again
After 3 hours, not even to new mine, we heard goblins up ahead, making no effort to hide.
Looks like they have had a little camp here for couple of days, moldy bread. We attacked them, unfortunately without coordinating our attack effectively. One of the goblins was dressed in strange black armor with spikes all over it. During the melee the strange goblin spit acid at both Bartha and Onchu, wounding Bartha's face and Onchu's neck.
Eventually we killed the rest of the goblins and the strange goblin sped off faster than anyone could follow.
Friends in High Places
Whaler Appleby came bringing a message: the Lady of the Valley asked he speak with Bartha & her friends.
We noticed that Whaler's quiver was stocked more than usual.
Whaler told us that Nigel (the brownie) was recovering. Whaler gave us (specifically Bartha) a necklace with a gem that glows. He lead us south and up the valley wall, in places we've never been before, though we've lived in the valley all our lives. Large stream cascading down, 1 mile west & much higher, underbrush forms a tunnel stream flows through. We crawled a long way through the beautiful stream/tunnel, necklace brightening up in the shade, until it opens up into a small level glade by grove of beautiful trees (300 yards × 300 yards or so). The glade is surrounded by steep cliffs.
The Lady of the Valley told us that goblins are pouring forth from an ancient fissure to the south, thousands of them. They will kill and eat everything in their path, and they are heading to Masonburg.
She told us we might have a chance if we can make allies with the woodland elves. She said that she knows Bartha has a good heart, but the others must prove themselves by doing a task for her.
- To Droston: you must find a Sprig of the Blue Orchid, which can only be found on the grave of the most heroic heroes of legend, and bring it to her. K(Nature): Blue Orchid — cannot grow in sunlight, gets its energy from heroism.
- To Onchu: you must learn to dance with the fairyfolk. F.F. are known to have dances in glades.
- To Polonius: you who have been cruel & callous … must make amends for your crimes & take all that you have and give back to everyone you have wronged. [Didn't have to give up clothes, weapons, or tools, but did have to sell his armor and give away all his money.]
The enchanted necklace with the gem turns on if you touch it, and off if you touch it again.
We waited for dawn, then Polonius and Droston started down to begin their tasks.
During the day Whaler made up love poems and brought Bartha honey.
Droston's Task
Droston headed to the Tomb of the Dwaven Hero, and down into the tunnel. Eventually it came to a flight of stone stairs that lead down 10 feet or so into cold black water. He removed his armor, put his candles and fire-starter in a waterproof sack, left his lantern hanging on the wall, and swam through the passage, to find another flight of stairs that lead up to a tunnel that lead into a room with Dwarven runes carved on each flagstone of the floor, and an inscription on the left hand side of the tunnel, just before the room that read: “Those who know me know that I was. Those who need me know what to use.”
In the center of the room was a sarcophagus.
The room was circular, with mostly square flagstones. The following is the layout of the runes on the flagstones, roughly transliterated from the Drawvish, with the entrance tunnel from the bottom, at the G & H runes.
| N | U | I | D | N | T |
| S | G | A | T | I | O |
| I | I | . | . | S | R |
| D | L | I | N | A | E |
| B | B | Y | E | M | M |
| Z | O | G | H | A | R |
[–25 XP to Bartha for M.A.H. apparently blurting out the solution; T.K.B. was too flustered by the puzzle to even notice.]
Droston was flustered by the puzzle (and T.K.B. was over-thinking things way too much), and as he stood looking at the room he heard a whoosh, and the air turned bad. Evenually he started out along the runes H—A—M—M—E—R—S. he worked his way along the flagstones, if he hesitated there was another whoosh and more poison gas was released. Once he finally got to the last letter there were no more poison gas releases.
On top of the sarcophagus were growing the Blue Orchids.
Droston respectfully told the Hero's spirit of his task, and took a Blue Orchid and carefully put it in a watertight sack with some of the mossy stuff that it was growing in. Then headed back to the Lady of the Valley.
Polonius's Humble Pie
Polonius talked to Sheriff Artair about the eggs on chair, manure in saddle bags, itch powder in bed (which Artair allowed had upset his wife considerably), … how many nasty tricks did Polonius play on Sherriff Artair, anyway?
Polonius sold his armor and repaid the dozens, if not hundreds, of folks he's stolen from or beaten up or wronged.
Onchu, Bartha, & Whaler go to the dance!
Whaler said the wine the centaur gives is Elven blossom wine, which is very rare, very potent, & brings out your true nature.
Drink & Dance, Drink & Dance, Drink & Dance. Satyr said one last pull, Drince & Dance, everybody started dancing along with Onchu — most harmonious dance, Onchu felt at one with everything. Then he collapsed and slept the rest of the day. Bartha and Whaler partied the night away and end up very good friends.
Next day Onchu had no hangover, but noticed that his hands are longer & more slender, and now his skin had a slight greenish brown forest hue and his scar was almost covered. Bartha was asleep with Whaler tucked up close. Onchu looked in the pool and found that he looked like an elf (he's now essentially a half elf-elf: +4 to sneaking in woodlands, low light vision).
Onchu still looks like Onchu, but a more handsome, elvish Onchu.
Back to the Lady
- Droston was given a pair of goggles with darkvision (taken from goblins?)
- Onchu was told “glad you are one of us”!
- Bartha was told she was “one with the fairies, too” and was told to keep the necklace.
- Polonius was given a stunning shirt of chain, made by elves!
Aftermath
We each got +800 XP.
Wed, 15 Apr 2009
This is an actual play report from the “Rushing Valley” Dungeons and Dragons campaign. These actual play reports are available in html with atom and rss feeds from T.K.B.'s blog and from P.D.F.'s RPG forum's Rushing Valley Campaign History forum.
Note
Sometimes when I write these sessions up, I attribute actions to other folks' characters that may not have actually occurred during play, but which I think were implied. Or just amusing. So, if you spot something you don't think your character would have done, just let me know.
Attending
Clockwise round the table, starting with the DM at 9 o'clock:
- P.D.F. as DM
- B.MC. playing Polonius, Onchu's rowdy young cousin from Riverton
- J.H. playing Eirnin
- T.K.B. playing Droston a'Seamus
- M.A.F. playing Bartha
- C.A.H. playing Onchu
Introduction
This adventure started July 25th, Sunday evening. The next day, Monday, will be the first day of the Wolf-banes 2nd patrol tour of duty.
Another militia group skirmished with 8 goblins — two goblins were killed and one militiaman was seriously injured.
Wolves have become much less common, which has been attributed to the lessening of game. Those who are regularly in the woods have noticed that game is very sparse on the ground. Kids are being kept in town, and everybody who can stays as close to town as possible.
Coll the smith told Polonius that if Polonius brings Coll the meteor that fell to earth in the south-east that Coll will take him on as an apprentice.
Mrs. McVoy had accepted Droston's apology, so he was very relieved.
Income
- Bartha: 8 c.p.
- Eirnin: 5 s.p.
- Polonius: 5 c.p. Did various odd jobs around the village.
- Droston: 5 c.p. Hunting has been pretty difficult of late.
- Onchu: 8 s.p.
Actual Play
Relaxing At The Pub, And Then Off To Bed!
We started out in the Broken Stone, the local tavern, and it was getting close to the last round of drinks for the evening.
Droston and Bartha spent 7 c.p. each trying to find out about, in Droston's case, the old Hermit who is rumored to live somewhere south of Masonburg, and in Bartha's case, the witch who is rumored to live somewhere in the swamp near Riverton. Unfortunately, nobody knew anything about either of them.
[And the continuing confusion over what's north and what's south of Masonburg was introduced.]
… Or Not!
As we were leaving the tavern, Onchu, Bartha, and Droston noticed what looked like a child's body floating in a pool in the river. Wading out and turning it over revealed it to be a dead goblin, with a militia arrow in its belly. The goblin was wearing roughly the same colors as the ones we killed on our first tour of duty. The only think of any value it had was a small knife, and that was in pretty poor shape. Eirnin took it. The corpse was bloated and looking pretty bad. Bartha thought it must be at least 2 days old.
We knew that the on-duty militia company was due in the next morning.
We took the body to the mayor, who was sitting on his porch, drinking ale, and already at dusk feeling the effects. He found the goblin's corpse to be quite sobering. The militia hadn't been seen in four days, since they left the area of the new mine looking for creatures.
It is half a day's travel to the new mine.
Rumor has it that goblins see in the dark.
After some discussion the mayor called up the other companies. The Block & Hammer company was dispatched head north to Riverton (“Which way to Riverton? North! No, south! No, north!”), our company, the Wolf-banes was assigned to scout towards the mines (“Which way are the mines? South? North? South?”), and the Axe & Bow company was tasked to look for creatures across the river.
All This In The Dark
As they were scouting quietly Bartha and Droston heard something crawling towards them, and Droston told Bartha to hang back while he takes the torch up to see what it is. It is Evan, one of the members of the Serpents, the militia company that was on duty. He's been crawling on the ground, badly hurt. Droston yelled for Bartha, and the others heard and came running. Bartha managed to stabilize him, and we built a little litter and carried him to the mayor. Bartha stayed with him, hoping he'll revive enough to tell them something about what happened to him and the rest of the militia, while Polonius and Droston ran to the old mine and brought back the healer, old Gertie. By this time it's 3 a.m. Gertie told Bartha she's done a good job, and sent her off. Evan hadn't said anything before she left.
We asked about Evan, and he still hadn't said anything. [I think this happened in the morning, right?] His leather armor showed that he'd been very badly beaten by some blunt object. He was also very scratched up, as if he'd been running blindly through the woods. He had his pack, but not his weapon, a big mason's hammer.
Scouting For Trouble
In the morning, Droston and Bartha tracked him a mile past the close mine — it looks like he missed the mines running through the woods and ran until he fell down, then crawled another ½ mile. We followed the track for another 2 miles, almost losing the tracks completely at one point, but managed to find them and keep going. The tracks curve back towards the road, and lead to a scene of carnage. Splatters of blood and tissue were everywhere and broken weapons, broken trees, crossbow bolts, and arrows littered the ground. It looked like many people fought here. There were no bodies. Drag marks lead to the road and across to the edge of the steep drop down to the river, and two goblin bodies lay on the rocks just shy of the water, as if they'd just missed being thrown far enough. Other tracks lead to the stone-paved road and south-east along it.
By this point we were three miles from Masonburg, one mile from the bridge we helped Brock build, and three miles from the new mine. We headed there, keeping close watch as we went. When we're close, Bartha and Droston snuck ahead to see if anything was amiss at the mine. There were no miners in sight, and the door to the mine barracks had been been torn off, and there were more crossbow bolts and so forth lying about, and a goblin shortsword lying between the mine and the barracks. Droston and Bartha headed back and got the others, and returned to take a closer look. There had definitely been a big melee here, too. The carnage inside the barracks was especially bad, with blood and gore on the beds. The barracks had been looted. Footprints lead to both the mine and to the road south-east, and there were prints of wagon wheels headed south as well, though some effort had been made to obfuscate the tracks.
I Told You To Be Careful!
After some discussion, we decided we should check the mine for survivors before we go further south-east along the road. We lit some torches and headed into the mine. After about 30 feet we came to the first turn in the passage, and found a dead goblin. When we rolled him over, we found he was killed by a crossbow bolt that we recognize from its craftsmanship to be Brock Stonearm's. The body had 5 c.p., which Eirnin took, 2 javelins, which Bartha took, and 1 dagger, which Eirnin took. After this Onchu and Eirnin both moved forward around the bend. While Droston tried to warn them that Brock had probably trapped the passageway they hit a tripwire and a huge timber swung down from the roof of the tunnel and hit them both across the chest, throwing them backwards violently. At that point we heard Brock yelling that he'll kill any goblins that come near. Eventually we get him to recognize us, and he eagerly staggers forward, barely able to stay on his feet and awake after standing vigil in the mine all night against goblins.
Brock told us that the mine had been attacked by a horde of hobgoblins and goblins — there must have been more than 20 of them. He was unable to sleep and was measuring things in the mine when the attack came, and when he emerged and found the attackers he killed two and then headed back into the mine to hold the rest off. When questioned he told us that the militia company had already passed by on their way back to Masonburg.
We decided we couldn't stay where we were, since if the horde returned we'd be cut off with no food and water. Brock mentioned that the tomb of the dwarven hero would probably be a good defensible place to spend the night, if needed. Eventually, though, we decided to go back to town and let them know what has happened. Droston suggested Brock rearm his trap, and asked to watch, and Brock happily obliged. After that we headed back to town, stopping first at the new mine to drop Brock off at his fortified domicile and warn whoever is there. Turns out that there is only the mayor and a skeleton force [I think this is when this happened, right???], and they all headed back to town with us.
Dismay And Disorder
In Masonburg the mayor, who was even more disturbed by the news of the missing miners, called a town meeting for that evening, July 26th. The Axe & Bow militia company had returned from searching across the river, and while they weren't able to cover much ground due to the rain and rough terrain they'd seen no evidence of any intruders, and were convinced that none have been across the river. The Block & Hammer militia company, which took horses and headed north (“Which way to Riverton? South? North? South? North?”) to Riverton, were not expected back yet.
The town meeting was loud and upset, with wives and kids crying about their missing husbands and fathers, and lots of arguing about what is to be done. It's finally decided that the Axe & Bow company will, with all the townsfolk who can lift a shovel or swing an axe, build defenses at the bridge, while we, the Wolf-banes company, will continue south-east along the road, scouting and, if possible, mount a rescue of the missing miners and militiamen. After that we retired for the evening to the first sleep we've had in — what? 48 hours? — and slept like the dead.
Hope And Preparations
The next morning the mayor gave us a bullseye lantern from his days working in the mines. Bartha came up with the excellent idea of making rye whiskey firebombs, and after an initial experiment with gourds, we each ended up with pottery rye whiskey flasks with attached cloth for lighting.
Brock was appointed to be in charge of the defense building. Bartha showed the bombs to Brock, who suggests tindertwigs would be useful, and after seeing our blank stares, explains that tindertwigs are a technology perfected by the drwarves for easily and quickly lighting fires. Of course, when Bartha inquired if he could make us some, he said he would be too busy building defenses.
Headed For Trouble
We headed out, and are soon traveling south-east along the old road beyond the new mine. After many hours of travel, Bartha and Droston decided that there's going to be a summer thunderstorm in an hour or so. After some discussion we decided to keep going, and in only a half hour the heavens opened and a tremendous deluge crashed down. We trudged on for a little while, but with the tracks quickly washed away, we decided (with Bartha grumbling about how if we'd stopped when she wanted we'd be inside a nice shelter) to find someplace to sit out the storm. We eventually ended up under the 2nd dwarven bridge, which is still in reasonably good shape, and there we sat through the night in the dark without a fire. The rain stopped at midnight.
Oh, Yummy!
On Polonius's watch he heard a large creature heading slowly down the ravine towards us. He woke us up and Bartha started struggling with flint and steel to light a torch. In the mean while the rest of us drew our weapons.
When Bartha finally got the torch lit, we could see a huge grizzly bear on the slope below us, nearly up to the bridge. Droston loosed two arrows at it but, unnerved by the suddenness of it all, missed with both. Onchu moved up and attacked the bear, which struck back and landed a tremendous blow, wounding Onchu severely. Bartha then stepped forward yelling and waving the torch in the bear's face. The bear fled. Bartha tended to Onchu's wound, and we spent the rest of the night in cold silence. We figured the bear was probably after some of the tasty-smelling jerky Bartha always keeps with her.
Back To Town…?
In the morning we headed back to Masonburg to get Onchu some more medical attention. On the way back Onchu and Bartha noticed what looked like a lightning strike off to the side of the road. Remembering that Polonius wanted to find the meteor, they told the company and we headed in that direction. We found a crater, as we'd expected, but the meteor that should have been in the crater was missing. The hole left at the center showed that it was about the size of a basketball. Bartha and Droston figured out that a cart or wagon came up out of the crater, to the road, and away from town, headed south-east along the road. Polonius spent the next few mines moaning about his bad luck.
…Not Yet!
When we got to the new mine, everybody but Polonius was halfway expecting trouble. Polonius, still moaning about the missing meteor, was therefore the only one surprised when three goblins, two hobgoblins, and one strangely dressed goblin burst out of the mine. The three normal goblins, in the lead, launched javelins at us, and missed. Bartha launched a javelin back, and when it hit a goblin shouted something about how she'd send their javelins back where it would do some good!
The strangely dressed goblin, who had a skull on his head, elaborate (for a goblin) robes, and a staff, began gesticulating oddly. The two hobgoblins stayed in front of and close to the strangely dressed goblin, as if they were its bodyguards. Droston immediately was suspicious of the oddly behaving goblin, and started targeting him with his arrows. Suddenly, a two-foot diameter spider appeared out of nowhere and dropped on Eirnin's shoulder and bit him. Eirnin started spinning around and trying to bash it with the blunt side of his axe, and eventually did so, leading to lots of spider-guts all over his face.
At this point things turned into a general melee, with Droston continuing to fire at the oddly dressed goblin with little effect and the others moving to attack the other goblins and the hobgoblin bodyguards. As the melee continued the oddly dressed goblin again did his gesticulation again When the melee had turned decisively against the goblins, the oddly dressed goblin did his gesticulation a final time and vanished, leaving Droston in frustration to fire one final shot through the space where it had been before turning his arrows to the remaining enemies. [One of the other characters took a swipe through the shaman's square, too, but I don't remember which one. Anybody?]
Eventually all the normal goblins but one were killed, as were both hobgoblins. Bartha grappled the remaining goblin, yelling out to the rest of us to capture it. Droston attempted to help, trying to whack it with the blunt side of one of his axes, but ended up hitting Bartha instead! (And boy can Bartha blister your ears when you accidentally whack her!) [Did Droston continue to try and whack the goblin? Did he finally hit it?] Luckily the blow hadn't done any real damage, and Bartha finally subdued the goblin, after which began an argument about the appropriate way to transport a captured enemy to town.
So, at the end of the fight, we had: 1 goblin captured and trussed up, 6 more goblin javelins, 3 small goblin short-swords (of terrible quality), 3 suits of bad goblin leather armor, two sets of hobgoblin-sized studded leather armor, a light wooden shield, and a small morning star, 12 sp, 35 cp, and in an evil-smelling bag, two heads of folks we recognize as belonging to the Serpents militia company. [1] Everybody takes 2 sp each, with Droston taking the left over 2 sp, and everybody takes 7 cp each. Bartha forgives Droston for hitting her, and tells him she can clean up and repair the studded leather armor for him and […I can't remember who else was going to get the studded leather armor…] and he apologized for accidentally hitting her.
| [1] | P.D.F. said that he thought the hobgoblins had morningstars of average quality. |
Finally Back to Town!
When we got to the old mine and quarry complex near the village the only person left there was old Gertie, who pretty much does whatever she wants. She tended to Onchu's wounds, and we continued to the village. Once finally there we had a difficult time preventing the mob from killing the goblin, but eventually we prevailed on the wiser heads and got him thrown down in the ice cellar the village uses as a lockup, to be interrogated by the elders.
Polonius talked to Coll about the missing meteor, but Coll was not impressed. Polonius has to bring Coll the meteor if he wants to be Coll's apprentice. We showed the Coll the goblin blades, and he said the best thing to do was melt them down and reforge them, and that there was about enough for a long sword. “I've never made a long sword before, but I'm willing to give it a try.” Droston said go ahead. Polonius begged and pleaded and Coll eventually relented enough to let Polonius watch Coll working on the blade. [2]
| [2] | IIRC, P.D.F said this will let B.MC. spend one skill point on a related skill when he levels Polonius next. |
Aftermath
We each got 500 XP.
E-mail after the session revealed that of the militia companies, the Serpents had 7 members originally, the Axe & Bow had 7 members originally, and the Block & Hammer had 9 members originally.
Thu, 12 Mar 2009
This is an actual play report from the “Rushing Valley” Dungeons and Dragons campaign. These actual play reports are available in html with atom and rss feeds from T.K.B.'s blog and from P.D.F.'s RPG forum's Rushing Valley Campaign History forum.
Attending
Clockwise round the table, starting with the DM at 9 o'clock:
- P.D.F. as DM
- B.MC. playing Polonius, Onchu's rowdy young cousin from Riverton
- J.H. playing Eirnin
- M.A.F. playing Bartha
- T.K.B. playing Droston a'Seamus
Unfortunately C.A.H. was unable to attend, so Onchu was otherwise occupied.
Introduction
Each of the characters in the session were paid 5 silver pieces for their work on the bridge.
The last session ended Tuesday, June 2 (?).
This session starts Monday, June 14.
Actual Play
What's been Happening
Preparations for the new mine are underway. Preliminary housing has been built and they're starting to get ready to start extracting materials.
A group of miners coming back from the close mines (½ mile from town) were attacked by what Brock called a dire raccoon. One miner was injured, but they managed to kill the dire raccoon. There has been talk about calling up the militia and putting the three companies on rotating escort and guard duty.
Another Job from McVoy
Brand McVoy bursts in looking for us. After an exchange with Polonius, McVoy tells Polonius to keep out of trouble. He offers the group a job taking three wagons of cut stone to Riverton, with his youngest son, young Brand, driving one of the wagons and the two others to be driven by the us. He offers 20 silver pieces, we suggest 40 silver, and he counters with 30, which we accept.
We set out for Riverton the next morning at dawn, with Bartha in the lead, young Brand in the middle, and Eirnin bringing up the rear. Not far out on the first day, the wagon Eirnin's driving breaks a wheel, but it doesn't take long to fix and we're back on the road.
Now, local gossip has it young Brand was caught behind the woodsheed with Gelsie (sp?) Hillfield, but normally he's a quiet 14 year old. However, anytime any of us got near his wagon he gets belligerent. Eventually we call him on it, and it turns out Gelsie's hiding in the wagon under a tarp. He and Gelsie plan to run for distant parts where there families won't try to keep them apart, or worse. After we are unable to convince them to do otherwise, we continue our journey, with Gelsie hiding. Eirnin, soft touch that he is, gives young Brand 2 silver for their journey. Droston's thinking that we'd better get these two lovebirds to the Sheriff in Riverton before the McVoy/Hillfield feud heats up to killing again.
On the second day of the journey Gelsie's two older brothers Hal (36) and Heirnen (32) show up convinced young Brand has kidnapped their sister and hidden her in his wagon. We refuse to let them search the wagon, worried Brand and the brothers will come to blows, but eventually convince them we'll got straight to the Sheriff in Riverton. Droston starts ranging out in front, wanting to have a big enough lead when we reach Riverton to get to the Sheriff's office and explain the situation before the Hillfields arrive.
Unfortunately, Droston runs into a couple of wolves while way out in front and out of sight. He yells for backup, and wagons stop while Eirnin and Polonius start running towards Droston. The Hillfields take that opportunity to attack. Hal grabs Bartha, who screams rape, while Heinen knocks young Brand out out, rips back the tarp, grabs Gelsie, and with Gelsie kicking and screaming rides hard back toward Masonberg.
Polonius turns back to the wagons while Eirnin continues towards Droston. Polonius tries to shoot Hal's horse without hitting Hal or Gelsie, but misses.
Heinen, on the other hand, isn't having it easy with Bartha, who is giving better than she's getting. When she finally drives him off the wagon he grabs his horses reins and runs back towards Masonburg, but Bartha actually leaps on the back of his horse and continues the struggle. Finally Heinen gets away.
Droston, meanwhile, kills one of the two wolves and the other runs away, wounded. After skinning the wolf, he and Eirnin start back towards the wagons. Once everybody gets back to the wagons we discuss what to do next, comfort poor Brand, and decide to deliver the wagons and go straight to the Sherrif in Riverton. [And we all netted +10 XP for roleplaying!]
As soon as we'd gotten the wagons to the warehouse, Droston went off to explain the situation McVoy/Hillfield situation to the sherrif (including the fact he'd been planning to bring the two youngsters straight to the sherrif as soon as Gelsie was found). The sherrif was understandably perturbed about the possibility of the feud starting up again.
They also talked about the the strange creatures being found around Masonburg. The sherrif had a lot of trouble around Riverton with wolves, since they're even less used to dealing with them than the Masonburgers, and have had one toddler and lots of livestock killed. [P.D.F., were any strange animals showing up around Riverton?] They've instituted a 3 c.p. bounty on the wolf-skins, so Droston turned his wolf-skin in for the bounty, since it's a c.p. more than Masonburg is paying.
There has been a lot less vandalism and petty theft since Polonius left town. Roy, the murder that we brought back to Masonburg after finding him unconscious on the path, was found guilty and was to hang in three days. There is a travelling circus coming to town next month.
Brand spends the night in a jail cell with the door open. Droston spends the night with him, and Bartha stays too, after she gets back from an evening spent gathering information about the “witch” who lives in the swamp.
Eirnin joins Polonius for a night out with Polonius's friends Chet and Biff, and they plan a pie-theft, but as Polonius his approach he notices that the pies literal have strings attached, and everybody flees.
In the morning the sherrif and young Brand set off at before dawn on horseback for Masonburg, and we set off ourselves at dawn. We arrive back in Masonburg on the afternoon of the second day, June 18th.
We drop the wagons and horses off at McVoy's. Big Brand isn't there, and we talk to Mrs. McVoy, who tells them they'll have to talk to her husband about their pay, and goes on about young Brand's inappropriate behavior with that Hillfield girl. Droston is rude to her about the delay in getting paid, and she tells him off, tells him she'll be telling his mother about this, and orders him to leave and not come back. Knowing he's let his anger get the best of him again, he stops briefly to warn his mother of his misstep, and then rejoins the group as the go to talk to McVoy.
Big Brand is completely distracted by young Brand's situation, and pays them without most of his usual bad natured comments. Droston tells McVoy that he was rude McVoy's wife, and that he was wrong to do it, and that he'll apologize to her anytime she wants. McVoy absently says he'll tell his wife, and that's the end of the conversation.
Droston stops back home to tell his mom what he told McVoy.
You want us to do what? We're always in trouble anyway…
We get word that Mayor Gladston wants to meet with us (and Onchu, too, of course, but he's still at work). He's sitting on his porch in the cool shade, and cordially offers us ale. After chatting a bit, he tells us that the town elders have decided to form a fourth militia company, consisting of the four of us and Onchu, and are levying a new tax to pay for it. We can pick a name and colors. (The other companies are the Block & Hammer, sponsored by the mason's guild, the Axe & Bow, sponsored by the foresters and hunters, and the Serpents.) Bartha wanted the Fairy Tricksters, but was quickly overruled. We ended up with the name Wolf-banes, with colors of grey and black. (Droston thinks we should add red, and get a flag with a bloody wolf's head as a symbol.) Our first shift will start the next day, patrolling between the new and old mines, and we'll be on duty for two weeks and off for six weeks.
Droston asked if there is somebody who might know more about the old history of the region, and the mayor says old hermit Kessleman might; he used to live up the river to the south. [Is Kessleman the same as Golsmith from Session #5, or are there two hermits south of Masonburg?]
Bartha started work on a shield [equivalent to a small wooden shield] and Droston starts working on a composite bow.
The miners at the new gem mine have been hearing strange sounds south of the mine. [Didn't they all come back from the mines?]
It's two days walk to the new gem mine, where we set up in the miner's quarters, a building made of heavy logs with no windows. We are doing an initial scan of the area when someone [who was it?] hears a high-pitched voice say, “go get the other big uglies — my friend needs help!” And a 2½ foot tall man with gossamer wings, a Robin Hood hat, curly-toed shoes, and a bow and arrows appears. He is Whaler Appleby, who has played tricks on them and helped them before, warning them about the murderer Roy and shooting him with one of his sleep arrows for us to find. Now his friend, the brownie Nigel Redbark, has been captured by “little uglies and a big little ugly” and taken to their camp across the river.
We all get together, get the situation out of Whaler (with difficulty, since he's not very good at concentrating on one thing, and both he and Bartha find each other very “distracting”), and head toward the “little uglies'” camp. It turns out that it's across the river in a steep-sided hollow on the hillside, and is reached by a tree trunk across the river. It's dark by the time we get there. Whaler told us that there are three “little uglies”, one “big little ugly”, and an evil-looking over-sized wolf. We decide that Droston and Bartha will sneak up, and Whaler will light up the hollow with his magic so we can see to fight, and to distract our opponents, and Eirnin and Polonius will hurry up when the commotion starts.
Bartha heads across the tree trunk while Droston targets the wolf. The “little uglies” retaliate with javelins and a crossbow. When Bartha is across she attacks the nearest “little ugly”. The wolf joins the attack on Bartha and soon another “little ugly” does as well. Eirnin starts across the log and falls, barely catching himself. Polonius has his bow out and is loosing arrows as well. Finally the “big little ugly” appears, and is huge! He immediately runs to the tree trunk and begins straining to lift it. Droston starts targeting him. Eirnin pulls himself up. Somebody [Eirnin?] is attacking the “big little ugly”. Polonius is trying to get across the tree trunk. Bartha is taking a lot of heavy damage, and eventually decides to tackle the wolf, taking it and her over the steep cliff to the rocks and the river below. [And she earns a Hero point!]
Whaler Appleby appears in mid-air, carrying a tied-up brownie, and yelling “Flee, Flee!” Unfortunately, we're too entangled in the fight to do so, and we can't leave what is all to likely to be Bartha's corpse behind in the river, so we struggle on. Eventually we kill the wolf and the rest of the “little uglies”. It turns out the wolf broke Bartha's fall, so she's still alive. We take the head of the “big little ugly”, the head of a “little ugly”, and the head and skin of the evil over-sized wolf. The “big little ugly” has a greatsword (which is in good condition) and a chain shirt (which is not in good condition), and the “little uglies” have a small morningstar, a small shield, a small crossbow, and a rusty short sword. The “big little ugly” also had 15 gp, 25 sp, 140 cp, and one gem. We divide this up with Polonius taking the great sword, Eirnin the chain shirt, Polinus talking 3 gp, everybody else 4 gp, everybody 6 sp each, everybody 35 cp each, and Droston carrying the gem.
We ended on day 6, June 20th, back at the barracks.
Aftermath
During the session we established that Polonius used a hero point last session, and that Polonius is 16, Eirnin is 17, and Bartha is 17, although she always says she's 14 when asked. Droston is the oldest at 18. Droston has the shiny feel good stone that he picked up in an earlier session from the stone where he'd left cakes and Bartha had left pretty stones, and it is a luck stone that gives a +1 to saving throws.
We each got +1500 XP for the adventure and +10 XP each as a roleplaying bonus.
Droston obviously needs to work on his anger issues.
Thu, 29 Jan 2009
This is an actual play report from the “Rushing Valley” Dungeons and Dragons campaign. These actual play reports are available in html with atom and rss feeds from T.K.B.'s blog and from P.D.F.'s RPG forum's Rushing Valley Campaign History forum.
Here's the very rough first draft of the log of the third session.
Please reply to this message with more details, or you'll end up with only this rambling biased view as the permanent record.
I'll post this to P.D.F's forum after everybody has had time to comment.
Attending
Clockwise round the table, starting with the GM at 9 o'clock:
- P.D.F. as GM
- B.MC. joins us, playing Polonius, Onchu's rowdy young cousin from Riverton
- T.K.B. playing Droston a'Seamus
- M.A.F. playing Bartha
- C.A.F. playing Onchu
J.H. was unavailable.
Introduction
Sunday, May 24th.
Wages:
- Bartha: 5 cp & leather armor
- Droston: 12 cp
- Onchu: 2 sp
- Eirnin: 2 gp (sold a perfect cherry tree to a Riverton businessman)
Actual Play
Somebody (the mine owner?) hires the group to help rebuild a bridge on the old road out past the village, where they want to open another quarry (marble?). Onchu and Polonius are to help Brock Stonearm, old dwarf who lives in a suite inside the iron ore mine, rebuild the bridge while Bartha and Droston guard and supply food.
Leave at dawn and get to bridge site at 9:30 am.
Bartha: 19 on Survival, a deer; Droston: 16 on Survival, 4 rabbits.
Droston leaves out cakes at likely places.
Lots of wolf sign; usually pack of 30, but now split into small groups of 3 or so? Also the tracks of a huge creature: Bartha says "Man Bear" — feathered, beaked, bear.
Droston insists on plenty of fires.
Second watch Droston heard something. He quietly work Bartha, who yelled and carried on. Eventually whatever it was went back the way it came.
Droston insists on more fires.
Tuesday? Day 2?
Bartha ran into 2 wolves 75 yards from camp. The wolves end up dead and skinned.
Droston insists on even more fires.
Day 4? Droston kills a turkey for dinner, but is attacked by a giant demonic weasel with horns and barbs, which he just barely manages to kill by himself, but is severely wounded. The group estimates the demonic weasel weighed 500 to 600 pounds, and its tracks come from the north. The group skins it and takes the head, paws, and pelt to show the village.
Bartha heals Droston to the best of her ability and treats his wounds.
Stonearm tells the friends that he had heard of such creatures, called dire animals, and had even seen one in his childhood, though he didn't want to discuss it any further. He suggests they head back to the village immediately in the morning.
Brock said stay at the mine to get first aid — old Gerdie there is the best in the village.
Somebody (Brock?) mentions that there is a witch in a swamp at Riverton who is said to be able to make potions that can heal wounds.
Town meeting on Saturday, 2 cp bounty for wolf skins starting with the two the group brought back.
Saturday, 2 gp, Monday fully healed.
Polonius is given a heirloom shortsword and a chaw of ‘baccie by old man Grillus.
Brock tells the friends that the only smith who can make weapons is in Riverton.
Back to bridge site on Monday.
On rock where Droston left sweet cake and Bartha left a pretty stone is a marble that tingles when one holds it, the colors swirl and change, and one feels happier when holding it.
Once back at the campsite the group discovers that some of the large tools that they left and some of the timbers are missing, the campsite has been picked through, and things moved and things missing — some turn out to have been thrown down the ravine. Unfortunately, the timber that Polonius (?) spent so much time shaping and the pulleys we need to finish the bridge are missing.
The tracks told Bartha and Droston that four creatures wearing boots, with very small feet, smaller than dwarven feet, were the culprits. Brock said he hadn't seen gnomes here since the dwarves left, and thought these tracks were were definitely not dwarven, and didn't seem like gnome tracks.
The tracks lead them up a mile S.E. to a camp, which was filthy and stank terribly. Found the big timber with end cut off with a rusty saw and hacked about. Didn't find pulleys Droston and Bartha both failed to follow the tracks any further (both rolled 17).
On the way back they found a vine covered carved opening in the hill half way back to the bridge site — dwarven sized, with unknown complex runes around the opening. Droston copied one simple glyph on bark, after Polonius came up with the idea of using bark.
Brock comes back with them to the opening and translates the dwarven rules: “Here lies Rorn (decayed) the savior of (decayed).” He tells them that Rorn Golden Eye was a hero of the first goblin war, 1200 years ago. His chosen weapon was a large hammer, and he died young saving a bunch of dwarves. Brock says leave the opening uncovered — if this is his tomb it should be honored.
Tuesday morning there was a problem with the timber, rope, and pulley arrangement erected to move the keystone into place, and Brock ended up hanging at the end of a rope. Onchu made a furious effort to pull things back to a stable position, but was unable to make any progress. Luckily Polonius had better luck, tied off his side, pulled Brock to safety, and didn't even loose the key stone.
The bridge is done Friday, hear wolves, get two more deer, which will be enough hide to make another suit of leather armor.
Aftermath
We each got 350 XP, except for C.A.F., who got 335 XP (15 XP late penalty).
Droston got 1 Fame Point, for killing the Dire Weasel.
We split the 4 cp bounty for the two wolf-skins amongst the four PCs.
Thu, 18 Dec 2008
The usual GM in my adult group wasn't available this month (for very good reasons), so I ran the “Dead Men Tell No Tales” one sheet for Pinnacle Entertainment Group's Savage Worlds based game Pirates of the Spanish Main for them. I had a lot of fun, and the group seemed to enjoy it.
Wed, 05 Nov 2008
This is an actual play report from the “Rushing Valley” Dungeons and Dragons campaign. These actual play reports are available in html with atom and rss feeds from T.K.B.'s blog and from P.D.F.'s RPG forum's Rushing Valley Campaign History forum.
So, here's the actual play report of the second session.
Attending
Clockwise round the table, starting with the GM at 9 o'clock:
- P.D.F as GM
- M.A.F playing Bartha
- C.A.F playing Onchu Zillman (sp?)
- T.K.B. playing Droston a'Seamus, and since unfortunately J.H. wasn't able to play, Eirnin
Preface
For the first session we each got 500 XP, and M.A.H. and J.H. got an extra 2 XP for roleplaying.
Actual Play
Tuesday morning, May 5th, we set off for Riverton, with the wounded Bartha travelling on one of the wagons.
We finally reached the outskirts of Riverton in the late afternoon, and realized we had no idea where to deliver the stone. We knew it must be a warehouse down near the docks, but weren't sure which one. We stopped a few passersby and asked directions and for a surgeon. Eventually we determined that Grian's Warehouse was where we needed to go, and that Sawbones Colmün (or was that Cölmun?) was the doctor in our price range, and that we needed to get there before he started drinking for the night.
We needed to take care of our obligations to McVoy first and get the wagons safely into the livery stables for the night, so we headed out to Grian's. We got there just as the Grian was locking up, and he was quite upset about how late we'd arrived, since all his workers had already left for the day, but after seeing our injured Bartha he allowed we could unload, if we'd do it ourselves and be quick. We did and were (and I think Grian even pitched in, as well), and finished in good time. Unfortunately, this left us all fatigued. We said goodbye to Grian, who seemed in a good mood at the end, and set off for the sawbones.
Arriving at Sawbones Colmán's, it turned out he was a butcher with a side trade in surgery, but the price was right. Onchu and Eirnin took the wagons to the livery stable (Bran McVoy, as you'd expect from that cheapskate, used the cheapest livery stable in town, even though it was on the far side of town from Grian's.)
Bartha paid for the surgery, but wasn't going to pay for the whiskey to make it easier, so Droston did, insisting this wasn't for her, it was for him, so she'd let him pay. He wanted her to be well anesthetized while the sawbones did his cutting. After a few pulls off the jug she was feeling no pain, and got through the surgery well. Sawbones said she'd have an ugly scar, but she'd do alright, as long as she kept off that leg.
On the way back from the livery stable Onchu and Eirnin heard a howling approaching them, which after their wolf experience the day before set them on edge, but it was just a dog being chased by a kid. (Or was it the other way around?)
Once Onchu and Eirnin were back, we set off, two of us carrying Bartha between us. Droston's intended kindness towards Bartha backfired: it turns out that Bartha is a noisy, friendly, curious drunk, and in the dock area after nightfall friendly women attract rather too much attention. When we tried to get supper at a tavern three thugs thought Bartha would have more fun with them, and the inevitable bar fight ensued; things were not helped by Bartha throwing soup over the combatants and mostly hitting Droston. The thugs were eventually driven off, to their surprise, but Droston lost his temper when the barkeep demanded we pay the damages, and told him off. Onchu, no stranger to bar fights, knew when to leave, and took Bartha with him over his shoulder, followed by Eirnin, but Droston, not so savvy, got shot twice by the bartender with a crossbow. Luckily, both shots were just minor flesh wounds, and Droston left, with the barkeep yelling after them.
We left the area quickly, and eventually found a quiet dockside inn, the “Wharf Rat”; luckily Bartha had moved on to being a quiet drunk by that time, and although the innkeep warned them all he had was a common room and he couldn't answer for Bartha's safety there, we told him we'd have no problems keeping her safe. We put Bartha against the wall and crowded around her, and one of us was wake at all times, weapon nearby, during the night. The next morning Bartha had the expected unpleasant aftermath.
The next morning we went back to the livery stable on the far side of town got the wagons and horses and headed back through town. This time we avoided the docks and went through the good part of town, a much nicer trip. That night we stayed at the camp spot, but had a better arrangement of fires and wagons, in hopes of avoiding more canine entanglements, and luckily had an easy night.
The next day, however, while Droston was ranging ahead, just past halfway, he heard animals coming towards the wagons, and was able to warn the drivers. It turned out to be a couple of deer chased by a mountain lion. Thanks to the warning and their own efforts the drivers were able to keep the horses and wagons under control. For a few seconds it looked like Bartha was going to send a sling bullet the mountain lion's way, but she was still recovering from her wound and hard time in Riverton and decided against it, preventing Droston from having a heart attack, imaging what her dad would have said. (“What?!? You let Bartha get bit by a wolf!?!?!? What, you let Bartha attack a mountain lion and get mauled?!?!?!?”)
Just outside the village we heard faint laughter and saw a coin purse hanging in tree. Droston though it was probably the murderer from Riverton trying to ambush people, and argued intently against Bartha trying to get it.
We turned the wagons and horses over to McVoy, who paid out as agreed. We told McVoy about the purse, in an attempt to warn him and the villagers about the possible ambush, but found him touched more by greed at the thought than caution. Bartha proceeded to try to wind McVoy up, but he just looked at her in disgust and left.
Jed, Bartha's dad, was not happy at all about the shape Bartha was in when we brought her back, and told her she wasn't to leave her bed until she'd healed. We told him about the hanging purse too, and he was wistfully tempted by the thought of the money.
(Later we learned that Jed had gone down to look for the purse, and found McVoy already there, no purse, and McVoy already half convinced we'd been playing a trick on him, until Jed turned up. And he chastised her for trying to wind McVoy up.)
When Droston checked with his family after dropping off Bartha, his dad had a sour look for him at what little Droston told him of their adventures going to town, and some really bad news about his cousin, Broc. Deputy Han found Broc, Droston's cousin, who had been overdue a day coming back from the high pastures, treed by two wolves. Broc had been attacked by 15 wolves several days ago, and while he had killed two of them with his staff, some of them injured him and drove him up the tree and stayed there threatening him while the others went kill-mad and killed many of his fifty sheep and drove the others off. Two of the wolves stayed there for several days until Deputy Han came and drove them off and took Broc, in pretty bad shape, back to town, where he was bedfast still. Droston went over to him and got Broc to tell him want happened, and it seemed very unusual and upsetting.
That day Droston and Eirnin searched the local area and found two of the missing sheep, out of fifty in Broc's herd originally.
The next day Onchu and Eirnin had to go back to work. Droston spent the day hunting extra to give to Broc.
By the weekend Bartha was healed enough she could walk without any problems, and Droston asked if his friends could help him try to find some more of Broc's sheep. They agreed, and we all headed out for the alpine pastures,
[My notes here say: “Sat Morn: 3 dead sheep”; I presume this means we found 3 dead sheep on our way up to the pastures.]
While we were still on the road we came across another purse, lying in the road. Bartha could not be gainsaid, and went for the purse, but the purse disappeared when Bartha grabbed at it, leaving behind a very elaborate but harmless trap, which exploded a red berry dye over the side of Bartha's face, and we heard more laughter. After making sure Bartha wasn't injured, Droston scouted the surrounding woods, but found no tracks.
We arrived at the 1st alpine meadow late in the afternoon and found approximately 20 dead sheep. We set up camp against a huge rock at the far side of the meadow, away from the dead sheep, and found lots of firewood so we could have a large, large fire to keep away the wolves, if they came back.
During the night while on guard Eirnin heard little wings behind his head and a voice told him that there was a very bad man 20 yards thatawy. Eirnin immediately woke everybody up, and he could hear one humanoid running away.
The next day we searched during the early part of the day, and found 3 more sheep, including 1 pregnant, all scared and thirsting. We left in good time to make it back to the village before dark. Along the way down we came across a man, who matched the description of Roy, the murderer from Riverton, face down in the road with a tiny arrow in his neck, unconscious. The arrow, when removed, proved not to have injured him much, and there was no sign of injuries to explain the unconsciousness. We carefully tied him up and took him in to town, where we explained how we found him. The mayor told us to work near town for a few days until someone came from Riverton to take him back to face his unhappy fate.
Sheriff Artair came to pick up Roy and paid us 10 s.p. total as a reward, which we divided evenly, 2.5 s.p. each.
The Sheriff took Droston off and spoke to him about events in Riverton, and Droston admitted he'd learned his lesson there.
We ended Thursday night, May 14th.
Aftermath
We each got 1 Reputation/Fame point, which can be used to reroll any Diplomacy type roll. We also got 400 XP.
Wed, 01 Oct 2008
This is an actual play report from the “Rushing Valley” Dungeons and Dragons campaign. These actual play reports are available in html with atom and rss feeds from T.K.B.'s blog and from P.D.F.'s RPG forum's Rushing Valley Campaign History forum.
So, here's the actually play report of the first session. Please add any further details you can remember as replies. I'll see if I can edit them in afterward.
Attending
Clockwise round the table, starting with the GM at 9 o'clock:
- P.D.F. as GM
- M.A.H. playing Bartha
- C.A.H. playing Onchu Zillman (sp?)
- T.K.B. playing Droston a'Seamus
- J.H. playing Eirnin
Actual Play
It was the night before the spring festival, and the four friends began the night at the local tavern, the Broken Stone, chattering about the festival and what competitions they wanted to enter. A long time rival of Onchu, Halrig (sp?) Hillfield came over and began chaffing Onchu about the wrestling competition the next day, which lead to Eirnin wagering 2 c.p. on Onchu vs. Halrig and Bartha treating Halrig to a couple of drinks to continue him on his way to a hangover. After that the friends moved outside to the pre-festival celebrations.
One or more of the friends noticed three out-of-town ruffians forcing young Lochlan a'Niall down a street and behind a building, and when shouting for Niall gave no result, the friends hurried after the youngster and ruffians. By the time the ruffians were in sight again they hand young Lochlan up against the building side and were beating his precious coins out of him. Eirnin ran forward and got between the wee lad and his attacker, the leader of the thugs, and got him to run and find Sheriff Artair, while the others moved up and engaged the hoodlums, one of whom brandished a club and attacked them. Droston, in a rage, began beating the leader with a stick of firewood, while the others looked to his followers. By the time Niall and Sheriff Artair arrived the leader was bleeding on the ground, one thug had run off in fright and the other had surrendered. After interrogating everyone involved the Sheriff told the friends that they had done well and carted the leader and the thug off to a root cellar for the rest of the festival where they were joined the next day by the other thug, found shivering on the doorstep of the Broken Stone after being frightened out of the woods. (It turns out that Droston had really done a number on the leader, broken bones and smashed his face enough he was possibly looking at losing an eye. Nobody cared.)
The next day the wrestling competition was first in line. Onchu made it through the necessary eliminations to fight Halrig Hillfield and after a tense match won handily. Halrig, after recovering, declared it was a good match and that he'd win next year, and paid Eirnin his 2 c.p. winnings without complaint. Continuing on the competition Onchu was matched in the final bout with Coll, the reigning village champion, and while he lost that bout Coll opined that Onchu had been one of the best challenges he'd had for a while and with a few more years under his belt would be a very interesting match.
After that Bartha won the sprint contest, and poor Onchu, barely recovered from his bout with Coll, came in last. (Droston was impressed that he was able to run at all after matching up with Coll!)
Eirnin won the distance run!
Droston was the runner-up in the Archery meet.
Eirnin came in third on the log chop.
Droston won the axe throw!
Bartha was the runner-up in the sling competition.
After that the friends just enjoyed the rest of the festival.
The Monday after the festival, everybody went back to work. Droston and Bartha were off hunting separately while Eirnan and Onchu were setting out for work. Along the way, Bran McVoy of the Clan McVoy came up to Eirnin and offered him a job running two of the McVoy wagons into town, eventually offering Eirnin and Onchu 8 silver a piece, take it or leave it, no damn bargaining because he'd just go and find the next guy. Eirnin and Onchu accepted, Onchu cleared his day off with his shift boss, promising 5 copper under the table, and they set off to gather their gear and meet at the McVoy's stable.
Droston and Bartha, coming back into town loaded with game, met the two and hearing of their adventure, decided to accompany them, no payment besides the adventure needed. Bartha had everything she needed, so she told her dad where they were off to and brought her brace of rabbits for lunch. Droston ran back and dropped off his deer and gathered his stuff, and then on the way back met his dad Seamus in the street. His dad wasn't overjoyed at Droston's plans, but couldn't deny Droston had already finished his day's work. He did tell Droston that his cousin Brocc (who disliked crowds and therefore avoided the village during festival), was due back in this morning from the alpine pastures with his goat herd, but had not been seen yet, and although it wasn't an immediate worry, somebody had to check up on him soon. Droston promised to check the high pastures as soon as he was back from town. After that he caught up with the group and they headed for town with Eirnin driving the first wagon, Onchu the second, and Bartha riding a wagon and Droston ranging alongside, scouting ahead and behind on occasion.
At lunchtime they stopped and cooked Bartha's rabbits and Droston freely admitted she'd done the right thing bringing them along. After that they continued along. Eventually they met one of the sheriff's deputies, Deputy Han, returning from escorting the three thugs to town. He told them of bad character from town, Roy, who'd killed somebody over a card game and fled justice and was feared to have taken to banditry and murder in the area. The friends promised to be careful and not go looking for trouble, and continued on their way.
They reached the halfway camp that evening, but because they had the wagons and horses they couldn't use the normal campsite, which was reached by a narrow rope bridge across the river, and could only draw the wagons up on the side of a wide area in the road and make camp behind them. Unfortunately, a starving wolf attacked the horses during Bartha's watch and before Bartha, Onchu, and Eirnin killed it, Bartha was severly bitten. (Droston, tired out by his day of walking and running beside the wagons, only woke up in time to see the aftermath of the fight.) The wolf didn't seem to be rabid, just starving, but Bartha needs some serious healing.
And that's where we left them.
Aftermath
No experience awards at the end of the session.
Wed, 23 Jul 2008
I got to run the “Eternal Nazi” one sheet for Savage Worlds again, for adults this time, M.A.H and C.A.H from my adult group. We did character generation for a new D&D campaign with the regular GM, who then had to leave. After that I ran “Eternal Nazi”.
It went ok, I guess. It ran much longer this time, probably for several reasons:
- I added a new encounter to it.
- It was the first time the players had played Savage Worlds, and to complicate things they were each playing two characters.
- I was not at my best. (Too little sleep, too much stress elsewhere in my life.)
I think I'm going to run this for yet another group, so I'll discuss the specifics of my changes to the adventure then.
The new maps did make things a little more interesting, although the design of one did provide a great deal of advantage to the PCs. I'll have to rethink that.
I should really sit down and come up with some better tactics for the BBEG.
I was not at my best, so I kept forgetting the simplest things, and I know I actually made a couple of serious errors with the rules. You'd think that since I've been playing Savage Worlds for a while I would remember. In my defense, I was using a couple of sections of the rules that I'd only used once before. Still, I need to get more rest before I GM something!