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Oil shortage hits Keep on Borderlands

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How could anyone hate Gelatinous Cubes?

Preparing to run a game can be a chore. Writing your own scenario takes time but in return the session will be easy to run with little need to look things up. Running a written adventure smoothly can be tricky depending on how the adventure is presented. Format is the key and here I find Paizo adventure paths too dense to run at the drop of a hat while a one-page dungeon format like Stonehell’s is perfect. Friday nights game was at short notice so I had to fall back on something pre-written. I printed an easy prep one-page dungeon winner, but when the game started Pete and Shane were eager to get back to B2 Keep on the Borderlands. The prior session had clearly left an impression. I know this classic adventure well so there was no drama running the monster bashing sandbox / petting zoo. Here’s what happened:
When searching a medusa most folk don't look for contraband amongst her hair.
  • Last time I blogged about B2 I mentioned that I’d make hirelings a finite resource. This session I did and there was much grumbling and attempts to recruit stable boys. The fragility of level 1 made the players feel like they needed fodder. I think their current level and accompanying buffer of HP make disposable meat shields unnecessary. I also figured the guards and barkeep had warned folk against adventuring with the pair as all who did had not returned. In the end a jolly cleric, Darius Train (inventing names on the spot is fun!) signed up for a tour of duty.
  • Shane never fails to apply logic to things. He mounted a convincing argument to recruit/bribe some guards into joining the group for their foray into the Caves of Chaos. I was tempted to have a charisma check determine the results but his arguments were convincing and he role-played it well enough that I ran with it. He did this last session convincing an Orc Warlord to lend him some warriors. Even when I reluctant to give them things the party eventually find a compelling way to convince me.
  • Pete’s Halfling found a young stable boy to bully. Leif the halfling has a bad case of small man syndrome. The group is no longer welcome in the inn as a result.
  • The keep was fleshed out. I hate starting adventures in town but given that the group spent a lot of time at the keep looking for hirelings and oil it made sense to give them the lay out. There was some discussion about looting the keep but this was dismissed as the defences looked too great.
  • Oil was still very much desired by the players. I didn’t give them any as the few supply caravans that had reached the keep were not carrying supplies of oil. They got by with the flasks they had from last session using them to kill the majority of foes they faced in the caves. Medusa – doused in oil and burnt alive. Gelatinous cube – burnt by fire. Wight  - set alight while emerging from its sarcophagus.
  • Shane made the call ‘I bet it’s a Medusa’ while rescuing a ‘maiden’ whose upper half he could not see. He was right, promptly failed his save and turned to stone. It was for a limited time only as the medusa had a vial that would reverse the stoning effect. We had to puzzle out the hiding place for this vial, as the medusa had been a prisoner of a Chaotic Cult. In the end we figured she had hidden it amongst the nest of snakes that served as her hair.
  • The hero’s finally cleared the Temple of Chaos section of the caves. They killed a medusa, torturer, wight and gelatinous cube before breaking in to the neighboring Gnoll’s caverns.
  • The players weren’t keen on the Gelatinous Cube considering it a lame monster. I see it as iconic but agree it is a bit crap to fight. It’s AC is horrible, it tends to have few HP, dies quickly and it’s slow. It's not terribly useful though it did eat an ‘off duty’ man at arms.
  • A secret door led to the Gnoll Chieftain’s room. Shane’s Half Orc assassin snuck in, with newly found elven boots, and struck. Once again the assassination check was failed. With the element of surprise the group all but slew the chieftain who promptly surrendered. Once again Shane surprised me by taking the Gnoll Chief's son as a hostage / front line fighter to ensure against Gnoll treachery. Brilliant stuff that reminded me of the taking of sons as hostages in medieval Europe. 
The great thing about running a site based adventure with no 'script' or planned course of events is that you never know how a session will work out. Its the surprises along the way that make role-playing great fun.

Dyson’s Delve in play.

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The party was joined by a giant ferret. I think it lived.

Dyson Logos is a giver. His blog is full of maps that beg to be used. Dyson does this for free which is why he's a champ. I figured I would show my appreciation and bought his book Dyson’s Delves. I ran the micro dungeon from this book last month at Good Games. Playing at Good Games meant we only had 3 hours. It was another frantic paced AD&D fest.


  • Mallaga the half-orc assassin and Leif the halfling warrior, fresh from raiding the Caves of Chaos, recruited Sprite Zero the gnome illusionist and Aide Powers a human cleric of the dark and terrible god of carbonated beverages. They set off for the Unnamed Caves.
  • Mallaga pointed out that most of their hirelings die. The gnome made the point that he and the cleric weren’t like most hirelings and should instead be treated as equal partners. Mallaga promised to try not to treat them like fodder.
  • Arriving at the Unnamed Caves the players promptly gave the location a mundane name so that henceforth they would be known as something like Bunnings.
  • The caves lay beneath a ruined tower. The surrounding woods were searched and a midden heap picked through. Goblin, ferret and rat droppings provided a clue to the foes that lay ahead.
  • The first level was full of goblins dressed in ratskins. The gnome snuck ahead and was spotted by guards. He was lucky not to have been hit with a spear and killed in the first few rolls of the game. Scouting with a lowly mage is a rash move and one that Sprite would repeat.
  • Goblins were killed, tricked with creative accents and overcome. The hobgoblin leader was blinded by a timely light spell. He was later coerced into helping the group telling them what lay ahead.
  • The blinded hobgoblin boss lent the band his remaining forces which unbeknownst to him amounted to no more than two goblins and a giant ferret. Together they would assault the Beetle tribe in the level below.
  • Their rat tribe allies perished in an early skirmish and the momentarily masterless giant ferret was then adopted by Sprite the gnome.
  • The group sought the Beetle Tribes leaders and slaughtered them in the dungeon corridors. During the battle their adopted ferret battled the Beetle tribes own ferret in a duel to the death. Fortune favoured the party and their ferret prevailed.
  • Leif and Mallaga were puzzled by the ease with which they dealt with their foe and sought greater danger and reward in the lower levels.
  • On the way down they encountered a grizzled goblin survivalist who tried to set them on fire with burning oil. The party butchered him and gleefully took his oil.
  • While exploring a lower crypt level the groups ferret raced ahead chasing rats. They were then set-upon by ghouls that burst from alcoves. Once dispatched party robbed some tombs and set off a trap or two.
  • Heading ever deeper they dismantled an obvious gas trap before battling a manticore and its mate. The first manticore went down under a hail of flaming oil flasks <sigh>. The second beast put up more of a fight. Leif, normally a sturdy fellow, had been seriously mauled and was close to dying. I think the group has finally run out of burning oil!
  • Low on everything including time the party headed out. Before doing so they went back to retrieve the blind hobgoblin and proceeded to prod him ahead to set off traps which he duly did. A blade trap severed his arms and he rapidly bled out. The group then placed his head (still glowing from the light spell) on a 10’ pole and used it to light their way. His severed arms were thrown ahead into rooms to see if a) they attracted monsters or b) set of traps. Even in death the hobgoblin leader found ways to be useful.
  • On the way out the gnome spotted some unsafe ceilings to avoid. The group also ran into some zombies. The black hearted priest seized control of the undead through his turning attempt. His mindless slaves were pushed ahead and were promptly crushed by falling rocks before they got to do anything interesting.
  • The band made it to the surface laden with treasure and XP. Success!

We managed to cram all of the above plus character creation in 3 hours. To keep things quick I write which monsters are in which room directly on the map. That way you can tell who is where and have them join in any battles at a glance. I heartily recommend Dyson’s Delve, it gives you just enough information to wing a memorable dungeon expedition and the maps are gold!

Citadel of the Severed Hand - One Page Dungeon

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The One Page Dungeon competition has been going for a few years now. Each time it rolls around my head is in a different place inspiration wise.


In 2011 I had finished a marathon reading of the Lord of the Rings and had hobbits on the brain. That and I had spent a lot of time in Paris cooped up in an apartment in the dead of winter trying to keep warm. Unable to understand the most basic French I spent a lot of time reading and thinking about RPGs. I would sketch out game ideas late into the night. The end result was Vermin Hollow.


In 2012 I had just finished teaching, a job that slowly drove me crazy. At the time I had been reading Raggi’s dark fantasy Lamentations of the Flame Princess and a grimy port city wracked by war was bubbling away in the back of my mind. From this sprung Rot Tower. I had originally intended to post my work on the Rot Tower campaign setting to this blog but I never wrangled my writing into something I thought I could share.


A recent RPGsite thread: players as colonists, seized my imagination and I set about creating a settlement style campaign with a dwarven focus. A band of dwarven misfits reclaiming the holds long ago overrun by orcs. The first adventure involved taking a citadel that watched over a bay, with the dwarf resettlement expedition arriving by boat. Seizing the citadel would provide a foothold in their ancestral lands and a place for the initial band to settle in relative safety. From there they could look at reclaiming other sites and clearing lower levels as things moved towards a hex crawl exploration dungeon crawl style game. From these ideas my 2013 One Page Dungeon Citadel of the Severed Hand was born. Here's a blog post about the Citadel play test.


Citadel of the Severed Hand was to have included a random orc table, inspired by the John Blanche artwork of the early Citadel Compendiums. The injuries were intended to have been inflicted by the sadist demoness who lords it over the orcs. I picture her as a female Joffrey from Game of Thrones. Unfortunately the table was cut as I ran out of space. I thought I would add the table to the blog instead.



Severed Hand Orc Table


Orc name
Appearance/injury
What are they doing?
Treasure
Tizog
Severed hands nailed to shield.
brawling
Shrooms (see shroom table)
Lutnob
Keeps small rat in empty eyesocket.
dozing - half awake
Decorative dwarf beard rings.
Brugzod
Lost hand replaced with crude hook, wears necklace of small humanoid skulls.
ill - likely drunk on rotgut
Enchanted false beard. When attached becomes luxurious braided dwarven beard.
Nazram
Two heads, one is desperate to befriend the party.
eating something small and alive.
Dwarven house signet ring.

Citadel of the Severed Hand in play

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Dwarf Crawl - hacking their way home.
It's been a while since I ran anything. Getting a regular group together feels like a lot of work, particularly prepping adventures, and there are plenty of others willing to take up DM duties. I content myself with running one shots every now and then. Last Saturday I threw together a last minute game based on the dwarf crawl idea I have kicking around in my head. My one page dungeon for 2013 was the first planned adventure for dwarf crawl so I ran that. We had four players which is a nice number and a good turn out for a last minute game.


We used Rient's character creation as a party game. Everyone rolled poorly so we had a bunch of battlers on our hands. Couple that with some terrible rolls on the random starting gear chart and the whole venture took on the fatalistic feel of a Warhammer Fantasy Roleplay adventure. Which suits me fine.

A band of dwarf and gnome outcasts, Mo, Norin, Franklin, Ironhead and their dysfunctional henchmen set out to recover the lost Citadel of Barak Kiel. This would be the first step in attempting to resettle and reclaim their homeland. The Citadel had been over-run by orcs of the Severed hand tribe. These orcs were about to be subjected to a brutal home invasion.

While heading to the citadel they ran afoul of a half orc ambush. The brutes were led by a rotund fellow called Big Grin and a charm person spell later meant that Mo the gnomish magician had five new meat shields... fodder... um... allies. Ironhead didn't even pause to acknowledge the presence of the half orcs as they sprung their ambush; instead he marched single minded towards the Citadel. Once there he skirted the walls and climbed the side of the gate house. Having put all his skill points into back stab, Ironhead was an assassin extraordinaire. Unfortunately he missed his attack roll, followed by losing the initiative. He was promptly knocked out by a two headed orc.

The commotion at the gate house roused his companions who rushed the fortifications with their half-orc allies and their log ram. Big Grin took an arrow to the neck before the gate gave way and a swarm of dwarves rushed in. Norin let fly with a sleep spell ending the battle. A peryton, pet of the orcs, flew over to investigate the commotion. Ironhead's suicidal henchman and Franklin's penitent henchmen (dysfunctions courtesy of 'The Hell is Wrong with this Guy' table) took it upon themselves to battle the peryton. They died gloriously, impaled on the beasts wickedly sharp antlers. The rest of the party sheltered within the gatehouse, too scared to leave lest the peryton rend them as well.

The slumbering gate house guards were dispatched methodically. Some of the orcs had been drunk on spirits made from fermented milk. Empty bottles were looted and enough booze salvaged to create a molotov cocktail.


Ambush formation.
A challenge echoed up from the stairs that led from the gatehouse deeper into the citadel. Norin channeled some Han Solo with 'everything's perfectly all right now. We're fine. We're all fine here now ...' Before Mo intervened. The gnome instructed his half orc 'friend' to explain that the commotion had been due to one of their friends going ape, flinging poop at the peryton. His foolish actions so provoked the creature that he had been attacked and killed. Hence all the noise. Mo and friends then riled up the orcs at the bottom of the stairs to such a point that they came storming up ready to crack heads. The party set an ambush and trounced the orcs. Unfortunately one of the brutes fled, calling for allies and sealing the group off by bringing a portcullis crashing down.

Much to Ironhead's consternation Mo the flexible gnome magician was able to slip through the gaps in the portcullis bars (dex check). Ironhead made a mental note to gnome proof the gate once the dwarfs were back in charge of the citadel. Mo raised the portcullis and the dwarfs and half orcs tumbled in to the citadel proper. From there they clashed with orc reinforcements among the narrow corridors.

During the fight the orc leader attempted a parley. Fearing a ruse the group pelted him with bottles and hacked him and his men down. Once again several orcs escaped, this time to warn their queen. Here the party split and things got odd. Franklin went berserk and began gutting and skinning the freshly slain orcs Predator style. Once he had removed a skull and spine he turned all Hannibal Lector and began eating faces. It was clear that Franklin was a priest of a heretical cannibal god. Somewhat disgusted Ironhead and Mo did their best to ignore their companion and set about searching the orc's mess hall. Norin had his blood up though and raced in the direction the orcs had fled, and so the party was split.

Mo the flexible gnome magician
Norin followed the tunnels along which the orcs had fled until he reached an audience chamber filled with luminous myconids, cowering orcs and a demonic goat horned queen. The queen seemed friendly and tried to work her charms on the dwarf but to no avail. She invited Norin to bring his friends to her so they could talk. Norin beat a hasty retreat. Rejoining his companions the group planned their assault. Given their battered condition they felt it prudent to rest first, wisely replenishing their spells. During the night some orcs came to fetch them as the queen grew impatient, they were ruthlessly slain for daring to interrupt the adventurers sleep.

The final battle was anticlimactic. The queen began her charm offensive. Ironhead and Franklin were compelled to turn on their half orc allies. The half orcs were felled brutally as the dwarfs had consumed 'Rage shrooms' prior to entering combat. Cheers to Franklin for reminding me of the extra damage he was dealing to his allies! The Myconids were put to sleep and the queen narrowly avoided falling to the dreaded 'cast light in the eyes' tactic. Mo hurled his Molotov cocktail dousing the demon queen in flammable booze. He resisted her charms before setting her alight with a hurled torch. Burning and in a panic, despite seemingly having the upper hand thanks to her charmed thralls, the demon queen blinked to safety leaving the band feeling somewhat deflated. We left things there.

What did I learn? 
  • Even though character generation as party game is quick it's better to let people play the class they want. These characters felt disposable. 
  • I will modify the random equipment chart so its more forgiving.
  • 'The Hell is Wrong with this Guy?' is an excellent table that gives henchmen and hirelings a meaty hook. Speaking of hooks, Mo's henchman Igor had a hook hand while Norin's wing man was hideous.
  • 3 and a half hours is about the max I can run a game for these days. The group as whole ran out of steam towards the end and I felt the game suffered.
  • Teleporting villains are lame. While it gives you a recurring villain, letting them die a horrid death is better. Let the players have their hard earned victory.
  • Fighting in corridors sucks. We need more spears and pole arms so the second rank can get involved.
  • Dungeon tiles hindered rather than helped. Having the scene and positions physically represented prevented me from abstracting the corridor battle. Abstracting the fight would have allowed more players to participate and would have sped things up. The tiles also take up too much table space and are a hassle to carry to the venue.

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Icewind Dale - 20 Questions

A wise blogger once wrote 'Campaign worlds, whether published or just notes scrawled in some DM's binder, contain a lot of material that most players honestly just don't give a crap about.  That's entirely okay.  Answer some of these questions or others like them and you'll have yourself a campaign regular players can relate to.'  I wrote a one page summary for the group but figured I would give Jeff's 20 questions a go.

  1. What is the deal with my cleric's religion? If you're a barbarian you probably worship an animal spirit like the elk, bear or wolf. Either that or you worship Tempos. Most locals worship a mix of the Faerun deities though the god of battle Tempus and the god of trade Waukeen are favoured. The popular evil gods whom sane folk shun are the beast lord Malar, the Frost Maiden Auril and Myrkul the lord of bones.
  2. Where can we go to buy standard equipment? A trading outpost operated by the trading costers have a chance of having what you need. Some towns have a blacksmith. Lonely Wood has an excellent Bowyer.
  3. Where can we go to get platemail custom fitted for this monster I just befriended? Targos or Bryn Shander would have skilled enough blacksmiths.
  4. Who is the mightiest wizard in the land? The tundra tribes have a mighty seer who is said to live on the glacier to the north. The wife of the Speaker of Targos' wife is an elf and skilled in sorcery. Wizards are rare these parts. Locals are suspicious of them and the barbarians go out of there way to kill them.
  5. Who is the greatest warrior in the land? Cassius the Speaker and head of the council based in Bryn Shander is a veteran of the barbarian wars. His counterpart the barbarian King Revjak’s skills have dulled with age though he is still formidable. Revjak rules from Caer Konig. The now deceased Barbarian king Heafstaag was said to be a warrior without peer.
  6. Who is the richest person in the land? The merchant families of East Haven are said to hoard their wealth. Cassius as speaker for the central trading town has made himself rich through trade.
  7. Where can we go to get some magical healing? A temple. There are a few temples to Waukeen around and plenty to Tempus. Barbarian tribes have their own shamans to heal their injured.
  8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? Temples. Powerful healing can be sought at Targos or Bryn Shander but even their priests may not have the power to raise the dead. The tribes in Caer Konig have powerful shamans said to be able to reincarnate the dead.
  9. Is there a magic guild my MU belongs to or that I can join in order to get more spells? No guild exists sadly. The Host Tower of the Arcane is said to have representatives in Targos, though this band of mages from Luskan are generally thought of as very bad news.
  10. Where can I find an alchemist, sage or other expert NPC? Bryn Shander has a sage, well he's more of still living detached head, a relic if you will. The head is still very knowledgeable. The barbarians have a Seer.
  11. Where can I hire mercenaries? Taverns. Targos has plenty though most are disreputable.
  12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? East Haven will give you a hard time, bunch of stuck up snobs.
  13. Which way to the nearest tavern? Small towns have one. Larger towns have several. Your closest local is the Whistling Gallows Inn. Lonely Wood is a one inn town.
  14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? Dark skinned raiders: Drow and Dueregar. If you put a nest of them to the sword you’ll be famous. Otherwise a white dragon will do the same. Around Lonely Wood bagging a yeti would grant you bragging rights though there is plenty of fearsome beasts in the woods.
  15. Are there any wars brewing I could go fight? Their is a growing faction amongst the barbarians called the Sons of Heafstaag that threaten to plunge the region back into war. To the south the Orcs are getting uppity.
  16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? Targos. There is a large mercenary population left over from the barbarian war. Pit fighting is a popular form of entertainment.
  17. Are there any secret societies with sinister agendas I could join and/or fight? The Sons of Heafstaag seek to subvert the barbarian tribes while The Icemaidens of Auril seek to extinguish all fire condemning the dale to freeze. The Host Tower of the Arcane are surely up to no good in Targos.
  18. What is there to eat around here? You local is the Whistling Gallows inn. Local fishermen can sell you a knucklehead trout. Game is plentiful in Lonely Wood.
  19. Any legendary lost treasures I could be looking for? Marbag the Mad is said to have had a gem of enormous value. Joril's axe is a legendary weapon said to be in the possession of a Frost Giant, it requires great strength to wield. Presious venomous dagger was said to be lost in a war with the orcs to the south. Winters Mantle is said to be a powerful cloak hidden in the high temple of Auril.
  20. Where is the nearest dragon or other monster with Type H treasure? There are several white dragons south in the Spine of the World Mountains as well as residing on the slopes of Kelvin’s Cairn.

Icewind Dale and the sandbox

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 Icewind Dale has plenty of inspirational art.
There are many guides to creating a sandbox style game out there. Most of them go into too much detail for me. In setting up the Icewind Dale game I looked to Zak S, in particular these posts as well as Kevin Crawford’s excellent Red Tide and its supplement An Echo Resounding. Kevin gives you the tools you need to set up a sandbox quickly keeping you focussed on the gameable content.


Once again the group gathered at Good Games and I raced to see how much Old School D&D I could cram into just under 3 hours.


The characters were a mix of new and old. They had all arrived in Lonely Wood, the northern most of Icewind Dale’s Ten Towns. All were down on their luck which explained the lack of magic items won from prior games. Sprite Zero the gnome illusionist had retained his giant ferret, Leif the accomplished halfling fighter was back for more as was Power Aide the ‘evil is more fun’ priest. The new addition to the group was Jon the occasional drunk berserker


Adventure leads offered via email before the game were:
  • expedition to an abandoned mages tower (Judges Guild adventure - Pegasus magazine),
  • exploration of an ruined Aurilite temple (Red Tides sample adventure),
  • what’s happening at the Former Gnomish Caves? (Alex Schoeder’s - Fight On issue 7)
  • a trip to see what an band of barbarians occupying Bremen’s Run are up to (something I came up with).


Its a good thing Jon’s player is the motivated sort as he volunteered the group to explore the gnome caves and so I was able to prep for the adventure.


The group hired on three down and outs at The Whistling Gallows (local tavern). Power Aide recruited a suitably evil woodswoman while Leif continued his fine tradition of disposable hirelings by immediately negotiating a pay decrease for his hireling. As the poor wretch had only half his eyes (having lost one) he should receive half the usual pay. The hirelings had character thanks again to this awesome table and I enjoyed playing them even if their lives were destined to be cruelly brief.


They traded Leifs hireling’s chainmail shirt with a trapper for a sled and a team of dogs so they could sleigh through the forest of Lonelywood. This sped up their trip to the sites of adventure.


On the way to the Gnome Burrows of Klinderstone the band bumped into an Ogre with a trapper captive. The ogre was dispatched with little fuss and Jerrod the trapper freed. Some valuable scrimshaw and a magic bag that produced giant rats was duly looted. A wisdom check secured a good camp site for the night and their rest was not disturbed. The following day saw them avoid the sound of some large predator hunting. They snuck past the commotion by carrying their sled silently and urging their hounds to keep silent.
One of the twenty ogres occupying Klinderstone.
Arriving at Klinderstone the group ambushed the sole ogre guard while he took a leak against a wall. He fell before he could raise the alarm. Searching the body Sprite Zero discovered a ring wreathed in enchantment spells.


Exploring to the north the group came across some slumbering ogres and some caged gnomes. The band snuck in and stabbed the heck out of the sleeping ogres. I am playing double max damage against helpless foes. Even so four ogres awoke and put up a token resistance before being slain. During the battle Sprite Zero had summoned up a giant phantasmal weasle which proved most handy. The gnomes Sarsha the dancer and Tarpa the carpenter were freed, Tarpa was given a mace and told to guard the rear. The freed gnomes sketched a map on the floor giving the players the lay of the land. They were told there were about twenty ogres about the place in the service of a priestess of Auril. Captives who were taken to the priestess did not return.


Delving further north the group came across a group of ogres hurling stones at a gnome chained to the wall. Battle was joined and two hirelings fell to the ogres clubs before the foe was defeated. Another gnome was rescued this time a midwife called Oakleaf who even Leif felt reluctant to press gang into service. Sprite Zero had by now become despondent at the general homeliness of the gnomish maidens they had rescued.

In an adjoining chamber the band came across a gnome trapped in a crows cage in the midst of a burnt out pyre. The gnome had become some kind of vengeful half blind revenant and despite his pleas to be released the group would have none of it. Leif placed a blanket over the cage in the hope that the revenant would fall asleep as birds are wont to do. When his ranting only increased in pitch Power Aide tipped his cage upside down to further antagonise the doomed spirit. They left the hapless gnome alone.


The party then headed south to the alchemist lab. The lab was smashed up with nothing salvageable. During the search they stumbled upon a grey ooze which they fled from. They would later return and encourage the ooze to roam the halls of Klinderstone in the hope that it would munch an ogre or two for them.

The freed gnomes helped the heroes find a safe campsite for the night. In the morning they planned to butcher the priestess of Auril and her remaining ogres before a probable return to Lonely Wood.

Cthulhu post mortem

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I’ll be the first to admit that I'm not the best at running a serious game. My style is laid back and I tend to joke around. But this Cthulhu game was a special request for a mate who’s headed overseas. A final roll of the dice with the old crew. You need to be in the right mindset for a Call of Cthulhu session. A few weeks back we weren’t but we soldiered through to the end of a quality scenario - Edge of Darkness.


Where it went wrong:
  • No pre-generated characters prepared. While the players came up with some Cthulhu staple careers: cop, criminal and professor they set the tone of the evening by creating a 100 year old arsonist/butcher, a randy Tom Baker with a mean streak and a wrestler cop that would have been at home in a Naked Gun film were it not for his brutality. When it comes to pre-gens I think including a picture will help players get into character.
  • I started the group separated. Each had a mini roleplay moment as we brought them together at the hospital. This is generally an excuse for players to muck around. It’s why I start all my D&D games these days at the entrance to the dungeon. You need to start the session with a bang to set the tone for the evening.
  • No props. Having the Latin chant prepared that would go on to be used to unsummon the beast would have been a good idea. The ritual is where the tempo of the adventure picks up. It is the heart of this adventure.
  • I didn’t take charge and set the tone from the beginning. While I had read through the adventure twice and taken some notes I felt like I was scrambling. I spent some time going over things and highlighting passages while the players created characters. Things would have gone much better if I had been ready to kick off right from the get go.
Things went well enough but could have gone so much better. Cthulhu needs more prep and player buy in order to be successful than a simple game of D&D.


Enough whining! Here are some things that happened:
  • A police car was parked on the curb across a hospital entrance. It was left with lights flashing and sirens blazing while its owner paid a visit to a dying professor.
  • A grieving son who dared to question who the players were and why they were there was answered with a spear tackle and then handcuffed to a radiator in the hospital hall.
  • Liquorice allsorts (think jelly babies) were employed as both bribes to grease bureaucracies wheels and weapons to be tossed at uncooperative npcs.
  • Doctors were threatened with guns and nurses pelted with liquorice.
  • A small town shop keep was intimidated, threatened with a gun and cajoled in a desperate attempt to get information she simply didn’t have.
  • A homeless man was encouraged to risk his life exploring an attic. He sensibly declined and ran for his life.
  • Our hero cop went mad during the ritual unsummoning at the sight of the living dead.
  • Our criminal hero dismembered the undead farmer’s wife with his shotgun as he targeted each limb systematically. Being a hardened criminal he was not unduly disturbed by his butchery.
  • The good professor ended the scenario with his eyes closed, ears blocked and a tenuous grip on sanity. He had continued the chant through to dawn, banishing the fiend and saving the day.
  • A house was set alight to obliterate the evidence. Arson solves most problems in an rpg.

Rogue Trader - Space Marine and Imperial Guard free for all!

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A few weeks ago Optimus Prime and I went back to where it all began. It seemed fitting given that the Autobot supreme leader was headed overseas. Our miniature obsession started with Rogue Trader. That's not strictly true, for me it started with a pack of 40k mercenaries before moving on to my first set of miniature gaming rules: a lavishly illustrated hard cover version of Rogue Trader. Without rules I was just using the minis as lead action figures; rules made it much more mature. Sadly the books spine went and my copy of Rogue Trader rapidly fell apart but I still loved it.

As we had done as unruly teenagers we rolled up a mission using the charts in the book and employed whatever models we had to hand. The mission saw two rival marine factions vying for control of a water treatment facility that was currently in the hands of an NPC faction of rebellious Planetary Defence Force (PDF).

25 years ago the terrain would have been lego and my Millenium Falcon, these days I have hills and trees. Shame about the esky ice packs that stood in for our water towers.
Note the Red Marines hiding behind a hill. Such cowardice is an affront to the Emperor!
The Planetary Defence Force, an NPC faction, were controlled by random rolls.
The end of turn 1 saw a Blue Marine picked off by a las cannon. 
The end of turn 2 saw more Blue Marines cut down by lasguns. T3 and 4+ power armour isn't great. I also learn the joy of follow-on sustained fire and the rules behind deviating weapons. Both rules changed dramatically through editions.
Take that sustained fire plasma pistol traitor!
A squad of rebels move to intercept the skulking Red Marines picking one off...
... but are trounced in response. A pair of traitors put up a stiff resistance refusing to rout.
The Blue Marines are having a tough day at the office. Their charge is hindered by the ineffectiveness of close combat in this edition.
As a reaction to being charged you can stand and shoot with devastating effect. Seeing his companion shot down this marine breaks and runs. Marines did not become superhuman powerhouses till the next edition.
Going into close combat really hurt the Blue Marines. The guards easily found the weak points in the Emporers finest's armour slaying the remanants of squad two with their combat knives.
With Blue team wiped out Red Team had command of the battlefield. They had lost two battle brothers and had smashed the PDF arrayed before them through a withering display of focussed fire.
The PDF had been intended as an interesting diversion as the two rival marine factions took pot shots at each other. Instead they became the main game and smashed me. Marines aren't that tough to kill in Rogue Trader and the dice certainly weren't with me yet again as my armour saves were atrocious.

It was a fun and fast game. The random mission generator provides plot hooks that make the whole enterprise that much more meaningful. Rogue Trader - still as good today as it was 25 years ago.

Simple Mass Combat for D&D

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In the Icewind Dale game the group will be embroiled in a small war. The militia of Lonely wood will attempt to hold off an alliance of the local Bear and Wolf tribes.

I need an abstract way to resolve this in a quick and satisfying manner. I went with a hack of the Savage Worlds + Legend of the 5 Rings mass combat systems. Here's how it works:

1. Assign Tokens
The stronger force gets 10 tokens and the opposition a number of tokens based on their comparative strength.

[Barbarian tribe has 50 warriors and 10 veterans (each worth 2 men) = 70 men strong verse Lonely Wood's 20 warriors, 40 militia (.5 men) and 5 veterans = 50 strength. Barbarians start with 10 tokens to Lonely Woods 7].

2. Work out adjustments
+1 for each token you have greater than your opponent
-1 if your attacking a defended obstacle
+2 if you have serious magic support
+x for great plans/actions (this bonus should cap at +2)

[Barbarians get +3 for more tokens but -1 for attacking a defended point, Lonely Wood get +2 but only for the first battle round as after that their mage runs out of good spells.]

3. PC and NPC Hero's or serious monsters pick level of engagement

  • Reserves: -5 on their attack roll but take -2d6 less damage. Cannot duel or be involved in a duel.
  • Engaged: normal attack, normal damage from battle. 4 in 6 chance of duel.
  • Thick of things: +5 on attack roll, +1d6 damage. 2 in 6 chance of duel.
4. PC and NPC Hero's and serious monsters make an attack roll
Each hero rolls a standard attack (Base Attack Bonus, Strength, magic weapons etc) to represent their fighting skill/luck over the course of 1/2 an hour to an hour. Add in any bonus or penalty from their level of engagement.

  • <11: overwhelming numbers and bad fortune - take 3d6 damage
  • 11 - 15: +1 to your sides battle roll - take 2d6 damage in the process
  • 16 - 20: +2 to your sides battle roll - take 1d6 damage
  • >20: +2 to your sides battle roll - take no damage
If you want to make the +1's and +2's more interesting you can add the following flavour.

+1 Events: Grab the banner, Attack the supporting troops, Save a wounded comrade, Save a wounded enemy, Get round the flank, Hold the line.

+2 Events: Take enemy banner, Prepare to dig 2 graves (automatic vengeance inspired duel if you want), Hold strong point (notable building), Get clear shot at general, Charge! and make a stand when cut-off.

[In my test battle the barbarians earned +6 from heroic deeds with the PC's earnings +5, Lonely Wood's priest got a 'shot at the general' but missed.]

5. Resolve any Duels
This option is generally only for PC's. Depending on their level of engagement they could have the chance to initiate a duel against a random NPC hero. They could spot their rival, asses the threat to themselves and decide against calling on a duel and there is no harm. If they challenge and their foe declines then things end there but the cowards side takes a -1 to their morale for the rest of the battle. If the duel is accepted fight it out as a normal combat in which no one else interferes.

[In the test battle Jon the PC mariner hacked down a full helmed female combatant and Leif had the opportunity to duel a bear but declined].

6. Calm before the storm
Hero's can receive a single heal spell from friendly clerics or swig a potion if available before things heat up again.

7. Inflict casualties and remove tokens
Each side will have nominated a general who is allowed to fight just like any other hero. Each side rolls a d10 and adds 1/2 the generals fighter levels. Also add or subtract the generals intelligence and wisdom modifier. Finally add any bonuses earned to the battle roll by hero's as well as the starting adjustment.
  • <6 your side inflicts no lost tokens
  • 6 - 10 foe loses 1 token
  • 11 - 15 foe loses 2 tokens (foe loses an extra token for each increase of 5).
[Tormund giant bane, barbarian general rolls 8 adding +2 for 1/2 his fighter level, +6 from his hero's actions and a further +2 for more tokens and attacking a defended point. A total of 18 means the Barbarians remove 3 of Lonely Woods 6 tokens. Leif the PC halfling has been voted general and rolls 4 adding +2 for 1/2 his fighter level, +5 from heroic actions and +2 for magic support. A total of 13 means the defenders of Lonely Wood remove 2 barbarian tokens.]

8. Morale check
The side that lost the most tokens checks morale (standard 2d6 roll under). If both sides lost the same number of tokens both make a morale check. There is a penalty to the morale check of -1 for each token lost. A general's charisma bonus improves their sides morale as can other factors. If the result is <4 then the side routs ending combat. If they fail their morale check then they withdraw and a second battle phase occurs before the battle is completely resolved. If they pass the morale check combat grinds on. Start from the top.

[The tide of battle appears to be with the Barbarians as they inflicted more tokens worth of casualties. The defenders of Lonely Wood make a morale check. Morale for a man is 7 circumstances add +2 for defending an obstacle, +2 for defending their homes and families and -3 for losing 3 tokens. Leif the general needs to roll 8 or less. He rolls a 9 and the defenders of Lonely Wood are pushed out of the town and must commit to another round of combat as they retreat into the woods.]

9. Casualties and recovering tokens once the combat is completely over
Roll a d6 for each token. Winners recover a token on a 4+, Losers on a 5+ and routed troops on a 6. The ratio of tokens lost to starting tokens is the % of troops lost.

[The forces of Lonely Wood were smashed as they fell back. Without the protection of the palisades and Kiernan the wizard having exhausted his spells all their tokens were lost in the final round of battle. A die was rolled for each of the 6 tokens removed and 3 tokens were recovered as a result of some good rolling. The town was lost and half of the defenders slain. The survivors trudged towards Targos].


The Tale of Klinderstone - Icewind Dale Story Hour

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Battling barbarians happens later in the mini campaign.
There is something to be said for game write-ups that take story form. I enjoyed reading some of the play throughs of adventure paths on ENWORLD back in the old days. Sometimes they help you see how an adventure is likely to play out before you run it yourself. There are often things other DMs will bring to the adventure that you can steal. Back when I started this blog I did a lot of game write-ups but as time went by I did them less and less. They are a lot of work.

Having a player write up the game in story form is always great. I don't think you can get better feedback and it's always interesting to see how different they think things unfolded. In the Icewind Dale game the player of Jon the mariner wrote up an epic saga of the mini campaign that I will break down into parts. Part one deals with the adventure 'The former gnomish caves' by Alex Schroeder.


The Tale of Klinderstone

The heroes:
Leif, small of stature but brave of heart.
Sprite Zero, small and lean but tricksy and cunning.
Jon, strong of arm and a leader of men.
Power Aide, a true servant of the gods.
And their dark side:
Leif, untrusting and unfriendly.
Sprite Zero,suicidally foolhardy
Jon, a surly drunk, violent when insulted.
Power Aide, selfish and untrustworthy.

Jon the wife-killer arrived in Lonely Wood on the cusp of summer, fleeing his past. His short temper made him few friends but more enemies. His coin ran low, splashed on bar room tables. Two of his few allies came to him one day. Leif and Sprite Zero were short folk. Halfling and gnome. Jon had stood up for them, beaten a man who was bullying them. They were bored and almost out of money. They suggested an expedition for excitement, money and fame. There were places to explore around Lonely Wood. The supposedly abandoned tower of the mage known as Marbag the Mad. An abandoned temple of the Ice Goddess Auril. Or a gnome burrow supposedly attacked a month or so earlier. Alternatively, there were rumours that the barbarians in Bremen were planning to start another war.

Jon agreed to an expedition to a gnome village after hearing about it from the barkeep at the Whistling Gallows Inn. A gnome came through these parts a month back. Wild looking fellow who could barely be understood though it was clear he was looking for help. Klinderstone, the gnomes burrow had been over-run by ogres, with access to winter magic. Not much Lonely Wood could do as they didn’t have the men to spare so he was sent to Targos.
Leif and Sprite Zero introduced Jon to a fourth man, Power Aide. He was a human priest, but did not reveal which faith he followed. They hired a few locals familiar with the woods. Leif obtained the services of Squint, a man blind in one eye. An old scar around his eye patch evidence enough of why. Jon hired a man who introduced himself only as Dag. A recent brand on his forehead suggested an unsavoury past, but Jon did not seem disturbed. Power Aide employed Cathy, a woman who gave no reason for wanting to join such a dangerous expedition.
Jon spent his last few coins on good snow gear. The other three did the same, but also managed to purchase a small team of five sled dogs and a beaten up sled.
Sprite Zero had a giant ferret he had a crude saddle for. Power Aide and Leif would ride on the sled. Jon would keep up on skis.
The party bought a dog sled. Smart play.
On the first day of summer they left Lonely Wood. They headed into the taiga, initially following the small river that flowed from the mountains known as Kelvin’s Cairn to the Maer Dualdon through Lonely Wood. They headed mostly east, towards the northern edge of Kelvin’s Cairn, where it fell away into the vast northern tundra. A light rain began to fall, turning to ice where it sat undisturbed.
Mid-afternoon and the keen-eared halfling suddenly ordered a stop. With the sound of the sled and dogs quieted, they all heard what had alerted him. Cries of pain, and a deep voice responding.
“Shuddup. Yer whinin’s gunna get ya killed if ya don’ shuddup.”
Jon, Sprite Zero and Leif slipped forward. Peering through the snow covered pines, they made out an ogre, ploughing through the snow.
A human appeared to be strapped to his back, jostled and bumped and flicked with branches as the ogre pushed his way past the trees.

A volley of missile weapons caused the monster to roar with pain and stumble. It turned towards the source of its pain and tried to charge at them through the knee deep snow. The giant ferret hamstrung it from behind and as it fell Jon hacked through its neck. It gurgled and thrashed for a brief moment before dying.
Jon released the captive. Jerrod the trapper was very grateful. Jon noticed that a sack on the ogre’s belt was still wriggling. He opened it. A single rat the size of small dog tumbled out. It looked up at Jon. He ordered it to do something. It didn’t. Power Aide thumped it and they fed it to the ferret. But the sack was wriggling again. Another rat was tipped out, different to the first one. Jon hung the sack off his belt. The others had looted the ogre’s body more thoroughly. They found some coin, a handful of well-made scrimshaw pieces and a small star sapphire. Power Aide refused to use any healing spells on Jerrod.
Icewind Dale. There is always snow.
They travelled for a few more hours. A defensive campsite was found for the night. It took a while to find dry wood and set up a fire. They went to sleep cheered by the ease with which they defeated the ogre.

The next morning Jerrod departed for Lonely Wood with food and the ogre’s least disgusting furs to keep him warm. The seven headed further into the forest. It was raining still, but the wind was merely strong. Not the near gale usually experienced in Lonely WoodNot long after starting they heard a goat bleating in terror. Then the sound ended suddenly. They quieted the dogs and gave the direction the sound had come from a wide berth.

It was late in the afternoon when they reached Klinderstone. It was partly concealed in a small valley. The trees ended ten metres from the entrance, but boulders were piled to the left and right, limiting easy access. The entrance to the burrows had been extensively worked. Elaborate carvings of plants surrounded the doorway. The delicate gnome-work was at odds with the rest of the scene. The bones of rats and gnomes were scattered around the front. The smell of offal and decay carried over the brisk wind. Moving some distance away, they left Dag with the dogs and the sled. Two lanterns were carried by Squint and Cathy but not yet lit. There was some light inside.

The entrance corridor was wide and high, large enough for Jon, or even an ogre, to walk around. In the corner of the entrance chamber was an ogre. Facing the corner and urinating into a pile of dirt. It was cut down from behind before it could call for help. Sprite Zero looted the body while the others looked around the room and guarded the exits. He found little of value until he pulled a cheap-looking copper ring off one of its fingers. The rink shrunk to fit him. A sure sign it was magical. A painted eye was the only decoration it had. He looked around. No-one seemed to have seen him find the ring. He put it on and sensed some sort of enchantment magic in it. But nothing else happened.
Jon dragged the body outside and dumped it amongst the rocks to the left of the entrance. He covered it with a few more stones.

There were three exits, left, right or straight ahead. Left seemed the least used, right the most used. A smell of overcooked meat came from straight ahead. Power Aide and Cathy heard snoring to the right, but decide not to tell the others. They hoped to go that way themselves to kill those asleep and take any loot for themselves. Unfortunately for them, the others chose to go that way anyway. It had the most muddy prints and signs of use. They all heard the snoring shortly afterwards. Sneaking forward, they found a large room. Five ogres were sleeping there, on and under furs and blankets. There were also two gnomes in cages near a fire pit. Over the fire pit the dead body of a third gnome was slowly getting burnt.

Jon, Leif, Cathy, Squint, the ferret and an illusory ferret created by Sprite Zero moved in as quietly as they could. Then they attacked. Blades were plunged into sleeping flesh. Several of the ogres died immediately, but not all of them. Three started struggling to their feet. Only two made it. They never considered surrender and were cut down without mercy.
Jon tore open the cages. Tarpa the craftsman and Sarsha the dancer were rescued. They were cold, starving and traumatised. But they offered whatever help they could give. They drew a map of Klinderstone and named the rooms. They knew that there had been about twenty ogres. They also knew that the ogres were led by a beautiful red-haired human woman who was a priestess of Auril. They also knew the priestess was planning on attacking Lonely Wood with her forces. Sarsha was escorted out to where Dag was with the dogs. The body of the dead gnome was taken out as well. Tarpa stayed to help.

Tarpa took them to the ballroom. They heard crude laughter beyond. Peering carefully around a corner they saw the backs of four ogres. The ogres were playing a game which involved throwing stones as a female gnome chained to the far wall.
Jon and Leif led the charge into the room. This time the ogres did not die as easily as the sleeping ones. Power Aide remained at the door out of the fight, after pushing Cathy into battle. Sprite Zero remained back as well, controlling his illusory ferret with his mind. Its imaginary claws sent the ogres reeling as if they had been struck by a real creature. Between it, the real ferret, Leif and Jon the ogres finally fell. Cathy and Squint were dead as well though.

The gnome woman was rescued. She was as homely as the first one, but extremely thankful. She called herself Oakleaf. She was the Klinderstone midwife. Power Aide, Leif and Sprite Zero looted the room. They found little of value. They also seemed quite unconcerned about the deaths of Cathy and Squint. Jon was not happy with them about this, especially with Power Aide for sending an untrained woman into battle while he “cowered at the back and did nothing”. Jon asked Oakleaf if she knew how to use healing herbs or poultices. One of the rooms in Klinderstone was an alchemists/herbalists laboratory. Both he and Leif had taken glancing blows from the ogres.
Wasp. Former leader of the gnomes, now burning abomination.
Oakleaf and Tarpa started to take them that way. They passed through a room with the burnt remains of a pyre in the centre. Amongst the ashes and half-burnt wood was a cage. Within the cage was the body of a gnome, burnt beyond recognition but still moving. It stood up as they entered. It obviously could not see them but knew they were there. It demanded to be freed, so it could wreak vengeance on the invaders. All of them, human and ogre alike. When Jon said he was human, the undead thing swore to kill him as well. Anything that wasn’t a gnome would die. Oakleaf thought it was Wasp, their leader. Jon ran it through with his sword, but it didn’t die. They left it there, still rasping curses and imprecations.

The laboratory was in ruins. They started looking for anything useful. Then the ceiling rippled. A grey oozing something seeped across the ceiling, gathered into a bunch and dropped to the floor. Jon struck it with a wooden club. It simply split into two smaller pieces. They retreated. The ooze followed slowly.
So they left the door open for it to terrorise the ogres and priestess. Then they returned to Dag and Sarsha. It was nearly dark. The gnomes led them to a safe place to camp for the night, a kilometre or so away from Klinderstone.

<DM's Note: This was the end of the first 3 hour session. What follows is next weeks session. The former gnomish caves took two sessions to complete>

As the sun vanished, Power Aidediscretely prayed to whatever god he believed in.
The next morning the freed gnomes told them that the ogres slept during the day. They also knew the priestess seemed not to sleep much, and had a huge white ape that pulled her sleigh.
Jon, Leif, Power, Sprite,Dag and Tarpa left Oakleaf and Sarsha with the dogs. 
The priestess of Auril. Like all good NPCs she died.
They arrived at Klinderstone midmorning, the wind whipping a foul smell towards them and snatches of words. Sneaking forward, they saw the red-haired priestess of Auril out front. She was exhorting a group of whipped-looking goblins. A boiling cauldron containing bits of goblin stood at her side. She told them they were safe now from the dark skinned ones, from their poisons and sharp blades.
The huge white ape was with her. So were two ogres wearing gnome bones as ornaments. The sleigh was there. One of the goblins was dressed in better looking furs, and had a wolf skull helm. There were 15 goblins. Three poorly made hide tents were pitched amongst the rocks to either side of the entrance to Klinderstone.

One of the ogres held a chain which led to three gnome children, attached to metal collars around their necks. Two of the children looked to be near death and were shivering with cold and terror. The other was healthier, and looked upon the priestess with adoring eyes. The priestess finished her speech. She went back inside, with the ape, ogres, sleigh and gnomes.

The goblins fell upon the cauldron and licked it clean. Then slunk away from the bright sun into their tents, leaving three on watch. The solitary goblin on the left fell to a volley of crossbow bolts, arrows and sling stones. Neither of the other goblins on watch noticed.
Jon, Leif, Power, Sprite, Dag and Tarpa sneaked around to the nearest of the two tents on that side. Tarpa opened the door, and a volley of missiles were released at the piles of furs inside. Not all the goblins were killed at once, and their cries rang out. Jon went to the other tent and leapt upon it, collapsing it on those inside and crushing a goblin. Within moments all the goblins in the first tent were dead. Two wriggled out of the tent Jon had collapsed and tried to run. He caught up with them and killed them without hesitation.

The chieftain and his two goblin wenches ran out of the other tent, butt naked apart from the wolf skull helm. He fell immediately to a sling stone. One of the two guards had already been shot down by Dag. The remaining guard and the two women fled. Sprite Zero sent his ferret after them. It came back later licking blood off its lips. By then Leif had obscured signs of the skirmish. The bodies were chopped up and put in the cauldron, and the bloodied snow put in as well.

They crept into Klinderstone, following the path of the oozes. They found two rooms where the ogre women and children had lived. The oozes had found them. All were dead, many partly dissolved.
Giant White Apes are no match for this party.
They found the room of the giant ape. Sprite Zero’s illusionary ferret, with the real ferret’s whining behind it, lured the thing down a hallway. It saw them and charged. Power Aide blinded it with a spell, and it ran into a wall of spears. It roared and writhed in pain. Leif and Jon cut it down.

Moving past they heard two ogres arguing. They did not want to investigate, but they were more scared of the Ice Queen. They peered around a corner and saw the dead ape. Several bolts just missed them. They ran. They kept running out the front door, even with a bolt or two in their back.

They found the way to the priestess, but Tarpa showed them a secret way. Jon forced the door open, into a room of horrors. Frozen gnomes adorned the walls. One was even arrayed in the centre of the room like a lectern, holding a book. A black-bladed sword was embedded in the ground nearby, intense cold radiating from it.
The priestess heard their entry.
Jon wrapped his cloak around his hand and drew the sword. Power Aide held up the book, and Jon lifted the sword high. The priestess cried “No”. Jon clove the book in twain. Intensely cold winds swept the room. Dag and Tarpa were frozen where they stood. Sprite Zero was chilled to the bone. Leif and the ferret caught a glancing blow.
They turned to the priestess. She fought, initially ranting about intruders in her home, taking her possessions (the captive gnomes), killing her allies (the ogres) and destroying her sacred book from Auril. She froze Leif in place with a chill word of power. Then the fight started to go against her. She tried to surrender. Jon ignored her cries, except to tell her that someone who murders innocents the way she did deserves no mercy. She was killed.

The room she had come from was her private chambers. The three gnome children were there, as was a single adult male. Only the one child was healthy. The other three were nearly dead from exposure. Power Aide started looting her body.
Jon carried the frozen Leif out into the sunlight, and then started doing the same for the other gnomes. He started swigging from a bottle of brandy he had found in the priestess’ room. Leif thawed out not long thereafter.

The healthy looking child kept accusing them of murder, and threatening them with the wrath of the goddess. Jon got angry and slapped the boy to shut him up. It didn’t work. Leif went further, and struck the boy unconscious.

Sprite Zero, Leif and Power Aide read a map they found in the Ice Queen’s room. It showed the ten towns and several other locations, many marked with annotations. Next to Klinderstone were the words “seize this next”. Lonely Wood had the words “take slaves” next to it. A location deep in the mountains was noted as the Hall of the Ice Maiden and a path was indicated. Between there and Klinderstone was a Temple of All Consumption with a note saying “danger – eliminate next”. And the Fane of Auril was shown, with a comment “trick some fools into clearing this”.

Sprite Zero fetched Oakleaf and Sarsha. They were grateful for being rescued, but looked around their ruined burrow and said they could stay there no longer. They showed the others where the Klinderstone finances were hidden. They offered the heroes whatever reward they thought was suitable. Jon and Leif both announced that half the treasury would suffice – that left the surviving gnomes an ample amount to begin again.

They found snap-frozen grey oozes which were dumped outside.
Jon also dragged the ogres’ bodies outside the burrow and put them in a pile. The dead gnomes were laid out more respectfully on a funeral pyre. As he did so he swigged on the bottle of brandy, until it was empty and he was swaying as he walked. Leif kept Jon and Power Aide away from each other that night.

They slept in the relative warmth and comfort of the gnome burrow. The gnomes lit the funeral pyre after sunset, when the smoke would not be seen and the wind had died down a little.

They left the next morning. Several of the gnomes couldn’t move by themselves so they were on the Ice Queen’s sleigh. Jon was largely pushing this. So they were moving a lot more slowly. The wind had also picked up, into a typical Ten Towns gale.

They entered the territory of a snow tiger. It leapt from hiding onto the front two dogs. One was bitten and shaken, a second mauled by claws. Then Jon reached it. Two powerful swings with the black-bladed sword dropped it in its tracks. As it fell a crossbow bolt whizzed into its side.
Szordlin. Power Aide's henchman of ill repute.
They turned to see a drow. He introduced himself as Szordlin. Power Aide introduced himself in turn as the divine King of Kings. Szordlin was impressed. Jon was not. Nor did he welcome the dark elf, nor turn him away. Sprite Zero and Leif were noncommittal as well. Szordlin was allowed to travel with them. He claimed to be an outcast from his people. He harried a bag with a few goblin heads in it. Trophies he said. He was much taken with Power Aide’s trophies, the two large tusks from the giant white ape. He admitted to being a thief by trade, and returned Leif’s belt pouch with an apology. Habit, he said.

They arrived in Lonely Wood at dusk the next day. Szordlin stayed outside the town until Power Aide could see if it was safe. The wind was still howling over the water. The townsfolk were all inside, except for one small girl huddled near the well. She claimed her brother had fallen in. Leif did not believe her. Power Aide seemed to agree, and even suggested setting her on fire. Jon growled, snatched the lantern off Power Aide and lowered it down the well in the bucket. There was nothing down there. The girl was glared at. She started to say her brother must have drowned, then stopped and admitted she had made it up. She was bored. She wasn’t at home so her da wouldn’t beat her, and her ma was getting drunk at the inn. There were no other children to play with. She gave her name as Hailee DunLeif stomped off. She started to get worried they would tell her father. She offered to tell them a secret if they kept it secret she had tricked them. Most of the group so swore, although Jon kept silent. She did not notice, and told them she knew the innkeeper, Kieran, was a magic user. Jon picked her up and unceremoniously shoved her into the sleigh next to the gnome children.
They went to the inn.

Several townsfolk were there, including the Mayor’s Luskan mercenaries. Hailee’s mother Amber was in the corner drinking steadily. And Jerrod the trapper was there. He called out to them. He had told everyone how he had been rescued. A tale was called for. Jon responded, in the manner of his people, embellishing details slightly, and dwelling on the “mighty blows”, “terrible beasts” and “foul magic”. Money was produced, and a celebration started.
Quin. Merchant priest of Waukeen and definately not Bilbo from the Hobbit.
The innkeeper offered them free rooms for the night. The gnomes purchased rooms for themselves. They let their kids play with Hailee for a while.
During the night, before they got too drunk, Quin the merchant-priest of Waukeen approached them. He wanted help. The barbarians down the coast were threatening war, and were stopping trade. The mayor had brought in an “ambassador”, but Quin thought he looked more like an assassin. None of the local merchants, and many of the townsfolk, did not seem to like the mayor. Leif suggested killing him. The merchant demurred. Jon asked if that was Leif’s solution to everything. Uncomfortable silence for a second. Jon pulled out the large star sapphire they had taken from the gnome’s treasury. Quin offered 250 gold. They accepted.

Power Aide asked the barkeeper if he could bring “someone shy” into the inn. Jon bluntly stated it was a drow. With the endorsement of Power Aide, the town agreed to accept him. Szordlin joined the party.

Later an attractive young woman entered the inn. Shortly thereafter she approached Leif. Large, scary insects were in the basement of her family’s house she said. Could one of the heroes help? Leif said he was too drunk, maybe the next day. She tried to persuade him. He refused, tried to get her drunk, and said he did not trust her. She stormed off in a huff and asked Power Aide. He too refused, threatened to set her on fire.
Jon blearily saw her stomp out the door. He followed. He asked had his companions been offensive. She told him about Power Aide’s comment. Jon said darkly that he did that. She was horrified, thinking he meant actually setting people on fire. Jon corrected himself, saying that Power Aide says that but hopefully doesn’t mean it.
Power Aide and Leif had followed Jon out. When she saw them, she left. Back inside, Leif asked around and found out she was the mayor’s daughter.

Much later Amber started staggering around. Slurring her words, she asked anyone she met could they get her out of Lonely Wood. Jon told her she should stop drinking, and start looking after her little girl. They both agreed she was a terrible person. The night ended relatively uneventfully.

Jon only hit one of the Luskan mercenaries, when they kept on telling people to be careful of him. He yelled at the guy to stop telling people that, then split his cheek bone. Another man had his jaw broken when he wouldn’t retract a comment of “drunken savage” after Jon accidentally bumped into him and spilt his beer.
Jon also made it known that he was looking for Hailee’s father, to have a gentle discussion about whether or not you hit kids.
Leif woke up with a new tattoo, a woman in a circle of fire.

Power Aide and Sprite Zero both kept a relatively low profile during the drunken revelry.

The Enemy Within - Mistaken Identity

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Why The Enemy Within? 

I played a fair portion of The Enemy Within campaign in high school. Back then Pete, Optimus Prime and I were still trying to work rpgs out. It was a great deal of fun but I remember being lost as to what I was expected to do in some of the open ended scenarios, in particular the Power Behind the Throne. I have wanted to revisit these adventures partly due to nostalgia but also because they have a stellar reputation and I want to see If I can do them justice.

Finding a group to play with was my first hurdle. Good Games is too noisy and uncomfortable for a long session which ruled out the usual crowd. Besides I wanted to run a game with two mates from way back. A return to the Old World was a perfect excuse to get the band back together.

I scoured ebay to find the adventures, printed off a pdf version so I could highlight important sections, wrote myself a cheat sheet with key dot points to reference during play and listened to another groups recording of their run through the classic campaign. The recorded group tends to get bogged down in minutiae and rules discussions but I enjoy it. The GM Tim brings the characters to life and certainly inspired my own efforts. I also pre-drew the coach ambush site on a battle mat and grabbed some appropriate 1980’s Citadel lead minis. While the ambush itself would prove anticlimactic it was well prepared.

Notable Events & thoughts

The following are the notable events from last Saturday:
  • PC’s were Esmerelda the flame haired hedge wizard with no magic skills to speak of, she would prove to be a master haggler and one of the few non cultist nudists in the Empire. Walter the impeccably dressed halfling raconteur, inventor of the dubious tasting breakfast treat Mootbread and sweet talker of innkeepers everywhere. Rounding out the group were Joten the hard drinking dwarven sewer jack and Herdan the dull witted odorous Grave Warden.
  • Gustav, the owner of the Coach and Horses, was noted by all as being the friendliest and most generous innkeeper in all the Empire. The group paid for their stay, meal and a bath for Herdan through acting as serving wenches, kitchen hands and in return for keeping the patrons entertained with fine tales.
  • The group started out with almost no coin to purchase a coach ride to the Imperial capital Altdorf, but the wit and silver tongue of Walter saw them get by and turn a profit. During a night of drunken revelry Walter managed to convince the coachmen that they had agreed to take the group to Altdorf. Gunner and Holtz, the coachmen, had simply been too drunk to remember events and were fast talked into believing Walter's bluff.
  • Phillipe the Brettonian gambler and fellow coach passenger proved popular and I enjoyed playing him. Usually my accent wanders all over the place but this time I managed to maintain a decent French accent. Liking Phillipe is at odds with the scenario which paints him as a ne'er do well. He proved handy in the showdown with the coach raiding mutants, were his pistol devastated the pin headed brute and an Ulric’s fury saw him decapitate the scaly skinned crossbow wielding creature.
  • Urnst, the student passenger, received a lot of attention from Esmeralda who did not trust either him or his book on leeches. She got touchy feely in the crowded couch attempting to feel out any possible mutations he might have. It was at this point that her penchant for nudity arouse. When troubleshooting how best the disparate passengers crowded in the coach could get along she replied “I find getting naked always helps.” In a way Esmeralda reminds me of the Nursey character from Black Adder
  • When quizzed on why she had suggested nudity I had one of my own Warhammer theories thrown back at me. As a player I have lost count of the times I had been tricked into completing a mission by/for a secret cultist/mutant. It is a Warhammer cliche much like getting screwed over by Mr Johnson is expected in a Shadowrun game. To counter this my character would insist all prospective employers get naked to prove they were not marked with some cults tattoo or rocking a third arm. The war stories of my past paranoia were being used against me.
  • Herdan drove the coach in the morning as the official coachmen were nursing titanic hangovers. It lost a wheel and Holtz was flung to the ground and broke his arm. All eyes turned to Urnst the 'psychians student' who looked out of his depth in treating this simple injury. Esmerelda's suspicions grew as she bandaged the stricken coachman.
  • Esmeralda haggled up a storm at a coaching inn, convincing a merchant that he was purchasing a rare antique crossbow once owned by a famous noble, possibly Karl Franz himself. The crossbow had been plucked from the cold dead hands of a mutant. I find the haggle rules too generous as Esmerelda made out like a bandit. The merchant could not afford the price the haggle result indicated and instead offered all the coin he had on him as well as a sizable crate of cheeses.
  • The attack on the boat could have been better planned though Walter amusingly turned himself into a halfling cannon ball in an attempt to repel a boarder. The folk doing the shadowing should have been moved to Altdorf where you have a city to be followed in rather than the small town of Weissbruck. This part of the adventure came in the last hour of a seven hour session so I can forgive myself if it didn’t come off as well as the earlier parts.
  • Herdan got into a fight with Max Steiner at Altdorf's Boatman Inn. It turned into a bought of ineffectual flailing a Max couldn’t land a knockout punch. After ten rounds of flailing he gave it up much to the disappointment of the nobles cheering him on. 
  • I am tempted to implement Dagobah Dave’s (?) parry and dodge rule found at the strike to stun forums though it probably wouldn’t have helped improve the Max Steiner fight. The gist of the rule is when you parry you block the amount of damage indicated on the higher of the two die you rolled to successfully parry and on a successful dodge you avoid the damage of the two die combined. So if you dodged with a roll of 32 you dodge 5 points of incoming damage. Food for thought if combat seems to descend into flurries of ineffective dice rolling too often.

GM's summary

The group left their hometown of Delberz following up on a pamphlet recruiting adventurers for a trip into the Grey Mountains. They headed to the Coach and Horses to arrange a ride to Altdorf. On the road they came across an ambushed coach and put the mutant ambushers to the sword. A body found at the scene looked exactly like Herdan. A note on the body indicated an inheritance was waiting. Once in Altdorf Walter met his old friend the boatman Joseph. While out drinking they had a run in with a pair of nobles, one apparently later got himself murdered. The group hastily left town on Joseph's Boat. At Weissbruck the party ran into a band of armed arsonists who attacked their boat and seemed intent on killing Herdan. They are now in Bogenhafen.

Handouts

Here are the handouts from the session.









Lady Isolde Von Strudeldorf, Gustav, Holtz, Urnst, Phillipe, Joseph, Max and Adolphus

The Tale of Lonelywood - Icewind Dale campaign

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I have been remiss in posting the final player write-up of our Wednesday night adventures in Icewind Dale. This chapter covers about two sessions of play and wrap up what was a very enjoyable mini campaign.

The Tale of Lonelywood

The region of Icewind dale where you can find Lonelywood.
Look north of the Spine of the World. The land of Icewind Dale lies west of the Reghed Glacier and east of the Sea of Moving Ice. Cold and snow covered even in the midst of summer, it is a harsh land.

Move in closer.

The Ten Towns are gathered around the skirts of Kelvin’s Cairn. Look to the northernmost town. Lonelywood, sheltered from the bitterly cold northern winds by the pine forest that shares its name. Established but recently in the years of men, it is the northernmost outpost of “civilisation”. The barbarians who used to freely call this land theirs were in an uneasy alliance. An alliance some would like to break …

Four heroes had rescued a handful of gnomes from their invaded burrow Klinderstone, killing the ogres and priestess of the Ice Maiden Auril in the process.
  • Jon, a human (Luskan) warrior.
  • Leif, a halfling fighter.
  • Power Aide, a human priest.
  • Sprite Zero, a gnome mage.

Events in town

With the spoils of their victory, and a reward from the grateful survivors, the heroes had declared “drinks are on us!” The town was slowly recovering from the resulting extended celebration.

Quin, the halfling priest of Waukeen, approached the heroes.  He was worried about the closure of the only road out of Lonelywood. Bremen’s Run headed south, along the eastern shore of the Mael Dualdon, to Termalaine. There had been caravans or travellers from that direction in the last few weeks. And the few who had tried going south had been ambushed by barbarians of the bear and wolf tribe.  Their valuables had been taken, and they had been ordered to return to Lonelywood. No one had been killed to his knowledge though.

Quin was concerned the barbarians wished a return to war, to try and retake their ancestral lands.  The recent troubles from a year ago were still fresh in many people’s minds.  It rankled with some that the barbarians had been given the town of Bremen.  But none were prepared to take up arms against the barbarians.

From what Quin had gathered, they had set up camp around an old mead hall. There were two tribes present, bear and wolf. Reports varied wildly, but it appeared there were at least ten warriors of each tribe.

Quin was also worried about what the mayor was doing. Like many of the townsfolk, he did not really like the major.  He believed the man made himself rich by sustaining a monopoly on trade, and did not have the town’s best interests at heart.  A few days earlier a man with an eye patch came to Lonelywood.  The major claimed he was an ambassador sent to talk to the barbarians, but to Quin he looked too much like a hardened warrior; an assassin. He had left two days earlier.  Beyond that the mayor seemed to be doing nothing. He had locked himself in his house, set his mercenaries as guards, and wasn’t seeing anyone. Leif and Power Aide started throwing around some of their typical ideas. Force the mayor to help by kidnapping his daughter. Set fire to things. Jon was disgusted. Quin was shocked.

The heroes agreed to go and look, and talk to the barbarians to ascertain their motives.  When Quin was asked he agreed to join them, agreeing that someone representing the townsfolk should be present. 

On a boat

Jon suggested taking a boat, that way if there was immediate trouble they could simply row away from it. Young Jed’s boat was duly made ready, and in an icy rain they set off.  It rapidly became obvious that most of those on board had never steppe doff dry land before. Quin, Power Aide, Sprite Zero and Leif all became seasick. Jon however was happy. Fortunately it wasn’t that far down the shore. The Lonely Wood slowly thinned out until there was nothing but small windswept bushes and the occasional boulder to break the wind.

The boat was beached when they saw the mead hall, a vague blur through the rain.  Jed stayed with the boat as they stepped onto shore.  Moving away from the lake, details became apparent.  There was a palisade around the mead hall, and several large tents within the walls.  Thin trails of smoke rose from many, to be whisked away by the wind.
Barbarian Camp

Barbarian Camp

A huge dead tree stood just outside the walls of the palisade.  Crows braved the weather to sit in its upper branches and occasionally flutter down to something on the side of the tree.

Jon raised his voice and hailed the camp. Armed guards appeared immediately. The five were polite, and spoke firmly. They wished to talk. To discuss the bear and wolf tribes’ actions and see what could be done. Agnar, a member of the wolf tribe, led the guards.  He named their leader Tormund Giant Bane. Tormund was from the bear tribe.  His tribe, the wolf, were there because their leader, Hjollander, wanted to assist Tormund.

Agnar deliberately took them past the old dead tree.  A body was crucified there. It was largely unrecognisable after the crows had worked at it for a few days, but its eye patch was visible.

They passed into the palisade.  Eight large tents were visible.  They were taken to the mead hall, where they were required to leave all weapons at the door.  An ancient custom, they were told, forbade any wearing weapons in the presence of their leader except his personal guard.

Inside the hall there were obviously three groups present.  The bear tribe sat along one bench, the wolf another.  And a third bench was centred around an older man, later identified as the tribal priest Beorning, a follower of Tempus.  A large bear stood behind the bear tribe.
Tormund - leader of the bear tribe

Negotiations

Tormund was initially hostile. The heroes did nothing to threaten him at first, merely reiterated that they had come from Lonelywood to talk.  To find out why he was attacking travellers and what he wanted. This got an immediate response. Tormund spoke, passionately if wildly about reclaiming the ancestral lands of his people.  When asked why he did not say so, why he chose to attack, he used an analogy of why would you reason with a swarm of insects. He agreed to talk the next day, and offered hospitality that night.

Tormund also brought up the dead man on the tree outside. He claimed the man had tried to assassinate him.  And threatened them with the same fate if they tried as well.  Jon got offended at being called an assassin, but restrained himself from starting a fight.  He did lock eyes with Tormund and angrily ask was Tormund accusing him.  Tormund dropped his gaze first.

Jon offered to tell a story, accompanied by images after the initial platters of food had been devoured.  He narrated, and Sprite Zero created the illusions.  It was well received, and the feasting continued.  Quin, suffering from the boat voyage and starting to shiver from chills retired to a tent to sleep.
Hjollander - leader of the wolf tribe
Hjollander was observed talking to Tormund’s daughter Gyda.  She was a strong, handsome young woman, and he was obviously smitten with her.  But equally obviously he had no skill in talking to women, and she was largely ignoring him.  It was painful to watch
Gyda can hold her own on the battlefield
But they had learnt of a potential way of manipulating the situation.  If they could get Gyda to notice and appreciate Hjollander, they would have an ally.  Leif befriended Gyda’s handmaiden, a slighter girl. Where Gyda looked like she would be comfortable on a battlefield, the handmaiden looked comfortable holding a needle and thread.  Leif learnt that Gyda enjoyed poetry and well-made jewellery.

Jon continued drinking, to the point where he got into a wrestling match with the bear when it tried to take food off his plate. He lost, but it didn’t claw at him, merely pushed him to the ground.

A series of odd requests

Hours later, after all had retired for the night, the heroes were woken.  A group of barbarians entered the hall, led by a man they had not seen before.  Floki offered them a way to save Lonelywood.  He stated that Beorning, the priest of Tempus, was not well liked.  He followed a foreign god, not worshipping the spirit of bear or wolf as would be appropriate.  And he spent a lot of time in the Ten Towns. In short, he was not trusted.  And there had been several assassination attempts on Tormund. Floki wanted the group to stand up and state that they knew of Beorning. That they had heard of him or seen him, and knew him to be behind at least one of the attempts.  Then, after Tormund removed Beorning, he would be in debt to the heroes.  A debt they could call upon to save Lonelywood.

After Floki left they talked it over.  Jon stated he would not do it.  Not only did he not trust that Floki might have been setting them up, he wouldn’t be part of getting a man killed by lying like that.  But he wouldn’t stop the others from doing so if they wanted to. Leif and the others considered it. They were still considering the next morning. So they had a conversation with Agnar.  

It was obvious by then that Agnar wasn’t personally interested in Tormund’s grand plan of rekindling a war to reclaim any ancestral lands.  The situation became a bit clearer when they asked about one of Tormund’s tattoos, shared by Floki and all his personal guard.  It was of a man wreathed in flames.  Agnar described it as a tattoo symbolic of those who followed the tenets of the barbarian war leader who had ignited the war a year earlier. They asked him about Floki and Beorning. They learnt Floki was Tormund’s right-hand.  It was he whom Tormund turned to, to get things done, especially potentially unpalatable things.  Conversely, Agnar seemed to have a lot of respect for Beorning.  The priest had leapt into battle on many occasions, saving individuals with weapon and spell.

This didn’t help clear up anything.  So Jon outright told Agnar of Floki’s offer, and asked what it might mean.  Agnar shrugged and replied politics. Tormund might put on a face of loyalty to his priest, but in reality he did not like anyone who could challenge his authority.

Agnar then asked the heroes for a favour.  His leader Hjollander had come up with a plan to impress Gyda.  He wanted the heroes to kidnap her, so he could then stage a rescue.  Jon laughed out loud and refused immediately.  They sent Agnar back to try and tell Hjollander, politely, the plan was stupid.

Leif did reveal some of what the handmaiden had mentioned, saying that Gyda liked poetry.  Hjollander, flustered, asked the heroes to create some.  They did.  It was awful.  Hjollander took it anyway.

Then the time came for council.  Hjollander had a black eye and Gyda was studiously ignoring him.

The council did not last long.  Tormund was adamant the lands were his by right, and that everyone else should leave.  Or he would kill them all.  He only wavered from that position when he decided to allow the villagers of Lonelywood to leave. They would have but two days to pack, and then he expected to see them trudge past his hall as they returned to the towns further south. He ended the council abruptly, ordered the heroes to leave.

Jed had departed some time the previous day, so they started to walk north.  Only an hour or so out of the camp they saw ten men blocking their path, led by Floki. Tormund’s lackey shook his head at them.  If only they had taken his offer, they might have saved their town.  Jon still did not trust Floki.  Why would Tormund have made such an offer?  He might not have wanted Beorning around, but he obviously wanted the settlers of the Ten Towns gone.

Guest rights, what guest rights?

Floki gave no good answer.  He then observed that if the people of Lonelywood didn’t get warning that they had to leave, then they would definitely be killed. Jon lost his temper. Tormund had given them hospitality, and allowed them to leave with a message. To then send killers after them was a gross breach of honour.
Jon attacked. Sprite Zero sent in his two ferrets, one real, one less so. Battle was joined.

And to Floki’s surprise, it was very one-sided.  Within minutes all of his men were killed, and he had been captured, subdued by Leif violently driving his axe hilt into his groin.  None of the heroes had died, although several bore wounds.  Power Aide and Quin fixed them up.

They tied Floki up, and Leif kicked him in the groin again when he wouldn’t cooperate. Jon swung a casual backhand at Leif, who ducked.  Jon demanded there be no torture.  Leif did not understand.  Jon had cut down several of the attackers without mercy.  Jon saw combat, where one was fighting for one’s life, in a very different light to treating a prisoner.  Leif did not.  Jon asked Quin to heal Floki so he could walk back to Lonelywood.  Leif ordered Quin not to.  Jon ordered him to.  Quin started the spell.  Leif tried to disrupt the spell being cast, but Jon blocked him.  However, Power Aide stepped in and broke the spell, saying they needed to save their spells for themselves.  Even though by starting it Quin had already committed the magical energy, so by breaking it he had lost the spell anyway. Quin threw up his hands and walked away. Jon managed to hold his temper, but stalked off in in disgust. They dragged Floki to his feet, tied him up, and forced him to walk back to Lonelywood as a prisoner.

Town meeting

When they got back Quin called a town meeting and presented the situation.  The townsfolk refused to leave, and looked to the heroes.  The major in particular used his charisma to highlight the heroes.  After all, they had killed a group of ogres, how hard could a bunch of barbarians be?  He managed to gloss over the fact the ogres had been largely asleep.  And laughed at the idea the barbarians were more intelligent and could plan. He did say he would take a boat and get help. With his wife and daughter.  And some of the more valuable items from his house. 

Moderately disgusted, the heroes contemplated several methods for punishing the coward.  In the end they went for asking their drow thief companion Szordlin to lighten the mayor’s boat of anything he thought reasonable. Szordlin had a private word with Power Aide after this.  He offered to kill the man, thus guaranteeing he couldn’t escape and keeping all his valuables in town.  Power Aide agreed.

Plans within plans

The planning started. Jon had some idea of challenging Tormund, of calling out his dishonourable behaviour, with Floki supporting him by admitting that Tormund had broken the laws of hospitality.  Floki initially refused to help in any way.  Until they started casually talking about returning his head, unattached to the rest of him. At which time he decided there may be more important things than his loyalty.
The others were less convinced this would work.  So the fortification of the town began, and their defensive strategy.

Szordlin and Emeric the half-elf bowyer were the primary scouts.  Several of the trappers were to back them up, and to set up a lot of snares and a few deadfalls. The trappers task was simply to bring back news of the barbarians’ movements. Szordlin and Emeric were to lure some of the barbarians into the various traps.

Several other ideas were discussed:
  • The wind, rain and climate ruled out using fire as an option.
  • Jon hoped to be able to sow discontent between the wolf and bear tribes.  The wolf clan appeared to be already uncertain of their support.  He planned on calling out Tormund and accusing him of dishonour and lying.
  • Quin offered to cast a spell on the scouts so they were highly resistant to the cold.  That way they could scout unencumbered by bulky fur cloaks, dive into the lake or hide in a snow drift, and so forth.  The spell would last for a long time.
  • The trappers offered to head out and set up snares, deadfalls and other traps within the forest.  Several of them would remain at the edge of the forest.  When the barbarians were seen, they would return at speed.  Others, including Szordlin, would try and lure some of the barbarians into the traps.
  • Sprite Zero asked for a spell of flight from Kiernan.  He would fly out after the scouts return.  He would fly at treetop level, and use the “change self” spell from the scroll to make himself as bird-like as possible.  He proposed attacking the barbarians with the following illusions.
    The first to be an illusion of an undead Floki, his cut throat wide open.  He would point ominously at Tormund, and then attack the barbarians near him.  If the illusion seems to be getting disbelieved, or was being struck too often, it would flickers with a pale blue light, shrink to a mote of light, and whisks away.The second to be a repeat of the first, but from a different direction so it attacked barbarians who hadn’t seen the first one.The third an illusion of Tormund.  It would appear near the bear, then step into sight and attack the bear.  Once the bear was enraged, the illusion would manoeuvre the bear towards Tormund, and then suddenly dive out of sight.  Leaving the enraged bear facing the real Tormund.
  • Jon drew on his naval background and looked at the boats.  He suggested choosing two boats, reinforcing one side of each so it was too thick for arrows to penetrate, and putting 10 or 20 of the militia out in the lake.  When the barbarians arrived, the defenders would sound horns/light fire/whatever.  Or maybe be alerted by a returning Sprite Zero.  The boats would land behind their forces, snipe from behind.  If the barbarians tried to charge them, they would dash back to the boats and cast off, releasing arrows from the cover of the shielded side.
  • Jon even suggested an initial ambush from the boats south of the forest, but they realised they probably wouldn’t have the time.
  • Kiernan admitted to having a fireball spell.  It would obviously work best if the enemy could be guided into an enclosed area.  Given the size of the town, sprawled along the edge of the lake, building a palisade was infeasible.  So they decided to cut down a lot of the tree to form barricades.  Archers could snipe from the forward barricades, then retreat.  Giving away some of the defences, but luring the barbarians into pathways that had been set up by the ways the fallen trees.  Hit them with the fireball when enough get bunched up.  Given that they couldn’t predict exactly where and how the barbarians would attach, there would have to be several potential trap points.  The fireball was to be used against the bear tribe.  If the wolf tribe were in range, Kiernan was to use a different spell, one which would put a lot of them to sleep.
  • Kiernan also had a spell to create a large mass of spider web.  He proposed doing so amongst the standing and/or fallen trees.  They have no real purpose except to make the barbarians more nervous, and add to the funnelling effect described above.
  • Power Aide had ten pints of oil he offered to the cause.  They could by thrown into the area of the fireball, either before or after the spell was used.  Or simply spread at a few certain points where the invaders would be directed, then set off with flaming arrows.
  • The trappers could create more snares and maybe even a deadfall or two in the outer edges of the felled trees, to be set off by pulling on ropes laid under the snow.

A mage to turn the tide

Kiernan had only reluctantly admitted to the heroes he was a mage. He had fled the mage’s order from the cities to the south many years earlier, and didn’t want to be tracked down.  He wanted to keep a low profile.  So the heroes planned to utilise his abilities in such a way that his spells can be cast out of sight of the rest of the townsfolk, to keep his secret.  The webs could be ascribed to Sprite Zero. The spells of flight, sleep and fireball they would put down to potions or scrolls. To cast the fireball or sleep spells, they planned on getting Kiernan into a house overlooking an ambush point.  By himself.  He would cast the spell, and then exit the rear of the building, hopefully all unseen.

The townsfolk threw themselves into work.  Even the children wanted to help in the battle.  Only the older children were asked to participate, as runners to deliver messages.  The women and children also wanted to stitch together a banner for Lonely Wood.  A single green pine tree on a field of white was the image chosen.
Even after the sun set, the preparations continued, so that at any point in time about a third were awake, the rest sleeping.

Murder most foul

Early in the evening there was a commotion from the mayor’s house.  Jon got the people organised in case it was an early attack.  Then they followed Power Aide to the house.  The mayor’s daughter was distraught, being consoled by the mercenaries then Quin.  In the house, the mayor’s wife lay at the foot of the stairs in a pool of blood.  It looked as if she had fallen and struck her head.  Upstairs the mayor’s body was slumped on the chamber pot.  Blood oozed from a hole in his foot.  Quin looked at the body and diagnosed poison.  The hole made by the quarrel was found near an upstairs table.  And there was no sign the wife’s head had struck anything where her body lay. It appeared to all there except Power Aide there was an assassin in Lonelywood. People were told to move around in groups, families were moved in with their neighbours. 

Sabotage

A few hours later Jon and Power Aide were woken again. Leif, unaware of the mayor’s death, had secretly carried out his own plan to keep the man here.  He had sunk all the boats.  Jon and Quin of course assumed it was the same enemy agent.  But with no way of identifying who it was, the only option they had was to get someone who knew their letters to list all the people in town, and then cross off any who could be vouched for in either incident. Fortunately, the boats had only been capsized or sabotaged with a minor hole.  At least were repaired by morning.

An hour after sunrise the heroes and Quin had gathered in the mayor’s house again.  Quin cast a spell to recall the mayor’s spirit.  His spirit lingered only for a short time.  Long enough for Quin to ask two questions.  To the first, they learnt that it was Szordlin who had killed him with a poisoned quarrel.  To the second, the one-eyed assassin had been sent by a coalition of councillors in Targos.  A coalition led by someone he called “the young crow”.

Szordlin was no longer in Lonelywood by then.  He was out with the scouts and trappers.  They agreed to not let the rest of the townsfolk know.  But since they could not trust Szordlin – he was either working for the barbarians or “simply” a murderer – they had to say something.  Sprite Zero suggested that the word should be passed to watch any scout that returned and bring them directly to the leaders, in case they were an enemy concealed behind an illusion.

During the day they talked to Floki.  He was asked what he thought Tormund would do.  When and how he would attack.  Floki mentioned the story they had told him.  How they had defeated the ogres when most were asleep.  Tormund had paid attention.  It was possible he would seek to use the hero’s tactics against them.  Or he might just turn up in the afternoon.

The day passed.  The defences grew stronger.  By nightfall it appeared Floki was right.  Tormund had not attacked during the day. It was just after midnight when the undead rose silently from the water of the lake and slipped into town. The fire of the damned burnt inside them, and their eyes glowed a hellish red. They were the bodies of those slain by the heroes two days earlier. And they headed unerringly towards the one who had slain them. They moved like animals, scuttling on all fours, but with the minds and bodies of men.
Draugr - returned from the dead

Draugr- the frozen dead!

Four burst through the door of the inn, where Jon was sleeping in the common room, with other townsfolk.  Two crawled up the side of the building and entered Power Aide’s room.  Another two tried the same approach with Leif.  The paranoid halfling had secured his window though, so they scratched at the shutters in vain. The last one climbed into Sprite Zero’s room.

They had a moments warning.  A patrolling guard saw the undead moments before they burst in, and raised an alarm.  In the ground floor Jon drew his sword as the townsfolk scuttled back from the horrors.  He yelled to them to grab spears and fence the monsters in.  While he cut at the ones closest to him.

Upstairs, Sprite Zero’s ferret simply knocked the undead back out the window.  It fell to the ground below and its spine snapped.  Sparks flew and flames flickered as the fire within it consumed it.  Leif waited until those the two trying to get into his room had torn down enough of the shutter to try and wriggle in.  When it was partway in, he stepped forward and nearly decapitated it.  It too began to burn from inside.

Power Aide fared less well.  He woke none too quickly, and his first thought was to grab his mace.  He swung, and an undead arm blocked his attack.  Hands twisted into claws tore at him, and he staggered back in pain.  They moaned in anticipation, and the red glow coming from their open mouths revealed their true nature.  Grasping the symbol of his god, he called upon the power of his dark deity.  The two zombies halted, their former loyalty lost.  Subservient to his will, they turned upon each other when he ordered them to do so.  As flames and sparks flickered, he ordered them to throw themselves out the window and finish the fight outside.

Leif had killed the second undead the same way as the first. And downstairs, with a dozen spearmen stabbing at the monsters to keep them in place, or even pin them to the wall, all four had been dispatched. All nine were destroyed. Power Aide was the only one to have taken any serious injuries. Quin healed him.

It felt like only moments later they were woken again. The scouts had returned. The enemy was on the way. Szordlin and Emeric returned. The trapper’s snares had slowed the barbarians, and some had even fallen to one of the deadfalls.
Kiernan and Sprite Zero disappeared for a while. Kiernan returned, nodded to Jon and Quin. Sprite Zero was airborne, and heading off to inflict his own brand of chaos.

Illusions frustrate the horde

He returned half an hour later, flushed with success.  The illusion of Floki had reduced the barbarians’ morale, already lowered by the traps they had encountered.  It had injured several of the barbarians as well.  The illusion of Tormund had worked exactly as planned.  The bear had become enraged, tried to attack the illusion.  It had then been turned to face the real Tormund.  He had tried to calm it down.  It had torn at him.  So he and his loyal followers had cut it down.  Beorning had been forced to use several of his healing spells to restore Tormund.

Now out of spells, Sprite Zero stayed with the women and children as a last line of defence should all else fall.

Jon climbed onto a wagon and addressed the townsfolk, the mercenaries and the other heroes.  He had not planned a speech, but nevertheless managed to inspire them.  With high morale, they turned to the defences.  And waited.

The bear tribe approached along the road, from the south-east.  Beorning led a contingent of warriors along the shore from the south, passing the timber mill. And Hjollander attacked from the east, out of the trees towards the Whistling Gallows Inn.

For an hour the barbarians tried to break through the defences of Lonelywood. The first time they thought they had succeeded, they were met with a fireball.  So they suddenly became a lot more cautious after that.  Hjollander and Tormund fought at the front of their forces, inspiring their followers.  Beorning attempted the same.  However, he had to deal with the archers from the boats attacking his flank.  And then he had to be dragged back to safety by his followers when his arm was broken in the melee.

Duels in the thick of things

Jon, Power Aide, Leif, Quin and Kiernan led the defenders.  Jon took himself to the eastern front.  He called out challenge to Hjollander.  The leader of the wolf tribe accepted.  They traded words first, compliments of true warriors to each other. Jon tried to tell Hjollander of Tormund’s dishonour, but the wolf had sworn to follow the bear.  Hjollander would not take his men and depart.  So they fought. It was short and brutal.  It ended with Hjollander on the ground, but not dead. Jon had turned his sword to strike with the flat of the blade, knocking Hjollander out. Agnar and his warriors dragged their leader away.

With both Hjollander’s forces and Beorning’s taking a more defensive stance, the heroes all gathered to defend the road.  Jon got a clear shot at Tormund with his crossbow, but only managed a glancing blow.

Both Power Aide and Jon took serious wounds fighting in the forefront all the time. They each took a magical healing potion.  One they had found in Klinderstone, the other had been provided by Quin.

The horde breaks

As the sky started to lighten, Tormund assessed his position.  He had lost his two secondary leaders.  His warriors morale was shaken by the traps in the forest, by the vision of Floki, by the fireball, and by the stout-hearted resistance of the “soft” townsfolk.  He called for a retreat.

When Jon and Quin realised, they pressed forward to attack.  The barbarians did not rout, but tried to disengage defensively.  In this the men in the boats were their biggest problem.  They would appear, launch a flight of arrows at the backs of the barbarians, then return to their boats to head further down the coast.

During the retreat, a squad of townsfolk caught up the barbarian group carrying Hjollander.  Agnar turned to hold them back, but was swarmed under.  Before he could be killed, Jon interceded.  He called the townsfolk off, and told Agnar to see to his leader, and to do everything he could to break the alliance between the wolf and the bear.

On another front, Power Aide stepped through the trees to come face to face with a woman warrior in a helm.  He called out a challenge, and she accepted.  It was Gyda.  Power Aide bore several wounds from the battle since he had taken the healing potion, but Gyda was limping from a spear wound to the leg.  They fought. Power Aide utilised his last spell, blinding Gyda with a brilliant light in her eyes. Even blinded she fought on cannily, until Power Aide’s mace smashed through her defences.  He crushed the side of her head.  She died instantly.

A final showdown

Tormund and Jon finally came face to face on the road.  The bear tribe’s leader, enraged beyond endurance by the outcome of the attack, screamed a challenge. Jon accepted. The battle and the retreat stopped, as the warriors and townsfolk watched.  The two traded insults as they circled, struck and parried.  Then Jon stepped in with a low attack, just as Tormund went for a whistling blow at Jon’s head. The black-bladed sword struck Tormund’s leg, shearing through muscle and sinew, shattering the bone.  Tormund’s blow faltered, the axe twisting in the air so that it struck a glancing blow to Jon’s head.  Enough to render him instantly unconscious.

The watchers surged forward, to drag their heroes to safety.  Quin called for a halt to their attack, and the barbarians retreated back to their hall. Their war chest remained behind.  Inside was a considerable amount of coin, and a few miscellaneous items of value.

The townsfolk returned to Lonelywood, elated to be alive.  They had been outnumbered, and the enemy stronger and more skilled.  But they had prevailed, with very few casualties.  And the bear tribe had been badly hurt, up to half their warrior killed or crippled. There were some dead though, and many injured.  The celebrations did not really begin until well into the afternoon.

The group begins to fracture

During the morning, Jon spoke to Quin and the other heroes.  Certain people’s behaviour concerned him.  Szodlin in particular.  The drow had apparently fought well in the battle, so it seemed he was not a spy for the barbarians.  But he had killed the mayor and his wife.  Jon suggested banishment.  Quin and the others agreed.  Szodlin was upset, apparently more with Power Aide that with Jon.  He left angrily.

Jon expressed his suspicion that Power Aide had somehow been involved, but there was no proof.  He also brought up Power Aide’s disturbing tendencies to threaten people with fire, and his apparent callous disregard for others.  This was largely based on several comments made during the preparation for the battle.  Power Aide had thought of plans requiring sacrificing a small number of the townsfolk for tactical advantage.

Jon would have seen Power Aide banished as well.  But Quin came to the priest’s defence.  Power Aide, along with Leif, Sprite Zero and Jon, were seen by the town as heroes.  They would not want their heroes besmirched.Jon backed down. Reluctantly.

Celebration

That evening the mead and ale flowed again.  If the barbarians had returned, they would have found no significant opposition to their attack this time.

Leif woke the next morning with the two gnome women from Klinderstone – Oakleaf and Sarsha - in his bed.  It was only because they remembered as little of the previous night as he that he managed to run away from their demands for marriage.

Jon woke when someone gently kicked him in the ribs.  He was stark naked and freezing, and lying in the temple of Waukeen.  Quin, standing over him, was not impressed.  Jon could not remember why he was there.  He knew Quin had made him annoyed, but couldn’t remember what it was.  Something to do with agreeing with Power Aide?  But the priest was a friend, so it made no sense.

Power Aide was pleased with the change in Jon’s demeanour.  He had drunk with the others for quite a while.  Then an idea had occurred to him.  He had returned to the mayor’s house and taken some of the smaller, more valuable items there. With these spoils of murder, he had prayed hard to his god.  And his god answered.  Jon, and to a lesser extent the others, forgot many of Power Aide’s more evil behaviours.  But his god gave him notice.  In return for this favour, there would come a time when a service would be demanded.

Epilogue

Life in Lonelywood returned to normal over the next few days.  The wolf tribe made cautious contact.  They had severed their alliance with the bear tribe. Tormund had survived, but his leg had been lost.  He and his tribe had gone back to Caer Conig, one of the Ten Towns where the barbarian presence was strong. Beorning had not gone with him.  Instead, he had resumed his wandering, intending to visit the other barbarian tribes and the Ten Towns as he saw fit.
Beorning held no grudge.  The townsfolk had fought valiantly, and as a priest of the god of war that sat well with him.

Tormund of course nursed a deep hatred, for Lonelywood, and for the heroes who had stood against him.

Quin re-established trade with the Ten Towns.  And as the days passed several new arrivals came into town.  The tale of the battle had reached them, and several enterprising families chose to come and live on the frontier.

Leif sent word to his many siblings, cousins and bastard children that he was now lord of a vast and fertile demesne, and that they can all come and live under his protection.  In return for some very minor labour, barely worth mentioning.  In other words, cleaning out Klinderstone, making it habitable for halflings and potentially even building a keep around it.  Planning on being big (metaphorically speaking) and important, he arranged for a stout warhorse to be delivered and trained.  How else could he ride about and look down on all the yokels?

No one knew where the Mayor's stash was.  Quin insisted that the valuables that could be gathered from the Mayor’s house were given to his daughter.  After the cost of a massive party was deducted first.  The Mayor's daughter left Lonelywood
Quin, Leif and Jon all agreed that some of the other potential threats in the area needed investigating if Lonelywood and Klinderstone were to grow.  The Temple of All Consumption, the Tower of Lum the Mad and the Fane of Auril were all mentioned …

Oldhammer miniatures for November 2013

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I am a miniature addict. I have been since grade 6.

The Australian $ does OK against the pound which feeds my addiction. Fortunately postage from the UK hasn't gone mental like packets from the US. This means every couple of weeks I hit Ebay.uk and rustle up some old lead. I am not looking for rarity or bargains as such, instead I look for models that I will enjoy painting.

As I get older I find less and less appeal in wargamming. I find collecting and painting aspects of the hobby more attractive. Painting keeps me sane, its my Zen, my escape. And its the models from the 80s that hold the greatest appeal. The 80s saw Jes Goodwin, the Perry twins and others put out lush models that paint up a treat. Here's the last weeks output:


Jes Goodwin sculpts - Eternal Champion series.
Perry Brothers - Mounted Gimli - Lord of the Rings 80s series.
Orcs - probably Kev Adam's sculpt along with a modern Reaper barbarian with side boob.
Eternal Champion, Lone Wolf town guard and Citadel female fighter.
I don't know who scultped the Lone Wolf range of models but I remember wanting them as a kid, I think they were advertised in the Lone Wolf solo game books. Neat models and I would love to collect more of them but they go for a lot on ebay.

Oldhammer - Dark Elves

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I painted this lot earlier in the year. I think the motivation was putting together some foes to go toe to toe with a D&D group. They might have made for a fun foe in a chaos warbands game as well. I'm not sure if they will hit a gaming table now but they were fun to paint. Included in the mix is a modern hassle free miniature as well as a Melnibone guy pointing; it's honestly a terrible sculpt. Not all the old sculpts rule.


Old dark elves had the best sculpts by far. Also hex bases!

Hassle Free sculpt in the middle. A joy to paint.

The witch elf sword is easily broken. Melnibone on left.

Oldhammer - latest additions

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Some models, like Chaos Dwarves, are expensive. They look neat though so I sprung for the model below. It was a little boring to paint sadly. All armour and no face. I painted a gem on the end of the axe to add some interest and mixed up the armour with some bronze. The orc skin recipe is my own take on Spooktalkers that he outlines here.


I dont usually go in for blood on mini's but figured I would add some to the chaos dwarf's axe. Sadly I discovered my Taimya Clear Red, famous for it's bloodiness, was an enamel and not an acrylic. Instead I used a Secret Weapon dried blood wash. It turned out OK I suppose, I would have rather the Taimya result though.


Finally I was inspired by Aggro84's mushrooms he adds to bases and made a few out of green stuff. I am happy with the result and think it adds interest.

Negotiating in bad faith

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‘I don’t know who killed the troll child but I killed your Jarl.’ – Ugh practises diplomacy.
The temple guards bowed respectfully and opened the door of the shrine. Jana strode into the hall and up to the altar. There she paused in quiet reflection till the Patriarch approached.

‘You looked troubled.’ The Patriarch noted. ‘I take it the latest venture ended poorly. Was there more misbehavior on your companion’s part? I trust there was no further cannibalism?’

‘No, Ugh has reigned himself in. Instead I suspect Milgos slew a child, by accident for the dark elf has no malice in him. Still I find the act unsettling and it only serves to stiffen the resolve of our enemies. Nothing shocks me anymore Patriarch. From the way Milgos and Ugh talk about building towers and keeps it seems the end is nigh.’

‘Clearly you are troubled Jana. Best share your burden. I will listen.’

‘The last venture saw us clash again with the mountain trolls. We felt we had them routed but they returned to their lair in numbers. I, like the others grow weary of battling them. In the tunnels on the way in we had to deal with a small band of dark elf scouts. These dark elves are not like Milgos. They dress in lizard skins and their eyes have no pupils. They lasted barely ten seconds as Milgos tore into them with fire and ice magic. Clearly he harbors a great hatred for dark elves of all kinds. Interestingly they had a trained basilisk with them. Its head was hooded like a falcons and it was kept lashed to a handler’s pole. During the magical barrage the hood was torn asunder and for the briefest moment Milgos met it’s baleful gaze. He shook it off and the creature perished in a barrage of magic missiles.’

‘The trolls had repaired the great double doors which led into their domain. We knocked respectfully and Milgos attempted a subterfuge. Osric and Ugh chatting away in common spoiled his efforts. Osric’s half-elven accent was a particular give away. Credit where it is due however for Milgos would not stop trying to trick his way in. Alas brains would not suffice and so brawn would have to do. Ugh kicked the door in and a melee broke out with the guards. During the skirmish Milgos crept ahead discovering the troll hall, where previously he had disrupted a clan feast, was once again occupied by a score of mountain trolls. A trollish hag was organizing them for war and they marched to meet us in the hall where the door guards were continuing to mount a desperate defence. Acting swiftly Milgos blocked their approach with a wall of ice before alerting us that company was coming.'

The Patriarch interrupted. ‘Ah Milgos, once again acting impetuously and imperiling the group. Was it not his fireball into a crowded feast hall that slew the Jarl’s child and in so doing started this wretched vendetta?’

‘So it would seem Patriarch. Though Milgos' carelessness has not killed anyone but himself as yet. His quick thinking with the wall of ice bought us time to dispatch the mountain troll guards. The last fell before the pair of savage war shrews Osric had brought along. We headed north towards the kitchens, hoping to bypass the bulk of the trolls only to run into the troll hag and some guards. She asked to parley and for a while things looked to be going amicably.
Where is your leader?’ the troll hag asked. Milgos answered from the anonymity afforded by his invisibility.
Show yourself. How can we negotiate in good faith when you will not show yourself.’ The hag continued. Milgos was unmoved and so Ugh took up negotiations claiming to be the leader of the group. Ugh speaking for the party should have been warning enough that things would turn sour but alas this appears to be a lesson we have to learn the hard way.
The one question I have for you is this…’ Began the troll hag.
We ask the questions.’ Ugh interrupted.
Just this single question answered and we shall end our grievances. Who was it that turned the Jarl’s son to ash? Who slew the Jarl?’
‘That’s two questions but I shall answer you. I don’t know who killed the child but I claim credit for slaying your king.’
‘At the news the troll jarl’s wife, who had been invisible up to this point, shrieked bloody vengeance and invoked an ancient trollish curse. Ugh transformed before my eyes. His hands and feet became hooves, horns sprouted from his forehead, his body shrunk and he grew a great beard. He had become a goat!’

Ugh transformed - possibly gaining a charisma point or two
‘Even with our frontline fighter goatified we were able to put the mountain trolls to the sword. The trollish hag was last to fall detonating a great blast of fire that felled Milgos momentarily and charred the war shrews. At the cessation of hostilities I set about dispelling the enchantment on Ugh. It was not long before he was back to his normal self. I must admit I had half a mind to leave him in goat form but Milgos and Osric wouldn’t have allowed that. The loot was particularly scarce as it was apparent that we had cleaned them out on the last foray. There are still some trolls skulking about down there though they will mostly be maids. If they are smart they will leave and trouble us no more. I pray we do not fight them again for I have had enough of slaying mountain trolls.'

Call of Cthulhu is a nifty game

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I didn’t play Cthulhu till I was out of high school. I’d been playing a number of ‘thespy’ White Wolf style games for a few years and got a kick out of the low power, ‘your doomed’ vibe the game gave off.

I dig playing the average Joe trapped in a terrible situation that gets progressively worse. The first character I played was an antique dealer who was thrown out of a window by malevolent forces, banished an evil spirit trapped in a roof space, sledgehammered a desiccated wizard to his second death before finally being consumed by a slime monster living in the walls of a mansion. In Gary’s current game I’m playing a detective with some incredibly low skills. I am amazed when I pass any sort of roll.

Which leads me to another point I really like about Cthulhu, the rules simplicity and transparency. With head butt 50% you can expect to land a blow with your bonce half the time. This coupled with the games rules light approach appeals to me. In the last three sessions I have rolled five or six times. The game has focussed on gathering clues, following up leads and asking pertinent questions.

In the last game we:

·       Learned the rumoured demise of the Carlyle expedition was greatly exaggerated.
·       The Carlyle expedition survivors want to open a gate to a madness inducing realm.
·       Cops are not always the enemy and may help you with useful information. Who knew? Rather than arrest us for fleeing the scene of a grisly murder the police helped us with additional information on a series of ritual killings before sending us on our way.
·       White folks in the 1920’s were awfully suspicious of Africans. No doubt they are up to no good with their voodoo witchcraft.
·       The Cult of the Bloody Tongue, based in a mountain hideout in Africa, are active worldwide. Surely they are guilty of killing my friend Elijah Jackson for getting too close to the shocking truth!

With just Roger and me playing we are going to have to be particularly cunning to come out of this alive. A trip to Harlem to see a Voodoo priest is on the cards. It’s a good thing we have back up characters.

Continuity and the Cthulhu Campaign

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Hint: African magic is never beneficial

How is a second batch of investigators meant to pick up the pieces from a failed investigation? The various conceits such as prior investigators leaving detailed notes always rang false to me. One option could be to play policemen investigating the disappearance of the prior investigators and then trying hard not to act on knowledge these fresh characters wouldn’t have. I must admit I find it hard not to meta-game in these situations. How do you keep sensible continuity vital to the believability of a clue laden Cthulhu story after a party wipe? Which leads me to a second thought.

Can you fail in a role-playing game? As people say character death and insanity in Cthulhu are expected and yet it’s still an odd feeling to have a character perish. My character in Cthulhu is probably dead and that’s OK. I suspect my next character will be a lot more paranoid and I’ll probably power game his stats as much as I can so that I pass those critical rolls. I have to wonder if you’re playing Cthulhu in the spirit of the game if you have martial arts, explosives and shotguns at 95%? Here’s what could well amount to Monty’s last tale:

Well this is a grim situation we find ourselves in. It seems the questionable folk of the Juju house were indeed cultists. I had suspected as much but chose the noble path of not giving in to racial stereotyping and this is the result it seems. Struck down by invisible Nubian warriors. In the dead of night the blighters are difficult to see. I would tell you of events from the start so that in the likely event that I am sacrificed to some nameless bloody tongued god you may pick up the pieces and continue the investigation. I trust you shall be more paranoid than I and shoot all those of colour on sight. This could of course become problematic should your investigations lead you to Kenya. Regardless here is what transpired before my present predicament.

Our first trip to Harlem was an unpleasant affair. Drunks abound in this ghetto. The Juju house sold African gewgaws of little consequence. Our enquiries of the old shop owner got us an introduction to Mokungo who we were to meet late that night. I noticed a key about the shop owner’s neck and ascertained that there was a basement beneath the shop. An inner voice told me to pull a gun on the owner but I resisted the temptation for such would be the actions of a mad man. Oh how I regret not acting on that instinct now.

It's ones duty to formulate an escape plan
We left the Juju house with little to show for our efforts except for the feeling that the African was hampering our investigations. Instead we turned our attention to Erica Carlysle, sister of the clearly doomed expedition leader Roger Carlyle. We got her attention by hinting that her brother was still alive. This got us our audience, where Erica told us of a Nubian princess who had bent Roger to her will. She also provided us with several texts that gave her the heebee jeebees. In addition she told us of Roger’s constant nightmares but not what they were about, as Roger would not tell anyone. Finally she signed a letter giving us access to his psychiatric records.

We had an 8 o’clock appointment with Mokungo and returned to the Juju house. Suspecting skulduggery we staked out the shop for a good 10 minutes. Seeing no one enter and deciding we had best see what was afoot we headed in. Mokungo was there as was Silas the storeowner. Not liking the situation I chose to remain at the door and watch the alley while Dr Raymond Howser approached the Africans and engaged them in a short conversation. I recall a panicked shriek from Dr Raymond just prior to being struck on the head by a metal object. We had fallen into a trap and it is most unlikely that we shall survive. 

The Enemy Within - Shadows over Bogenhafen

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We met early November to continue The Enemy Within campaign. I blogged about part 1 Mistaken Identity - here. Shane, famous for his inspired session summaries, joined in the fun and was brought up to speed with the Oldworld and his halfling smugglers role in it.



I recorded the session and it's a fun listen. You can hear what works and where I needed to improve. The recording is long enough that I broke it in two.

You can download the first recording here Shadows over Bogenhafen - part 1

To help keep things straight here are the key points from the first recording:
  • Having survived an attack by the bounty hunter Adolphus in Wiessbruck, the protagonists sailed on to Bogenhafen with Joseph the boatman. They made good time and arrived the evening before Bogenhafen's famous Schaffenfest is set to begin. Walter the halfling raconteur, sweet talks Joseph into paying them an additional days wages. Esmerelda the hedge witch, stressed that they earned the additional pay as after all they did defend Joseph's boat from an attack by 'Crazed guys'.
  • A crate of cheese, received as part payment for the 'Emperor's own crossbow' was sold to Joseph for a substantial profit thanks to the unforgiving haggle rules. It was surely 'Cheese destined for the table of the Emperor.' In fact 'The Emperor's Own' has become something of a trade mark for these heroes and an excuse to mark up their prices substantially.
  • Solomon the halfling smuggler, working for the halfling underworld, had also arrived to make a delivery of best quality Stygian spices just in time for the Schaffenfest. He delivered them to fellow halfling chef working at the Golden Trout, a high class restaurant catering to exclusive clientele. On the way there Solomon fell in with his old friend Walter and his companions.
  • The group stayed at the 'Vexed Pig', a low quality dockside inn. Joten, the dwarven sewer jack's paranoia served him well as he wedged shut the grimy window of his rented room, foiling a midnight burglary attempt.
  • The group determine that the note informing Kastor Leiburung, Herdan the dimwitted grave wardens body double, was a fake, once they determine the law firm, Lock, Stock and Barl, who penned the note does not exist.
  • Walter negotiates a discount rate for the groups stay at the Vexed Pig by offering to perform each night of the Schaffenfest. Solomon ingratiates himself with the kitchen staff improving the quality of their breakfasts 10 fold. If there is one thing a halfling can do its cook.
  • Key locations at the Schaffenfest, held just outside of town, are the jousts, fortune teller, various shops, a mobile court, stocks, a wrestling ring, livestock markets and Dr Malthusius' Zoocopia. There were rumours of an underground pit fighting ring but the band couldn't gossip up any additional details.
  • Lady Talana, the inconsistently accented fortune teller, was consulted to the point of exhaustion. Various prophetic clues that seemed plausible were gained. The fortune teller would later be reported to the High Priest of Sigmar in the town. Solomon, who inadvertently dropped her in it, warned her to flee before she was seized by righteous Sigmarites.
  • The Zoocopia is visited. An exhibit, the three legged goblin, made a dash for freedom but was 'stopped' by a brutal spear thrust from Joten the dwarf. Esmerelda did her best to patch the goblin up while Dr Malthusius fretted over the viability of his stricken prize. Walter took a dislike to the Dr and yet somehow the group managed to swindle/blackmail free tickets to the show later that evening.
  • Joten challenged the wrestling champion 'Crusher' in the hopes of taking the gold on offer as a prize. The dice are cruel and he was defeated comprehensively. Much of the parties gold is lost betting on the outcome.
  • Walter stirs up the crowd at Dr Malthusius' Zoocopia, heckling the Dr as he displays a motley assortment of the amazing and grotesque. The three legged goblin makes another break for freedom this time succeeding. In the resulting chaos Walter uses public speaking to incite the crowd to demand refunds.
  • Oddly the crestfallen Dr asks the group to assist in retrieving the goblin who has fled into the sewers. The local magistrate offers to equip and pay them for dealing with the goblin.
  • Part 1 ends just as the group prepare to enter the sewers. It seemed like a good place to take stock and grab pizzas and beers.

The Enemy Within - Shadows over Boganhafen - part 2

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Our hero's - Solomon, Walter, Esmerelda, Joten and Herdan.
I recorded the session I ran in November on my phone and edited it using Audacity. To keep the file size small some quality was lost and yet in the end I think things turned out fine.

Here is a link to part 2 of the recording. Part 1 can be found in this post. A summary of the key points in the second recording are below:

  • The three legged goblin, bleeding from being stabbed earlier in the day by Joten the dwarf, was tracked through the sewers. A large explosion sent several of the group tumbling into the effluent. Their torches had lit a dangerous pocket of methane gas.
  • The goblin fled to a door set with a barred window. Esmerelda's witch sight made out several spectral goats with slit throats, then she saw blood running down the walls and finally a ghostly dwarf whose heart had been cut from his body. The dwarf looked familiar as the group had earlier seen him in the stocks but had ignored his cries. Given the manifestations it was clear to Esmerelda that something terrible had happened just beyond the door.
  • Through the grill in the door the band saw a circle of copper marked with arcane symbols and the words Ordo Septenarius. About the circle were 5 black candles. Walter the halfling smuggler, got the impression that he could find the building directly above them thanks to his superior spacial intelligence. They would later learn the building above was the Steinhager merchant families offices. Needing to find the goblin to claim their reward, the group had Joten hack the door down .
  • The minor demon in the temple looked a bit like this.
  • Upon entering the room a demon materialised. It's appearance spooked Esmerelda who fled back through the sewers. Unfortunately she slipped during her frantic escape, ending up in the brown. Joten was also spooked but stuck around to fight it out. < I am using the Dark Heresy fear rules which provide more interesting results than Warhammer's own.> Herdan and Joten flanked and destroyed the demon. It had the ignominy of being slain by a halfling's sling stone.
  • With the demon defeated the group found a handkerchief with the initials F.S, a locked iron box and pile of goblin bones. They retrieved the goblins three socketed pelvis and smashed the lock off the box. Within was a bloody Kris knife and a skull riveted with a iron band across the temple. They also find a one way secret door.
  • Whisking the evidence away, the group sought out Albrecht the High Priest of Sigmar. They told him the full story and leave the evidence with the priest for safe keeping. Albrecht agrees to accompany the group to the building with the secret basement. They agree to set out in the morning.
  • The morning of day two of the Schaffenfest saw the group approach Dr Malthusius to claim their reward. They are evasive with the Dr, not telling him what really happened. The Dr is not happy with just the three socketed pelvis as he wanted the goblin alive. The group insist they be paid and extort half payment on the condition that the group, in particular Walter, do nothing to spoil the remaining Zoocopia shows.
  • The Dr tells them he received a report that the goblin had been crushed by a falling crate in a Warehouse. Surely the watch, who told him this, had been mistaken.
  • Financially frustrated, the group visit Magistrate Richter hoping that he will at least pay them. He wont, on orders from the Town hall. He apologises on behalf of not only Bogenhafen but also on behalf of the unjust Warhammer World. The group, unsure if they can trust the Magistrate, eventually tell him all that unfolded. Richter promised to look into their claims.
  • High Priest Albrecht, flanked by Watchmen, accompany the group to the Steinhager offices. They are led to 'the room'. It's been cleaned up yet the corruption from the rituals committed is plain to those sensitive to magic. Albrecht orders Franz Steinhager be brought to the temple to face questioning. He asks that the group meet with him once he is finished with Franz and he will ensure that the group is rewarded. Once a reward is mentioned Walter is sure Albrecht will die, he's learnt that in the Old World people promise to pay you but rarely get the chance.
  • While leaving the Steinhager offices they were approached by a servant of Heinrich Steinhager who tells them his master wants to meet with them to discuss his brother Franz's unusual behaviour. Feeling suspicious and suspecting a conspiracy, the group insist on a meeting Heinrich in a public place, the exclusive Golden Trout.
  • Heinrich tells the group how he disproves of the way his bother does business. He muses that business would be better if his brother was 'gone'. He has his own suspicions regarding the 'charitable' Ordo Septenarius. The group have misgivings around Heinrich's motives.
  • With brunch done and some time before visiting Father Albrecht, the hero's head to the warehouse where the goblin was meant to have been crate crushed. They met the nightwatchman who 'found' the goblins body that had subsequently been tossed in the river. His story was light on detail and he claimed to have clubbed the goblin to death, which contradicted the crate fall story. They did learn from the warehouse foreman that Gideon Tuegen, of the Tuegen merchant family, was around that morning.
  • Their midday trip to the Temple of Sigmar was spoilt by the fact that High Priest Albrecht had taken ill immediately after a meeting with the Watch Captain and Franz Steinhager. At the conclusion of their meeting it was noted that the Watch Captain was uncharacteristically happy. The Watch Captain was commonly known as the grumpiest man in Bogenhafen.
  • A visit to Albrecht's home saw the group discover evidence of poison. Solomon visited his thief contacts at the Crossed Pikes tavern and convinced them that a poisoned High Priest would be very bad for business what with Imperial Officials sniffing around the place. It was in their interests to provide a cure. The guild agreed. Esmerelda brewed up the necessary components saving Albrecht from a magical poison known as 'Purple Brain Fever.'
  • Temple guards were posted at the High Priests home. The Watch, and in particular the Watch Captain, are suspected. 
  • The party ponder their next move as day three of the Schaffenfest approaches.

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