Gunderholfen – City of the Dead Dwarves (session 18)

Our family just did a no-screens weekend as a kind of mental detox. No computer, no tv, no cellphone, no nothing. And it went so well that the kids would do it again every other weekend!

And guess what doesn’t need any screen? You got it.

3 hours session

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes his rat-shape curse (Isaac)
  • Grimoire, Goblin Mage, frail but smart (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Torch, Goblin Knight, not expendable anymore (Edmond)

This session’s main goal: exploring more than half of the « dwarven city »

What the other adventuring guilds are doing at the moment:

  • Green Imps: adventuring but not in Gunderholfen
  • The Protectors: resting/recuperating in Longfelt, Bodil is concussed, Bodil and Efram have infected wounds
  • Black Axes: adventuring in Gunderholfen, Level 2 and 3
  • The Musers: leisure in Longfelt

Level 4A outpost

  • The Battle Brother did not leave the dungeon last time but rather, they’d rested in their Level 4A’s outpost and did so without any disturbance. Rejuvenated they went back directly to the cavern of the flaming bats, the two surviving ones were in no mood to fight.

Level 4B

  • From there a passage leads to a cave with an obelisk in the middle with writings in dwarvish. Nobody can read it but Forka knows (myth & lore check) that this must the entrance to Nharzed, the City of the Masons, a place renowned for its craftsmanship before the War of the Long-Lived.
  • A slight breeze is coming from the south, bringing an awful stench of death to the adventurers’ nostrils.
  • There’s a set of large steps leading up and a high crenated wall a bit further with a broad entrance from which mist furtively enters.
  • The PCs start to climb the steps but then a stocky humanoid gets out of the shadows, a dwarf but with dead flesh crawling with maggots: a Plague Zombie. Its stench is overhwelming and its presence is frightful to behold. Forka cannot will himself to attack it. Aracyne shoots two arrows, hitting the undead square in the chest but with no great effect. Grimoire pushes it with a Mental Strike, sending it tumbling violently backward almost thirty feet. But the undead gets up, and it is fast, and dashes toward the nearest adventurers and get into melee against Forka and Jedri, who both manage not to flee. A Fireball from Grimoire finally seems to do some real damage to the monster. Forka has a hard time with the awful stench that is even worst for his acute sense of smell and he gets wounded by a claw attack. One more Fireball from the goblin mage and then Jedri gets wounded but counters with a mighty hit (crit) to the dead dwarf’s head with his morningstar, splitting its skull open, slaying it to everyone’s relief.
  • Grimoire casts Treat Wound on Forka and Jedri and after that the party enters the City proper:

« Crumbling buildings from a forgotten age and cracked, worned streets stretch away through dim, gloomy mists.The cavern walls soar upwards out of sight, the space ahead vast and foreboding. Fallen walls, piles of rubble and shattered stone line the streets, the air heavy with the stench of fear. »

  • The PCs are exploring the nearest buildings and attract the attention of a group of ten skeletons. Forka, Jedri and Torch gets into melee, trying not to be surrounded, and get to work. They slay the skeletons without too much troubles, Jedri needs healing from Grimoire again but Forka and Torch only have a few scratches.
  • They continue exploring, see another group of undead east through crumbled walls and decide instead to go west and south. They enter an empty building and go to the next but are welcomed again by undead, this time eight Living Dead. At one point in the fight, Forka was forced on the ground and threatened by several hungry Living Dead but his companions helped him back up and the undead were defeated. They find a golden locket and silver lyre among the rubble inside the building.
  • They go east and get near some kind of temple but Forka can tell that the smell of death is even more awful in this place and they decide to go elsewhere.
  • Thence they go directly to a kind of central plaza with large standing stones that they can see further south and east. When they arrive there though all hell break loose as a pack of skeletal animals, 6 ghouls and 6 civic officer-garbed undead get out of several nearby buildings, mostly from the south, and all converge on the PCs. The latter choose to make a tactical retreat and run back to the building they’ve just cleared in order to benefit from the protection of mostly intact walls. Aracyne quickly perch himself up on top of a wall as the building is roofless, and start to rain arrows at the ghouls, wounding two severely, making those flee. Forca and Jedri block the entrance and fight the skeletal animals, with Torch using his spear to attack from behind. Aracyne shoot another ghoul, hurting it badly, and now the ghouls collectively have enough of the whole getting shot at thing (failed morale check) and all flee. The three fighters finish off the swarm of skeletal animals and get into melee against the « civic officers » undead but those don’t prove to be that fearsome and the adventurers have the upper hand ultimately. The fight finished, Grimoire heal the wounded.
  • The PCs decide to clear the northern area of the undead they saw earlier and soon get into a fight against ten more skeletons. Aracyne put his bow aside as it’s not that useful against skeletons, and get to work with his short sword alongside his companions. Grimoire, who was staying back, spots three ghouls (some of the group they saw earlier) that were trying to sneak up on them. He incinerates a ghoul with a big fireball and burns another with a smaller one. The two remaining ghouls flee again. Meanwhile the fight against the skeletons is under control, the adventurers got a few painfuls stabs here and there but they managed to win again.
  • Grimoire uses his last reserve of mana to heal the wounds. All of the adventurers are quite exhausted by the successive fights by now (depleted willpower points) and Aracyne, the guild leader, call it a day. The Battle Brother leave Nharzed behind, and go up, by their usual method of shortcuts, all the way to Level 1 where they make a short stop to talk the newly-installed gnome merchant Frinywid – who tells them that he saw another party of adventurers a bit earlier, the Black Axes. He wasn’t sure if they were going to rob him or worse at the time as they look like a bad batch he says, but they didn’t. They’re probably somewhere in Level 2 by now.
  • The Battle Brothers leave Gunderholfen, the trip through the Ganfal Swamp is fortunately uneventful and they reach Longfelt before the end of the day.

Closing comments:

  • Nothing happening while they rested at their Level 4 outpost between sessions. Rolled at random of course. There’s a countdown going on though (random too, but chances are increasingly higher the more time goes on), as the orcs will understand sooner or later that the ogres aren’t there anymore and they’ll want to look into their former den. The orcs, or maybe someone or something else will.
  • Several big fights in this session, there’s no xp for combat so I’m not sure that it really served the purpose of the players (apart from having fun) not to try evade them. They can certainly be systematic about it and clear one area after another but this will take a lot of time.
  • Level 4B, Nharzed, is a cool place, spooky and all. There is several special locations in the area but the players didn’t explore any of them this time, instead they explored one building after another full of rubbles. I think a random table of stuff to find in abandonned buildings or things happening or whatnot, would be great to make the area even more interesting. I may do just that for the next time they go there, we’ll see.
  • Crossing the Ganfal swamp in their depleted state was a bit risky, another big fight like last time could have doomed them.

Blade & Bastard (or how Wizardry 1 kicked my ass)

I’ve been reading two new mangas, published recently, both interesting and heavy on dungeon-delving but very different in style: Tower Dungeon and Blade & Bastard. Tower Dungeon is the more interesting of the two in my opinion and I’ll probably talk about it soon enough, but today I’m gonna talk about the other one, or more precisely I’m gonna talk mostly about the inspiration source of Blade & Bastard – the original video game Wizardry that started it all.

Note the Wizardry trademark on the bottom right of the book, it’s not simply wizardry-inspired like so many other stuff out there, it IS wizardry in manga form.

What intrigued the most in Blade & Bastard is one of its main theme that the main protagonist explains to a rookie adventurer- you can die in the Dungeon – in fact, there’s a really good chance it will happen sooner or later if you keep at it – but other adventurers may find you, bring your corpse to the Temple of Cant and you can be resurrected (paying the Dime of course) and be back to adventuring. There’s also a pretty high chance that the resurrection magic doesn’t work, in that case, it it most certainly God’s will, or so the priestess says, deeming you worthy of an afterlife instead of sending you back to your adventuring life. NO REFUND. Or maybe the ritual has been botched… Who can tell?

So one thing leading to another, in a full on autistic endeavor, I’ve decided to try the steam’s re-mastered version of the first Wizardry video game, with all the « retro » options on. If I’m to believe the game’s blurb the only difference with the original (apart from vastly improved graphics, music and sound effects) is some corrected bugs that afflicted the original, the gameplay and content is essentially the same.

https://store.steampowered.com/app/2518960/Wizardry_Proving_Grounds_of_the_Mad_Overlord/

Summary of my game thus far:

  • After losing several characters in the Proving Grounds’ Level 1 (they clearly didn’t make the cut!), I finally managed to have a half-decent party of level 3-4 characters and explored a big chunk of Level 1 and 2.
  • There’s several monsters in Level 2 that do POISONED, a real pain in the ass, each time I have to rush back in town to lose the effect as I’ve no easy way to counter it otherwise.
  • My party also encountered Rotting Corpses that do PARALYSIS, and 3 of my 6 characters were affected, including my priest that could have removed it with his newly-acquired DIALKO spell. Back in town, I see that I can pay the Temple to remove the effect but I don’t have enough money.
  • I recruit a bunch of new guys, level them up a while putting them with the 3 non-paralysed characters, lose some of them, get back two of my paralysed ones in time and then I find an elevator in a darkness-shrouded area of Level 1 while bumping in the dark.
  • I try the elevator, can’t really do much in Level 2 with it so I go to Level 3 for the first time, just a quick look I said to myself and then the game throws one of its NUMEROUS CURVEBALL at me: the door I just opened is no longer accessible from the other side – I’m stuck in unkown territory… That’s really bad. I defeat a bunch of « level 3 priests » and then encounter six coyotes (of all things) that wipe the floor with my party. All DEAD.
  • I still have one level 5 guy that I had left in town, Bragg the dwarf fighter, and I recruit another bunch of level 1s, enough in fact to build up two parties as I now want a back-up party at all time.
  • After much grinding to level up the two parties, I begin the exploration of Level 3 but from the stairs now. I find out the hard way that Level 3 has several undetectable pit traps and I lose another entire party.
  • Now, I go more cautiously around with my surviving no-longer-back-up party, my priest’s spell LUMILWA helps a lot as I can detect secret doors and evade the pit traps that way. My gnome priest now has LATUMOFIS to remove poison, so that’s no longer the big annoyance it was. And she can also casts MAPORFIC, a very useful spell that lowers (that’s good) everyone’s armor class for the entire delve.
  • Anyway, I manage to reach the spot where my last party was TPKed, there’s a message on the bottom of my screen « characters are present in this area » or something like that. I can take my dead companions with me! But wait, I can never have more than six characters at a time in my party for some reason, I have to leave some of my living ones behind (they will wait there) but I still need to have the strength to cross Level 3 and get back in town…
  • So I go with 4 living characters and bring 2 corpses back at a time, a real chore I tell you. Some I resurrect at the Temple sucessfully, some turn to ashes and are now too expensive to be worth resurrecting, some I just take their equipement (I have some +1 armors by now) and leave them be. Sorry, but I need the money.
  • That done, I level my guys up some more in Level 3 and start to explore Level 4, both by way of the elevator and by the stairs.
  • My A Team has now in the front row: a level 5 human Lord (when he changed class he dropped back to level 1, his stats dropped significantly but he kept his hp), a level 7 elf samourai (a fighter with low-level mage spells), a level 8 gnome priest (got up to 9 but was drained a level by a Shade), in the back row: a level 7 gnome bishop (mix of mage and priest spells, can also Turn undead), a level 9 halfling thief (almost useless in fights but necessary for disarming traps on chests) and a level 9 elf mage (the most useful character for big fights, her spells are devastating, but she has only 22 hp).
  • I’m pretty confident by now, I’ve just killed two Gas Dragons (okay I thought I was doomed in that fight but they weren’t that fearsome at all). I found the stairs to Level 5 but I’m finishing Level 4 before I go further down.
  • And then I open a door to an unexplored area (just got the gold key to open it) and immediately (programmed I suppose) get into an encounter with: a Masked Man, 2 Priests, 2 Robed Men, 2 Armored Men. Competing adventurers? I have no idea, this game doesn’t offer this kind of information. Now, the « Robed Men » are obviously mages and I think they are priority targets. I select my actions for this round, my mage’ll do a LAHALITO (level 4 spell, 6-36 dmg on everyone of a row) on the mages, attack them with my fighters too and my priests will soften up the opposing Priests, my thief will hide as it’s the only thing he can do. The actions are completed, I’ve killed only one mage, the Priests are wounded and that’s it. On my side… The opposing mage had let off a MAHALITO (level 3, 4-24 on everyone of a row) on my front row, not too bad. But the Armored Men and Masked Man do massive damage, 40+ each, my Lord and Priest are DEAD. My Samourai is at half hit points. UTTERLY RIDICULOUS. I get it now, another curveball. This is a serious, serious fight. I select MADALTO (level 5, 8-64 dmg on row) with my mage on the Armored Men, my bishop will try a MANIFO on the Masked Man to try to paralyze him (this spell rarely works but I have to try something), my Samourai and Thief will attack the Mage, hopefully they’ll finish him off before he acts. The second round’s results: the mage foe dies, that’s great. My bishop’s spell fails. My samourai is slain by an Armored Man. My mage is too slow to act and is killed by a single sword swing as she’s no longer back rank. My two surviving characters are my worst in a fight, my bishop and thief. They try to flee next round, they fail, they die. I’m back to grinding if I want to continue.
  • An absolute beating… My soul is crushed. I have still some characters in town, Bragg the dwarf fighter, now level 9, is still alive somehow and I could assemble another decent team if I wish. But I have enough of the game for now.

I still enjoyed a lot the game, the playful nature of the dungeon’s levels, the joy of discovering secrets, of understanding what has to be done in order to survive, of gaining new spells that offers a new quality of life suddenly, etc. Apparently I was underlevelled for this big fight too. And my whole team had some bad rng for hit points gains except my priest I think, with my front rank not that great for tanking hits. But all that said, it’s gonna take a while before I play this game again, the grind needed to win it is painful and my leisure time is limited. But you have to respect Wizardy: proving grounds of the mad overlord, both for the challenge it offers and its legacy. A legacy particularly important in Japan due to some twist of fate, where it inspired a multitude of sequels and spin-offs.

And that leads us back to the Blade & Bastard manga wherein we can see all of the wizardry’s quirky gameplay on display but with the narrative format that allows to explore its universe from other angles, as with the aforementionned resurrection in the Temple of Cant. As a player of the video game I had some incentive toresurrect some of my characters, but only if it meant keeping a good character instead of the grind of building another one from the ground. In an immersive story it can mean much more obviously, getting back your fellow adventurers, long time friends and such.

Gunderholfen – Hot & Steamy (session 17)

Hey, what do you mean my title made you expect something else? HOT. STEAMY. I mean, basic vocabulary…

Short session, 2,5 hours.

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes his rat-shape curse (Isaac)
  • Grimoire, Goblin Mage, frail but smart (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Torch, Goblin Knight, not expendable anymore (Edmond)

This session’s main goal: find the « dwarven city »

What the other adventuring guilds are doing at the moment:

  • Green Imps: adventuring but not in Gunderholfen
  • The Protectors: resting/recuperating in Longfelt, Bodil is concussed, Bodil and Efram have infected wounds
  • Black Axes: leaving for Gunderholfen soon
  • The Musers: leisure in Longfelt

Longfelt

  • The BB buy a lot of food rations, put them into a small barrel, with the idea of leaving it inside their newly-acquired Level 4 outpost.
  • While taking their breakfast at the Hare & Hound Inn they are visited by a gnome merchant (and magic-user) named Frinywyd who has an offer for them. He wants to open shop into the liberated Level 1 of Gunderholfen and asks for the BB if they would escort his caravan to get there and they gladly accept.

Ganfal Swamp

  • The crossing is slower than usual, leading the caravan on the treacherous road half-eaten by the swamp. Halfway through, one side of the cart slides into muddy waters and it takes great effort from the group to get it back on firm land. (Forca get disheartened in the process)
  • Fortunately they reach their destination without further hindrances.

Gunderholfen

  • The BB advise the gnome merchant to occupy the room of the late goblin chief in Level 1B and he does so. They also take a look at his wares and Aracyne buys an amulet of spell focus. They see that the gnome sells bottled elementals that can help in fights but the asked price is a bit too steep.
  • They then go down to Level 2, have to defend themselves from several hungry Stirges and then take the secret ladder to Level 3. From there they cross the dead kiigoths’ territory and go down (very cautiously) the slippery stairs to Level 4.
  • They find their outpost undisturbed, door still staked, and they leave their rations inside. They write a quick message on the door: « The Battle Brothers are here » with a cray and leave to explore.
  • They first go nearby, just south of their outpost, and entered a warm area with low visibility due to steam. They hear a high-pitched laughter and a loud PLOP and see, barely, a small winged creature flying above them – a steam mephit. Aracyne has time to shoot an arrow at it and manages to hit it despite the obscuring vapor. Forca is convinced that the nearby stalagmite is a creature and hits it with his hammer, breaking a chunk of it but with no further result.
  • The wounded mephit avenges himself by creating a rain of scalding water on everyone below. Torch protects himself with his shield but the other adventurers are wounded (fortunately I rolled very low on damage). Another mephit sends a jet of hot water at Jedri, who fails to evade and is wounded. But then the PCs act. Aracyne finishes the wounded mephit with another well-place arrow. Grimoire casts a fireball at the other, hurting it ligthly. He then casts Levitate on Forca who smash the mephit with an hammer blow and kills it. With no further threat, Grimoire casts Treat Wound on Jedri and then PCs search for treasure and it takes some time but they finally find some ancient dwarven coins (10 gp each) that were stashed on top of a stalagmite.
  • Thence they go back at the intersection and go south and soon get in another fight despite their attempt at stealth, this time against a juvenile ankheg. An arrow from Aracyne is deflected by the insectoid’s carapace and the creature try to hit Jedri with one leg but he evades. The ratman then counters with two powerful hits from his light flail and morningstar, wounding the ankheg. Next, Forca delivers a massive blow of his hammer, so powerful that it detaches the monster’s head from its body, killing it instantly. The close by lair lair of the ankheg is littered with bones but nothing else.
  • The PCs continue on the path that they’ve been told leads to the the dwarven city, going east and south generally, and after that west, inside a long and warm natural passage that debouche in a large, even warmer cavern. The air is dense with mist.
  • Forka the dogman, even with his helmet on, hears some kind of high-frequency sounds emanating from somewhere above and, through the mist, the PCs can see several glowing spots. They soon see what’s the meaning of all this when creatures plunge towards them: Flaming Bats!
  • 5 Flaming Bats (with some other « warming up » above) get near the PCs. Two of them belch clouds of black smoke, partially obscuring the adventurers’ vision. Another try to rake Aracyne but he dodges. Same with Jedri. Another let go of a jet of fire on Forka but his armor protects him. The adventurers make quick work of all but one bat, but 3 more are coming to the fight! One makes a fiery dive towards Jedri but he dodges. One comically latches on Forka without managing to hurt him in the least and the knight body slams the bat on the ground (brawling attack), crushing it under him. Meanwhile, Aracyne concentrates his shots on the bats flying too high and kill several. Jedri kills a bat but then he inadvertently throws his flail several yards away and also bends his morningstar (two mishaps in a row)! Grimoire casts Levitate on Forka and the latter smashes another bat midair. A bat bites Forka and this time, pierces the armor. Another one painfully burns Jedri with a fire jet. But before long there’s only two Flaming Bats remaining, still on the ceiling, that seem more interested in perpetuating the species than to fight.
  • Victorious in this big fight, the adventurers have a look at the passage to the south, a bit further peek at the gate of the dwarven city and call it a day, having numerous wounds and depleted willpower for almost every PCs (and some conditions) and return to their Level 4 base to rest.

Closing Comments:

  • Escorting the caravan meant increased chance of random encounters but none occured, only a DB ‘s journey mishap.
  • I did not really convert the steam mephit for DB but it worked fine nonetheless, with the first mephit summoning another and then trying to keep away from the PCs and attack at range.
  • Forka’s heavy armor is very handy in fights, no doubt about that, but that makes sneaking for the group virtually impossible (they could still split and scout ahead). I like how it balances overall.
  • The fight with Flaming Bats was finished within 6 rounds, a pretty big fight and really fun I’d say. I made it easier because I ruled that 1d6-1 bats joined the fight each round, so not the whole14 bats of the room all at once. But it was challenging and the PCs had to spend a lot of ressources to win so I think it was good.

Frosthaven – Relic (79)

We’re doing a side-scenario, a « job posting » that comes from a Town Hall event if I’m not mistaken. Anyway, as usual we’re doing this only to advance our own goals…

Characters

  • Cassandra the Diviner (David) lvl 5, forgotten diviner (mercenary pack)
  • 4H2 the Hive (Math) lvl 7, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 7, no, no, not this kind of teabag or is it?

Pretty big map, we have to move our « sled » all the way to the back in order to break an ice wall with it, somehow. Also, one push (forego a top action) of the sled sends it hurling forward, possibly slamming into foes. A gamey mechanic but quite satisfying nonetheless.

Frost Imps, but they seem surprised and are slow to react to our presence. We kill them in no time.
But there’s more incoming and dangerous Ice Wraiths with them.
The Hive seems in a hurry and jump ahead.
While the Infuser and Diviner deal with the last two foes, the Hive opens a new area.
Revealing many more monsters, and way behind, our objective.
But for now, a tactical retreat despite the Hive’s urge to get it done quickly,
we’ll deal with the monsters together.
The monsters swarm the Hive’s turret and silence it but it gives us time to deal with them.
It’s now safe to proceed further.
Bringing the sled with us. « oh sorry, was that your feet Teabag? »
And opening the way… Two Polar Bears are irked by this great fracas but we just go our way and leave them behind…

Closing Comments:

  • Lots of Imps, hard not to get the brittle condition from them and we received great damage from the ice wraiths because of it.
  • Moving the sled around was somewhat of an hindrance and slowed us down a lot, our hands of cards were pretty thin at the end.
  • Finished my personnal quest of slaying 15 imps, took only 3 scenarios to achieve, that was fast.
  • Trials continue to add a lot of complexity, Math had to guess how many turns it would take us and was a bit on pressure to press forward accordingly.

Sub Terra: mille et une façons de mourir sous terre

Sub Terra, du game designer français Nuts!, est depuis son acquisition il y a quelques mois rapidement devenu notre jeu de prédilection à jouer en famille et j’ai décidé de vous en glisser un mot.

C’est un jeu coopératif à la base, nos personnages (qui ont chacun des capacités spéciales) sont sous terre, dans un réseau de caverne infesté d’horreurs et doivent s’échapper en trouvant la sortie.

La mécanique du jeu est ainsi faite (le temps « s’écoule » via un paquet de carte, à la dernière carte nos lampes frontales s’éteignent et les chances d’être dévorés sont extrêmement élevées) qu’il est préférable de se séparer pour explorer plus efficacement. Comme tout bon film d’horreur quoi! D’ailleurs le jeu fait énormément penser au film The Cave, 2005 (et dans la même veine, à Sanctum (2011) et The Descent (2005)):

Pas le meilleur film du monde mais un bon divertissement en soi, avec une introduction (église de templier construite au-dessus d’un grand réseau de cavernes) absolument inspirante pour fans de rpgs je dois dire.

Entre les secousses, les éboulements, les poches de gaz, les inondations et bien sûr, les horreurs, l’exploration n’est jamais de tout repos.
L’exploration avance, l’agent et le chef y vont en duo mais l’éclaireur et la géologue sont bien loin de leur côté maintenant!
Une soudaine montée des eaux a mis l’agent inconscient le chef est à côté de lui et pourra le réanimer heureusement.
Un nid d’horreur, tout près…

Les parties durent environ 60 minutes à quatre joueurs. La difficulté est présente, nous échouons une fois sur deux à facile, mais échec ou succès les parties sont toujours enlevantes. Je recommande!

Frosthaven – Thawed Wood (33)

The temperature forecast for Québec tomorrow is minus 30 celsius, Frosthaven really doesn’t seem so inhospitable, except for the small matter of monsters maybe…

Characters

  • Cassandra the Diviner (David) lvl 4, forgotten diviner (mercenary pack)
  • 4H2 the Hive (Math) lvl 6, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 6, no, no, not this kind of teabag or is it?

A scenario inside the Radiant Forest, which is described as warm and old-growth, an oasis of life protected from the cold. We’re here to find Radiant Stones to keep our ballz warm.

Hostile wildlife incoming!
The Hive leads the way, helped by his Arcing Generator, but he seems plagued by malfunctions: « I Attack this, NO! Can’t say the word… »
Meanwhile, the Infuser seems to be commited to loot everything by himself and have a nervous breakdown when that doesn’t quite happen. Get ahold of yourself guys!
Nonetheless, the area is soon cleared of hostiles, time to advance further in the forest.
The radiant stones are somewhere in this Fire Swamp.
Where are those damn stones?
Found two, only one more. Die you annoying imp!

Closing Comments:

  • This scenario is as much a puzzle than a tactical challenge. But Math, using the superpower of math, efficiently calculated the easiest course to collect the radiant stones (remember that we can move tokens around to make it work) and it went smoothly from there.
  • Math and Guillaume both had super annoying Trials to accomplish and Math in particular had his character almost die because of it (had to refrain from saying some words in game).
  • I have to kill imps for my personnal quest and this scenario provided me with an abundant source of them, that was good.

Flaming Bats for Dragonbane

I’m converting a monster from Gunderholfen (OSR D&D) to Dragonbane that should be encountered next session most likely. I think I’ve emulated the design of monsters in DB closely enough.

Now, I’m not a fan of « Planar » stuff in rpgs. Flaming bats coming from the plane of fire doesn’t do it for me for some reason. Would there be a more « biological » explanation available? Does it eat coal or something as part of its diet? Or I dunno maybe we should go the magic did it route and let’s say it absorbs ambient mana, convert it to heat and that’s why they’re only found in dungeons…

Flaming Bat

This creature is a large orange and black bat with a 2 meters wingspan. It lairs in hot places within small colonies. When resting it emits only a dim flicker like dying embers but when actively hunting it’s wreathed in flames.

Ferocity: 1

Size: medium

Movement: 30

Armor: –

HP: 9

Resistance: Immune to fire.

Flying: The wings of the flaming bat allows it to move freely through the air.

Weakness: If doused in water, their flames can be quenced for a stretch. During this period a flaming bat will try to flee combat.

Monster Attacks

d6 Attack

1 Sharp Teeth! The agile flaming bat swoops down and takes a quick bite at a player character with its sharp teeth, for 2d6 piercing damage. The attack can be evaded or parried.

2 Smoke Screen! The flaming bat exhales a cloud of black smoke from its mouth, all player characters within 2 meters must evade or be blinded (must succeed in an awareness roll in order to attack). The smoke dissipates after 1 round.

3 Sweeping Claws! The flaming bat does an acrobatic figure midair and tries to rake a player character with its claws, for 2d6 slashing damage. The attack can be evaded or parried wth a shield.

4 Fire Belching! The flying creature opens its mouth and let go of a jet of flames, for 2d8 fire damage. The attack can be evaded or parried wth a shield.

5 Latching Attack! The flaming bat tries to latch itself onto a player character using its fangs and claws. The attack inflicts 1d8 piercing damage and subsequently 1d8 fire damage each round that the flaming bat stays latched on. The attack can be evaded or parried wth a shield.

6 Fiery Dive! The fire-emiting creature suddenly burns brighter and dives towards a player character, for 1d8 slashing damage and 1d8 fire damage. The attack can be evaded or parried with a shield.

Shout-out to DF Whiterock: the gold standard of play reports

Just a quick shout-out to dripton from DF Whiterock as he consistently offers the best rpg play reports out there on his blog, in a category of his own really. Way better than what I’m doing over here I must say, my dear readers. He includes an impressive level of details for one, and never to the detriment of entertainment – not an easy feat to accomplish when writing play reports.

His present endeavor is a campaign of Dungeon Fantasy (a GURPS variant), he’s indeed a DF guy – within the Halls of Arden Vul mega dungeon (which as a bonus I’m also a big fan of).

So, what can I add? The best play reports ever, precise and humorous. Also, a lot of behind the curtain to be appreciated by dungeon masters or would-be dms.

Highly recommended!

Gunderholfen- Peril in Ganfal Swamp (session 16)

I’ll try to have something like a weekly session, at least bi-monthly, of this campaign with my kids for the coming months until summer, we’ll see if I manage to do it.

Short session, 2 hours.

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes his rat-shape curse (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Torch, Goblin Knight, not expendable anymore (Edmond)
  • Grimoire, Goblin Mage, frail but smart (me)

Gunderholfen

  • We start in Level 4, with the Battle Brothers and Protectors in the ogres’ den. Having slaughtered most of the adult males and ordered the survivors away, the adventurers clean up the place, using the open pit to good effect, to make it, well, less of an ogres’ den.
  • After that, they block the door and camp there for the night. Forka, in his turn to keep watch, hear footsteps nearby and whispering voices. There’s the smell of orcs. But they seem to turn back the way they came.
  • Next day they begin together their ascent towards sunlight. They tie themselves together with rope for the slippery stairs to Level 3. Reaching Level 3, they do a small detour to see Grom the ogre and ask him some questions. They give him a 50 gp gem and learn from him of the quickest way to reach the « dwarven city » (going south of the ogre den in Level 4, then south-east and then west in a long, noticably warmer passage into a large carvern and then south to reach their destination).
  • They encounter a patrol of ant workers in Level 2 busy transporting dead giant rats and neither side is interested in fighting.
  • They reach Level 1C, into what was the hobgoblin area and got to a portcullis that was always closed to them in the past. They opened it and, a bit further, got to a deep vertical, artificial shaft with chains dangling but no easy way down.
  • They backtracked and then reached Level 1B and got out by the « goblins » door.

Ganfal Swamp

  • Aracyne leads the group competently through Ganfal Swamp and they make good progress despite the harassing environment but then, several hours in, they see a dozen or more humanoids in ragged clothes emerging from behind an outcrop: ghouls!
  • The adventurers fire a salvo of spells and arrows on the howling undead and four of them are slain and another immobilized by a spell of ensnaring roots. But the ghouls are now in melee. Bodil gets hurt by a claw attack and then tackled to the ground and is in great danger. Efram the Mage gets vomited on by a ghoul and then flees not long after, demoralized by the terrifying howling. Aracyne is dishearthened but stands his ground.
  • Two more ghouls are on the approach. Bodil the elf is badly hurt and unconscious. The Hunter Adalbert also flees after another howling near him. Two ghouls are avidly pursuing Efram and Adalbert. Bayard smashes a ghoul’s face in with his magic mace and it’s killed. Jedri drops his flail inadvertently but has a dagger to continue fighting two-weapons style. Grimoire the goblin Mage casts 3 small fireballs and efficiently finish 3 already wounded ghouls. Forka team up with spear-wielding Torch to slay another. The mage Delevan cast Levitate on the ghoul on top of Bodil and throws it away, hurting it in the process, then he goes to help his fleeing companions.
  • Twelve ghouls have been slaughtered, two surviving start to run away, one is stuck in place by Ensnaring roots and is finished by a big hammer blow delivered by Forka. The adventurers have won, with one casualty among them: Bodil is concussed and has infected wounds. Adalbert and Efram also have infected wounds. Fortunately they soon get out of the swamp, into the farmlands, talk to some peasants on the road and reach the city of Longfelt.
  • The two adventuring guilds make a vow of friendship, decide to leave each other signs (cray writings) in the dungeon if they go separately and then say farewell to each other.

Closing Comments:

  • Grom has gotten back his leadership of the ogres thanks to them, there’s that, but he thinks of the adventurers as dangerous and untrustworty and won’t be a true ally. Giving information in exchange for money to the PCs so they go explore a dangerous area is the most he’s ready to do in my mind.
  • The Level 1 mining shaft isn’t there in the book (it replaces an exit to open air), I added it for some unscrutable reason…
  • Rolled an encounter in the swamp and was tempted to just pick an appropriate monster in the Dragonbane Bestiary but instead I’ve rolled on the d20 table and got 20, ghouls.
  • Ghouls in dragonbane don’t have any paralysis abilities as the D&D ones but, as monsters, have a d6 table to roll on to determine what they do, and also, as monsters, they always hit (it’s up to the target to try to defend if they wish). I rolled for each ghoul separately and it went smoothly enough.

The oldest crap map

Brian Garthwaite over at 52 Monsters has written another clever post related to rpgs yesterday, this time on the subject of crap maps. Incomplete or faulty in some way, crap maps offers an interesting challenge to players, as well as being, in fact, more realistic of what one could expect of most non-modern, non-professionnal maps.

I really haven’t much to add to Brian’s post other than to go the « did you know » path and offer this tidbit of information that was lingering uselessly in my slush pile, these images of the oldest « crap map » (which might be a bit unfair to its babylonian author, I let you decide) with pieces missing and its highly symbolic depiction of the world as the babylonians thought of it.

Or depicted more clearly below:

And if you’re really into this subject I highly recommend that you listen to this british gentleman, historian and museum curator Irving Finkel, who offers us wonderful insights into the challenges of decipering such an amazing artefact.