Next session: D&D 5E, Temple of Fire

Our next gaming session will be this weekend for Marjorie’s birthday. She tells me she’s eager to play her 10th level wizard again, and feel powerful, that’s what she said, so we’ll be back in our 5E campaign. We’ll return to the Château des Faussesflammes/Castle Xyntillan soon enough though as the kids much prefer it.

Anyway, last time we played the characters had entered the volcanic lair of fire-loving pterafolks. Their goal is to find the survivors of the Star Princess, an airship that crashed in the area a couple of weeks ago. They managed to enter the lair with stealth and immediately had a choice: turn left into a dimly lit area and explore discreetly or turn right and have a fight against a pterafolk leader and two dozens firenewts guards. They chose to fight. They pretty much decimated their opponents without much resistance and not long after, past a secret door, found the lair’s treasury.

Right there, after like 4 or 5 keyed areas, on a 3 levels, mid-sized dungeon.

That’s because I’m using Gygax’s Hall of the Fire Giant King layout:

The main concept is pretty neat in my opinion; the fire giant king, the « Dungeon Boss » and his treasure is accessible at the very start of the lair. But is it worth abandoning discretion so soon? The players have to make that choice and as designed, it will have a huge impact on how organized or not will be the dungeon’s defenses afterward. Because the goal of the adventure isn’t treasure this time around, it’s to find information (who united the giants in this case), attacking the Boss (and looting the place) can be actually detrimental to their mission.

So, I’m not actually running this adventure mind you, I just needed a map (I’m lazy with maps), but then I liked this idea and decided to use it. It’s a similar setup, in our game too the goal is to find someone, or clues at least. And as I said, my players chose to fight and loot, so our upcoming session will be combat-heavy as the defenders, who are intelligent and had time to organize, will try hard to repulse the invading adventurers. It’s fire-themed, with the aforementionned pterafolks and firenewts will be a variety of monsters that I didn’t use at all in the campaign until now. Including magma oozes, I have this great mini… I just have to use magma oozes!

Play report here.

Château des Faussesflammes (Castle Xyntillan): Session 4

This play report, and the next one, comes from game sessions played at our cabin with the boys. This summer has been incredibly rainy here in eastern Quebec so we had to stay indoors more than usual. Its unfortunate – I hope that’s not a climate trend that will settle, though it could be a lot worse of course, like the fires that are STILL raging west. But let’s switch to a lighter subject…

Castle Xyntillan, by Gabor Lux. https://emdt.bigcartel.com/products

System: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)

  • Paul Neref (Olivier), Warrior lvl 2
  • Noah (Isaac), Expert lvl 1
  • Monmon (Edmond), Warrior lvl 2

Retainers:

  • Paul-Jean Paul (Olivier), in training to be a full-fledged Warrior, cousin of deceased Jean-Paul Jean, Morale 8
  • Hercules (Isaac), Caravan Hand (hvy), nervous, Morale 7
  • Alphonse (Edmond), Crusader (hvy), has a ring of false keys, Morale 9

Crypt

  • Zachary, Elementalist, strangled by Malvina Malévol and electrocuted in front of the Anteroom
  • Jean-Paul Jean, Man-at-Arms (hvy), lackwit, ripped apart by stuffed animals
  • Pierre-Jean Pierre, Man-at-Arms (hvy), clawed to death by a dark monk
  • Edgar, Man-at-Arms (hvy), throat slashed by a dark monk
  • Charles, Man-at-Arms (hvy), skewered by a drunken skeleton

Previous Infractions:

Eliminated Tristano Malévol the Love-Lost. Eliminated Merlerik the Ancient. Smoked the Ruined Quarters. Angered a werewolf washwoman. Stole the Reliquary of Bygone Kings. Failed to convince Jean-Honoré the butler of their lies.

Infractions rating: 3

Rumors:

  • It is said that the Hero Roland himself was buried under the Castle, and a great relic with him.
  • The goats are not what they seem.

Through the Cave Mouth

  • The group, smaller than usual, decide to search for the cave mouth entrance that they’ve heard about. They build a raft with the help of artisan Noah’s knowhow. It’s a bit fragile but it’ll do to get them on the castle’s lake side.
  • They disembark in a garden area with unkept vegetation and an outdoor chapel. There’s a fountain in the chapel with copper lambs with topaz for eyes. Paul can’t enter the chapel for some reason. Monmon wanted to pry off the topaz eyes but changed his mind and went against it. Noah takes the white clothe from the altar.
  • There’s stairs leading down to the lake surface. Paul notices a small cave entrance hidden behind vegetation. Here it is, the entrance to the Lake Grotto, the rumor was true! They go inside, water to their thighs.
  • Bats fly out of the passage. The adventurers find objects in the water, amid bones, a golden comb and a decorative sword.
  • The passage leads to a larger grotto but Paul finds a secret door and they get to a flooded vault with 7 submerged sarcophagi. Another secret door, hard to find, leads them to room with a treasure chest. They’re happy with their find but at this moment they hear the dead coming at them. The fight doesn’t go too bad, except for Noah that is nearly dead the others only have a few light wounds. They resume pillaging the treasure chest. There’s a lot of gold and also, a mummified bird that squawks: « X marks the spot« .
  • With bags full of gold, the adventurers decided to call it a day.
  • They’re back in the flooded passage but between them and the exit are 7 headless manservants. They’re weaponless and not much of a challenge though and the adventurers cut through them and get out.

Wrap up:

  • XP: Participation: 1 Treasure: 2 Secrets: 1
  • Treasures: 5000gp!
  • Crypt: None
  • Quote:
  • New Infractions: Stole a treasure chest full of gold
  • Paul Neref still mentally shaken after 3 visits at the sanatorium

Château des Faussesflammes (Castle Xyntillan) – Session 3

This session’s goal (as stated by Olivier), is to retrieve henchman Jean-Paul Jean’s corpse so that his cousin can bring him back to the family. Olivier has really taken this to heart to Marjorie’s utter befuddlement… I think it’s hilarious and awesome. Jason could not be with us so no healer this session but fortunately for the players my random encounter rolls were very light, no dangerous Malévol specter this time around.

Castle Xyntillan, by Gabor Lux. https://emdt.bigcartel.com/products

System: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)

  • Cordélia Lenoir (Marjorie), Necromancer lvl 2
  • Paul Neref (Olivier), Warrior lvl 2
  • Noah (Isaac), Expert lvl 1
  • Monmon (Edmond), Warrior lvl 2

Retainers:

  • Eudes le Bâtard (Marjorie), Man-at-Arms (lgt), Comte de La Frenaie’s young bastard son, Morale 9
  • Paul-Jean Paul (Olivier), in training to be a full-fledged Warrior, cousin of deceased Jean-Paul Jean, Morale 5
  • Hercules (Isaac), Caravan Hand (hvy), nervous, Morale 7
  • Alphonse (Edmond), Crusader (hvy), has a ring of false keys, Morale 9

Crypt

  • Zachary, Elementalist, strangled by Malvina Malévol and electrocuted in front of the Anteroom
  • Jean-Paul Jean, Man-at-Arms (hvy), lackwit, ripped apart by stuffed animals
  • Pierre-Jean Pierre, Man-at-Arms (hvy), clawed to death by a dark monk
  • Edgar, Man-at-Arms (hvy), throat slashed by a dark monk
  • Charles, Man-at-Arms (hvy), skewered by a drunken skeleton

Previous Infractions:

Eliminated Tristano Malévol the Love-Lost. Eliminated Merlerik the Ancient. Smoked the Ruined Quarters Angered a werewolf washwoman. Stole the Reliquary of Bygone Kings. Infractions rating: 2

Rumors:

  • You can get in through a cave mouth from the lake if you don’t care for a frontal approach.
  • Périgon’s monks had their faith shaken really bad recently, some of them aren’t devout christians anymore…

Retrieving Jean-Paul Jean

We start in Périgon. Loic the Healer is unavailable. Louis the Man-at-Arms promptly retired after seeing 3 companions die horribly in last foray. Bruno the Man-at-Arms didn’t show up, reasons unkown. There’s only a pair of recruits to hire but both have seen action before and are capable fighters. Paul Neref spent some time at Ste-Zénobie’s sanatorium trying to restore his sanity, wasn’t done with his treatment and still went back with the other into the cursed château.

  • The adventurers decide to enter at the Grand Entrance instead of the Gatehouse, a bit odd as it’s farther away from their chosen objective, the Ménagerie.
  • The two statues bordering the double doors react at their approach, one erupts in maniacal laughter, the other flicks its fingers. Nothing else happens.
  • They open the heavy doors and find themselves into the Vestibule. There’s a ghostly butler weeping softly in a corner. The PCs ask him why he cries but he simply denies and ask whose names he shall announce. Cordélia thinks on her feet and answers « Claudette Malévol ». The butler, Jean-Honoré, seems unsure but tell them to sit down and wait for his return.
  • The PCs bolt away as soon as he turns the corner, open the nearest door and get into another part of the Servants’ wing.
  • First room is a simple maid’s room but they do find a silver dagger under a pillow.
  • Next door opens into the Stables. Through their rummaging they manage to find a lucky horseshoe.
  • They then open the door to the kitchen where 5 horrible cooks (ghouls), are busy hacking henchman Charles’ corpse. The PCs react first and Cordélia do a powerful Smite the Dead and kill 4. Monmon finish the last one with a spear thrust but then he opens another door and a guillotine trap hurt him severely. Cordélia heals him with a balm.
  • Paul hears Jean-Honoré in a nearby room talk to others about the « visitors ». The PCs hurry up further away. They get into a corridor and then another and finally get to a place they already visited, the entrance passage leading to the garden area.
  • They find henchman Pierre-Jean’s corpse in a wheelbarrow with ravens pecking at his face. They leave him there for the moment.
  • From there they open the same side door they did in their first visit, hesitated at the propect of crossing the corridor of the phantom steeds and looking at their maps decided to go the long way.
  • Heard the werewolf washwoman singing and they hurried away.
  • They finally get to the Ménagerie, once again the Huntsman on the throne blows his horn and disappear along with his dogs. They see the stuffed animals on their pedestals, To their dismay they can see that Jean-Paul has been added to the display, dressed as a hunter!
  • Cordélia tries something, a Command the Dead spell on stuffed Jean-Paul and it works, he’s under her command! She wishes to use him to shoot the Huntsman if he gets back.
  • They wait.
  • And wait some more.
  • Still no Huntsman.
  • But 6 undead aristocrats, alerted earlier by the butler, found them: « you misérables mécréants, surrender! »
  • The adventurers attack. Cordélia use her wand of the marshland, points the moss tapestry, and vines immobilize one undead fop. Paul and Monmon charge side by side and kill 2 in no time.
  • The stuffed Lion chooses this very moment to come to life and jumps on Cordélia but he only graze her with a claw attack. Stuffed Jean-Paul shoots the lion but misses.
  • Eudes bravely attacks the stuffed Lion and slashes it with his sword. Monmon gets over there and pierce it with his magic spear.
  • Meanwhile, Noah and Hercules kill an undead aristocrat together and Paul Neref another one. The remaining one tries to flee but Paul is swifter and ignoring his pleas for his unlife, slays him.
  • Eudes finishes the stuffed Lion with another good slash. Alphonse cuts the head of the undead aristocrat bound by vines.
  • They get out of the castle, Jean-Paul Jean in tow, looking creepy with glass beads for eyes…

Wrap up:

  • XP: Participation: 1 Treasure: 0 Secrets: 0 Special Mission: 1 Total: 2
  • Treasures:
  • Crypt: None
  • Quote: Marjorie: « I’m Claudette Malévol, a, er distant relative… »
  • New Infractions: Failed to convince Jean-Honoré the butler of their lies.
  • Retrieved Jean-Paul Jean and Pierre-Jean but left Charles all hacked up on the kitchen’s table.
  • Paul Neref still mentally shaken after 2 visits at the sanatorium

Worlds Without Number rpg – almost a review

Edit 2024-04-09: I’ve refined a bit my thoughts after more sessions of play.

Edit 2024-06-25: idem

Worlds Without Number (WWN) is a 396 pages book by Kevin Crawford. It’s origins lies in the Stars Without Number sci-fi rpg system by the same author. This time the default setting « Latter Earth » is a science fantasy world in the vein of Jack Vance’s Dying Earth, Gene Wolfe’s Book of the New Sun or M. John Harrison’s Viriconium (those are my own references, sadly the author doesn’t cites his inspiration sources).

What the book claims to offer is nothing less than everything you need to run a sandbox campaign, or about 2/3 of the book on worldbuilding, mostly in the shape of random tables. The worldbuilding part seems well done to me but I’ve only skimmed through that part, I might use some of this content some day but as of yet I didn’t. The reason why I’ve bought WWN is for the rpg system it offers – so my comments for today will focus on this (much slimmer) part.

What the WWN system is all about?

  • It’s a hybrid system. An old-school D&D chassis (i.e roll 3d6 in order for your six attributes) combined with a modularity (i.e foci (feats) that let you be an expert at something, combat or otherwise that also have hydrid classes) that you don’t find in most standard old-school systems.
  • It has only 4 main classes: Expert, Warrior, Mage, and the Adventurer (that lets you combine with one of numerous « part-classes » with something like 80 combinations). There’s sub-classes for the Mage: the classical High Mage, the Necromancer, Elementalist and many more. To be frank, I’m on the fence with this whole part-class thing, it offers a lot of options for customizing a character but it also feels a bit wonky. It’s like two systems of character creation instead of one, maybe not a bad thing per se but not the most elegant piece of design either IMO.
  • Human-centric world. You can play an elf or dwarf or WWN’s own brand of fantasy races, but only with a bit of fiddling.
  • The spells have Vancian names like: « The Coruscating Coffin » or « The Jade Palanquin of the Faceless God ». The magic-users have very few spells per day (only one at 1st and 2nd level!) but again, they’re a lot more impactful than your regular magic missile, i.e. Invisibility at level 1. Magic isn’t risky (like in DCC for example) but you have to choose your moment carefully for maximum impact. Aside from the spells, mages have Arts, lesser magical abilities, most of them utilitarian in nature (read magic + darkvision combined as one example). Each magic specialities have a good list to choose from.
  • Combat is d20 based but skill checks use 2d6 + attribute mod + skill level (1 to 4) to beat 6, 8 or 10 or more depending on difficulty. With this less random formula, the characters skill’s competency feels a LOT more relevant.
  • On the character’s sheet there’s a list for « readied items » based on the encumbrance capacity (strength-based) of the character. It’s great and efficient.
  • Combat is fast and deadly and in my impression it feels more chaotic than tactical (not necessarily a bad thing) unless you pay very close attention to the list of combat options provided i.e. screen ally, snap attack, etc.

Some things unique to WWN:

  • There’s a « Shock » mechanics in combat – martial melee weapons will often (except against an opponent with high AC or with a shield) do damage, even with a miss. It’s a bit conterintuitive but characters that are built for combat (warriors in particular) can do potent damage without ever succeeding with their d20 fight checks…
  • There’s a System Strain mechanics that put a limit (your constitution score) on the number of time you can be healed before having to recuperate in a safe place (i.e in town).
  • Levels are capped at 10 at which point you may (depending on the type of campaign) become a « Legate » and have access to new powerful abilities.
  • A lot of character features to mitigate randomness, including automatic hits, sucesses on skill checks, balancing of hit points the more you level up, etc.

So here’s a few from the hip comments after we had several sessions of play, this might change with further experience:

  • Overall WWN characters are as fragile (edit: not quite true, they have several options to mitigate damage) as your standard old-school one but feel a lot more capable.
  • The list of part-classes and foci available ensure a great customisation but that comes at a cost: if a player wishes to examine all the options then creating a character in minutes like in simpler systems would be impossible.
  • My players are a bit confused with the Shock thing. A low hit points character can easily die from just the shock damage and that seems a bit excessive. But overall I think it makes more sense than wooshing weapon swings half the time.
  • My brother Jason played an Adventurer (part-Expert, Part-Healer) and can do magical healing all the time, like every frikin round. He even calls his character a « healing tower » like in these tower defense video games… It’s an odd design choice, in stark contrast with the full Mages who have one big moment per session and I’m still on the fence on what to do with this character. (edit; removed the character)
  • The system strain is, as far as I can tell, designed to be implemented within an expedition of several sessions’ worth of play. With how we’re playing now with the PCs always back in town after their session of dungeon-crawling (and with downtime), it doesn’t come close to being relevant. I think I’ll have to adjust that.
  • My sister’s Necromancer has wiped out 20 out of 24 (1 HD) skeletons with her Smite the Dead spell in last session. Her unique spell of the day but certainly well-spent. The magic system is still fairly close to D&D but its tweaking of limited-use but POTENT spells is interesting. But don’t expect your main villain to fare well in this environment!
  • If most of the WWN system is perfectly okay for generic fantasy, the crafting system notably is pretty much designed with science fantasy in mind.
  • The Intelligence attribute isn’t linked to magic-using this time around so I guess you could have a dumb as a rock Mage? It feels wrong to me. Intelligence is linked with « efforts » which are used to fuel the « Arts », the lesser magical abilities.
  • The book lacks a proper bestiary, (edit: it has some creature base stats as well as options/powers to add but that’s it, creatures have to be « built », they are not ready to use). Edit: That’s still my biggest complaint to date.

All in all, WWN has some weaknesses and I might tweak a few things but I like it. It offers a solid core, with its main strengths being the handling of skills, character customization and idiosyncratic magic system. The main character classes are well thought out and you can easily create whatever you have in mind if you invest a bit more time. A D&D-adjacent game that has a pretty unique feel.

Not an Oathbow, a Hatebow

I’m still committed to our D&D 5E Ruins of Chult campaign in case anyone wondered with our recent foray into OSR. Proof is in the pudding as the English say (I love these kind of silly sayings), here’s a little post about something that happened not too long ago.

I’d messed up badly with a magic item that the players looted in their last dungeon-crawling. I had put an Oathbow in the Master Archer’ sarcophagus fittingly enough; the fight was difficult and warranted a good reward. Sooo, I read the description of the Oathbow a bit too fast and ended up involontarily boosting it a lot. The Oathbow gives a potent bonus to damage (3d6) to an opponent that its wearer chooses as its « sworn enemy ». There’s an important drawback: as long as your enemy lives you have disadvantage on attack rolls with all other weapons (if an enemy ever succeed in fleeing you’re in for a rough time). If your enemy dies, you can choose another next dawn. And that’s the last part that I’d skip. Félix’s character, the owner of the Oathbow switched from one dead enemy to another continuously for a few fight at least, until I realized my mistake…

I could have just corrected it, adding the limitation I forgot earlier but it felt kinda wrong as it was my mistake and not the player’s. But then I had an idea, what if it’s not really an Oathbow but an Hatebow, its more powerful but cursed (homebrew) version?! The Hatebow causes its wearer to be so full of hate that he sees enemies everywhere! Use it too much and you won’t distinguish between friends and foes…

I LOVE cursed items.

Anyway, we have had similar situation earlier in the campaign with Rufb’s berserk axe and the players broke the curse with a suitable quest. This time I just told the player, Félix, that his character felt the danger posed by the Hatebow, that he had to be careful less he succumbed to the dark side so to speak. No mechanics, just roleplay, as long as the character behave accordingly. And young Félix was excellent all along, limiting himself and roleplaying an increasingly morose character when he did use it. It proved to be a very good decicion I think.

Château des Faussesflammes (Castle Xyntillan): Session 2

Short session, 2 hours only and the players did some shopping and recruiting first so not a lot accomplished. Still, they went to a new section of the castle, found a few trinkets, had a dangerous fight and lost a few people…

Castle Xyntillan, by Gabor Lux. https://emdt.bigcartel.com/products

System: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs):

  • Loic (Jason), Adventurer lvl 1 (partial expert/partial healer)
  • Cordélia Lenoir (Marjorie), Necromancer lvl 1
  • Paul Neref (Olivier), Warrior lvl 1
  • Noah (Isaac), Expert lvl 1
  • Monmon (Edmond), Warrior lvl 1

Retainers:

  • Eudes le Bâtard, Man-at-Arms (lgt), Comte de La Frenaie’s young bastard son, Morale 9
  • Bruno, Man-at-Arms (lgt), dreamy-eyed, Morale 9
  • Paul-Jean Paul, Man-at-Arms (hvy), cousin of deceased Jean-Paul Jean, Morale 5
  • Pierre-Jean Pierre, Man-at-Arms (hvy), escaped friar, Morale 9
  • Louis, Man-at-Arms (hvy), scrounger, Morale 7
  • Edgar, Man-at-Arms (hvy), have a pet hawk, Morale 8
  • Charles, Man-at-Arms (hvy), scrounger, Morale7

Crypt

  • Zachary, Elementalist, strangled by Malvina Malévol and electrocuted in front of the Anteroom
  • Jean-Paul Jean, Man-at-Arms (hvy), lackwit, ripped apart by stuffed animals

Previous Infractions:

Eliminated Tristano Malévol the Love-Lost. Eliminated Merlerik the Ancient. Smoked the Ruined Quarters Angered a werewolf washwoman. Stole the Reliquary of Bygone Kings. Infractions rating: 2

Rumors:

  • Fausseflammes? I would rather go to Malinbois, a much better place!
  • Wearing red will keep away the Scarlet Specter… for a while.

We start in Vyônes. The adventurers have a buyer for the Reliquary of Bygone Kings. Fortunately they found its secret before selling it; a hidden compartment held an antique spear tip. They sought a capable artisan to assemble the spear tip into a potent weapon. The artisan, Noah, joined them thereafter. They also recruited a few other Men-at-arms, amongst them is the cousin of deceased Jean-Paul Jean who wants to retrieve his corpse. Cordélia decides to triple their hiring fees (she has now 4 retainers by herself).

Gatehouse:

  • Dozens of ravens perched on the gatehouse.
  • They go at the double doors, two skeleton sentries are quickly dispatched.
  • Past the double doors is an entrance passage with murder holes, door at their right is stuck, Monmon kicks it in.
  • There’s loud singing coming from further away but first they stop by an ominous statue depicting a zombie or leper. Cordélia notices a hidden compartment in the pedestal. Inside is a brain in a jar, she breaks the jar and smashes the brain into a pulp.
  • Next there’s a mess hall full of cobwebs with singing skeletons acting like they’re drunk. Cordélia destroy most of them with a Smite the Dead (necromancers can be potent undead hunters in WWN). But the remaining skeletons pick up their rusty swords and charge. New retainer Charles is slain in the ensuing melee.
  • The PCs search the mess hall but are interrupted by the sounds of rattling chains, a red specter appears, barely visible and demanding a blood sacrifice! Most weapons they have don’t seem to work at all against it. He inflicts a terrible bleeding wound on Monmon but Loic heals him with magic. Monmon counters with a stab of his powerful spear and hurts the specter. Paul hits it with his magical dagger. The PCs hears the chains fading away, they follow.
  • They’re now in a chapel with a strange procession of monks. The red specte,r already waiting for them, goads the monks in taking a « blood toll ». One monk points the PCs with a clawed hand. Combat ensues. The adventurers manage to slay the dark monks but lose Edgar and Pierre-Jean to their sharp claws. Fortunately the red specter did not join the fight.
  • On an altar, Paul finds a fossilised ammonite and as he takes it he gains primordial insights (xp) at the cost of his sanity…

Wrap up:

  • XP: Participation: 1 Treasures: 0 Secrets: 1 Total: 2
  • Treasures:
  • Crypt: Charles: skewered by a drunken skeleton, Edgar: throat slashed by a dark monk, Pierre-Jean Pierre: clawed to death by a dark monk
  • Quote:
  • Infractions:

Castle Xyntillan

I took a day off last friday and decided it was time to try something new for our scheduled gaming session.

Some months ago I had bought Castle Xyntillan, directly from its designer in Hungary.

Now, Castle Xyntillan is an Indie/OSR megadungeon from game designer Gabor Lux, and is very much UNLIKE the D&D 5E books that I’ve purchased the past few years (albeit the last one I bought was like 3 years ago). Being nothing like a 5E book is in my present state of mind, a very good thing.

Its an adventure module set in haunted castle, not entirely serious but not a pure funhouse either. At the heart of the adventure is, of course, the impressive castle, but also its twisted and wicked inhabitants, the Malevol family members, truly a malevolent bunch!

As designed the module offers no clear end goal (indeed, goals should emerge from play) but it has TONS of delightful content to throw at the players. I think we could do easily 12-15 sessions just with the castle. Or dozens of session if I add side-adventures and whatnot.

I’ve decided to put Castle Xyntillan in author Clark Ashton Smith’s Averoigne, only the slightest of divergence from the default Valley of the 3 Rainbows setting anyway.

Set in a fictional medieval France. Averoigne is a forested and backwater region, beset by monsters, particularly witches, werewolves, vampires, and huh, beasts from beyond the veil…

I’m a big fan of CAS but I won’t be the first to use Averoigne. Tom Moldvay, in his 1981 module Castle Amber did just that.

The capital of the region is the gargoyles-infested city of Vyones. The other city is Ximes in which resides the Archbishop Azédarac, a dark sorcerer and demonologist.

(Aside: I’m pretty sure Gygax distorted the name Azédarac into Acererak, his infamous demi-lich of Tomb of Horrors fame)

There’s the cursed woods of Malinbois, the smaller town of Périgon with its monastery and then there’s the disquieting Château des Faussesflammes. Indeed, Castle Xyntillan will in fact be this very Château.

Now, I’m using the Worlds Without Number rpg system (which I might talk about in a future post). Learning how to play with both a new system and new style of play wasn’t effortless on my side or my players’, mistakes were made and a few tears were shed even, but our first session was certainly memorable and worthwhile.

Stay tuned, play report coming soon!

Supreme Headdress not fashionable enough?

One treasure the players found in Iyayo’s tomb was the latter’s « Supreme Headdress », a magic hat that gives +2 to all 6 attributes.

No character have claimed the Supreme Headdress yet.

It’s pretty good, even if it does compete with load of magic items accumulated in 45(!) sessions of play. It’s D&D 5E so there’s a limit of 3 « attuned » magic items per character. I’ve houseruled that at 10th level (as most of the PCs are now) they can have a fourth.

looks like the one at the bottom right, nice beard heh!

But that’s not the crux of the problem. My players all agreed that their characters would look weird with this hat on.

I did want something that looked ancient and it does seem, huh, impractical, but in-game there’s no real drawbacks…

And I mean, both Shin and Leon have wore a hat that looks like a dead spider but somehow that’s the one that is too weird? Is that the line they won’t cross? I find this all very funny!

Session 45: Lake Luo

Longue session de +- 12 heures, beaucoup d’action, je vais faire simple et la résumer en format bullet…

Personnages Joueurs (PJs)

  • (Félix) Flyzus, (level 9>>10), Wood Elf Ranger (hunter), Outlander, n’a plus de famille ni de patrie, là pour l’aventure et se forger une nouvelle vie. Accompagné de son Dire Kakapo juvénile qu’il a sauvé.
  • (Chris) Pax Double-Poches, (level 7>>8), Halfling Rogue (arcane trickster), Criminal, fuyant un passé criminel, a vu de ses yeux les trésors merveilleux qu’a rapporté le ranger Flyzus de sa dernìère expédition et s’est immiscé dans le groupe depuis
  • (Chris) Rufb (level 9>>10), Half-Orc Barbarian (berserker), Mercenary Veteran; capturé par des pterafolks, seul survivant de sa bande de mercenaires, délivré par Flyzus au sommet du Firefinger
  • (Jason) Shin, (level 9>>10) Tabaxi Fighter (arcane archer), Outlander, veut devenir le plus grand chasseur de tout les temps + Vorn, Shield Guardian
  • (Marjorie) Kalohan, (level 9>>10) High Elf Wizard (evoker), Inheritor,  doit trouver un sort inconnu jusque là avant de pouvoir obtenir son héritage
  • (Isaac) Anfi, (level 9>>10) Locathah Fighter (eldritch knight), Outlander, venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement + Salamandre Géante

Rivière Turbulente

  • Kalohan coule 2 pyrogues d’hommes-grenouilles avec un sort de Control Water (1)
  • Les PJs tombent dans une embuscade d’hommes-grenouilles revanchards. Il y a un Froghemoth dans la rivière au pied d’une chute, des archers sur les rives et un shaman qui se transforme en élémental d’eau. Au cours du combat le Froghemoth avale Rufb, puis Pax. Rufb utilise sa Hache du Cyclope, met toutes ses charges dans un Gust of Wind qui gonfle l’estomac du monstre, forçant l’expulsion de Rufb et Pax (par les 2 bouts)!
  • De nuit, une lumière sur la rivìere se révèle être un Flaming Skull. Une sinistre barque s’approche. Des goules encapuchonnées veulent discuter avec les aventuriers. Si les PJs volent un artefact au village d’Hommes-Lézards, ils seront récompensés.
  • Les PJs décident d’ignorer le canal menant vers les Jardins de Nangalore.

Marécages

  • Combat contre un Moss Lord (2) et deux Shambling mounds.
  • De nuit, combat contre des lucioles géantes explosives!
  • Shin, à grande distance, abat un brontosaure qui servait de monture à des humanoïdes non-identifiés, avec plusieurs flèches magiques empoisonnées. (3)
  • Kalohan fait une Tiny Hut pour protéger le groupe contre les lucioles.

Village sur pilotis au Lac Luo

  • Combat contre des « iguanes » à 8 pattes (des basilisks) sur la berge
  • Les PJs doivent d’abord voir le sorcier dans la maison d’entrée, avant d’avoir la permission de visiter le village sur pilotis des Hommes-Lézards. Des statuettes en argiles sont façonnées à leur image. (4)
  • Les PJs attendent l’arrivée de leurs alliés Aarakokras qui doivent les renseigner sur leur objectif.
  • Sergu, un humain pas tout à fait sain d’esprit, leur sert d’interprète et de guide
  • Les PJs investiguent sur l’artefact que les Goules voudraient obtenir. C’est une roche volcanique qui ne semble pas protégée outre mesure. Ce qui a le don d’inquièter les aventuriers…
  • Brittletoe, un capitaine Gnome du Flaming Fist, arrive au village à bord d’un crabe-mecha. Lui et les PJs échangent des politesses, tout en méfiance sur la présence de l’autre.
  • Brittletoe parle également à Sergu. Les PJs sont suspicieux. Le Gnome quitte le village peu après.
  • Les Aarakokras arrivent, l’objectif (l’équipage du bateau-volant écrasé) est à l’Est.
  • Les PJs quittent vers l’Ouest au cas où leur départ est surveillé (il l’est) avant de tourner vers l’Est.
  • Shin, avec un sort de Fly fournit par la magicienne, abat des harpies aux langues coupées qui les suivaient à distance.

Montagnes de Feu

  • Les PJs laissent leur bateau sur la rive du Lac, dissimulé.
  • Combat contre des démons calcaires qui les ont entourés d’un mur de sel (5).
  • Ils pénètrent dans une jungle dense et pesante.
  • Ils sont suivis par des Hommes-Scorpions.
  • Les PJs tendent une embuscade à ceux-ci, le plan d’attaque (qui fonctionne à merveille) implique un pont artificiel créé par un sort de la magicienne retiré soudainement après que plusieurs des créatures aient traversées.
  • Les PJs arrivent en vue de la montagne et le repaire des Pterafolks pyrophiles. Ils éliminent une patrouille de Firenewts sur Striders.
  • Ils entrent dans le repaire sans se faire repérer et un Cone of Cold bien placé élimine un pterafolk et ses sbires firenewts. Les PJs trouvent plusieurs coffres au trésor et prennent le temps de les piller. (6)

À suivre, dans le Temple du Feu…

Notes du DN:

  1. qui voulaient simplement commercer, oups
  2. treant modifié et hostile
  3. des habitants du village sur pilotis, les joueurs craignaient que ce soient des compétiteurs. Encore des dommages collatéraux…
  4. ce qui va tracasser les joueurs énormément!
  5. c’est le monde à l’envers, des démons qui aiment le sel
  6. ce qui donne du temps aux défenseurs

Humanoids of Chult – tactics and fluff

Another page fell off my Jungle D&D notebook so, again, I’ll just copy it over here. It’s a just few broad strokes to help me use humanoid encounters in my campaign in a more creative way.

Note: One particular thing I had in mind when wrting this stuff was not to fall into lazy association i.e assigning giant frogs to the frogmen gripplis or giant spiders to Araneas, etc. To some extent only, associating fishmen with water magic is just too natural to pass by.

Jungle Folks

Batiri Goblins

Themes/Fluff: adaptables, hermaphrodites, clever

Tactics/Tricks: hit & run, poison, barbed arrows, hidden lairs

Often seen with: Giant insects, insect swarms, troodons

See also: A note on batiri goblins

Gnolls

Themes/Fluff: overeating/gorging, wasteful killing, weird (Alien-like) reproducing cycle: gnoll >> demon maw >> hyena >> gnoll

Tactics/Tricks: blitzkrieg, harassing, target weaker foes, overwhelm

Often seen with: hyenas, demon maws, shoosuva, whiterlings, clawing hands

Troglodytes

Themes/Fluff: underground, disgusting, slimy, awful stench, decay

Tactics/Tricks: ambush, camouflage, attrition, acid (trap and spitting), invisible to darkvision, resistance to cold

Often seen with: subteranean lizards, rot grubs swarm, carrion crawlers, gricks, oozes, brown mold

Gripplis

Themes/Fluff: dimorphic, river pirates, harmonious village, preyed upon

Tactics/Tricks: poison, water/mud magic, Infinite Leap martial artists

Often seen with: mud mephits, mud elementals, river dragon turtles

Lizardmen

Themes/Fluff: isolationnists, non-religious, omnivores

Tactics/Tricks: necromancy, crayfish armors, firefly nocturnal signals

Often seen with: giant crabs, brine zombies, animated mangrove, salt basilisks, giant flashing fireflies

Aarakokra

Themes/Fluff: long-range traders, female leadership, open-minded, cooperative

Tactics/Tricks: spears, dive-attack, fly away from danger

Often seen with: quetzacoatlus pack animal, assassin vines to protect their villages (high above ground)

See also: A Note on Aarakokra

Pterafolks

Themes/Fluff: crude magic, Kossuth (volcano) worshipping, witch brewing, capture folks to sacrifice or experiment on

Tactics/Tricks: potions, magic wands, poisonous pollen bombs, ressitance to fire

Often seen with: Fire elementals, fire mephits, smoke quasit

See also: Pterosaurs

Jungle/Albino Dwarves

Themes/Fluff: resilience, anti-civilization, many taboos, ground huts, survivors

Tactics/Tricks: monstruous plants, magic tatoos, heat metal spell, druidic magic

Often seen with: triflowers, razorweed (around their village), Giant Chameleon, Girallon

See also: A Note on Jungle Dwarves

Kuo-Toa

Themes/Fluff: humans transformed into fishmen to survive great flood, dogmatic

Tactics/Tricks: water magic trident as spiritual weapon

Often seen with: Chuuls, Hydra

Ghouls

Themes/Fluff: minions of a powerful necromancer, can be talked to but dishonest, unscrupulous, careful

Tactics/Tricks: fell magic, patrols, archers, cursed weapons

Often seen with: undead dinosaurs, flaming skulls, deathlocks

Serpent Men

Themes/Fluff: tomb guardians, well-prepared, astute

Tactics/Tricks: flee deeper if hard-pressed, use charm magic but also susceptible to charm, positioning with traps, blindsense, use darkness spell

Often seen with: other dungeon denizens

See also: A Note on Serpent Men

Araneas

Themes/Fluff: astronomy, astrology, female superiority, village behind web walls, silk weaving, xenophobia

Tactics/Tricks: female sorceresses, male canon-fodders

Often seen with: N/A

See also: A Note on Araneas

Vegepygmies

Themes/Fluff: mold-infected batiri goblins, symbiont, different types of mold have different results

Tactics/Tricks: hit & run, ambush, use favorable terrain

Often seen with: thornys

See also: A Note on Vegepygmies

Myconids

Themes/Fluff: psychic, hive-mind, confusion

Tactics/Tricks: mind affecting spells

Often seen with: controlled creatures

See also: A Note on Myconids

Outsiders

Dwarves (Northern)

Themes/Fluff: greedy despoilers, gruff, xenophobia, use demonic magic fueled by precious stones

Tactics/Tricks:, heavy armors, crossbows

Often seen with: large pack animals, imps, summoned demons

Company of the Flaming Fist

Themes/Fluff: greedy despoilers, unscrupulous, devious, East Indian company equivalent

Tactics/Tricks: battle mages, archers, tough veterans, patrols

Often seen with: ratfolk skrimishers, ettins, tongueless harpies

Nelanthir Pirates

Themes/Fluff: pirates!

Tactics/Tricks: sea witch magic, swashbuckler captain, prefer not having to fight

Often seen with: mimic treasure chest, rogue aarakokra, blood hawks, water elemental

Lantanese Gnomes

Themes/Fluff: magitech, submarines, underwater city, artificers

Tactics/Tricks: mecha, energy beam

Often seen with: automatons