Showing posts with label Vornheim Campaign. Show all posts
Showing posts with label Vornheim Campaign. Show all posts

Thursday, March 1, 2012

Connie Drew This Map

It's everything we got so far.
(Or at least everything the players know about)
(I have my own map I'm not gonna post here where they can see it)
The idea is to give a reference point for whatever's going on while also giving the players room to put notes down:

Some older maps, from whence came this one

Saturday, February 25, 2012

This Is Mostly Just Here So I Can Remember What Happened This Week

_Last session they went to the Ice Labyrinth--still trying to capture the Ice Medusa.

_Didn't but fought the king of the Royal Fist Monkeys. Near TPK. Everyone's down from monkey fighting but Connie. Until the king tried to bite Connie and she shoved a sleeping potion in his mouth and he rolled a four. Took his crown, cut their losses, and headed back to civilization, screw catching medusas. (Got attacked by a witch that sinks their boat on the way home, but whatever--they have a rowboat.)

_New session:

_So then like new player coming in--Izzy. She is used to straight up 3.5, she's a Raptoran which is like a bird person but not a birdhead kind of bird person. She's speaks elvish. Like Izzy does, not her character--like actual Drow. So does or did Satine. Her PC has this Elvish name but we can just call her Mi.

-Also here's a twistment: Kimberly Kane decided to go druid, she is not elvishnamed. Her new character's name is Dirty D. No, her barbarian did not die. KK just got real excited about Call Lightning.

_Same dog though. Or same dog family. She's up to Sueno 7. She swears Sueno 7 is making it to 20th level.

-Anyway so they like show up and go drinking. And so like I get to roll on the chart with the bars in it in that book I wrote, they walk into the Frigid Cudgel where the bartender has a ferret

-...that is actually a polymorphed wizard. Which fact is on my chart in my book for some reason. And KK knows this because she's a druid and can talk to animals.

-So then I get to do a ferret impression. Always a pip.

-Life goes on, an objective is selected by the players. (One of those Red Marches days where they could pretty much make you go anywhere if they were perverse enough.) It is across the sea.

-I just realized I implied like I do ferret impressions all the time. Which I don't. This isn't Ferret Guard. Satine's old character had a ferret. But I think she died before anybody could talk to it and find out like the feelings it had and who it really was inside. Or was it a weasel? Need continuity cops. Are you still reading this?

-They catch a boat manned by some Drownesians.

-Things progress. At some point I have to solve the following physics problem:

If you fire a Type III-era Fireball at the surface of the ocean directly beneath a giant mutant mindcontrol starfish* that is chewing on the side of a boat which that starfish is approximately the same size as during a combat round where that starfish has been frozen in time, what are the chances that the boat itself will catch on fire (which of course consideration is the reason for the water's surface being targeted and not the aforementioned radially symmetrical megachinoderm)?

-Now they are playing an organ where the pipes are shaped like life-sized petrified people screaming.




___
*The answer to the question you have about the mindcontrol starfish is "Yes". My mental powers work even without me putting a fish on your face.

Friday, January 20, 2012

There Is Life After Dangerous Ice Monkeys

Dear players:
This is where you are. You are in the ice maze. I'm sure you remember all about the Royal Fist Monkeys.

This is Brug. Remember Brug? Sam is (was?) playing Brug. Now Brug is an ice statue. If Brug gets knocked over by monkeys, even an Ice-To-Flesh spell is not bringing back Brug.

You are in the Ice Maze because the naturalist Miriya Essik is paying you to capture the ice medusa. This is Myria's home.

Just catch the ice medusa, get her to your boat, and sail for 6 days.

Miriya has promised you 2000 gold pieces each. If you return the ice medusa, she will probably offer you more gold to go find her an even more dangerous monster.

Do you have to do it?

No, you can do whatever you want.

Like what?

Here are some outstanding issues you have created:

This is Connie. You remember Connie? Connie's PC got drunk and..well a lot of things happened that got rolled on a random table. One of them is she got in a jam and prayed to her god that she be not in that jam any more. Vorn answered her prayers.

Only problem is: now Vorn wants something in return...

...some crown. Which one? Vorn says Connie will know it when she sees it and it's hidden somewhere in a fortress or dungeon somewhere in the islands you are now in.

Every day she spends not looking for this crown she will lose a saving throw point. That is bad.

So she has to either look, or find a way to get the quest spell lifted. Vorn is watching.

This is Queen Jayaeleene. You rescued her from the ice maze and took her back to her kingdom of Vrokk (one of the islands). She appreciated that. You are welcome to visit whenever.

However, also visiting her is this here white elf, Gormengeth. He's kind of creepy, frankly.

This is Mandy. She is still hallucinating. Someone might want to try to do something about that before the most powerful and unstable member of the party starts imagining flatworms crawling out of your eyes and tries to mace them.

This is the witch, Frost. She's had a vendetta against Mandy ever since she killed one of her bodies waaaaaaaaaay back at level 2. Last time you guys left the ice dungeon, she was there waiting and attacked...

...with her leopard men. They are vicious and leopardy. They will put you in jeopardy.

Then there's always your home, back west, which you have fled, on account of that skeleton invasion. Who the hell knows what's going on back there now?


And, as always, there's the whole rest of the planet to check out. Click to enlarge and be even more confused.

Sunday, January 1, 2012

Games I Ran In 2011

By location, just the LA group:

Not that you care, but I just discovered the pie chart maker. Just marking time until I decide if there's any point to using one to make a drop-die chart.

Wednesday, December 7, 2011

Chatter On The Wire About Monkeys, Parents And Horror

And by wire I mean Twitter.

Here's Rog, postgame:

Kim Kane: Dear god @ZakSmithSabbath is a sick DM!

Mandy :We gotta remember to keep quiet so monkeys won't get us

Rog: These monkeys are the talk of the town

KK: Where is the ice medusa?!!

M: We'd find her faster if we weren't always interrupted by monkeys

Adam: Can't believe we had to fight my parents. That is like sooo embarrassing!
A: My suggestion for title of your next blog post on last night's game: "Parents just don't understand."

KK:We totally killed* your parents, it was soooo Midwest.

A: I woulda gone all Menendez on 'em--just as soon as I finished all that important running away and cowering I had to do.

Zak: (to players who had to leave early) They decided to crack open the glass ball and fight the jewelled monster. it didn't go well

Carloine Pierce: it was a terrible idea. Not like it was gonna get out lol. Oh well! Still fun :D

M: I'm bored of killing monkeys!! I think squamous monster is a challenge

C: True, but it's a challenge most of us are useless against lol :D

M: Almost everyone has some magic item of some sort

CP: The Ice Medusa probably isn't even home :/

K: I have magic & rage but only 9 hit points :(

M: I think we can do it!
M: I can help on the hp front, rage won't help much though
M: unless you rage with a magic weapon! i have lvl3 rage too now




_____
Note: Adam's parents were knocked unconscious and then the mysterious hourglasses hanging around their necks were crushed, at which point they disappeared. Had they been actually slain, the consequences might have been...different.

Wednesday, November 23, 2011

Royal Fist Monkeys Are Trying To Kill You

This is a Player Service Announcement.

Dear My Players:

Royal Fist Monkeys are trying to kill you.

They are small and white.

They have large stone-and-metal gloves on their right hands, encrusted with precious gems.

They are trying to kill you.

They hate you.

You broke into their ice house looking for fun and profit, they have decided you will never leave.

You have observed these things:

They are fearsome.

They are organized.

They are horrible.

They do not die fast.

They know how to use both fire and flaming oil.

They killed Roger's guy.

Their Royal Fists are capable of delivering one punch doing d8+8 damage. After the punch they bite for d4+4.

You know because you have seen this happen 24 times.

There are many other dangers and wonders in the Ice Labyrinth of Hakleth besides Royal Fist Monkeys.

But you will never see them if you fight Royal Fist Monkeys all day.

Tips:

-When you're in a big echoey room with a bottomless pit, and Kimberly Kane is like "Hey what's over there?" and I go "Are you yelling that across the room?" and Kimberly is like "Uh, yeah, sure" then be all "NO, NO KIMBERLY DON'T DO THAT! THE ROYAL FIST MONKEYS WILL HEAR US AND CHASE US AND THEN WE WILL BE FIGHTING ROYAL FIST MONKEYS FOREVER AND ALL DIE IN THIS HORRIBLE ICY MONKEY DUNGEON"

-Actually, that's the main tip. I can't think of any others right now.

________________

To Any Other Readers Of This Blog Who Play Google + Games Or Are Thinking About It:

If any of you have characters hanging out back at the FLAILSNAILS Cantina, you have heard the bartenders of Earth-Amalagmated-FLAILSNAILS have started a betting pool on the success of this expedition.

Here's how it works:

You chip in 100 gp.

You say who you think will survive, who will die, how successful you think it will be that week, you make any other crackpot prediction you see fit.

There are no penalties for extra incorrect predictions beyond the first, so go ahead and make as many as you like.

Whichever player is the most right gets all the gold (and associated xp). If there's a tie, you split it.

Here's the deal so far:

They are in this maze looking for an ice medusa name Moroschka--trying to capture her and bring her back alive.

The Royal Fist Monkeys make traps. They are alerted to the PCs presence. They have 6HD. The last time there was a fracas there was 17 of them.

Other hazards have included an ice lamprey and some kind of emerald ooze. One each. Neither was too much trouble so far.

The core contestants on any given day may include, but are not necessarily limited to...

Kimberly Kane as Miss Mold Pig--5th level Bloodthirsty ADD half-elf barbarian. Accompanied by her (relatively lucky) dog, Sueno #6.

Mandy Morbid as Tizane Ildiko--5th level Curious Fancy tiefling cleric of Vorn and 1st level Barbarian. Accompanied by her wolf, Ursula. She has recently been reduced to 12 wisdom and has begun hallucinating after looking at a rug.

Caroline Pierce as Smacky the Fighter--5th level Laid Back human fighter. A very experienced and careful RPGer.

Darren, who plays a 4th or 5th level Sneaky Laid Back dwarf and tends to show up an hour late, save everyone and then leave.

aaaaand...

Connie as Gypsillia--4th or 5th level Sneaky ADD Greedy half-elf thief. Like Kimberly, she is impulsive yet has never died.

There are several other players in the mix potentially, but since all of them either have erratic schedules right now or you can't really find out much about them on this blog by clicking the 'players' tag (or watching old Axe episodes) then I don't think it'd be fair to make you guess what'll happen to them. These four have been taking point lately in most of the recent games.

Sunday, November 20, 2011

Gotoallthedungeonsandplayallthegamesforever

So Jeff was like ok Zak you have your thief and your talking dog that can talk because he sat in the chair that maybe raises your ability scores or maybe makes you goo and it raised his intelligence and which is named Abe Lincoln Vampire Hunter because of how he was named after a guy on the internet who..(ok well that's a long story, anyway)...ok point is anyway you are going down into the Caves of Myrddin with a few newbies who have never been.

So we did and didn't really find anything because we mostly spent time looking for vampires but found dead minotaurs instead but then so one of us decided to take a dead giant playtpus beak and use it as a fulcrum to steal the talking-dog chair and slide it away on dead snakeman bodies which didn't work and we got like no experience points that day.

However the upshot was when we went back to where the one guy left his donkey it had been all sucked by vampires. Aha!

A clue!

So I'm like:

Before returning to the Caves, Blixa would like to consult a sage:

Oh sage, how long must one give a donkey nothing to drink but holy water
before the donkey's blood is saturated with it?

And Jeff is all:

Sages are hard to come by without considerable travel and expense. However, you can consult the Abbot of the monastery, who will talk to the elder brothers about the issue. They suggest that for best results start the process after taking the donkey to mass on a Friday, then have him drink a vial every day at breakfast for three days, then on that Sunday have the donkey attend mass. He should be good to go for the rest of the weak, providing he doesn't commit any serious sins.
You should donate at least 100gp for the advice, one of the brothers explains to you rather shamelessly. Getting a donkey in to mass will require at least another 50gp in donation/bribery.

So I shelled out and the ass saw the angel and all that and then it's like the next day in real life and I am working and I see this thing pop on the Google + :

Need 2 FLAILSNAILS players with PC ready to go for Caves of Myrddin pick-up game right now!

Because Jeff was supposed to be going to this Nightwick Abbey dungeon but that didn't work out so then he started this game at whatever I'm tired in the morning and I was like ok Abe so then I get there and look at this 2 more newbies.

And I say: Gentlemen. I have a plan. Sit with me and watch a donkey and wait for vampires, first level guys.

And they were like yeah. Because of there's a reward.

So then we did it and then there's not just two vampires that I expected but four whole other different vampires including a Gilligan one and a Tattoo from Fantasy Island one (who bit the donkey) and I was like man a lot of vampires and then rolled a four so missed and Jeremy rolled something low but then our level one wizard caught three vampires in his holy-water-soaked net and then he threw a bucket of holy water on them and then I disintegrated one (long story) and so there was just a Gilligan hat and treasure map left but two of them escaped because they were fog.

Then we followed the map and got a magic sword.

Then we went to town and were like Drinks on us! And rolled on that and got in a fight and lost three hit points but man you should've seen the other guys because one was married and one was inveigled in love and one was a pig.

Then the guy who was all supposed to be running a dungeon got his internet working and so we went but then Boner the vampire-killing-helping thief was a pig but I was like come on with us anyway pig since you have a map and we fought zombies.

Also it was hard because it was made of geomorphs so the rooms were all where are we.

But anyway the moral of the story is that even in Lamentations of the James Raggi Wants Your Character Dead Fantasy Role Dying if you're fighting zombie on stairs then a talking dog and a smart pig are actually more useful than they might first appear because guess what are zombies coordinated? No they are not and they trip a lot.

So then after all that I had to go because I had to GM and my players were like hey and I was really tired because I had been up all night in dungeons-of-opportunity and then the girls were going into The Ice Labyrinth!!!!!

So first they chased down a white leopard man who was following them from last adventure and they were like he's our hogtied trap tester now and sure enough there's a trap and they shove him in and yep there's a pit with mastodon bones and a Royal Fist Monkey trap.

So then they fight the white monkeys that climb and hit with jeweled monkey fists. Then they went more into the dungeon and were like oh there's an alarm idiot tied up and the idiot starting howling and calling the monkeys so Mandy shot him and then all the monkeys were clambering forward.

So trouble happens and I roll d20 monkeys are coming...17. 6 HD each. With Royal Punching Fists.

Adam showed up at some point and he only had a Type IV character so I was like "whatever, we'll do a quicky conversion" but his crazy animunchkin sleep spell still only caught 3 then Kimberly Kane hucked a lantern at them.

Now I know some of y'all have some modernist notions about lanterns not making particularly effective firebombs but I figure: ten foot corridor, 17 monkeys, 3 asleep. That is a lot of fur in one place is what I figure. So now many of the monkeys are alight.

Mandy summons some monsters. Frogs. Then summons again and gets...roll...fucking fire elemental. So there is a lot of monkeys on angry fire hopping fighting frogs and 11 are on fire but our heroes remain surrounded with only a cul-de-sac and I had to sleep which reminds me I should calculate their xp.

But so anyway I wake up the next day in Glorantha because Runequest and I was like Barry Can I Just Use My Stormbringer Guy and he was like No You Are A Primitive Tribesman! And I was like fuck I better learn this magic system because jesus look at this strength and dex.

So then the other two primitive tribesmen were pretty much catching deers a lot and rabbits and getting bronze stuff from dwarves while I was just like Man, please spirits of the mountain guide my arrows which I didn't even shoot all day. And my guy's Size was 6--did I mention my guy's size was 6? SIZ 6 means you're a Runequest midget.

Anyway so then we went around and met lizard guys on birds and they were just like Hi and then we told people and then we got captured by the Bald Boar tribe and they sold us to someone else who tried to read our mind and then this chick tried to poison Arcadayn and I was in the stables with the horses and I was like WHAT DO YOU EVEN DO IN RUNEQUEST BECAUSE THIS PLACE IS CRAZY AND I'M PRIMITIVE and then we tried to escape and I bit a guy on the leg while Arcadayn rolled a 100 (which is bad) for like the fourth time and fell off a wall and they just decided we were crazy and sent us to some other lady who gave us porridge. I hope I get my stuff back.

So yeah.

Oh, and Bone Hill tomorrow.

Constantcon is fun.

Thursday, November 3, 2011

Ex-Flumph Attacks Actress, Thwarted By Dwarf In Airport Bar

Notes from yesterday's game:

-I went to all the trouble of converting the Midkemia "Where's your PC been during that session s/he missed?" table to an easier-to-use format and used it but it seems kinda dull, really. I've switched to using the "Lost In Faerie" table from The Great Pendragon Campaign.

It consists of a What you were doing in Fairyland section, with stuff like:

1-3 ...captured by giants and forced to cook their hideous provender.

and a Why you're back section with stuff like:

13-14 He hid from their mocking laughter

(Rules in many Pendragon books assume the PCs are male knights. Even stranger, they assume you are using their rules to play Pendragon. What Greg Stafford doesn't know won't hurt him though, I figure.)

It's also better at explaining how the PC disappeared after killing a squid four weeks ago and just now turned up in a 12' x 14' room: she took a wrong turn and goat-horned sprites crawled out of the walls and took her away--then she ran off and said There's No Place Like Whatever Hellhole My Friends're In and Taaa-Daa we're back.

Me: "...and you returned because...d20..."

Kimberly Kane:
"4"

"The elves thought you ugly or uncouth."

"I hate elves."

"Which is weird because you're half-elf."

"Yeah, I'm a self-hating half-elf. That's why I drink."

-While KK's barbarian was lost in Faerie and forced to sing for the elves in exchange for their scorn, the real actual KK (who can, oddly enough, be seen above on the lead singer of Aerosmith's shirt) was on some webcam porn site and forced to play Magic: The Gathering for money.

"The guy was nice and trying real hard to make it fun for me but I was just like What? There's no story, it's just cards? Can't I just make you cum? But I beat him though."

-Yeah I lost my dog and wrote a blog post about it and swore revenge. Kimberly's dog is just called "Sueno #5". Or, was. Until that mechastirge trap. Can't remember if they healed it or whether we're on Sueno #6 now.

-So they're going through this temple dungeon and they find the scriptorium--they spend a half hour looking at the books. So I rolled on the 100 random books table. Got "architecture-history" and "demonology". Which, the way I see it, if you're looking through a temple trying to find a demon is about as good as you can roll. Of course this book explains how temples like this are usually laid out. Of course this book has a ritual you can use in it...

-Not that it did anyone any good. They barricaded themselves in the book room and waited for the monster to come to them and the wizard died of a self-inflicted stab wound trying to hustle up some blood to compelte the ritual to control the atrocious Orth...

-The nice thing about tentacle monsters with five attacks is you get to use your random hit location dice. "It has you by the right arm and...right leg". It would've killed Connie (desperately smoking the charm cigarettes she got last week to no good end) had Mandy not run over and caused serious wounds.

-Likewise causing serious wounds was Darren's dwarf.
Look at his jetset shit:
-everyone spends an hour looking through the dungeon without him
-the monster attacks and Connie gets 20'ed by it and it's chewing on CP's head
-Darren suddenly pops up in videochat from the airport bar in Portland or something (escaped from Fairyland, I guess), fights the monster, delivers the killing blow
-then he gets on his plane, leaving everyone else to sort out getting the monster back to town and sailing home

Tuesday, November 1, 2011

It really tied the hovel together

Blogger ate my original post after I wrote it, so here's a very short version of the actual play report:

Satine Phoenix (behind a chair, long story), Connie, and Caroline Pierce...
go into the snowy marsh to find the foxwitch...(oh and blogger how much do I have to type so that the formatting won't stick Caroline behind the Keith Parkinson picture down there? This much? this much? More than that? I don't really understand or want to right now I have to go to the store and get this coconut bliss ice cream from the store for Mandy so just let me knwo when I can... Ok, right so anyway into the Hagwood to find the foxwitch...(like that only more fox-er.)

The foxwitch sleeps CP and Satine and they wish the party cleric was there but she's sick in bed so cleric heal thyself..."Oh no I'm sick and not actually eating sushi like I am in this picture" says the cleric.


So the muscle of the party is gone and the thief is the only one left. This could be a total party kill.

So then anyway the foxwitch begins to install str 17 Satine and Str Caroline underneath her small stone house in with the phalanx of other exhausted women under there who are all doing the Atlas thing holding the foxwitch's house out of the marsh and keeping it from flooding and so her carpet being ruined.

Connie then decides to throw a sling stone at the women holding up the house.

This works and causes the house to pitch forward and the foxwitch has to wake up Satine to help her hold the place up.

But then Connie 20s the foxwitch in the back with a mace and runs inside the house to try to drag the carpet into the mud.

Foxwitch freaks, follows.

This then causes considerable strain on the women holding the house up.

CP wakes up.

Things become increasingly confusing.

Satine fires a crossbow into the melee and the witch dies with a bolt through her neck.

They manage to get all but four of the women out from under the house before it collapses--they might've gotten more if Connie hadn't stayed inside to loot it.

Wednesday, September 28, 2011

This Is Bat Country

So a while back James Raggi posted that he had this Count Dracula vs. Elizabeth Bathory sandbox war idea he was working on. I liked this idea so much I immediately threw it onto my game map, over somewhere vaguely to the East.

Now in order to do a sandbox right, you gotta be able to tell your players about landmarks they can see or at least know about from a distance--the vague outlines. Otherwise they're flying blind and not really making interesting choices (left or right? ummm...). So I went ahead and actually looked at the territory involved, here's what came up with...:

(BTW, I asked James about how he was doing his intravampire sandbox and it looks like his thing will be very different than mine, so I'm not really scooping him here.)

-So over on the right there we have the rough sickle-shape of the Carpathian Mountains, which basically forms the eastern parenthesis of Hungary.
(click to see where the vampires are)

-All this territory on the map was generally part of Hungary during the killing-people-with-swords-era, though now, as the map shows, Castle Cachtice (Bathory's castle) is part of Slovakia and Dracula's stomping grounds of Transylvania and Wallachia are now part of Romania.

-Nevertheless, geography suggests that if you want to be lazy and efficient about it, much of the fighting would take place in what is now modern day Hungary.

-In my little griddy Moleskine notebook, this gives me room to sketch a 2-page-spread map 12 squares across, 25 miles per square and fit the whole area in. Assuming the forests are witchily dense with evil treants and people impaled on pikes, and the Carpathians (likely from the same root word as "sharp" and "escarpment") are hard-going you could say that's one day's ride per square.-Now if we imagine the Carpathians as the curving part of a capital letter 'D' and the Danube river as the vertical part, the fastest route from Castle Dracula to Castle Bathory would be straight through the middle of the "D", HOWEVER...There's about a million streams and rivers formed by rainwater hitting the Carpathians and draining west across the "D" toward the Danube.

-This is an awful lot of running water to cross if you're a vampire. Obviously the thing to do is to get your human thrall armies to terrorize the countryside and cities in the middle of the "D" and if you need to personally lay siege to your foe, you'll probably want to walk along the spine of the Carpathians themselves. I like this very much--it seems quite picturesque to me. The Count or Countess making stately progress around the rim of the land while mayhem reigns in the basin below.

-Exactly when Dracula was at which castle is a matter of debate, but the consensus is the castle most likely to be his for the longest time that we can identify is Castle Poenari, which you can see a floorplan of if you go to 3:52 into this charming video.

-Up north, Elizabeth Bathory's castle was called Cachtice, and it's near where Ckutalik used to live, if you want to know what living in the shadow of the Blood Countess was like. The ruins of Castle Cachtice are easy to google pictures of, thought the best way I found to get an actual floorplan is to zoom down there on google satellite and look at the ruins.

-Other than Budapest or the era-equivalent, the cities are fucking small. I've been to what passes for a "major city" in Hungary to visit Mandy's family and drink Jagermeister and even today it feels about the size of one of those cities built entirely around one hotel and a college. Totally walkable downtown. And this place was equally a big deal in the middle ages, when it was much smaller. So you could definitely "hide" a city like that in a 25-mile hex. And map it with a campus map.

-The Carpathians range from 1000 to 5000 feet high, meaning you could see up to 6 (25 mile) hexes away from the highest peaks and 3 hexes from a clear spot on a clear day from most of the range.

-Although exactly what you'd see at that angle is a lot of fucking trees mostly, though if something was on fire you might notice the smoke.

-Factors which you assume are present and that both research and life experience bear out include: gypsies and fear thereof, wild boars, wolves, deer, bats, lizards, creepy statuary, dizzying sheer drops in the Carpathians, superstitions about witches, corpses subjected to elaborate burial procedures.

-White Wolf Transylvania-themed supplements turned out to be in no way useful in this research. Which is weird considering there's like 5 of them. Not one decent map, obscure local legend, or piece of Bathory or Draculore to speak of, though some of the art is nice.

-Castles during the midde ages in this part of Eastern Europe sucked and were small, so these will be improved via the magic of me making things up.

Friday, September 9, 2011

Ok, Here's An Example Of How You Could Run A Sandbox

PREAMBLE YOU CAN SKIP:

Sometimes people are confused about how a sandbox campaign works. Particularly on the issue of improvisation v. preparation v. randomness.

Obviously improvisation is necessary to run a sandbox, since PCs need to be able to go anywhere their PCs could go if they were really there and do anything, and players (at least mine) are not boring and so will think of things to do and people to talk to and things to hit with flaming oil that are:

-implied by the gameworld, but
-not prepped yet.

On the other hand, if it's all improvised or random and nothing is "fixed", then the possibility exists that PCs don't really have any control of their destiny since any choice they make is basically saying "Make something up now, Zak"--or at least they may feel that way--which is just as a bad. (A good all-improv DM can, of course, avoid this, by always making up something related to the PCs input, but that's a different kinda game. We're talking about a certain kind of game: total character freedom of choice, strict rules for player input. It's a lateral-thinking and problem-solving challenge rather than a creative writing or drama-school-improv challenge. )

POINT IS: when something big goes down, players should feel the way Humbert Humbert does when Charlotte Haze got hit by that car...

Within the intricacies of the pattern (hurrying housewife, slippery pavement, a pest of a dog, steep grade, big car, baboon at its wheel), I could dimly distinguish my own vile contribution...

The key to the balancing act is information. No sandbox is wholly sandboxy: players are being DMed because--though they want freedom of choice--they also want to encounter the unexpected; and the unexpected is usually unanticipatable and thus, in its finest details, unchoosable. The doctrine of choice in a sandbox doesn't extend to "do you want to walk into a dungeon and have there be a bugbear behind the left-hand door or the right had door?" and sandbox players wouldn't want it to.

However: a sandbox set-up is sandboxy precisely to the degree that PCs could have anticipated the appearance of a setting or story element through use of information available in the setting before the thing shows up. (Whether they did anticipate or not is a whole other thing. Some people would rather just open a door then listen at it. That's cool.) (And, of course, how sandboxy it is depends on how it's GMed, too, but this is just about the set-up.)

Note that "anticipation" also includes: if the players know that the next thing to happen is going to be the product of a certain kind of random chart (the same way I know that talking to a random person in a bar at 3 am is going to elicit different information from talking to a random person waiting in line at the DMV) this counts as "anticipation". Point is: I have information that can inform my decision to do or not do a thing, or to do it in a certain way.
____________

ACTUAL EXAMPLE:

Anyway, here's an example ripped from last weekend. This is my session, with an eye toward how much was prepped and in what way:

Session begins. I tell Mandy and her sister they are on the Isle of Oth (since that's where the group left off).

So this part of the sandbox is, on paper, from the GM's POV:

24 target NPCs/monsters with stats, personalities and interconnections ("this guy hates that guy" etc.)
A map with the location of all these peeps' domiciles and a ton of other buildings
A handful of partial maps of a few of these buildings

(More info on Oth here, though you don't need it to understand this example)

The players have a map. The players' map shows where the 24 are known to hang out, and where every single interesting building in the city is. This level of detail is unusual and unnecessary, but I used a shortcut.

Note on PC choice: I could've just let the PCs figure out where the 24 targets were, but then the game would've been about that, rather than about tactical decisions, which is how I wanted it set up. That particular set-up idea was all DM fiat--basically: if you want the given carrot (the 4-fold Crown of Oth worth 3000 xp) the most obvious choice is to play the tactical kinda game in Oth. If you don't want to roll this way, you still have choices, since just setting that game up required so many moving parts, which the PCs can (and have) fucked around with in various other ways. Or, to put it in gamer jargon: Oth is a location, and the attempt to get the crown is an optional plot threading through that location.

The PCs also know some NPCs who can tell them the "word on the street" about any of the 24 targets, though this is often vague, like: "The Lovers are very dangerous". To the degree it's vague and not part of a careful structure of which-NPCs-in-the-city-know-which-rumors-and-stories-about-which-targets it's less sandboxy (less information) than it could be had I put in more work, however this is offset by the fact that almost all of the entities can be met (or spied upon) by the PCs without forcing a confrontation. That is--PCs can gather a great deal of intelligence on most of the targets just by meeting them on their own, and the nature of this meeting won't force them to fight with them or even bargain with them. That's all pretty sandboxy.

PCs also know Oth is a city and behaves like one (dangerous at night, most commercial goods readily available, not all NPCs know each other, etc.) so any other plausible objective drawable from that is available.

Since only a handful of the homes of the 24 likely targets on Oth are mapped--and those only partially, the rest would be a combination of improvised-based-on-what-I-know-about-the-inhabitants (like it's a crow-demon's house so...) and generated using random city tables and whatnot. For example: the PCs have no way of knowing what's in the crow-demon's house (unless we're assuming the interior is mundane enough to match the exterior, then they know a little), but they do have enough information to know it's a crow-demon's house, and that implies a thing or two. Maybe enough to make a decision.

Obviously it'd be better from an ability-of-PCs-to-get-info-before-it's-urgent point of view for me to have all these locations fully mapped but, hey, I got a life here. (PC freedom is hard work.) So far the PCs haven't eaten through the "wall of information" I've already built so we're all good.

So much for Oth. Mandy has been exploring the Isle with a lot of other people (not her sister) and has more than one PC, so when the session starts, she decides to leave the island and go somewhere else.

But where? They have a map representing roughly what the players know (and they are neither cartographers nor philosophers, so their knowledge is vague and the maps are vague) about the land west of Oth and another one for what's east of Oth (the one at the top of this post). If they ask for specific distances between familiar places in days or miles, I can tell them.

The west of Oth map has a lot of places they've been or know about--the whole campaign so far is on it. The east of Oth one is vaguer, but they could ask a sailor or trader for some info and find out more than they've ever bothered to--like: there's a chain of old island fortresses, some are still inhabited, the Realm of the Negatsar lies far to the northeast, stuff like that

I don't know a lot, but I know more than them. If I know, say, 10 things about what's going on over there, they could find out about 7 of them. Basically: the subgenre of adventure that happens over there, in different directions. My idea is: they'll be at sea for long enough that I can decide what's going on over there more specifically before they get there.

Because of my own limited information (and prep) and my calculation that this level of prep roughly matches what somebody like the standard Vornheim-born PC would know about this remote land anyway, right now their east-of-Oth decisions are limited to things like "Do I want to go to pseudo-Hungary or not?""Do I want to take a long sea journey to 1001 Nightsville or not?" There are no distinctive plot hooks or distinct objectives pointing in this direction, but then that's never stopped my PCs before so I don't feel too bad about it yet...

But they're not going that way, they're going west.

Mandy's sister's never been on Oth--she has a PC who rolls on the Flakey PC table and discovers she's been offered a military command during the weeks she's been away.

She decides to sail back across the sea to Vornheim and help out with the skeleton invasion going on back there. (Available information suggests the skeleton invasion is probably going to go ahead and fuck Vornheim right up if the PCs don't intervene. Which is ok with most of the PCs. This invasion was, incidentally, triggered by PC action, and the PCs were warned--if a bit vaguely.)

So Mandy and her sister sail back toward Vornheim. The sea is, to some degree, a known quantity. Mandy got to Oth in the first place by spending 6 days at the mercy of the Wavecrawl Kit so knows the drill: Each day you roll, weather can happen, sea monsters can happen, other ships can happen. Other ships appear on the horizon and can usually be investigated or avoided.

So they ail back and have some random adventures at sea. Near the end of the session they meet a (randomly rolled) ship full of refugees and pick up a (randomly rolled) passenger and the PCs decide to change course and head for the Goblin Empire. (I need to write a post about Girls In A Sandbox which will be about how girls change their minds a lot.)

Assuming the destination they chose, the PCs have 3 options:

-go by sea for 4 more days,
-land at a port that was dangerous last time they were there and go overland for 4 days,
-find another port, which would take more than 4 days and might force them to find more food, then make landfall, then walk overland.

They decide to go by sea. The session ends.
__________

Next session:

Well I know they'll start in the sea, so I've got 4 days of rolling on the Wavecrawl Kit before they hit land and I have to start figuring out how the goblins react to them. So far I've got 2 locations in Goblinland prepared plus I know generally how things in the Goblin Empire usually work politically, socially, biologically, geographically, magically and architecturally. These 2 locations can go anywhere I want UNTIL such time as the PCs start getting info about them, at which point they get nailed down to a specific place.

If the PCs sail somewhere in the empire I don't expect, then I'd roll here. If they manage to sail, land secretly, move inland, pass my prepared locations, and move toward an inhabited (i.e. "non-random-wilderness-encounter-having" location) all before the session ends then I gotta start making stuff up during the session.

That usually works out fine but it just means the PCs have no way of reconnoitering what's going down in this place before they get there (at least until I know they aren't pointed toward some place I know and start making shit up and they start asking around so I can feed them parts of what I made up) and so they have fewer opportunities for making meaningful choices about the tactics and tenor of their adventure at that point.

Thursday, September 8, 2011

Tuesday, September 6, 2011

The Lair of This Guy

Terrible is he!
Player's handout.
DM's key. Click to enlarge.

Sunday, August 28, 2011

Attempt To List & Employ All The Random Tables I Like

Random tables I use (New ones will be added to this post as they come up. ).

-This guy does a new d12 table every day, I'm not going to list them all but I am going to call him awesome
-Random busted goblin machine
-Assignment Generator
-Secret Santicore (incl. mutations, secret doors, traps, bandits, merchants, etc.)
-Dead humanoid's pockets
-Weird city encounters
-Creepy witch spells
-Dungeon origins
-Bizarre urban locations
-Wizard obsessions
-10 potions
-Potion mishaps
-Men at arms
-d30 Scrap Princess Mutations
-100 More of those
-Random islands
-Hex dressing
-Random Castle Shenanigans
-What are the wandering monsters up to?
-What are the goblins up to?
-Carcosa situations
-Magic Candles
-Magic Ropes
-Peddlers of the Deep Dark
-Chaos Patrons
-Creepy combat commentary
-Dungeon Motivation
-The D30 tables
-There are several we gave Gary Gygax for his birthday
-Elf village traits
-Original Warhammer Realms of Chaos Mutation Table
-Hack Vornheim Contest Winners: including Random Tavern Entertainment, What's in That Grave, Random Criminals , Rival Adventuring Parties, Creepy Idol, The Theater Amphisbaena and Rural Inn Tavern
-The Too-Many-Too-List-Here Fruits of My Own Unfortunate Addiction Now Handily Grouped Under One Tag
-C's awesome Tricks, Empty Rooms and Basic Trap Design
-100 Reasons PCs are together
-Mutant Future Gear
-Random level 1 gear
New:
-Random nonmagic scrolls
-Telecanter's 20 Random potions w/identifying details
______
So my PCs are sailing south toward the Goblin Empire. I am going to try to use as many of the random tables here as I can to figure out what will happen once they arrive there.

What I actually roll for my PCs next session will be in white so they don't espy upon it. Highlight it to see what I'm planning...

-Random islands
This'll be..roll roll...on an island with an old mine. I hate mines (in games--in real life I knew miners so I got to play in them as a kid and actually loved them. Whole other story.). But hey:
-gotta start somewhere, and
-it is, I'm told, dark as a dungeon down in the mine. Which is a start.

-Hex dressing
...in an area marked by a boulder with a face carved or naturally in it.


-Random Castle Shenanigans
...the castle has a strong ally--another house? a creature? wizard?
More to the point: there's a castle.

-What are the wandering monsters up to?
When the PCs arrive, monsters are returning to their lair with treasure

-What are the goblins up to?
This is the Goblin Empire after all...they arrrrre...
"Playing tenpins with a skull and some legbones."
So: oblivious to the goings-on of the wandering monsters.

-Carcosa situations
"At least half of the village is ill to some degree or another. Rumours abound that someone has been poisoning the well." This would be the goblins worrying.
-Magic Candles
Glory Glow (30'R, 4 turns)- each of these candles is tied to an alignment. All within the radius of the candle light of the same alignment are +2 to saving throws and attack rolls.

This treasure will show up. I'm gonna say allegiance to the same cause or god since I don't use alignment...

-Magic Ropes
More treasure:
"Weightless Rope: this rope simply has no weight of note (1 coins worth), a man could manage 500 feet of it before the volume of the rope becomes too unwieldy."

-Peddlers of the Deep Dark
This guy's down in the mine...oh a pair of peddlers: gnome(reroll fuck that) human (what are humans doing here?). The haulers of the stuff are albino cave-bronts, they have a magic candle (oh, that's where that came from) and glow grubs

-Chaos Patrons

This'll be for the owner of the castle. And the patron is the powerful ally...
follows Mabelode the Faceless (ah, thus the disturbing faceless face carved into the rock), Chaos gift: "Rise, my servant!" - The next time the character is reduced to 10% of his hit point total, all his hit points are immediately restored. Albino -4 con. Ok, so we have to figure out a way this isn't Elric.

-Creepy combat commentary
During combat this chaos-worshipping albino is....
A self-cheerleader: says "you can do it, there a lot of them but your poison will take care of that" and things like that. "Worry not, The Lord Who Has No Face will smite them all in the end!"

-Dungeon Motivation
"Family member of PC afflicted with disease that can only be cured with the waters from a sacred subterranean spring."
Which makes sense, as the PCs are delivering a family member to the goblins.

-The D30 tables...
This is from the city events table:
"The army/navy needs soldiers/sailors. Pressed into short term duty." Basically: the goblins are assaulting the chaos-worshipping albino. They need help.

-There are several we gave Gary Gygax for his birthday

This is one for finding the origin of wizards...
Created using fire and the bodies of d20 children who were sacrificed explicitly for the purpose. Found magic item of clothing via sheer luck.

And one for elementals, so the villain has a pal...
oversized ice/water elemental--intelligent and curious

-Elf village traits
Assume goblin civilization is built on the ruins of an elf civilization:
"Bomb shelter type bunker, actual village destroyed by orcs forty or fifty years ago, new village blueprint still under review by planning committee"

In the mean time, goblins moved in. The albino elf came above ground (from the mine) and instead of telling the other elves their home had been stolen, just established some kinda Chaos-worshipping tyranny over the goblins.

-Original Warhammer Realms of Chaos Mutation Table

Half brain-leaf plant. Ok a brain-leaf plant is a plant that makes you a zombie. In D&D that ecological niche is filled by the Yellow Musk Creeper zombie, and here in my campaign it is filled by the Violet Leopard Orchid Zombie. Which explains why our albino elf abandoned his or her fellows: s/he's half zombie creeping vine monster and probably turned them all into orchid zombies by now.

Now according to the table above they are returning to their lair with treasure. What treasure?

-Hack Vornheim Contest Winners: including Random Tavern Entertainment, What's in That Grave, Random Criminals , Rival Adventuring Parties, Creepy Idol, The Theater Amphisbaena and Rural Inn Tavern

So, in the plague-blighted goblin town beneath Faceless Rock...

A bard troupe retells PCs previous exploits, in...

The inn of the Yellow Dog (not "Hound"--I renamed it after a German grindcore label). The food is amazingly good, due to the fact that the cook is a captured fae creature. It will plead for rescue (removal of iron horseshoe over kitchen door) through messages in marbled fat on meat, steam rising from stew, etc.

PCs (especially Elves/Magic Users) are attacked by vicious bedbugs in their sleep. These will inflict 1 damage every third round, ignoring armor & clothing. Observant PCs will note a trail of them leading to the innkeeper’s room. If they force the door, they will discover the innkeeper lying in bed, his eyes glazed over, a stream of bedbugs scuttling in & out of his mouth.

A group of travelling players are putting on a performance in the village square, costumed as the PCs. They are performing an episode from their adventures, though misrepresented. If the deed was noble and valorous, it is depicted as treacherous , cowardly, and bloodthirsty, and vice-versa.

(This makes sense, the PCs fended some goblin pirates on the way here, no doubt the pirates have been sailing home claiming to have been attacked by hideous human witches.)

We have, Tuan The Forsaken whose brain's in a glass case, who is an extorter.

(His racket today is actually more just blackmail: he knows who the PCs are and will tell the fellow goblins if they don't pay up.)

A coffin is filled with blood and puss. Spills out onto players and starts to burn. (ummm...chaos magic, I guess)

There is a competing adventuring party in the form of: The Progeny of Lorbis Vul. Core members consist of 4-6 vat-grown male and female humanoids, with skin dyed in a range of colors from sky blue to Vermillion, and marked on their foreheads with a seemingly random number from III – XXV. They are physically perfect, athletic specimens except for one glaring, disturbing flaw on their respective arms. Not readily apparent. They are seeking the whereabouts of Lorbis Vul, a notorious sorcerer. For now, they pay their way by adventuring. in possession of an enchanted object or talisman, not readily apparent as such.

Other events in the Yellow Dog:
Satireveritas escapes.
Satirevertias is "a giant amphisbaena greets guests from a gilded cage, twin heads bantering suavely sibilant evil with a voice like wasp stings in honey. Their palindromic name is Satireveritas and they adore gossip and scandal – learning it, spreading it, instigating it. The serpent’s other priorities are general mischief and the seduction of beautiful women. Its not unpleasant musk pervades the room."
Daytime: auditions (for future goblin entertainments)
Nightime: "The Wise Man’s Journey To Hell"
Random NPC there: Mullen Poag, Stagehand/Roustabout
Agent of rival theatre here to spy and sabotage. (Of course PCs will think he's an agent of The Faceless Lord.)

Creepy idol (worshipped by our villain): limbless female torso w/severed phalluses giving birth to monsters. it gives birth to monsters once every 20 days, contains evil genie 2 wishes remain.

-The Too-Many-Too-List-Here Fruits of My Own Unfortunate Addiction Now Handily Grouped Under One Tag

Also:

d4 Othuagg baboons (drugged, dyed, crazed babboons used as shock troops by goblins) (+1d6 goblins) eating tiger fly scouts

Intercepted letter: To my most clever and unfortunate friend, Lord Vortullak of Spine, I send greetings from both myself and from your hilarious mother. This past season has been no doubt, a black joke perpetrated on this family by the omnipotent author of all things. I trust you received the map I sent earlier, for otherwise you would be entirely unable to read the words I now set down. Though I am indeed made weary by the strain of maintaining this deception, I see the necessity in it, as, I am certain, do you. You must destroy the four lunatics in Orgus Waarg. To do otherwise is to risk what little you have left. Your most humble servant, Natasha

P.S. Before this is over, I will have what's rightfully mine, no matter what you've been told.

(Question: is the villain this "Natasha" or is it "Lord Vortullak"? Let's assume the lunatics are the PCs and Orgus Waarg is the name of the town. This means Lord Vortullak is the villain and this mysterious Natasha is either off-screen or the name of the limbless idol he worships.)

No security measure per se, but the only valuables in the house appear to be in the bedroom along with a young and attractive NPC who's tied up and gagged. Sophisticated PCs may realize that s/he's not necessarily a prisoner.

(um..ok, Zak, whatever you say)

Villain characteristics: Aura of silence, Murders mice and eats them.

Ok, so Lord Vortullak sits there eating mice all day. And he--and all his orchid zombies--project an aura of silence. I really like that--the pale undead straggle forward and crack your bones and eat your brains all without making a sound. That's obviously how leopard orchid zombies work I guess.

Hex describing table tells me:
Weird landscape, damaged city, intelligent monsters, light rain, humans want help from PCs, anarchy, goblins, they speak in iambic triameter. "When I insult the king, The frogs erupt in song"

Random treasure: Level 8 spell scroll (Drunk reversal--no save). Small carved figurine or chess piece of one of the PCs, precise in every detail, 25-28mm tall. Purpose unknown. Actually the figurine is a spell scroll and it is the artifact the rival adventuring party carries.

A corpse:
Major local importer. Trade is all screwy until the power struggle to replace him/her is over--everything costs 3 times as much locally. (this is the blood and pus filled coffin. Obviously this death was not natural.)

An npc:
helpful frightened likes fried food --an herbalist. Probably the sneaky stage hand spy.

So, altogether: sick goblin village and PC's relative, plagued by silent undead revenge elves and chaos magic sent by a mouse-eating albino elf villain while beneath the faceless rock a tavern below boils over with escaped snakes and friendly spies.