Gaming notes, maps, artwork, and my rules hacks for WFRP, BRP, and the OSR, plus occasional updates of my webcomic, Licheville.
Saturday, November 19, 2016
Saturday, November 12, 2016
Play Report from 8 Nov 16.
11/8/16 Crown’s Hold Play
Report
Anatoly, Initiate of the
Sciences (Dale)
Hurst, Adventurer
Extraordinaire (Dave)
Klaus, Initiate/Disciple of
the Flesh (John)
With
Zachariah still out on his Intel mission for the Inquisition, and Halbert
snoring in an alcoholic stupor under a table in the Slut and Brew, the rest of
the party mulled over their various options to assuage their anger after the
assault on both Crown’s Hold and Crown’s Stead.
Anatoly and Hurst want to solve the mystery of the un-openable vault
beneath the West Anglypur Company’s headquarters, while Klaus just wants to
eliminate the personal thorn in the party’s side: the beautiful and insidious
Lenora Hatley. They all agreed that descending into the sewers would be their first
step in accomplishing their mutual goals.
After the
city-wide attack on the Stead, gaping holes were left open throughout town, so
our intrepid adventures dropped in to a convenient one just outside of the Slut
& Brew.
They
immediately noticed something was amiss. Throughout the tunnels, they could see
wide swaths had been cut through the muck and grimes leaving only the bare
ancient stone used to construct the sewers. Sometimes the clean areas were on
the floor, then shift to a wall, then the ceiling. The party didn’t know what
could have done it, but just that it had to be huge as the width of the trail
was at least five foot. They followed the northwest tunnel up and up, as that
way led to the sewers under the Hold itself.
Then they
found the crushed and shattered space helmet.
Anatoly
filled the others in. They hadn’t entered into the locked down chamber in the
buried space ship. They hadn’t seen the thing inside the suit begin to grow and
burst apart its seams as the party had re-locked the bulkhead just before
something battered against the metal door repeatedly, shaking the entire craft.
Klaus
shuddered. He knew. Shoggoth…
Moving even
more cautiously, the team arrived to where they assumed the West Anglypur
Company Headquarters was located far above them. After some efforts in
searching, they found a loose stone, and behind it, a large pull-ring. A door
in the sewer walls swung open, leading to a short stairwell down, then to a
beautifully crafted marble room. They placed their torches in the wall sconces
and searched again, finding nothing but a foot wide circular brass plate seated
into the wall opposite the stairs. Klaus could tell the plate held magic, but
couldn’t decipher its use. Frustrated, they knew this must be the back entrance
into the sealed vault under the W.A.C. HQ, but they could find nothing.
Then, noises
were heard on the stairs.
Hurst and
Anatoly hid in the corners off to the side of the stairs, while Klaus calmly
waited.
A woman’s
voice could be heard in the background as three toughs descended the stairs.
Recognition crossed Klaus’ mind as he saw the man in the fore. The former
Legionnaire who’d quit to serve Lenora Hatley. After a brief attempt at deceit
upon both sides, blades were drawn. The assault by the enemy leader was brutal
and savage. Mighty blow after mighty blow hacked into Klaus, who crashed to the
ground, unconscious, a new scar to add to his body, mind, and soul (- Fate
pt.).
Anatoly and
Hurst, after some give and take with their enemies, finally began getting the
upper hand, particularly after Hurst hamstringed one of the combatants who
crawled up the stairway. The ex-Legionnaire, after taking some wounds and seeing
the battle turn, pushed his other trooper in front of himself and sprinted up
the stairs.
The abandoned
thug only half-heartedly fought for a moment before surrendering, then spilling
all he knew about the vault. He’d had enough betrayal, and vengeance on his
recent employer was foremost on his mind. Lenora Hatley had indeed been
accessing the vault from that very room. He didn’t know exactly how she did it,
other than laying her palm against the plate. After some discussion on which
hand, and if there was jewelry on that hand, the adventurers thought they may
be on the precipice of solving the mystery of the vault, but also gained a new
ally. Important for the fact that Kyle was may be laid up for some time, and
they had no one to guard the party’s hidden (well, not so hidden now) manse.
Heading back
to the surface, they entered the W.A.C. headquarters to talk to the new boss, Lady
Norah, who promised to get any rings that the disgraced (and executed) Sir
Edmund may have had in his possession to the party.
If any of Edmunds worn rings didn’t open the
fault, they’d just have to use Hatley’s hand. Whether it will be still attached
to her when they use it, the party members seemed not to care at all.Tuesday, November 8, 2016
Klaus' downtime tale.
Explanation: whenever the cancellation of the game is
my fault and lasts more than a single missed session, I like to whip up a
little narrative on what has happened to their characters, and depending on a
dice roll each player makes, I access a random table I’ve made up (and expanded
significantly over the campaign). This table can contain Faction points, EP
(though I post about my Grim Hack rules, we still haven’t converted over except
in one-shots), skills, characteristics, equipment, contacts, cash gains (or
losses), new adventure locations, and just some bizarre shit. Most of the
results are actually a combination of these things, with a scattered big gain
for a single thing.
I usually just pass it on through group texts, but
others may find some interest in this, if not mechanically, then for
entertainment purposes.
Will post these as I finish them.
This time around since we had such a big break, I asked
the players what their characters were attempting to do along with the result
from their die roll, and tried to integrate, with the following results:
Klaus, Initiate/Disciple of the Flesh (John) – Klaus spits into the dust of the faint trail that he
and the team have made over time travelling to their secret manse in the
mountains northwest of Crown’s Hold. He’d been planning on getting here before
this, but his studies into the nature of magic and particularly the mysteries
of Hypergeometry. He knew he was close to cracking it. Just one piece was
missing, and he was sure it was just within his grasp. When he’d gotten too
frustrated, he’d gotten some satisfaction from tracking Lenora Hatley’s doings.
He’d tracked her multiple times entering a heavily residence in the
northeastern part of town. She’d be there for a couple hours at a stretch, then
emerge with her dress soiled with dirt, and a servant with a bag. He was
itching to get in there, but the rest of his compatriots have been
incommunicado of late.
Something’s wrong with
Kyle.
You start running towards
the trail, the hired hands you‘d acquired stop in shock, then begin walking
after you faster, but they’re laden down with paint and masonry repair
equipment. As you scramble up the trail towards the manse, everything seems the
same as you’d last seen it, but you’re tie with Kyle says otherwise. You slow
as you enter the large foyer, hands held in front of you, the Rend spell ever ready to be unleashed.
You find Kyle in the middle
of the theater. He barely breathes, his armor cracked and shattered next to
him. A message has been carved deep into his chest.
“GO BACK TO YOUR EMPIRE”
Kyle’s eyes flicker open,
trying to focus on you. “Just missed ‘em, boss. They’re hitting yer town, now.”
He fades in and out of consciousness. “I’ll be alright, boss. Just find some
strippers-” His eyes close as he falls into a stupor. You work your spells upon
the fallen Siddich. Once you figure he’s stable, you give some terse orders to
the laborers and leave, your teeth gritting in anger.
From the summit of the
trail, you can see flashes of light on the horizon in the direction of the
Hold.
Someone is going to pay.
You catch them just north
of the Hold. A Mageregime sorcerer gestures and the ancient bars guarding a
sewer overflow in the side of the mountain begin to change shape, fade into
mist, and disappear. Of course. He’s
calling and folding open elsewhere.
You know you should write that down, but you’d rather Rend them instead.
Later you wipe the dripping
gore from your face. They hadn’t expected you. You know you were lucky this
time, but the victory still tastes sweet. You look down and notice that some of
the blood is, indeed, yours. A lot, in fact. No magic left in you, you rip some
rough bandages from the cloak of the enemy wizard. You pick up the piece of
paper that falls out. Well, well, well.
+
Arcane language: Hypergeometric Formulae, + Map of the Crown’s Hold sewers (not to be confused with the map for the Stead’s
sewers)
Sunday, November 6, 2016
Halbert's downtime tale.
Explanation: whenever the cancellation of the game is
my fault and lasts more than a single missed session, I like to whip up a
little narrative on what has happened to their characters, and depending on a
dice roll each player makes, I access a random table I’ve made up (and expanded
significantly over the campaign). This table can contain Faction points, EP
(though I post about my Grim Hack rules, we still haven’t converted over except
in one-shots), skills, characteristics, equipment, contacts, cash gains (or
losses), new adventure locations, and just some bizarre shit. Most of the
results are actually a combination of these things, with a scattered big gain
for a single thing.
I usually just pass it on through group texts, but
others may find some interest in this, if not mechanically, then for
entertainment purposes.
Will post these as I finish them.
This time around since we had such a big break, I asked
the players what their characters were attempting to do along with the result
from their die roll, and tried to integrate, with the following results:
Halbert, Legionnaire
2nd Class (Doug) – One
day after practicing his sword-play with the new Legionnaires in Crown’s Hold,
Halbert, sweaty and sore, wandered back into the Legion barracks. Legion
Commander Tarrant Bradwyr passed by. “Halbert, watched you in the courtyard,
there. You’re becoming quite formidable. I was wondering if you’d like to join
us for a few libations at the Slut and Brew in town. It’s an important day for
us, the 51st anniversary of the Legion Founding.”
Visions of alcohol, dancing
women, and even more alcohol floated before his eyes. “Sounds great!”
“Did you want to wait for
any of your friends?”
“Nah, more for us.” Bradwyr
laughed as they headed to the Slut and Brew.
After the fourth or fifth
drink, the tavern shook to sounds of laughter and revelry and the sound of an
explosion just outside. Glasses rattled and fell off the tables, shattering the
sudden silence. The Slut and Brew’s thick leaded glass windows crack into crude
and ugly spider-webs.
As one, you and the
Legionnaires draw your swords and head outside.
The street before you has
collapsed, thick smoke and dirt billow up out of the chasm. Terrorist refugees? Some sort of gas build-up
in the newly opened sewers? Klaus drunk again?
Men in blackened Anglypur
armor pour out of the chasm. Another man floats above them, laughing. His
tongue is split like a serpents, his eyes are also severed in half,
hemispherical pupils spinning madly in their sockets. Other explosions are
heard elsewhere in the vicinity, shaking the ground.
“Kill the wizard,” someone
screams, but the press of the purple and black shod troopers is too heavy. You
find your attention divided by two of them wielding spears that have been drawn
to you, while reality-bending magics howl overhead, screams erupting behind
you.
After long minutes of
dodging and parrying, a lucky stab from your blade sinks deep into the throat
of one of your attackers, while one of the Legionnaires grapples with the
other. The laughter from the Mageregime wizard suddenly changes tone. You look
up to see non-descript people in non-descript clothing, shooting a not so
non-descript quantity of arrows, bolts, knives, and shuriken into the now
cursing mage. Down the street, blue and green alchemical fires show the Monks
have also entered the fray.
The sound of a peeling bell
rings from the Cathedral, and a mage in the distance falls to the ground into
the reaping greatsword of Inquisitor Varus.
The Mageregime wizard howls
in fresh laughter and reality shifts, the Anglypur troopers and their master
drop back into the pit and simply disappear.
Commander Gladwyr’s hand on
your shoulder makes you jump, and you realize just how tired you are. “It was
coordinated,” says Tarrant. “I’ve had runners come from the keep. The Guildsmen
were able to hold them off. The Guildmistress herself tore a whole cadre of the
bastards apart, I hear.” He shudders, then shakes his head. “I think they were
only testing us. This is bad. The Mageregime war must be finally over. Emperor
save us all.”
You sheathe your sword
after wiping it on the corpse of the man you killed. Definitely have some drinking to do.
+Legion, Hidden, and Town faction. +Consume Alcohol
skill. +Free Ale whenever drinking in the presence of more than 2 Legionnaires.
Friday, November 4, 2016
Anatoly's downtime tale...
Explanation: whenever the cancellation of the game is
my fault and lasts more than a single missed session, I like to whip up a
little narrative on what has happened to their characters, and depending on a
dice roll each player makes, I access a random table I’ve made up (and expanded
significantly over the campaign). This table can contain Faction points, EP
(though I post about my Grim Hack rules, we still haven’t converted over except
in one-shots), skills, characteristics, equipment, contacts, cash gains (or
losses), new adventure locations, and just some bizarre shit. Most of the
results are actually a combination of these things, with a scattered big gain
for a single thing.
I usually just pass it on through group texts, but
others may find some interest in this, if not mechanically, then for
entertainment purposes.
Will post these as I finish them.
This time around since we had such a big break, I asked
the players what their characters were attempting to do along with the result
from their die roll, and tried to integrate, with the following results:
Anatoly, Initiate of the Sciences (Dale) – Smelling of black powder and sweat, Anatoly took a
rest from his firearms practice, cleaning his weapon, when Mike Baker, the
gunsmith, and Jim Larabee, the alchemist, approached him. “We’ve a new design,
Anatoly, but it needs some field testing. As we don’t get out much, we’d
appreciate it if you’d take it out with you on your adventures.”
“We’ll also give a quick
once-over on how it works in case you need to make any, ahem, excuse me, field
repairs.”
“What is it?” Anatoly said,
picking up the strange weapon.
“A flame-thrower!” The two
monks smiled and Anatoly shuddered. No
good will come from this...
Days later, Anatoly hiked over
to his plantation. Immediately, he knew something was amiss. Out of his new
manse (rough construction completed only), his laborers pile out. “You came
quickly to our call!’ “We only sent Olaf off an hour or two ago!”
“What!?! What are you
talking about?” Anatoly looked about.
Damn, looking good.
“Spiders!” “A horde!” “They
spoke!” “They knew you by name!” “Submit or all shall die!”
“What was that last part?”
asked Anatoly.
“That’s what that man said,”
said Zareth, Anatoly’s youngest laborer, pointing at the tree-line.
The goose-bumps spread
across Anatoly’s skin. In the trees was the man who’d identified himself as
Snake some months ago. The Spider-Lord.
Anatoly triggered the supposed
flame-thrower. Nothing. Those absent-minded
bastards. He dropped to the ground, the arcane weapon in front of him. What did they say? Through the combining chamber
to the pressure chamber…
He tinkered on the bizarre
weapon as the scuffle of spider legs moved towards him. Suddenly, he heard the
sounds of two babies crying.
Are you kidding me?
Wait a minute! Of course! Those idiots…
The spiders sprang forward,
in the distance, Anatoly could hear the laughter of the Spider-Lord.
This had better fucking work. Anatoly depressed the trigger and fire bloomed forth,
blue-white hot. The spiders were engulfed, their screams echoed through the
trees. In a matter of seconds, six spiders, including two baby-headed spiders,
are incinerated, their blackened chitin falling to the ground in ashes.
The laborers stood with their
mouths open in shock.
“Holy shit,” said Zareth.
“Holy shit,” said the Spider-Lord,
and disappeared.
I am Shiva, destroyer of worlds…
+Schematic: Flame Thrower, + Skill: Specialty Weapon:
Flame Thrower, +Flame Thrower (3 fwooshes of ammo) Str 5, Cone 25’ length, 15’
apex (after successful research: Str = 6).
Hurst's downtime tale.
Explanation: whenever the
cancellation of the game is my fault and lasts more than a single missed
session, I like to whip up a little narrative on what has happened to their
characters, and depending on a dice roll each player makes, I access a random
table I’ve made up (and expanded significantly over the campaign). This table
can contain Faction points, EP (though I post about my Grim Hack rules, we
still haven’t converted over except in one-shots), skills, characteristics,
equipment, contacts, cash gains (or losses), new adventure locations, and just
some bizarre shit. Most of the results are actually a combination of these
things, with a scattered big gain for a single thing.
I usually just pass it on
through group texts, but others may find some interest in this, if not
mechanically, then for entertainment purposes.
Will post these as I finish
them.
This time around since we
had such a big break, I asked the players what their characters were attempting
to do along with the result from their die roll, and tried to integrate, with
the following results:
Hurst, Adventurer
Extraordinaire* (Dave) – Hurst,
the fate of the refugee/slaves in the mine to the north weighs heavily on his
mind, and he gathers a group of Legionnaires and heads north. Caution being the
better part of valor, Hurst and his team slowly approached the mine entrance.
The ground in front of the entrance is scorched in a roughly thirty yard
circle. Evidence of booted footprints with a tread unlike anything he’d seen
before go towards the sere ground, but there are no bodies to be found. Odd.
Similar tracks lead both in and out of the adit, so Hurst told his men to tread
carefully. Investigating the ground he’d previously covered, he found the
strange stone past the wizard’s lab to have been destroyed, shattered. Again
cautioning his men, they descended down towards the underground city. Finding
evidence of a heavy battle and the remains of bio-mechanical spider-like
creatures, he had some of the men pick up the most undamaged pieces and
ascended back towards the elevator.
Descending down the mine
elevator towards the deeper levels he’d not adventured through, the team were
attacked by feral (and cannibalistic) refugees, their hands turned black.
Twenty-two half-starved souls were put down, but, despite heavy wounds, none of
the Legionnaires were lost. A group of six survivors, barely alive, had boarded
themselves up in one of the slave pens. After some water and a bit of rations,
the Legionnaires fashioned stretchers and began transporting the survivors to
the surface.
Returning to the surface himself,
Hurst realized there is one more level below the slave pits. How was the
elevator still functioning? A survivor, more alert than the others told him “No
one went deeper. Not even the Mageregime
wizard.”
The survivors, to a man,
pledged their undying gratitude to Hurst, while Sergeant Piva pulled Hurst
aside. “It’s been an honor, sir,” shaking Hurst’s hand. “We know you’re not
officially Legion, but you are to us. We’ll follow you anywhere, anytime.”
Hurst descended to below
the WAC headquarters, getting nods and smiles along the way towards his
infrequent visits to that damn vault door. Nothing had changed. No fresh ideas
came to him, the he heard something on the other side of the door. Was that a woman’s voice? He heard a
door close, then nothing. Of course…
The fucking sewers.
Once the survivors from the
mine had recovered their health, Hurst was able to find them work around the
Stead. Most in the new businesses that had opened up with the coming of more
refugees and new investors from the Empire. Needing a second apprentice, Frank
Waite the blacksmith, gladly took on Michael to work with him and Jerome at the
forges. Frank thanked Hurst but seemed to be holding back laughter. Hurst nodded
his head and went back to the barracks for a long deserved rest.
On returning home, on his
rack sat a suit of heavy black plate mail. Trying it on, it’s much lighter than it looks… Obviously Siddich in origin, it
had been painstakingly adjusted to Hurst’s exact measurements, and of any
symbols of Anglypur there is no trace, only the crest of the Legion.
++Legion and Refugee Faction, + unique Legionnaire/Siddich
plate mail.
*Note, Hurst is following
his own career-less advancement system that Dave developed. I hope to post that
here with Dave’s permission sometime in the future.
Zachariah's downtime tale.
Explanation: whenever the
cancellation of the game is my fault and lasts more than a single missed
session, I like to whip up a little narrative on what has happened to their
characters, and depending on a dice roll each player makes, I access a random
table I’ve made up (and expanded significantly over the campaign). This table
can contain Faction points, EP (though I post about my Grim Hack rules, we
still haven’t converted over except in one-shots), skills, characteristics,
equipment, contacts, cash gains (or losses), new adventure locations, and just
some bizarre shit. Most of the results are actually a combination of these
things, with a scattered big gain for a single thing.
I usually just pass it on
through group texts, but others may find some interest in this, if not
mechanically, then for entertainment purposes.
Will post these as I finish
them.
This time around since we
had such a big break, I asked the players what their characters were attempting
to do along with the result from their die roll, and tried to integrate, with
the following results:
Zachariah, Legionnaire
2nd Class (Bob) – As
part of his plan to forge closer ties between the Inquisition and the Legion,
Zachariah has spent time shuffling between the Hold and the town. Seeking to
also plum some of the mysteries of Inquisitorial Magic, he was approached for a
mission. As he has developed some ties with the Swamplanders, he’s asked to
spend some time with them and investigate. Varus, Inquisitor In Station, is particularly curious about their agendas,
if any, and in particular, the nature of their god(s).
After some abortive
attempts at firearm training, he headed towards the docks. As has been usual,
the Swamplanders greet Zachariah as a welcome friend. After a few days of
wandering about the docks, getting to know the Swamplanders has proven
difficult, as they are quite secretive despite their amiable feelings towards Zachariah.
More strangers are appearing at the docks as the quality of life in Crown’s
Hold has increased over the past few months, and the quality of the fish
vendors’ product just gets more and more delicious.
The two Swamplander young
women that had accosted you before have been much less ‘forward’ but are far
more open than most dockworkers. You get some basic information about the
worship of the Gods-In-The-Seas, but don’t seem to know much more than after a
while, most Swamplanders ‘retire’ to waves once they begin to feel the aches
and pains of old age. They convince you to come see their grandfather who
hasn’t heard the call of the seas yet despite his advanced age, and who would
be much more up on all this ‘religion junk.’
The girls lead you to a
section of ramshackle huts on the shore of the river outside of town. Despite
the appearance on the outside, the furnishings and condition on the inside,
while not opulent, shocks you in their quality.
Their grandfather presents
as a wrinkled but massive man, bent over from years of fishing off docks and
boats. His eyes are wide and all-encompassing, and his grip when he shakes
hands with you is incredibly strong. After a scrumptious meal, you talk long
into the night with the affable man. As the light of dawn creeps into the
windows, you see a twinkle in the man’s eye. You realize you cannot remember
his name, nor the name of the girls. You try to hold on to what the man had
been telling you all night, but it slips slowly, steadily from your mind.
“As you have been trying to
increase the ties between your outsider factions, we, too, shall increase the
ties with them through you…”
You awaken, groggy and
naked, in a dark rocky tunnel. The way behind leads only into blackness, ahead
you see a murky light. You get up only to realize you are underwater. You panic
for a second, then realize you’re breathing fine. You remember the potion and
the sunken city of Greymire and you quickly relax. You swim through the tunnel
and swim easily up to the surface. The shore of the river is only a few yards
away. You test to see if the potion is anywhere close to wearing off. You clear
the water from your lungs and can breathe fine. That’s different. You submerge yourself and can immediately breathe
the water again. You make it to shore feeling quite comfortable. Your gear is
there, cleaned and neatly pressed. Extra coins in your pocket. You look around
and see no one, a strange hill lies south off the shore. Something about that hill… You shake your head and what you’re
thinking escapes you. You run your hands over your body. No wounds, but thick
creases in your neck. Are your toes and fingers webbed? Hmm… Not really. Or are they?
After dressing, you make
your way north to the town. You have brief glimpses in your mind as of a vivid
dream of great underwater vistas, a great city of cyclopean stone, a submerged
cylinder of metal that draws your curiosity, but are warned against visiting. A
great ceremony, peoples half man, half fish. Nubile bodies, some human, some
not. And names…
Father Dagon. Mother Hydra.
You make it to town. What
should you tell the Inquisition? The Legion? You know you have offers to make.
More rations of salted fish the Legion can handle. Information for the
Inquisition on the quickly strengthening Anglypur Wizards and their movements
along the waterways and coasts of southern Anglypur. And for a select few,
immortality. Of sorts.
As your stomach rumbles,
what you do know for sure is that the Swamplanders really need to open up a restaurant.
+50 GCs, + Swamplander, Legion, and Inquisition
faction. You are now amphibious, and your swim speed has increased significantly.
My Lame excuse for not posting lately.
My Lame excuse for not
posting:
I’ve moved 1500 miles and
got a new job. J
To make amends, going to skip my usual 'well, I need fresh artwork to post with' rule.
To make amends, going to skip my usual 'well, I need fresh artwork to post with' rule.
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