Friday, April 13, 2012

Session 51: Ghost (and Doppelganger) Busters!

This session was played 1/29/2012 and featured PCs Innominus (Clr. 6), Dak (Dwf. 6), Vivuli (Assassin 5 / MU 4), Uncle Junkal (Rodian Bard 5) plus Innominus' follower Gorgo (Dwf. 4). Hazel (Ftr. 4 / MU 4) and her follower Fuzz (Ftr. 3) joined late in the session (and left early).

Starting where the last session left off, this one began with the party standing in the uncannily empty, snowy, and fogbound city of Farn Junction, next to a demonic hellpit they discovered in the middle of the Lord Mayor's heavily fortified Residence there. It was mid-morning of Day 173 of their Arandish adventures, only four weeks into the harsh and lengthy Minochian winter.

Having just vanquished three saurian balrogs rather handily, they decided to check out how many more such demons were lurking about the otherwise abandoned Lord Mayor's Residence. Vivuli climbed to the roof of the apartment by which they entered the keep-like Residence, then lowered a rope to his fellows. No sooner did the PCs reach the roof and start moving cautiously north, under the veil of a divine silence cast by Innominus, than a saurian balrog leaped into the sky from the neighboring two-story tower and headed their way.  Viv took careful aim with his bow, and with the assistance of Yor, Dak, and Innominus, picked the balrog out of the sky in a single round.

However, this swift slaying merely brought three more balrogs to the scene; these three flew at high altitude, out of bow range, and started dropping fire gems on the party. The first two gems missed wildly, exploding in the alleyway to the east and the courtyard to the south.  The next round, the party won initiative -- by rolling a d30! -- and fled the rooftop, jumping down into the alley to the east and into the northernmost window. They found themselves in a mostly empty storage room.

[Hazel joined the session at this point.]

The always audacious Dak leaped back out the east window of the room, attempting (I guess) to get a good shot at the airborne balrogs, or to lure them down within melee range.


The "X" marks the first balrog's previous guard post, in front of the two-story tower.

Vivuli cast invisibility on himself and followed Dak. One of the overhead balrogs loomed dangerously overhead, and dropped a fire gem on Dak's position.  The quick-thinking dwarf dove into the next window south on the west side of the alley; the gem burst outside, heating the room and illuminating it in a reddish glow, which revealed it to be full of at least twenty-five human corpses hanging on meathooks. The fire gem's flame licked into the room, roasting a few of the decaying corpses and creating a ghastly charred-meat-and-death smell.  Dak, gagging, laid low and "played dead." Viv, having jumped back in the window and taken cover in the northern room with the rest of the party, x-rayed through the shared wall and confirmed that Dak was actually still alive in the meathook room.  

While Innominus cast dispel magic at the roaring flame outside in the alley -- to no effect -- Yor began bashing through the shared wall between the rooms with his +1 crowbar. Dak hacked away at the wall from the other side, and within six minutes, the two dwarves had chopped a hole large enough for party members to move through.

Meanwhile, one saurian balrog landed in the street just outside the northern room. The party won initiative yet again -- by rolling another d30 for the purpose -- and Hazel used her wand of paralyzation to attempt to freeze the fearsome demon in place! But it resisted the power of the spell, and a fierce melee ensued as the balrog attacked through the window. Despite some close calls with its flaming whip, the balrog didn't manage to hit anybody, and in a few rounds, the party hacked it to death. They looted the balrog's whip and one remaining fire gem, bailed back into the apartment by which they first entered the compound, and fled the city via the underground tunnel.

[Hazel left the session at this point.]

Outside the city walls, the wind and snow had picked up considerably, creating near-whiteout conditions, and they trudged east across frozen fields to Arkus' encampment. When they reported what they had found inside Farn Junction, the Prince of Minoch said simply:

"Shit."

Dak advised Arkus to acquire New Steel weapons for all his soldiers, and to post more guards at the hidden well and at various points around Farn Junction's walls. The Prince agreed and "made it so." The party then headed off to the north, skirted the city, and picked up their dispel ethereal being scrolls from Warren the Black, ultimately bound for their silver mine in the mountains to the north.    

As they ventured up into the mountains, a vaguely dragon-shaped being made of magma flew into view from the direction of the city, swooping in to attack the party. Uncle Junkal waved and signified peace. Somehow, this gesture got through to the creature, and it sent a telepathic message to the rodian bard, saying I WILL SPARE YOU FOR NOW. Then it spewed a warning shot of white-hot magma at a spot near the party, and banked and flew away toward the east.

The morning of Day 174 of the party's adventures found them back in their mine, lying in wait for their ghosts to appear. They spent seven hours down there until the first ghost appeared; Viv read out one of Warren's scrolls and it vaporized the ghost.

A messenger from Prince Arkus arrived at the mine that evening around dusk. Innominus detected evil in the messenger, though, so the party hogtied the guy and eventually Unclke Junkal interrogated him.

UNCLE JUNKAL: Confess to something evil or we'll stick toothpicks under your fingernails!

HOGTIED MESSENGER: But I don't know anything about any evil! I am Robertson, a messenger in the service of Prince Arkus!

Within the hour, the PCs exposed this "messenger" as a Doppelganger, and slew him.  Three hours after that, by late evening of Day 174, they tracked down the other two ghosts haunting the mine and disintegrated them with their two remaining dispel ethereal being scrolls.

And that is where the session ended.


Wednesday, April 11, 2012

I Registered for OSRCon 2012


OSRCon 2012 Registration is now open! OSRCon only costs $25 CDN (about $26 US) this year and it is well worth it for two full days of old-school gaming and camaraderie. (Note that this price differs from what I reported in this post, which was erroneously based upon last year's figure.)

OSRCon 2012 takes place August 10-11 in Toronto; this years' guests of honor include Ed Greenwood (Elminster), James Maliszewski, Chris Huth, and a personal idol of mine, Tunnels and Trolls creator Ken St. Andre. You can bet that I will be playing T&T with the Trollgod at the Con. Further, I am sure many folks are eager to get a chance to play at the very lively Elminster's table again this year.

Other games being run at the 2012 Con include James M.'s OD&D-based Dwimmermount campaign, a couple of Boot Hill sessions, a B/X game, and a very promising looking AD&D game featuring a run through G1 Steading of the Hill Giant Chief ("there shall be much slaughter"). I will be running two Labyrinth Lord games again (straight LL, no AEC), playing a homebrewed adventure called Keep of the Zombie Master with my usual OSRCon House Rules:

(1) Multiple Round searching for secret doors allowed, and

(2) Shields Shall Be Splintered!

Like last year, I will provide Pre-Generated PCs to all participants.

A photo of my Friday morning Labyrinth Lord session from OSRCon 2011.

My GM code on the linked schedule is #6421; I'm at Table 2 during Session Two (Friday 3:30pm to 7:30pm) and Table 1 during Session Three (Saturday 9:30am to 1:30pm). I hope you'll strongly consider attending OSRCon if you can, and that you might even join me at my Labyrinth Lord game one of those sessions. I really cannot convey in words how special this Con is, though perhaps this post, this post, this post, this post, and this post can convey some sense of the excitement and fun to be had at this event.

Please keep your eye on the official OSRCon website and blog for updates about the Con, the schedule, and so on.

Ken St. Andre sez: "Meet me at OSRCon 2012!"

Tuesday, April 10, 2012

Hobbits, Balrogs, and Tolkien Purism

I have been thinking about Hobbits lately, for many reasons I suppose. For one, The Hobbit is probably my all-time favorite J.R.R. Tolkien novel.  It is faster paced and funnier than the books of the Lord of the Rings trilogy, and while Fellowship of the Ring in particular stands out as a flat-out awesome fantasy novel, I vaguely prefer the more whimsical yet satisfying (because it stands alone?) "prequel" installment.

My fandom of The Hobbit was reinforced at an early age by exposure to the Rankin/Bass animated film, which I have always loved. Surely the forthcoming two-part Peter Jackson film adaptation, starring personal favorite Martin Freeman, also plays a role in my having hobbits on the brain.

And these guys, who like to eat hobbits:

"Down! DOWN! To GOBLIN TOWN!"

Furthermore, a friend who may be joining the Lost City Campaign* as a new player when it re-starts at Lift Bridge Books in May recently said that he wants to play a hobbit in that game. Yes, he used the word "hobbit" even though we were talking about Labyrinth Lord, without any specific mention of Tolkien.

And then Spawn of Endra came and visited me here in Brockport last weekend, and we got to talking about a really amusing idea incidentally connected with hobbits (which I will post about soon).

All that got me to thinking about my strong preference for the term hobbit over halfling.  I rarely use the latter term at all.

THEN I looked back over the most recent Arandish Campaign session report** and realized that I also consistently use the term balrog for a balrog, not balor or type vi or whatever.

No, I like me my good old-fashioned Tolkien terminology; it looks like I am Tolkien snob (purist?) all the way in this respect. Another friend and current player in the Lost City Campaign (who, it should be noted, lives with a domesticated rabbit named Gandalf) dropped by this evening, and we got to talking about The Hobbit, and he agreed that it is a totally enjoyable novel. See what I mean? ADVENTURE is in the air, and hobbits are a part of it!

"The Greatest adventure is what lies ahead. . . " 

"Today and tomorrer. . . "

"Have yet to be said. . . "
--
* I hereby rename the so-called Brockport Campaign the Lost City Campaign. Fuck all this ABC shit.
** My reports lag four sessions behind the actuality: I am within a few days of posting a report for session 51, and we just played session 55 last Sunday.

Sunday, April 8, 2012

Session 50: Warren the Black and Farn Junction Raid

This session occurred on Sunday 1/15/2012. PCs Innominus (Clr-6), Yor (Dwf-6), Dak (Dwf-6) and Vivuli (Assassin-5 / MU-4) were present, along with NPCs Gorgo (Dwf-4, Innominus' follower) and Rodney (Ftr-3, Dak's follower).

The session began in the afternoon of Day 171 of the party's Arandish adventures, as they approached the cave of Warren the Black, a reclusive Minochian wizard the group first met back in Session 36. They sought his help vanquishing the ethereal beings who were haunting their recently acquired mine.

As they neared the cave, a crow appeared overhead; it gave a "Caw!" and then flew down toward the cave. Moments later, the party rounded the corner and found Warren, dressed in woolen robes in his signature color, waiting for them, the crow perched upon his shoulder.

"Little Henry here says he remembers you!" said Warren, and showed the group into his hovel in the mountainside. He immediately bore left into a small cave with a fire pit and some fragrant, earthy tea boiling in a pot suspended over the fire. Warren offered them tea and they drank.

The PCs asked Warren if he could be of help in restoring Uncle Junkal to life, but alas, that lay beyond the wizard's powers. So the Rodian Bard remained a crispy critter for the time being.

Vivuli said: "Our mine is haunted and we need to kick the ghosts' asses.  Also, maybe you can restore our priestly comrade to his proper age?"

While Warren admitted that he could not help Innominus with his aging problem either, he did seem to think he had a solution for the party's mine ghost problem.  He said he could have some anti-ethereal-being scrolls written by the next day (which he did).

Lastly, Innominus asked Warren if he knew the story of the Ghost Tribunal?  Warren said their existence was a popular local legend but that the rumored arcane tower where the three adventurers met their fateful end (i.e., becoming ghosts) had never been located.

In exchange for this information and for the three scrolls of dispel ethereal being, Warren asked that the party bring him, in due course of time, the following items:

- 20 gallons of giant wasp venom
- 2 narwhal horns

Yor also warned the eccentric old wizard that his valley was surrounded by throghrin squadrons, but Warren seemed unfazed.  Apparently no one messed with the reclusive arcanist.

The party departed Warren's cave that same afternoon set off for the plague-ridden city of Farn Junction, a half day's travel southeast. It was snowing moderately as they descended toward the town, which was enveloped in an ominous-looking fog cloud.  They passed by Farn Junction proper, reaching Prince Arkus' encampment a few miles further east by nightfall.

There they learned that Arkus had failed to summon a significant number of clerics to his aid; only Father Azamondius of the Kaladarian sect of Carcoon (Clr 10), plus two of his underlings, Brothers Theosophanes (Clr 5) and Scotty (Clr 3), were on hand.  Hardly enough priests with which to conduct a full-blown purge of the city! Yet Azamondius did agree to raise Uncle Junkal from the dead.

Seeing the Prince was in dire straits, Vivuli summoned vermin and got a bunch more rats, which he sent into Farn Junction forthwith.  Through their eyes, Viv saw that the smoke/fog layer enveloped the entire city, that there were literally no townsfolk visible, and that there were a few saurian balrogs about, occasionally flying overhead.  He could also smell via the rats a strong, pervasive rotting odor of the recently deceased, tinged with a bit of sulfurous smell.

Yor suggested to Arkus that he take a unit of his soldiers to the main city gate and create a diversion while the party sneaked into the city to reconnoiter and find out specifically what had happened to all the Minochians who used to live there.  Arkus agreed, so Viv turned the whole party invisible, and they camped the night, planning to commence their raid in the morning.

Day 173 dawned, snowy and dismal, and the party arose from a troubled night's sleep and made their way toward the fogbound city, accompanied by two of Vivuli's rats. All of them (including the rats) were invisible. Arkus' men showed them to a hidden well in a copse a short distance outside the eastern city wall; descending into the well, the party made their way through an underground tunnel and emerged through a trapdoor into the former city residence of the Lord Mayor, i.e., Prince Arkus.

A section of the Lord Mayor's Residence in Farn Junction; secret tunnel from Residence goes 500' east to hidden well in copse of trees. Note 60' diameter hellpit at bottom left.

The group made it to the residence (seemingly) undetected, the prowled around the property for the better part of an hour, finding a sulfurous, 60' diameter hellpit with three balrogs just west of their entry point (see large rough circle on map above).  They couldn't get close enough to see too deeply into the pit, but were able to feel the intense, sulfurous heat emanating from it, and could hear from below the sound of some hapless soul being whipped and screaming, and the three balrogs in the area laughing with pleasure at the unseen whipping victim's pain. 

Venturing east, the PCs peeked up a street and spotted another balrog seemingly on guard duty outside a well-fortified two-story tower about 100' north of them:  

 "X" marks the balrog!

The group decided to start some shit with the three balrogs surrounding the hellpit, so they approached through the ruined L-shaped banquet hall to the east, sneaked up as close as possible, and attacked!

A vicious melee ensued, wherein Yor lost a thrown handaxe into the pit, Dak's follower Rodney was pulled into the pit (and presumably to his doom) by a dying balrog's whip, and, near the end of the battle, Innominus had Yor throw him at the last remaining flying balrog, whom the Wolverine-like cleric struck down with his mace. The group slew all three balrogs and ended the session standing at the edge of the fiery hellpit, gloating over their triumph and looting the balrogs to the tune of six fire gems.


"We found a pit, a guy being whipped, and a gateway to hell . . . Farn Junction has really gone to shit!" 
--Dak the Younger

Saturday, April 7, 2012

Rob Conley to the Rescue for Magic Item Pricing

I am a "nice" fellow, perhaps to a fault.  I give people a great deal of benefit of the doubt, I am an extremely generous tipper of waiters and other service professionals, and generally tend to be nurturing and patient with my students, colleagues, and friends. This is all well and good when it comes to real life, but as a DM, I often find that I have to force myself to be "tougher" on the PCs than I might normally be inclined to be "in real life."

Case in point: the fantastically low prices I charged for magic items in the early phases of my Arandish Labyrinth Lord campaign.  

Add to this the fact that I basically loathe mathematics (not its existence, for which I am grateful, just the necessity of me doing it) and you have a recipe for disaster, as I have previously confessed in the post linked above.


Enter Rob Conley, who has recently announced a great new resource, Magic Item Creation Costs (with collaborators Tim Shorts and Dwayne Gillingham):


I plan on looking over this beta release and utilizing it a great deal in my own LL game. Thanks Rob!

FYI, this resource is just one of the many exciting chapters in Rob's larger, over-arching current project, the Lost Book of Magic, which "collects all [the rules and background Rob uses to run magic] together much in the same way The Majestic Wilderlands collected [his] rulings and notes for the campaign as a whole." Slated for release this fall, the Lost Book of Magic looks like a winner to me!

Monday, April 2, 2012

OSRCon 2012 is Coming!

As Chris Cunnington has recently announced, OSRCon 2012 is coming!  The event will take place August 10-11 in Toronto, and registration began yesterday.  I attended the event last year and it was a complete and utter blast.  This years' guests of honor include Ed Greenwood (Elminster), James Maliszewski, Chris Huth, and a personal idol of my own, Tunnels and Trolls guru Ken St. Andre!  You can bet that I will be vying for a seat at Ken's gaming table at the Con.

Ken St. Andre sez: "Meet me at OSRCon 2012!"

As for myself, I will be running Labyrinth Lord at the Con again this year, very likely using a homebrewed adventure called Keep of the Zombie Master. I will keep you posted on my own plans for OSRCon here at the Lands of Ara blog.

OSRCon registration only costs $20 CDN before July 1st, or $25 CDN afterward, so make your plans and register soon! Also, keep an eye on the official OSRCon website and blog for updates about the Con, the gaming schedule, etc.

I hope to see everybody in Toronto in August!


Sunday, April 1, 2012

Moldvay and Mondrian Variations

So speaketh Spawn:

I was messing around with Illustrator on some map-making the other day using the map in the Moldvay Basic book for the East Tower of the Haunted Keep (p. B57) as a base. At one point I had this image in front of me:

I sat there looking at it for a while, feeling pleased, and thought it reminded me of ... who's that guy? Mondrian? Google told me, Yes, you're thinking of Mondrian. So I screwed around with it more and came up with these variations.

After Composition with Gray and Light Brown, 1918
After Composition with Blue and Yellow, 1932

After Tableau #2, 1922
After Composition #2, 1922
 
After Lozenge Composition with Yellow, Black, Blue, Red and Gray, 1921
Update: Following John L's comment about making a Mondrian image into a dungeon map, I'd suggest something like this one to be a good candidate, Composition No. 2, Composition in Line and Color, 1913. Found here (scroll sideways a bit).