Wednesday, 26 March 2014

Session 5 - Witchhunters

Session 5 - Witchhunters

New characters:
Baron Noel Pompadour – Former trapper and roving bushman (Tom)
Nadriel – Magic-hating barbarian (that guy whose name I forgot)
??? – Fighter chick with a chip on her shoulder (other guy who took his sheet home)

Enemies defeated:
- 5 drunken brawlers, fisticuff'd (50 exp)
- Emma "The Defiler" Gäbges, neck snapped (25 exp)
- The Defiler's creature, beaten to death in multiple realities (75 exp)

Challenges overcome:
- Witch defeated (50 exp)

Treasure and Equipment:
- The Defiler’s axe – Quality 1 (40 exp)
- The Defiler’s pistol – Quality 2, wheellock, rifled barrel (525 exp)
- Exceptionally fancy ridged elephant hat (200 exp)

Exploration and Misc:
- Fancy Hat Get (50 exp – Kacey)
- Discovered the graveyard (50 exp)
- Carousing for free! (90 exp ea.)

Quests and Rumours:
(Mostly repeats)
- “It’s not even summer and there are all these mosquitos. There really have been a lot of bugs around here lately…”
- “I wonder why The Seven keep that headquarters out on Goblin Hill? It’s a bit southeast of Hammelburg you know. It’s supposed to be a wicked place!”
- “I think Urspringen was wiped out by the plague or something; nobody seems to have gotten out of there alive. Do you know anyone from Urspringen? I don’t.”
- “The Joy is the one I don’t like. My wife/husband hangs out in little den of sin and then comes back and has the nerve to tell me gossip from that place. Don’t people have morals anymore?”
- “The Reminder is the one I don’t like. It’s bad enough we need all this magic stuff to protect us, that’s demeaning and damning enough—literally!—but actively turning people to perversion like she does? Somebody should do something!”

Death Toll and Injuries:
- Nothing serious


Exp Totals:
George / Keith, Level 1 Specialist: 1363 (Level up at 1500)
Jacob / Kacey Demure, Level 2 Specialist: 1533 (Level up at 3000)
 *DING* | +1d6 HP! | +2 skill points!
Tom / Baron Noel Pompadour, Level 1 Specialist: 293 (Level up at 1500)
TGWNIF / Nadriel, Level 1 Barbarian: 293 (Level up at 2000)
OGWTHSH / ???, Level 1 Fighter: 293 (Level up at 2000)

[[]]
Recovering:
Tom / Olaf Tenderloin, Level 2 Dwarf: 2737 exp (Level up at 4400) ETA: 35 weeks

Absent or Retired:
Emmi / Lyrel, Level 2 Necromancer: 2891 (Level up at 4500)
--- Schmidt, Level 0 Human

Wednesday, 12 March 2014

Session 4 - Everything is on fire

Session 4 - Everything is on fire

Enemies defeated:
- 4 bandits, horribly murdered and burnt to death (40 exp)
- Beefy bandit leader, death by gluey firey carpet (25 ep)
- Surprise zombie, more fire! (50 exp)

Challenges overcome:
- Sent that random encounter chick off to Karlstadt where she'll be safe (50 exp)
- Farm explored, bandits overcome (50 exp)
- Started spreading the legend of the Redeemers. Their mark - a bloody pawprint (50 exp)

Treasure and Equipment:
- 600sp, 60cp (606 exp)
- Bought a bunch of new stuff at the black market

Exploration and Misc:
- Travelled 12 miles. (20 exp)
- Discovered the Abandoned Farmhouse (200 exp)
- Explored the Abandoned Farmhouse (100 exp)
- Near death experience bonus (Kacey, Keith) (100 exp ea.)
- Failed saving throw bonus (Kacey) (100 exp)

Quests and Rumours:
- "Oh that Gunther. His boys are going to get into trouble, but they can't help but visit this place for some fun..." - The Joy on the 'abandoned' farmhouse

Death Toll and Injuries:
- To my great surprise, nothing serious

Exp Totals:
George / Keith, Level 1 Specialist: 1070 (Level up at 1500)
Jacob / Kacey Demure, Level 1 Specialist: 1170 (Level up at 1500)

[[]]

Tom / Olaf Tenderloin, Level 2 Dwarf: 2737 exp (Level up at 4400)
Emmi / Lyrel, Level 2 Necromancer: 2891 (Level up at 4500)
--- Schmidt, Level 0 Human

Thursday, 6 March 2014

Session 3 - Welcome to Karlstadt

Session 3 - Welcome to Karlstadt

New characters:
- Kacey Demure - knacker turned cult-infiltrating thief (Jacob)
- Keith - taxidermist, assassin, and fatty (George)

Enemies defeated:
- Eight cultists, scared off by stuffed "demon cat" on rope (40 exp)

Challenges overcome:
- Stabilised the dwarf, lugged him to city. (50 exp)
- Entered Karlstadt despite weapon scans (50 exp)
- Heard many rumours and info in Karlstadt and refugee camp (50 exp)
  - Got info from the friendly dwarf (Lyrel, 50 exp)
  - Got info from the city's cultists, the "milizionäre" (Kacey, 50 exp)
  - Pumped the Joy for information hurr (Keith, 50 exp)


Treasure and Equipment:
- Several pieces of mundane equipment stolen (10 exp)

Exploration and Misc:
- Travelled 12 miles. (20 exp)
- Discovered Thüngen (150 exp)
- Discovered Karlstadt (500 exp)
- Discovered Zum Erleuchteten Hurenbock (50 exp)
- Discovered the desecrated church (50 exp)

Quests and Rumours:
- "Let's just say, the Mother may not have our best interests at heart" (spread by Kacey)
- "Most of the are deluded fools who think they're making the world a better place, but there's some kind of secret order within them, and they're violent and nasty. You don't want to mess with them, and you don't want to surrender to them. Oh no." - The Joy on the milizionare (claimed dextrously by Keith)
- "It's not even summer and there are all these mosquitoes! There really have been a lot of bugs around here lately..."
- "On my way here I passed this farmhouse south of Germunden. It was utterly haunted, zombies and everything!"
- "The Defender is the one I don't like. Dressing all prissy-like, as if she's better than the rest of us! And she's responsible for those things that are running around!"
- "“The Joy is the one I don’t like. My husband hangs out in little den of sin and then comes back and has the nerve to tell me gossip from that place. Don’t people have morals anymore?”

Death Toll and Injuries:
- Nothing serious
- Lyrel has walked off into the sunset with Schmidt and (?) the dwarf, perhaps to never return.
- Olaf will recover in 36 in-game weeks (holy shit) and will be just about conscious enough to eat and drink a little and rest at the end of this in-game week.
I'm going to go with taxidermy halving his chances to die per week but err, even with a 5% chance of dying per week this guy's fucked, sorry Tom.
Actual probability of survival: 1.4*1047%
Good thing he's with a necromancer? She did find Animate Dead in a grimoire..

Exp Totals:
Emmi / Lyrel, Level 2 Necromancer: 2891 (Level up at 4500)
--- Schmidt, Level 0 Human
George / Keith, Level 1 Specialist: 374 (Level up at 1500)
Jacob / Kacey Demure, Level 1 Specialist: 374 (Level up at 1500)


[[ Tom / Olaf Tenderloin, Level 2 Dwarf: 2737 exp (Level up at 4400) ]]

Tuesday, 25 February 2014

Session 2 - Getting Buggered

Session 2 - Getting Buggered

Enemies defeated:
- One giant rhino beetle, shishkebabed while on fire (100 exp)

Challenges overcome:
- Shadow room (20 exp)

Treasure and Equipment:
- Various mundane equipment looted (115 exp)
- Golden locket (2500 exp)
- Flawed emerald (2000 exp)
- Unopened metal chest (??? exp)

Exploration and Misc:
- Discovered cavern entrance (100 exp)
- Explored 3 dungeon rooms (30 exp)
- Wandering monsters rolled (20 exp)
- Death narrowly evaded (220 exp - Olaf)

Quests and Rumours:
- n/a

Death Toll and Injuries:
- Olaf: kidney destroyed, bleeding internally and externally, leg crippled, generally fucked up. Somehow not dead.


Exp Totals:
Emmi / Lyrel, Level 2 Necromancer: 2517 (Level up at 4500)
*DING* | +1d4 HP | +1 lvl 1 spell/day | +1 free spell |
--- Schmidt, Level 0 Human
Tom / Olaf Tenderloin, Level 2 Dwarf: 2737 exp (Level up at 4400)
*DING* | +1d10 HP |

Monday, 17 February 2014

Session 1 - The Unexpectedly Easy Escape

Session 1 - The Unexpectedly Easy Escape

New characters:
- Lyrel, mushroom farmer turned necromancer (Emmi)
- Olaf Tenderloin, former freshwater fisherdwarf (Tom)

Enemies defeated:
- One cultist, knocked out cold (5 exp)

Challenges overcome:
- Escaped the cultist's dungeon (100 exp)

Treasure and Equipment:
- Various mundane equipment looted (35exp)

Exploration and Misc:
- Explored 1 dungeon room (10 exp)
- Explored much featureless corridor
- Beheld the legendary goosegoat 

Quests and Rumours:
- n/a

Death Toll and Injuries:
- Nothing serious


Exp Totals:
Emmi / Lyrel, Level 1 Necromancer: 75 (Level up at 2250)
--- Schmidt, Level 0 Human
Tom / Olaf Tenderloin, Level 1 Dwarf: 75 exp (Level up at 2200)

Sunday, 16 February 2014

Retrospective 0 - Welcome to the Recap Zone

This blog will contain mostly-weekly recaps of my actual campaign.
Quite rightly, my players pointed out that I shunt out thousands of words of D&D content every week and they're the only ones who see it.

Since I'm copy-pasting and back-dating these in from my email one by one, I'm going to break up every ten recaps with a retrospective. This is for both self-aggrandisement and sanity reasons.

Since this is the first entry, I might as well start with MAXIMUM RETROSPECTIVE. The state of play as the England campaign REALLY BEGAN.


Retrospective 0 - The Memoir Section


So here we are. 2014. London.
The beginning of the England portion of the campaign.
At this point the campaign world is just over 2 years old.

Wind back. December 2011

Players first entered the boundaries of the campaign map in December of 2011. This was back in 4th edition, and they were annoyingly high level for the game I really wanted to run.

Wind back further. 2008? 2009?

The first thing I ever ran was Keep on the Shadowfell.
It's linear and a bit shitty, but I remember that running a game was electrifying. I was fucking hooked.
The plan was I'd run Keep on the Shadowfell, we'd switch DM to my mate Alex who also wanted to try running a game, and at level 10 it'd be my turn again.

The ending of Keep on the Shadowfell had a couple of firsts for me.
- First time I ever killed a character
- First time the players ever fucked up the world

Character death was traumatic.
I'd had a skeleton throw Alex's (the next DM, unrelated) character down a hole, then jump down and shank him to death. He said it was very unfair, should have given him skill rolls to avoid falling, the whole shebang.
I wouldn't do it again for years.
My game suffered for it.

However... players fucking up the world was awesome!
The final boss of the module, Kalarel, was MOMENTS AWAY from completing a ritual that would UNLEASH HORDES OF HORRORS UPON THE WORLD.
If you failed to stop him, in true toothless 4th ed style, nothing happens and the players could go back and fight him again until he died. I didn't read that bit.
Instead they failed, one of them died, and the others fled and spent a few hours hiding as thousands of evil demons and horrors poured out of the rift and went out to fuck up the world.

Skip forward to December 2011 again

10th level 4th edition D&D characters. Very powerful. More or less immune to death.
Caravan guards, naturally.

Caravan guards, travelling towards my new campaign map.
It was called Tralsk at the time. Shit name.
It was separated from the established world by an anti-magic wall. This was because I had been reading old school blogs and wanted a low magic world, with an excuse as to why the proliferation of magic elsewhere hadn't spread in.

The map was the same, but a lot more sparse. I remember being worried about whether a character could ride off the map in one day.
The rulesy one-fight-per-night 4e thing burned me out.
At some point there was a big boss battle, I passed the torch back to Alex, Katie and I went on holiday for a few weeks.
And the game died.





Skip forward almost a year, October 2012


I, as a DM, would quite like to run a high-lethality, low-power campaign where character deaths would be fast and brutal, but quick wits, fast talking, and inventive use of items and the environment would win the day.
How does that sound?

This was the pitch.
Originally envisaged as a B-Team to the 4th ed A-Team, a parellel game I'd be running. In our minds the 4e game wasn't dead, just on an apathetic hiatus.
It never continued. This did.

Labyrinth Lord.
I was hooked again.
Looking back, it wasn't great. I think this is the curse of art. Anything you've ever made is worse than what you'd make now.
I had this idea that a high lethality game meant players would learn post-death. Like "green slime killed me, better look out for green slime" or "ghoul paralyis killed me, better look out for ghouls".
But this was the cauldron for me. I felt alive. Every week I would pull in some new rule I'd found. It was a rich soup of all sorts of nonsense. Alex got killed by a giant beetle landing on him and didn't come back, but by then I'd learned to externalise blame and think "that beetle killed him" not "I killed him with a beetle".

I ran lots of LotFP adventures. After a month or so we transitioned to LotFP.

And a couple of years later, I left it all behind when my flatmates and I moved to England.


Here we are again, 2014

I came to England two months before the rest of my flatmates, spending most of that time getting wasted with my younger brother before he and my Dad went back to Australia.
I'd had a vain, foolish hope that the dnd game would continue with the old group, just over the internet. It never happened.
I can't survive without running a game any more. D&D is my drug.
Three months passed. I had the itch bad. I needed to run some shit.

I went on 4chan's /tg/ one night, on the hunt for something to give me the shadow of a fix, and serendipitously the first post was a guy who wanted to start up a dnd group in London.
This was Tom. He was flaky and unreliable and always wanted to change the date of the game then still didn't show up when we did.
But he started my game back up. Thanks, Tom.

Also present at the game was Emmi. I can't remember where I met her, but she was interested.

These two were the first in the London group. They don't play in my game any more.
Emmi moved back to Finland and Tom just sort of stopped coming.
But I owe them my world.



And that's where these stories begin.