Showing posts with label skeletons. Show all posts
Showing posts with label skeletons. Show all posts

Saturday, September 26, 2009

Mantipedes, you say?

I guess they're getting to know us at The Source... They even spelled it right!

I've got to quit posting these logs three or four weeks after last playing 'cause, you know, I'm getting old, and my memory fuzzy. Plus, this last time, I tried to reorganize my gaming briefcase, and it didn't work out so well... I ended up losing the piece of paper on which all the characters' names were written; not so good.

So, I apologize in advance those of you with new characters last time---feel free to fill in what I've forgotten.

Playing this time was Will with Melvin the Fighting Man; Will's wife Susan (a first time gamer!) with a Cleric; Trevor with Narpet the Magic User; my son Max with Fireskull the skeleton Fighting Man; my brother Josh with an elf (remember the Holmes mindset now, so almost race-as-class); Chad, an old friend (like, from elementary school) with a Fighting Man; Carl, fresh from Dragonsfoot, with a Magic User. Trevor still had Octague the evil Cleric charmed from the last session, but I think Melvin let Alan One Hit, his surprisingly robust hireling, have the day off. Geez, when I look at that, it was a big, noisy party...

Some Highlights
  • They really wanted to find the kobolds who'd ambushed them last time, but no luck...
  • Narpet, hoping someday to become a lich, is hoping that Octague was looking for something in the dungeon that might help him achieve that goal. After an inconclusive conversation, he did, however, agree to paint his face white, "In honor of Father Orcus..."
  • After kicking in a door, they attracted some ghosts. Most of the party failed their saving throws and took off in fear, hiding behind broken furniture in the room beyond the door. The ghosts went away eventually, and Fireskull, being undead and therefore not subject to being afraid of ghosts, got bored. He went wandering about nearby corridors while the others recovered, breaking down locked doors and shouting "It's just me!" to the rest of the party. He discovered some stairs leading down and, amazingly, was unmolested by wandering monsters...
  • They found what appears to have been some sort of arena, with risers, a dias, and six locked grates in the floor. Peering into the grates, they saw sparkly things, but also heard slight moans and the scrape of metal and bones. In true old school style, they decided to leave well enough alone for now.
  • Through a secret door in a nearby corridor, they found a strange, felted hallway running behind the seats in the auditorium, with small holes at head height. For servants of House Gristlehelm to spy, or worse, on guests?
  • In a distant room that appeared to have been part parlor, part prison, they roused the ghost of a once-beautiful young woman, horribly disfigured by torture, who attacked them by flinging freezing blood from her wounds. Susan immediately said her cleric was going to fall to her knees and pray to send the ghost's soul onward. I thought this was so cool---she didn't really know about "turning", so she just tried what seemed natural for a cleric to do. I gave her three chances, getting harder each time: 2d6, 9 or higher/11 or higher/three dice, all the same number. It didn't work, but that wasn't the point (I mean, she is only first level, after all!) See, in the room description, I had written: "Mutilated, broken, maligned, wrathful. A cleric of a loving GOD might be able to lay this tragic wraith to rest." So, there you go... Defeated only through the agency of Melvin's magic sword, a diary found amongst her bones revealed her to have been Gwyneth the Pale, beloved daughter and heir to House Hyacinth, mortal foes of House Gristlehelm. If I'm remembering correctly, they took her skull with them, though it may only have been the diary.
  • In one room, a pool was bubbling up from somewhere, filling about a third of the space. The wet walls and floor were crumbling and corroded. Strange movements and sounds near the pool turned out, on further investigation, to be literally hundreds of thousands of centipedes. When someone came too near the pool, furious motion in the swarm resolved into two roughly man-shaped forms composed entirely of centipedes, which came lurching out towards the characters. They managed to scatter the mantipedes long enough for Narpet, using his ring of water walking, to skim out on the pool and find the robed bones of what was apparently once a magic user. They left the room with a potion of healing and a scroll.
  • And then there was the column of garbage...

Friday, August 14, 2009

GRISTLEHELM

I guess they were busy at The Source last time we played---usually we get some sort of plasitic stand-up with flashy 3e heroes exposing their thighs to hold our table. In the end, though, this is more appropriately old school...

Our last session, played I believe three weeks ago this Sunday, was a first: they took a run at the first full dungeon I've created since high school! Called GRISTLEHELM, it's the underground coilings of House Gristlehelm, the scions of whom were rumored to be werewolves. The last Lord Gristlehelm and his wicked brood were driven below, presumably to perish, and their castle thrown down. The ruins now are peaceful, twined with flowering ivy and birdsong. However, any who look for it can still find the thick wooden door with the spiral stairs leading down into darkness, the golden Gristlehelm wolf head snarling in a flaking scarlet field at its dark, scarred center. Some say the door was sealed with silver and magic. If so, such is no longer the case. The door ratchets open for any wishing to enter...

We had a medium-sized group this time: Will, of course, playing Melvin the Fighting Man, accompanied by his hireling Alan One-Hit; T.J. playing Punka the Fighting Man; Trevor playing Narpet the Magic User; and my son Max playing Fireskull the Skeleton Fighting Man. That's right---a new character race in Otherness. Skeletons may be Fighting Men, Magic Users or Clerics of gods of death (obviously!) They only take one point of damage from arrows, but take an additional die of damage from fire. They're also vulnerable to being Turned by good clerics or commanded by evil ones. Otherwise, they're just like you and me... This all sprung from Max buying and painting a set of undead miniatures in his own expressionistic fashion. He's made several characters now, all directly based on particular miniatures. Two of them (Bloodarex and Mudskel) have even stormed the Ruined Monastery before it was ruined, but that's another post...

A Few Interesting Things
I find I'm still using the General Conflict table from my abortive Judges Guidelines. I mean, I could do something similar with only one die, but I like the curve of two. I actually tried another iteration of these rules with Max one day and, though it worked better, still left me going "meh." I can't say I'm done with tinkering (and lately I've been thinking pretty seriously about switching over to the Holmes rules---that lies on your shoulders, Will!), but the general ODD rules are just so wonderfully SIMPLE...

I'd been perusing my pdf copy of Fight On! 5, and so floated the idea of using Paul Vermeren's Dungeon Motivations. They bit, and I ain't never going back. This is now de riguer for delvers in Otherness. Our results:
  • Trying to impress a love interest
  • Chronic underestimator of danger
  • Has terrifying dreams commanding the character to awaken a sleeping god (Max got that one...)
  • Crazy old uncle has filled PC's head with glamorous nonsense about dungeon crawling
  • And (drum roll please) an actual score of 100, made by a drop-in player who was simply wating for his group to get there: A deity in disguise, visiting the dungeon as a sightseer. He had made a magic user named Exi Dor (ya get it?) and, when his group showed up, Loki (that's who he really was, you see) quipped "Well, I think you've got it from here" and vanished... Perfect.
I'm missing one there, so if one of you is reading this, please fill me in.

Oh, and btw, Wuukys, from the same FO! issue, are now a totally playable Otherness race...

Some Highlights
  • In the freakin' entryway, the characters found a loose stone with treasure hidden behind it. Lucky bastards!
  • They found a room, painted all gold, with a big crack in the floor that disgorged a giant ant. They killed it and left quickly.
  • An ambush by a group of kobolds forced them to leave the dungeon, rest for a few days, and return. It wasn't until later that I remembered that both Melvin and Fireskull, as 2nd level fighting men, should've both gotten multiple attacks against their .5 HD foes... Oh well. Of course, they didn't remember, either...
  • Stumbling upon an evil cleric and his orcish henchmen, they killed the orcs and Narpet charmed the cleric. Since this was apparently once a wine-cellar, they also decided to drink some of the wine. A random roll found it to be extremely intoxicating...
  • Now that the cleric (Octague) was Narpet's best friend, he showed them them the way he'd gotten in, which led through a room featuring a warm, algae-scummed pool with a demonic statue cavorting in the middle of it.
  • Octague led them to a large room filled with old chains, hobbles and muzzles, including the skeleton of dire wolf. Large double doors to the west were ignored, and instead they followed the cleric out the doors to the east, up through a worked cave mouth and into the woods outside. In hollow were many rusted cages, which was all they had time to see before getting bum rushed by a sparrow-headed birdbear (see Fight On! 4).A quick melee saw the charmed cleric actually kill the beast, rolling a natural 20. Go figure.
  • Melvin just made 3rd level: now officially the highest level character in the game! See what showin' up gets you?
It was just too much fun to run my own dungeon. I'm hopeful we'll head back down next time. We have only barely scratched the surface of GRISTLEHELM...