Showing posts with label nightwick. Show all posts
Showing posts with label nightwick. Show all posts

NIGHTWICK ABBEY: The Purple Eater of People, Session 135


 

Want to learn more about the world of Nightwick from Miranda? You can follow her blog here and the ongoing development of Nightwick Abbey at her Patreon here.


Blossom (Rogue 6)

Mayfly (Magician 6) 

Thekla (Magician 5) 

Liminal Space (Changeling 5)

Poppy (Fighter 5) 

Felix (Dwarf 4)

DOWN IN THE ABBEY...
  • The party decends to the fourth level of the devil-besotted Abbey without incident and intent on exploring the south-eastern region that had been outlined on their map (PC Edit: Since we have started mapping again, I do think it really helps provide the group with pre-game options (what do you want to do) and in-game focus (which unexplored area does everyone want to investigate?)
  • The party returns to a section containing two altars to Queen Moloch a bull-headed god that is often depicted consuming many babies, but also delivering magic to the minds of ancient Acharon. In exploring this alter, the party is split when the door swings shut, cutting the group in half! In side the alter, black smoke arises and the room heats. Outside the altar, vampiric mists glide into the roo,m threatening Thekla, Blossom, and the hirelings.
  • Fortunately, a fireball and a few swings of a magic sword are able to dispatch the vampiric mists; use of knock quickly opens the door, causing the smoke to mysteriously cease before choking the party.
  • Felix the Dwarf, whose armor is now festooned in Abbey iconography, decides to make a blood offering to the altar and receives a terrible vision of sacrifice by gold-skinned humans to a bull-headed god. The party puzzles for a moment about how this demon might be related to the Abby. One theory is that the humanoid flys that vomit gold might be twisted versions of the gold-skinned humans.
  • Finding no riches at the altar, the party turns north to a collapsed section of hallway. It looks like it leads to a disturbed tomb sans actual sarcophagus- however, the "grave goods" are still there! The party grabs the piles of coin, clothing, odd flail, ring, and vial and escapes!

...BACK AT THE MEDUSA'S HEAD

The party is excited to see that in addition to ~6000sp worth of coins and bejeweled goods they have also gained a ring of lesser genie summoning, a magic flail VampireFucker, and a potion of longevity.

Now we just need to go find more vampires!



NIGHTWICK ABBEY: The Purple Eater of People, Session 124

 


Want to learn more about the world of Nightwick from Miranda? You can follow her blog here and the ongoing development of Nightwick Abbey at her Patreon here.

Previously in Nightwick...

Blossom (Rogue 6)
Mayfly (Magician 6)
Thekla (Magician 5)
Ulf (Magician 5)
Liminal Space (Changeling 5)
Poppy (Fighter 5)
Pataki (Graverobber 4)
Yevgeny the Coward (Cleric 4?)
Felix (Dwarf 1) 

At the Medusa's Head...
The group deliberates on any "unfinished business" on the first level. Meaning, what foul captains of the Pit have not lost their heads to our hands. We settled on one last target- the [REDACTED]

...Then Down to the Abbey...

  • The party had to flip way back to their older maps in order to chat a path through the Abbey's upper works (PC NOTE: mapping works y'all!)
  • The trip should have been easy, but a colony of fungal zombies halted progress but a fireball from the hands of one of the party's many magicians sauted those 'shrooms (PC NOTE: seriously, our party is spellcasters and thieves...and the Dark Country's most beloved being- Liminal)
  • The fungal zombies cause further deliberation since they generally reside on lower levels- is something pushing up? Worrying as these same monsters laid low Sotar, a Cleric of the 4th level (RIP to a real one)
  • We also visited the [REDACTED] to show it off to the new party member and ended up tusslin' with some goat men who had ample coin and a figurine of the Lady (uncorrupted; 500sp)
  • This led us to the lair of our intended target, which is cut off from the rest of the Abbey. We experimented with a few different ways of reaching the beast and found success in rotating magicians out in a tense moment of trying not to die every 3 rounds.
  • In the end we were able to walk away with some new spells, silver, and furniture!
...And back to the Medusa's Head
Together this action clear the first level of all the "hot-spots", but the presence of the fungal zombies might mean we've just cleared space for a new foe to make its home!


NIGHTWICK ABBEY: The Purple Eater of People Session 117


Want to learn more about the world of Nightwick from Miranda Elkins? You can follow her blog here and the ongoing development of Nightwick Abbey at her Patreon here.

Previously in Nightwick...

Blossom (Rogue 6)
Mayfly (Magician 6)
Liminal Space (Changeling 5)
Thekla (Magician 5)
Krupe (Cleric 5)
Yvgeny the Coward (Cleric 5)
Pataki (Grave Robber 1)
and THAT hireling...

AT THE MEDUSA'S HEAD...

Theklas appears to be afflicted with a spirit after a magical research mishap. The party decides to travel south to the town of Blackleg in order to seek help in removing the creature's presence much to Mayfly's protests: "Think of what you could learn!"

...DOWN IN THE ABBEY...
  • Deals Are Made: The meddlesome spirit offers little reprieve and the party is forced to strike a deal with it which they will regret do doubt (PC EDIT: And we did...) inorder to prevent it from continually spooking the horses.
  • Abbey Is Not The Only Place The Dead Are Buried: A small investigation reveals a blizzard depression which could indicate buried treasure- our grave robber investigated and digs up two large buried urns.
  • Not All Spirits Are Evil, Some Helpful: Mayfly consults the Thing-In-His-Pocket and the party learns there are things from the Abbey trapped in there.
  • Better Left Buried-- By Someone Else, Not Us: After a failed fireball, the party decides to drive our holy sword down into the jars, hoping to destroy anything there, but spare the treasure. The plan is enacted, but the strike is not true enough-- a ghost erupts from the urn with a terrifying scream! 
  • Silver Hairs, Silver Treasure: Liminal, Krupe, and Thekla take of running as horrible visions filling their minds and their faces age 10 years in horror of it all. Mayfly, fires back with a lightning bolt that seems to just do enough to destroy the spirit. The reward: 19 platinum disks which our rogues believe is values at a total of 1900 sp. Hmm, might be worth taking a crack a the second one...
  • Two Things We'll Regret (Maybe): The party collects our lost colleagues, makes camp to decide how to tackle the next jar, and make good on our promise to the medelsome spirit.
...STILL ON THE ROAD...

NIGHTWICK ABBEY: The Purple Eater of People Session 112

 


If these horrid halls of Nightwick Abbey call to you, then please join Miranda Elkins' Patreon! 

I am so behind on my posting of Session 112 that my contralateral scribe has already beaten me to posting session 113 -Shame! Shame! Shame!

Blossom (Rogue 6)
Mayfly (Magician 6)
Liminal Space (Changeling 5)
Thekla (Magician 5)
Krupe (Cleric 5)
Poppy (Fighter 5)
Persnickety (Changling 1)
Zintra (Fighter 1)

AT THE MEDUSA'S HEAD...

The party decides that the best course of action this week is to (1) further out attempts to map Level 3, (2) destroy the King of Death, and (3) find more pieces of the gold skull (well at least Mayfly wants to do this).

...DOWN IN THE ABBEY...

  • Twister: The party becomes disoriented after the Abbey has mysteriously rearranged itself, however, the stumbling around leads to the discovery of a barrel of sinfully good wine!
  • Dubious Consultation: Mayfly pulls out the golden skull kept on his person and asks directions to the rest of its body parts; a direction is set, but the party decides to face off against Great Kind Death first
  • A Will Not of His Own: This refusal to prioritize the golden skull's needs results in it possessing Mayfly, who proceeds to take the party on a chase through the dungeon and right across a pit trap! The fall injures Poppy and Liminal. The fall also kills Persnickity (RIP)
  • Did I Miss Anything?: The party does recover another piece of the golden skeleton and all of a suddenly Mayfly snaps to... awkward...
  • Hail to the King: With the Abbey taken its pound of flesh, the party eventually finds the throne room of Great King Death
  • Flatfooted: Two lost initiatives put the party at a disadvantage, but the brave first-rank of Poppy and Liminal hold strong against the rending hands of the Blind Dead!
  • FIREBALL x 2!: A third round brings renewed vigor as both magicians are able to cast fireball for a combined 47 points of damage; incinerating the Blind Dead and shattering the King

...RETURN TO TOWN

  • Win Prizes: The PC are able to relieve the king of his very magical sword (yikes at almost behind hit by it), magical ring, and ~2000 sp in silver and goods (plus the wine)
  • Each party member gains 1118XP each!

GERTRUDE & HER MAN-EATERS: Makings of Another Nightwick Villian

 

Gmork, Herald of the Nothing
But has a nice wolf-head with green cat eyes so this is how I think of the villains below

In a previous post, I discussed how I create variation in groups of cultists, and in another one, villains. Currently, there is one faction the party is most involved with, having unknowingly rescued their leader in a fit of charity. Once in the Abbey, the party realized it might have been better let the law of the land settle out. But at least they have a friend in Gertrude- sorta.


Gertrude & Her Man-Eaters

The party ran into Gertrude as a combination of "encounter: cultist", "surprised", and "reaction: indifferent". In this encounter, the party, perhaps feeling mighty with a new magic sword, told her to step out of the way or risk death. Such a command didn't sit well, so I rolled another reaction check, which came up "extort"- she demanded their gold skull. That started a fight and ended with the party handing over the gold skull and the corpses of two hirelings that were consumed. Yum.

Gertrude...
Here is what the basic cultist stats start as to demonstrate how I am reskinning and modifying this faction:
AC 9 [10], HD 1 (4hp), Att 1 x weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D13 W14 P15 B16 S17 (NH), ML 9 (12 with leader), AL Chaotic, XP 10, NA 2d6 (3d8), TT U

To the party, I described her as growing physically larger with a too broad grin from ear to ear. At this point, I don't want to quite make her a werewolf, but something that could eat a man. This change has resulted from her time in the Abbey and partaking in profane rites. I want to broadcast her ferocity so here's an opportunity borrow set of abilities from a great, but little used monster... the BX giant shrew.

Gertrude AC 13 (bloody shroud), HD 2+1 (10hp), Att 2x bite (1d6 ea.), THAC0 18[+1], MV 180' 60', SV F2, ML 9, AL Chaotic
  • Ferocity: Always win initiative in the round of their first attack. +1 to initiative in the round of their second attack. Roll separate initiative.
  • Climbing: Skilled climbers can jump up to 5’.
  • Perceptive: Perceive their surroundings up to 60’. Unaffected by lack of light. If unable to hear (e.g. silence, 15’ radius): AC reduced to 8 [11], -4 penalty to attacks.
  • Treasure: Bloody shroud (cursed) is a small token of the Baroness' favor +1 AC, but PC will be forced to carouse during downtime to satiate a craving they can't explain; A long necklace strand of gold teeth punctuated by some encrusted with small gems (600sp)
As per a previous post, I also increased the treasure that she carries by simply using the Level 1 Unguarded Treasure table- quick and easy.



...& Her Man-Eaters
1-3 hp Cult Nightkin (range, special) AC 10 cowled in white robes; a swarm of bats cling to their bare chests underneath their robes; they swarm around MU and clerics in particular; otherwise, attack with daggers (1d4 dmg)
4-6 hp Blood Cultists (melee, dmg) AC 10 cowled with blood-streaked white robes; attack with battle axes (1d8 dmg)

7-8 hp "Wolves" (melee, dmg) AC 12 covered in leather of human skin; ferocious attack (+1 to-hit) with a bite (1d6 dmg)


Wants & Gives and use of a faction turn

No NPC or faction is complete without listing what they want and what they will give. I've decided to give Among Cats and Books faction turn a spin with the cult to see if I like it. The "wants" are obvious using this system; the "resources" could also be "gives".

Cult Resources
  • Friendly with the Butcher
  • Facilitate an audience with the Baroness
  • Loan out her Man-Eaters
  • [Can teach 1st level spells via skull]
Cult Goals
  1. Become the favorite of the Baroness
  2. Revenge on the Bogdani village that persecuted her
  3. [Find pieces of the gold skeleton]
Cult Missions (currently occupying the cult)
Roll 1d6, 1-3 no advancement; 4-5 one task advancement; 6 two task advancements. If a task stalls twice in a row, a setback has occurred (maybe roll on the regional events table to determine the nature of the setback)
  • Goal 1 Mission: Rid the Abbey of Deermen (0000)
    • Task A: Scout all Deermen locations (00)
    • Task B: Find Deermen Shrine (00)
  • Goal 3 Mission: Search for a Piece of the Gold Skeleton (0000)
    • Task A: Send a scout party into the gardens (00)
    • Task B: Obtain a Lost Soul (00)

PRAISE THE DRAGON OF THE PIT: Building An Encounter On The Fly

The shrine as seen by the players


This past weekend I ran session 27th of Where Hell Comes to Prey, my home campaign set in Miranda Elkin's Nightwick Abbey. This "100-minute megadungeon" session centered on the party attempting to destroy a rumored profane shrine that had appeared in the Fog-bound Forest. I want to talk about building this encounter to cement this procedure in my head, but also because I think there is a paucity of posts demonstrating how to tie it all together when DMing. How does one use all the tips and tricks in concert like a conductor to create an adventure symphony? 

This post covers: (1) random events as a seed, (2A) variation on basic enemies, (2B) set piece and adding a "clock" to a challenge, and (3) shrine as NPC or how to extend utility beyond destroy this "bad thing".

1. RANDOM EVENTS AS A SEED: The Shrine

I've started using a regional events table as method of making the world breathe and walk independently of the players' actions. The big yearly event was "volcano" and for this month it resulted in changes in the Abbey as a new demon emerged (Session 26). For this month "shrine" was rolled.

Aside: At this point, the game is on in 20 minutes and I've gotten little done on the shrine portion after reviewing session 26, generating hirelings, writing down other rumors, and restocking.

Okay, so I've done shrines before, but I wanted not to make this one passive. Let's make it an active threat instead and connect it to the emerging new cult in Nightwick. So "shrine" has become "a shrine to the Dragon of the Pit" with the themes of never-ending hunger, fire, sacrifice, and domination. I wanted the shrine to represent the new cult's rapid reach to the outside world, especially with the still active volcano in the Nameless Mountains. What’s the connection between dragons and hell? From inplacesdeep:

The Infinite Layers of the Pit are made of the different chambers of the Dragon of Hell's infernal gut. Most chambers have their own individual lord of hell, with some chambers or even whole organs belonging to a great prince or president. The chambers tend to be themed, but beyond these broad strokes it is difficult to describe the Pit as it is the essence of chaos contained

2A. VARIATION ON BASIC ENEMIES 

To "active" in this case, means something that is a threat to the players versus a "passive" shrine which would just be offering a sacrifice and gaining a boon/bane. The easiest way to make a shrine "active" might simply be to have it surrounded by crazed cultists. Meh. The PCs certainly encountered that before. The players have seen that before. If there is not a cult to defend the shrine, why has it hung around? Why hasn't the local population of woodsmen not destroyed it yet. 

I decided that was because the shrine itself was alive and could defend itself with the bodies of its sacrificial victims.

Aside: By this time the game was already in motion. Players were starting to focus on the shrine instead of their previous attempt to infiltrate the Abbey and deal with an undead judge.

To make the shrine a "monster" I used a combination of three different previous posts covering reskinning, layering, and "punnett squares". Since the shrine's elements are charred skeletal sacrifices and fire, its easy enough to borrow from Nightwick's Blind Dead and Children of Stone.

The Blind Dead are an average of 5hp, damage as weapon (1d8), and have typical skeletal immunities from slashing and piercing. While the Children of Stone have an interesting breath weapon. Perfect, let's just smush these two together:

Shrine to the Dragon of the Pit: A profane totem carved in the shape of a phallic wurm sitting on top of a pyre and glowing with an internal fire that seemingly causes knots in the wood to blink and flare as if living eyes; around the base are chained 3 charred skeletal figures.

Shrine Sacrifices: Those sacrificed or who die in the presence of the shrine become its guardians; AC 12, HD 1+1, HP 5, Atk 1 breath of embers (15' cone), Dmg 1d6 save for half; Sacrifices must stay within 30ft of the shrine itself.


The shrine as seen by the players

When the party arrived at the shine itself. They spent a couple of turns investigating the shrine leading to the death of a hireling who was supposed to throw some holy water on it, but missed, awoke the shrine, and immediately got a face full of hot embers. But they learned something!

It was after this investigation turn, I decided that the guardians of the shrine were contained to a 30ft radius area around the shrine. Why? (1) Because I didn't want it to feel like a zombie spawn point. And I wanted to potentially be able to convert the shrine into a usable location should PC perhaps want to align with the shrine or use it for some purpose. (2) Related to this is that "Hell Always Wants to Make a Deal" and so has to be present to do so. If the shrine becomes too regionally aggressive it certainly is a target for attack and destruction. We have a set piece with a radius. 

Why don't the players just stand right outside the range and plink away at it? It's a good strategy and exactly what my players decided to do, however, they were slightly under-prepared and tried to throw rocks and use slings to destroy the skeletons. If given infinite time this would be successful. But that is boring.

The coursing fire inside the shrine flares tearing the top off in a gout of flame and smoke, in your ash-stung eyes, visions of thundering hooves of skeletal horses appear, but as you frantically clear your vision no sign of the corpse cavalier appears- yet...

So, I decided to add a "clock" to this encounter. Why? Entering into steady-state situations where success is possible if the party only waits long enough is boring. It is not what characterizes good adventure to me which is more composed of cunning plans, stunning victories, and harrowing escapes. 

The visions of the dire horseman presented a gamble to the players: can your "safe" plan work quick enough before this horseman arrives? The players' answer was "hell no" and they bounced after destroying a few skeletons of risen companions.

3 SHRINE AS NPC OR EXTENDING UTILITY BEYOND DESTROYING THIS "BAD THING"

At one point, the players decided to use an extra PC to try and talk with the shrine. Unfortunately, this PC was killed by the shrine because they had not come with an offering and the 2d6 reaction roll was quite poor. However, this action did make me thing about what is the shrine giving to the people that built it.

I needed a "give" to help the shrine become more like an NPC. Why? If the shrine can be fought, talked to, and plays a continuing role in the region when left alone turns an encounter thrown together in ~20 mins into a potentially long-lived piece of worldbuilding. That is a fantastic creative economy. And its creates a dimensionality to the “thing” and enhances its believability because it doesn’t or no longer exists simply as a PC obstacle. Multidimensional existence is important for creating a realistic, fantastical world instead of a colorful video game setting.

The Give: On first offering, gain 1 "sin" (takes up 1 equipment slot)
  • Daily Prayer: Hot Temper as Resist Cold
  • Silver Offering (200sp): Eye of Avarice as Locate Object
  • Flesh Offering (1 heart): Stomach of Fire as Magic Missle  

So there you have it. How I threw together a set piece encounter in ~20 minutes using existing stat blocks that has expanded to become a notable piece of world-building that ties back to the setting and factions.





NIGHTWICK ABBEY: The Purple Eater of People Session 106

 


I'm giving a bit shorter report these days for Nightwick in an effort to make them more timely. If these horrid halls of 
Nightwick Abbey call to you, then please join Miranda Elkins' Patreon! (Um, maybe not this time because I forgot to post!)

Blossom (Rogue 6)
Sir Uein (Fighter 6)
Mayfly (Magician 6)
Liminal Space (Changeling 5)
Thekla (Magician 5)
Krupe (Cleric 5)
Pataki (Rogue 1)
Cohrwhnk (Fighter 1)

AT THE MEDUSA'S HEAD...

On the 9th of Uno-December, Cupsday, the party assembled once again at the best bar in Nightwick Village to plot and plan a descent into the worst place near Nightwick Village. The group is joined by a fighter from Volgury (a new player, how exciting!) seeking fame and fortune in the halls of Nightwick. With the new member, the party decides to focus on (1) finding Great King Death and (2) re-mapping Level 3 post-shifts.

...DOWN IN NIGHTWICK...

  • Once again the PCs are met by a strange man when they reach the edge of Nightwick Village, "BEHOLD! Nightwick Abbey!" he shouts hitting a somewhat musical note. Then, he disappears into the treeline. In an effort to show Cohrwhnk around, the party seeks out the graveyard where mysteriously a number of freshly dug graves equal to the party shows up every time they arrive.
  • The players enter the Abbey through the mausoleum entrances and almost get themselves covered in acid were it not for Blossom's keep thieving skills. Now it is not a stuck door, but a wide 10' pool of acid blocking the party.
  • The PCs turn around, head north, but have to pause to cross-reference their map with Sir Uein's. Fortunately, no encounters with the Abbey faithful occur and the party is able to get back on track when the turn east. Mayfly also consults the gold skull to find the location of the cranial caster's long lost spellbook.
  • After some wandering, the party turns north from the "pelvis room" to confront two double doors; as the party starts working on opening the doors,  a pack of beaked ghouls charges into the front rank! The party is surprised!! And the ghouls are hungry!!!
  • Poor Cohrowhnk is shredded by the sharp talons and vicious claws, and then the rest of the front rank collapses to the paralytic and hallucinogenic venom in the ghoul talons! (PC EDIT: We had a surprise round followed by losing initiative- terrible situation...)
  • The remaining party is quick to pull themselves together and form a last line around Mayfly who is able to immolate the pack before the ghouls finish everyone else off.
  • When binding wounds and tending to those in the throws of ghoul venom, the party is approached by cultists in robes covered in purple flame and all with pale visages, the party cuts a deal with this never-before-seen group to live and let live. The cultists withdraw.
  • Once inside the room with the double doors, the party is able to find multiple bags containing silver which maps this delve a successful one! Well...save for the one dead member (PC EDIT: But to be fair dying in your first session is classic Nightwick) 
AT THE MEDUSA'S HEAD...
After a hastily gulping down a drink, the party takes stock: 320xp each and 200 sp gained, well, we've certainly had more PCs die for less.

NIGHTWICK ABBEY: The Purple Eater of People Session 105

 


I'm giving a bit shorter report these days for Nightwick in an effort to make them more timely. If these horrid halls of Nightwick Abbey call to you, then please join Miranda Elkins' Patreon!

Previously in Nightwick... well not exactly because that was previously, previously. Previously the party went after Ulf's missing magic items that he lost being drunk and something, something about a hag cult and bandits. The party ran across a family of silvian giants which promptly killed what's-her-face the hiring with a thrown rock. Eventually, the party prevailed and a deal was worked out with the most senior groan to be addressed later. With a little help from "The-Thing-In-His-Pocket", the party identified the location of Ulf's stuff by busting up a hag cult. And I am glossing over the part where half the party got charmed. [Edit: Our scribe has returned, here is the full accounting of session 104]

Now that you are caught up...this week's adventurers:

Blossom (Rogue 6)
Mayfly (Magician 6)
Sir Uein (Fighter 6)
Liminal Space (Changeling 5)
Thekla (Magician 5)
Krupe (Cleric 5)
Poppy (Fighter 4)
Pataki (Rogue 1)
Zintra (Changling 1)

AT THE MEDUSA'S HEAD...

The party assembled once again at the best bar in Nightwick Village. While most of the party was resting and preparing for the upcoming delve Mafly and Thekla sought enlightenment in different way. Mayfly learned that the local bogdani are whispering stories of two enormous bears and dog-headed bandits are pillaging in the fog-bound forest. And Thekla after a week of intense research seemingly cursed herself to be attractive to insects.

"WAIT! There are fly-people on the Abbey's 4th level! Does that mean you'll rule the fly people?"

...DOWN IN NIGHTWICK...

  • The party is briefly stymied by a tripped trap that creates a small impassable pool of acid on the 3rd level route to the 4th floor- Sir Uein, currently wielder of Dinhron, consults his maps and is able to sort everything out.
  • Once on the 4th floor the party decides, to stay away from the flies and their master for the sake of Thekla.
  • At the "Fountain of Human Excretions", the party has to deal with vampiric mists and are rewarded for the effort with new party member Pitaki, dung farmer, fishing out a small locked box (aww yeah that's the shit).
  • The party travels south only to get into a fight with fly-folk anyway and once victorious the party turns south to explore a little more but decides to leave given the spells casters' high-level spells were depleted.
...A RETURN TO THE VILLAGE

In total the party ended up with something like 1900 silver after it the locked box was found to contain platinum coins! And a nice thing about fly-folk is their insides are full of gold. In all it was as shorter trip, but we've had far, far worse delves.

CON REPORT: GameHoleCon 11 Day 3

 


Rounding out my final con report. While not the final, final day, Saturday was the last night for me running and playing games. On Sunday I did some catching up and a little bit of shopping in the dealer hall. 

Speaking of deals, THE BEST DEAL of the convention was the $10 Dungeon Crawl Classics RPG softcover rulebook. Smart move on Goodman Game's part to go so low, especially given the number of games they ran and the drop-in, drop-out 0-level charity tournament they were running.

NIGHTWICK ABBEY #3


In the final outing Federic (rogue), Frederic (fighter), Freddy (rogue), Quentin (changing), YinYang (magician), and Bob (cleric) delved into the Abbey in search of the vicar of Frogguts.

  • The PC quickly got the better of some curious berserkers by fanning out and taking advantage of backstabbing, and then it also put the half-human quarter-dog quarter-sheep "thing" out of its misery quickly. 
  • They deliberated for a bit which allowed two floating corpses to drift into the room and provide loud, cackling commentary on their predicament (DM NOTES: Kept rolling "indifferent" on their reaction) and suggesting heading south- which the PCs did only to cause Quientin the Changling to become possessed and running into a room full of the blind dead: We slam the door, hold it shut, and spike the door!
    Not a Sunday service you want to attend

  • The party then doubled back and proceeded into a ruined laboratory with suspicious mounds of garbage, after a bit of searching, the moved to a room to the north littered with pages covered in bloody scrawl-- as red scratches formed on their skin, they proceeded to fight the XXXX which decimated 2/3 of the party
  • The remaining 3 PCs escaped and decided to continue to delve deeper into the maw of this hell-mouth, which most immediately earned their magician a death in a pit trap and subsequent resurrection as a floating corpse which in turn strangled the remaining fighter!
  • The cleric grabbed what shiny items he could and ran out of the Abbey, leaving his poor companion to his fate.
  • SCORE: Silver Ending 0.5 Safe Vicar Ending 0; technically the cleric carried enough silver item out, but I feel if the Abbey's forces killing another 5/6 is an Abbey "win"; rooms covered: 9
THE JERRY STEFEK MEMORIAL CRAWL FOR THE CURE



What a perfect context for a charity and also a great way to show case old-school-oriented gaming. Basically, you made a $10 donation to receive a token and the minute a seat opened up near one of 3 DM, you sat down, and received an index card-sized 0-level DCC character sheet from what look like a stack of hundreds.


Yup- 3 hp and a stick (1d4-1 dmg). If you died, you rang a gong (FUN!) and were given another character. We aimed to assemble the lion of Mitra in DCC's take on Jennell Jaquays' Dark Tower. But it doesn't just stop there, you can also make further donations to gain boons and pass out banes to other players, the DM, or other parties (see below).

I played for about 2-hours and had a lot of fun! The DM's were fantastic and it was one of the most positive experiences I had at GameHoleCon. I hope this event can be replicated across numerous other cons throughout the country.



CON REPORT: GameHoleCon 11 Day 2


It was a fun second day (here's Day 1). I still don't think I have quite a good handle on how to navigate this con, but I did learn that if you run games, your name goes into a random drawing and you can get an RPG or boardgame prize when they draw your name. Saw some Heroquest stuff and a box of Mothership, that went quick, as well as a lot of other neat stuff. The seminars are something I am missing a lot of, which if I go next year, I'll certainly have to add more of. Apparently, GaryCon is where its at.

The other highlights were shaking hands with Zeb Cook and meeting Chris Perkins who is an incredibly genuine person, I'm sorry I didn't get a chance to chat a little bit more with him.

NIGHTWICK ABBEY #2

The second group to brave the dread halls consisted of fighters Bonzo, Cadoc, Garath, and Arthur-- spiritually lead by Phylys the cleric and visually lead by Gunnar the dwarf (DM NOTE: 60% fighters so weird, but that's the fun of random character distribution).

  • This group saved a carved-up "manimal" from the torture/vivisection/butchery of a large group of human skin-wearing maniacs; alas while the PCs staunched the poor souls bleeding (Really you're stoping my bleeding with old skin torn from those things?)  refused to carry the hobbled creature (Really you're gonna save me but not carry me?) so it went howling down the hall (Each step is pain! OoooOOooo! It would be nice to be carried! OoooOooo!) which earned it an axe in the back via Cadoc
    The water has a minty taste with maggot notes

  • The PCs were pretty upset they were not finding more silver in the Abbey except for Arthur who became possessed after drinking from a fountain-- he started to become more worried about voices that were not his own; turning south they had to make a quick retreat when they stumbled upon a congregation of eye-less corpses all standing with swords drawn-- cleric welded the light of LAW and turn back those damned souls!
  • Wandering around a little more the PCs were ambushed by maybe more manimals and shut into a room littered with pages of blasphemous nonsense and started suffering claw marks and welts on their arms, legs, and backs; they kicked the door violently in (the one not bricked up) and made their way back to the ruined laboratory where their would-be ambushed had left
  • PC finally hit gold or rather a gold skull when they investigate another ruined lab, but become very worried when the dwarf Gunnar starts talking to himself after picking up the skull (Look, at least we can sell it)
  • After a little more wandering the PC finally made their way to the Great Hall where they find the tied up vicar waiting to be served to four identical quadrupled-horned men; the PCs will have none of that and plan their attack! A pretty epic battle ensues with PC almost getting the upper hand until the monstrous Butcher fell a lead fighter with two chops from a large cleaver and the group is pincered by 5 floating, laughing corpses that got freed from an earlier scuffle.
    Begining of the End:
    Shame I didn't get a picture 5 mins after this was taken

  • With 5/6 PC dead, the Butcher offers to spare the cleric and let him walk free from the Abbey-- if he personally blesses this most auspicious and (un)holy meals! The cleric does so-- and with the holy light of law draining out of him walks free from the Abbey haunted by the howls and jears of the laughing cadavers
  • SCORE: Silver Ending 0.5 Safe Vicar Ending 0; technically the cleric carried the gold skull out, but I feel if the Abbey's forces kill 5/6 and make a cleric bless such a slaughts-- its an Abbey "win".
This group covered the most ground in a single con session having visited 11 rooms and still having enough in the tank to battle the Butcher. Well done! And with an epic ending! It was also nice to meet another player who had read this blog and was acquainted with Miranda's Nightwick from the session reports over at Mycelium Mischef (which my group has reached 99 sessions!)

INDEX CARD RPG



As someone who does use a lot of index cards, I was curious about this system. So I rolled up Holly Winterleaf (reusing a PC who previously died in OG Nightwick to green slime and an incredibly classic way). 
  • PC creation is quick, the game mechanics are very intuitive
  • I'm not sure I enjoy the flat target number that escalates as you move through a sorta 3-act structure; This is pretty opposite how I run games so it was the most jarring for me, but I know its a popular style of DMing
  • I don't think it a bad rules-lite system, but encourages the DM to improvise a bit more which benefits more experienced DMs-- kinda the opposite of the intended effect I think for new DMs; I'll have to think on this more
  • Did like the encouragement to use index cards to lay out a quick map or battlefield (see the picture above)
In total, I am interested in looking into Runehammer's other offerings our of curiosity I do think he does a good job encouraging creativity and DIY ethos. And playing games you normally would not pick up or run is a great use of CON time, especially since they often are run by referees who do love the game!