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Showing posts with label after action report. Show all posts
Showing posts with label after action report. Show all posts

Sunday, March 25, 2012

Play Report: Cain's Game

So, the venerable DM, Chris "Flambeaux" Cain, ran another game on Saturday morning. This is the game that has, to this point, been AD&D. Several of our players, due to real life concerns, were to be absent, and Chris's kids all had various infections, so he suggested we play on a G+ Hangout.
We ended up with four players--one of whom had not played any D&D in 30 years.

Chris decided to dial back our AD&D ruleset to a S&W and B/X hybrid to help keep the rules out of the way as the two completely-new-to-RPGs players learned the ropes of gaming.

So... here's the in character report...

From the pen of Murdoch the Medium, a young wielder of the arcane.
I find myself in the company of several excellent people--a warrior named Karl, and two clerics named Bit and Alexiel. We had all heard rumours of several locales ripe with treasure and adventure, and therefore set out to find claim it as our own.


We set forth and travelled toward the hills, hoping to find the caves, which I had heard to be filled with scrolls, spellbooks, and items of a magical nature. On the second evening of our journey, we made camp and noticed a campfire nearby. Erring on the side of caution, Bit moved toward the strange fire under the cover of darkness, and sans armour. He returned to us shortly after with a report of two large, ugly, guttural-speaking humanoids roasting meat on a spit, and drinking from casks of some brew.
Within moments we hatched a plot to subdue these strange creatures, hoping they had something of value, and that dispatching them would be a service to the general good. We tied a rope between two trees, as a trip line, and I moved forward, casting a spell of Irresistible Slumber. One of the strange creatures slumped forward, spilling his drink, and the other merely reached for it. Eschewing our trip line plan, we unleashed a volley of missiles--two spears and numerous sling stones. Within moments the brute had fallen. Moving in quickly we slit the first one's throat, and pulled the second from the fire. We found on each a pouch of silver coins and nearby stood a broken wagon and several casks of ale and wine.


Choosing caution, we went back to our own camp and slept through the night, planning to return the next day to find the brutes' lair. What a find, indeed! We found a tunnel into a small cave with bed mats and a small chest. Within the chest we found several ingots of silver and gold, along with coins, gems, and a false bottom. Beneath the false bottom we found a wooden puzzle box, which would be the focus of our next few nights around the campfire. Before leaving, though, we noted the location of a hatch under one of the bed mats, for further investigation later.


After selling our new found gems to a discreet jeweler at the Keep, we spent an inordinate amount of time experimenting with the contents of the puzzle box--three wands. The box also contained cards with runes on each, and we found that the word on each card corresponded to a particular wand.


Our attempts at uncovering their purpose were futile.


We ventured a half-day's walk from the Keep to the home of Max, a sage and "miracle worker" of note in the area. Max, while a bit eccentric, was a pleasant host who offered tea and toast, and freely identified the wands for us. Apparently his cousins, Marley & Marley, manufactured these wands (en masse) in the nearby city. We conversed with him for a while, and I offered our services in return for having identified the wands. Max asked that, given the chance, we would retrieve some Humblebee Honey from a nearby valley. An old friend of Max's from school keeps the bees in a hidden valley, and Max requested we bring him some dozen jars of the sweet treat, so he could create his potions, unguents, poultices, et cetera. We gladly agreed, as Max had already done us a great service, and the adventure could be quite enjoyable.


After adjourning our meeting with Max, we decided it best to investigate the Ogre's lair further--specifically the hatch under the bed mat. Spending some time down there, we found criss-crossing tunnels upon criss-crossing tunnels.
Exploration was enjoyable, but we decided it was above our pay grade, so we moved back the way we came. Unfortunately, a large purple worm-like creature decided we might need to be its lunch. Bit set down some rations, and we quickly set some oil on the ground and lit it, to cover our retreat.
I believe I saw the worm devour the rations, but what happened when it reached the fire, I do not know--we made all haste for the ladder back up into the cave above.


What will happen next is open for speculation. Our intrepid little troupe will probably expand--I hear some of my comrades have friends and family who would be swayed by the lure of adventure, treasure, fame. The next foray into the wild will include further hunting for the cave system of rumour and myth.

Wednesday, March 7, 2012

Houses of Stone: Player Reports (Session II)

Below are two player reports on the pickup game last night. We had 5 players--a Finn, two Canadians, an Aussie, an American, and me, the DM from Africa living in the US. Quite the international group, no?

Adventure and chicanery included testing random spells for a witch doctor, slaying giant millipede fiends (aka "millifiends,") receiving rewards of wife and crazy psychic stones.

Reports after the jump...

Tuesday, March 6, 2012

Houses of Stone: Player Report (Session I)

Thanks to Christian Akacro for writing this report. Yes, he got a bonus of 100xp for this.


Houses of Stone ~ The Puzzle, the Vermin, and the Spectre

Dramatis Personae
Farley ~ Dwarf
Tobias ~ Shaman (Wizard)
The Slip ~ Thief
Rubro ~ Monk
Madyn ~ Cleric
Donnatalus ~ Fighter

Our intrepid heroes, having trekked in the jungles of the Dark Continent in search of rumoured ruins untouched by sword or spell for generations, began their quest in a small unnamed village. Speaking first with the headman they learned that the Spirit of his great great grandfather had been haunting the village after dark every fortnight. It was seen wandering aimlessly within the village for a short time before setting down near the headman's hut to reflect upon its ruminations. Finally at dawn it could be seen wandering off in the direction of the old ruins. The headman told them their timing was fortuitous, if it holds true to form the spirit should make an appearance that night after dusk. According to the headman the ruins were discovered a couple generations ago. After an ill-fated quest by a group, whom never returned, no one dared go near the crumbling structures for fear of being lost forever.


[More after the jump]

Monday, February 27, 2012

AD&D Play Report Part II


The Worst Day of Primus's Life (So Far)

Dramatis Personae:
Frank, a human ranger
Mog, a dwarf cleric
Garen, a human paladin
Primus, a human magic user

From the quill of Primus, first Mage of the West Bend order:
Rest. Thank the gods for rest. We took a few days to rest after our last foray into the ruins near the keep, but quickly restocked and ventured forth again, brave and ready to learn the secrets of the ruins. Our first order of business was to take another look at the strange fountain which, unfortunately, turned out to be almost nothing special. I filled a flask with the water, however, and stowed it away for research later.

We explored slowly and cautiously, mapping as precisely as possible. Mog, our dwarven cleric friend, helped immensely with explanations of stonework and probably tunnel configurations as I drew the map in one of my notebooks. The day was, to be honest, not very exciting. We ran into a few more of the walking dead and were able to dispatch them from a distance. Later on we found some secret rooms and a few goblins camping out near them. One room held desiccated goblin corpses wrapped in spider webs. Another room was made of immaculate granite slabs with the names of those who died in the ruins etched into them.

We continued to explore, but soon decided to return to the keep and seek help for Garen—he sustained a nasty cut from one of the zombies, and the wound seemed infected. Before leaving, we managed to find a few coins on the goblins, a broken wand or rod, a wooden scroll case and a small bottle of red liquid. In town, Garen was able to find healing at the temple, and I found the bottle to contain perfume. Unfortunately, the scroll case contained absolutely nothing but air.

After resting and recuperating we returned to the ruins, determined to find anything of value—whether it be information, treasure, or ancient evil. Alas, the next few hours are but a blur in my memory. We all recognized that our pace before had been too slow, we had been overly cautious and lost valuable time and wasted valuable resources. This time we moved quicker, and soon found ourselves in a large chamber, facing a pack of giant rats, defending their nest. We set a line of defense before the ass, and began to fire missiles (bows, bullets, and rocks) at them. As the rats closed, the linkboy, Tim, and I moved behind the ass. My comrades made quick work of several of the rats, but before long, I found us beset by another pack of them from behind.

The details of this encounter slip from my mind, but I recall Tim falling as rats bit and scratched at him—alas, he was brave for a lad, but not stout enough to defend himself. Before long I myself was covered in rats, and Garen came to aid me as swiftly as he could, shoving rats off of me and standing in their path before me. I fell unconscious from the wounds the rats inflicted, but remember coming around enough to realize that my friends had healed my wounds, and were readying to carry me out to the keep.

Before leaving, Garen found a tattered old blue robe in the rats’ nest. I thought nothing of it until, a few days later; after I recovered from my wounds, he informed us that he had found a large emerald in the hem of the robe. Its value was some 1,000 gold pieces.

Though it is not much, we have at last found something of value in that cursed dark place. Perhaps now we can hire some more stout men to help us find our way deeper into the ruins to learn what the past has left hidden there. Perhaps now we have all learned how best to avoid danger, and to move quickly in the dungeon.

Saturday, February 25, 2012

WIL: The Learning Curve


What I Learned... today, in our AD&D game, I learned that the learning curve is steeper some days than others. Today we all learned that it's possible to be over-cautious, that the risk is worth taking (we hope,) and that sometimes it's tough to get into gear.

The Situation:
- We made our second (and third) foray into the ruins near the keep
- Set a standard operation for checking doors, for crawling down the corridors, etc
- Chose a direction to go, and headed out

The Problems:
- We took way too much time at doors
- We took too much time discussing which direction to go
- We took too much time debating spiking doors open
- We took too much time debating strategy for fights (between rounds)
- We took too much time for other stuff

Since all of us are new to AD&D, after the game the DM shared some advice. He informed us that this level of the dungeon is only 3-4 sheets of paper mapped out--we have just barely mapped over one page of that in two sessions, a total of about 8 hours of play.
Our total treasure hall? A dozen silver spoons, less than 1gp in miscellaneous coins, and (finally) an emerald worth ~1,000gp.

Yeah, we are hardcore... hardcore broke.

So, what's the solution? We have to move quicker. Personally, I think we're moving too slowly (as is evidenced by "The Problems" above, hah!)

Perhaps we're all struck with fear of the "old school challenge level" and the constant risk of death. I don't know. Personally, I almost died at the end of the day. As a player, though, I don't care if my characters die. I've taken comfort in the fact that I'll be able to play another character, so the fun will continue no matter what. Yes, I am attached to the class I'm playing, but hey, death comes to us all.

Now, as I reflect, I truly believe that we will make much faster progress, as we are all starting to truly understand how things work.
We've decided to make much more of an effort to avoid melee combat, and to twist the environment to our advantage against our foes. It's been tough for us coming from modern game backgrounds to see that we have SO MANY OPTIONS. Time to shift gears.

In the end, we all had fun. A lot. The beauty of gaming is in the fact that, no matter what, if you're with good people, learning to play better, you're probably going to have fun.

Monday, February 13, 2012

AD&D After Action Part I

On Saturday, we started a new AD&D game. The group was a natural growth of a small monthly thing I put together by scouting for a DM online. I met up with Chris (Flambeaux) Cain and he ran a couple of OD&D sessions for me and a friend, then a session of Flashing Blades (which I wrote about a couple weeks ago.)

Our group needed to grow--we invited a couple of friends from various circles. One had only played some 3.5 and some 4e, but not very much and not for very long. The other newer player was someone I met while playing some Pathfinder--though his primary experience is in the Savage Worlds system. The original two of us playing with Chris DMing, however, have been playing for years and have experience in a broad set of rulesets.

So, we gathered, we discussed playing Chris's OD&D hybrid, but determined the structure of classes and races in AD&D would be more up the alley of most of the players. None of us had ever played a true AD&D 1e game before--one player learned on 2e and played that for years, and one player had experienced some Labyrinth Lord, but none of us had any real experience with AD&D.

Anyway, without further ado, here's an in character summary of the events. We spent about two hours making characters then something like 1.5-2 hours on this gameplay. Primus is my character, and I'm going to use this as an exercise in writing a slightly stuck up character (roleplaying that 6 Charisma and 17 Intelligence.)

Dramatis Personae:

Frank, a human ranger

Mog, a dwarf cleric

Garen, a human paladin

Primus, a human magic user

From the quill of Primus, first Mage of the West Bend order:

I found myself holed up at a keep in what seemed to be the midst of nowhere—I was drawn there by rumours of wondrous lore and the possibilities of ancient magical presences. Unfortunately, I had spent all my time until this point at the keep, trying to learn what I could by talking to those venturing into the nearby ruins, caves, and such. I made no progress for some weeks.

Today, however, my fortunes changed! Several men, and a dwarf, all of whom I had met previously around the keep, decided to make a foray into the ruins, merely a two hour trek from the keep. I hastily accepted the offer to join their party, and we wasted no time in supplying and preparing to depart this morning.

Garen—a holy warrior—negotiated with a man at arms to have him accompany us in exchange for a half-share of any spoils we would find. Next Garen found a young lad willing to help us by carrying equipment and leading a pony with supplies, oil, lanterns, and so on.

We launched forth and, as expected, reached the ruins within two hours. We were greeted by what can only be described as the walking dead. They were neither man nor corpse, and seemed intent upon finding flesh to feed upon. Apparently, we were to be the main course. My compatriots strung bows, readied slings, and loosed missiles upon these foul undead. I was even able to lob a rock at one or two, causing them to stumble. Needless to say, they did not have a feast today.

Beneath the ground the undead were scouring for scraps we found a spiral staircase, made of stone, with wide and deep steps. Treading lightly, we made our way down, passing a brass plate overhead which simply read “Store Room.” Upon entering said room, we found it to store nothing but air, and the oppressive feeling of being unwelcome. After scouring the room, we made our way out, finding a large room with paintings—lovers at play, happy scenes. The middle of the room was home to a fountain, flowing with cool water, and statues dancing in it. All of us were able to perceive that this room felt more peaceful, and calm. Though we could not determine why, there were half a dozen silver spoons in the fountain. I took one for examination at a later date, and Mog the dwarf cleric took the other five.

Before long we pressed on, eager to find the purpose of this subterranean structure. We moved on and rounded two corners before finding ourselves facing a door with four monstrous giant centipede-like creatures crawling out of it. Quickly the party backtracked, hoping to keep the fight at range, while the link boy helped me pour oil on the ground in front of us and light it, hoping to delay some of the beasts. Two of them pursued us, crawling on the walls of the passageway, and attacked the party. The link boy and I quickly moved back, behind the pony, to let the men with swords do their part.

Within moments, two of the creatures had been slain, and I breathed a sigh of relief just in time to notice that I was trapped in the corner when a door opened. Two more of the walking dead shambled out the open door, ready to tear my flesh from my bones. I slashed at one with my knife, barely wounding one of them, and the link boy landed a sound hit with a torch, igniting the undead, which ran away in flames. The other walking corpse was able to swing with its claw-like hands and drew blood from my shoulder. I was quite staggered, and didn’t see much future for myself.

Frank, the ranger, dashed up the hallway and helped us slay the last walker, whilst Mog, Garen, and the hired man at arms dispatched the last two centipedes. (I must note here that, though it only bought time, it was my own quick thinking that cast oil down and ignited it.)

Harrowed but exhilarated, we retired back to the keep, in order to prepare for our next foray into the ruins! Who knows what we may find? Will the fountain in the tranquil room prove to be some sanctuary? Are there more of such things further into this structure? What manner of foul creatures will we encounter and have to vanquish in order to uncover the secrets of this place?