Saturday, January 11, 2014

Busy Busy Busy! Four Quests!

I have tendency to write these just before our next game; helps to remind me of what transpired, and speaks to my overwhelming laziness.

Our brave party (Elwyn the Elf, Fredi the Fearless, Ted the Terrible, Grimwulf the... Grim, Sevlen of the Journeymen, and Ava Cado) ventured forth to Vespin Tower, this time not encountering any pregnant escaped slaves, and instead running into some fire beetles, who scared the crap out of us, but failed to do much more than eat Ted and Fred's spell points. Upon arriving at Vespin tower, we found that the guard detachment there had been killed by goblins, who we quickly dispatched. Returning to the keep, we collected our silvers and started poking around town (though we've been keeping our main residence in Quarrytown... cheaper, and with easier access at the end of a long day).

We used a couple days of downtime to get Grimwulf's friend into the guard, and looked into the crime of Raishtlyn, who had tried to claim a bounty on a centaur's head (mistaken for a man's by the keep). We found the corpse of the centaur, and his hound, and brought back a guard to witness that there was, indeed, a creature with a body of a horse and the top of a man, as Raishtlyn described. We gave him a bit of healing, and he set out.

Also leaving town was Grond, who found out about the trick played on him by the scribes... and proceeded to trash the scriptorium. We got the commander of the watch to agree to keeping him overnight, and releasing him in the morning, given the harm that had been done to him. He left town, though we'd thought about giving him a job as meat shield.

Lastly, we saw to the matter of the totem at Falcon Tower. The foul creation was dedicated to the Strifelord, and would reassemble itself each night. The guards at the tower had been severely lashed for allowing it to remain, though they insisted it sprung up on its own. We tore it down, then laid in wait for the totem to rebuild itself. Instead, we got a quartet of orcs appear, including a shaman, all of whom we beat savagely. Taking them briefly prisoner, we learned that the spot was sacred to the Creator of Strife; since revealing that we'd taken down the totem meant the lives of the men guarding the tower, we're keeping mum for now... their lives are worth more than our fame, and it's nice to have folks owing us.


Tuesday, January 7, 2014

Heartbreaker

Heartbreaker

(This is something I roughed out in 2011. And, yes, a lot of it is stolen.)

The year is 2097, and the last eighty-five years have not been kind to the world... but, then, when were they? To keep this brief, I'm going to pick up world history at the turn of the century.

The terror attacks, and responses, of the first decade of the 21st century lead to a very unstable world. Massive public debts were contrasted to increased corporate autonomy. Improved medical technology meant that people lived longer, but the slow collapse of the financial infrastructure meant that they were working longer, keeping jobs longer... and keeping the young from advancing, if they could even get employed in the first place. The problems in first world economies meant that third world economies received less constructive investment; investment tended to be corporate and task-oriented. Rather than build a new port facility to support their natural resource extraction, corporations would erect short-term, pre-fab facilities that could be dismantled when they left. Governments, crippled with debt and increased factionalism, were unable to regulate corporate actions effectively, and corporations responded by taking on more governmental duties, building corporate enclaves where their employees could live and work in relative peace, but leaving much of the rest of the world to rot. The result is extreme balkanization among many major nation-states; the old United States is divided into no less than six nations, a process which ended about 2073 with the secession of Texas from the rest of the Southern Confederacy.

Saturday, December 14, 2013

Leveling Up, Surprise Pregnant Lady

So, we play again tonight, but I forgot to update on what happened in our Hackmaster campaign last week, given the frentic orgy that is finals week.

A good portion of the party was ready for a level, either 2nd or 3rd, so we sat down and worked through that. Since most of the group is not familiar with the system, that took a while to raise attributes, refigure things, and spend BP. For his part, Sevlen picked up the basics of blacksmithing (I figure he's been making a living as a tinker since he left home; blacksmithing is part and parcel of his General Repair), plus some more languages, religions, and the Local History proficiency for the Earldom of Reyifor. Since I'm familiar with the module, I've purposely built Sevlen so he can metagame about the setting a bit without cheating. I'm usually dropping a BP each level to learn about churches we encounter... I've got the party's religions covered (due to some fortuitous penetration, I now know the Bear's religion better than my own), and plan to pick up the Caregiver, as we interact with him a bit.

After that, we debated what we should do to get into the keep, but it seems our adventures against the vampire earned us a friend; we got a note saying that looking into Vespin Tower might result in enough favor to get let into the keep. So, with Evlyn and Fredi having sold our stuff, we started up the mountain, just the seven of us (Grimwulf, Fredi, Ava, Sevlen, Evlyn, Tedi and Grimwulf's cook, who we don't trust being left alone in a town full of rough men). We set out towards the tower, but late on the first day, we encountered a woman.

She was bloody and beaten and very pregnant. She raved that the child inside her was a beast and, as we calmed her, we learned that she and her family merchant caravan had been taken by orcs late last fall. Her family had been killed, but she'd been kept and raped. She'd escaped in a harrowing climb to freedom when a cloaked man had come for her (for reasons she did not know). We decided we couldn't leave her there, nor let her walk back alone, so we started towards town, and dropped her with a Brandobian cleric of the Caregiver... and learned that the keep had opened in our absence, as they'd found someone to blame the assassination attempts on. We decided to enter the keep, and got ourselves registered as an adventuring company, the Bleeding Hearts, because most of our other name ideas were stupid. ;-)

Thursday, November 28, 2013

Fudge Fudge Fudge Fudge Vampire: Hackmaster Campaign Log

"Only I didn't say 'fudge.' I said THE word, the big one, the queen-mother of dirty words, the 'F-dash-dash-dash' word!"

So, we reconvened for Hackmaster, and it was an abbreviated group; Ted the Wizard and Elwyn the Thief were both absent, so we began to explore Quarrytown on our own. I went looking for lodging, finding a hostelry with a talkative hostess and a pretty reasonable price per evening (nine copper per evening, which is pretty reasonable when you've got seven people and get two beds and a meal for each of them out of it). Fredykia told stories in the marketplace (Oratory, Monster Lore, and Ancient History), and we picked up some rumors, including the theft of a bronze statue from the Lynx Gate, and that the Pallisade stockyards had been suffering some depredations. We opted to put off the trek to the nearby tower (where a rumor said an evil totem had been found), and instead investigate the Pallisade.

I (Mark) worked REALLY hard to not metagame, since I know the normal adventure involves a pack of leech-men. But scouting around, we found a set of human-sized tracks leading straight up to the wall, and all the dead animals have two puncture wounds in the neck. We decided to stake out the place, sleeping through the day at our hostel and constructing a blind in the field for the evening. We waited a number of nights for it, and then we saw a lone person stumbling drunkenly along the same track we'd followed before.

I was all for confronting him outside, but Fredi and Ava decided to see what would happen. He walked to the wall and smoothly climbed up it, so Ava tried to tangle him with a spell; he broke free without seeming to notice it. He then ensorcelled the guard, and as we fired our weapons, turned into a giant spider and disappeared into the Pallisade.

We, as brave fools, gave chase. I boosted everyone up the relatively short wall (only 10'; really easy), then scrambled up myself. A horse was down, and we gave chase through the Pallisade; the spider disappeared and was replaced by a rat, which ran to the smithy; a bird then exited the roof of the smithy and flew away... getting a massively overpumped Magical Projectile slammed into it, which it shrugged off as it flew away.

Before that, we were kind of hoping that we were dealing with something else. However, after some discussion (and a lot of cursing), we decided we were gonna start buying a metric fudge-ton of garlic.

Tuesday, November 19, 2013

Talky Talky, Walky, Walky. Lizard?

Oh, boy, it's been a long time since we played, and some developments in my life have curtailed a few of my other gaming pursuits. However, we got together on Saturday to play a bit of Hackmaster.

When last we played, we'd just freed a young woman from her pirate captors. Cutting her gag and bonds, we find that she's the daughter of the mayor/innkeeper/store owner back in Salt Haven/View/Flat/whatever (we sort of lost track of what town it actually was). She wasn't so much "kidnapped" as "ran away from home with her now-dead pirate boyfriend". Deciding that it's impractical to boat down to town, we trek back through the dungeon to bring her home to her father. As we're leaving the dungeon, we're stopped by at least a dozen goblins who, in pigin Merchant (and, eventually, some dwarven, which is close to goblin), they demand we leave their home and never come back. We bring girly back to dad, and they promptly throw a screaming hissy fit at each other, which we somewhat manage to cool, or at least get them on shouting terms. Grimwulf offers her hire as his cook, if she doesn't want to stay with dad.

Then begins a very long discussion about bringing tribute to the goblins that I never quite got the reason for. We felt unable to fight the lot of them, I get that, but someone wanted to negotiate with them for some damn fool reason, and decided to give them a chunk of our treasure. The goblins, however, decided that they didn't want our treasure, they just wanted us to leave them alone. Fair enough. Deciding that there wasn't much we could do there, we headed towards the county seat, known as Frandor's Keep, after purchasing a mule from our friendly innkeeper.

Long trip; many days. We mostly walked, encountering pilgrims who told us how horrible the goblin problem was, and encountering nothing ourselves save a derelict gate to nothing, some anomalous tracks of a giant lizard coming from the river (in what amounts to Idaho in March), and miles and miles of miles and miles. We stopped at Kar Mandri, failing to marry off the tag-along village girl to any of the innkeeper's sons, and then headed towards the keep. We were denied entrance, however, as someone had tried to kill the Count, and they were requiring papers to enter the keep proper. We spent some time talking with folks outside the stockade, and adjourned for the evening, our eyes turned towards Quarrytown. described by the guards as "A den of thieves, if you ask me."

Sunday, October 13, 2013

Skeletons, Spiders, Pirates and Rescue!

So, we pushed on tonight in Hackmaster. Due to a Florida vacation, Fredikya's player wasn't with us, but we soldiered on. We began in the room of the sarcophagi, where we'd encountered the flying dagger, before. We explored the next, and a skeleton arose, trashing our remaining mage while the rest of the party gathered around and beat it with sticks (except the thief, who kept trying to kill it with a short sword... not so effective, though she hit more often than we did with our staves and maces). The mage was so banged up that we retreated to town, curing him of his wounds and taking a break.

Returning to the sarcophagi, we discovered more skeletons, but with no animation, just treasure. A well-made broadsword (which no one can use, but I intend to use as a rich gift), and a suit of chainmail that fit our fighter. He felt a lot more confident in the better armor. We also found a necklace (which the priest of the Bear refused to test for choking properties on her pet rat), two rings, and a coronet (which we determined was a crown, not a small trumpet). Now well swimming in rich stuff, we pressed on. We fought a massive spider, and my priest of the Traveler got his first initiative under 10! But the fighter took a single point of damage early in the fight, and managed to pull off two strikes in short order, both of which massively penetrated, dropping the brute to the ground. Searching the spider, we found a nice dagger (that I'll probably learn how to use, just because).

We soldiered on, finding the equipment of our mage (who had been kidnapped and tied up sessions ago), then an underground river (that we declined to cross) and a way back to the room whose doors are controlled by a statue. Exploring further, we found our way to a grotto where four pirates argued. A daring plan had Elwyn and Sevlen lead the pirates back to our fighter, shooting slings and arrows (literally) to draw them back. Three of the four were game; the fourth tried to get away, but was TOPped by a shot from Elwyn. I swam out towards the boat... but got caught by the octopus of the grotto. As he pulled me closer, I managed to cast a Safe Haven and wriggle free, swimming back to the pirate's boat.

In the boat was a TOPd pirate and a tied-up girl, so I rowed back to the shore, where we found some of the pirate's booty, including a scad of silver and copper, some gems and jewelry, and a few bits of sundry treasure. We will start the next adventure sans Elwyn and Ted, but with Fredikya back, freeing a fair maiden and planning our return with loot.

(Sorry for the poor story-telling; I am getting this on screen before I collapse. SO TIRED)

Friday, October 4, 2013

Love Songs about Dwarves

So, one of the on-going arguments in fantasy gaming is "Do dwarven women have beards?" To which the answer is, of course, "The pretty ones do." I like for dwarven women to have beards because I think it emphasizes that they're an alien species, with a different conception of beauty than is common in human society. Elves are the little waif-fu human fantasies... dwarves are something else entirely, eschewing human notions of beauty for their own.

As the song says... Hairy face makes for Dwarven Beauty.

A few years ago (thinking about it, the first goes back more than a decade, to when I was in school), I did a number of filks based around fantasy gaming, including some songs about dwarven women. Here they are, for the modern reader: