Showing posts with label session recap. Show all posts
Showing posts with label session recap. Show all posts

Saturday, May 11, 2024

UVG DW - Session 4

Dramatis Personae

Mac 'Driver - DWARF artificer with inherited golem armor
River Thornheart Steppelander witch/warchief's daughter
Uba Bigtooth Half-orc gunslinger cowgirl
Axil Scheele, Cogflower Inquisitor
Cordolan s'Abner Chief medical aristocrat of biomagical corruption (i.e., cleric)
R5F1 - Ancient golem archaeologist
Amaric diVridi - Greenlander hostler. Hired to care for the pack animals.
Taelin Nyxara - Violetlander Heretical biomancer agronomist and undergraduate wizard
Sonia - Artificial dryad re-awoken from the Great Mechanical Baobab Tree.

Imke 'Shippingexpert - DWARF Hexad RLD smuggler, professor of Oldtech Engineering at Magenta Magical University, and caravan financier
Axil Scheele - A stern, no-nonsense greenlander and Cogflower Inquisitor
Caps and Nico - Two post-mortal thugs of the Nighshade Syndicate who work for Old Tom
Tomas "Old Tom" duc Lyco - A minor wine vampire nobleman turned capo of the Nightshade Syndicate.



Session 4 Notes

  • The heroes returned to the Violet City to sell the loot from their first successful venture. They met with Imke ‘Shippingexpert, who chided them for cutting the vile heart out of the statue. Still, they were able to sell their acquisitions for an ample profit.
  • With their new funds, they purchased four hover-wagons and the magnificent velblod camels needed to pull them, as well as several replacement bodies to sell at the Porcelain Citadel.
  • At the stockyard, they were approached by Axil Scheele, a Cogflower Inquisitor. He informed them that the reason that the RLD Hexad had cut funding from MMU was because Imke ‘Shippingexpert had accidentally activated a vile communications array and sent and received a ping from beyond the Mountains of the Moon, where the last viles live. He warned them of the danger of a resurgent vile invasion, and urged them to tell him if Imke asked them to do anything else dangerous or illegal.
  • Later, they were approached by two men in purple suits and gasmasks, who asked them to come to the Lagoon Lounge, a local dive bar, to discuss a business venture. There they met Tomas “Old Tom” duc Lyco, a minor vampire nobleman and capo of the Nightshade Syndicate. He asked them to deliver a shipment of illegal narcotics to a post-mortal named “Two-Lives” Traz in Flare Town, a settlement northeast of the Last Serai. They were promised a $5000 reward and they agreed.
  • They passed through the Violet Lands and saw a congregation of azure cultists performing funerary rites for a deceased avatar of the Blue God. They decided not to bother them.
  • In the Low Road and the High, their camp was attacked in the night by six hulking wolf-like creatures, who turned out to be skinchangers of the war-like Pomelo tribe. They tried carrying off their camels, but the heroes reacted and the skinchangers were slain.
  • They sold the replacement bodies in the Porcelain Citadel for a high profit and proceeded to the Last Serai. 
  • Somewhere along the way, the copy of the spell taken from the Iron Obelisk went missing. Cordolan investigated the wagon thoroughly, and it showed evidence of a tiny humanoid sneaking into the caravan and making off with it. River consulted her new familiar, and it told them it was a fairy. How a fairy had known to steal this from them was a mystery.
  • They arrived in the Last Serai, and encountered an apparition of a woman in a flowing gown, apparently made of static, who beseeched them for aid in freeing an imprisoned goddess. River’s divinatory magic revealed that this was a trap, and approaching the tower with the imprisoned goddess would result in their souls being devoured.

Concluding Thoughts

    This campaign is turning out to have a lot of book keeping associated with it. I think I should probably try and conduct this over Discord so as not to cut into adventuring time.
    Also, I'm beginning to worry if the players are getting too much money and XP too fast. I should come up with something for them to spend it on.
    In general, I just need to get more organized, and smarter about my prep time. I feel like I spent a lot of time prepping things that didn't come up this session and not enough on the things that are actually important.

Wednesday, May 1, 2024

UVG DW - Session 3

Dramatis Personae

Mac 'Driver - DWARF artificer with inherited golem armor
River Thornheart Steppelander witch/warchief's daughter
Uba Bigtooth Half-orc gunslinger cowgirl
Cordolan s'Abner Chief medical aristocrat of biomagical corruption (i.e., cleric)
R5F1 - Ancient golem archaeologist
Amaric diVridi - Greenlander hostler. Hired to care for the pack animals.
Taelin Nyxara - Violetlander Heretical biomancer agronomist and undergraduate wizard
Sonia - Artificial dryad re-awoken from the Great Mechanical Baobab Tree.

Sonia, the Artificial Dryad

Session 3 Notes

  • After escaping the barbarian sorcerer’s hideout on the Trail of Vomish dreams, the adventurers went back inside so that Mac could carefully dismantle the shrinking device.
  • They traveled back to the Iron Obelisk, dug a hole under it, reassembled the shrinking device, activated it, and shrank the obelisk to a more manageable size. They flipped it over and got the rubbings of all four sides.
  • With that accomplished, they traveled back to the Porcelain Citadel, where they sold the shrinking device to a somewhat disinterested Porcelain Prince for $4000.
  • They were wondering about the value of the octopus pheromones they looted in the last session and asked around. They heard an interesting rumor about some kind of “slumbering octopus deity at the bottom of a spring” in the Steppe of the Lime Nomads.
  • Taelin Nyxara mentioned that he wanted to go to the Steppe as well, since he heard about a “great mechanical baobab tree, whose sap has healing properties.” That suits his research interest of melding plants, animals, and machines.
  • They traveled to the Steppe of the Lime Nomads and quickly dispatched a flock of vome-infested birds with cameras for eyes, then discovered the Great Mechanical Baobab Tree.
  • Taelin used his phytomancer skill to commune with the tree and discovered a sentient mind inside. Thus, he awoke the slumbering artificial dryad, an ecological maintenance golem named “Sonia.” Sonia was distraught at the apparent failure of her ancient builders to “regenerate the biosphere,” and, with nothing better to do, agreed to accompany them.
  • They traveled to the High Road and the Low, where they stopped to revisit a discovery they witnessed earlier: the Motor Agate Outcrop. There was a conflict with a gang of vomish pseudo-archaologists, which they dispatched.
  • One of the vomes had a treasure map tattooed on its back, for some reason, pointing to the Serpent Stone.
  • Mining the Motor Agate Outcrop yielded a metallic humanoid skeleton, which they took as treasure.
  • They returned to the Violetlands, and on the way witnessed an errant Avatar of the Dead God, apparently summoned by inept cultists. Cordolan s’Abner tried to listen carefully to its incoherent bellowing, and witnessed a disturbing vision that rattled his psyche.
  • Deciding it would be better to avoid the Avatar, they circled around it, and thus arrived in the Violet City.

Monsters

Porcelain Hunter Golem 14HP 3 Armor
Group, Construct, Large, Organized
Damage: Slam (1d8+2, close, reach, forceful), Laser-Eyes (1d8, near, ignores armor)
Special Qualities: Robotic
Hulking humanoid golems deployed by the Porcelain Princes to keep out raiders and vomes. Unfortunately, their friend-or-foe recognition system is notoriously unreliable.
Instinct: To protect the Porcelain Citadel
Moves:
  • Radio for help
  • Mistake a friend for a foe
  • Chase a target tirelessly until it’s dead

Avatar of the Dead God 25HP 1 Armor
Solitary, Huge, Divine, Terrifying, Amorphous
Damage: Tentacles (1d10+3, reach)
Special Qualities: Divine hideousness, rapidly dissolving
Giant, many-tentacled blue monstrosity born of the flesh of the dead god of the Bluelanders. Summoned by an inexperienced cult. Rapidly dissolving into yellow slime.
Instinct: To make the world rot
Moves:
  • Inflict a rotting curse of the Blue God
  • Ensnare an enemy in its many tentacles
  • Bellow out a maddening cosmic truth

Artificial Dryad 12HP 2 Armor
Solitary, Magical, Intelligent, Devious, Construct
Damage: Crushing vines (w[2d8], close)
Special Qualities: Golem
A biosphere monitoring eco-golem merged into the Great Biomechanical Baobab in the Steppe of the Lime Nomads. Beautiful, plastic, and manipulative. Dreams of healing the biosphere.
Instinct: To reactivate the damaged biosphere
Moves:
  • Entice a mortal
  • Merge into a tree
  • Turn nature against them

Back-Jointed Archaeologists 6HP 1 Armor
Group, Construct, Devious
Damage: Serrated Claw (1d8, close, reach), Slagger (1d8, near)
Special Qualities: Cyborg, Disguised as humans
Vome-insect hybrids masquerading as human archaeologists. Found in the Low Road and the High.
Instinct: To seek resources for the hive
Moves:
  • Glitch out
  • Infect a helpless victim
  • Find/excavate a valuable ancient site
  • Mimic human behavior

Thursday, April 25, 2024

UVG DW - Session 2

Dramatis Personae

Mac 'Driver - DWARF artificer with inherited golem armor
River Thornheart Steppelander witch/warchief's daughter
Uba Bigtooth Half-orc gunslinger cowgirl
Cordolan s'Abner Chief medical aristocrat of biomagical corruption (i.e., cleric)
R5F1 - Ancient golem archaeologist
Amaric diVridi - Greenlander hostler. Hired to care for the pack animals.
Taelin Nyxara - Violetlander Heretical biomancer agronomist and undergraduate wizard

Session 2 Notes

  • The caravan traveled south from the Porcelain Citadel to the Trail of Vomish Dreams.
  • Shortly after arriving, they were beset by a swarm of razorflies, and were forced to take shelter for four days to avoid being cut up.
  • Once it was safe to travel again, they found the smashed remnants of a Porcelain Prince raiding party returning to the Porcelain Citadel. River's divination told her that they were likely attacked by a heard of biomechanical buffalo and crushed to death. The chest they were carrying was found to contain ten bottles of octopus pheromones (as Charm Cephalopod; go figure).
  • After searching around, they found what they were looking for: the fallen Iron Obelisk, covered in Black City glyphs. They took rubbings of the three exposed sides and realized it was spell notation, but they could not see a way to flip it over to get the last part.
  • They moved on to their next target: a ruined fort and trading post of a Vile-worshipping barbarian sorcerer.
  • They found the fort, but the only entrance was guarded by a thornstone shambler, a creature of stone and briars. They killed it, albeit with some difficulty.
  • Other things they found exploring the fort included:
    • A twisted, mutant tree that grew fruits with anguished human faces on them. They were able to pick a sack worth of them after sedating the animate and violent tree with magic.
    • The sorcerer's gold-plated hookah pipe.
    • A statue of an elf-lord, with a mysterious blue crystal embedded in it that was weeping source-code corrupting fluid. Enough to flood a room over many decades, at least. They carved it out with a chisel.
    • A shrinking machine in the form of a pedestal with a control panel. Possibly could be dismantled.
    • A green-glass monocle.
    • A fine mechanic's toolbox and manual on autogolem maintenance, in an underground garage infested with vome tunnelers.
  • Upon circling around, they found the green-glass monocle revealed an illusory door, behind which they found the Sunstone Spear, a chest of $200, and the sorcerer's backup power-album.
  • In so doing, however, they awoke a throng of angry radiation ghosts, who swarmed about the room reenacting the battle where they rebelled against the sorcerer.
  • Mac 'Driver used his ectoplasmic gauntlets to emit an energy wave that temporarily banished the ghosts, giving them a chance to escape.

Treasure

Sunstone Spear (close, reach, +1 piercing, 1 weight, $250). A spear of primitive aspect, with a haft carved from wood, a head made from a forged leaf-spring, and a large golden crystal stone just beneath, surrounded by green feathers. When you invoke the magic of the spear, roll+WIS. On a 10+, you fire a ray of searing light at your intended target (1d10, near, far, ignores armor). On a 7-9, choose one:
  • You put yourself in danger to get the shot.
  • The spear is drained of power, and cannot fire again until next sunrise.
On a 6-, the spear is drained of power.
This weapon once belonged to a prominent Steppelander shaman. If returned to the Steppe of the Lime Nomads, it could fetch an ample reward.

Mindbreaker’s Backup
Backup power-album created by the Vile-worshipping enchanter of the steppelanders, Grozbec Pale Bone.
Plastic-paper scroll, suggests trepanation for best effect, infested with memories
    Note: The spell "Forget" was adapted from Magical Industrial Revolution, by Skerples, another excellent and inspiring book that I recommend to every GM.

Charm Person
LV: 1 R: touch T: person D: indefinite
The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.

Forget
LV: 1 R: near T: person D: instant
Target person forgets the last 10 minutes. They may recall vague details, but no specific or useful information.

Blade of Grass
LV: 1 R: near T: one or more creatures standing close together D: instant
A fistful of grass transforms into a great, scything blade. Deals 2d4 damage to one or more creatures that are standing close enough together, per the fiction. Does not ignore armor.

Body of Grass
LV: 0 R: touch T: person D: 8 hours
One person touched physically dissolves into a patch of grass along with all of their gear, becoming undetectable. The sensation is akin to resting with one's eyes closed, and the target may sleep. Speaking, moving, or taking any other action also ends the spell. No spell or attack may affect the target in this state, but anything that would damage the patch of grass instantly ends the effect.

Monsters

Thornstone Shambler 19HP 2 Armor
Solitary, Large, Amorphous, Stealthy
Damage: Thorn whip (1d10+1, +1 piercing, close, reach)
Special Qualities: Plant, Stone
At rest, it resembles a giant pile of thorny briars, albeit with a strangely stone-like texture. It is, in fact, a form of ambulatory carnivorous plant life, with a wide “mouth” and two long arm-like clusters of briars. It spends long periods in hibernation, and can attack without warning.
Instinct: To feed
Moves:
  • Appear as an ordinary plant
  • Tangle up someone in its coils

Radiation Ghost 3HP 0 Armor
Horde, Magical, Devious
Damage: Slam (1d4, close, ignores armor)
Special Qualities: Incorporeal
Accreted remnants of personalities fried into the fabric of space and smeared across the vastness of time. Immune to physical damage.
Instinct: To seek a world that is long gone
Moves:
  • Inflict radiation sickness
  • Blind synthetic eyes, deafen synthetic ears
  • Show the way to a hidden treasure trove

Miniature Vile Tree 21HP 4 Armor
Solitary, Huge, Amorphous, Magical
Damage: Branches (1d10+5, reach, forceful)
Special Qualities: Plant, Immobile
Creepy looking tree with purple and yellow bark and a twisted, helical trunk. Grows blue fruits with anguished humanoid faces on them.
Instinct: To inflict pain
Moves:
  • Flail wildly around
  • Corrupt the source code of a victim.

Vomish Tunneler 10HP 2 Armor
Group, Large, Construct, Devious
Damage: Bite (1d8+1, close)
Special Qualities: Cyborg, Burrowing
Giant biomechanical worms that burst from the ground, hungry for protein and alchemical lubricants.
Instinct: To feed
Moves:
  • Burst from the ground without warning
  • Glitch out
  • Swallow a victim whole

Wednesday, April 17, 2024

UVG DW - Session 1

Dramatis Personae

Mac 'Driver - DWARF artificer with inherited golem armor
River Thornheart - Steppelander witch/warchief's daughter
Uba Bigtooth - Half-orc gunslinger cowgirl
Cordolan s'Abner - Chief medical aristocrat of biomagical corruption (i.e., cleric)
R5F1 - Ancient golem archaeologist
Imke 'Shippingexpert - DWARF Hexad RLD smuggler, professor of Oldtech Engineering at Magenta Magical University, and caravan financier
Amaric diVridi - Greenlander hostler. Hired to care for the pack animals.
Taelin Nyxara - Violetlander Heretical biomancer agronomist and undergraduate wizard

More AI Pics

There may be a few more after this.

Imke 'Shippingexpert, Amaric diVridi, and Taelin Nyxara. Did you know you can't put three images side by side in the window when editing a blog post? Criminal.

Session 1 Notes

  • The adventurers meet with their financier – Imke ‘Shippingexpert, a female Dwarf, Hexad RLD smuggler, and professor of Oldtech Engineering at Magenta Magical University.
  • The Hexad has cut funding to MMU, and Imke’s plan to get new funding is to acquire new Long-Long-Ago artifacts from the grasslands.
  • They took out a loan from Imke to outfit their caravan and purchase trade goods: 1 sack each of vampire wine, common intoxicants, and replacement body.
  • They met the two NPCs that would be joining them on the caravan: Amaric diVridi, the Greenlander hostler, and Taelin Nyxara, a heretical biomancer agronomist/undergraduate wizard.
  • They set out on the journey, and before they were out of the Violetland, River spotted an encampment of Bluelander degenerates. After some deliberation/divination, they decided to attack them first.
  • The degenerates nearly killed Mac, but the adventurers prevailed.
  • At the Low Road and the High, they found the Great Traveling Serai, where they did some market research. They rolled well, and found there was high demand for common intoxicants and replacement bodies at the Porcelain Palace.
  • They also saw a giant, multi-colored striated rock formation off in the distance, but they didn’t go there, yet.
  • They arrived in the Porcelain Citadel, where the friendly Safranian merchant Teljean de Barbier helped them sell their goods. They sold the common intoxicants and replacement body for $8000, a $4000 profit.
  • They resupply their caravan and prepare to venture to their destination: the Trail of Vomish Dreams.

Concluding Thoughts

    Everyone seemed to enjoy themselves, so I guess I'm not a complete hack of a GM after all. I did completely forget about the two NPCs I included with the caravan, though. Next time I'll have to make them actually do something.
    I'm surprised at how quickly the players were able to make money. It looks like they're probably not going to have to worry about compounded interest.
    The other thing I feel like I'm missing from my prep right now is rumors/adventure hooks to drop when the players arrive at a destination. Other than that, great start to a new campaign.

UVG DW - Session 0

    We met for the first time last week to discuss the setting, coordinate character creation, and create our financier and quest together.

Session Zero Agenda

  1. Show off my cool new book and map.
  2. Answer any lingering questions about the setting.
  3. Determine character concept, background, and playbook for each player.
  4. Discuss campaign premise and “hook questions.”
    1. Why do you want to reach the Black City at the Edge of Space and Time?
    2. Motive: Why are you doing this?
    3. Stakes: What’s on the line?
    4. Dangers: What do you expect to face and what do you know about them?
    5. Urgency: Why should you hurry?
    6. Detail: What are you seeking/hunting/fleeing/fighting/etc.?
  5. Complications: What obstacles are in the way or making life difficult?
  6. Create the caravan and financier.
  7. Discuss new/modified rules.

Characters

This time, the players got into the idea of creating AI generated portraits. It's pretty neat. I helped and did some myself.


Name: Mac ‘Driver
Playbook: Artificer
Species: DWARF
Background: Salt dwarf prospector, inherited golem armor
Motive: In it for the money
 








Name:
Uba Bigtooth
Playbook: Gunslinger
Species: Half-Orc
Background: Cow person Gunslinger, family got into bad business to keep their land
Motive: Pay off family’s debt/reclaim family land?
 








Name:
River Thornheart
Playbook: Witch
Species: Steppelander
Background: Necromancer princess/Steppelander warchief’s daughter
Motive: Driven by a compulsion to seek the Black City after meeting a seer
 











Name:
Cordolan s’Abner
Playbook: Cleric
Species: Rainbowlander?
Background: head Medical Aristocrat of Violet City’s most prestigious Biomedical Corruption Unit
Motive: Researching the causes and cures of biomagical corruption.
 











Name:
R5F1
Playbook: Golem
Species: Golem
Background: independent freehold archaeologist
Motive: Science, and searching for where he belongs (in the geological strata)











Caravan Quest

    I started by asking the players to vote on which caravan quest they'd like to do. They chose "Explore Forgotten Ruins. A wizards’ community college is building an archaeology collection. Here, on the map, are five promising locations."
    We then rolled on the financier tables and discussed the results, choosing results that we felt synergized with each other.
Financier
Who are they? - Hexad RLD smuggler
What do they want? - Subsume the best minds
Their Organization - Wizard community college
Their Opponents - Aggressive elven hive
Weaknesses and Oddities - Turns into a felinoid in sunlight

Who is coughing up? - Post-mortal criminal drug conglomerate
How do they hope to benefit? - Mind-expanding extracts and literatures
What extra help can they send along? - Heretical biomancer agronomist

Quest Details

I selected the locations we would visit in the campaign and came up with some reasons to go there.
Trail of Vomish Dreams
There's a fallen iron obelisk rumored to be covered in Black City Glyphs. Transcribe the glyphs if at all possible, and search the area for other signs of Black City/Long Long Ago relic.
There are also legends that a Vile-worshipping barbarian sorcerer once had a stronghold, here.

Fallen Umber
There are a few giant pyramidal vome autofacs there that might have originally been built by the viles.

Near Moon
There is a giant floating spherical structure. By description, it sounds like it might be a void ship.
There is also a degenerate race of quarterlings that live beneath it that sound like they might have elven blood in them.

Ivory Plain
There is a guardian nature spirit worshipped by the natives. There are rumors that there was once a schism between the viles. If there are any living viles out in the grasslands, this is a likely candidate.

The Black City
Very little is known about it. The Black City Glyphs don't resemble Elvish, but they must have been roughly contemporary. Anything we can learn about it is valuable.

Conclusion

And at time of writing, I just finished session 1. Everyone is really excited about this campaign, as evidenced by them all showing up early. Session 1 notes coming soon.

Thursday, April 11, 2024

Skycrawl Dungeon World - Conclusion

    Damn, I have a blog. I have wrapped up the Skycrawl campaign since writing the last one of these entries, and a couple of sessions have passed since the 11th one. I have come to unavoidable conclusion that I need to write much shorter summaries if anything like this is to be sustainable.


Pic unrelated.

Summary

    After consulting with the Queen of Argus, the players decided that instead of just using one method to defeat the Shadow Worm, they would pursue as many as possible.

  • They sent a detachment of their fleet with Trinellonde and Draigas Vong to a land called "The Great Cog," to see if they could get them to manufacture multiple Swords for them to use against the Shadow Worm.
  • They went to the land known as Sollifex Aether, where new Sols are born. There, they were attacked by a pirate fleet. The Black Worm Pirates made a last ditch effort to wipe them out. Despite a close battle, they ultimately defeated the leader of the pirates and scattered the fleet.
  • They went to the land of Siderinth to see if an unbreakable adamantium chain could be forged. They ventured deep inside of Siderinth and successfully parleyed with the adamantite elementals there to aid them in defeating the Shadow Wyrm. The elementals gave parts of their body to forge a mile long, unbreakable chain.
  • They collected several barrels of deadly poison from the Poisoner's Tower to use on the Worm.
  • Finally, they opened a portal to their homeworld, and the Worm emerged to fight them.
  • They struck it with a barrage of light rays from their Swords, lassoed it with the unbreakable chain, injected it with the deadly poison, and continued to bombard it with light rays until they were sure it was dead.
  • As they inspected the corpse, they found that the true identity of the Worm was actually the Archmage Thamberlon all along, that same ancient wizard who had traveled the multiverse trying to find a way to stop him in the first place. The ghost of Thamberlon explained that he had been corrupted by the primordial chaos at the beginning of time and turned into the Shadow Worm. He thanked them for breaking the prophecy and freeing him, and he passed on.
  • The heroes used Lord Gonren's telepathy to speak to the young Sols of Sollifex Aether and convinced them to come back to their world, which they happily agreed to do.
  • A swarm of Sols lit up the sky anew on their world. They found that Princess Claire had placed the citizens (at least some of them) in a magical slumber beneath the castle. They were awakened, and thus began to rebuild their world.

Concluding Thoughts

    So, this was my first full Dungeon World campaign. I'd say it was very successful on the whole, although I definitely felt I was losing interest towards the end. In any case, it seemed the players were satisfied with the ending. All that remains is to consider the question: what did I learn?
  • If you're going to have pitched naval battles, have a clear idea of what rules you're going to use to have pitched naval battles. I had to improvise how to handle mass naval combat.
  • Simplify, simplify, simplify. Skycrawl has a lot of interesting ideas and rules procedures, but it is definitely not necessary to use all of them. The travel procedure, and the exploration of a location procedure, were more complex than I think I needed them to be.
  • Nobody ever took any interest in the orcery rules. I wonder if this would have been different in an OSR style game, where resources were more scarce, and the players could use every advantage they can get?
  • I wonder if I'm too easy on my players? I have observed that Dungeon World is either extremely harrowing or completely trivial, with little middle ground. I wonder what part of this is a skill issue on my part, and what part of it is the result of the mechanics? I know 5E is notoriously low-mortality, so the mechanics playing a role is not inconceivable.

What Now?

    After the conclusion of this campaign, I held a vote with my players to decide on what kind of campaign we would play next. The options I offered were, Fabula Ultima, Worlds Without Number, an Underdark/Downcrawl campaign, and an Ultraviolet Grasslands campaign.

    Ultraviolet Grasslands won. But the interesting part is, we're running it with Dungeon World. More on that, coming soon.

Saturday, February 3, 2024

Skycrawl Dungeon World - Session 11

Lost? Read this.

Click here for part 1

 

Dramatis Personae

Player Characters

  • Taiyo – a forest nymph bard, who was implored by the voice of the forest to seek a replacement sun and save the world, and thus joined this mission
  • Wilkins – former raven familiar to a now-dead master; an illusionist and informant to Princess Claire
  • "The Druid" – A female human druid with no name
  • Lieutenant Paragon Douglas – a human fighter, officer in the royal navy, and professional investigator
  • Rosemary – A female human ranger

Non-Player Characters

  • Lord Gonren Nostrod – Young male zorakith and Lord Berdek's nephew. A talented telepath and died-in-the-wool cynic. Haughty and amoral.
  • Lahav Brahn – A venerable male All-Seer and respected prophet. He has immaculately groomed white hair and beard, and wears intricate, lacey robes. He is surprisingly handsome and vigorous despite his advanced age. He has recently published a new book of prophecy, “The Coming Dark,” which hints at the destruction of all realities by a “great, shadowy beast.”
  • Queen Rahati V – a divinely ordained ruler. The blessings of her office have changed her, and she appears as a much larger All-Seer with iridescent wings and a halo. She is an intelligent and ruthlessly pragmatic ruler.
  • Radaria Brahn – Middle aged female All-Seer and proprietress of the Orpheum.
  • Raphes Gollanz – Middle aged male All-Seer inquisitor working for the College of Prophets.
  • Samandir Matus – Male All-Seer. Servant and emissary of the Queen. Pompous. Aloof.
  • Dr. Remli Levitan – Young-ish female All-Seer. Young and inexperienced Doctor of Psychology in charge of the Asylum.

Summary

    The heroes set out from Trinellonde’s Lantern with a fleet of five warships accompanying them. Their destination was Argus, home of the All-Seers. The lirovan wise woman Hagora deGurn had advised them to seek out a prophet there to learn what hardships they may face before achieving their goal.

    En-route to Argus, they sighted a strange object floating nearby. It was a large, free-floating greenhouse with a pair of blinking red beacons attached to it. Those who looked upon the magical light of the beacons were filled with a supernatural sense of unease.

    They investigated the greenhouse a found it was full of overgrown alien foliage, and a door that was sealed with arcane runes. Taiyo was able to communicate with the plants inside and learned of their murderous intent. Despite their curiosity, the heroes decided not to disturb the seal.

    They found Argus to be a city of broad boulevards and intricate metalwork buildings pelted with constant rain. And very few people walking the streets. As soon as they disembarked, they saw one of the All-Seers, a race of tall, spindly, white-skinned humanoids with four golden eyes, standing nearby holding up a placard with all of their names written on it. Accompanying him were another All-Seer servant and three lirovan mercenaries.

    The man introduced himself as Samandir Matus, a seneschal to the Queen, and told them that their arrival had been foretold. He conveyed them to the palace to see the Queen.

    Queen Rahati V told the heroes that a prophet, Lahav Brahn, had authored a book of prophecy detailing how the heroes’ actions would release the Shadow Worm into the Azure Aetern, dooming all life within. Worse, the prophecy had an effect of causing madness in those who read it, meaning the asylum was full to bursting. Brahn had gone into hiding because the Temple of Anevene, and the College of Prophets, deemed him a heretic and wanted him dead.

    The Queen tasked the heroes with finding Brahn. She said she needed to reach into Brahn’s mind and see the vision he saw firsthand, so that she could then author a counter-prophecy. It had to be the heroes, she said, because a first rate prophet like Brahn could anticipate other prophets’ attempts to find him. The heroes, however, were a wild card.

    The heroes, accompanied by the Queen’s seneschal Samandir, set out for the Temple of Anevene to search for clues. Within Brahn’s personal apartment, Taiyo noticed a potted plant. When she spoke to it, it told her there was something lodged amid its roots. Taiyo dug out a message in a bottle written by Lahav Brahn. It said, “I am hiding in the asylum. My niece, Radaria Brahn, knows nothing of this. Please do not involve her.” Taiyo then convinced Samandir to stay in the apartment and work on translating Brahn’s notes, so that they could act independently without worrying about the Queen’s loyal servant reporting them for defying her.

    At the asylum, they searched high and low for Brahn, but did not find him. Finally, they entered the basement, and the Druid turned into a cat to scout ahead. Using her superior night vision, the Druid saw three armed men lurking in the darkness. She went back to warn the others, but in the few moments they stood around discussing it, they were attacked.

    A phon mercenary with a jetpack and a pair of machine pistols came flying around the corner and pelted them with a hail of bullets. Lt. Douglas and Rosemary’s wolf both took damage, but Lt. Douglas caved in the phon’s skull with a hammer. Wilkins conjured a smokescreen using the magic pipe looted from the pirates.

    Using the cover of the smokescreen, Lt. Douglas advanced and persuaded the two remaining mercenaries to surrender. The mercs informed him that they were hired by Brahn to kill them, and that Brahn was actually hiding in the Orpheum. Lt. Douglas forced them to hand over the money they were paid and let them leave with their lives.

    At the Orpheum, there was a brief confrontation with Radaria Brahn, proprietress and niece of Lahav Brahn. Seeing that they had bashed in the door and were heavily armed, she readily surrendered and showed them to Lahav Brahn’s hiding place.

    Lahav Brahn surrendered, saying that he was only doing his job by reporting a troubling prophecy. He was hiding because he feared there was a good chance that once the Queen was done with him, she’d turn him over to the College of Prophets, who would execute him.

    Wilkins used his illusion magic to disguise Lahav Brahn (and himself, accidentally) as Radaria Brahn, and so disguised they went to see the Queen.

    The Queen read the prophecy from Lahav Brahn’s mind and channeled the presence of Anevene, the Goddess of Prophecy. The Queen revealed the following:

  • Lahav Brahn’s prophecy of inescapable doom was influenced by the Shadow Worm itself.
  • The heroes’ actions will release the Shadow Worm into the Azure Aetern.
  • The Black Worm Pirates will try to stop them from defeating the Shadow Worm.
  • They MAY fail and be devoured by the worm.
  • They MAY learn crucial information by using telepathy on the worm.
  • They MAY destroy the worm with a barrage of light rays.
  • They MAY tame the worm by binding it in unbreakable chains.
  • They MAY postpone doomsday by sending the worm into the future.
  • They MAY put the worm into a deep slumber with a dire poison.

Where Lahav Brahn saw only doom, the Queen revealed several possibilities that they might triumph.

Taiyo pleaded with the Queen to spare Lahav Brahn’s life, promising to smuggle him off world. She agreed, on the condition that the heroes never return to Argus.

TL;DR

    The players traveled to Argus, the land of the All-Seers. They learned that the prophet Lahav Brahn had prophesized that their actions would release the Shadow Worm into the Azure Aetern. The prophecy had caused a plague of madness to spread among the All-Seers, and the College of Prophets wanted him dead. The Queen, however, believed that if she could read his mind to see the vision he had seen first-hand, she could author a counter-prophecy.

    The players were tasked with finding Lahav Brahn. They searched his apartment, and after a red herring where they were tricked into an ambush under the asylum, they found Brahn hiding under the Orpheum. They took him to the Queen, who recognized that his prophecies were clouded by the influence of the Shadow Worm. She then foretold many possible ways the heroes might defeat the Shadow Worm.

    The players pleaded with the Queen to spare Lahav Brahn’s life, and she agreed, provided that they smuggle him out and never return.

Concluding Thoughts

    One of my players was against coming to Argus but got voted down. I couldn’t help but agree with the desire to move things along, so I tried to make Argus into an interesting encounter and adventure that would provide ample information to the players while also being able to wrap it up in a single session. I’m glad to say that I succeeded.

    Also, the idea of a dissident prophet seeing a forbidden vision was inspired by the description of the “Catch Flame” incantation in Elden Ring, which mentioned that prophets who foresee the burning of the Erdtree are exiled for it. And I admit, I stole the name “Anevene” from a Numenera supplement. It’s just a really cool name.

Sunday, January 21, 2024

Skycrawl Dungeon World - Sessions 9 and 10

Lost? Read this.

Click here for part 1

Dramatis Personae

Player Characters

  • Taiyo – a forest nymph bard, who was implored by the voice of the forest to seek a replacement sun and save the world, and thus joined this mission
  • Wilkins – former raven familiar to a now-dead master; an illusionist and informant to Princess Claire
  • "The Druid" – A female human druid with no name
  • Lieutenant Paragon Douglas – a human fighter, officer in the royal navy, and professional investigator
  • Rosemary – A female human ranger

Non-Player Characters

  • Commander Kand Hozla – A grizzled veteran of the TLDF (Trinellonde’s Lantern Defense Force). A middle-aged male damyana, athletic build, weathered face, and with an enchanted prosthetic arm. Openly critical of Governor Pevinai. Short-tempered. Annoying nasal voice.
  • Draigas Vong – A very tall, elderly damyana male with long hair and unkempt wizardly robes. Has long studied the nature of Sols, but has made very little progress and as such has begun to despair.
  • Lord Gonren Nostrod – Young male zorakith and Lord Berdek's nephew. A talented telepath and died-in-the-wool cynic. Haughty and amoral.
  • Aiwasse – An air weird, imprisoned within the dungeon and freed by the players
  • Captain Zebediah Krummel – Male spindlefolk of the Black Worm Pirates. Captain of the Winterwind. Cold, cruel, and ambitious, he seeks to improve his standing within the Black Worm Pirates by taking the Sword of St. Trinellonde. Eight feet tall with a long-coat, a dented cuirass, a horned metal helmet, and long black hair and beard.
  • Dr. Darius Hammond – Male spindlefolk: thin, bespectacled, and with slicked back hair. A doctor and magical advisor to Captain Krummel. Taken prisoner.
  • Jeremiah – Male spindlefolk: young, mop of brown hair. Another pirate taken prisoner.
  • Governor Thirla Pevinai – A corpulent female damyana who wears flamboyant suits. She is strict, demanding, yet surprisingly charming and genial. Secretly crippled by massive debts. Can barely get anything done, due to lack of good help.
  • Archmage Trinellonde – The severed head of the long-dead archmage and founder of Trinellonde's Lantern, preserved in a jar of liquid and kept in a semblance of life through necromancy.

Summary

    The heroes continued exploring the Trinellonde’s secret laboratory. After overcoming a number of other traps and hostile encounters, they found the central chamber. Three steel blast-proof doors blocked the chamber, and inside were a gang of pirates.
    The leader of the pirates identified himself as Captain Zebediah Krummel of the Black Worm Pirates, and revealed that they were the ones behind the bombing. They had come looking for the Sword of St. Trinellonde, only to be trapped in that chamber. Little did they realize, the “sword” was actually the piles of arcane machinery all around them.
    Three glowing gems were apparent on the doors: white, black, and blue. As the players continued exploring, they found a room with a demon who seemed to be dilating the passage of time. They freed him and he disappeared. The white gem went out.
    They returned to the room with the spatial distortion and shattered one of the black mirrors on the wall. This caused the spatial distortion to collapse, and the black gem went out.
    They found an air weird imprisoned in a glass terrarium, who identified herself as Aiwasse, and only wanted to be set free. They smashed the glass, and she temporarily possessed the body of Rosemary, the ranger.
    With that, the doors opened, and as the heroes returned to the central chamber they were attacked by the now freed pirates. Wilkins tossed the gas canister looted from a trap, causing the pirates to be driven mad with hallucinations, but also affecting the Druid. As Lieutenant Paragon and Rosemary finished off the pirates, Taiyo and Wilkins went to aid the Druid in recovering her senses.
    The surviving pirates were taken prisoner, and the heroes proceeded to the central chamber. They found the Sword of St. Trinellonde, and soon they were greeted by the preserved head of Trinellonde himself. He explained that the dungeon was a test so that his secrets would only be passed on to a worthy successor, and he was very annoyed to find it had taken 700 years for a bunch of foreigners to find it.
    Nevertheless, the heroes emerged from the laboratory with Trinellonde’s head in tow, who admonished his countrymen for their complacency. Commander Hozla took custody of the pirates, and the heroes were invited to a celebratory banquet at the governor’s mansion.
    The governor, a damyan woman named Thirla Pevinai, practically begged the heroes to let her mages copy Trinellonde’s spellbook. Trinellonde shot down that idea, stating that it was his rightful property, and that, if anything, the governor should be rewarding them.
    Realizing that Trinellonde had made up his mind to join the foreigners on their quest, Governor Pevinai relented, and promised the heroes a fleet of six warships to escort them and ensure their success.
    With that settled, the heroes decided to set course to the world of Argus, home of the All-Seers, a race of prophets. The wise woman Hagora deGurn of the Vasana Range had advised them to visit there, to know what dangers might lay ahead of them.

TL;DR

    The players continued exploring the dungeon and found the gang of pirates responsible for the bombings, who had accidentally trapped themselves in the central chamber of the laboratory. They solved the puzzle locking the door and defeated the pirates. In the central chamber, they found the "Sword" of St. Trinellonde, which turned out to be a powerful directed energy weapon, and the preserved and necromantically-animated head of Trinellonde himself. The governor of Trinellonde's Lantern promised the heroes a fleet of six warships to escort them and ensure their success. Thus the heroes set out for Argus, home of the All-Seers.

Concluding Thoughts

    That turned out to be a really satisfying dungeon crawl, even if it did take longer than expected. I think this phat loot does an effective job of hinting at the dangers that are yet to come. I gave them a weapon of mass destruction and a fleet of six warships, after all.

Skycrawl Dungeon World - Session 8

Lost? Read this.

Click here for part 1

Dramatis Personae

Player Characters

  • Taiyo – a forest nymph bard, who was implored by the voice of the forest to seek a replacement sun and save the world, and thus joined this mission
  • Wilkins – former raven familiar to a now-dead master; an illusionist and informant to Princess Claire
  • "The Druid" – A female human druid with no name
  • Lieutenant Paragon Douglas – a human fighter, officer in the royal navy, and professional investigator
  • Rosemary – A female human ranger

Non-Player Characters

  • Commander Kand Hozla – A grizzled veteran of the TLDF (Trinellonde’s Lantern Defense Force). A middle-aged male damyana, athletic build, weathered face, and with an enchanted prosthetic arm. Openly critical of Governor Pevinai. Short-tempered. Annoying nasal voice.
  • Draigas Vong – A very tall, elderly damyana male with long hair and unkempt wizardly robes. Has long studied the nature of Sols, but has made very little progress and as such has begun to despair.
  • Lord Gonren Nostrod – Young male zorakith and Lord Berdek's nephew. A talented telepath and died-in-the-wool cynic. Haughty and amoral.

Summary

    The heroes set out from Casarbon with the zorakith telepath, Lord Gonren Nastrod and his retinue in tow. They set course for Trinellonde’s Lantern, hoping to learn more about the Sols and how to deal with them. They found Trinellonde's Lantern to be a sprawling magical city built on the inner surface of a hollowed-out metallic asteroid, with a caged Sol in the center.
    When they arrived, they quickly learned that the city was under lockdown from bombings. Terrorists planted bombs throughout the city, and demanded the surrender of “the Sword of St. Trinellonde,” or else they would detonate more.
    At the same time, long unused maintenance hatches within the city had opened for the first time in centuries. Inside were dark tunnels filled with hostile metallic constructs.
    Commander Kand Hozla, a grizzled veteran of the local defense force, confided in them that they were at an impasse, as they didn't actually know where the Sword was. In response to their inquiries, he connected them with a local wizard, Draigas Vong, who is an expert in Sols and the works of St. Trinellonde himself. Vong urged the heroes to escort him into the tunnels, believing that this might lead to the hidden workshop of St. Trinellonde, and must be connected to the bombings.
    The heroes ventured to the tunnel opening, only to find it heavily guarded. Taiyo used her jellybird companion Shroom to distract the guards while they ran inside, only for Lieutenant Paragon to be spotted. When attempts to talk his way out of it failed, the lieutenant knocked one of the guards unconscious and ran for it. 
    They ran into the dungeon with the guards hot on their heels. Draigas Vong cast a spell on the door, magically locking it behind them.
Interesting things found in the dungeon so far:
  • A trio of blade-wielding constructs who attacked them immediately
  • A turret lens (looted from one of the constructs) that allows one to see in infra-red
  • A room dedicated to Trinellonde’s “Orchemical Combinator,” an intricate mechanism for performing orcery more safely and more efficiently.
  • An impossibly vast, dark room with mirrored panels on the walls. Probably some kind of spatial anomaly.
  • A steel construct shaped like a hulking gorilla with two giant shields, which tried to prevent them going down a certain hallway.

TL;DR

    The players arrived at Trinellonde's Lantern and found that it was being threatened by terrorists, demanding they surrender the Sword of St. Trinellonde. They teamed up with a local wizard, Draigas Vong, and entered a newly discovered hidden maintenance tunnel beneath the city, which Vong believed to be connected to the bombings.

Concluding Thoughts

    And so it begins. This ended up being a pretty good dungeon crawl, albeit one which took three sessions.

Skycrawl Dungeon World - Session 7

Lost? Read this.

Click here for part 1

Dramatis Personae

Player Characters

  • Taiyo – a forest nymph bard, who was implored by the voice of the forest to seek a replacement sun and save the world, and thus joined this mission
  • Wilkins – former raven familiar to a now-dead master; an illusionist and informant to Princess Claire
  • "The Druid" – A female human druid with no name
  • Lieutenant Paragon Douglas – a human fighter, officer in the royal navy, and professional investigator
  • Rosemary – A female human ranger

Non-Player Characters

  • Lady Gavit Vesnool – A female zorakith, a powerful telepath and psion of the ruling "Mesmer" class. Middle aged with a slender build. She has long brown hair in intricate braids and wears light colored elegant gowns
  • Lord Berdek Nostrod – Male zorakith and Mesmer. Middle aged, large and somewhat overweight. Dark hair pulled back into a topknot. Always smoking a pipe, to which he is addicted. Not above sending armed thugs to intimidate or rough-up his enemies. Has a spindlefolk woman as a consort, which is considered scandalous.
  • Lord Gonren Nostrod – Young male zorakith and Lord Berdek's nephew. A talented telepath and died-in-the-wool cynic. Haughty and amoral.

Summary

    Following the lead from the zorakith thugs who they conscripted, the heroes went to Lord Berdek’s manor. Through Wilkin’s ability to sense magic, they inferred that the dragon eggs were being kept in a stone outbuilding, which turned out to be the stables.
    Wilkins, and the Druid, in eagle form, staked out the building until a party of glasswings arrived. Wilkins and the Druid saw that the glasswings were there to take possession of the dragon eggs, and shortly after they arrived, Lord Berdek arrived as well. They conducted their transaction, and the glasswings left with the eggs in tow.
    As soon as the glasswings left, the heroes attacked them, killing two, maiming another, and incapacitating two others. They took the survivors hostage and interrogated them, learning that they were hired to purchase the eggs on behalf of an anonymous third party. They were told to take the eggs to a land consisting of a clump of rocks with a large stone tower, where they would deliver them to their mysterious client.
    The heroes handed the eggs and the prisoners over to the Council of Mesmers, who praised them for their discrete handling of the situation. Lady Vesnool thanked them with a phire coin (1000 coin value) and also asked them to keep the affair a secret.
    It turned out that Lord Berdek had taken a spindlefolk woman as a consort, which is scandalous in zorakith society in and of itself. He stole the eggs to try and pay off her considerable gambling debt, as her family were in Casarbon looking for her at the same time as the players.
    The following morning, the players met with the telepath, Lord Gonren Nostrod, who was in fact Lord Berdek’s nephew, who was assigned to the task of helping the players commune with a Sol. Lord Gonren assured them that disputes like these were fairly common among the noble houses of Casarbon, and that he had no hard feelings against them.
    After some debate as to where to go next, the players consulted the chart and found that Trinellonde’s Lantern was drawing near, which is a land of powerful magicians who imprisoned their Sol in a cage. Reasoning that they could provide valuable intel, and that it was closer than there other two leads of Argus or Sollifex Aether, they set a course for Trinellonde’s Lantern.

TL;DR

    The heroes staked out Lord Berdek's mansion and saw him sell the eggs to a group of glasswings. They jumped the party of glasswings, got back the eggs, and learned that the glasswings were being paid to smuggle the eggs to a mysterious third party.
    Lady Gavit thanked them for handling it discretely and paid them a bonus. She also assigned Lord Berdek's nephew, Lord Gonren Nostrod, to accompany the players on their quest. And thus they set out for Trinellonde's Lantern.

Concluding Thoughts

    I left a couple of different hooks for them in this quest, but they didn't seem interested in following up on either of them. The spindlefolk looking for their wayward sister-turned-Lord Berdek's consort was a way of tying events to the overarching pirate thread, and the theft of the dragon eggs was tied to ooleum plot thread. Nevertheless, they decided to continue following the main quest of "find a new sun" by going to a place where they might learn more about Sols. On the one hand, I was glad I got to use the prep I made for Trinellonde's Lantern, but on the other hand, I'm a little perplexed on how best to raise danger and hint at looming threats when they're just going from place to place and ignoring threats on the side.
    May not be an issue since they're all having fun, but it hints at a blind spot in my prep.

Skycrawl Dungeon World - Sessions 5 and 6

 Lost? Read this.

Click here for part 1

Dramatis Personae

Player Characters

  • Taiyo – a forest nymph bard, who was implored by the voice of the forest to seek a replacement sun and save the world, and thus joined this mission
  • Wilkins – former raven familiar to a now-dead master; an illusionist and informant to Princess Claire
  • "The Druid" – A female human druid with no name
  • Lieutenant Paragon Douglas – a human fighter, officer in the royal navy, and professional investigator

Non-Player Characters

  • Lady Gavit Vesnool – A female zorakith, a powerful telepath and psion of the ruling "Mesmer" class. Middle aged with a slender build. She has long brown hair in intricate braids and wears light colored elegant gowns
  • Brila Keiz – Female zorakith. A small-framed woman of early maturity and pale yellow fur. Wears unflattering, utilitarian clothing. An important breeder of dragons, who thinks Casarbon could stand to flex their military might some more.
  • Solgen – Male zorakith. A portly, middle-aged zorakith of dark red fur. Proprietor of a public bathhouse frequented by guards and soldiers: apolitical
  • Lord Berdek Nostrod – Male zorakith and Mesmer. Middle aged, large and somewhat overweight. Dark hair pulled back into a topknot. Always smoking a pipe, to which he is addicted. Not above sending armed thugs to intimidate or rough-up his enemies. Has a spindlefolk woman as a consort, which is considered scandalous.

Summary

    The players set out from the Vasana Range to the land of Casarbon to search for a skilled telepath who can help them commune with the Sols. En-route, they found a hospital ship where the crew had all mysteriously died somehow. The hospital ship was crewed by a race of people they had never seen before, which were tall, pale, and had four eyes. They had apparently died from asphyxiation on noxious fumes which enveloped the ship.
    They towed the ship to Casarbon. They found that Casarbon took the shape of an enormous tree with leafy crowns on either end of its miles-long trunk. The zorakith, the race of telepathic, anthropomorphic fox people, used mind-controlled monsters for everyday labor. In particular, there was a flock of mind-controlled dragons harnessed to the tree to pull it around.
    Upon their arrival, they were immediately taken to an audience with the Mesmers, the council of the strongest telepaths who rule zorakith society.
    The Mesmers agreed to give them a team of expert telepaths to help on their quest if they gave them the ship, and discovered who stole a clutch of special dragon eggs from the rookery, which would avoid a scandal. They went to the dragon rookery and met Brila Keiz, the lead dragon-breeder. She seemed evasive, and clearly knew more than she let on.
    The Druid shifted into a bloodhound, and thus discovered a distinctive scent trail that led from the incubator to the back door, but there were no signs of forced entry.
    The players followed the scent trail as far as they could go. It led them from the rookery to an alleyway to a bathhouse. The found footprints indicating it was a group of 3-5 zorakith who committed the theft.
    At the bathhouse, Lieutenant Paragon Douglas interrogated the proprietor, a zorakith man named Solgen. Solgen suggested that the scent they found was “trail mask,” a chemical used by criminals to disguise their scent so they can’t be positively identified. He mentioned that the guards and soldiers of many noble houses used his bathhouse, and he didn’t keep too close of an eye on their comings and goings.
    While they were there, they realized a nondescript male zorakith was eavesdropping on them, but he gave them the slip before they could confront him. They went back to the alleyway where the path turned to the bathhouse where they were ambushed. Six zorakith thugs in plainclothes, one of them riding a giant flying jellyfish (or “jellybird”), confronted them and said that they didn’t appreciate foreigners snooping around in their business, whereupon they attacked.
    The players killed three of the thugs and the remaining three were sufficiently cowed that they surrendered. They said they worked for the Mesmer Lord Berdek Nostrod, and they didn’t know why he wanted them dead. They took the surrendering thugs as “interns,” and Taiyo (who had just taken the ranger animal companion move as a multiclass move), took the jellybird as her animal companion, naming him “Shroom.”
    Thus, the party set about finding a way into Lord Berdek’s estate.

TL;DR

    The players reached Casarbon, and the telepathic rulers of the zorakith people, the Mesmers, told them they would give a team of skilled telepaths if they agreed to find out who stole a clutch of dragon eggs.
    The players were eventually jumped by a gang of thugs working for the Mesmer Lord Berdek Nostrod, and after defeating them, they plotted a way to break into his estate.

Concluding Thoughts

    I feel like this side quest got a little bit off the rails. The random encounter I rolled up for the journey to get there took up a significant portion of time, so much so that they ended up spending three sessions in total on Casarbon. This is about the point where I begin to think of traveling from place to place, and having random encounters along the way, is more of an obligation than an asset to good game design. I may need to reflect on this point more.

Saturday, January 20, 2024

Skycrawl Dungeon World - Session 4

Lost? Read this.

Click here for part 1

Dramatis Personae

Player Characters

  • "Hire" – a gruff, serious ranger-for-hire who wonders if he might be the only one actually paid to be here
  • Taiyo – a forest nymph bard, who was implored by the voice of the forest to seek a replacement sun and save the world, and thus joined this mission
  • Wilkins – former raven familiar to a now-dead master; an illusionist and informant to Princess Claire

Non-Player Characters
  • Captain Jeremiah Hawthorne – minor gentry way in over his head
  • Romz deZemler – a smuggler of the leonine "lirovan" race. Tall and athletic, with a mane of golden hair. Missing one ear. Wears a fine yet functional vest embroidered with battle scenes. Friendly, if sarcastic and cynical.
  • Hagora deGurn – An elderly lirovan woman. A fortune teller and shaman, well loved and respected by the community of Kighara. 
  • Godom deNilmid – A male lirovan with a chiseled appearance, freckled skin, black hair. Wears the distinctive wide-brimmed hat of an orcerer. He and his wife Dorala have combined the trades of orcerer, money-changer, minter, and apothecary.
  • Brien Fancroth – A member of the "spindlefolk" race, of unnaturally tall, zero-G adapted people. Short black hair and black beard. Wears glasses. Doesn’t look half as ruthless and cruel as he is. Formerly a member of the Black Worm Pirates, condemned to die.
  • Thrac, the Apothecary – A member of the amorphous, slime-like "ooleum" race. Blue body. Come to the Vasana Range with a handful of mercenaries, seeking poisonous ingredients for some sinister purpose.

Summary

            In the last session, the village elder Hagora deGurn told the heroes many interesting plot hooks, but specifically asked them to seek out the local nature spirit, Kurakka the Thunder Serpent and administer a potion to heal his ailment.

            While they were gathering further information around town, the opening ceremonies of the Great Hunt commenced. Among the condemned criminals was a man convicted of piracy: Brien Fancroth, a member of the same race of the pirates who attacked them in the first session: an unnaturally tall, pale humanoid with feet-like hands. He was first mate of a ship that had flown under the same banner as the other pirates: a black squiggly line on a white circle on a black background.

            While searching the crowd, Wilkins the raven found two oolea, an amorphous slime-like race, and two glasswings, a humanoid dragonfly-like race, conversing. He quickly realized that these oolea were associates of the oolea who had come to Godom’s shop asking to buy toxic reagents. They said someone named “Thrac” needed more reagents to finish their work, and they needed to wrap up quickly to report back to someone named “Thatoo.”

            Realizing that these people were likely responsible for poisoning Kurakka and driving him mad, the heroes agreed to head towards Kurakka’s lair and investigate. Hire, meanwhile, still had not told the others about his pact with Death to kill the serpent.

            They travelled for a little over a day, and thanks to Hire’s tracking ability, soon realized that the two oolea and two glasswings they had observed had already headed in the same direction as they were heading. They also witnessed that the environment surrounding the cave was poisoned and desolate, with giant herbivorous reptiles lying dead and giant monstrous mosquitos feasting on their corpses.

            They entered the cave that was Kurakka’s lair and came face to face with one of the oolea and two of the glasswings, who held them at gunpoint and demanded they identified themselves. The heroes convinced them they were only there to talk, and after disarming themselves, were led into the cave.

            There, they found the enormous horned serpent Kurakka, drugged and dying. And they found that the oolea and the glasswings had set up a base camp and alchemical laboratory there. The leader of their gang identified himself as “Thrac,” and explained that he and his colleagues were performing biological weapons research with Kurakka as their test subject, as a plot for revenge against the zorakith people who had laid waste to their home Land of Pedrona.

Thrac offered them employment as mercenaries, but quickly became suspicious when Hire started asking them about who would ultimately get to kill Kurakka, as he was trying to fulfill his pact with Death. Ultimately, Thrac decided they couldn’t be trusted and knew too much, and ordered them killed.

Hire dove through a hail of bullets, taking the brunt of their assault, but successfully attacking Thrac. Thrac was killed instantly, and the glasswing mercenaries who witnessed this were persuaded to seek employment elsewhere. The remaining two oolea fought to the death, throwing vials of poison at the party before they also were killed.

With the combat finished, Taiyo proceeded to administer the healing potion to Kurakka. Hire watched on, knowing that his pact was in jeopardy, but hesitant to turn on his allies.

The heroes loaded up all the alchemical equipment and supplies they could carry and headed back to town. On the way back, a rainstorm came, and when they looked up, they saw Kurakka the Thunder Serpent returned to his full resplendence, soaring through the air and bringing rainclouds in his wake.

Upon their return they were feted as heroes. Godom, the local apothecary and orcerer, agreed to outfit their ship with an “orchemical sieve,” a device for extracting heavy elements from the air during flights, in exchange for the equipment they salvaged from the oolea’s hideout.

Thus their mission in the Vasana Range was complete, but with Hire’s pact with Death unresolved. Though the rest of the party doesn’t know, Hire’s life will soon be forfeit if he cannot find a way to kill Kurakka.

TL;DR

The heroes eavesdropped on a crowd until they found some of the people who were responsible for poisoning Kurakka the Thunder Serpent. They tracked them down to their lair and discovered that they were doing covert biological weapons research using Kurakka as a test subject. Attempts to negotiate broke down and they ended up fighting. Though Hire was tasked with killing Kurakka by Death, he refused to betray his allies, and they successfully administered a healing potion to Kurakka.
Kurakka made a full recovery and the heroes were rewarded. Hire, however, died offscreen due to a failure to fulfill his pact with Death.

Concluding Thoughts

I think this is the session where Van Krinkel's player decided to peace out. And Hire's player also dropped the game due to schedule conflict, so he effectively ended up dying offscreen.

One thing that was interesting about this scenario is that I essentially gave the players a branching path, to choose which one of the big story threads they wanted to chase down: the pirates, or the oolea biological weapons researchers. They chose the latter, and the possible pirate informant, Brien Fancroth, was killed in the Great Hunt.

The Tremor Swamp - My Entry for the Knave 2E Adventure Jam

           Once again, I awaken from my slumber, with momentous news: I am now officially a TTRPG publisher. I have just submitted my first ...