Monday, November 21, 2022

Dwarrowdeep #9

In the month of Wintermarch, as the snowmelt began, the thaig received a visitor from Nevarra - Auric Pentaghast. He told the tale of how he had tried to slay a young dragon in his home country, who fled after killing his apprentice. For months he tracked the dragon, until at last he found her in a ruined tower on an island in the middle of a frozen glacial lake in the Frostback Mountains. The dragon had made her lair in the middle of the tower, where there was a breach in the wall. Pentaghast had tried to take on the dragon alone, but she was guarded by a pack of drakes, which made approaching her undetected impossible. Hearing of the thaig, he had come looking for adventurers who will aid him.

Now news of the dragon roosting near the thaig caused concern among the dwarves, for a dragon roosted to raise her brood, and when her eggs hatched she would no doubt begin hunting for food to raise the dragonlings, and her hunting could quickly strip an area of prey and drive her to attack man and dwarves alike. The records found in the halls of records indicated that the tower found by Pentaghast was likely the High Gate of the thaig, which of old was where the dwarves had their trade with nations west of the Frostback Mountains. Rolf Khundar thus gave permission for Pentaghast to take the Long Stairs to reach the High Gate, on the condition that he would keep the head of the dragon.

Pentaghast tried to recruit the adventurers, but the Orlesians considered the venture suicidal. Our heroes (see PC profiles here) were skeptical of Pentaghast's credentials, as although he came from a famous family of dragon hunters, no one had slain a dragon in more than a hundred years. Nevertheless, when they were offered each an equal share of the value of the gold that the carcass of the dragon would fetch, they agreed.

But before they embarked on the quest, our heroes wanted to test their mettle against the drakes, which the Avvars told them were taking prey in their lands. They laid the carcass of a deer out as bait, and when the drakes arrived they attacked, and quickly slew three of them. Their confidence boosted, they began preparation for the hunt, and had an arbalest fashioned for them by the dwarves, from which they purposed to launch a harpoon to catch the dragon to prevent her from fleeing.

Venturing east from the Quarters District, they came upon the High District of the thaig, which did not have the signs of carnage they witnessed in the other districts of the thaig - it seemed that the higher caste dwarves had evacuated the district in good order before the thaig fell. They soon found the long stairs - its stone steps wide enough for four dwarves to walk abreast - which ascended some five hundred yards over three thousand steps to reach the base of High Gate Tower.

As soon as they entered the tower they were attacked by drakes, which they overcame. Venturing further, they came across more drakes, guarding the stairs that led up into the tower, and by means of a sudden assault were able to slay all of them before they could flee and alert the dragon.

Ascending the tower, they at last came to the chamber where the dragon laired, sleeping atop the clutch of eggs she had laid. With Lorca's aid, Boggart launched the harpoon at the dragon. The bolt pierced the hide of the beast, but only barely; yet the barb had taken, and did not come free. The dragon let out a mighty roar and charged at the intruders - all but Lorca and Zunn turned and fled, and the two were engulfed in dragon breath. But the others soon regained their wits, and returned to aid their friends.

With so many attackers, the battle soon turned against the dragon. She severed the rope attached to the harpoon, and then turned her breath onto her own eggs, choosing to burn them than to have them fall into the hands of men, and fled through the breach in the wall.

Lorca had fallen to the dragon's breath also, and despite Bertil's magic the burns on his skin and his throat would not heal. Pentaghast told our heroes that the burns from a dragon's breath did not easily heal by magic, and instead told them to feed Lorca the blood of the dragon that remained on the tip of the harpoon. This they did, and instantly Lorca began to breath better, and they began their long trek back to the thaig.

Prepping and Running the Game

I have foreshadowed the dragon hunt by prefacing the previous few sessions with news of dragon sighting. When Lorca's player reached level 4 and took the Reaver specialisation, I asked him to delay the features he is supposed to receive until we could play this session, since the rules suggested that a ritual involving the drinking of a dragon's blood be required.

According to the lore, dragons were though to have been extinct for more than a hundred years by the time of campaign, hunted by the famed dragon hunters of Nevarra. I thus decided to involve one of them, specifically a Pentaghast, of the royal house of Nevarra. However, as no one had slain a dragon in more than a century, I reasoned that he was probably learned in the theory of hunting dragons, but lacked practical experience. As such, I played my as a pompous middle-aged nobleman who sought to overstate his abilities. I had a lot of fun roleplaying him, while the players were (probably just as their characters would have been) both annoyed and amused by his pretensions.

I left the preparation for the hunt to my players, and they rose to the occasion, suggesting a practice fight against drakes to gauged their threat level, and commissioning an arbalest.

The next session will take place in a couple of weeks, but we have a wargames session scheduled, so stay tuned.

Saturday, November 19, 2022

Battletech Alpha Strike Timberwolf



So after the last Battletech game we played I asked about piloting a Timberwolf (aka Mad Cat) because to me it is the quintessential mecha. Sadly, I learned that it is a Clan Mech and that it is anachronistic with all the other mechs the other guys have painted. Nevertheless, FG passed me his models from the Alpha Stroke kickstarter, and I painted the Timberwolf.

I used a Clan Ghost Bear variant colour scheme for the mech. The model is quite easy to paint, and dark grey is a rather forgiving colour.

Will this be the first of several Clan Ghost Bear mechas? Only time will tell...

Thursday, November 17, 2022

Cutting Edge Miniatures



With the release of the second edition of the Tribal rules, I decided to finally paint up the two units of Bronze Age figures from Cutting Edge Miniatures this week.

The Cutting Edge range seems to be a little all over the place, with the skirmishers shown above being larger and more pleasing to the eyes than the spearmen or the Sea Peoples I painted earlier. Add this to the fact that the other miniatures in my collection come from Redoubt, Eureka, and Newline, it means that they do look rather mismatched side-by-side - but I cannot summon the effort to redo the period with figures from one single range.

The new edition of Tribal will have rules specific to the Bronze Age and chariots, so I am looking forward to receiving my copy. Stay tuned for a review here.

Saturday, November 12, 2022

Relief of Luckpore - Campaign and Battle Wargames Rules for the 1857 Indian Rebellion


Every so often a set of wargame rules comes out of the left field and gets me all excited about a period. This time it is Relief of Luckpore by Real Time Wargames.

Now regular readers may remember the name of the company - the first posts on this blog were about a Franco-Prussian War campaign we played using their rules for that conflict. I also own their rules for Wars of the Roses, the Shenandoah campaign, and the Sudan campaign.

I already own a sizeable army for the Indian Mutiny, but as I haven't found a set of rules that I really enjoyed to use with them, the figures have sat at the bottom of my stack of boxes of figures until this week. What drew me to the rules are the grid-based system and a relatively simple movement and combat system.

I do have a little quibble with the rules though, specifically in the rating for Sikh and Gurkha troops, as well as some ambiguity over how skirmishers are deployed, and close combat resolution.


I also liked the terrain generation rules, which is what I used to set up the solo test game table (substituting walls for ditches/trenches). As you can see it provided a rather believable terrain which gamers of the Mutiny period will find familiar. The mat has 15cm grids, which is a little small for my 15mm figures on 40mm wide bases, but it is still serviceable.

Like their Sudan rules, the game aims to provide different experiences for both sides. The mutineer player will almost certainly have a numerical advantage, but will also have troops of lower quality, as well as limited command initiative.

The British have high-quality troops, more "command points" per turn, but their troops accumulate Fatigue as they act, which will make them less effective as the battle progresses.

The victory conditions for both sides are also different. There is no "break point" for the British - they give up when the player decides he cannot win. The mutineer commander has a chance of leaving the field whenever a unit is routed. Both sides thus have very different strategies: the mutineers need to wear the British down until they become ineffective and give up, while the British need to break the morale of the mutineers by routing as many units as they can before that happens.

The rules are fun enough for me to want to refurbish my army and perhaps add a few more bases. It is also suitable for multi-player games, and I hope to run a game for the gang in the near future.

Thursday, November 10, 2022

Billhooks, Battletech, and Beer




Last Sunday we actually managed to get five of us together for an afternoon of gaming.

We opened with a game of Never Mind the Billhooks in preparation for the release of the Deluxe edition of the rules later this month. I used the set-up for Towton, and the game started with twenty-four 16-figure units on table, or close to 400 15mm figures. The archery was savage and decimated the front ranks on both sides before the Lancastrians finally made melee contact and the Yorkist right flank collapsed. Norfolk entered the table just before this happened, and decided to turn back to London.

We then played a test game of Battletech, which was really fun. Regular readers may remember that I have been looking at Battletech Alpha Strike and Reaper CAV as possible options for our regular mecha game, but now I am thinking Battletech (regular) may be a contender for the times we have enough players to play a team game.

We are now organising another session for the end of the month, when I hope to try out a grid-based Napoleonic game based on the To the Last Gaiter Button rules, and another game of Battletech.

Tuesday, November 08, 2022

Dwarrowdeep #8

The Upper Halls was retaken with heavy losses, and afterwards the dwarves took control of the road north, to the point where the road turns into a bridge that crossed a chasm, before entering another hall.

Our heroes (see PC profiles here), the party of dwarven adventurers called The Outcasts, and the Orlesian party called The Foxes were sent to scout out the hall, and to see if the darkspawn were planning another attack.

The three parties crossed the bridge to find themselves in a cavernous hall that was once the site of the dwarven foundry. Here it seemed that coal from the south and ore from the north was brought together to be smelted in three large furnaces that dominated the main hall. There was evidence that the furnaces were once worked by bellows driven by waterwheels, now long in disrepair. The Outcasts found signs that the furnaces were until recently being used to smelt iron, likely by the darkspawn for the production of their weapons. Curiously, there was no sign of the darkspawn.

The three parties decided to split up, with the dwarves taking one avenue from the main hall, our heroes another, while the Foxes would stay in the main hall as sentry and back-up, and summon the rest with a whistle if there was trouble.

Our heroes explored down one avenue, finding as in other halls the remains of long dead dwarves and darkspawn and abandoned dwellings and stores, but no sign of the darkspawn.

Suddenly the silence was broken by a shrill whistle. Our heroes rushed back to the main hall to find The Foxes missing. Before they could find out what happened to the Orlesians, they heard cries of fighting coming from the avenue that the Outcasts have gone down, and so they ran towards the sound.

Arriving at what was once a meeting hall, our heroes found the Outcasts on the floor, add dead from wounds. As they moved into the hall the doorway collapsed behind them, and darkspawn come out of a doorway on the wall to their left.

Our heroes were able to despatch the darkspawn warriors after a quick fight, but then another darkspawn warrior, wearing a horned helm and wielding a large axe arrived, and he seemed proof against their spells and their blows.

Our heroes fled out of the hall through a door in the far wall, and they could hear the helmed axeman following them.

The party arrived at what was once a feasting hall, and here Milgrim became ensnared in the webs of a giant spider. It was with much effort that Zunn and Lorca were able to free him, and the trio were able to flee just before the axeman arrived with more darkspawn warriors.

The next entered an ancient armoury guarded a living statue, and were able to use the guardian to fight the pursuing darkspawn warriors while they fled deeper.

Eventually they came upon a forge with heavy steel doors that were lifted and closed by the means of a chain attached to a winch on the outside. Our heroes were able to lure the axeman into the forge and flee through the door and trap him inside.

Retracing their route, they arrived back at the hall where the Outcasts were slain, and dug their way through the collapsed doorway. But when they returned to the bridge across the chasm, they found the axeman on the bridge, blocking their way. Lorca threw caution to the wind and charged at the axeman, and so ferocious was his blow that he pushed the axeman off the bridge, sending him plunging to the darkness below.

Soon afterwards they heard the sound of The Foxes coming from behind them - they had been attacked by darkspawn and had to flee into one of the avenues, and had just shaken off their pursuers.

Vowing to return to reclaim the bodies of the Outcasts, our heroes cast one final glance upon the foundry hall, and turned back south.

Prepping and Running the Game

It being Halloween, I decided to make it a themed session. I started by having the PCs have the same nightmare where they were immobilised and hearing that they had to be burnt because they had been tainted by darkspawn.

I tried to play up the horror factor but slowing the pacing of the introductory part of the game until the PCs met the main character for the session: the slasher. My players were quick to catch on to the theme, and fled from the slasher when it appeared that he was immune to their spells and weapon damage - in truth he was not immune to weapon damage; the PCs just haven't done enough damage to kill him until the very final scene.

For the locales I had a list of rooms with features, and let the players roll to see which one the party arrive at next, with the encounter on the bridge over the chasm being the last one they would face before the game ends.

After the end of this session four PCs have reached level 4, which is the level I have set for their first specialisation. As part of the story for Lorca becoming a Reaver, the next session will feature a dragon hunt.

Thursday, October 27, 2022

Dwarrowdeep #7


In the month of Haring sightings of the dragon ceased. It was not known if this meant she had moved to another region, or that she had roosted in preparation to lay a brood.

The Upper Hall north of the coal mines had been retaken, and now our party was being sent to explore the route north, following the tracks of the mine carts.

But when they arrived at the Upper Hall from the Lower Hall, they heard a great commotion. Dwarves were fleeing towards them: the Darkspawn had launched an attack!

They were urged to flee south, but our heroes chose to remain to help. A guard asked them to go to the Hall of Many Pillars, where many warriors who were wounded during the taking of the hall had been convalescing, and to lead them to safety.

Bertil, Milgrim, and Zunn (see PC profiles here) sped towards the Hall, fighting off a group of darkspawn in their path, and arrived at the doors of the Hall to find that the casualties and three dwarves caring for them had barricaded themselves inside the Hall. Several of the wounded were too weak to walk on their own, and Legnan, one of the carers, argued that they should remain in place and wait for the attack to be repelled. It took the party some time to convince the dwarves that they should flee, with those able to helping those unable to walk, but by then it was almost too late: a party of darkspawn accompanied by an ogre was coming down the corridor towards them.

The party barricaded the door once more, but it was clear that the door would not hold the ogre for long. But the three mages had a plan: they prepared their spells, and threw the doors open, and held the ogre in place with magic, so that it prevented the other darkspawn from entering the Hall, while our heroes attacked it. Bertil and Zunn were wounded by the ogre's powerful attacks, but eventually it fell to Milgrim's gauntleted fists; the rest of the darkspawn fled when they saw their champion fall.

The whole party then made its way towards the main square, where they would be able to flee south. Their pace was slow on account of the wounded, but they managed to avoid parties of darkspawn roaming the corridors.

Their hopes lifted when they neared the plaza, but were as quickly dashed when they found it occupied by a dozen darkspawn, under the command of a genlock emissary. They had no hope of defeated so many darkspawn, but once more our mages came up with an audacious plan: Zunn would cast a spell sealing the emissary inside a forcefield together with Milgrim, who would try to strike him down and so cause the rest to once more flee; meanwhile, the dwarves would try to cut their way to the south while the darkspawn tried to aid their leader. To help them get to the emissary, the three dwarf carers volunteer to don armour of slain darkspawn and infiltrate the darkspawn and to clear a way for our heroes.

The plan almost worked - the darkspawn were surprised by the sudden attack, and in the confusion the dwarves were able to cut their way to the south while the darkspawn were focused on Milgrim, but as they surrounded the emissary and Milgrim it became clear that the elven mage would not survive...

Then just as suddenly, there came a dwarven war cry from the south as warriors from the Lower Hall arrived. The darkspawn were driven off in the ferocity of the attack, and our heroes would survive to fight another day.

Prepping and Running the Game

I had planned for the party to explore the hall to the north of the Upper Hall this session, but as two other players were unable to make it, I decided to run something that was more appropriate for a smaller, all-mage party.

Once again, the challenge was to introduce some human (dwarven?) interaction in a dungeon crawl, so I decided to have the party do a rescue mission instead of a purely combat one. I needed a large enough number of casualties to make it a challenging scenario, but to make the role-playing manageable, I only had names and personalities for three of the NPCs, one of whom was Legnan, a pessimistic dwarf who would advocate staying instead of fleeing.

I was once again impressed by the players' heroism, with them essentially sacrificing themselves to allow the dwarves to escape in the final scene. No doubt their reputation among the dwarves would be much elevated after this episode.

Sunday, October 23, 2022

Dwarrowdeep #6


In the month of Firstfall, in the deepest winter, sighting of the dragon from West Gate became regular. It was not yet known where the dragon was roosting, and she seemed to ignore the goings-on at the thaig.

The hauntings of the coal mines had prevented the miners from working, and so our heroes were sent to find the cause of the hauntings, and see if they could end them. In this venture they were led by Master Miner Berius, and accompanied by the bearer Lennard.

Berius led the party northwards through the mine tunnels, towards where the sightings of restless spirits was most common. As they passed through the passages, the party found the remains of many dwarven miners, killed either by darkspawn, or by the fire that had swept through the tunnels during their attack centuries ago. When they were crossing a bridge over a chasm, our party was attacked by ghostly apparitions of long-dead miners, who seemed to ignore those heroes who used magic and focused their attacks on Lorca and Boggart (see PC profiles here). When the party had driven off the spirits, Lorca was much weakened by their attacks, and Bertius proposed that Lorca remained at the site to rest and that Boggart remained with him to ensure his safety, while the rest carried on, but the party was determined to remain together.

The party then continued northwards, until at last they came to a large chamber that once served as depot for mine carts. Before they could all enter, there was a tremor, and the tunnel into the chamber caved in, leaving Boggart and Zunn trapped inside the chamber. A demon in the form of a statue appeared out of the darkness in the chamber, praised its "servant" for brining a sacrifice, and began to attack Zunn.

By the time the rest of the party had dug a hole through the cave-in, Zunn had fallen. The demon then turned its attention to the main party, who retreated back towards the chasm, luring the demon after them. Eventually they were able to lure the demon to the edge of the chasm, where together they were able to push it over the edge.

By now the party had become suspicious of Bertius' role, but they had no proof of his complicity, and despite Milgrim's interrogation, he confessed nothing. They party returned to the Lower Halls, where they reported their findings. Soon afterwards parties were sent in to recover the remains of the dead miners to give them a proper dwarven burial. A few days afterwards, Bertius absconded from the thaig. 

Prepping and Running the Game

The plot for this session is inspired by A Town called Mud: the Haunted Mine. I had originally planned to run this section of the dungeon as a simple exploration and combat session, and was looking for a module to provide a map and some encounter ideas, but the story of a miner luring the party to a demonic entity gave the setting an extra dimension and some role-playing opportunities.

I also introduced a few NPCs to the campaign to go with the PCs' specialisations, which I have moved forward to Level 4 instead of Level 6. Bertil is taken under the tutelage of the Augur of Stormhold, the clan trading with the thaig, while Boggart is learning fencing from an Orlesian party that had joined the thaig.

Saturday, October 01, 2022

Dwarrowdeep #5


Prepping and Running the Game

This session saw the party (Boggart, Bertil, Mulgrim, and Zunn; see PC profiles here) and the Fearsome Five (a fellow adventuring party of Avvars) return to the lyrium mines via the underground river. This time the docks were defended by the Scaled Ones, which the Fearsome Five defeated, after which they remained to guard the boats.

The party proceeded on back to the spider cavern, where they killed the giant spider and then burned the eggs she was guarding. There they also found the remains of two elven warriors, and took off them two pairs of gauntlets. These are linked to the story arcs for Mulgrim and Zunn, both of whom wish to take the Arcane Warrior specialisation later, and specialise in unarmed combat - typical players: you run a campaign set in a dwarven megadungeon, and two want to play elven monks...

Passing the spider cavern, the party entered the cavern guarded by the Rock Wraith. Bertil attempted to bargain with it for passage, and was told that the party could pass if they left behind the dead body of one of the three mages in the party. This was of course unacceptable to the party, and a fight ensued, resulting in the destruction of the Rock Wraith.

The party crossed the stone bridge that led deeper into the cavern, driving off more Scaled Ones as they did so. They were then drawn by a moving blue light down one of the smaller tunnels. They followed the light for a while, until at last they came to a dead-end at a sinkhole. Suddenly the roof of the tunnel collapsed, trapping Boggart and Zunn. Before they could begin to dig through the rockfall, the party was attacked by ghosts of dwarven miners. By the time the ghosts were defeated Bertil laid dead on the tunnel floor, and Mulgrim was unable to revive him.

Meanwhile, Bertil's spirit floated above his own dead form. He was soon joined by a spirit, who communicated with him telepathically. Learning of Bertil's distress, the spirit led him down back into his body, and Bertil found himself alive again. This encounter is linked to Bertil's character arc, as the player wants him to pursue the Spirit Healer specialisation.

Looking into the sinkhole at the end of the tunnel the party saw the calcified skeleton of a long dead dwarven miner. The skeleton crumbled when they tried to fish it out, but they were able to recover a silverite dagger from the sinkhole, which Boggart kept.

The party decided to carry on with their exploration, and returned to the main tunnel, until at last it opened into a large cavern. Waiting them there were a group a Scaled Ones warriors, led by a champion who could breath fire. A hard fight followed, and the party were planning to flee when a lucky shot brought down the champion and caused the other warriors to flee.

After the bound their wounds, the party proceeded further, and found that the Scaled Ones have abandoned the area, likely by diving into a sinkhole. They found that the site was likely used for the storage and refining of raw lyrium by the dwarves until the thaig was abandoned. In one of the rooms they found a burning statue of a demonic form like that of the Rock Wraith which they defeated. When the fire subsided they found a sticky charred substance on the statue, which Bertil identified as burnt blood.

The party took the head of the Scaled One champion as proof and trophy, and returned to the dock.

==

In the post-game Organisation phase the players failed their roll, and the roll on the Misfortune Table indicated an enemy attack. Continuing the thread from the previous session, I decided that some Fereldens have decided to launch an attack on the thaig's Great Hall outside the mountain hold as retaliation for the dwarves trading with the Avvar.

There followed a tense negotiation as me playing the Arl of Redcliffe, and the player as Rolf Khundar. Rolf demanded the perpetrators to be handed over to him, but I refused, as the Great Hall stood on Ferelden land which was leased to the dwarves and still subject to Ferelden law.

Rolf then backed down, but required compensation for his losses, which I gladly agreed to - I would rebuild the Great Hall, and levy the cost from fines imposed on the perpetrators, which would allow me to resolve the situation with the dwarves, while still keeping my own authority over my subjects, and impose a just but not harsh punishment.

This session allowed me to advance the story arcs for two of the characters. In the next session I plan to introduce a new element to advance Boggart's character arc.

I will also be following up on Rolf's attempt to poach lyrium miners from Orzammar.

Sunday, September 25, 2022

Dwarrowdeep #4


Prepping and Running the Game

As is now customary, we began the session with a recap of the progress of the thaig so far, as well as the consequences/repercussions of the progress.

The reopening of the West Gate a month prior had allowed the thaig to establish trade with the Avvar, exchanging dwarven tools and weapons for some food. The volume of the trade is not high, but news of it had traveled to the Fereldens, who are occasionally the victims of Avvar raids to the lowlands. Some elements have begun to call for a trade embargo with the dwarves.

Meanwhile, the discovery of the lake has provided another source of food supply, and work is in progress to re-establish the aqueducts to channel the water to the Lower Hall, which will further reduce the thaig's reliance on outsiders.

On the production front, the recycling of the old weapons found in the thaig has progressed slowly on account of a lack of smiths, as well as coal. The reopening of the coal mines has been delayed by a lack of miners, and the complaints from the miners that the mines haunted.

In this session, our adventurers were sent to follow the river flowing out of the underground lake to learn where it led to.

The party - Lorca, Boggart, and Bertil (see PC profiles here) - and the boatman Boran sailed down the underground river, and after some four hours came to a crumbling, dis-used dock right before a waterfall. The dock led to a cavern which was lit by bioluminescent Deep Mushrooms, which Boran informed them were dwarven delicacies.

The party disembarked and began to explore the caverns and its passages, and had to fight off a pack of Deepstalkers - small velociraptor-like creatures that inhabit the Deep Roads. Bertil began to develop a sense of unease and a headache, which he later realised was due to the presence of lyrium ore in the area. It soon became evident that the dwarves had carved rooms and shelves in the caves, and used the area as a sort of warehouse.

Exploring deeper, the party passed through a cave inhabited by a giant spider, which they fought off. Proceeding on, they were attacked by tall, reptilian humanoids. While they were fighting these strange creatures, they were attacked by the animated statue of a demonic form, and had to flee.

On their return through the spider cave they noticed a glint of metal reflecting the light of their lantern. With torches in hand, they set the webs covering the passages on fire and drove off the spider, and found some relics from centuries past: a dwarven axe with a Rune of Paralysis, an elven helm, and an elven lantern.

==

This session introduced two major plot threads: the discovery of lyrium in the thaig, and evidence of a Dalish Elf mission to the thaig.

Rolf Khunda has taken the decision to try to poach smiths skilled in the mining and processing of lyrium ore from Orzammar. To Orzammar this would amount to a declaration of war, although how this war can be prosecuted will require a lot of thought. The travel time between the thaig and Orzammar means I will have a gap of two sessions to think this over.

The second thread relates to the personal goals of the three Dalish Elf PCs in the group. Two of the players have indicated that they wanted their characters to pursue the Arcane Warrior specialisation. The Arcane Warrior specialisation is a very specific one in the fluff of the game, and it was a bit of a stretch to try to fit that into a campaign set in a dwarven megadungeon, but I think I came up with a believable reason, which will be revealed in the upcoming sessions.

Wednesday, September 21, 2022

Dwarrowdeep #3


Prepping and Running the Game

Once again I am running late and have to combine the AAR and the commentary.

In this session the party (see PC profiles here) was sent along with The Badgers, a fellow group of adventurers, to explore the passage that led northwest from the Lower Halls. When they arrived at the hall at the end of the passage they found signs of a conflagration that had occured a long time ago. The two parties split up, with our PCs exploring the left hand side of the halls while The Badgers explored the other side.

Our PCs fought an Ash Wraith and found an underground lake that was used as a source of water supply by the thaig, as well as docks indicating that the dwarves once navigated the waters. The lake would provide a secured supply of water and some food for the thaig, which would strengthen its chances of success.

Our PCs returned to the rendezvous point but The Badgers did not show up at the appointed time. Following the chalk markings left by them, our PCs tracked them into what used to be a coal mine. After a while they came across the prostrate bodies of The Badgers, bleeding and dying. Bertil rushed forward to aid the closest one of them - Brannoc the Avvar - and simultaneously the party was ambushed by darkspawn from all sides. Zunn and Milgrim used their magic to keep the darkspawn at bay, while Lorca fought his way to Brannoc to drag him to safety, and Boggart cleared the party's route of escape

The party had no means of rescuing the remaining three members of The Badgers, who in all likelihood have bled out by then, and so had to retreat. Once out of danger, they were able to revive Brannoc.

This session had the same format as the previous two: the main activity was combat, with the exploration providing exposition and moving the narrative of the thaig's progress; there was minimal role-playing. This is a major problem with a dungeoncrawl where there are no intelligent monsters/enemies. Hopefully as the thaig's fortunes progress there will be opportunities to explore encounters outside of the dungeons involving the allies and rivals the thaig will make in the future.

I am most of all very impressed by my players' decision to try to save The Badgers. The fight was challenging, and I did not give any indication that they were required to do so, but they nevertheless risked their characters' lives to do so. Had I not told them that they other three members were likely already dead, they may have continued to fight and died.

Wednesday, September 14, 2022

Dwarrowdeep #2

Prepping and Running the Game

I am a little behind in my AARs, so I will just roll the AAR into the commentary.

This session had the party explore the (what was of old) West Gate of Khundara Thaig. The dungeon crawl itself was rather straightforward. We had a new player (new to TTRPGs) join us, and he gave me one of the most satisfying experience as a GM when he said he wanted to have his character "aggro" the monster; I smiled and ask him: how do you do that? His eyes widened, and I think at that moment he truly realised the difference between a computer RPG and a TTRPG.

The combats were pretty deadly as we had no warrior/tank for the session, with most PCs going down at least once. A lot of this is due to me not having a good sense of the durability of monsters with armour, and the infamous hit point slog of the Dragon Age system. This is an area I will need to do more work on.

During the strategic part of the session I revealed to the players that the West Gate opened high up in the Frostback Mountains, and was of old the gate through which trade with the Avvar took place. Soon after the gate was opened the Avvar made contact, and began trading food for dwarven weapons and tools. While this gave the fledgling thaig another source of food, it will lead to complications down the line...

Monday, August 29, 2022

Dwarrowdeep #1

It was the month of Kingsway when our adventurers arrived at Khundara Thaig. Then, it could hardly be called a thaig, for the dwarves had just taken the halls of South Gate not two weeks prior, and at great costs in lives.

Lord Rolf Khundar had need of men, and he offered generous terms: a roof over their heads, a warm hearth, a full belly, coins, and what loot you could find that was not dwarven grave goods.

Now of old the South Gates opened to the realms of men, and the dwarves built the halls within to impress the younger race, and even in its current state, a thousand years after they were abandoned they were still a sight to behold. Now the halls held stores of grain, salted meat, and stores to supply many men for many months, for the dwarves were once again going to war.

Formed into bands, the adventurers that had flocked to the banner of Lord Khundar were sent north deeper into the thaig, crossing the Chasm of Karak over Thurdin's Bridge, at last reaching the Lower Halls after a trek of nine miles. Here the captain sent them out in their bands, bidding them to survey the lay of the halls, noting where the darkspawn gathered, and noting where all the passages were, that the battalions will not be surprised by sudden ambush when they came to take the halls.

Exploring to the west, our heroes (see PC profiles here) were almost immediately set upon by a lithe darkspawn, which was called a Shriek, but they were able to slay it.

Proceeding on, they came upon a burial hall, which turned out to be a false crypt. When they searched the walls of the hall, they discovered a hidden door, but when Boggart passed through it, a portcullis came down and cut him off from the others. Then the stones of the wall on the chamber beyond formed into a golem, and began to attack him. Boggart attempted to restrain the golem by entangling it with a rope, the ends of which he passed to Bertil and Lorca. But the golem was too strong, and could not be restrained; but when it strained again its bonds the rope lifted the portcullis where it passed under the bars, and so Boggart was able to slip under the portcullis and escaped certain doom.

When Bertil had rendered healing to Boggart, the party then continued with their exploration, coming upon another chamber, wherein was a plinth, upon which a untarnished warhammer of great beauty was placed. Boggart attempted to remove the hammer from the plinth by means of a lasso, but when the lasso fell upon the hammer the pillars of the chamber, which were shaped like dwarven warriors wielding hammers, came to life and struck the plinth - the hammer was but a phantom!

The party proceeded on, and came across a hall of records, wherein was found many records concerning the common folk of Khundara Thaig. Near the hall of records was an ossuary for common folks, the entrance of which was protected by a magical barrier which our heroes could not pass through.

Finding no other passages, the party turned back, but was attacked by a patrol of genlocks, which they managed to defeat.

Prepping and Running the Game

The first session of our campaign was a simple dungeon with a few keyed areas. The map of the area was based on the Heroic Haps Abandoned Dwarven Hold tiles which I made, with the descriptions based on the entries from Dwarrowdeep.

Dwarrowdeep "as written" is too vast to run, and I have no practicable way of representing the dungeon on table, since our style is to use grid maps and miniatures. As a result I decided to let the players explore just one section of the dungeon, with the assumption that other parties are likewise exploring the other sections; the section that the PCs explore will be a composite of the more interesting keyed areas from the module, which I will translate onto the dungeon tiles which I have.

We had three combats this session, which is the usual number I try to aim for. Combat is slower than 5E, due mainly to the time needed to add up the sum of 3d6, as well as the dreaded "choice paralysis" when a player gets Stunt Points - I expect this to resolve after a couple more sessions though.

Wednesday, August 24, 2022

Dwarrowdeep #0

(see campaign background here)

PC Profiles

  • Bertil, Avvar Apostate Mage

Formerly from the Red Lion Hold, Bertil was an apprentice to the Hold's augur, until he made the mistake of leading a raiding party to attack a Ferelden village and killed the son of an arl and several Chantry priestesses. The arl led a punitive attack that wiped out Red Lion Hold and scattered its surviving members, and Bertil sough refuge at Khundara Thaig.

  • "Boggart", Ferelden Freeman Rogue

"Boggart" was once under the employment of a minor noble house in Ferelden. When the house fell, he turned to a life of crime, which got him declared an outlaw.

  • Milgrim, Dalish Elf Apostate Mage

Earmarked to become the Keeper of his clan, Milgrim has taken the journey to gain better knowledge of the world outside the forests.

  • Lorca, Ferelden Craftsman Warrior

Lorca's parents were caravan guards for a Surface Dwarf merchant. After they were killed during a darkspawn raid, the dwarven merchant adopted him and raised him as his own. He joined Khundara Thaig to take revenge on the darkspawn, and to make a name for himself.

  • Zunn, Dalish Elf Apostate Mage

Previously the apprentice to his clan's First, Zunn had undertaken a quest to find the relics of an Arcane Warrior from his clan who five centuries ago set off on a quest to find the lost Khundara Thaig, but never returned.

  • Elion, Dalish Elf Rogue

A companion to Zunn, Elion hopes to aid him in his quest to restore the glory of the Dales.

  • Varosh (aka Dave the Dwarf), Dwarf Duster Rogue

Formerly a petty thief in Dust Town in Orzammar, Dave had joined the thaig to seek his fortune.

Monday, August 22, 2022

A Farewell to D&D


The biggest news in the RPG-sphere the past week had been the announcement of One D&D. The announcement doesn't really affect me, as I had already decided to migrate to the AGE system as the mainstay of my fantasy campaigns, starting today, in fact. In fact, I looked through my posts and realised that the last time we actually played 5E was almost 2 years ago.

There are two main reasons why I made the decision, neither of which has to do with the core rule mechanics or the way characters are created - two of the things most people seem to be talking about in this revision.

In fact, I find the 5E "roll a d20 and try to equal or beat a target number" mechanic to be effective; and proficiency bonus and advantage/disadvantage are just genius strokes.

In terms of the way characters are created, the new system is a mixed bag to me. I agree that there should be racial traits and background skills, but I also prefer racial modifiers to the attributes. I do think that any sentient race should not have a default alignment though.

So what are the aspects of D&D that make me decided to switch system?

The first is the spell lists. The default spell system and lists result in a setting where magic is too abundant, reliable, and low-cost for my taste. The problem lies not so much in the higher level spells (which PCs cannot access until rather late in the campaign) but the cantrips, which are unlimited, utilitarian, and take away much of the dangers and inconveniences of adventuring.

It is of course possible to amend the system, by say implementing spell slots for cantrips, a roll-to-cast system, and removing spells which I think are "problematic", implementing spell trees... but all those require time and effort, and may not be a once-off exercise due to the second reason for me switching system.

The second and more important reason for me deciding to switch system is that I simply cannot keep up with all the new character options and spells that seem to be coming out at shorter and shorter intervals these past few years. While 5E was my main system for fantasy campaigns, we typically alternate between fantasy and campaigns of other genres, and often try out other systems for shorter campaigns. Our group can probably get by with just the core books and whatever house rules we have adopted so far, but as I occasionally run games for newbies and at local conventions, I cannot claim to be running "D&D" if I don't keep up.

And keeping up seems to be something that will become rather expensive and time-consuming, judging by what little information we have so far from WOTC. I personally have no need for a whole VTT system, and I still prefer reading rules in dead tree format.

All these factors have led me to switch to a more stable system, which I hope will be provided in the form of the Fantasy AGE Core rulebook, which should be released... soon? In the mean time we will be playing Dragon Age RPG.

I will still keep an eye on One D&D, and I may even give it a try as a player when it is released - but for now, D&D is just a system that I used to run.

Wednesday, August 10, 2022

Return to Thedas: Dwarrowdeep [Spoilers for my players]

(image source)

A few months ago I started thinking about continuing the Dragon Age campaign which was the first campaign I GM'd when I started our weekly sessions. 

Well, in the months since I have decided to go ahead with that, and have bought a copy of Dwarrowdeep as the template for the campaign.

The basis of the campaign is that Rolf Khundar (a PC in our first campaign), heir to the throne of Khundara Thaig lost to the darkspawn almost a thousand years ago, had discovered the gate to the lost thaig, and had petitioned the Assembly to help him recover the thaig. When the Assembly voted to deny his request, he denounced the Assembly, and declared that he will recover the thaig without the aid of the Assembly, but with the help of any dwarf, man, or elf who will join his quest, promising them a place in his new kingdom.

While his move was condemned by many of the dwarven nobles, many casteless dwarves decided to throw their lot in with him, hoping to escape the caste system in Orzammar. As his party of exiles traveled south, overland, news spread, and many Surface dwarves and adventurers joined him.

The band was granted the use of a small area of land near the discovered gate by the Arl of Redcliffe, where Rolf built a great hall and began gathering supplies and more men to stage his mission. Eventually they were able to drive out the darkspawn in the halls of the South Gate, and retake the area. Their success cost them many lives, but drew even more adventurers to Khundara Thaig. Now, with their stores filled with supplies bought by the riches they have recovered and newly harvested grain and preserved meat, they begin their campaign to retake the rest of the thaig.

The idea of dwarves retaking an underground kingdom from evil humanoids isn't a new or uncommon one - in fact, I learned from one of my players that Return to Moria is going to be released in 2023 - but the politics of Thedas makes the situation a little more complicated and therefore interesting.

The recovery of a dwarven thaig will have major economic and political consequences to several major players in Ferelden.

Firstly, there is the issue of its relationship with Orzammar. The High King and the Assembly have chosen not to back the mission, but once Khundara Thaig is restored, their pride will not allow the existence of an independent dwarven realm, and they will no doubt demand homage and allegiance. Adding to this is the fact that Prince Bhelen, son of the reigning High King and a contender to the throne, is secretly sympathetic to Rolf's cause, believing that expansion, trade with the surface, and granting more rights to the casteless is the only way to save the declining dwarven race. If Bhelen can secure Khundara Thaig's allegiance by giving aid to Rolf (secretly), it will no doubt help in his bid for the throne. At the same time, the king's Second and also contender to the throne, Lord Harrowmont, is a traditionalist who has the support of the majority of the nobles, and someone who has reasons to want the mission to fail. No doubt both men are keeping a close eye on the success of the thaig, and will intervene when they feel they need to.

Then there are the local Fereldens, to whom the land nominally belong to. Rolf was granted small plot of land to build his great hall on, with no rights to build fortifications, due to the aid he rendered the Arl of Redcliffe during the darkspawn incursion during our first campaign. While it was convenient to the Fereldens to have a friendly armed force guarding a known gate to the Deep Roads, the presence of a new dwarven kingdom at one's doorstep is another matter altogether. If the thaig thrives, then the silver made from taxing the trade of goods to and from it will make the Arl more powerful. But if the thaig fails, then having so many armed and dangerous men with no money and no prospects is just a disaster waiting to happen.

Among these desperate men are apostate mages, who have fled persecution in Ferelden to seek a new home in a dwarven kingdom. While the land outside nominally belongs to Ferelden, their authority has not traditionally extended into lost dwarven kingdoms. If the thaig thrives and draws more apostate mages to its ranks, then is only a matter of time before the Chantry can no longer turn a blind eye to the existence of so many apostate mages in the realm of Ferelden.

Finally, there are the Avvars, who deem the mountain realm their own. While relationship between the Avvars and the Dwarves have always been cordial, the success of the thaig will no doubt draw more and more lowlanders to the region, creating more opportunities for tension and conflict.

On top of all these is the issue of lyrium, the mineral that possess magical properties. Currently, Orzammar has a monopoly on the lyrium trade, with the Chantry being the sole legitimate buyer. If and when lyrium is discovered and mined in Khundara Thaig (spoiler alert: it will be), this will cause a disruption in the market that will have major consequences.

I assume the lyrium trade to be a major source of income for Orzammar, so any competitor in the market will be a major threat to the kingdom. Orzammar will either have to gain control over the supply of lyrium from Khundara, or else shut it down.

For the Chantry, the source of lyrium outside of their control also poses an existential threat: the Chantry relies on lyrium to train and control its military arm the Templars. While most templars are loyal to the Chantry, the risk of losing control over their warriors is one the Chantry may decide they cannot afford. This puts the Ferelden Chantry in a difficult position: how can they make a deal with Khundara Thaig to control the supply of the lyrium when the latter are openly sheltering apostate mages?

As you can see, there are multiple factions which the players will have to interact with on top of the business of exploring the thaig and killing darkspawn.

Fortunately for me, Dragon Age RPG actually has rules for organisations, which I think I will use to adjudicate some of the interactions.

As for the actual dungeon-crawling, I am not yet certain how I will run that. I do know for sure that I will not run the dungeon "as is" (something which I think is actually impossible to do). That will require more thought and will be the topic of another post.

Sunday, August 07, 2022

Savage Gamma World #4

As our mutants plotted their mission, they were joined by their friend Yapapa (see PC profiles here) who had journeyed to join them at Dawnsville after parting with Joe. Yapapa's mutant powers of acidic juices provided our mutants with a quick way of getting Polly Pockett and Mr Bones out of their prison in the metal sphere - they now needed a means to flee Dawnsville and evade pursuit afterwards.

Yapapa made its way to the metal sphere, while the rest of the party, along with Furwall and Baccarat made their way to the water tower which Colonel Sari used as her headquarters. Their plan was to make their way separately into the headquarters, while Batte would instigate the populace at the shantytown to riot to create a diversion. The mutants in the headquarters will then overcome the guards, take Colonel Sari hostage, and flee in the airship docked at the tower, picking up Yapapa, Polly, and Mr Bones on their way.

Map of Dawnsville from Kickstarter

Yapapa succeeded in dissolving the walls of the metal sphere as planned and freed Polly and Mr Bones, while Batte used his Fear Generation power to cause a riot in the shanty down. However, while Furwall and Baccaract were able to gain admission into the headquarters, Kong, Rex, and Vik were made to wait at the base of the tower.

When it seemed like the guards were not going to lower the lift to the ground level, Batte flew up to the tower and saw that Furwall and Baccarat had been bound by the soldiers and were about to be loaded into the airship, with Colonel Sari and her retinue following. The mutants on the ground decided to force their way into the tower. They overcame the guards, and Kong attempted to levitate up the lift shaft to access the headquarters, but was unable to get past the floor of the lift cab. In a last ditch effort to stop the airship from leaving, Vik used his Molecular Disruption power on the tower, disintegrating a section of its stem and causing it to topple towards the palisade wall. Unfortunately, he was too late - the airship had left its mooring, and began to head towards the south. Kong managed to extricate himself from the collapsed tower, and the mutants all fled in the ensuing chaos.

When they were reunited with Yapapa, Polly, and Mr Bones, Polly revealed that she was a member of the psionic group The Brain Trust, and that she had been sent by her leader Macron (yes, this is the name from the module) to infiltrate Dawnsville and learn about their plans. She had learned that they were using the tournament as a means to lure the inhabitants of the zone to Dawnsville to feed them the red stew, which contained a virus developed by the scientist Proteus, that would render them sick and kill them in a week; those who submit to the Army of Dawn would then be given a cure, while those who refused would be left to die. Polly had met Mr Bones in Dawnsville, and learned that the latter too wished to bring down the Army of Dawn, and together the two had planned to get Mr Bones near Colonel Sari, when Mr Bones can kill her and take her form using his mutant power.

Mr Bones revealed himself to be a mutant plant being, whose "queen" had been imprisoned by the scientist Proteus in a bunker to the south, which he had escaped from. The red virus was also developed in this "biobunker". Mr Bones believed that Sari and Proteus have fled there, and offered to take the party there.

Our mutants resolved to travel to the biobunker to rescue Furwall and Baccarat, and hopefully find their friend Mary Juna, and the cure to the red virus.

Polly confessed that The Brain Trust had purchased Mary Juna the mutant marijuana plant from Battenburg to help the group "expand their minds", and she offered to return to The Brain Trust to bring her and help to meet the party at the bunker.

Three days later, our mutants arrived at a small concrete post, which Mr Bones informed them contained the lift which led to the underground complex that was the biobunker. Next to the post was a radio tower, and moored to the tower was the same airship that Sari and Proteus left Dawnsville on. The radio tower emitted a strong energy, which incapacitated Vik, who had to left behind as the party approached the post.

The party surprised the guards outside the post and incapacitated them, and Mr Bones took the form of one of the soldiers, while Rex put on the uniform of the other. Rex and Mr Bones pretended to take Batte and Kong prisoners, and using the access cards taken from the soldiers, they entered the complex.

The party was able to get past the guards at the lift lobby, and make their way to the cells, where they found Baccarat. Baccarat informed the party that he and Furwall had developed symptoms of illness from the red stew, but were given a blue liquid that cured them, and that Furwall had just been taken out of her cell to have a mind-control chip implanted inside her head so she would serve the Army of Dawn.

The party searched the complex for Furwall, and arrived outside a large room, within which Mr Bones informed them his "queen" was held. Through the glass window on the door the party saw a large tree imprisoned behind a glass wall. Also in the cell were several humanoids who resembled Mr Bones. Through telepathy the tree communicated with the party: she revealed that she was created by human scientists before the apocalypse, and imprisoned here since, kept alive but weakened by the bare minimum nutrition provided by the life-support system. Two years ago Proteus entered the biobunker and took over the facility, but during a security lapse she was able to send out a few of her children to try to find a way to free her, but she thought that they have all failed in their mission, until now. She also revealed through her telepathic ability she had learned that Proteus was the mastermind behind the Army's plot, and that she would help the party fight the Army if they released her. Unfortunately, the access card our mutants held could not open the door to her prison - they would need to access the control at the Server Room.

Leaving the tree, our mutants found Furwall in a nearby room, strapped to an operating table and having her head shaved by a medical droid. They disabled the droid and freed Furwall, and prepared to meet up with Baccarat and flee.

As they passed the next room, they saw through the glass window in its door that Proteus was inside. The room was a laboratory, and they could see large vats holding red liquid and blue liquid. The party tried to enter the room but found that they could not open the door. Proteus was alerted by their presence, and raised the alarm. Within seconds the sounds of running boots could be heard coming down the corridor.

Our mutants were chased into a dead end corridor by Dawn soldiers and The Gray Death and pinned down by fire. Desperate, Furwall called out a challenge to The Gray Death to fight her in hand-to-hand combat. The Gray Death accepted, and said that he would spare Furwall's life if she won, but her companions would be put to death in either case.

Furwall accepted the terms, and overcame The Gray Death quickly, to the surprise of the Dawn soldiers. The mutants than attacked and neutralised the shocked Dawn soldiers, and fled down another corridor.

At the end of that corridor they found the server room. When they entered the room, the multiple monitors on the facing wall which had displayed the views from the various security cameras switched to displaying a female human face. A voice on the sound system announced herself as Minerva, the Artificial Intelligence that ran the biobunker's functions. She revealed that she was created a long time ago, but had gone into a slumber when the apocalyptic event that brought about the end of human civilisation happened, only to be awakened by Proteus and the Army of Dawn, whose presence she resented, but she was unable to directly harm Proteus or his followers herself due to her programming.

Our mutants offered a solution to Minerva: release the tree and her children to fight the soldiers, and they will mop up any remaining soldiers that the plants did not defeat, and rid her of the Army of Dawn.

Minerva was silent for a few seconds, and then the screens reverted to the security cameras' view, and the mutants saw the glass holding the tree lift, releasing the tree's children, who proceeded to rampage through the complex, killing Dawn soldiers with their bare hands. Within a few minutes, all the Dawn soldiers were dead. The tree lifted its roots from the ground, and began to slowly plod towards the lift, followed by her children. Mr Bones left the party to join them, and in a few minutes, the tree and her progeny were gone.

The party left the Server Room and freed Baccarat from his cell. Bodies of some forty Dawn soldiers littered the ground, but Proteus' body was not among them. The party returned to Proteus' lab. Here they found samples of the red virus as well as the blue cure, but there was not enough of the cure for the hundreds of zone inhabitants who must have eaten the stew, nor did they have a means of distributing the cure to all the villages in the zone.

As they pondered the problem, the door to the laboratory opened, and Polly and Macron entered, along with Mary Juna. Macron thanked our mutants, apologised for buying Mary Juna, and congratulated himself on the success of his plan in defeating the Army of Dawn, and promised that he and The Brain Trust would manufacture the cure based on Proteus' notes, and distribute them to all the affected zone inhabitants.

As Macron's people took over the facility, our mutants left the bunker to reunite with Vik, who informed them that he saw Proteus enter the airship with a couple of Dawn soldiers and leave just moments before Macron and The Brain Trust arrive in their cars.

Our mutants are now reunited, but Proteus was still out there, along with remnants of his army. Is the zone safe enough for their village to relocate to? Will The Brain Trust prove to be allies or adversaries? Will their bargain with the tree come back to haunt them? Only time will tell...

Prepping and Running the Game

(To be completed later)

Thursday, July 28, 2022

Savage Gamma World #3

Kong faces off against Furwall

Leaving the airship in the hands of Joe and his villagers, our mutants (see PC profiles here) decided to travel to Dawnsville to attend the wrestling tournament that had been advertised across the zone - the winner would receive a prize of a hundred bullets, and be given a position as an officer in the Army of Dawn, which they hoped would allow them to learn the whereabouts of their friend Mary Juna, who had been sold as a slave.

After four days of travel, our mutants arrived at Dawnsville, a small town surrounded by a palisade wall. As they approached the gate, they saw three bodies hanging from a gallows - two of the victims had a sign with the word "Thief" hung around their neck, while the third had a sign with the word "Psionic" around his neck. Posters on the walls announced that all thieves and psionics found in Dawnsville would be executed.

(map from Kickstarter)

Our mutants made it past the Dawn soldiers at the gate after announcing that Kong - using the assumed name of Long the Great - was there to take part in the wrestling tournament. Immediately the party was spotted by the mutant Jinnie, who volunteered to be Kong's manager for a cut of 20% of the purse. The party agreed, and were led to the sign-up area, where Kong was made to arm-wrestle the house champion The Grey Death, a cyborg. Kong, his strength restored after his dip in the sacred pool, defeated The Grey Death, who smashed the table in a fit of rage and left. Kong was in.

Jinnie led the party past the market area, where free stew was being offered to all the inhabitants of the zone who had traveled to Dawnsville to see the tournament. Kong recognised the smell of the free stew as that which had been fed to him while he was prisoner in Battenburg's Trading Post, which turned him gravely ill, and the party wisely decided to pay for some hotdogs with their own money instead.

The party took up bunks in the free hostel set up for visitors, and decided to browse the stalls at the marketplace. There they were approached by Polly Pockett, a reporter for the Dawnsville Gazette. During the interview, Batte sensed that Polly was trying to read Kong's mind - she was a psionic!

The next morning, the party made their way to spy on Polly at her office, and found that she was conspiring with Mr Bones, one of the participants of the tournament, to help the latter win.

That evening the first round of the wrestle tournament took place at the arena set up just for the event - a hemispherical steel cage sixty feet across at the base. The event was attended by hundred of visitors from all over the zone, and the leader of Dawnsville and the Army of Dawn, Colonel Sari, who watched the proceedings from a dais, flanked by guards.

The opening match saw Kong fight John "the lodestone" Dwayneson, a rock organism with regenerative power. Kong was close to losing the match when Batte intervened, using his Fear Generation power to cause John to abandon the fight. Fortunately for the party, Batte's use of psionic power was not detected.

The next match-up saw Mr Bones, a slim and quick humanoid defeat the boar mutant Swine of the Wild, who seemed to be confused by the former's movements... but the party noticed that Polly was standing near the ring...

Then came Furwall, a four-armed mutant gorilla who, after some initial difficulty, managed to seize her opponent The Zone Tornado with one pair of her hands, then proceed to pummel him with her other pair of hands into submission.

Finally, the house champion The Grey Death came on and easily demolished Delta Max, a droid.

The second day of the match saw Kong pitted against Furwall. As the bell sounded, Furwall leapt forward and quickly seized Kong with her hands... and then the two apes felt an attraction to each other as simian pheromones kicked in. Kong whispered to Furwall to let him win the match, but Furwall was too proud to throw the match; instead, she knocked Kong out with a single blow and ended the fight.

After Kong was carried out of the cage, The Grey Death and Mr Bones entered the ring. Despite his strength and power, The Grey Death was unable to grab hold of the nimble Mr Bones. Then suddenly, Batte felt a piercing headache just as Colonel Sari shouted: there is a psionic among us - find him!

Dawn soldiers entered the cage and arrested Mr Bones, and soon afterwards Polly was arrested too as she tried to flee. The pair was taken to a large metal sphere - an disused LPG storage tank - and lowered into it.

The next morning, it was announced that Polly Pockett and Mr Bones were psionics who had conspired to cheat in the tournament, and would be executed by hanging as a pre-game entertainment that evening.

That same morning, while Kong was resting from his injury at the hostel, he was invited to meet with Colonel Sari. Kong and Vik followed the Dawn soldiers to a water tower that had been repurposed as an office for Colonel Sari and her staff. Here, Kong was offered a position as an officer in the Army of Dawn, which he accepted. Colonel Sari then informed him that he would accompany her to "the bunker" the next day for his induction to the army. Kong asked if Furwall would also be offered a position in the army if she won the finals that evening; Colonel Sari smiled and replied that that would not happen.

Kong and Vik returned to his companions, and the party decided to visit Furwall and warn her that foul play was afoot. Arriving at her shed, they were met at the door by Baccarat, her mutant chimpanzee manager. After receiving assurance from the party that they were not in league with the Army of Dawn, Baccarat admitted them and informed them that he and Furwall had been asked by agents of Colonel Sari to throw the fight that evening or face... consequences. The duo were reluctant to throw the fight out of ape pride, but at the same time they feared for their own safety after the fight.

With Kong's new love interest in danger, our mutants decided they needed a new plan. Reasoning that Polly would have some insider information on Dawnsville and that she had little love for the Army, they decided to rescue her and Mr Bones before the fight in a dramatic fashion, and then flee Dawnsville with Furwall and Baccarat in the ensuing chaos...

Prepping and Running the Game

This was the first session of the campaign where I had all four players at the table.

The plot was based pretty much as per the module, but I had a lot of fun improvising NPCs as the players wandered around Dawnsville, doing shopping and sticking their noses into places. They also made a game out of betting on the outcomes of the fight - the module actually gives you the bookkeeper's odds for the match-ups, which makes it easy for the GM.

This part of the campaign was pretty sandboxy, but easy to run as the module provided a very well-drawn map of Dawnsville, descriptions of the areas of interest, as well as details about the NPCs. There were also events which the GM could trigger if the players were not proactively pursuing their own course of action.

I started the session with no idea of how it would end, but I am pleased with how it turned out and I am looking forward to the finale session next week.

Wednesday, July 20, 2022

Savage Gamma World #2


As our mutants made their way towards the munitions factory, it soon became clear that Kong was ill (see PC profiles here). He began to suffer from aches and chills, and his eyes turned bloodshot. Kong suspected that it may have been the result of a poison in a red stew fed to him by Battenburg, which was not given to the other slaves. That night, when the party made camp, an anthropomorphic camel mutant suddenly appeared in front of them. He introduced himself as Joe, and explained that he had followed the party from Battenburg's Trading Post.

Joe's village had been taken as slaves by Battenburg's goons and sold to the Army of Dawn to work at their munitions factory, and he was only able to evade capture by using his chameleon powers. Having heard their plan to free their friend from the munitions factory, Joe decided to join them on their mission. But first, there was the matter of finding a cure for Kong's ailment, which Joe had a proposal for: the elders in Joe's village of mutants had spoken about a community of monks in a sacred mountain who guarded a pool of healing, and that the faithful who are pure of heart may be healed of any disease or wound by the water from the pool. Joe had never been to the sacred pool, but he knew where the sacred mountain was. With no other option in sight, our party decided to travel to there.

After two day's travel, our party arrived at the foothill of the sacred mountain, and followed a path that led upwards. By now Kong was severely ill and bleeding from his nose and mouth - the party was running out of time. Halfway up the mountain, at a narrow defile, the party found their path blocked up a two-head giant, who claimed to be the guardian of the sacred pool. The giant explained that only those who were pure of heart and embraced peace could pass, and bade the party to throw all their weapons down the ravine beside the path. With Kong at death's door, the party had no choice but to comply... but as soon as they had done so two more giants appeared on the hillside above them, and began throwing rocks at them! Our unarmed mutants tried their best to fight back, but were almost overcomed by the giants, until Vik used his mutant power to cause the side of the hill to disintegrate, causing the giants to fall and become incapacitated. The use of his power caused Vik to fall unconscious, but with his two accomplices taken out, the two-headed giant surrendered, and confessed that they were just highwaymen who preyed on pilgrims to the sacred pool.

Our mutants recovered their weapons, and continued their way up the mountain. Close to sunset they arrived at a clearing, where they were greeted by the monks guarding the sacred pool. After our heroes passed a test of their compassion (and wits), they were allowed to lower Kong into the sacred pool, which restored him to health.

With Kong healed, our mutants made their way to the munitions factory, guided by Amaltea's map and Rex's super sense of direction.

Two days later, our mutants reached the munitions factory, which they could see from afar due to a airship that was moored above it. Batte flew over the compound and saw that it was a walled compound housing not only the munitions factory and the quarters of the slaves who worked in there, but also the barracks of the forty or so Dawn soldiers who guarded the compound, the quarters for the officers, and also a massive hangar for the Army of Dawn's airships.

With so many soldiers guarding the compound, a direct assault was impossible. Using the chameleon powers, Joe sneaked into the compound and made contact with his fellow villagers. From them, he learned about the organisation of the Dawn soldiers, and their routine. Now armed with information our mutants put their heads together, and devised a cunning plan.

The next evening, when the officers of the Army of Dawn were having dinner in their mess, Teva, a mutant from Joe's village with shapeshifting power took the form of their commandant and entered the mess. Inside, Rex, who accompanied Teva, used his paralysing gas to knock the officers out, and then kidnapped the real commandant.

Then Teva, still in his guise as the commandant, ordered the soldiers to load all the slaves onto the airship. The plan worked for a while, as the soldiers were not used to questioning orders, and the slaves, already informed about the plan, moved quickly. But as the last slaves were boarding the airship, a Dawn soldier decided to check in with the other officers at their mess, and found that they had all been knocked out. The alarm was raised, but by then it was too late. The soldiers started shooting at the departing airship, but soon stopped when they realised that their commandant was missing and might be onboard too.

Our mutants piloted the airship southwards through the night, heading for a place where Joe and his fellow villagers could start a new home. The next morning, when they went to see the commandant to decide his fate, they found him dead with no apparent cause. Our heroes landed the airship and disembarked, leaving it to Joe and his villagers.

Prepping and Running the Game

As Kong's player once again could not join us for the session, I had to come up with a way to have Kong travel with the party without him doing much. At the same time we had another player who could join us for just one session, so I had Joe the Camel join the party.

I used part of the content of the Mutant Crawl Classics module Blessings of the Vile Brotherhood for the first half of the session. The module is quite an interesting one, and involved a literal hexcrawl and chase which I did not use.

The second half of the session was based on the Mutant Year Zero module, although I added the part about slave workers.

The players were having difficulty planning the rescue of the villagers, until Joe's player asked if there were any mutants among the slaves who had powers which might be helpful. I decided that two of them would, and had him roll up random mutant powers for them. The powers gave them the inspiration they needed to plan the rescue, and they managed the rescue with minimal fighting.

Monday, July 04, 2022

Savage Gamma World #1

Our tale begins when our heroes: Batte, Rex, and Vik (see PC profiles here) were called into the hut of Ah Meng, the mutant orang-utan who was the head of the village of mutants living in the desert. Three weeks ago, Ah Meng told them, Kong, Mary Juna, and Yapapa were sent on a mission across the Barrier Peaks to find a new place for the villagers to settle, but they had not returned as anticipated. Now our heroes will have to undertake the journey to the west and to find their friends and complete the mission.

Taking what food, water, and salvaged materials the village could spare, our heroes followed the course of the old highway that humans constructed across the Barrier Peaks. After two days, they came at last to a lake near its summit. While trying to get water from the lake, the party was attacked by tentacled-shark mutants, but with Batte's fear-inducing powers they were able to drive the sharks off and refill their bottles.

The next day they followed the course of the river that led from the lake down the western slope of the Barrier Peaks. From their vantage point they could see that the river led to a long valley below, where there was more vegetation and settlements.

That night, while camped by the river at the valley floor, our heroes were interrupted by a deer-headed mutant fleeing from pursuers. After ascertaining that the party were not with "the Army of Dawn", the mutant introduced herself as Amaltea, and handed them a map and bade them to bring it and a small metal box to Truffaut's bar marked on the map, and then continued its flight to draw the pursuers away.

Soon the party saw three mounted men charging towards Amaltea. Using Batte's fear-generating power and Rex's paralysing gas power, our heroes managed to defeat the pursuers, and take their weapons and ammunition as loot.

Amaltea thanked our heroes, and revealed that she was a scout for Truffaut, a mutant bear who ran a bar and settlement a day's walk tot he north. Concerned about the rise of the Army of Dawn, an expansionist force operating out of the town of Dawnsville in the west. Dawnsville was a nondescript town like many others in the valley, but a year ago it began to convince surrounding settlements to come under its banner, and recruit an army armed with firearms, and create a whole economic system using bullets as a form of currency. Truffaut had sent scouts to find out more about them, and after weeks of work, Amaltea had learned that the Army of Dawn operates a few factories runned by slave labour. Our heroes learned that mutants matching the description of their friends had been seen being led by slavers to one Oscar Battenburg's trading post a week prior.

Our heroes accompanied Amaltea to Truffaut's bar, where they were welcomed by the mutant bear. Truffaut gave our heroes more information about the Army of Dawn, and gave them some salvage equipment to help them rescue their friends.

Our heroes traveled westwards to Battenburg's trading post, and arrived in the evening two days later to see slaves being led to an airship owned by the Army of Dawn, but their friends were not among them. Our heroes counted at least four mutant minions with Battenburg, a human. They decided not to risk a confrontation, and instead came up with a scheme to pass themselves off as buyers, using the salvage they have received from Ah Meng and Truffaut. After the airship had departed, our heroes approached the trading post, with Rex wearing costume jewellery and perfume, Batte swinging a make-shift incense censer, and Vik in attendance with a teapot filled with cactus tea. Announcing himself as Rexona, Rex asked to buy an ape mutant and a couple of plant mutant. Battenburg at first said that they were out of stock, but when Rex declared that he was a rabbit of means, Battenburg revealed that he did indeed have an ape mutant, and asked for a price of 300 bullets. Rex bargained the price down to 210, and soon Kong was led out and handed to them.

When they were out of earshot of the trading post, Kong told the rest that they had been ambushed by Battenburg's slavers two weeks ago and taken to the trading post. Mary Juna was sold to a group of psychics known as "the Brain Trust", and Yapapa was sold to a munitions factory owned by the Army of Dawn, while he was kept by Battenburg, who intended to field him as a champion is a prize fight organised by the Army of Dawn.

Armed with the information and the map from Amaltea, our heroes resolved to travel to the munitions factory to free their friend.

Prepping and Running the Game

This campaign is based on the Mutant Year Zero module The Gray Death, but instead of setting it in a winter landscape, I have transplanted the campaign to a post-apocalyptic California valley.

There were two combats in the session, the first being with the sharktopus at Lake Isabella, and the second with the Dawn cavalry. The Dawn soldiers in the module are depicted wearing WW1 British helmets style, which is the look my Warzone Imperial figures sport. Both fights were short, due to the PCs' powers, which on the one hand was a little disappointing, but on the other hand allowed the players to feel that their characters were heroic.

I had planned the session for 4 characters, but as Kong's player had to drop out last minute, I modified the plot to have Kong and two other potential guest player characters being captured by slavers in an earlier mission. This gave the players an extra motivation to complete the campaign instead of just turning around and going home once they learned about the situation in the valley, and also allowed me to direct them to the various locations in the module.

One of the fun part about this campaign (at least for me) is the use of random salvage loot/equipment. By chance the players rolled up items which were "posh" but seemed useless, like costume jewellery, perfume, incense, and a tea set, but the common theme among these items prompted them to come up a way to save Kong that didn't involved a fight with Battenburg and his slavers. Again I was a little disappointed, as I had actually generated stats and mutant powers for the slavers, but the way the players pulled off their rescue was quite cool.