Wednesday, August 10, 2011

[Savage Worlds] Winter War Campaign, Session 10: Heroes In Black And White

The finale to Book 1 of the Winter War Campaign took place in Session 10.

The PCs, trapped in the freezing tunnel, examined the door that had closed a scant 8 hours before. The wall was seemless, but Rick figured that the door on this side was made of solid gold. Keldor and McPhee moved back to the octogonal room to investigate the other three doors (remember last time, the four ice/metal golems emerged out of monster closets from four of the seven doors).

Down the steps and around the corner they went, and spotted an apparition in the middle of the room. The figure was that of a ghostly woman who raised her hand at them, commanding them to stop with a mere gesture. Keldor tried to seduce the maiden (rolling double 1s!) while McPhee asked her why she was there. She responded in a language neither understood.

The others near the door heard Keldor propositioning McPhee, then a unknown voice speaking in a strange tongue, so they rushed downstairs to see what was going on. Father Ashley immediately recognized the apparition as either a handmaiden of the Goddess Iridia or a manifestation of Iridia's Avatar and immediately fell on his knees in supplication.

The rest of the party tried their best to understand what the apparition was saying. Between Father Ashley's faith, Mort's knowledge of history and mythology, and Nostro's skill with languages, they interpreted her words:

"This place is a cauldron to test the faithful. Those lacking will leave their bones here while those deemed worthy will depart, changed and infused with holy purpose. Either all will pass (or die trying) or all will fail the tests before you. There are three tests: The Path of Head, the Path of Heart and the Path of Hand. One of you will be the Chosen of Iridia, while the rest will be Companions of the Chosen of Iridia. Before you are three doors. Choose wisely, face the tests with bravery and step forward to meet your destiny. "

After a brief discussion, Father Ashley, Mort and Nostro believed that the first test would be the Path of Head. Sir Aerik chose the center door and opened it with no difficulty, leading into a corridor and a room beyond, with a dias along the far wall.

The floor was springy and on the dias were two containers, one larger than the other, and a chute into the wall, angled down. On the wall was script that took Mort, Father Ashley and Nostro a while to decipher.

Father Ashley, in a pique, tried to toss a stone down the chute but Rick stopped it with a lucky grab. The script turned out to be a riddle instructing the PCs to measure out water in the two containers in a specific way:

"Before you are two containers, one 5 units and the other 3. Measure 4 units and pour into the chute. Too little or too much and your lives are forfeit. Just right and you live."

A faucet appeared in the wall and between McPhee and Father Ashley, they managed to solve the problem, succeeding in measuring 4 units and placing it in the chute. A loud machine-sound grinded below the floor and the floor went from springy to solid. Trap averted, they retreated back to the octogonal room to select another door.

Sir Aerik chose the door on the right, which opened into a corridor that lead into darkness. Father Ashley shot a bolt of holy power into the darkness, which rebounded and struck Nostro (who, luckily, survived with only a scratch). After that, Father Ashley was told to stop it, in no uncertain terms.

The group went into the tunnel and into the darkness, with Mort's weird science Light providing the only illumination. Soon, darkness descended around them but the corridor didn't seem to end. Joe spotted something on the wall and determined that it was a picture that looked a lot like him. He reached a certainty on that (and gained one Doom point), being recognized by Father Ashley as one of the Companions of the Chosen of Iridia, the Mighty Warrior. Joe looked more heroic than he had ever looked before.

Mort looked at the place on the wall where the image of Joe was engraved and saw another image nearby that looked much like him, too. He also reached a certainty (gaining a Doom point as well) but his image had a dark tinge to it. Father Ashley revealed him as the second Companion of the Chosen of Iridia, the Engineer. What the dark aspect to his character is will be revealed in the future!

Rick Hardrick also saw himself on the wall (gaining a Doom point), and was quickly identified as the Companion of the Chosen of Iridia, the Greatest Swordsman in the Land. Father Ashley spotted another figure on the wall, himself as the Confessor-Priest Companion of the Chosen of Iridia (receiving a Doom point). Then McPhee spotted himself on the wall, too (earning a Doom point, too) and the identity of the Twin-Sword Wielder. Finally, Nostro saw himself as the Holy Wizard of Iridia (adding a Doom point to his character).

Finally Sir Aerik stepped forward, spotting himself as the Chosen of Iridia, amidst the Companions. Gaining a whopping THREE Doom points, Sir Aerik took his place in the annals of the Holy Iridia.


The darkness faded and the PCs found themselves in a short corridor, with the door they entered right behind them. Returning to the octogonal room, they spotted the apparition again and all understood her words this time.

"You have passed the Path of Head and the Path of Heart. Your choices are difficult ones from this point forward. You will perform great feats of heroism while at the same time facing great peril. To be a Chosen of Iridia is not an easy path, nor it is one that promises a long life in this troubled world. To be a Companion is also not easy nor is the life slated to be long, either. Before you is the final door and your final test: The Path of Hand. It is a test of action and a test of death. Will you survive facing a great and worthy enemy? Can you name a enemy worthy of christening your burgeoning powers? Speak now and you shall be transported there, to face your enemy and either die or vanquish him."


The PCs discussed the "worthy" enemies they had faced before: Colin, now King of the Iron Crown of Malarky's Gang; Sir Aerik's undead necromantic brother; the Ghoul in the maze. None seemed worthy enough for their action.

Sir Aerik turned to the spirit of Iridia and said "We have heard that there is a gathering of Chief Necromancers that plague the Southern Freeholds. Take us to them so that we may defeat them or die trying. That is a worthy foe to face."

Sir Aerik opened the final door and the PCs traveled through it into mist. They found themselves in a chamber, with three Necromancers behind a table in front of them.

McPhee sprang into action, attacking with two swords against two of them, striking hard but failing to penetrate their magical armor. The Necromancers blasted at the PCs with their magical staves, severely wounding McPhee and Joe. Sir Aerik lept upon the table, striking down one of the Necromancers with his longsword, killing his evil foe (the player spent 1 Doom point, rolling a 1 so the Chosen of Iridia survived!).

With one Necromancer down and two still up and deadly dangerous, and two PCs near death, Father Ashley stepped forth and cast holy fire upon one of the hated foes, just as the Necromancer unleashed his evil power. The forces struck, destroying each of them completely (the player spent his sole Doom point and rolled a 6, so Father Ashley's Doom came home to roost and he died in a blaze of glory!).

Three lesser Necromancers burst into the room and Nostro summoned all his mighty eldritch powers, leaping within their midst as he broke his magic staff, unleashing them upon the sole remaining Chief Necromancer and the three lesser, just as they opened up with their own magical staffs on him. The resulting explosion killed the four Necromancers and Nostro as the rest of the party looked on in horror! (The player spent his Doom point and rolled a 6!)

The party, shocked and deeply saddened by the loss of their friends, quickly retreated to the door, finding themselves back in the smugglers' cave.

Thus ended, rather explosively, Book 1 of the Winter War Campaign. Look for the exciting continuation in Book 2, coming sometime in late 2011 or early 2012! (After that ending, I'm taking a break - two PCs dead from Doom! A first for me!)

Tuesday, August 9, 2011

[Resources] Japanese Sword Museum

RPGs love katanas and RPG players even more so. So when I heard of the Japanese Sword Museum on the Godzilla Gaming Podcast (forget the episode, listen to them all, you won't regret it) and also this blog, I was immediately interested.

It is a small museum in Tokyo that one "blow through the museum in 5 minutes if you just take a casual glance at the contents." But I have found that the most interesting displays take a while to absorb.

So when I finally make it to Japan, I plan on visiting and taking a long, long while learning about nihonto. Real cool.

Monday, August 8, 2011

[osr Challenge] Redcap ideas

The Redcap prepares to kill some foolish humans.
For my the osr Challenge: A September of Short Adventures write-ups, I want to have at least one with an unusual monster foe.

So I looked at my game books and found something in Iridia issue 107. My friend Christian, over at Destination Unknown, wrote up the Red Cap in this issue so I translated this Fey creature into Labyrinth Lord.

Here's the sample stat-block!

Red Cap (small Fey); No. Encountered: 1d6+6; Alignment: Chaotic; Armor Class: 5; Hit Dice: 1d6+1, Hit Points: 7, 6, 6,  6, 5, 5, 4, 4, 3, 3, 2, 2; Attacks: short sword (1d6 + special), javelin (1d4 + special); Save: F1; morale: 8;  Special abilities: thief skills (including backstab), 60 feet darkvision, black venom poison (target must make save  v. poison or take 1d6 CON damage for two rounds).

If you want to try writing 25 short adventures over the days of September, you can join here!

[1938] Molotov Cocktail

A Molotov Cocktail is a fuel bomb, cheap to make and easy to use. Simply fill a bottle with petrol and tie a petrol-soaked rag around the neck. A quick light and throw, and you've set something on fire.

In terms of Savage Worlds, it's as follows:

Molotov Cocktail
Range: 5/10/20 (small burst template); Damage: 2d10; Notes: roll d6 (5-6 catches subject on fire).

Sunday, August 7, 2011

[Characters] The Great Race: Leslie Gallant III

The Great Leslie is the hero of The Great Race. Dashing, handsome, with a winning smile and always impeccably dressed in white, he annoyed me as a kid because I thought him rather bland. As an adult, I appreciate him (and the type of character) more. He's truly a Paladin, Lawful Good without being a dick.


Leslie Gallant III aka The Great Leslie (WC)

Agility d8 Smarts d6 Spirit d8 Strength d8 Vigor d6
Parry 6 Toughness 5 Pace 6 Charisma +6

Edges:
Ace, Attractive, Charismatic, Luck, Great Luck, Hard to Kill, Harder to Kill, Noble, Rich, Filthy Rich, Two-Fisted, Quick, Quick Draw.

Hindrances:
Enemy (Professor Fate, minor), Loyal (minor), Heroic (Major).

Skills:
Fighting d8, Shooting d8, Knowledge (Languages) d8, Driving d10+2, Boating d8+2, Piloting d8+2, Knowledge (Science) d8, Repair d8, Riding d8, Swimming d6, Taunt d6, Persuasion d6, Guts d8.

Saturday, August 6, 2011

[osr Challenge] Tsojcanth, You are No. 6!

The Lost Papers of Tsojcanth is the sixth entrant in the osr Challenge: A September of Short Adventures! Congrats!

I am very excited about this as there will now be 25 x 6 = 150 short adventures! We've still got time to join, so if you're on the fence, now is the time to get started!

[osr Challenge] Stat blocks and less than a month away!

One of the things you need for your 25 short adventures are stat blocks. I use a very simple format and I'll show you how it's done.

I'll use the unicorn from the Labyrinth Lord main book. Here's how it appears in the book:

Unicorn
No. Enc.: 1d6 (1d8)
Alignment: Lawful
Movement: 240' (80')
Armor Class: 2
Hit Dice: 4
Attacks: 3 (2 hooves, horn)
Damage: 1d8/1d8/1d8
Save: F8
Morale: 7
Hoard Class: None
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. All unicorns have a long, straight horn growing from the center of their foreheads. Males sport a white beard, and all unicorns' coats are snow white. A typical adult unicorn is the size of a wild horse. These majestic creatures have the ability to teleport 1 time per day, along with a rider, up to 360'. A lawful, virtuous maiden may only approach these shy creatures.

The stats are important, so be sure to include them all (but I usually leave out the movement rate because it's easy to find it in the book if needed). I figure out the hit points, combine the damage into the attacks stat and add any special abilities that are mentioned in the text at the end. The shortened listing is at most two or three lines for ease of use:

Unicorn; Alignment: Lawful; Armor Class: 2; Hit Dice: 4d8, Hit Points: 28 ; Attacks: Hoof/Hoof/Horn (1d8/1d8/1d8); Save: F8; morale: 7; Special abilities: Teleport (1/day).

And that's how I do it. Pretty straight forward and useful for quick reference.

So there is less than a month to the osr Challenge: A September of Short Adventures! Be sure to sign up and participate!

[Blogs] In Places Deep

Evan writes the blog In Places Deep, and what a fine blog it is. He's got info on his personal campaigns, Nightwick Abbey and Dark Country.

Now Nightwick Abbey is cooler than cool - I love the name and the evocative nature of the name - not to mention the write-ups of his sessions (20 so far). So read it for that.

But also read it for stuff like the White Lady. I was totally blown away by this post. I read that and thought of how I could use this story in whatever game I'm running, from a modern day game set in the Scottish Highlands to the fantasy world Evan writes about.

So check out In Places Deep. You will not be disappointed.

Friday, August 5, 2011

[Quotes] My Co-worker

"I'm trying to figure out a way that this is your fault." - My co-worker, to her husband.

Wednesday, August 3, 2011

[osr Challenge] Do I have ideas? Try these on for size!

Continuing my planning for the osr Challenge: A September of Short Adventures, I continue my wandering across the internet:

A house fly.

Phonophobia! (fear of loud noises)

The dreaded Basilisk

and a Sea Serpent (how am I going to get that into the Ashford Valley?)

So, if you want to join in on 25 days of short adventures in September, click here and sign up!

[Brick & Mortar] Ancient Wonders in Tualatin, Oregon

Ancient Wonders
Address: 19060 SW Boones Ferry Rd, Tualatin, OR
Phone: (503) 692-0753
http://www.ancientwonders.net/

RPGs: excellent selection
Indie RPGs: good selection
Used RPGs: excellent selection
Miniatures: excellent selection
Boardgames: good selection
Gaming space: good (3-5 tables, more upstairs)

Family Friendly: yes
Knowledgeable Staff: unknown

Overall Rating: excellent

I haven't written one of these in a while so I figured I'd go a little farther afield than my local area - to Portland (or actually, just south).

Ancient Wonders is one of my usual stops when I go to Portland. I love the place - it's a used and rare game searchers place to go. There are shelves and shelves of them, all extending up the walls, all holding those gems. Each time, I have to search and often am left calling friends with "Hey, I'm down in Portland at a game shop and I found what you were looking for ...." That, my friends, is the mark of a good shop.

So next time you're in the Rose City, take a jaunt south a bit and check out Ancient Wonders, you won't regret it.

Tuesday, August 2, 2011

[Characters] Captain America's Super-Soldier Serum

I saw Captain America: The First Avenger over the weekend and I really enjoyed it. Since I'm a fan of Savage Worlds, I thought up the Super-Soldier Serum (using the SWEX Super Powers Companion):

Super-Soldier Serum [10 Power Points]
Super Attribute (Special*) +8 [8]
Super Edge (Brawny) [2]
Ageless [1]
Quirk** [minor, -1]

* No attribute can be raised above d12 for this serum. Start with Strength, increase to d12, then distribute the remaining bonuses between Vigor and Agility, weighting Vigor at 1 die higher (minimum) than Agility.

** increases positive behaviors for good recipients and negative behaviors for evil ones.

For an example:
Pre-Serum Steve Rodgers
Agility d6 Smarts d8 Spirit d8 Strength d4 Vigor d4

Post-Serum Steve Rodgers
Agility d8 Smarts d8 Spirit d8 Strength d12 Vigor d10

I'm thinking this would be a pretty cool thing to have in an all Super-Soldier campaign.

Monday, August 1, 2011

[Characters] The Great Race

When I was a kid, The Great Race (1965), with Tony Curtis, Natalie Wood, Jack Lemmon and Peter Falk, was a favorite. A dashing daredevil, a plucky woman reporter, an evil mastermind and his trusty sidekick, in a car race from New York to Paris, mixed together in a series of car chases, barroom brawls, explosions, icebergs, prisons, swordfights, pie fights, and a mad-dash to the finish line  - what kid wouldn't love that?

I'm planning on writing up the characters from the films in a new Character series for the blog. Watch the movie and see what I'm going on about.