Monday, June 18, 2018

The Creepy Crawl Chronicles - Session 40

Greed – Lvl 5 Homanculus
Rael – Lvl 6 Thief/Werewolf
Vlad Draculastein – Lvl 4 Dampyr
Tarvinir – Lvl 5 Magic User
Ritzy – Lvl 5 Homanculus

Henching
Arongoth of Hogendaus – Lvl 6 Cleric/Vegetable

Monsters Mashed:
8 bull sharks – smashed, bashed, sliced, grasped by wolf fangs and used as a club, magic missiled
232 exp/ 5.5 players = 42 EXP apiece

Morgus’ Money Monkey Mummy
Blasted to ape giblets by an overpowered Magic Missile. (Noted here because Tysis started after this fight and Ritzy & Arongoth were absent)
900 exp/5 players = 180 EXP apiece

TOTAL: 222 EXP apiece

Commentary: 

This session was pretty much an interstitial one, based on the tenuous details in the email here. After knocking over the hidden temple of Leviathan, they went back to the Rusty Bucket to rest up and get ready to go on Tarvinir's initiation mission on behalf of the Occluded College

They had a bit of a bumpy night, with an attack in force from a school of fog swimming bull sharks, and also Morgus the Malevolent sent another mummified collections agent after them, this time a mummy gorilla that tried to do a second story job on our heroes. Another blast from the big red d30 sent him to the big banana barrel in the sky.

Tysis was a new player, a fighter, who despite his enthusiasm and repeated attempts, just never got as weird as the rest of the party. He was good to have around for a fight, though. 

(I dunno what the deal is with the parenthetical there, sometimes attendance was spotty as we were playing ad hoc over our lunch hour at work. And I didn't always remember to post a followup immediately.)

More to come, as our merry monster maulers go on their quest for Koendar's Staff at the lost school of the Occluded College. Stay tuned.

Sunday, June 17, 2018

Happy Father's Day!

Love 'em while you got 'em.

Friday, June 15, 2018

The Creepy Crawl Chronicles - Session 39

Greed – Lvl 5 Homanculus
Rael – Lvl 6 Thief/Werewolf
Vlad Draculastein – Lvl 4 Dampyr
Tarvinir – Lvl 5 Magic User
Arongoth of Hogendaus – Lvl 6 Cleric/Vegetable
Henching (and tripping Aquaballs thanks to a hallucinogenic poison dart)
Ritzy – Lvl 5 Homanculus

Monsters Mashed:
5 sneaky Tentacultists – Sliced, battered, skewered, and flash fried. Mmmm.
640 EXP/5.5 players = 116 EXP apiece
Loot Acquired:
2000 GP, 3 Pearls (10, 75, 250 gp) Polished Oyster Shell (30gp), Silver & Coral Bracelet (400 gp), Jade pendant depicting fish swimming around a crown (600 gp), Silver ship’s clock with inlays of frolicking mermaids in walrus ivory (900 gp)
4235 EXP/5.5 players = 770 EXP apiece

TOTAL: 886 EXP apiece.

Commentary:

The raid on the secret temple of the Cult of Leviathan continued in this session. They fought some more tentacultists, grabbed some loot through the portal to the deep ocean, and Ritzy got hit by a dart full of hallucinogenic poison that totally wharbled his garble, which was fine 'cos he was henching anyway. 

Tune in next week as our merry ganksters wrap up their looting of this dank basement and set sail for stranger shores. 


Fish on!


Thursday, June 14, 2018

Kismet!


I have to give a shout out and a hearty thanks to my friend Paul for his most excellent review and promo of my newly released campaign world book The Thousand Year Sandglass.

As a way of showing my appreciation and also trading a plug for a plug, I'd like to direct your attention to an adventure he's been putting together over the past few weeks titled "The Vile Crypt of the Reawakened Sisterhood"

Here are the blog posts where he walks us through his creation process for this thrilling new adventure. Part 1, Part 2, Part 3, Part 4, Part 5, Part 6.

Coincidentally, if one were to be stocking a sandbox game in the world of the Sandglass, one might find that this particular vile crypt slots in quite nicely as a challenging destination for your brave heroes to delve.

I would suggest putting it near the Mount of Tombs in the Howling Desert, or somewhere in the western reaches of the Grasslands, or in the foothills around the Jinni's Tooth. But that's just me...

As I was reading Paul's posts I was delighted that he was independently coming up with something so uncannily apropos to the project I was bringing in for a landing.

It could only be kismet!

Wednesday, June 13, 2018

The Thousand Year Sandglass now available on DriveThruRPG!


Behold!

 More than a thousand and one tales await in a brand new campaign guide from BigFella Games!  Inspired by the Arabian Nights, and written to be compatible with Labyrinth Lord, this is the first volume in a series of books bringing my long running campaign to the public.

Contains a world hex map and gazetteer, four new classes, extensive random tables for generating adventures in the fabled city of Kalabad, a fearsome array of new monsters, as well as extensive material on various types of jinni, and 8 fully mapped and keyed adventure scenarios. And much more besides.

I would be honored if you gave it a look, and thrilled if you would be inclined to purchase it!

https://www.drivethrurpg.com/product/244365/The-Thousand-Year-Sandglass--Book-1

Available now in digital format. The Print on Demand version is in the works and should be appearing soon. Watch this space for more!

Like a jinni from an antique lamp, the magic can be yours to command!

The Creepy Crawl Chronicles - Session 38

Full house today!:
Greed – Lvl 5 Homanculus
Rael – Lvl 6 Thief/Werewolf
Vlad Draculastein – Lvl 4 Dampyr
Tarvinir – Lvl 5 Magic User
Ritzy – Lvl 5 Homanculus
Arongoth of Hogendaus – Lvl 6 Cleric/Vegetable

Monsters Mashed:

1 Grindeylow – Smacked about than rabbit-bit by Rael.

               48 EXP/ 6 players = 8 EXP apiece
 Argus Strangel, cleric of Leviathan – Silenced, shot, stabbed, then perforated with Magic Missiles

               1800 exp/6 players = 300 EXP apiece

Total: 302 EXP Apiece

Items Gained: Decanter of Endless Water. You’ll need to get it looked at by an expert (like the Occluded College) to gain full mastery of its abilities.


Commentary: 

In this session the party continued their raid of the Cult of Leviathan's hidden temple. They ganked a grindeylow that crawled up out of the sea portal. (The random dice weren't really workin' for me. I prolly shoulda just tossed another skrag at 'em since they'd used up their Fireball, now that I think about it long after the fact.) 

They also confronted and thoroughly murderated the cult's high priest, a nautical sort of fellow who if I recall correctly didn't get much chance to put up any kinda resistance to our industrious interlopers. (Lone spellcasters are kinda like bugs on a windshield when a party gets rolling, especially when Silence spells get into the mix.)

This session also saw the introduction of one of the most abuse-able, mischief making magic items in the game, the Decanter of Endless Water (particularly its firehose-like Geyser function), which the players eventually, and rather tellingly, dubbed the "Hydro Pump".

Lotsa boffo laffs comin' outta that unassuming bottle. Chuckles by the gallon.

Stay tuned for more hydraulics and larceny.

Monday, June 11, 2018

The Creepy Crawl Chronicles - Session 37

Greed – Lvl 5 Homanculus
Rael – Lvl 6 Thief/Werewolf
Tarvinir – Lvl 5 Magic User

Henching:
Vlad Draculastein – Lvl 4 Dampyr
Ritzy – Lvl 5 Homanculus
Arongoth of Hogendaus – Lvl 6 Cleric/Vegetable

Monsters Mashed:
Fog swimming bull shark who attacked Greed, Ritzy, & Arongoth in their room at the Rusty Bucket Inn. Bludgeoned to death and sold to the inn for soup stock to offset room repairs.
30 EXP/3 = 10 Exp for Arongoth, Ritzy, & Greed

Scrag in Leviathan Temple: Zapped, shot, and evaporated in a fireball.
               600 EXP/ 5.5 players = 109 Exp Apiece

               50 gp worth of copper, silver, and brass scrap from sea chest in shrine. /5.5 players = 9 exp apiece

Total Experience = 118 + 10 for Arongoth, Ritzy, & Greed

Addional gain: +1 cutlass with etched design of mermaid kissing a sailor under waves on the blade

Commentary:

In this session the conflict with the Cult of Leviathan escalated, with the cult sending another of its signature monsters after them: enchanted bull sharks that could swim through thick fog, which they sent after our heroes at the inn. 

I smile with fond nostalgia at the name of the inn, The Rusty Bucket, which is a call back to the second campaign I took part in with Paul and Delta and my Boston gaming crew. Somehow our group wound up buying a tavern and running it, in addition to fighting angry volcano gods, giant spiders, and midget vampires in a campaign set in the multi-doomed city of Treague.  

But I digress. After fending off the shark that crashed through their window and selling the fins to the inn to pay off the repairs, they sought out the squid cult's home base to get them to call off their repo-fish. 

I do recall some shenanigans with Rael trying to climb in wolf form onto the roof of the dilapidated dockside warehouse they tracked their foes to, but eventually they found the secret entrance and began their raid on the Shrine of the Leviathan. 

They made their way down into the entry hall, and Fireballed a sea-troll that crawled up thru the sea portal, and that's where we left off for this session.

To prep the cult's temple I used a small dungeon/temple map I'd run across as a 1 Page Dungeon entry titled the Lost Temple of Tyrandraxu written by Mr. Joshua J. Laboskie, proprietor of Jasper's Rantings.But I needed to make it a bit more maritime in tone, so here's my modified key:

THE HIDDEN TEMPLE OF THE LEVIATHAN

1: Shrine


The rickety steps lead down to a large 40’X50’ room with a thin pillar of barnacle encrusted stone every 10’. 


    There is a corridor in the N wall behind a rattling curtain of seashell beads strung with about 50 gp with holes punched in their centers. If any of the coins are gathered, it will cause enough rattling to alert other parts of the complex. 


    In a 10’ alcove to the E there is a prow of  a wrecked ship with a mermaid figurehead. The head has been struck off, replaced by a jagged bloom of bone white coral. A sea chest sits on a low stone slab in front of it, full of copper and silver pieces and smashed compasses and astrolabes. (about 50 gp worth of coinage) Beneath the coins is a cutlass +1 (1d6+1) that allows Water Breathing as long as it’s clenched in a user’s mouth. Its blade is etched with an image of a mermaid kissing a sailor under the waves. If the coins are disturbed, the coral head of the idol will start screaming like a shrieker for 1d4 rounds.


    There is a locked door to the W. A puddle of wet sand streams out from under. It bears a hammered copper image of a whale and a squid locked in a death struggle. 


2: Pool Room


    This room is 30’X30’ with walls of grime streaked green marble. A low well lies in the center, about 10’ across. If the shrines in 1 or 5 are disturbed, underwater guardians will be summoned to defend the temple. Monsters will also be called by Brother Strangel in 3 at will.

Roll 1d4
1: 1d4 Grindeylows HD: 2, HP: 14 each, AC: 7, Claw Claw Bite 1d3/1d3/1d4, Blinding eye flash Save vs. Paralysis or binded for 1 Turn (-4 to hit, 1/2 move) Mv: 90(30) Sv: F2, Ml: 8


2: 1d8 Tentacultists HD:1, HP: 8 each, AC: 7, Dmg: Tentacle grapple 1d3 per turn of constriction (-1 to hit per tentacle on victim) Mv: 90(30), Sv:F2, Ml: 12. Retributive strike save vs. Death or take 1d8 in 10’ radius. Ink cloud: Obscures vision for 1d8 rounds. 


3: 1d6 Bull Sharks (can swim and breathe in air in temple) HD: 2, HP: 12 each, AC: 4, Bite: 2d4, Sv: F1, Mv: 180(60), Ml: 7


4: 1 Scrag: Troll with gills: HD: 6+3, HP: 28, AC: 4, Claw Claw Bite 1d6/1d6/1d10, Mv: 120(40), Sv: F6, Ml: 10

3: Priest’s Chamber


The door to this chamber is ajar, and leads to a dank 20X20 room full of battered antique furniture and decorated with mildew spotted sea charts. A well stocked liquor cabinet sits in the E Corner. This is the dwelling of Argus Strangel, the priest and prophet of Leviathan.  A grizzled man of nautical bent with one wide, staring eye. He’s willing to negotiate sale of the hook. 


Argus Strangel: 9th. Level Cleric, HP: 27, AC: 5 (Bracers of Armor), Belaying Pin 1d6 or Broken Bottle 1d4
Spells: 1: Cure/Cause Light Wounds, Detect Magic, Purify Food & Drink, Resist Cold 2: Silence 15’ Radius, Resist Fire, Hold Person, Speak With Animal, 3: Animal Growth, Cure Disease, Dispel Magic 4: Lower Water, Detect Lie 5: Insect Plague (crabs instead)
Magic Items: Decanter of Endless Water hidden among liquor bottles.

4: Sandy Corridor


A corridor leading to a 30’X20’ flooded room with ankle deep brackish water. There is a lot of sand in the otherwise roughly worked stone corridor, which will slow movement by 1/2 (4a). Under 4b there is a pit trap (1d6 dmg from fall)

There are rusted manacles set in the walls of the room, and this is where the party will be taken if defeated. The corridor ends with a water swollen door in 5, which takes a 1 on a d6 to open.

5: Deep Shrine


There are two pressure plates in the corridor for 2, which will activate Poison Dart traps (Fire as F1, 1d4 damage, Save vs. Poison or affected by hallucinogen as Confusion. for 1d6 turns (1-4 Fight Phantoms, 5-6 Babble, 7-10 Fight Each Other). Past the point where two corridors meet, the hallway is hung with fronds of half rotted kelp, which slows movement by 1/2 to pass thru, and save vs. Paralysis or get entangled, needing a turn to get loose. 


    The shrine beyond is 40’X20’, carved in black stone with a row of polished, salt crusted steel columns leading to an 8’ wide porthole opening onto a vast dark underwater vista with vaguely perceptable shapes moving in the distant shadows. If touched ripples will flow across the wet surface. 


    On a small rock platform on the other side is a stone chest full of treasure. (2000 GP, 3 Pearls (10gp, 75 gp, 250 gp) nestled in a polished Oyster Shell (30 gp), A silver and coral bracelet (400 gp), A jade pendant depicting fish swimming around a crown (600 gp) And a silver ship’s clock and inlays of frolicking mermaids in walrus ivory (900 gp)

 Passing things through the portal has a 1 in 20 chance of attracting the attention of one of the creatures. Stepping through will put you at the bottom of the ocean, save vs. Paralysis or pass out from the immense sudden pressure. A giant squid will attack a moment later. 


Giant Squid: HD: 6, HP: 48, AC: 7, 8 tentacles(1d4) 2 Attack Tentacles 1d8, Bite 1d10, Mv: 120(40), Sv: F3, Ml: 9, 6 HP to cut small tentacles, 8 to large, will blast 30’ diameter cloud of ink to escape if fight goes bad.